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  1. Curveball Power Level: 8 (128/149PP) Unspent Power Points: 21 Trade-Offs: None In Brief: Four armed mutant baseball girl Alternate Identity: Jasmine "Jazzy" Rita Jagger Birthplace: San Francisco Residence: Emerald City Occupation: Commercial Endorsements Affiliations: None Family: Jimmy Jagger, Brother (Mutated Coast Guard), Uncle Billy "Boomer" Bootwell (Boxing Coach) Age: 21 Apparent Age: 21 Gender: Female Ethnicity: (Mainly) Caucasian Height: 5'7" Weight: 68 Kgs Eyes: Blue-Green Hair: Short Blonde History: Jazzy and her twin Brother, Jimmy were blossoming professional athletes (she liked baseball, he liked swimming). At the age of 20, just beginning to make a little headway in a highly professional field (they were on route to being professional sportsmen/women, although would fall short of Olympic elite status), they both were hit by a Darwin-X outbreak in East Berlin that claimed the lives of a few dozen, including their parents. Jazzy and Jimmy survived, their bodies adapting to their field of sports. Jimmy became aquatic, able to breathe underwater and swim incredibly fast; although his skin turned grey and he looked pretty ugly afterwards (hairless, and finned). Jazzy grew an extra pair of arms and found an ability to throw baseballs at incredible speed. Such mutations disqualified them from any professional sports career. Jimmy turned his mutation to good use, although bitter about his appearance. He has become an extremely valued coastguard, and has saved countless lives already. Unfortunately, Jazzy had a less overtly useful mutation. What good was a batting and bowling if she couldn't play sports? She managed to get a little local fame as a "freak on TV", doing advertising, and even got a little bit of a cult following (with some weird stalkers with it). She wasn't exactly happy with this, so when uncle "Boomer", a boxing coach, suggested she take up the superhero business, she jumped! Personality & Motivation: Jazzy is a competitive person (she had to be, being an ex-athlete) but doesn't trash talks, she actually really respects and admires athletes. She has a lingering bitterness that her dream career got torn away from her, and she does harness this anger from time to time. She likes physical activity and exercise and can be a bit obsessive about it. She has developed a bit of a comradery with other freaks and weirdoes. She particularly likes campaigning for the living and dead victims of Darwin-X. Part of being a superhero is simply a job; more fame, more money, more sponsorship. But aside from all of that, she feels it is good in that it turns her condition to a positive use; and besides, it helps others when all is said and done. Powers & Tactics: Jazzy was always athletic, but her physical abilities are slightly improved, in particular, she is a lot stronger than she looks (although not superhuman). An obvious mutation is the fact she has grown an extra pair of arms under her normal ones (although on close inspection her "normal" arms are an inch above normal height in placement). Her arms are no adjusted to provide incredible throwing power and speed, although only for light objects. Her eyes have equally adapted, and she is able to see at incredibly long distances (all the better for long distance throws!) Curveball arms herself with four baseball bats strapped to her costume, often holding more than one at a time. She also has a bandolier with a half-dozen baseballs ready to throw at skulls for a knockout. She fights in a straightforward, even reckless manner, charging in, throwing stuff, and swinging her bats. Complications: Pop! Whilst Curveballs mutation is generally helpful, her incredible throwing arm physiology means her arms easily pop out of their sockets. Impact or falling damage can particularly do this, but other effects, even things like punching an impervious object / target, may also do that. The other Left: Her throwing is amazing thanks to an adapted arm and brain, but as a side effect, curve ball pretty much always gets left and right mixed up, and never admits to this... Morning Stiffy: Curveball wakes up with very stiff joints in her arms. She usually needs an hour of stretching to get herself going. Physiotherapy or medical treatments can cut this down. This happens even if she gets knocked out. Reckless: Young and foolish, Curveball is impatient and reckless, and will charge in without properly assessing situations or noticing pitfalls (potential or actual). Sponsored by: Curveball doesn't have a job. She lives by making kooky commercials for sports equipment or other stuff. She doesn't really have the skills or wit to capitalise on this, so whilst not poor she is not well off either, and is often called to make strange commercials. If on TV she will often turn around and try to get sponsorship or the like. She is actually quite famous in a Z-list way. A frequent request of her is to write her signature with all four limbs at the same time. Abilities: 2 + 8 + 6 + 0 + 0 + 4 = 20 Strength: 12/20 (+5) Dexterity: 18/20 (+5) Constitution: 16/20 (+5) Intelligence: 10 Wisdom: 10 Charisma: 14 (+2) Combat: 18 + 18 = 36 Initiative: +9 Attack: +9 Defense: +7,+4 Flat Footed Grapple: +12 (+16 Using All four arms) Knockback: -3 Saving Throws: 5 + 5 + 5 = 15 Toughness: +7 (+5 Con, +2 Protective Vest) Fortitude: +10 (+5 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +5 (+5) Skills: 15 PP = 60 R Acrobatics 8 (+13) Skill Mastery Bluff 4 (+6) Climb 8 (+13) Skill Mastery Intimidate 4 (+6) Knowledge [Pop Culture] 6 (+6) Knowledge [Streetwise] 2 (+2) Notice 4 (+4) Perform [Acting] 4 (+6) Sense Motive 4 (+4) Stealth 8 (+13) Skill Mastery Swim 8 (+13) Skill Mastery Feats: 15 PP Acrobatic Bluff Ambidexterity Bounce the Ball [Applies Ricochet 1 to thrown attacks with balls and similar] Equipment 2 Evasion 2 Improved Aim Improved Critical 2 (Thrown Baseball) Improved Initiative 1 Precise Shot 2 Quick Draw 1 (Draw) Skill Mastery 1 (Acrobatics, Climb, Stealth, Swim) Takedown Attack 1 Equipment: 2PP = 10EP Four Baseball Bats (Strike 2, Mighty, Thrown, Multiple Weapon 3) [7 EP] Undercover Shirt (Protection 2, Subtle) [3 EP] A half dozen baseballs ready for throwing [0 EP] Powers: 2 + 14 + 1 +1 + 5 + 3 = 26 (All powers have mutant descriptor) Additional Limbs (2 Extra Arms) [2 PP] "Four armed" Enhanced Traits 14 (Strength +8, Dexterity +2, Constitution +4) [14 PP] "Physiological boost" Leaping 1 (x2 Distance; Running 30’, Standing 15’, High Jump 5’) [1 PP] Speed 1 (10mph) [1 PP] Super Senses 5 (Extended Normal Vision 3 [x1000/-2 Per 2 Miles], Low-Light Vision, Microscopic Vision [Dust] ) [5 PP] Super Strength 2 (Feats: Throwing Mastery 2, Flaws: Limited [-2], Applies only to throwing distance for objects that would have been light anyway) [3 PP] "Perfect throwing arms" Throwing Distances For Light Load (14 Kgs / 133 Lbs max) Drawbacks: None DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Tough Damage Baseball Bat Touch DC 22 Tough Damage Thrown Baseball Ranged DC 22 Tough Damage Thrown Paperclip Ranged DC 17 Tough Damage Abilities 20 + Skills 15 + Feats 15 + Powers 26 + Combat 36 + Saves 15 = 128/149 PP
  2. Echohead Power Level: 10 (178/211 PP) Unspent Power Points: 33 Trade-Offs: +4 Toughness / -4 Defence, +4 Attack / -4 DC (or none) In Brief: Mind stealing agent of AEGIS Catchphrase: "Forget it!" Theme: Boiling Point Alternate Identity: Umberto Velluti Birthplace: Rome Residence: Freedom City Base of Operations: Freedom City Occupation: Agent in Training… Affiliations: AEGIS Family: Lucia Velluti (Mother, Retired Hairdresser) Description: Age: 41 Apparent Age: 41 Gender: Male Ethnicity: Caucasian Height: 5’5” Weight: 50Kgs Eyes: Brown Hair: None Umberto is a short, weedy man, quite bald, with a large nose and a weak chin. He could, in truth, be called fairly ugly. He does have a certain sense of style, however, wearing expensive suits and sunglasses (he loves black) History: Umberto was always a pretty bullied kid at school, the first to get beaten up, the last to get picked at a team. He was short, weedy, and bald since birth and had a faint Italian accent (his family moved to Freedom City when he was four). This was compounded by being smart and by having a doting, overbearing mother (who, ironically, was a hairdresser). Umberto grew up always feeling like he was surpressing something. He had a knack of understanding people and their motivations which he put down to intuition. He made a reasonable business selling garden appliances in his shop, and was doing fairly well for himself. Until, one day, a retired AEGIS agent came into his shop to purchase something for his retirement home. Umberto had a flash of paranoia, and then…bang! He was inside the agent’s head. It turned out that Umberto was a psychic who had repressed his powers all his life.The paranoia had however, forced his unconscious powers to the conscious! He was debriefed by AEGIS, and it was then both AEGIS and Umberto saw opportunity. AEGIS would have much to gain from Umberto's power, as a mind reader. Equally, Umberto he had always harboured dreams of being a spy, a secret agent, or a superhero, but what with being a 5’5” weed with no training and an overbearing mother, he had no opportunity. So, Umberto would get training (and a flashy stun pistol) in return for his services. Echohead has a symbiotic relationship with AEGIS. He makes himself available to them (and has security clearance with them) and in return they are supporting his development; he thus acts independently although AEGIS does monitor his activity. Personality & Motivation: Echohead has always wanted a life of adventure and excitement and this is his primary motivation. However, he also has a lot of sympathy for the underdog, and cannot abide bullies or autocrats. He is a friendly man, by and large, but conceals a lingering sense of low self-esteem. He is particularly fond of food and has a love of plants, flowers, and gardens. He relaxes in his own garden and grows his own vegetables. Powers & Tactics: Echohead can “steal” other peoples thoughts or neurological functioning. He can make people ignore something, paralyse parts of (or all of) their body, or forget skills. As well as “deleting” such abilities (albeit transiently), he can “copy” someone into his head, getting their skills and mental abilities. The copy does linger as an “echo” which can be distracting or even (if a strong personality) dangerous. Echohead will usually try to win conflicts by selectively disabling his targets, perhaps so that a fight is not needed at all. Umberto utilises high tech AEGIS equipment to compensate for his lack of physical skills or abilities. He wears bulletproof clothing, and carries an AEGIS energy pistol if he needs to combat psychic-resistant enemies. Power Descriptions: Echoheads psychic powers are not visible or detectable. His blaster pistol fires yellow-orange energy beams of slightly different flavour according to setting. Complications: Ugly Face: Umberto is not so ugly as to be repulsive, but he is not so far from that position, either. He is not good at making first impressions. Ugly Thoughts: Any “Echo” stored in his head has the lingering will of the original. For the most part this is, at worst, distracting. However, progressively strong willed copies might limit the use of their skills at a critical time, or cause him to freeze or tic or speak inappropriately. Exceptionally strong copies might even – if Umberto was tired or drained – even take possession of him transiently! Ugly Tongue: When nervous, Umberto tends to gabble. He might reveal information, or say the wrong thing, or speak his mind completely inappropriately! Ugly Head: Umberto suffers from terrible migraines, perhaps as a side effect of his medication. Bright light and stress can set them off, and render him virtually helpless. Sunglasses help, and he takes medication to limit them, but of course he can be without sunglasses and medication…and there is plenty of stress around… Ugly Heart: At the end of the day, Umberto is a coward; or, more precisely, he has grown up being bullied and downtrodden and he can easily revert to this mindset. Skilled intimidators or psychologists could have a field day going to town on him. Ugly Body whilst Echohead can "copy" physical skills (or even feats) like acrobatics, climb, and swim using them is another matter. If the copied body is of significantly different size shape or strength, it will take him a little practice to "callibrate" the acquisition of this skill to his own body. This could take a minute for minor differences, or a few hours for major differences in body shape. If he does not fully callibrate, he would not be able to use the skill, or even worse, automatically fail even basic checks. Abilities: -2 + 2 + 2 + 6 + 6 + 0 = 14 Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 12 + 12 = 24 Initiative: +5 Attack: +6 base, +8 Ranged, +10 Energy Pistol Defence: +6, +3 Flat Footed Grapple: +5 Knockback: -7 Saving Throws: 5 + 7 + 12 = 24 Fort +6 (+1 Con, +5) Reflex +8 (+1 Dex, +7) Will +15 (+3 Wis, +12) Tough +14 (+1 Con, +13 Protection/Device) Skills: 12 PP = 48 R Bluff 4 (+4) Diplomacy 8 (+8) Knowledge (Business) 4 (+5) Knowledge (Life Sciences) 4 (+5) Language 4 (English, French, Italian [Native], Latin, Spanish) Notice 4 (+7) Profession [Gardener] 8 (+11) Sense Motive 12 (+15) Feats: 6 PP Attack Focus [Ranged] 2 Benefit 2 (Wealth 1, AEGIS Clearance) Improved Initiative 1 Jack of All Trades Powers: 13 + 13 + 49 + 15 = 100 Device 3 (15 DP, Feats: Subtle) [13 PP] “Cool black suit” [Armour] Protection 13 (Feats: Second Chance [tough vs ballistic]) [14 DP] "Impervium Weave" Immunity 1 (Hot Environment) [1DP] "Thermal Regulator / Literally a Cool Suit" Device 4 (20 DP, Feats: Easily Concealed, Flaws: Easy to Lose) [13 PP] “Snub Nosed Energy Pistol” [tech, energy] Energy Array (19 PP Array, Feats: Alt Power 1) [20 DP] BP: Blast 6 (Extras: Penetrating, Feats: Accurate) [19/19 PP] “Blast!” AP: Stun 6 (Extras: Range, Feats: Accurate) [19/19 PP] “Set to Stun!” Psychic Theft Array (43 PP Array, Feats: Alt Power 6) [49 PP] [Psionic, Mutant] BP: Paralyze 10 (Extras: Range Perception [+2], Feats: Insidious, Precise [Can paralyse just certain parts of body], Subtle)[43/43 PP] “Remove motor function” AP: Dazzle 10 (All Senses, Extras: Alt Save – Will [+0], Range Perception [+1], Feats: Insidious, Precise [Can dazzle some senses and not others], Subtle, Flaws: Limited [Only dazzled to one object or thing]) [45/45 PP] “Remove Awareness” AP: Drain 10 (Any Skill, Extras: Alt Save – Will [+0], Range Perception [+2], Feats: Insidious, Slow Fade 1 [1 minute], Subtle) [45/45 PP] “Remove skill” AP: Drain 10 (Any mental attributes [INT/WIS/CHA], Extras: Alt Save – Will [+0], Range Perception [+2], Feats: Insidious, Slow Fade 1 [1 minute], Subtle) [45/45 PP] “Remove brain” AP: Mind Reading 10 (Extras: Action [Move/Standard], Duration [Sustained +1], Simultaneous Sensory Link [As sensory link but can maintain own senses at the same time, +2], Feats: Insidious, Sedation, Subtle, Flaws: Feedback) [45/45 PP] “Scrutinise thoughts” AP: Nullify 10 (All psychic or psionic powers, Extras: Effortless, Range Perception, Feats: Insidious, Selective [Nullify only some powers], Subtle) [45/45 PP] “Remove Psionics” AP: Mental Transform 10 (Alter Memories [2PP/R base], Extras: Duration [Continuous - countered by hypnotic regression], Range [Perception], Feats: Insidious, Precise, Subtle, Drawbacks: Only deleting memories, not altering them) [42/43 PP] "Memory theft" Mimic 2 (10 PP of any attributes [note flaw], Extras: Duration Sustained [+1], Range Perception [+2], Feats: Subtle, Flaws: Limited to mental abilities [e.g: INT, WIS, CHA, Will, Skills, Some Feats, Psionic or trained powers]) [15 PP] “Echohead” [Psionic, Mutant] Super Senses 10 (Analytical, Accurate, Acute, Extended 1 [x10], Ranged, Radius, Detect Minds [3]) [10 PP] "Detect Brains" Drawbacks: -2 Vulnerability (Psionic; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Tough Damage Pistol Blast Range DC 21 Tough Damage Pistol Stun Range DC 21 Fort Stun Psychic Paralyse Perception DC 25 Will Paralyse Psychic Dazzle Perception DC 25 Will Dazzle Psychic Drain Perception DC 25 Will Drain 1 Psychic Nullify Perception DC 25 Will Nullify Psychic Mind Read Perception DC 25 Will Mind Read Pyschic Transform Perception DC 25 Will Transform (Delete memories) Totals: Abilities 14 + Combat 24 + Saving Throws 24 + Skills 12 + Feats 6 + Powers 110 - Drawbacks -2 = 178/211 Power Points
  3. Incognito Power Level: 10 (150/159PP) Unspent Power Points: 9 Trade-Offs: +5 Attack / -5 Damage, ±4 Defense / -4 Toughness In Brief: Disgraced heir to a family fortune, out to redeem herself if not her family. Catchphrase: “Who am I? I’m the one who took you down. That’s enough.” Theme: Linkin Park: Waiting for the End - https://www.youtube.com/watch?v=5qF_qbaWt3Q Alternate Identity: Victoria Gold (Secret) Birthplace: Freedom City Residence: Downtown Freedom Base of Operations: Freedom City Occupation: Philanthropist Affiliations: People and/or groups you work with. Family: Close or otherwise significant relatives. Description: Age: 25 (DoB: January 2nd 1993]) Gender: Female Ethnicity: African American Height: 5’9 Weight: 140lbs Eyes: Brown Hair: Black Outside of her costume, Victoria Valentine is not a particularly striking beauty. She is clearly of an athletic bent, keeps her hair in a short and severe black crop, and tends to favour practical, sensible clothing (albeit of a high-quality, usually designer make). Given the beautiful and esteemed circles she tends to move in, she can come across as severe, even dour, compared to her fellows. Her costumed alter-ego, Incognito, lives up to the name. She wears a billowing, dark grey cape and tight-fitting grey leotard along with a full-face mask with a stylized black question mark covering her face. There is no skin shown whatsoever, meaning that the only certainty about the person beneath the costume is that she is 5’9, extremely physically fit, and very insistent on her privacy. (If this character takes off I will probably commission some art; alas I have not been able to make Heromachine cooperate with my idea and I got bored trying!) History: Victoria’s story is bound inexorably to her father’s. Tyrone Gold inherited the vast Gold family fortune after his father died young. The Golds had built up a substantial business empire and, for decades, had been renowned for their philanthropic works in the Freedom City community. Tyrone seemed to be no different; he, his wife, and his children were involved in many charities. Victoria was the middle child of three, and was allowed to pursue her passion unhindered. She set herself apart from an early age due to a fascination with martial arts. She had an aptitude for it, and by the age of 12 she was a black belt in Karate, had mastered several forms of Kung Fu, and was more than capable of beating her snot-nosed 16 year old brother handily when he tried to throw his weight around. Tyrone forbade her from entering the Olympics, which was disheartening to young Vicky, but she masked her disappointment. She was not only interested in the physical aspect of her chosen art, but was fascinated by the cultural and meditative practices as well. She came to understand her talent as a tool for mastery of the self rather than as something for her own self-aggrandisement. In truth, Tyrone had darker motivations. He didn’t want his daughter – or anyone else – stealing the spotlight from him. He loved fame more than he loved anything else, with the possible exception of money. Both things would lead him down a sad path. As they grew, family members formed their own passion projects. Victoria sponsored inner-city programs based around teaching martial arts to underprivileged youths in order to build the self-confidence and mastery that she found so helpful. Her brother was heavily involved in Veteran’s programs. Her sister worked heavily with groups to increase education and literacy standards across the world. When it all came crashing down, it happened very fast. At the start of 2017, a journalist, Daniel Grey, turned up dead. Then a cop, Fred Jones. Both were found to have been investigating various Gold holdings. Not long after that, the whole rotten story broke. The Gold Family – or, more specifically Tyrone and his wife Juliet – had been bankrolling criminal families across Freedom City and beyond. The Gold Corporation and its many holdings and subsidiaries saw their stock price plummet, and the whole family was arrested. The family name was dragged through the mud, and even worse for Vicky, she was forced to see that her parents and siblings were all implicated. Even her own programs were shown to have been used as recruiting grounds for mob heavies, though without her knowledge. Whilst she and her siblings were cleared of any actual illegal wrongdoing in court, her mother and father were directly implicated in the deaths and in money laundering charges. Vicky had always prided herself on her ability to read others; to see the truth at their hearts and view the world clearly. When she looked into her father’s eyes at court that day, she saw that he had always been a monster; that he had played her, and the rest of the world, as fools, and that her focus on self-improvement had blinded her to the larger ramifications of her family’s actions on the world. It was painful to witness the death of her family name, but even more painful to realise that it deserved to die. The Gold Corporation and the family went into overdrive to try and rehabilitate their public image. Everyone, that is, except Victoria. She went on a trip around the world to fall back, regroup, and consider her next path. It was whilst she was ascending the Lhotse mountain in Tibet that she came across the man who would change her life. When she first met him, Master Wen seemed like a rather inconsequential man. He was boorish, loud, and generally unkempt. He was also very insistent that he would climb the mountain with her, and she couldn't seem to persuade him otherwise. She was worried that an old man like him would get himself hurt, and she couldn't persuade him to turn back. Exasperated, she gave in and allowed him to join her. To her surprise, he was able to keep pace easily despite a lack of any appreciable climbing gear, and the higher they ascended the peak, the more his annoying chatter turned to genuinely interesting subjects; not least of which was his concept of the Wheel of Fate. According to this theory, fate turned in a wheel; all things turned in a cycle, and those fully in tune with the flow of fate could exert influence upon it. She wasn’t sure she understood the relevance, but she respected the old master enough to listen and to try and learn. It was on the thirteenth day of their shared journey that they were suddenly attacked by a dozen ninja. This came, to put it mildly, at something of a surprise to Victoria – but the fact of a second extremely capable combatant was more surprising to them. During the battle, however, she witnessed Master Wen take a fatal blow – only for the ancient master to glow a brilliant white, and the attack miss him completely. In the aftermath of the battle he explained that he was part of a sect of warriors who had been fighting to bring down a group known as the ‘Katanarchists’ since the end of the second world war. They sought understanding of the Great Wheel, and he wished to put an end to their abuse of mystical secrets. It felt as though her eyes were opening to a world she had always known existed – who doesn’t know about superheroes and supervillains? – but had never truly pieced together with her own talents. All at once, the path to personal redemption was laid clear for her. Together, they finished her journey, and she swore then and there to oppose such forces. Master Wen inducted her into the Guardians of the Wheel, and she spent the rest of the year learning the martial secret of wrestling fate itself. Now, she has returned to Freedom City, as she has heard rumours that the Katanarchists are active in the City, and that her father is working to appeal the charges against him with some of the most expensive lawyers money can buy. The path to redemption seems clear. She’s just going to have to do it… Incognito. Personality & Motivation: Victoria is motivated by three core drives. The first is guilt. Unwittingly, she has been used by her family to inflict incalculable damage against the communities she loved and wanted to serve. She feels strongly that she has a moral duty to atone for that culpability, even if she was completely ignorant of the abuse her programs were being put to. The second is anger. She is extremely, terrifyingly angry with her family. She feels that they do not deserve redemption. The family name should burn and they should never be trusted again. This is why she is so set on remaining nameless in her hero work; she does not want to risk any slight rehabilitation to the Gold family name through her actions. She works to atone for herself, personally, and to make sure that their actions do not go unscrutinised again. She feels betrayed, and that betrayal has cut her very deeply. The third, and arguably most important, is honour. Victoria has come to understand that peace, security and safety are not things that we can take for granted; they must be guarded by those with the strength to guard them. She is proud to count herself as one of those individuals, and feels that honour demands she make up for the decade or so of inaction since she could have, theoretically, begun doing what she does now. In terms of personality, Vicky can seem somewhat dour. She is slow to trust these days, and views everyone with an (unhealthy?) degree of scepticism. In her public guise she is open and clear about the fact that she is ashamed of her criminal parents and fully believes that the rest of her family were aware of the crimes being committed and should go to jail. As Incognito, she is guarded and paranoid, highly unlikely to trust almost anyone with the truth of her identity or her secret crusade against the Katanarchists. Powers & Tactics: Incognito has only one true ‘power’, that of the mystical martial arts technique ‘The Wheel Turns’. This technique sees her literally grasp fate and bend it to her will, rolling it back to turn aside the success of an opponent’s strike and force them to try again. At present, she is barely an initiate in this art; true Masters like Master Wen are able to manipulate fate for a wide range of effects, she is only able to force fate to reconsider a blow against herself. The rest of her combat tactics come from her martial arts. She is incredibly skilled at reading her opponents, perhaps one of the best that has ever lived, and engaged in one-on-one combat she can make it extremely difficult to touch her. She has mastered multiple styles of unarmed combat to turn her body into a potent weapon; but even so, she is frankly human and sometimes she needs to rely on other tricks to tip the scales, such as smoke pellets or stunning blows. She has also purchased a wide range of useful gadgets to assist in her crime-fighting career. The most important is undoubtedly her chakrams – a traditional weapon of the Guardians of the Wheel – which have expanded her ability to reach out and touch her enemies significantly, even if she broadly prefers to fight close up and personal. Power Descriptions: The Wheel Turns is a mystical technique where, for an instant after receiving a blow, the individual seems to freeze in place. This is coupled with a bright white glow and a circular blur behind her as the Wheel of Fate is forcibly turned backwards. If she performs the technique correctly (her opponent rerolls and misses) things carry on with her in a new position; if she fails, the blow strikes true and she has to deal with it. Complications: Family Reunion: The Gold Family is, with the exception of Victoria, pretty horrible. The Gold Corporation (still) has its fingers in many criminal pies. Tyrone and Juliet Gold continue to exert influence on the criminal world from inside prison, her older brother (Jacob) and younger sister (Valerie) have their own burgeoning careers in drug running, weapons and other illicit goods. Victoria feels compelled to try and clean up this mess and see her family punished wherever possible. Guardian of the Wheel: Incognito is a member of the Guardians of the Wheel – an ancient mystical order at war with the Katanarchists. Not only does she care deeply about Master Wen, her one-time mentor, but the Katanarchists are quite aware of their foe and would love to remove her from their side. This also brings with it an obligation to listen to other Guardians of the Wheel; she is only a recent Initiate with little standing in the organisation. Remember the Name: The Gold Family are recently disgraced. If people know who Victoria Gold is, they are likely to remember the scandal and see her as one of the many fat cats who have exploited the poor and vulnerable for their own ends. Those Left Behind: Victoria Gold once sponsored numerous martial arts-based initiatives to help kids from impoverished backgrounds. These were, unknown to her, used as recruiting grounds for mafia enforcers and similar henchmen. She feels a strong responsibility to guide these people back onto the right path. Abilities: 10 + 10 + 8 + 2 + 8 + 0 = 38PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 18 (+4) Charisma: 10 (+0) Combat: 22 (2PP / Base Attack) + 16 (2PP / Base Defense) = 38PP Initiative: +5 Attack: +15 Unarmed, +13 Chakram, +11 Melee Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Grapple: +20 Knockback: -3 Saving Throws: 3 (1PP / Fortitude) + 6 (1PP / Reflex) + 3 (1PP / Will) = 12PP Toughness: +6 (+4 Con, +2 Defensive Roll) Fortitude: +6 (+3 Con, +3) Reflex: +11 (+5 Dex, +6) Will: +7 (+4 Wis, +3) Skills: 96R = 24PP Acrobatics 12 (+17) Skill Mastery Climb 4 (+9) Concentration 4 (+8) Disable Device 3 (+5) Escape Artist 5 (+10) Gather Information 5 (+5) Intimidate 12 (+12)Skill Mastery Investigate 1 (+3) Knowledge (Streetwise) 4 (+6) Notice 8 (+12) Search 8 (+10) Sense Motive 15 (+19)Skill Mastery Sleight of Hand 3 (+8) Stealth 12 (+17)Skill Mastery Feats: 39PP Acrobatic Bluff Assessment Attack Specialization 2 (Unarmed) Attack Specialization 1 (Chakrams) Benefit (Wealthy 2) Blind-Fight Challenge 2 (Fast Anticipate Action 2) Defensive Attack Defensive Roll Dodge Focus 6 Elusive Target Equipment 5 Evasion 2 Grappling Finesse Hide in Plain Sight Improved Critical 2 (Unarmed) Luck Power Attack Skill Mastery (Acrobatics, Intimidate, Sense Motive, Stealth) Stunning Attack Takedown Attack 2 Uncanny Dodge (Hearing) Equipment: 5PP = 25EP (1 rank of the Equipment Feat = 5 'Equipment Points') · Chakrams (Blast 3, PFs: Mighty 5, Improved Range 1 [75 ft range increment]) 12pts · Smoke Pellets (Obscure 2, Visual; 10ft radius) 4pts · Grapple Gun (Super Movement 1 – Swinging) 2pts · Rebreather 1pt · Mini-Tracer 1pt . Concealable Microphone 1pt · Flashlight 1pt · Multi-Tool 1pt . GPS Receiver 1pt · Handcuffs 1pt Powers: 1 = 1PP Luck Control 1 (‘The Wheel Turns’, Flaws: Limited: May only force opponents to reroll successful attack rolls -1, Limited: Personal Only -1) [1PP] (Magic) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Chakrams Ranged DC 22 Toughness Damage Stunning Attack Touch DC 15 Fortitude Stun Totals: Abilities (38) + Combat (38) + Saving Throws (12) + Skills (24) + Feats (37) + Powers (1) - Drawbacks (0) = 150/159 Power Points
  4. Janus Danger Power Level: 10/12 (182/192PP) Unspent Power Points: 10PP Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness In Brief: Swashbuckling Scion with Something to Prove Catchphrase: Theme: Imagine Dragons - Thunder, Seanan McGuire - Earthquake Weather Alternate Identity: Janus Danger (Public, Prime), Prince Janus of Aruivia (Public, Freedom League Dimension Designation; Earth-O-Eldritch-2 (Allied), Local Designation: Fortuna) Birthplace: Wintershold, Capital of Aruivia. Residence: Claremont during the school year, Danger Manor when not in school or in Fortuna. Base of Operations: Claremont Occupation: Student Affiliations: Claremont, Danger Industries Family: Janus is the middle child of Queen Antigone of Aruivia and John Danger II. The Danger family tree grows more convoluted every year, especially with the predilection towards adventure that seems to run in the family. In Janus's case, it led to their father finding an entirely different dimension that he quickly found himself a destined hero in. Their immediate family remains in Fortuna but they visit the Prime-side relations at least a few times every year so they are reasonably close to their father's sister, Rachel, and the rest of the Danger diaspora. Description: Age: 16 Apparent Age: 16 Gender: presents masculine, uses they/them pronouns Ethnicity: Caucasian Height: 5' 10" Weight: 165 lbs Eyes: Violet Hair: White-blonde to rose-red ombre. Janus is lean and angular; fresh out being all legs and arms. They are definitely on the handsome end of the spectrum, with classic Danger good looks melding with the more exotic lines from their mother. Training and exercise has been part of their daily routine since they were old enough to toddle, so they have more balance and grace than a teenager fresh out of a growth spurt really ought to have and more muscle than might be guessed with their long, lean body. Janus dresses like something out of an early 1980s fantasy movie, a la David Bowie or perhaps like they are waiting to be called in for a Takarazuka Revue performance. It could look ridiculous but they wear it with the sort of casual confidence that kids of this world wear jeans and a cool jacket. Since migrating to Prime for schooling, Janus has pierced their ears several times, wearing silver hoops and studs to match the multitude of rings that they are rarely without. Over their right eye, Janus has a starburst shaped birthmark that has a silver-sheen. It glows along with their weapon when they draw out their soul sword. Janus dresses in high glam but masculine attire and is often wearing low heeled boots that add another couple of inches to their height. They are fond of Earth based cosmetics and often uses those to heighten and accentuate their already sharp cheekbones and striking eyes. History: During the mid 70s, Janus' father took his first trip to Fortuna, originally as a Freedom League affiliated envoy. John was already an experienced veteran of adventures but he found his true calling in helping restore Antigone to the thrown of Aruivia and, in time, they fell in love. Fortuna was significantly dissimilar from Earth. Although the magic of Fortuna fell more into the sword-and-sorcery arena than some of the more high-magic worlds, the dimension itself ran off the power of narratives. Stories have Power in Fortuna, as does belief. As the namesake and grandson of one of Prime's heroes, John brought that power with him to Fortuna, allowing him to form it into mystical weapons and armor. It was that power that he used to help Antigone and together, the two brought peace to the kingdom of Aruivia. Janus is the middle child of the couple. Their elder brother has their father's good looks and commanding presence, while he has their mother's sense of justice and compassion. As the crown prince, he's slated to take over the royal duties one day. Their younger sister embraces all that being a princess entails. Though still a child, she is kind and gracious and gifted with an emerging ability to forsee the future. Janus loves their siblings very much but as the middle, rebellious child, their place in Aruivia's story may take a darker bent as the narrative of the world presses on her to fit into expectations. It was with a heavy heart that their parents sent them to their father's relatives but it became clear that Janus's physical prowess was beginning to eclipse their older brother. They hope that free from the pressure of Fortuna, Janus can take their own path. Whether that will be the actual case, remains to be seen. Personality & Motivation: Janus is brash, bold and daring. They are both genuinely courageous and kind although they are often driven to prove their self. They think nothing of engaging in dramatics as its expected by the idiom of their native land. Despite often taking summers or vacations on Prime, they still retain a bit of a 'stranger in a strange land' vibe, especially as they make little to no effort to change their self to conform. Janus' primary motivation is to be true to their self, and find the Hero within. They wholeheartedly believe that their Soul Sword is a sign of their inner potential and that it is both their responsibility and their gift to bring it to its full potential. Unfortunately, this means that they can be both stubborn and defiant when dealing with any authority trying to push them to act outside their morals. Powers & Tactics: Janus' relies on their physical prowess. Trained to defend their self with sword and fist since they were young, they are skilled at hand to hand combat although they are most comfortable with a sword in their hand. They are a flashy fighter, in part because they have fought side by side most often with their brother who, as the heir to the throne, is more important. Janus has accompanied their father and brother on ogre hunting missions and the like since they were old enough to engage in live combat. Being as they are from the Danger family, that was definitely on the younger side. They are used to making them self a target to draw attention away; a tactic their sibling is not overly fond of. They have a natural gift for witty banter, one that has only grown since spending more time with their Danger relatives. In addition to being highly skilled, Janus can draw their soul sword from their breast if they deems the threat worthy of it. Eldritch armor covers their arm from shoulder to fingertip and a glowing blade forms in their hand, drawn from their own essence, providing them additional mystical protection and weaponry. Power Descriptions: Janus' world is one of magic; where the rules are proscribed by the power of tales and legends in the minds and hearts of the people. Their soul sword and the armor fluctuates depending on their sense of self, so as long as Janus' heart is pure, the magic glows silver-white and the manifestations are solid and strong. At the moment, their power covers their shoulder down to their fingertips in armor and manifests in a single blade. It is possible that they might make different energy constructs with time and practice. Should they change or falter, the magic will manifest differently. Complications: Oh Fortuna: Janus carries with them the power of their mother's world but that is a world with its own beliefs and structure. Those are rules they have to follow. Self-doubt or despair weakens their mystical abilities and, in moments of true crisis, could render them without those powers entirely. Fame: Although there are a lot of perks with taking on some of the face of Danger Media, sometimes being a public figure can cause real problems not only for Janus, but for those they call friends. Responsibilities: Not only does Janus have a title and public duties when they are home, but they are a member of the Danger family. Not only does that mean they inherits some of the considerable enemies that the family has made over the years, but it means that in addition to school, they have whatever responsibilities to their family and their businesses that might come up. You are late for your one o’clock meeting! As one of the family representatives of Danger International in Freedom City, Veronica and her cousin have been assigned a personal assistant, Prudence, who has the daunting task of trying to keep the two Danger cousins on schedule. Abilities: 10 + 10 + 8 + 4 + 4 + 14 = 50PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 24 (+7) Combat: 20 + 16 = 36PP Initiative: +5 Attack: +12 Melee, +10 Ranged Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +17 Knockback: -7 (The Shield) /-4 Saving Throws: 6 + 5 + 6 = 17PP Toughness: +8 (+4 Con, +4 [Defensive Roll]) Fortitude: +10 (+4 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 88R = 22PP Acrobatics 5 (+10)Skill Mastery Bluff 13 (+20)Skill Mastery Climb 5 (+10)Skill Mastery Diplomacy 8 (+15)Skill Mastery Disable Device 5 (+7)Skill Mastery Drive 5 (+10)Skill Mastery Gather Information 8 (+15)Skill Mastery Intimidate 8 (+15)Skill Mastery Language 4 (Fortuna (native), English, French, Dakanan, Greek) Notice 13 (+15)Skill Mastery Perform(Vocal) 4 (+11)Skill Mastery Pilot 2 (+7)Skill Mastery Survival 8 (+10)Skill Mastery Feats: 39 PP Ambidexterous Attack Focus (Melee) x 2 Beginner's Luck Eidetic Memory Fast Feint Fast Taunt Benefit (Security Clearance: Danger International, Fame, Wealth 2/Rich) [4] Danger Sense Defensive Roll x 2 Dodge Focus x 4 Equipment x 7 Improved Critical (Swords: 18-20) Jack of All Trades Luck x 3 Paralyzing Attack Skill Mastery x 3 Takedown Attack x 2 Taunt Equipment: 7PP = 35EP Sword (Damage 3, Feats: Precise, Mighty) [5EP] Danger-Cycle (Vehicle) [30EP] Size: Medium {0EP} Strength: 20 {2EP} Speed 6 (500 mph)/ Alt: Flight 3 (50 mph) {13EP} Defense: 10 {0EP} Toughness: +7 {2EP} Features: Alarm 2 (25DC), Autopilot, Communications(radio), Disguise, Ejector Seats, Hidden Compartments, Navigation System, Nitro Injectors, Oil Slick, Smoke Screen, Remote Control, Tire Inflators {13EP} Powers: 18 = 18PP (All Descriptors are magic, fate, dimensional and Fortuna. Her abilities come from the nature of her mother's dimension) Magic 9 (Soul Sword; Container) [18 PP] Damage 3 (The Sword; Extras: Penetrating, Affects Insubstantial; Power Feats: Mighty, Precise) {11 PP} Protection 0 (The Shield; Extras: Impervious 7; Duration: Sustained (+0) ) {7 PP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Sword Touch DC 23 Toughness Damage Soul Sword Touch DC 23 Toughness Damage Totals: Abilities (50) + Combat (36) + Saving Throws (17) + Skills (22) + Feats (39) + Powers (18) - Drawbacks (0) = 182/192 Power Points
  5. Veronica Danger Power Level: 10/12 (238/250PP) Trade-Offs: None Unspent Power Points: 12 In Brief: Globetrotting daughter of a family of explorers who picked up some magic along the way. Catchphrase: “Did I ever tell you about the time that…” Alternate Identity: Veronica Danger (Public) Birthplace: Nice, France Residence: Claremont during the school year. Danger Manor when not in school or off with her parents. Base of Operations: Claremont Occupation: Student Affiliation: Claremont; Danger International Family: Veronica is the oldest child of Rex Danger II and Jaqueline Giroux Danger. The Danger family tree grows more convoluted every year, especially with the predilection towards adventure that seems to run in the family. While Veronica’s parents are normally off in some far part of the world, they regularly visited Freedom City at least a few times every year (occasionally only once if they were in some very remote location), so Veronica had plenty of interaction with her many cousins and is close with those around her age. She is also reasonably close to her Aunt Rachel (her father’s sister). [Janus Danger] (cousin) Description: Age: 18 (August 2002) Apparent Age: 18 Gender: Female Ethnicity: Caucasian Height: 5’ 4” Weight: 115 lbs Eyes: Brown Hair: Brown Veronica has a slim build, as might be expected of someone who has spent her life being physically active. Her brown hair comes down to about the middle of her back and is usually in a ponytail to keep it tougher and out of the way. She generally dresses in cargo shorts or pants and solid color T-shirt over which she wears a button up shirt (khaki or olive drab), either long or short sleeve depending on the temperature. Her normal footwear of choice is well broken in hiking boots and thick socks. Veronica is rarely without her bronze colored amulet, which she wears on chain necklace. The amulet is covered in unusual writing and there are four empty oval sockets spaced around its surface, which could hold small gemstones. History: Veronica’s father is the second son of Rex Danger (Ace’s younger brother). Rex II took after his grand-father, travelling the world and exploring remote locals. While his aunt, and later sister, were busy handling the day to day operations of the family business, Rex was out there representing its interests in the field. It was during these travels that he met French archeologist Jaqueline Giroux on a Danger International sponsored excavation. It was not long before the two were married and began traveling the world together. After Jaqueline became pregnant with their first child, the pair settled briefly in Nice, France. It was there that Veronica was born, and after she was about a year old, her parents once again set off on their world spanning travels, taking Veronica with them. Over the years Veronica has searched for endangered gorillas in the jungles of central Africa, rode camels across the Sahara, explored lost temples in India, dove to submerged cities in the Aegean Sea, walked among the monuments of the pharaohs in Egypt, and climbed to remote villages in the Himalayas, among other adventures. From an early age, she began a habit of collecting small trinkets (like jewelry charms) from the various places she has visited. As one might expect, along the way she has learned a number of different skills and languages, in addition to being provide a more formal education by her parents. Recently, Veronica was at the Grand Bazaar in Istanbul, when she came across a small jewelry vendor on one of the back streets of the bazaar. Veronica’s attention was grabbed by a small circular amulet of what appeared to be bronze. It was a bit dirty and battered, but was covered with markings in a language she did not recognize. There were also four empty sockets that once appeared to have held gemstones. Despite the amulet’s poor appearing condition, Veronica bought it and took it home to add to her collection of trinkets. It was not long after this that Veronica began to realize she was able to sense magical energy in both the amulet and the other charms she had collected over her life. She was able to learn that the amulet she had purchased provided her with a variety of protective magic. She also determined that the small charms she had collected each contained a small spark of magic, which she has been able to figure out how to link together to create a number of magical effects. When Veronica went back to the Grand Bazaar to try to learn more about the amulet from the street vendor, she was unable to locate the man, finding the location she knew his stall had been at, but there was no sign of the stall’s presence. After the appearance of these new abilities, her parents decided it might be best to send Veronica to Freedom City to attend Claremont Academy. They also felt it might be good for the girl to spend a bit of time among peers her own age. The fact her cousin Janus was going to be starting at Claremont as well made the decision even easier. Personality & Motivation: Veronica is pretty much what one would expect of a Danger: adventurous, inquisitive and daring. She loves exploring new places and seeing new things, and if she could be one of the first to see it, so much the better! But she also has embraced the spirit of her family’s humanitarian efforts, wanting to help those in distress and improve the lives of all. Now that she has discovered her magical abilities and her unusual amulet, she wants to learn more about them. Powers & Tactics Veronica has learned a lot about her powers over the past couple of years, especially during a trip to another dimension at the start of the Summer before her Senior year where she was cut off from the trinkets she had believed were magical. She has now learned that the magic was always within herself and the trinkets were just a focus, which she no longer needs. Her abilities have become somewhat more fixed, but she still has some ability to use her magic in more creative ways. Her magical sight provides her considerable details about anything magical she studies, and it is difficult for anything magical to be hidden from her sight. Over the past couple of years she has also located two of the gems that were part of the amulet that came into her possession in Istanbul, adding new abilities to the protective magic the amulet already possessed. Complications: What’s over that hill? Like many members of her family, Veronica constantly feels the urge to explore any unknown place and solve new mysteries. Unfortunately this often results in her getting into things she probably should not and being too nosey, particularly in a place like Claremont, where many students have things they would rather keep secret, Fame: Although there are a lot of perks with taking on some of the face of Danger Media, sometimes being a public figure can cause real problems not only for Veronica, but those whom she calls friends. Responsibilities: As a member of the Danger family, Veronica has not only inherited some of the considerable enemies that the family has made over the years, but she also, in addition to school, has whatever responsibilities to her family or their business that might come up. Ancient Artifact: Veronica’s amulet is in fact an ancient magical artifact, reduced in power due the removal of the gemstones that once were part of it. There may be those that are searching for the amulet for their own purposes. Just fell into my lap: The amulet ended up in Veronica’s possession under some mysterious circumstances. There may be more to this than just happenstance. ABILITIES 4 + 10 + 6 + 10 + 10 + 10 = 50 Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 20 (+5) COMBAT 12 + 10 = 22 Initiative: +9 Attack +6; +7 Ranged Defense: +10 (+5 base, +3 Enhanced, +2 Dodge Focus); +4 flat-footed Grapple: +8 Knockback: -5/-4 flat-footed SAVING THROWS 4 + 4 + 4 = 12 Toughness: +10 (+3 Con; +5 Protection; +2 Defensive Roll) Fortitude: +7/+10 (+3 Con, +4; +3 Enhanced) Reflex: +9/+11 (+5 Dex, +4; +2 Enhanced) Will: +9/+13 (+5 Wis, +4; +4 Enhanced) SKILLS 116 Ranks/ 29 pp Acrobatics 7 (+12) Bluff 0 (+5, +9 w/ Attractive) Climb 8 (+10) Concentration 6 (+11) Craft: Art 6 (+11) Diplomacy 5 (+10, +14 w/ Attractive) Drive 8 (+13) Knowledge (Arcane Lore) 6 (+11) Knowledge (History) 5 (+10) Knowledge (Physical Science) 4 (+8) Knowledge (Theology and Philosophy) 4 (+9) Languages 9 (English [native], French, Arabic, Dakanan, Hindi, Latin, Spanish, Turkish, Read: Hieroglyphics, Ancient Greek) Medicine 2 (+7) Notice 8 (+13) Pilot 4 (+9) Riding 10 (+15) Search 4 (+9) Sense Motive 6 (+11) Survival 6 (+11) Swimming 8 (+11) FEATS 17 Attack Focus: Ranged Attractive Artificer Beginner’s Luck Benefit (Security Clearance: Danger International; Fame; Wealth 2/Rich) [4] Defensive Roll Dodge Focus 2 Eidetic Memory Improved Initiative Jack-of-all-Trades Luck 2 Move-by Action Veteran Awards Equipment 9 Danger-Cycle (Vehicle) [36EP] Size: Medium {0EP} Strength 20 {2EP} Speed 6 (500 mph)/ Flight 3 (50 mph) {13EP} Defense: 10 {0EP} Toughness: +10 {5EP} Features: Alarm 2 (25DC), Autopilot, Disguise, Ejector Seats, Hidden Compartments, Navigation System, Nitro Injectors, Oil Slick, Smoke Screen, Remote Control, Tire Inflators; Power: Communications (Radio) 4 (1 mile) {16EP} Binoculars [1 EP] First Aid Kit (+2 Medicine checks) [1 EP] Flashlight/chem lights GPS Receiver [1 EP] Multi-tool [1 EP] Survival Kit (+2 Survival checks) [1 EP] Survival Knife (+1 Dam; Cri 19-20; Piercing; 10’ range) [4 EP] POWERS 36 + 4 + 5 + 1 + 36 + 1 + 17 + 8 = 108 Device 9 ("Amulet"; 45 active points, Hard to Lose) [36 pp] Enhanced Defense 3 {6} Enhanced Save: Fortitude 3 {3} Enhanced Save: Reflex 2 {2} Enhanced Save: Willpower 4 {4} Protection 5 {5} Variable Power 2 ("gem 1"; 10 PP variable pool; 8 PP per rank [any combination of traits]; Drawbacks: Limited 2 [only Feats and Skills]) {14} Variable Power 2 ("gem 2"; 10 PP variable pool; 4 PP per rank [One ability score at a time]; Extras: Action [Move]; Drawbacks: Limited 1 [cannot be for CON]) {9} Device 1 ("Climbing Axes", 5 active points; Easy to Lose; PF: Extra Weapon) [4 pp] Enhanced Skills 4 (Climbing +4r) {1} Strike 2 (Feats: Mighty, Split Attack) {4} Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5 PP] Leaping 1 (training; x2 -- running long jump 24 ft., standing long jump 12 ft., high jump 6 ft.) [1 PP] Magic Array 16 (32 Active Points, 4 Alt Powers) [36 pp] BP: Blast 12 ("Arcane Blast"; Feats: Affects Insubstantial 2, Precise, Variable Descriptor 2 [Any Magic]) {29/32} (Arcane Blast, magic) AP: Blast 10 ("Arcane Burst"; Extras: Area [General, Burst, 50 ft. radius]; Feats: Variable Descriptor 2 [Any Magic]) {32/32} (Arcane Burst, magic) AP: Move Object 12 (STR 60, heavy load 51.2 tons; Feats: Affects Insubstantial, Precise, Variable Descriptor 2 [Any Magic]) {28/32} (magic) AP: Create Object 12 (up to 12 5-ft. Cubes, Lifting STR 60 [heavy load 51.2 tons]; Feats: Precise, Selective, Variable Descriptor 2 [Any Magic]) {28/32} (magic) AP: Teleport 10 ("Arcane Gate"; Extras: Accurate; Flaw: Long-Range Only; Feats: Change Direction, Change Velocity, Easy, Progression [Mass] 6 [x100 mass]) {29/32} (Arcane Gate, magic) Speed 1 (training; 10 mph/100 feet per round) [1 PP] Super Senses 17 ("Magic Third Eye"; Magic Awareness/Detect [visual] [3]; Analyze [1]; Counters Concealment [2]; Counters Illusion [2]; Counters Obscure [5]; Penetrates Concealment [Power Loss; lead (-1)] [3]; Extended [100’ increments] [1]) [17 pp] Variable Power 1 (5 PP Variable Pool, Multiple Powers at a time (6 pt variable power); Extras: Action 2 [Free]) (Cantrips, magic) [8 PP] Sample Cantrips Comprehend 2 (languages; Speak All, Understand All) [4 PP] Immunity 2 (Heat, Cold) [2 PP] TOTALS Stats 50 + Combat 22 + Saves 12 + Skills 29 + Feats 17 + Powers 108 = 238/250 Power Points
  6. Dalir the Dashing Power Level: 12 (built as PL 10; 182/182PP) Trade-Offs: -5 Defense / -5 Toughness Unspent Power Points: 0 In Brief: Stage Magician with 10 Power Rings Alternate Identity: Dalir Saleh Identity: Secret Birthplace: Emerald City Occupation: Stage Magician, Illusionist Affiliations: None Family: Magnifico the Magician (Grandfather, presumed de...probably alive), Amir ibn Jafar ibn Abd al-Aziz al-Misr (father), Evie Saleh (mother), Corrine Conrad (half-sister) Description: Age: 27 (DoB: Born 19, June 1990) Gender: Male Ethnicity: Mixed (Of Egyptian, and Caucasian descent) Height: 6" Weight: 176 lbs. Eyes: Black Hair: Black Dalir is a tall muscular man whose torso and face are covered in tattoos. Normally favoring a punk rock aesthetic, while on stage wearing a top a top hat and patched suit, heavy makeup, and multiple talismans and necklaces. History: In 1953, Marionette the sole female founding member of the Crime League was murdered under mysterious circumstances. The following year Magnifico the Magician also died...supposedly. Not even his foe Doc Tomorrow was truly convinced that the master of Illusion had truly passed. And for good reason, as Magnifico had simply retired. Not known to any of their teammates but Marionette and Magnifico had fallen for one another. Before her murder, she had even given birth to a daughter who was raised solely by Magnifico. The real reason behind his retirement from crime? Becoming a doting parent. At least until the day he could aim for striking it rich again. Their daughter, Evie, was a chip off the old block. Falling into bad habits she became a bit of a cat burglar known simply as Matron. Selecting her targets through the rich elites whom she would seduce in her civilian identity, Evie was mostly in the game for the thrills. But, the youth soon found herself in a whirlwind romance with a rich teenage playboy who would one day be known to the world at large as ASAD. Although Evie ended up not robbing Amir, she did end up with a souvenir from their time together. She never told Amir about the product of liaison, not that he actively sought her out. And instead, used her criminal talents to work as an engineer with forged credentials. Dalir had heard the tales of his grandmother’s heroics, and his mother made sure to never speak ill of ASAD either. But he had never so much as heard a whisper of his mother’s own tales of villainy. At least until his mother found herself very popular with a number of her old contacts. Among magical circles, it became known that Evie had stolen ten rings from the Eightfold Web cult. These rings had Arcane sigils of Lemurian origin and nine different colored viridian stones, the tenth ring bore a daka stone. More arrogant members of the Order of the Prophet considered the family the supreme authority on magical matters. Various cults wanted a claim on them. And then there were the cryptids... The Cryptid Clans are an alliance of diverse human offshoots, banded together for mutual protection and benefit. In spite of appearances, the various clans do not share the same origin: some are creations of the ancient Preservers, while others are of more recent genesis. The members of the Hidden Peoples are defined by two primary characteristics: their heritage (or genetic origin) and their clan affiliation. Werewolves, stranded aliens, Deep Ones, and various other beings who couldn't possibly blend into regular society without garnering attention. And long before they Eightfold Web ever got its hands on the ten rings, they were a symbol of unity amongst the Cryptids. Evie took Dalir on the run with her as many a magical foe came out of the woodwork. But, she was out of practice. And after a week they found themselves cornered by members of the Eightfold Web. If not for the timely arrival of a gun-slinging Ape, Dalir would be dead at this moment. But, he wasn't quick enough to save Evie. Who was captured by the Web who mistakenly believed she had the rings in her possession. Unaware that as a contingency she had hidden them on Dalir's person. The gun-slinging ape dragged Dalir to meet with the clan elders who explained the situation to him. Viridian Stones are failed Preserver Stones. As such if one had the means a viridian stone could enhance and strengthen existing attributes of the beings they bond to and who bond to them. Including the latent abilities of a superhuman. It used to be a tradition for chosen champions of the Cryptids (one per clan and one per heritage ) to bond with a ring and act as a protector. But, the rings had already bonded to a wielder. And for the first time, it was an "untouched" as the Cryptids came to refer to the ordinary human. Personality & Motivation: Dalir acts as if he is very anti-establishment. This is an act. A sort of defense mechanism for the fact that both sides of his family tree have a lot of names to live up to. A desire to always be the center of attention led to his career in magic to begin with. His self-doubts have also led to a bit of arrogance. Dalir acts as if he has a high opinion of himself. Rarely viewing anyone else as his intellectual equal. An opinion he is all too quick to share when not performing on stage. Sarcasm may as well be a second language to the man. Still, while Dalir may be quick to insult mainstream tastes he will never turn away from someone in need. Including the group of outcasts, destiny has seen fit to charge him with protecting. His primary motivation is finding his mother. Powers (Descriptions & Tactics): At first glance, he is powerless without his ten Cryptid rings. But, even without his rings, Dalir is extremely intelligent. Despite hardly exercising a day in his life, his physique leaves little to be desired. And his intelligence would have made him competitive in any STEM field. Such physical and mental faculties hint at a possible if not outright obvious mutation. His ten rings are made of a golden orichalcum metal. These rings are inscribed with Arcane sigils of Lemurian origin. Each of them a different color, but only a single ring on each hand can be attuned to at the same time. When this is happening the ring in question glows brightly. Each ring whether actively attuned or not creates a glowing force field protecting Dalir from harm. Appearing as if he was surrounded by a rainbow. As such when wearing even one less ring his force field weakens. If someone else were to wield his rings they would theoretically have completely different powers than he does. White: Provides Empathic Healing by taking on the pain of the subject that Dalir wishes to heal. Yellow: Overtaxes a target with a large burden of emotional stress. Causing burnout and exhaustion. Blue: Influences the Emotions of others in whatever manner Dalir wishes. Green: Allows Dalir to read the emotional states of others. Red: Ramps up all the emotions of the target. Making them impulsive and prone to poor decision making. Black: Dalir overwhelms a targets senses driving them towards a state of sensory deprivation Orange: Dalir can use illusions to change his appearance and the appearance of those nearby to anything that pops up into his imagination Indigo: Dalir can create an image of himself, except he places his consciousness within the image, allowing him to perceive through it as if he were actually present, and to channel other sensory effects through its senses. Violet: Dalir creates an illusion upsetting the victim’s sense of balance, causing the world to seem topsy-turvy and inducing vertigo Daka: Rather than focus on a singular Illusion, Dalir manipulates the psionic energies in the area to create false images and sensory impressions. Tailor fitting the illusion using knowledge known to Dalir. Complications: Mama's Boy: Dalir is motivated by locating his mother. He will be quick to abandon reason at the news of her location (whether real or otherwise). Power Loss: Dalir must gesture to use the powers from his Viridian Rings Responsibility: Dalir is responsible for the protection of Cryptid Tribes. This responsibility can clash with his social life. Especially if the Cryptids feel free to fetching him themselves to perform his duty. Villainous Legacy: The identity of his grandparents is not publicly known. But, that doesn't mean there aren't still geriatric victims of the original Crime League who would be all too keen to take their revenge on the grandson of Magnifico the Magician. Abilities: 8 + 6 + 10 + 20 + 8 + 8 = 60PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 30 (+10) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 4 + 4 = 8PP Initiative: +3 (+3 Dex) Attack: +2 Base, +6 Melee Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: +10 Knockback: -7 Saving Throws: 0 + 4 + 8 = 12PP Toughness: +15 (+5 Con, +10 Protection) Fortitude: +5 (+5 Con) Reflex: +7 (+3 Dex, +4) Will: +12 (+4 Wis, +8) Skills: 80R = 20PP Bluff 11 (+15) Concentration 6 (+10) Craft (Mechanical) 5 (+10) Diplomacy 6 (+10) Disguise 2 (+6) Escape Artist 12 (+15) Knowledge (Current Events) 4 (+14) Knowledge (Popular Culture) 4 (+14) Knowledge (Streetwise) 2 (+12) Language 2 (Arabic, English [Native], Farsi) Notice 2 (+6) Perform (Stage Magic) 6 (+10) Sense Motive 6 (+10) Sleight of Hand 12 (+15) Feats: 10PP Attack Focus (Melee) 4 Beginner’s Luck Eidetic Memory Dodge Focus 3 Luck Powers: 40 + 32 = 72PP Device 10 ( 50PP Container; Flaws: Hard-To-Lose; User suffers Fatigue from Extra Effort rather than Device ) [40PP] (Cryptid Rings) Master of Illusions ( 40PP Array; Feats: Alternate Power 4 ) [44DP] BP: Illusion 10 ( All Senses; Extra: Selective Attack; Flaw: Phantasm ) {40/40} AP: Astral Form 8 {40/40} (Illusionary Projection) AP: Morph 9 ( +45 Disguise, Any Form; Feat: Selective; Extras: Affects Others, Area [Burst, General]; Flaw: Phantasm ) {37/40} (“Shapeshifting”) AP: Nauseate 10 ( Extras: Alternate Save [Will], Range 2 [Perception] ) {40/40} (Vertigo) AP: Obscure 10 ( All Senses; Extras: Range [Perception], Selective Attack; Flaws: Distracting, Phantasm ) {40/40} (Sensory Deprivation) Feature ( Prestidigitation [Dalir can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings.] ) [1DP] Protection 5 [5DP] Device 8 ( 40PP Container; Flaws: Hard-To-Lose; User suffers Fatigue from Extra Effort rather than Device ) [32PP] (Cryptid Rings) Empathy ( 30PP Array; Feats: Alternate Power 4 ) [34DP] BP: Healing 10 ( Extra: Energizing, Restoration, Total; Flaws: Empathic, Limited to Others ) {30/30} (Empathic Healing) AP: Confuse 10 ( Extra: Range [Perception] ){20/30} (Emotional Instability) AP: Emotion Control 10 {20/30} AP: Mind Reading 10 ( Flaw: Limited to Emotions ) {5/30} (Empathy) AP: Fatigue 10 ( Extras: Alternate Save [Will], Range 2 [Perception]; Flaw: Action [Full-Round] ) {30/30} (Emotional Drain) Feature ( Good Vibes [Dalir radiates a subtle emotion or mental “broadcast” (such as the impression of a scent or music) good for, at best, an interaction check circumstance modifier.] ) [1DP] Protection 5 [5DP] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC20 Toughness Damage (Physical) Emotional Drain Perception DC20 Will Fatigue (Emotion) Emotional Instability Perception DC20 Will Confuse (Emotion) Emotion Control Perception DC20 Will Emotion Control (Emotion) Illusion Perception DC20 Will Illusion (Psionic) Sensory Deprivation Perception DC20 Will Obscure (Psionic) “Shapeshifting” Touch/Area [45’ Burst] DC19 Will Morph (Psionic) Vertigo Perception DC20 Will Nauseate (Psionic) Totals: Abilities (60) + Combat (8) + Saving Throws (12) + Skills (20) + Feats (10) + Powers (72) - Drawbacks (0) = 182/182 Power Point
  7. Player Name: AvengerAssembled Character Name: Lady Horus Power Level: 10 (150/168) Trade-Offs: +2 Defense/-2 Toughness, -4 ATK/+4DMG [as Lady Horus] Unspent Power Points: 18 No More Statuses: 0/0 In Brief: Lo, the Sunhawk returns for a new generation! But there are secrets. Homebase: Bedlam City Songs: "True Colors," Kesha "Meant to Live," Switchfoot Alternate Identity: "Wouldn't you like to know?" Identity: Secret Birthplace: Bedlam City, Wisconsin Occupation: Adventurer Affiliations: Various Family: "Just look it up in the books!" Age: Stories of Horus go back around 4 millennia. Gender: Female Height: 5'9" Weight: 150 lbs Eyes: Blue Hair: Platinum blonde Description: It's clear Lady Horus is probably not Egyptian by birth - most Egyptian women of any generation have not been fair-skinned platinum blondes, for all that her hair hangs in the curly ringlets in fashion in the New Kingdom. But other that she certainly looks the part - her costume consists of a gold-beaded white linen kalasiri that hangs loosely on her frame and comes down just below her knees, white bodice, white shawl over that, the cloth reinforced with polished bronze pieces that sparkle like the sun, all adorned with the gold and jewels of an Egyptian noblewoman. On her head is the blue khepresh of a pharaoh at war. She should probably not be able to see! The upper part of her face is covered by a gold and blue half-mask of a hawk, decorated in the Egyptian style, the mask itself resting on the lower part of her nose. Yet she does seem to be able to see just fine, thank you. When not wearing the Helm, she looks like . History: Lo! The Sunhawk has returned to the World of Man - as a woman! Lady Horus appeared in Bedlam over the Christmas holiday but has already made herself notable as the city's loudest and toughest protector. In a town of grim avengers of evil, criminal vigilantes and vigilante criminals, she's the biggest action in the city. Before she donned the Helm, she . Personality and Motivation: Lady Horus has the charisma of her predecessor (and the habit of showboating in combat) but evidently a different personality - she's more inclined to mock and belittle the failings of her opponents rather than call them out as a fellow warrior. She's more close-mouthed than her predecessor as well, talking little about the origins of her powers and what has brought her to Bedlam, generally spinning the question around to one about the welfare of the person she's speaking to. She likes kids and pets - is tolerant of certain kinds of crime but despises those who exploit others, particularly those who are hostile towards women and children. When angry, her accent 'slips' and she shouts in a gutter argot unfamiliar to the average citizen of Bedlam, sounding more like a 1930s cartoon character than the sometimes-Shakespearean Sunhawk. Without the Helm, she . Powers and Tactics: Lady Horus is faster and more agile than her masculine counterpart, wielding the Ankh of Horus with a frenetic energy that speaks more to the kineticism of a young sunhawk at war rather than the brute strength of the Avenger of old. That said she seems to be less creative with her powers than her predecessor - generally striking with mighty blows of her ankh while weaving in and out of combat, occasionally blasting foes or pummeling them with great strength. She has manifested some abilities denied to her predecessor - in particular teleportation, self-healing, and invisibility. Without the Helm, she . Complications: Fake!: Lady Horus is not the same person as the old Horus - a source of resentment for many, both divine and otherwise. Help Me Out Here, Sister: Much of Lady Horus' knowledge of the gods of Egypt comes from the spirit of Nephthys, the Lady of the Mansion. But Nephthys, or rather the fragment of her embedded in the Helm, has her own agenda and often keeps her own counsel - and has her own feelings towards the woman who wears the Helm of Horus. Hey, That's Mine!: When deprived of her Helm, Lady Horus reverts back to her normal self within the space of 1 minute. Not So Tough: Lady Horus lacks much of the physical prowess of her illustrious predecessor. Who Are You?: The mystery of exactly who Lady Horus is remains just that. Complications relating to her life without the Helm are at the discretion of the GM. Abilities: 0 + 4 + 4 + 0 + 4 + 2 = 14PP STR 26/10 (+8/+0) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 20/12 (+5/+1) Combat: 8 + 8 = 16PP Init: +22/+2 ATK: +4 (+6 Ankh/+10) DEF: +12 (+8 Dodge Focus, +4 Base, +2 flat-footed) Grapple: +4/+17 Knockback: -7/-1 Saves: 3 + 6 + 3 = 12PP TOU +8/+2 (+2 Con, +6 Protection [8 Impervious]) FORT +5 (+2 Con, +3) REF +8 (+2 Wis, +6) WILL +5 (+2 Wis, +3) Skills: 44R=11PP Bluff 6 (+7/+11) Disable Device 5 (+5) Escape Artist 6 (+8) Knowledge (History) 5 (+5) Knowledge (Theology and Philosophy) 2 (+2) Languages 2 (Ancient Egyptian, Arabic, Base: English) Notice 6 (+8) Sense Motive 6 (+8) Stealth 6 (+8) Feats: 15PP Dodge Focus 8 Eidetic Memory Evasion Fearless Move-By Action Taunt Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 45 + 1 + 1 + 32 + 2 = 82PP Device 11 (Helm of Horus, Flaw: Hard to Lose, 55PP, PF: Restricted [Those Chosen By The Gods]) [45PP] Enhanced Charisma 8 (to CHA 20/+5) [8DP] Feature 1 (Advice from Nepthys) [1DP] Immunity 3 (aging, disease, poison) [3DP] Ankh Array 13 (26PP, PFs: Accurate, Alternate Powers 2) [29DP] BE: Flight 5 (250 MPH) {10} + Strike 14 (PFs: Improved Crit 1, Takedown Attack 1) {16} {10+16=26} AP: Blast 14 (Extra: Penetrating 10 [as DMG 24], Flaw: Action [Full], PFs: Improved Crit 1, Variable Descriptor 1 [any light]) {26/26} AP: Enhanced STR 16 (to STR 26/+8) {16} + Super-Strength 5 (Effective STR 50, Heavy Load 12 tons) {10} {16+10=26/26} Protection 6 (Extra: Impervious 8) [14DP] No peeking if you aren't a Ref! And no snitching! -AA costs Abilities (14) + Combat (16) + Saves (12) + Skills (11/44) + Feats (15) + Powers (82) = 150/168 pts
  8. Player Name: AvengerAssembled Character Name: Lady Horus Power Level: 10/12 (177/181) Trade-Offs: +2 Defense/-2 Toughness, -4 ATK/+4DMG [as Lady Horus] Unspent Power Points: 4 No More Statuses: 0/0 In Brief: Lo, the Sunhawk returns for a new generation! But there are secrets. Homebase: Bedlam City Songs: "True Colors," Kesha "Meant to Live," Switchfoot "Hurt," Johnny Cash "God's Gonna Cut You Down," Johnny Cash "Calendar Girl," Neil Sedeka Alternate Identity: "Wouldn't you like to know?" Identity: Secret Birthplace: Bedlam City, Wisconsin Occupation: Adventurer Affiliations: Various Family: "Just look it up in the books!" - Son, Richard Cline, Daughter-in-Law Paige Psion-Cline, Grandkids (2.5...maybe?) Age: Stories of Horus go back around 4 millennia/eighty-four this year. Gender: Female Height: 5'9" Weight: 150 lbs Eyes: Blue Hair: Platinum blonde Description: It's clear Lady Horus is probably not Egyptian by birth - most Egyptian women of any generation have not been fair-skinned platinum blondes, for all that her hair hangs in the curly ringlets in fashion in the New Kingdom. But other that she certainly looks the part - her costume consists of a gold-beaded white linen kalasiri that hangs loosely on her frame and comes down just below her knees, white bodice, white shawl over that, the cloth reinforced with polished bronze pieces that sparkle like the sun, all adorned with the gold and jewels of an Egyptian noblewoman. On her head is the blue khepresh of a pharaoh at war. She should probably not be able to see! The upper part of her face is covered by a gold and blue half-mask of a hawk, decorated in the Egyptian style, the mask itself resting on the lower part of her nose. Yet she does seem to be able to see just fine, thank you. When not wearing the Helm, she looks like an attractive older woman who keeps herself healthy through vigorous running; slender and healthy, with hair she'd begun to actually dye blonde because her natural shade of platinum looks too much like the grey it really is. She favors jogging suits and other outfits suitable for both anonymity and fast running, and usually is wearing a pair of old-fashioned running shoes. When she does get a chance to dress up, she favors bright gold jewelry that's just this side of tacky and bright red pumps. History: Lo! The Sunhawk has returned to the World of Man - as a woman! Lady Horus appeared in Bedlam over the Christmas holiday back in 2016 but has already made herself notable as the city's loudest and toughest protector. In a town of grim avengers of evil, criminal vigilantes and vigilante criminals, she's the biggest action in the city. Before she donned the Helm, she was a lovable rogue. No, she was a cold-hearted monster. No, she was a loving mother. No, she was an irresponsible adrenaline junkie. Anna Cline has been all these things, and more, in her long life (she turns eighty-four this year!). She ran wild as a teenager, becoming Calendar Girl - one of the last true supervillains of the 1950s. Empowered by the chronitons her body had absorbed from a childhood encounter with Dr. Tomorrow, she fought Midnight and the Centurion before disappearing into the future - a future where she met Dr. Tomorrow! She spent a few months as one of his companions, traveling through time and space with him, learning the true extent of her powers and what it meant to have a connection to Time itself. And then they landed in the early 1960s, and she realized how Tomorrow had betrayed her - while she'd been going on adventures in time and space, her estranged mother and father had died in the Olympian Invasion. The so-called heroes had taken all the glory, but had they been there? No! Had she been there, playing at hero? No! She cursed Tomorrow's name and ran; and didn't stop running until she ran into some old friends who were forming a new organization - the Crime League of the 1960s! She made a new friend there; Bryant Haliday, and for a little while Calendar Girl and Doc Holiday were partners in crime, and more. And then she was pregnant, and Bryant left her. Was she an unnatural mother to make sure her son was born with powers like hers, exposing him to temporal radiation even in the womb? Was it so bad for her to support herself and her son in the only way she knew how - to reinvent herself as Clock Queen, the mistress of time and crime, and battle everyone from Doctor Tomorrow to her personal arch-nemesis - the Centurion (aka "The Golden Gargoyle!")? Her family was dead and the heroes would take her son away if they caught her. So she made sure they never did, at least not for long. She had to do some things that weren't too pretty; but she never killed anyone or was part of any plans about killing, and if she was around killers, well - that wasn't her problem! It was the heroes' job to stop the so-called villains, wasn't it? When her son was old enough, he joined her as Tempus Fugit and she truly couldn't have been prouder. Her son had a girlfriend from those crazy Psions - but what the hell, maybe they'd pull it off and she'd get to preside over another generation of people like her. But times were a-changing, the 1970s turning into the 1980s. Bowman got drunk and quit?! Whatever happened to class? Horus defeated Set and imprisoned him? Man, she liked Set. And then came the museum robbery - the police closed in, now with power nullifiers (where the hell had they gotten _those_?) and one put a gun to her son's head to make her surrender. She cut him after that, charges they added to the many, many still on the books for Clock Queen, and when she realized her friends had abandoned her and her son she was left with an inescapable problem. Richard Cline turned eighteen years old two days after his arrest. Freedom City juries hated If he was tried as an adult, he'd be in jail for twenty years. So what does a mother do? Anna took all the blame herself, spinning a tale of child endangerment and abuse, one that got her son held until he turned twenty-one and then freed (to a criminal career she happily followed) - and one that, between this and that and the other thing, got her a sentence of twenty-five to life. She spent the 1980s in Blackstone and the 1990s in Blackstone too, even coming back after a few happy days of freedom after the Terminus Invasion, knowing that her incarceration was what kept her son from being jailed for the rest of his life if he was ever caught. She was immensely surprised to be freed the first time she was up for parole. The Centurion, dead now for years, had left a message in her file - a statement on behalf of her character, urging that she be allowed to rejoin society. That was a hell of a thing. By the time she was out, her son was married and settled down. She drifted for years after that - she couldn't go back to her old ways without endangering the life her son and new daughter-in-law had built, not without hurting the grandkids she adored. She wasn't going to sell out and be a hero, that was for damn sure - but what else was she supposed to do with herself? She lived on the money her son sent, and selling a few items she'd saved over the years, and maybe stealing now and again - acutely aware of a reality that her long time in prison had made absolutely acute. She was old, and getting older. She wasn't immune to aging as she'd often thought, it just happened more slowly to her than it did and the reality that the immortals she knew were this close to dancing on her grave became an ever-heavier weight balanced on her soul. Then, a couple of years ago, what was supposed to be one last job turned out to be a brush with divinity - with unexpected consequences. . Personality and Motivation: Lady Horus has the charisma of her predecessor (and the habit of showboating in combat) but evidently a different personality - she's more inclined to mock and belittle the failings of her opponents rather than call them out as a fellow warrior. She's more close-mouthed than her predecessor as well, talking little about the origins of her powers and what has brought her to Bedlam, generally spinning the question around to one about the welfare of the person she's speaking to. She likes kids and pets - is tolerant of certain kinds of crime but despises those who exploit others, particularly those who are hostile towards women and children. When angry, her accent 'slips' and she shouts in a gutter argot unfamiliar to the average citizen of Bedlam, sounding more like a 1930s cartoon character than the sometimes-Shakespearean Sunhawk. Without the Helm, she's not actually that different - just more tired. She can feel her time running out but she does her best to make sure no one can tell she knows. Powers and Tactics: Lady Horus is faster and more agile than her masculine counterpart, wielding the Ankh of Horus with a frenetic energy that speaks more to the kineticism of a young sunhawk at war rather than the brute strength of the Avenger of old. That said she seems to be less creative with her powers than her predecessor - generally striking with mighty blows of her ankh while weaving in and out of combat, occasionally blasting foes or pummeling them with great strength. She has manifested some abilities denied to her predecessor - in particular teleportation, self-healing, and invisibility. Without the Helm, she fights dirty - staying invisible as long as possible, hitting from behind, and otherwise doing whatever it takes to survive. The years may be catching up but she is still entirely capable of outfighting SWAT officers or even low-level metahumans, especially if her goal is just to run away and find the Helm (which it usually is). Complications: Anna, No!: Anna YES Fake!: Lady Horus is not the same person as the old Horus - a source of resentment for many, both divine and otherwise. Grandma: Not all of Anna's opinions have kept up with her age. Help Me Out Here, Sister: Much of Lady Horus' knowledge of the gods of Egypt comes from the spirit of Nephthys, the Lady of the Mansion. But Nephthys, or rather the fragment of her embedded in the Helm, has her own agenda and often keeps her own counsel - and has her own feelings towards the woman who wears the Helm of Horus. Hey, That's Mine!: When deprived of her Helm, Lady Horus reverts back to her normal self within the space of 1 minute. Long Past? Your Past: Anna Cline's life is on the record - and the record is not so cheerful. Not So Tough: Lady Horus lacks much of the physical prowess of her illustrious predecessor. Who Are You?: The mystery of exactly who Lady Horus is remains just that - at least to most. )$% @#$* *& @ !#$%*: Lady Horus's greatest antagonists are the Hammer of Justice and Stabbo the Clown. Also kind of the Centurion. Abilities: 0 + 4 + 4 + 0 + 4 + 2 = 14PP STR 26/10 (+8/+0) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 20/12 (+5/+1) Combat: 8 + 8 = 16PP Init: +2 / +22 with Super Speed ATK: +4 (+6 Ankh/+10 Super-Speed) DEF: +12 (+8 Dodge Focus, +4 Base, +2 flat-footed) Grapple: +4/+17 Knockback: -8/-1 Saves: 3 + 6 + 3 = 12PP TOU +8/+2 (+2 Con, +6 Protection [8 Impervious]) FORT +5 (+2 Con, +3) REF +8 (+2 Wis, +6) WILL +5 (+2 Wis, +3) Skills: 48R=12PP Bluff 10 (+11/+15) Disable Device 5 (+5) Escape Artist 6 (+8) Knowledge (History) 5 (+5) Knowledge (Theology and Philosophy) 2 (+2) Languages 2 (Ancient Egyptian, Arabic, Base: English) Notice 6 (+8) Sense Motive 6 (+8) Stealth 6 (+8) Feats: 42PP Dodge Focus 8 Eidetic Memory Equipment 3 (Headquarters Old Main) Evasion Fearless Move-By Action Sidekick 24 (Wadjet) Taunt Ultimate Save (Will) Uncanny Dodge (auditory) Equipment: Belchner College's Old Main: [Size: Huge; Toughness: 15; Features: Communications, Computer, Concealed (2), Infirmary, Laboratory, Library, Living Space, Power System, Security System] [15EP] A few people who work at Belchner College remember the good old days. Belchner has never been the most prestigious institution in Wisconsin, but it spent decades attracting students from all over the northeastern part of the Badger State. Then came That Guy - the president they don't name, with his friends on the Board of Trustees, and his ties to the city's 'business community', and the way secretaries had to go into his office in pairs. That was when faculty started deserting, when alumni stopped donating, and when the students began to realize they could do whatever the hell they wanted. Old Main is from the good old days - a three story brick building covered in gargoyles, actually the first building on campus built back in the late 1880s. It had classrooms and the library, a chemistry lab, even a small museum down in the basement full of artifacts donated by wealthy alumni The building's been boarded up since a few years into That Guy's reign as President - he was sure students wanted a bigger gym and skating rink, and he was sure they didn't want to waste time in an "old dump" like this. There were plans to demolish the place but then a small group of alumni sued the president for threatening a college landmark, then a few years into _that_ suit the college turned out to be running deep in the red; and then the president fled the country ahead of an arrest warrant... The college spent some time dumping things they didn't need anymore - microfilm readers, desktop computers that were supposed to be replaced with free student iPads, the various detritus of a college in the midst of a transition. From the outside it's a sad building, covered in graffiti, its windows boarded up where they're not broken, its doors boarded up too; the dying grass on its little plot full of cigarette butts and beer cans. Inside, the first floor still looks like Hell - but the second floor is full of superheroes! Lady Horus (aka Anna Cline) and Wadjet (aka Esperanza Azul) have been living here for the last few months, having moved in during the college's Christmas holiday. They've fixed things up - the library, the chemistry labs, the computers, Anna acquiring things for her protege's genius to put to good use. There's no central heat, but cunningly-concealed solar panels on the roof provide electricity, and luckily the water systems in the college are indifferently run enough that they were able to get running water in the building. Anna's lived in worse places. And this is a place Esperanza built. It's a good place to fight a war. The Hammer of Justice hasn't found them...yet. Powers: 45 + 1 + 1 + 32 + 2 = 81PP Device 11 (Helm of Horus, Flaw: Hard to Lose, 55PP, PF: Restricted [Those Chosen By The Gods]) [45PP] Enhanced Charisma 8 (to CHA 20/+5) [8DP] Feature 1 (Advice from Nepthys) [1DP] Immunity 3 (aging, disease, poison) [3DP] Ankh Array 13 (26PP, PFs: Accurate, Alternate Powers 2) [29DP] BE: Flight 5 (250 MPH) {10} + Strike 14 (PFs: Improved Crit 1, Takedown Attack 1) {16} {10+16=26} AP: Blast 14 (Extra: Penetrating 10 [as DMG 24], Flaw: Action [Full], PFs: Improved Crit 1, Variable Descriptor 1 [any light]) {26/26} AP: Enhanced STR 16 (to STR 26/+8) {16} + Super-Strength 5 (Effective STR 50, Heavy Load 12 tons) {10} {16+10=26/26} Protection 6 (Extra: Impervious 8 ) [14DP] Feature 1 (Temporal Inertia) [1PP]Immunity 1 (aging, Extra: Affects Others, Flaw: Limited [Half-Effect]) [1PP]Super-Speed 5 (Speed 5 [250 MPH/2500 ft per round], +20 Init, Quickness 5 (x50), 10PP array, PFs: Accurate 3, Alternate Powers 4) [32PP] BE: Concealment 10 (all senses, Flaw: Passive) {10/10}AP: Damage 4 (Extra: Autofire, PFs: Improved Crit 2) {10/10}AP: Damage 4 (Extras: Area [Targeted, Shapeable], Selective], Flaw: Action [Full], PFs: Improved Crit 2) {10/10}AP: Healing 2 (Extra: Total, Flaw: Personal) {10/10}AP: Teleport 3 (300 ft) (Extra: Accurate, Affects Others, Flaw: Short-Range Only, PF: Turnabout) {10/10} Super-Movement 2 (Wall-Crawling, Water-Walking, Flaw: Limited [Only While Moving]) [2PP] costs Abilities (14) + Combat (16) + Saves (12) + Skills (12/48) + Feats (42) + Powers (81) = 177/181 pts
  9. White Lioness Power Level: 10 [12] (155/190PP) Unspent Power Points: 35 Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness In Brief: Laid back student, who just happens to be the current White Lioness. Catchphrase: "The female Lion is always much more dangerous than the male." Theme: Naughty by Keko Alternate Identity: Sara Kingdom, officially Àjàṣorò Tafari, White Lion Clan (Pubically known in Dakana), Ajasoro Birthplace: Dakana Residence: Dakana Royal Palace, Claremont Academy Base of Operations: Bayview Occupation:Princess & Student Affiliations: Dakana Royal Family Family: M'Balla (Father), Asma'u (Mother), M'Zale (Grandfather), Ubasti (Grandmother), Makeda (Baako's Mother), Baako (Half-Brother) Description: Age: 16 (DoB: 12th April 2002) Gender: Female Ethnicity: Dakanan African Height: 1.67 m (5'6") Weight: 54kg (120 lbs) Eyes: Brown Hair: Black Whilst she downplays it many have commented that Àjàṣorò has inherited some of the beauty of her mother with the intensity of her father, especially the dark intense eye that both twins posse. Before becoming the White Lioness she kept herself in reasonable shape, though nowhere near as athletic as her brother. Embracing the chance to study in America she dresses and acts as a typical teenager, even with a passable East Coast accent. Her clothes are the most recent fashion and her hair done in the latest style, though she keeps it relatively short. The famous White Lion(ess) suit she wears looks like white cloth bodysuit but is actually a hi-tech weave laced with energy absorbing Daka crystals. It has gone through several redesigns, the skirt was quickly abandoned, but has always included the traditional gold accompaniments of her title (though not the headdress as she is not yet Queen). When in the costume she uses her more natural Dakanan accent. History: Àjàṣorò the eldest daughter of King M'Balla and his second wife Asma'u was raised to understand the importance of the job that the White Lion clan did to defend the nation of Dakana from threats. As such her childhood was spent training her body and mind to be the best that she could. But she really wasn't interested in such things, her attention was on those brightly coloured superheroes they had in America, though obviously, she was most interested in her fathers and grandfather heroics. It's not that she isn't proud of her country and people, it's just that it all seemed much more interesting. She even began to adopt the fashions and even the general accent of she saw on the television and internet, much to her tutor's chagrin. Then her father decided the time had come to step down as the current White Lion and focus instead on improving his land. Àjàṣorò had never really been interested in taking on the mantle, oh sure she was concerned about the defence of the Kingdom, she was more interested in continuing her studies and maybe one day go to America. But she couldn't in good faith allow the power of the White Lion to go to her brutish half-brother Baako, she couldn't beat him in the ritual combat directly (The tests of Wisdom and Knowledge were much more her thing) but she could maybe win by being smarter. Instead of fighting him she spent the trial avoiding his blows, showing great grace and athleticism, hoping to wear him out until someone could fell him. She had planned for her brother to do the honours and become the next White Lion, but somehow she'd managed to outwit Baako enough to win the trial with barely a strike on the man. Ironically after the ritual that embodied her with the ancestorial powers of the White Lioness, her father told her that he'd contacted an old friend of the family and she'd be getting her wish to go and study in America. Personality & Motivation: Never expecting to be the Queen her tutoring in etiquette wasn't as thorough as her brother, though she can put it on when necessary, and is general irreverent and doesn't seem to take things too seriously. Friendly and gregarious she tries to be everyone's friend, though never pushy, and whilst actual royalty manages to come across as down to earth. As the White Lioness this all goes out the window and she is the noble well breed warrior that she was raised to be. Whilst she respects her father's views and what he has done for Dakana and the world she has, though she hates to admit this, she does agree in part with Makedo's ideas. Dakana might have equality between the sexes but you don't have too far outside its borders to see women repressed and worse, and she might have a few times done her bit to help those women in need. Powers & Tactics: Whilst all of the White Lion clan have some form of combat training, and Àjàṣorò had more than most, she has never been the most tactical of people. Instead she relies on her speed and agility to get herself out of potentially dangerous situations. Power Descriptions: After passing the trials of Wisdom, Knowledge and Combat Àjàṣorò has been empowered by the spirit of her ancestor the original White Lion. This grants her the speed and prowess of the Lion as well as the senses it possesses. In addition to the spiritual powers granted to her, she supplements it with a high tech body suit, the finest in Dakanan engineering, whose Daka crystal weave helps absorb impacts and reduce injuries. Complications: A real Princess: Àjàṣorò is both a princess of Dakana and the White Lioness, that give her certain obligations that she has to fulfil even if she had other things she needs to do. Enemy of the Red Hyena: Whilst mostly the Red Hyena's are willing to work within Dakana's system some, including her half-brother, take more direct and violent action against the White Lioness. A Normal teenager?: Wanting to experience America to it's fullest she's trying not to draw attention to the fact that she's a Princess of Dakana. Abilities: 8 + 16 + 8 + 4 + 8 + 6 = 50PP Strength: 18 (+4) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 16 + 16 = 32PP Initiative: +12 Attack: +14 Melee, +8 Ranged Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +18 Knockback: -4 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +4/+8 (+4 Con, +4 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +12 (+8 Dex, +4) Will: +8 (+4 Wis, +4) Skills: 68R = 17PP Acrobatics 12 (+20) Skill Mastery Bluff 2 (+5) Diplomacy 7 (+10) Gather Information 2 (+5) Intimidate 2 (+5) Investigate 3 (+5) Knowledge (Popular Culture) 3 (+5) Language 1 (Dakana [Native], English) Medicine 1 (+5) Notice 11 (+15) Skill Mastery Sense Motive 11 (+15) Skill Mastery Stealth 12 (+20) Skill Mastery Survival 1 (+5) Feats: 22PP Acrobatic Bluff Attack Focus (Melee) 6 Benefit (Wealth) 3 Dodge Focus 4 Evasion 1 Hide in Plain Sight Improved Initiative Power Attack Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Takedown Attack 2 Uncanny Dodge (Smell) Powers: 12 + 5 = 17PP Device 3 (Nyeupe Simba Suti / High Tech Body Suit, 15PP Device; Hard to Lose) [12PP] Damage 2 (Lions Claws, Feats: Mighty) [3PP] Immunity 2 (Critical hits) [2PP] Protection 4 [4PP] Super-Movement 3 (Slow Fall, Sure Footed, Wall Crawling) [6PP] Super-Senses 8 (Enhanced Audio Sense [Accurate, Extended, Ultra-Hearing], Enhanced Olfactory Senses [Accurate, Acute, Danger Sense, Extended, Tracking], Low-Light Vision) [10PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Lion Claws Touch DC 21 Toughness Damage Totals: Abilities (50) + Combat (32) + Saving Throws (12) + Skills (17) + Feats (22) + Powers (22) = 155/190 Power Points
  10. (note - this sheet takes the slot formerly occupied by the now-maxed character Edge) (note 2 - this sheet has one veteran reward [for Watchdog's vehicle + headquarters + equipment] + one veteran award [15PP worth of Pulse] + part of another veteran award [6PP worth of Pulse] This should leave me with 9PP of veteran award 7 remaining]) Watchdog Power Level: 11 (189/197) Trade-Offs: -1DEF/+1TOU, +5 ATK/-5DMG Unspent Power Points: 8 In Brief: Teenage sidekick turned Secret Service Agent pretending to be a teenage vigilante. Alternate Identity: Ashley Tran George Identity: Secret? Ish? Depends on who you ask. Birthplace: New Orleans, USA Occupation: Secret Service Agent, Superhero, Bodyguard Affiliations: Her charge, Jaycee Cahill Family: Phillip Tran [father, deceased], Mary Arbour-George [mother, living], William George [stepfather, living] Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003) [sisters, living] Age: 26 (DoB: April 1992) Gender: Female Ethnicity: Eurasian Height: 5'6" Weight: 145 lbs Eyes: Black Hair: Black, dyed pink at the tips Physical Description: Ashley is short and round-faced, with big eyes and a smile that makes it easy for her to pass as sixteen - not that she's doing a lot of smiling these days. She's grown her jet-black hair out for this mission and dyed the tips pink, another way to help herself pass as someone a decade younger than her actual age. She has the muscular build of a born athlete, albeit one with a boxer's training rather than a gymnast's. When not wearing her helmet, she sticks close to "Claudia" and doesn't say much except when directly addressed or speaking to her 'sister', keeping most of her face hidden behind dark sunglasses and a near-perpetual scowl. She speaks English with no particular accent, though her French and Vietnamese have Louisiana and American accents, respectively. She usually dresses like a teenage girl trying to look like a punk, or at least push the dress code - leather jackets, dark T-shirts, and denim skirts or pants. In costume as Watchdog, she wears a grey armored outfit with a bright red snarling dog's face over the chest. Over that she wears a black and grey leather jacket with metal studs on the shoulders - and covering her head a modified motorcycle helmet painted the same red as her chest symbol. She wears fingerless black gloves on both hands while in combat. Her jacket comes with a hood that she usually keeps pulled up, the better to strike a more intimidating profile. At either side are two silvered pistols, hanging on each hip. Watchdog is, if anything, a sourer presence than Ashley - her helmet-muffled voice sounding tinny and artificial. Quote: <Watchdog stares up at her interrogator until they go away> Character History: Phillip Tran fled what had once been South Vietnam with his parents in the late 1970s, his family traveling through the Phillippines and Guam before their arrival in the mainland United States. They settled in New Orleans, with its heat, its French language, and its Catholic population. (His father had served in the South Vietnamese army and his mother was Hoa, an ethnic Chinese minority disliked by the new regime - they had ample reason to leave the country.) The Trans were determined that their son, only a small boy when they fled the country, would remember the nation of his birth and so taught him language, culture, and customs. When Philip was a young man, he did what his father had and joined the military - at eighteen, he enlisted in the US Army in 1989. Phillip served his adopted homeland well, fighting in Operation Desert Storm before returning to New Orleans East to marry his high school sweetheart Mary Arbour in 1991. They were a mixed couple, but Mary was a good Catholic and fluent in French - the Trans had no complaints. They settled in New Orleans East, where Phillip's military service got him a job with the NOPD, patrolling the neighborhood where he'd grown up. Phillip and Mary became the parents of five girls [(Ashley (1992), Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003)] and did their best to balance both worlds - Ashley grew up hearing English, Vietnamese, and French spoken in the household and in both school and afterschool programs, worshiping at the local Vietnamese Catholic Church, and was honestly very happy. Her father doted on her and passed on his deep love of his adopted homeland, its people, and his chosen career - law enforcement. Ashley loved her father and the neighborhood where she grew up - but unlike her father, she hoped to use service to others as a way up and out. Her way out, influenced by her dad's love for Clint Eastwood movies, was from an early age the United States Secret Service. Protecting the President, the symbol of American freedom, seemed like the coolest job in the world - she read about the long hours and thankless conditions, but she appreciated the need for sacrifice to get what you want. And what she wanted was the Secret Service and the Presidential Protective Detail. It would take years of training and study, especially since fate and genetics had given her a small frame that would make a lifetime of physical activity difficult. But she had the drive and the commitment to make it happen. But life had some curves to throw her way first. Ashley was thirteen when Katrina hit - thirteen when her father died. It was all very sad - a beloved local cop killed by a looter in the frantic days just after the hurricane, four little girls and one very pregnant widow left behind. She didn't believe it - despite what the outside media said, there weren't that many looters around, especially not in their relatively isolated neighborhood, and even those looters wouldn't shoot a police officer in the back for no reason anyone had ever been able to find. It didn't add up. But nobody wanted to hear it - especially not her grieving mother. A few months after her father's death, a month after her baby sister was born, her mother married one of her father's former partners - an Anglo man who was himself eager to get out of the damaged city. They moved to Lafayette, where her stepfather found a job as a campus police officer for the University of Louisiana - and Ashley made plans to get the hell out of town. When Ashley's powers first appeared on the Fourth of July, 2006, when Lady Liberty's appearance at the Lafayette, LA Fourth of July festivities ended with a certain teenager firing beams of golden light from her eyes and singing the National Anthem (an utterly mortifying experience that she is forever grateful took place just before the widespread adoption of the smartphone), Mary George almost didn't let her daughter go to Claremont even after the League helped keep the news of the "Copycat" out of the national news, and after the arrival of kindly headmaster Duncan Summers - not until it was made clear to her that the school was safe and that her daughter would be protected. When Ashley found out what the school was _really_ for, it wasn't hard for her to figure out what she wanted to do - she wanted to find the man who had killed her father! First came two years of hard training and discipline, learning everything she'd need to learn to be a superhero. What was a social life when there was work to be done? Maybe she studied too hard, and pushed her body to its breaking point - but what else was there to do? She had to find justice, even if no one else wanted to - or could. Ashley George's first time on patrol with the Raven changed her life. It was 2008 and she was sixteen, in her second year at Claremont Academy and honestly not sure if she wanted to be a superhero. She didn't have the flashy powers of many of her classmates, the first Next-Gen students like Bolt or Megastar, she wasn't a particularly outstanding student (though she did work hard, spending hours in the library every night), nor was she particularly happy in Freedom City, so far from her home in New Orleans. But the Raven saw something in Ashley she didn't see in herself - and so it was that 'Copycat' joined the Raven on patrol as an occasional sidekick. People who kept a close eye on Raven around the start of the current decade will remember Copycat in her full-face mask and cat-ears, the black and navy blue costume that she burned years ago. But never mind that. Ashley enjoyed adventuring alongside the famous hero, especially once she gained enough control over her energy-draining abilities to use them in the field - but truthfully she appreciated the private lessons more. She learned the Raven's "style-less" style of goju hand-to-hand fighting, learning how to take down men half again her size in hand-to-hand combat. She learned how to work a room and how to control a crowd with her voice and her eyes, letting darkness, mystery, and the occasional violent beating distract from the fact that she was just a petite girl whose superpowers generally didn't do much to make her bulletproof (except when she was fighting psychopaths who could punch through steel doors!) She learned other things too - Raven was Amerasian too and had also lost a parent to crime. Maybe it was their similarities that had drawn Raven to her - Raven wasn't much for talking. The problem was, after her senior year, Ashley wasn't one for listening - at least, not to Raven. Ashley George's break with superheroing began the spring of 2010; the day she caught the man who, ten years earlier, had murdered her father. On the one hand, it was incredibly satisfying. Raven and Copycat found the killer of her father in the spring of 2010, the culmination of two years of investigative work by the duo (both remotely and on-scene) that finally cracked after a lucky break. He made the mistake of fighting back when Raven crashed through his apartment door and Copycat through his window, and Copycat had the great pleasure of kicking him in the knee until he collapsed, then beating him into unconsciousness with the butt of his own shotgun. Ashley still lets herself go back to that moment when she needs something to get her blood pumping. On the other hand, it wasn't so satisfying at all. Paul Dubois was a drug dealer and a criminal, a man who had turned to marketing zombie powder and Zoom to impressionable young people in Ashley's old neighborhood. He was a bad man and taking him down was a great thing. But he'd turned to crime as a way of paying for his own addiction to zombie powder, a downward spiral that earned him a death sentence in the spring of 2012 when he was convicted of murdering Phillip Tran, an NOPD officer who had come across him cleaning out one of his drug stashes while the storm hit. It was hard to ignore how superhumans had made him worse rather than better, how a man who might have been able to turn his life around had only sunk further into the muck because of the gods and monsters of the world. She and Raven started arguing more after that, arguing about superheroes and supervillains, about how much good the former actually did when they weren't stopping world-ending threats. In the end, it was no one great thing that drove apart hero and sidekick, no great crisis that either of the two born 'fixers' could have solved. When Raven kept Copycat at arms length, endless tests and trials and secret drills only taught Ashley that her mentor valued her costumed identity more than her real self - when Raven kept Copycat close, the hidden reality of the superhero world showed her the underbelly of the gods and heroes - the dimensional vibrations where supers had gone to war with humans rather than protecting them, the criminals turned heroes who laughed at justice for their crimes, the Grue and other monsters hiding among innocent people, the codenames and secret identities and the endless secrets kept from a general public that supposedly couldn't "handle the truth". When Copycat left the Raven's side after graduation, it was not on good terms - and she didn't look back. She had better things to do. When Ashley graduated from Claremont Academy in 2010, she had her diploma and her associate's degree both - having taken advantage of the school's early college program during her time as the "workaholic wallflower." After two more years, she had her bachelor's degree in criminal justice (and a minor in political science) from Our Lady of Holy Cross College. After a lifetime of repression, college had been a breath of fresh air - she'd gotten drunk for the first time and smoked weed while she was at it and had her first real boyfriend - at least until he found out she was serious about not wanting to stay in New Orleans and that she wasn't interested in getting married right now. She had plans. First came three years (2012-2015) as a New Orleans police officer, wearing the star and crescent badge her father had died wearing, defending the New Orleans East neighborhood where she'd grown up. (Beyond her family ties, it's the largest American police force that doesn't ask questions about superpowers or vigilantism when you join - a legacy of the post-Katrina recruitment drives.) Eurasian and female, she was part of a tiny minority on the force - but she'd already been through much worse than anything the boys in blue could throw at her. She enjoyed the work, enjoyed patrolling the streets and keeping people safe, but nothing about being back in her old neighborhood changed her mind about her desire to move out of it. Her mother, sisters, and step-brothers were settling in fine in Lafayette; there was nothing for her here but ghosts. The laws dealing with superbeings and federal employment are complex - something Ashley knew even before she filled out her application to join the Secret Service. She had the grades, she had the physical training, and she certainly had the experience. She had to be careful about how she wrote about that last thing (given that Copycat had much more training in criminal justice than Ashley George could ever admit to having) - but her three years at the NOPD, her fluent command of French and Vietnamese, along with glowing recommendation letters from her former supervisor, turned out to be just enough to make the grade. She was young (at 23, just past the minimum age) and not powerfully built - but she had what the federal government was looking for. Of course, she _also_ had the meta-gene. With so many witnesses to her accidentally stealing Lady Liberty's powers as a teenager, and the extensive battery of first physical, then psychological tests she had to undergo once she admitted to having superpowers on a federal employment form, there was no hiding who she was. But she'd thought this through, and she made her case time and time again. Despite her powers she was all-too-human; and those powers could be tremendously useful as a government agent - she could shut down the powers of an attacking metahuman with a touch, and detect the hostile intentions of many different types of beings even before they attacked. Easy to overlook (albeit often mistaken for a teenager thanks to her youth, slight build, and rounded features), she could blend right into a group of agents until she had to go into action. The hard part was avoiding AEGIS. After the mandatory ten week AEGIS training course for metahumans working for the federal government, almost all of them wind up working for AEGIS in some capacity or another - but Ashley wasn't interested. Working with AEGIS would put her too close to the worst parts of the life she left behind, with its codenames and its secrets, and she wanted the best parts instead - the bravery, and the courage, and the principles, to risk your life for another because it was the right thing to do. As the first superhuman agent of the Secret Service, her promotions were fast-tracked - within certain limits. She was in her mid-twenties (and had only been an agent for a year and a half) when she was assigned to the White House, but only to manage the file room in the basement. She liked it there, only called 'upstairs' when the President was meeting with superhumans of some character or another (usually the members of the Dream Team), where she usually stood discreetly off to one side in her sunglasses and dark, conservative clothing, making sure that President Cahill (a man popular with his detail) stayed safe. She wasn't actually part of the Protective Detail - but it was still pretty damn good. Then came D-Day. On March 15, 2018, there was an incident at the White House. The general public is aware that all the radios and other electronic gadgets near the White House went dead, some of them permanently, for a good hour and a half. The Secret Service, Capitol Police, and other law enforcement agencies in Washington went on high alert that afternoon and the whole city went into lockdown for 24 hours. The general public believes that the incident was the result of a terrorist attack by robotic members of the Foundry - an attack foiled by the Secret Service. This is a lie. What really happened was that Jaycee Cahill nearly set the White House on fire. 'Sick in bed' with agonizing migraines, she was the source of the sudden 'radio black hole' that made it appear that every radio and other wireless signal in the White House had gone dead. In the process of being evacuated from the terrorist attack along with her mother and younger sister, it was she who generated an EMP powerful enough to keep Marine One from flying - and then in a sudden burst of microwave energy, emit a pulse powerful enough to nearly kill her family and Secret Service detail as their internal temperatures raised to dangerously high levels. It was Agent Ashley George, running at full speed across the White House lawn even as the grass began to smolder around the frightened teen (who had run, hands to the side of her head, from the landing pad on the South Lawn), who saved the day, grabbing Jaycee by her pressure points and holding her as she drained the energy that powered the teen's radiation. She saved the First Family, she saved her fellow agents, and she probably stopped the irradiation of a significant number of White House staff and tourists. And it was Agent George who was on point for the news of what had followed - about Jaycee's powers couldn't be turned off or suppressed, about how she needed to learn how to use them or she would die - and so would a hell of a lot of other people if she stayed in the White House. So what could they do? Could they really tell the world that the President's daughter had power enough, theoretically, to fry an entire city - power that had come from alien DNA that blood tests found in the President and his three daughters? There had to be another way. NPC Backstory: Jaycee Cahill was born in 2002 in Guymon, Oklahoma. She's the middle of three girls, all of them named after their father J.T. (who she still calls 'Daddy', especially when she wants something from him). Her family has deep roots in rural Texas County; her late grandfather's savvy business sense made him a millionaire (and the richest man in Texas County, at least for a while) when he sold his failing cattle lands to invest in the natural gas boom of the 1930s. Her daddy met her momma Rachel twenty years ago, when he was fresh out of Harvard and a graduate student at the University of Oklahoma and she was just finishing up her BA in nursing. Rachel left her family in Muskogee behind to settle in her husband's hometown and work as a school nurse; Jaycee looks a lot like her mom, with her mother's skin tone, petite build and dark hair. Jaycee knows there was a time when her daddy wasn't a politician, but she can't really remember it. She wasn't yet in elementary school when her daddy ran for the Oklahoma State Legislature, a position he held for only a few years before deciding legislative service wasn't for him. The former political science professor at OPSU wasn't a man for legislative negotiations and dickering - he wanted to be the man in charge. Friendly to the oil industry, married to a Comanche woman, projecting a folksy-but-informed manner that let him speak cordially to both Tulsa suburbanites and farmers in the Panhandle, JT Cahill ran first as an outsider in the Republican primary, then was elected Governor of Oklahoma in 2010. Jaycee found that she liked being a governor's daughter. She was one of the most popular kids in her tony private schools in Oklahoma City, getting her attention she'd hardly ever won as a middle child back home, and living in Oklahoma City was a lot better than living in Guymon. It meant changes at home - she saw a lot less of her daddy and her momma, but she was reaching an age where that wasn't so bad. She got to travel too; out to DC and down to Austin, getting to know the children of other politicians and rich friends of her daddy's, and even got to visit. She wasn't old enough to be interested in boys the way her older sister Jaybee was, but she was sure that when she did, she'd have her pick of the best ones. She had a lot of plans. Jaycee was old enough to have some idea of what they were getting into when her daddy and momma sat her and her two sisters down in December of 2014 to tell them something very serious. Her daddy had thought hard, he'd prayed hard, and he'd talked to their mom and his friends - and Governor Cahill was going to run for President in the next election. Freshly 13, Jaycee rolled her eyes but didn't actually backsass her daddy - her daddy had just been re-elected Governor earlier that year and she figured the campaign for President couldn't be _that_ different from the campaign for Governor. And besides, it probably wasn't going to amount to anything. She had to admit she loved her dad (privately, anyway), but the country wasn't going to elect her dad, with his corny jokes and his Sooner ties and cheerful belly, President, right? The headaches started around the time of Jaycee's fourteenth birthday, just a short time after her father had been elected President of the United States. They were small at first and she got aspirin for them, then stronger stuff - stuff the White House doctors had to prescribe, then hospital visits to get her on a new type of painkillers. Her daddy's people kept it out of the media, which made her feel a little better - running for President was _not_ like running for Governor at all, and the campaign had turned her life completely upside-down. She knew how important this job was to her family, to her sisters, to America; she decided not to tell anyone when the headaches came back after a few months of treatment - or when she started hearing whispers in empty rooms in the White House, and then seeing things she knew weren't there - strange colors and patterns that she blocked out by sheer force of will. She wasn't going to ruin everything for her family by being a freak! And then came D-Day. Judith Claudia Cahill Metahuman Abilities: Subject's metahuman abilities reflect a biological connection to the lower end of the electromagnetic spectrum - particularly the VHF frequencies just above one meter. Her neurological and skeletal systems have a unique chemical composition that makes her a natural transmitter and receiver of these frequencies. In a 'resting' state, she has the ability to send and receive signals along these frequencies, visual data being transmitted to her optic nerve and auditory to her ear canal. However, subject's abilities are 'overpowered' (as is common among younger metahumans). When in an environment with sufficient VHF energy (such as that found in any major metropolitan area), her body begins to act as a natural 'sponge' - absorbing and storing these energies throughout her cellular structure. Sufficient accumulation of these energies results in so-far uncontrolled discharges of energies cascading 'above' the VHF range into microwaves and infrared radiation. These discharges are extremely hazardous to her environment and others within it. Unless her abilities can be reliably controlled, there will be further D-Day events. Subject is not recommended for inhibitor technology for multiple reasons - in addition to the hazard her abilities pose to the sensitive environment where she lives, her neurological functions have become dependent on the VHF radiation she absorbs unconsciously. Without regular exposure to VHF radiation, her brain will begin to shut down and she will enter a persistent comatose state. Reveal hidden contents Power Descriptions: Watchdog generally fights like someone who has no superpowers - hanging back and picking foes off with her pistols, or wading into melee to take them out with well-placed joint strikes and body blows. She's tough in her armor, capable of taking hits from metahumans or bursts of automatic weapons fire, and isn't afraid to take some hits in order to get the job done. Without her armor she's much more cautious (especially since that deprives of her of her firearms), preferring to strike from the shadows rather than enter openly into combat. When she does use her powers she doesn't comment on the fact that she's doing so; instead closing into melee range and striking her target with her hands. There's no apparent visual effect when she does so, but psionically adept characters can observe a spectacular 'splash' of psionic energy like ripples in a pond as she copies her target's psionic aura, then absorbs that copy into herself. Once she does have powers copied, she tends to fight in a style that mimics her opponent - taking to the air for a blaster, slugging it out for a powerhouse, etc. Complications: Agent: Ashley is technically a sworn law enforcement officer, but doesn't act as such while wearing her costume except for her duties to protect Jaycee Cahill. This is a complicated situation. Break: Ashley's complicated relationship with the Raven remains both a sore point and a point of pride. Copycat: Ashley isn't hiding her superpowers but she is keeping them to herself; she'll use them as a second resort rather than a first unless she needs to save a life. Duty: Ashley George is responsible for the life and well-being of the First Daughter, Jaycee Cahill. This is her highest priority - whatever she or Jaycee thinks about this. Enemy: Baron Samedi's drug empire indirectly killed Ashley's father. Given the chance, she'll go for him - minus her duty to Jaycee. Guns: Though Ashley's pistols are not actually firearms, they strongly resemble them (this is a way of distracting attention from the level of high technology she carries) - this may be something other heroes have trouble with. Lies: Ashley lied about how she'd developed her powers when she joined the Secret Service. Nobody Knows The Troubles I've Seen: Watchdog's personality is of necessity not very nice - she has to play the part of the gritty, unlikable vigilante as a way of making sure no one pays too much attention to her. Out of Town: At her core, Ashley is in many ways still a product of her conservative upbringing - even though she did learn to relax during her time at Claremont. Patriot: Ashley George loves the United States of America and all it stands for. Secret: Ashley George is a 26 year old Secret Service agent, not a teenager from an alternate universe! Split Personality: Ashley's powers occasionally result in her copying certain mental traits of those whose powers she steals - this annoyance is one of the reasons she doesn't do it very often. We Get The Job Done: Ashley is the biracial daughter of a first-generation immigrant. Who's That Girl: Ashley wears her helmet because while there aren't that many people who would recognize the workaholic wallflower that was Ashley George from her time at Claremont - or for that matter connect her with the heroine Copycat, there are a few. Abilities: 4 + 4 + 6 + 0 + 6 + 4 = 24PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +2 Attack: +5 Base, +9 Gun, +9 Damage, +15 Mimic Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +7 Knockback: -5/-2/-1 Saves: 5 + 6 + 5 = 16PP Toughness: +11/+5/+3 (+3 Con, +2 Defensive Roll, +6 Armor) Fortitude: +8 (+3 Con, +5) Reflex: +8 (+2 Dex, +6) Will: +8 (+3 Wis, +5) Skills: 88R = 22PP Bluff 9 (+11 SM) Climb 3 (+5) Concentration 2 (+5) Craft [Mechanical] 5 (+5) Drive 8 (+10) Escape Artist 3 (+5) Gather Info 3 (+5) Intimidate 8 (+10, SM) Investigate 10 (+10) Medicine 3 (+5) Knowledge (Civics) 5 (+5) Languages 2 (French, Vietnamese, Base: English) Notice 8 (+11, SM) Search 5 (+5) Sense Motive 7 (+10, SM) Stealth 8 (+10) Swim 3 (+5) Feats: 21PP All-Out Attack Attack Focuse (Ranged) 2 Defensive Roll 1 Devotion (Pulse) Dodge Focus 4 Equipment 15 (From Veteran Award) Evasion Interpose Luck Power Attack Precise Shot 1 Quick Draw [Draw] Sidekick 24 [Pulse, 21 from Veteran Reward] Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) Takedown Attack Well-Informed Equipment 15 PP 4EPs Masterwork Cellphone Masterwork Rebreather Masterwork Handcuffs Masterwork Tools (Craft [Mechanical]) Description: The Dawg looks like a decade-old Cadillac DeVille that's been modified by an experienced street mechanic into a fearsome road machine, perfect for a badass vigilante. The front of the car is modified to look like a snarling dog with headlights for eyes and snarling teeth around the grille, while the sound of its specially modified engine sounds distinctly like the growl of a large pitbull. It's fast and tough, easily capable of chasing down almost anything on the road - including metahumans! It's also completely bulletproof, with an internal life support system, built-in communicator and satellite phone, 'storage compartments' and an almost unbeatable onboard GPS. A close look reveals even more modifications - 5-inch armored doors, and "bulletproof glass so thick it blocks out parts of the light spectrum." run-flat tires, and a 454-cubic-inch engine.Confirmed accessories include "an integrated 10-disc CD changer, a foldaway desktop and reclining rear seats with massaging, adaptive cushions." It weighs about 14,000 pounds. At the touch of a button, it can turn itself into a normal-looking car - though it's still bright red. Normal mode The Dawg (STR 45 SPD 6 DEF 9 TOU 10 Size: Huge, Features: Alarm 2 [DC 25], Computer, Feature: Cellphone comm., Hidden Compartments, Navigation System Powers: Impervious Toughness 10, Immunity 9 (Life Support), Morph 6 (normal car), Super-Senses 4 (Radar) [55EP] Description: The Dawg Pound is a specially modified warehouse in Port Regal that looks perfect for the home of a gritty young vigilante. With space to park the Dawg and space to park her crew, it's a totally radical place. The fridge is stocked with diet soda and energy drinks, the freezer with frozen pizzas and chicken nuggets, the gym has equipment for punching away your inner demons to an angry techno soundtrack, the flatscreen TV in the rec room even has an XBox One with the latest games. It's angsty teen superhero paradise! Headquarters Array 9 (15EP, AP: Alternate Power 1) [16EP] BE: Dawg Pound [Size: Huge; Toughness: 20; Features: Communications, Computer, Concealed, Garage, Gym, Living Space, Power System, Security System, Workshop] The House is just a perfectly normal one-story white house with attached garage near the edge of Bayview, away from the city limits - what do you mean? Why would this house be special? AP: House Size: Small; Toughness: 15; Features: Communications, Concealed [4], Garage, Living Space, Power (Impervious + Immunity), Personnel (Other Secret Service Agents), Power System, Security System [2], Workshop Power: Immunity 9 (Life Support) + Impervious Toughness 10 {19/20} Powers: 7 + 17 + 28 + 32 + 2 = 86PP Damage 3 (Raven's Training, PFs: Accurate 2, Innate, Mighty) (training) [7PP] Device 4 (Watchdog Armor and Guns, 20DP, Flaw: Hard to Lose, PF: Restricted 1 [voiceprint]) (technology) [17PP] Blast 5 (pulsed energy projectiles; PFs: Accurate 1, Improved Critical) [12DP] Protection 6 [6DP] Super-Senses 2 (Infravision, Ultravision) [2DP] Gadgets 4 (Utility Jacket; 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [28PP] Sample Gadgets: "The Beast" Enhanced Blast 7 (to Blast 13) {14/20} Collapsible Shield Force Field 6 (Extra: Affects Others) {12/20} Grapple Gun Speed 1 (10 MPH) [1] + Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling 2) {9/20} Taser Stun 5 (PFs: Accurate 5) {15/20} Power Thief Container 5 (25PP Container, PFs: Accurate 5, Precise, Subtle 1 [psionic senses]) [32PP] (mutation) Fatigue 5 (Extra: Linked [Mimic, +0]) {10} + Mimic 5 (All Powers, 25PP; Extra: Linked [Fatigue, +0], Flaw: Tainted) {15} + = [10+15=25/25PP] Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) (mutation) [2PP] Totals: Abilities (24) + Combat (20) + Saving Throws (16) + Skills (22) + Feats (21) + Powers (86) - Drawbacks (0) = 189/197 Power Points
  11. Raven Power Level: 15 (built as PL 11; 205/250 PP) [Gold Reward Slot] Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness Unspent Power Points: 45PP In Brief: The newest holder of the mantle of the Raven, the third hero to bear this name has large shoes to fill as he steps into this role. Alternate Identity: Aleksander Garen Nakani (Birth Name/legal name); Svarog (Name assigned by the Blood Dragons) Identity: Secret Birthplace: Rustavi, Georgia Occupation: College Student (Freedom City College); Crimefighter Affiliations: Raven "family"; Claremont Academy (Alumnus); Blood Dragon Society (former) Family: Henrik and Maral Nakani (biological parents, deceased); Loren and Melissa Barbeau (adoptive parents) Description: Age: 20 (DoB: December 12, 1997) Apparent Age: N/A Gender: Male Ethnicity: Armenian and Ossetian Height: 6'1" Weight: 200 lbs. Eyes: Grey Hair: Black Aleksander is an athletic young man, whose frame balances speed, agility, and power. Thanks to his "rigorous" upbringing and years of training under Callie Summers, he moves with an instinctive sense of balance and poise. 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 face bears notable angles, but avoids the severity many might think such features would lend to him; his smooth, clean-shaven skin lessens the impact of his bone structure a fair bit. He almost seems to have 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. 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. Raven'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 raven, wings outstretched and beak pointed straight up, feet outstretched below), 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.The gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all separate pieces. 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. His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air. 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. The suit bears a very robust belt-and-harness assembly that includes a multitude of pieces of compact equipment. Using low-scale nanotechnology alongside hyper-efficient space-saving tech, these modules and pieces of equipment can quickly be activated and deployed, be it as handheld tools or as plug-in modules on his base suit (which has a multitude of subtle connection points for various modules). Some may alter the appearance of his suit in various ways. 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 man of 20, 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. He consistently displays athletic prowess at the upper end of the human spectrum. Raven'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 Raven. 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 geo-positioning 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). Raven's belt and harness contain modules and gear that let him adapt on the fly to the situation in the field. Raven has had practice figuring out the best pieces to use in any given situation, but it's still a developing technology, so it takes him a few moments to reconfigure his equipment. Alek has full access to The Rookery, the large (hidden) cave-complex-based underground headquarters of the Raven, located underneath the Summers mansion. The facility is expansive and covers virtually every need a crime-fighter might have, with room for future improvements, as well as access to a large variety of tools, vehicles, and suits that he could draw on if needed. The most (comparatively) subtle vehicle out of his current arsenal is The Talon, a high-performance motorcycle which is one of Raven'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 over-sized 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 Raven rarely pushes it to that speed. A more recent addition to the garage of the Rookery is the latest iteration of the Unkindness, the full-sized automobile of the Raven. The latest in a long line of vehicles, this version of the Unkindness is some great and terrible fusion of a race car, an APC, and a fighter jet. The dark vehicle is plated with enough armor to shrug off massive amounts of fire; the outer skin can be configured to either somehow hide the enormous automobile, or make it capable of completely ignoring anything up to the heaviest guns or explosives. As well, the wheels can be kept close to the body for greater transit speed, or spread out on variable-geometry "arms" that give the Unkindness unparalleled stability on even the worst terrain. With its advanced suite of sensors, communication, and life-support gear, it's practically a headquarters on the move. It's also armed with enough less-than-lethal weaponry to take out an entire company of soldiers and vehicles. The sonic disrupter cannon stores away behind the driver compartment of the Unkindness, and can be configured to either fire single "shots" at specific targets, or blast out a cone of dizzying sound accompanied by a multitude of bright, flashing lights. Strapped on either side of the "barrel" of the sonic cannon are the prongs for the Targeted EMP Cannon, a device that allows the Raven to disable most any modern electronics with just a few button presses. 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 give Aleksander some independence on occasion, he was sent into the field as Nevermore (as he has dubbed himself) and transferred to Claremont, starting in the Spring 2014 semester. It was hoped that he would learn more skills related to working with other heroes, as well as broadening his own skillset for the purposes of crime fighting and prevention. These hopes were well-founded, though Alek did not have quite the meteoric high school career that some alumni of Calremont did. Nevermore made the rounds of Freedom City, working to aid Raven and sometimes even pick up the "slack" of patrols. He was given fuller access to the Rookery on his own (instead of only on mission prep or training). All these things helped him prepare himself. After The Incident, Callie sat down with Aleksander and explained that he was ready. He tried to deny it, but she told him, honestly, that not only was he ready, but that she was tired. Years of fighting the good fight had started to take their toll, and with her new duties as Headmistress, and her father's slowly-declining health, she felt it was time to step aside. He'd been far better prepared than she had been, really, and the Incident had proven his mettle, even if it wasn't a situation she found ideal to have tested him with. As part of the process of Alek officially becoming the Raven, he and his adoptive parents actually moved to the Summers estate. Loren became the designated manager of the estate itself, overseeing what regular staff there was, as well as organizing on-site social events or the like. Melissa, meanwhile, took to handling the financial aspects of the estate, investing and re-investing resources to ensure that both Duncan and Callie wouldn't have to worry about personal finances or most of the base financial costs of Claremont, with room to ensure Raven's mission is well funded built right into the budget. 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"). Raven 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: Raven 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 Raven. 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 Raven is something known only to a few (though fortunately or unfortunately, at least some fellow alumni from Claremont know). The risk is not only to himself, but to both the Summers, to his adoptive family, and even, in a way, to Claremont itself. Some Pretty Big Shoes: Aleksander's status as the new bearer mantle of the Raven is rather obvious to any who observe the hero. The general public (law-abiding and otherwise) lack a lot of the information about why the change happened, but by now they know it has. Some more experienced heroes might not take him seriously, or take offense to him attempting to "take over" the Raven's name (even with Callie's official blessing). Alek himself may sometimes have issues with confidence or second-guessing himself due to doubts over his "worthiness" of the role. Disarmed: Aleksander's belts (around his waist and across his chest) need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. Others could be disabled on an individual basis, depriving him of that tool for a time. Abilities: 10 + 10 + 8 + 8 + 6 + 4 = 46PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +5 Attack: +13 Melee, +6 Ranged Grapple: +18 Defense: +13 (+6 Base, +7 Dodge Focus), +3 Flat-Footed Knockback: -4 Saving Throws: 5 + 4 + 6 = 15PP Toughness: +9 (+4 Con, +5 [Protection]) Fortitude: +9 (+4 Con, +5) Reflex: +9 (+5 Dex, +4) Will: +9 (+3 Wis, +6) Skills: 140R = 35PP Acrobatics 10 (+15) Computers 11 (+15) Drive 10 (+15) Escape Artist 10 (+15) Gather Information 10 (+12) Intimidate 10 (+12) Investigate 11 (+15) Knowledge (History) 4 (+8) Knowledge (Theology and Philosophy) 4 (+8) Language 8 (Arabic, Chinese [Mandarin], English, French, German, Georgian, Japanese, Latin, Romanian [Native]) Notice 10 (+13) Search 11 (+15) Sense Motive 10 (+13) Stealth 10 (+15) Survival 11 (+14) Feats: 40PP Acrobatic Bluff Accurate Attack All-Out Attack Attack Focus (Melee) 7 Beginner's Luck Benefit 1 (Wealthy) Challenge (Fast Acrobatic Feint) Chokehold Defensive Attack Dodge Focus 7 Eidetic Memory Equipment 27 [Veteran Award] Evasion Improved Disarm Improved Grapple Improved Trip Improved Pin Improvised Tools Jack of All Trades Luck 2 Online Research Power Attack Second Chance (Mind Control) Second Chance (Mind Reading) Takedown Attack 2 Track Well-Informed Equipment: 27PP = 135EP [Veteran Award] The Rookery (Headquarters; Cave) (23EP) The Talon (Vehicle; Motorcycle) [17EP] The Unkindness (Vehicle; "Car") [95EP] Powers: 5 + 2(1+1) + 24 + 14 = 45PP Damage 4 (Feats: Mighty) [5PP] (Training) ("Martial Arts") Ideal Human 0.4 (2PP Container [Passive, Permanent]) [2PP] (Training) Speed 1 (10MPH/100 feet per Move Action) [1PP] Leaping 1 (x2 distance) [1PP] Device 6 (30PP Container, Flaws: Hard-To-Lose) [24PP] (Technological; "Raven Costume") City Movement 4 (8PP Array; Feats: Alternate Power 1) [9PP] Base Power: Super-Movement 2 (Swinging, Wall-Crawling 2) [6PP] Linked to Speed 2 [Total of Speed 3/50mph] [2PP] ("Grapnel Gun") Alternate Power: Flight 3 (50MPH/500 feet per Move Action; Feats: Subtle; Flaws: Gliding) [4PP] ("Electroreactive Glider Cape") Communication 5 (Radio, 5 miles; Feats: Subtle) [6PP] ("In-Built Headset") Enhanced Feats 3 ( Second Chance 3 [Toughness Save vs Ballistics, Piercing, and Slashing] ) [3PP] ("Nano Weaving") Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Protective Thermal Under-Layer") Protection 5 [5PP] ("Armor Plating") Super-Senses 3 (Infravision; Vision Counters Obscure (Darkness) [Darkvision]) [3PP] ("Night Vision Lenses") Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP] ("Head's-Up Display") Gadgets 2 (10PP Variable Power, Any Power, Multiple Powers At Once, Duration [Continuous], Flaws: Hard-To-Lose) [14PP] (Technological) ("Utility Belt and Harness") Example Gadgets: DC Block ATTACK RANGE SAVE EFFECT Unarmed (Normal) Touch DC20 Toughness (Staged) Damage (Physical) Unarmed (Martial Arts) Touch DC24 Toughness (Staged) Damage (Physical) Totals: Abilities (46) + Combat (24) + Saving Throws (15) + Skills (35) + Feats (40) + Powers (45) = 205/250 Power Points
  12. Player Name Thevshi Character Name: Sri Kath'lana Power Level: 10 [12] (203/212 PP) Trade-Offs: -1 Atk/+1 Damage Unspent Power Points: 9 In Brief: Felinoid Star Knight. Alternate Identity: Kath’lana Identity: Public Birthplace: F'terrix Prime Residence: The Citadel of the Star Knights Occupation: Star Knight Affiliations: Star Knights Family: Deceased Description Age: 24 (DOB: 2/18/1999 (Terran Calendar)) Apparent Age: 24 (for a F'terrix) Gender: Female Ethnicity: F'terrix Height: 5' 8" Weight: 150 lbs Eyes: Green Fur: Light brown, with black streaks along the back and legs. Like all F'terrix, Kath'lana is a feline humanoid, covered in light brown catlike fur with black streaks along her back and legs. Her bright green eyes are also catlike, as are her ears. Like all F'terrix, Kath'lana does not have a tail. Kath’lana’s Star Knight armor is emerald green, similar to her eyes. Power Descriptions: Kath'lana's Star Knight armor possess similar abilities to other Star Knights, channeling the power of the Star Stone to protect her and provide her with energy weapons, flight and space travel and translating the universe's vast spectrum of means to communicate. The energy beams and energy claws that her armor forms are bright green in color. History: While Kath'lana was born on F'terrix Prime, she was still very young when her family moved to colony world along the boarders of Lor Space. It was there that she grew up, living a quiet and rather peaceful life. But then the Communion came. While Kath'lana was among those able to escape the world not everyone on the world was so lucky, including her family. She became one of the multitude of refugees that were displaced by the war with the Communion. At only 16, she was still rather young for a F’terrix, but she refused to allow the situation to define her. When the group of refugees she was with encountered those that tried to prey on those in such desperate conditions, Kath’lana was among those that stood up to fight against them. After the war with the Communion ended, Kath’lana ended up among those settling on Coalition Victory Station, but it was not long before she came to the attention of the Star Knights and was selected by Mentor as a candidate for membership in the Order to help refill the ranks after the losses during the war. So Kath'lana was taken to the Citadel, where she began her training to become a Star Knight. After completing the initial training at Citadel, Kath'lana was assigned to an active duty Star Knight for active duty and to complete her time as a squire. The young F'terrix performed her duties admirably, and has since been promoted to full Star Knight stauts. Personality & Motivation: Kath'lana is a rather aggressive individual, as might be expected from a being that comes from a race that evolved from predators. But that aggressive nature has been tempered some by her training on Citadel, and she is learning to take a more measure approach to things. While she has seen and experienced terrible things since the Communion attacked her world, Kath'lana still believes in the good of others. While there were those that tried to take advantage of her and other refuges, there were many more that provided what help and assistance they could. She has dedicated herself to the Order, so that she may have the power to help those in need like she once was, and to protect those that cannot protect themselves. Powers & Tactics: When required to fight, Kath'lana typically begins by moving along the perimeter, relying on her energy beams to attack while getting a feel for her opponents. If an opening presents itself, she will close to use her energy claws for a quick attack, then back off once more to look for another opening. Complications: Hunter's Instinct Her predator instincts can conflict with her responsibilities to protect others, this can cause her to press combat when another course of action might be more appropriate. Distractible True to her feline nature, when Kath'lana is not in combat, new and interesting things can distract her from her task on hand. Abilities: 0 + 2 + 4 + 4 + 4 + 6 = 20PP Strength: 10/14/26 (+2/+8) Dexterity: 12/22 (+1/+6) Constitution: 14/18 (+2/+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 14 + 10 = 24PP Initiative: +10 Attack: +7; +11 w/ offensive capabilities Grapple: +7/+20 Defense: +5 base, +10 with Dodge Focus, +3 flat-footed Knockback: -2/-11 w/Protection Saving Throws: 7 + 6 + 7 = 20PP Toughness: +11 (+3 Con, +8 Protection) (9 Impervious) Fortitude: +8 (+3 Con, +7) Reflex: +9 (+5 Dex, +6) Will: +7 (+2 Wis, +7) Skills: 80R = 20PP Acrobatics 12 (+18) Bluff 6 (+8) Diplomacy 12 (+15) Kn: Galactic Lore 10 (+12) Kn: Technology 6 (+8) Language 1 (Gal Standard; F'terrix native) Notice 9 (+11) Sense Motive 12 (+14) Survival 12 (+14) Feats: 9 Dodge Focus 5 Evasion Improved Initiative Luck 2 Powers: 26 + 84 = 110PP Container 5.2 (F'terrix traits) (26 AP) [biological] [26 PP] Enhanced Str 4 {4 PP} Enhanced Dex 10 {10 PP} Enhanced Con 4 {4 PP} Super Senses 3 (extended (hearing); extended (smell); Low-Light Vision) {3 pp} Speed 2 (1 alt power) {3 pp} AP: Leaping 2 Strike 1 (claws; Feat: mighty) {2 PP} Star Knight Armor Device 21 (101/105 DP; Hard to Lose) [technology; cosmic] [84 PP] Comprehend 3 (speak one language at a time and understand all; read all languages) {6 DP} Enhanced Feat 1 (Quick Change) {1 DP} Immunity 10 (life support; starvation and thirst) {10 DP} Flight 8 (2,500 mph) {16 DP} Offensive Capabilities 33 PP Array (Power Feats: Accurate 2; Alternate Power 4) {39 DP} BP: Blast 11 (Extra: Autofire) {33/33 PP} AP: Enhanced Strength 12; Super-Strength 5 (effective Strength 51); Strike 3 (Energy Claws; Feat: Mighty) {26/33 PP} AP: Snare 11 {22/33 PP} AP: Nullify Technology 11 (Flaw: Full Action) {22/33 PP} AP: Create Object 11 (Energy Shield) (Extra: Impervious) {33/33} Protection 8 (Extras: Impervious 11) {19 DP} Super-Senses 4 (Communication Link [Mentor]; Radio; Extended [Low-light vision]; Direction Sense) {4 DP} Super Movement (Space Travel) 3 {6 DP} Drawbacks (0) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage (physical) E. Blast Ranged DC 25 Toughness Damage (physical) E. Claws Touch DC 24 Toughness Damage (physical) Totals: Abilities (20) + Combat (24) + Saving Throws (20) + Skills (20) + Feats (9) + Powers (110) = 203/212 PP
  13. Squire B'Ka Power Level: 9 (135/140PP) Unspent Power Points: 5 Trade-Offs: -2 Attack / +2 Damage(energy sword), -1 Attack / +1 Damage(energy blast), -2 Defense / +2 Toughness In Brief: A brazen bull in a cosmic china-shop. Catchphrase: "I'll surrender when I'm dead!" Theme: Alternate Identity: B'Ka (Public) Birthplace: Netypayatet Residence: The Citadel of the Star Knights Base of Operations: Coalition Space Occupation: Star Knight(in training) Affiliations: Star Knights Family: Monti (Mother), Apisi (Father), dozens of siblings and extended family Description: Age: Born on the 12th day of the 8th week of the 47th Year of the Scouring Storm(November 4th, 1999) Apparent Age: To other khered of his kind: late teens. Gender: Man Ethnicity: Bronze Bulls Height: 6ft 5in/1.95m Weight: 300lbs/136kg Eyes: Brown Hair: Black Squire B'Ka is a powerfully-built minotaur-like creature, with dull golden skin similar to a Red Dexter and fierce eyes. His horns are mutilated stumps, broken off when he was a child. He keeps his hair shorn on his head, and his coarse red fur bristles when he's angry, which is most of the time. In his armor Squire B'Ka is a towering pillar of bronze, the channeling cores for his weapon systems set on either side of his head. History: Until recently, the Hapisians had been slowly developing on a semi-arid world of steppes, small seas and clustered bands of jungle. Today they occupy every planet of their system and are turning themselves into the Coalition's chief agricultural exporters. Called the 'khered' or 'children' among themselves, they are known to the wider universe for their incredibly rich and fertile home system of the stars known as Ha, Pi and Si. The stars orbit each other at intervals that have helped to create multiple 'garden' worlds in the golden zone where the suns are neither too hot or too cold. B'Ka was born amid a time of turmoil for the people of his planet. A great storm had been circling the planet every year, with no sign of abating, and the lives of Netypayatet's inhabitants had been made into miserable toil. This was a time for everyone to band together, for personality and independence to be subsumed under the necessity of focusing on daily survival. Their world hadn't yet made contact with the worlds of the Republic, so they had nobody to look to but themselves. Even their prayers to Hathor, the Horned Queen of Heaven, could only temporarily ease the storm's fury. In this time, B'Ka was more a hindrance than a help. He was caught several times stealing from the food and water stores, fought other children for their shares and used his size and strength ruthlessly to his advantage. He made others do his work and took their discoveries and produce into town faster than they could catch him. At last, when he was 15, it was decided to banish him. His horns were broken off, he was driven to the edge of inhabited territory and left in the very teeth of the storm with hardly a day's food and water. It was fervently hoped that he would die. Instead, over a course of weeks B'Ka fought his way into the storm's eye, determined to prove himself finally superior to everyone else. At last, surviving off patches of grass and pools formed by the bullet-like rainfall, he found the storm's source: a low-flying Republic probe that had malfunctioned during atmospheric entry, its electromagnetic field warping the planet's weather into the neverending hurricane. Managing to leap aboard, B'Ka had the khered's first meeting with aliens when he found the long-dead corpse of the Lor pilot. The craft's AI implanted Galstandard into his brain, requesting orders in the voice of his father. B'Ka was tempted sorely by the power all around him. If he wanted, he could become like a god, gentling or empowering the storm at will. He could make the planet his fiefdom, the rest of his people his slaves. But the voice had touched something else in the boy's heart, reminding him of when he was younger, before the endless misery and fear had taken hold, when he'd been looked at with pride and love instead of hatred. B'Ka dispatched a distress signal to the nearby exploration fleet and sent the machine crashing into the ground. The storm took days to disperse, but when it did, the Barque shone like never before. The return trip was even worse than the walk out, Without the shielding cloud cover and frequent rains, it was only by luck that he was found in the wastelands before he died. He recovered in hospital while watching news of his race's entry into the Republic. Their relatively low-tech society was far outweighed, in the expedition's eyes, by their willingness to cooperate and their dedication to equality of all. There hadn't even been a war in living memory, even the misery of the Scouring Storm only sparking brief skirmishes that quickly dispersed. When he got out of hospital at age 16, the Incursion War had begun. Still too weak to fight, he had to watch it play out at home, while he trained and worked to make up for who he used to be. After the war was over, in the search for more Star Knights, Mentor sent word for the young bull who had saved his world to be brought to the Citadel for training. Personality & Motivation: B'Ka does not, as a rule, think. Largely, that's because he's still a child by his people's standards. He's all blustering ego and blind determination. His heart is both the worst and best part of him. It sends him doggedly up against impossible odds and out to serve the weak wherever and whenever he can. It also pushes him into schemes and strategies that defy all reason based largely off of gut instinct and a now-unyielding moral compass. Squire B'Ka is here to do his people proud and justify Mentor's choice to make him a Star Knight, and he has a country boy's prickly pride for his rustic homecontinent with its magnetically-powered tractors and roaming herds of hyper-apes. Continually on the back foot from his new alien surroundings, B'Ka's herd instincts lead him to seek out comrades and possible friendships wherever he can, but he's hampered by a coarse, blunt and anti-diplomatic nature. Powers & Tactics: Squire B'Ka flings himself into the fray, goading more powerful opponents into dropping their guard or striking fear into the hearts of weaker opponents with roars and snarls. He frequently attacks without regard for his own safety, to make sure he can get every erg from his blaster array and every nanogram of power out of his arc-horns. Power Descriptions: The Star Knight's armor is a thing of legend, and even the lower-powered models that come out of the Citadel are not to be underestimated. Squire B'Ka's is more or less standard-issue, channeling the power of the Star Stone to protect its wearer, give him high-powered weapons, let him travel at great speeds and translating the universe's vast spectrum of meaning. The weapons systems are the most notable of changes, centered on the helmet. Instead of forming energy-expulsion tubes they create a sun-disk like construct dominated by two great curving horns of plasma. It emits concentrated beams from the disk and the horns are quasi-solid. Complications: A Little Mooncalf: B'Ka, despite learning to be a paramilitary officer in a star-spanning police force, still has a lot of maturing and learning to do. He knows this, is very self-conscious about it, and it makes him easy to manipulate. Bully For You: B'Ka has improved immensely, but it can still be tricky for him to let go of using his great strength and size to get his way and to empathize with other people. Bull-Headed: B'Ka is impulsive and prone to charging into things. Herd Mentality: B'Ka follows trends and the whims of the crowd by a powerful survivor instinct. Rangesick: Chances to be around or even speak his own people or family are precious to B"Ka, he would never turn it down. Red Bull, Blue Face: B'Ka is driven to live up to an unrealistic and frankly insultingly unsophisticated ideal of what a Star Knight should be. Off the Farm: B'Ka has no idea how any of this place works or why, but is sure that everyone else doesn't know he doesn't know that. Shame about the Horns: B'Ka is very sensitive about his lost horns and would do a lot to get them back. Abilities: 8 - 2 + 4 - 2 + 4 + 8 = 20PP Strength: 18/30 (+4/+10) Dexterity: 8 (-1) Constitution: 14 (+2) Intelligence: 8 (-1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 6 + 6 = 12PP Initiative: -1 Attack: +3 Melee, +4 Ranged, +7 Energy Sword, +8 Energy Blast Defense: +7 (+3 Base, +4 Dodge Focus), +1 Flat-Footed Grapple: +9/+22 with Star Knight Armor Knockback: -1/-11(with Star Knight armor) Saving Throws: 5 + 4 + 4 = 13PP Toughness: +2/+11 (+2 Con, +9 Protection(Star Knight Armor) [+0/+9 Impervious(Star Knight Armor)]) Fortitude: +7 (+2 Con, +5) Reflex: +3 (-1 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 24R = 6PP Bluff 6 (+10) Skill Mastery Intimidate 6 (+10) Skill Mastery Language 1 (Galstandard, Kheredet [Native]) Notice 3 (+5) Skill Mastery Sense Motive 3 (+5) Skill Mastery Survival 5 (+8) Feats: 8PP All-Out Attack Attack Focus (Ranged) 1 Dodge Bonus 4 Power Attack Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) Powers: 68 + 8 = 76PP Star Knight Armor Device 17 (85 DP; Hard to Lose) [68 PP] Offensive Capabilities 20 PP Array (Power Feats: Accurate 2; Alternate Power 3) {25 DP} BP: Blast 10 {20/20 PP} (energy blast) AP: Enhanced Strength 12 + Enhanced Super-Strength 3(to Super-Strength 5 (+25 to Effective Strength, Groundstrike [Area (Burst, 50ft), DC1d20+15]) + Strike 1 (Feats: Mighty [DMG11]) (energy sword) {20/20 PP} AP: Snare 10 {20/20 PP} AP: Nullify Technology 10 (Flaw: Full Action) {20/20 PP} Comprehend 2 (speak one language at a time and understand all; read all languages) {4 DP} Enhanced Feat 1 (Quick Change) {1 DP} Immovable 1 (+4 to Push, Rush, Trip or Throw Attacks, +4 to Knockback) {1PP} Immunity 10 (life support; starvation and thirst) {10 DP} Flight 8 (2,500 mph) {16 DP} Protection 9 (Extras: Impervious 9) {18 DP} Super-Senses 2 (Communication Link [Mentor]; Radio; Low-light vision; Direction Sense) {4 DP} Super Movement (Space Travel) 3 ({6 DP} Hapisian Physiology 1.2(7PP Container, Action: None; Duration: Permanent; Feats: Innate)[8PP] Immunity 1 (Poison) {1PP} Super-Strength 2 (+10 to Effective Strength; Flaws: Duration [Sustained]; Feats: Groundstrike (Area [Burst, 20ft], DC1d20+12) {3PP} Super-Senses 3 (Acute Normal Olfactory, Tracking [Normal Olfactory], Direction Sense) {3PP} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage(Physical) E. Blast Ranged DC 25 Toughness Damage(Physical) E. Sword Touch DC 26 Toughness Damage(Physical) Gr.Strike Area DC 1d20+12/15 Ref. Tripped Totals: Abilities (20) + Combat (12) + Saving Throws (13) + Skills (6) + Feats (8) + Powers (76) - Drawbacks (0) = 135/140 Power Points
  14. Well, here goes my first attempt at creating a character. I have little experience at making a build, so the build will probably need a little tweaking. With my luck, it'll probably either be really weak, or really broken powerful. Also, I did the build in Hero Lab's Demo version, so my math could be off a bit. This article also may require a little cleaning up. General Girugon PL 10 (150/150PP) In Brief: Looks like a giant alien bug monster. Acts like a high-ranking military general of a warrior culture. Actually the former ruler of his entire world before he was double-crossed by duplicitous understudies. Catchphrase: None Theme Song: "Alien Invaders" by Brandon Fiechter (Link: https://www.youtube.com/watch?v=1i_NvRRs7LA) Alternate Identity: Girugon of Hive-Clan Dyzrakk Birthplace: Churrux Residence: Andromeda Galaxy (Formerly), Mobile (Current) Base of Operations: Andromeda Galaxy (Formerly), None (Current) Occupation: Military General, Gladiator, and Enlightened Monarch (Formerly), Rampaging Kaiju (Formerly), Hero (Current) Affiliation: Hive-Clan Dyzrakk of Churrux (Formerly) Family: Imperial Hive-Queen Atayah the Great (Consort, Formerly), countless offspring with Atayah Description: Age: 100 (Andromedans tend to live to be 80 years old, but his mutation has extended his lifespan) Gender: Male Ethnicity: Not applicable Height: 9'0'' Weight: 1300 lbs. Eyes: Green compound eyes Hair: None Girugon looks like a giant humanoid beetle-like monster with four arms, a horn sticking out of his head (kind of like the Rhinoceros beetle of Earth), a shell that protects his wings, rows of needle-like teeth hidden behind his mandibles, and glowing green compound eyes. While he looks like something out of a kaiju movie, those who assume that he is an unintelligent beast could not be further from the truth. He is in fact a member of an alien race of insectoids from another galaxy known as the Andromedans, though he is many times larger and more powerful than the average Andromedan thanks to a radioactive mutation. He typically wears a gold-colored traditional Andromedan warrior's sash, which has a functional purpose as a sheath to hold his weapons, as well as various medals he'd earned over his career, pinned to his very exoskeleton. Other than that, he typically wears little else. History: Ever since the day he was first hatched, Girugon was one of countless warrior-caste Andromedans training to fight, kill and die to in the countless wars between hive-clans that happened on the planet Churrux, in the Andromeda Galaxy. Each hive-clan was constantly fighting over territory in the harsh, highly irradiated world of Churrux, and each member of a hive-clan was expected to be completely, unquestioningly obedient to their hive-queen. Despite growing up in a staunchly collectivist culture, Girugon wanted more. He didn't want to just be another soldier, to be discarded and forgotten. He wanted his name to become legend. He wanted to see the stars. And although he kept his personal feelings a secret, he had long been frustrated by the self-destructive nature of the routine hive-clan wars that took place on Churrux. So he completed his training, and rose up the ranks until he was the Captain of his own war party. Then, on one fateful night during battle with another hive-clan gone horribly wrong, he was badly injured and left for dead by his own war party, who had forgotten about him in their hasty retreat. The heavily irradiated sinkhole where he fell into triggered a metamorphosis that lasted for a few weeks. He returned to his original colony... changed. Much larger. More powerful. More durable. And with a lengthened lifespan. Details are murky, but he soon garnered a well-earned reputation as the mightiest warrior his world had ever known, and already, increasingly elaborate stories detailing his exploits were made up. He eventually climbed to the rank of General, and proved instrumental in winning hive-clan war after hive-clan war until more or less the entire planet was under his rule as its Hive-King. He ruled alongside his consort, Hive-Queen Atayah, who rumors suggest may once have been a harshly abused worker-caste slave he took a liking to, and once he found out about her situation, he killed the abusive master, freed her, and took her in. Under Girugon and Atayah, the number of hive-clan wars were greatly reduced, the population more than tripled, and technological achievement flourished, even achieving a space program. However, he soon realized two things: not everyone would be satisfied with the decisions he made, and he never felt complete without an enemy to fight. But he didn't want to go back to the way things were. To solve this problem, he and his advisors set up the gladiatorial games to resolve disputes without resorting to out-and-out warfare. While he did preside over many of the games along with his beloved Atayah, would oftentimes compete in his own games, frequently coming out undefeated. However, as he got older, he had to deal with more challenges to his rule, and suggestions that the order he had founded go conquer the rest of the galaxy, which he refused every single time because he didn't want his people getting wiped out by biting off more than they could chew. Ultimately, one particularly hawkish advisor spiked his drink with a much more concentrated variant of the radioactive mutagen that changed him in the first place. As soon as he drank it, he grew and mutated very rapidly, losing his mind and becoming a rampaging kaiju. In his bestial state, he destroyed much, driven by a ravenous hunger for radiation until he took to the stars as a cosmic predator. A distraught Hive-Queen Atayah went into self-imposed exile as the advisor claimed Girugon's throne and declared himself absolute dictator of the entire world. The hunger for radiation took him across the stars, a mindless beast trampling over world after world, eventually getting to Earth. He landed on Monster Island, brutally beat a few kaiju that he encountered on his way off the island, and destroyed much of a small research facility stationed there. One of the few survivors managed to warn ASTRO Laboratories that the creature was headed towards the nearest populated area. After some brief observation, ASTRO Labs managed to evacuate the population of that populated area, and managed to extract the worst aspects of the mutation out of his system, despite him destroying a few buildings in the process while he was still berserk. When he came to his senses, he began to wonder just where he was, not recalling much of the destruction that he caused as a mindless giant monster. While he did question why enemy warriors would spare the life of someone like him, he has decided that it was time to try to atone for how the countless lives he may have trampled upon as a giant monster, and maybe just maybe, gather enough forces to reclaim his throne. Personality & Motivation Girugon has decades of experience in matters of war, and it shows. Possessing of a stern, militant, controlled confidence, and dignified to the extent of coming across as elitist most of the time, he tends to think of himself as being superior to most people, especially people who haven't proven themselves in battle, except in cases with beings that are quite obviously more powerful than he is, and not just in physical power. As someone who used to be both a military commander and the ruler of an entire planet, he's very much used to wording requests as orders he expects to be obeyed. However, he respects the concept of the chain of command and is perfectly willing to follow orders as well. If one were to look closer, however there are subtle hints that he operates on a bizarre warrior's code. He can appreciate seeing things like loyalty, bravery, and earnestness in other people. But one thing that hasn't changed though, and probably never will, is is love of battle. This guy lives for a good fight. He sees open combat as the one true way of determining a person's worth. Powers & Tactics Being an Andromedan from Churrux, he is naturally stronger, tougher, and more resilient than a normal human. But the radioactive mutation he has took that strength, toughness, and resilience even further than that. Though strong enough to lift two different cars with both top hands and rip through steel, and tough enough to withstand common military weapons, his real passion isn't only the art of war, but the art of wielding weapons. He's had four different weapons crafted for his personal use, each masterpieces of traditional Andromedan weaponry, one for each of his four arms. Two swords, one axe, and one mace. And he uses them to deadly effect. A residual effect of his days as a rampaging kaiju is the ability to absorb a tiny amount of radiation. Considering what happened last time, it's something that even he is privately concerned about. As for his fighting style, he tends to be pretty straightforward, though, being a former general of an army, he has picked up a few combat tricks. Complications Rightful Hive-King Returns - He hopes to eventually gather enough resources to launch a military campaign to depose the treacherous advisor who overthrew him in the first place. Alien Bug-Monster - This obvious extraterrestrial looks like a giant insect. Of course people are going to be intimidated by him. This isn't helped by his rather bellicose personality. This goes doubly so for people who are afraid of insects. Pride - He possesses a kind of warrior's pride that makes him come across as arrogant and even warlike, perhaps even desiring to avenge any affront to said pride. The problems this can cause are rather self-evident. My Only Equal - He loves his Hive-Queen dearly, and she is the one person he won't talk down to. Scrap Happy - The universe will always be one big battlefield to him. Hence, he's very eager to get into any fights with an enemy whenever possible. Especially if waves of enemy soldiers are involved. Veteran of a Thousand Wars - As an experienced soldier, indeed, someone who was born warrior-caste, he tends to place the mission first, and, to a lesser extent, the needs of the group over the needs of the individual. As such, he may not be particularly towards people who have just gone through tragedy and loss, as he has seen similar things happen in his youth. Indeed, his attitude toward someone who has undergone an injury can be summed up as "If you can still fight, stop whining, because we have a battle to win." This may cause him to be viewed as heartless, or even having a lack of empathy. Abilities: 12 - 2 + 14 + 4 + 2 + 4 = 34 PP Strength: 30 (+10) Dexterity: 8 (-1) Constitution: 28 (+9) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 24 PP Initiative: -1 Attack: +6 (+14) Grapple: +21/+23 Defense: +4 (+10) Knockback Resistance: -11 Saving Throws: 4 PP Toughness: +12 (Trade-Off) Fortitude: +10 (1) Reflex: -1 Will: +4 (3) Skills: 11 PP Diplomacy 8 (+10) Intimidate 8 (+12) Knowledge Tactics 16 (+14) Sense Motive 4 (+5) Bluff 8 (+10) Language +1 (1; Native language/Andromedan & English) Feats: 15 PP Assessment Fearless Fearsome Presence 1 Improved Block 1 Improved Defense 1 Improved Grab Improved Throw Inspire 1 Leadership Master Plan Move-By Action Power Attack Prone Fighting Startle Takedown Attack 1 Improved Grapple (Granted only through Additional Limbs) Powers: 62 PP Growth 4 (Permanent, Innate, 9 PP) Strike 4 (Mighty, Variable Descriptor: Warrior's Arsenal, DC 29) Additional Limbs 2 (EXTRA ARMS, Improved Grapple, 2 PP) Protection 3 (Impervious, Innate, Noticeable: Insect Exoskeleton 6 PP) Snare 8 (FLAVORED AS COMMAND OVER INSECT ARMY, Indirect 3, 80 feet, DC 18, 19 PP) Super-Strength 2 (Groundstrike, Shockwave, 6 PP) Flight 5 (250 MPH, Innate, 11 PP) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 25 Damage Strike Touch DC 29 (Crit. 20) Damage Snare Ranged DC 18 Attack Totals: 34 PP on Abilities + 11 PP on Skills + 15 PP on Feats + 62 PP on Powers + 24 PP on Combat + 4 PP on Saves = 150/150 PP (PL 10)
  15. La Sombre Power Level: 10 (150/150) Unspent Power Points: 0 Trade-Offs: +3 Attack / -3 Damage, +3 Defense, -3 Toughness In Brief: A fledgling vampire wanting to use his curse to take down the scourge of corruption. Catchphrase: "Shhh. You're not going to die." Theme: Alternate Identity: Faust Felix (Secret) Birthplace: Paris, France Residence: Base of Operations: Occupation: None Affiliations: Family: Mayme (vampire mentor) Description Age: 21 (DoB: 14 July, 1997) Apparent Age: early twenties Gender: Male Ethnicity: Afro-French Height: 1.78m Weight: 90kg Eyes: Black Hair: Black Faust is physically fit with a body of a gymnast, athletic and lithe with muscle tone. His head is shaved clean, but he leaves a small patch on his chin and just under his lip. Normal nights he's made to wear formal attire; a long sleeved button up shirt, a vest, dress slacks, shined shoes, and gloves. He opts to where a top hat when out doing his mistress's bidding. Though when not under her thumb, he has a costume for when he's La Sombre. A full body black spandex suit that covers his head to his toes. The top is a mask. History: Faust's early days were simple, he was a people person, loved mingling with different circles. But he truly loved the nightlife. The sights, the sounds, the drugs and the sex. Little did he know he was a pretty little fly wrapping himself in Lady Mayme's web. Faust and Mayne made fast friends and lovers, but she was grooming him as her next victim. Though she really didn't want to kill off the beautiful specimen of a man, if she made him a vampire, she'd have to take care of him. It was a risk she was willing to take. One night in the throws of passion, while Faust was stoned out of his gourd, she drained him of his blood. He didn't even struggle. He knew what was happening, even though he was high as a kite. As he lay there dying, Lady Mayme gave him his first taste of his new life. For the next few months, Faust and Mayme were on the happiest honeymoon they could ever want. They both taught each other things neither knew. Faust however began to itch against his undeath. Being powerful was no good unless you exerted that power. He knew of heroes in other countries. He even talked to Mayme about going to America to 'enrich themselves in the culture'. Mayme said it would be a while before they could even think about that luxury. And for the most part, she kept him busy. But what Mayme didn't know is that Faust had been trying out the hero gig behind her back. Taking down gangs and corrupt cops. Due to her teaching him how to harness The Shroud, he was an invisible nightmare to those who would harm the people of Paris. Personality & Motivation: Faust is a talkative fellow, he loves meeting new people and learning about them. He's a passionate person. Even before his undeath, he loved getting close to others. He's dependent on companionship. Even though Mayme will be with him 'forever', he longs to have more than just her in his life. Which it basically has come to. She keeps him on a short leash. His heroics are thrillseeking romps. He does enjoy the feeling when he takes down another 'bad guy' but this street level vigilantism is getting droll. He wants to test his skills out on villainy. He wants to be the hero people want. Powers & Tactics: Under the tutelage of Lady Mayme, Faust has learned to access The Shroud that all vampires have. Even fledglings like him. Whle he is not powerful or diverse as her, he has used his inner power to do simple things such as grow claws and fangs. Find sustenance in living blood. Run incredible speeds, jump incredible heights. See in the dark as long as there is a flicker of light. And his newest trick, using The Shroud to mask him from eyes and ears. That's his main trick now. He disappears and shreds any opposition that might be in the area. They never see it coming. Power Descriptions: None to speak of. The Shroud is internal vampire age and prowess. Speed and Leaping, sure, they look like he's running and jumping. Concealment is he just disappears from view. Claws and Fangs are not that noticeable. He slices, he dices, he julienne fries. Complications Je suis La Sombre!: It's an identity that he keeps secret. Le jour redoute: During the day, vampires are helpless until they get into a place where no sun is touching. Oui, Maitresse: Lady Mayme is his mentor. She teaches him how to behave like a vampire and use The Shroud. She also has him in thrall until she dies. Sorry. My English is bad: He only knows English at a rudimentary level.
  16. (note - this sheet takes the slot formerly occupied by the now-maxed character Edge) Watchdog Power Level: 10 (150/150) Trade-Offs: -1DEF/+1TOU, +5 ATK/-5DMG Unspent Power Points: 0 In Brief: Teenage sidekick turned Secret Service Agent pretending to be a teenage vigilante. Alternate Identity: Ashley Tran George Identity: Secret? Ish? Depends on who you ask. Birthplace: New Orleans, USA Occupation: Secret Service Agent, Superhero, Bodyguard Affiliations: Her charge, Jaycee Cahill Family: Phillip Tran [father, deceased], Mary Arbour-George [mother, living], William George [stepfather, living] Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003) [sisters, living] Age: 26 (DoB: April 1992) Gender: Female Ethnicity: Eurasian Height: 5'6" Weight: 145 lbs Eyes: Black Hair: Black, dyed pink at the tips Physical Description: Ashley is short and round-faced, with big eyes and a smile that makes it easy for her to pass as sixteen - not that she's doing a lot of smiling these days. She's grown her jet-black hair out for this mission and dyed the tips pink, another way to help herself pass as someone a decade younger than her actual age. She has the muscular build of a born athlete, albeit one with a boxer's training rather than a gymnast's. When not wearing her helmet, she sticks close to "Claudia" and doesn't say much except when directly addressed or speaking to her 'sister', keeping most of her face hidden behind dark sunglasses and a near-perpetual scowl. She speaks English with no particular accent, though her French and Vietnamese have Louisiana and American accents, respectively. She usually dresses like a teenage girl trying to look like a punk, or at least push the dress code - leather jackets, dark T-shirts, and denim skirts or pants. In costume as Watchdog, she wears a grey armored outfit with a bright red snarling dog's face over the chest. Over that she wears a black and grey leather jacket with metal studs on the shoulders - and covering her head a modified motorcycle helmet painted the same red as her chest symbol. She wears fingerless black gloves on both hands while in combat. Her jacket comes with a hood that she usually keeps pulled up, the better to strike a more intimidating profile. At either side are two silvered pistols, hanging on each hip. Watchdog is, if anything, a sourer presence than Ashley - her helmet-muffled voice sounding tinny and artificial. Quote: <Watchdog stares up at her interrogator until they go away> Character History: Phillip Tran fled what had once been South Vietnam with his parents in the late 1970s, his family traveling through the Phillippines and Guam before their arrival in the mainland United States. They settled in New Orleans, with its heat, its French language, and its Catholic population. (His father had served in the South Vietnamese army and his mother was Hoa, an ethnic Chinese minority disliked by the new regime - they had ample reason to leave the country.) The Trans were determined that their son, only a small boy when they fled the country, would remember the nation of his birth and so taught him language, culture, and customs. When Philip was a young man, he did what his father had and joined the military - at eighteen, he enlisted in the US Army in 1989. Phillip served his adopted homeland well, fighting in Operation Desert Storm before returning to New Orleans East to marry his high school sweetheart Mary Arbour in 1991. They were a mixed couple, but Mary was a good Catholic and fluent in French - the Trans had no complaints. They settled in New Orleans East, where Phillip's military service got him a job with the NOPD, patrolling the neighborhood where he'd grown up. Phillip and Mary became the parents of five girls [(Ashley (1992), Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003)] and did their best to balance both worlds - Ashley grew up hearing English, Vietnamese, and French spoken in the household and in both school and afterschool programs, worshiping at the local Vietnamese Catholic Church, and was honestly very happy. Her father doted on her and passed on his deep love of his adopted homeland, its people, and his chosen career - law enforcement. Ashley loved her father and the neighborhood where she grew up - but unlike her father, she hoped to use service to others as a way up and out. Her way out, influenced by her dad's love for Clint Eastwood movies, was from an early age the United States Secret Service. Protecting the President, the symbol of American freedom, seemed like the coolest job in the world - she read about the long hours and thankless conditions, but she appreciated the need for sacrifice to get what you want. And what she wanted was the Secret Service and the Presidential Protective Detail. It would take years of training and study, especially since fate and genetics had given her a small frame that would make a lifetime of physical activity difficult. But she had the drive and the commitment to make it happen. But life had some curves to throw her way first. Ashley was thirteen when Katrina hit - thirteen when her father died. It was all very sad - a beloved local cop killed by a looter in the frantic days just after the hurricane, four little girls and one very pregnant widow left behind. She didn't believe it - despite what the outside media said, there weren't that many looters around, especially not in their relatively isolated neighborhood, and even those looters wouldn't shoot a police officer in the back for no reason anyone had ever been able to find. It didn't add up. But nobody wanted to hear it - especially not her grieving mother. A few months after her father's death, a month after her baby sister was born, her mother married one of her father's former partners - an Anglo man who was himself eager to get out of the damaged city. They moved to Lafayette, where her stepfather found a job as a campus police officer for the University of Louisiana - and Ashley made plans to get the hell out of town. When Ashley's powers first appeared on the Fourth of July, 2006, when Lady Liberty's appearance at the Lafayette, LA Fourth of July festivities ended with a certain teenager firing beams of golden light from her eyes and singing the National Anthem (an utterly mortifying experience that she is forever grateful took place just before the widespread adoption of the smartphone), Mary George almost didn't let her daughter go to Claremont even after the League helped keep the news of the "Copycat" out of the national news, and after the arrival of kindly headmaster Duncan Summers - not until it was made clear to her that the school was safe and that her daughter would be protected. When Ashley found out what the school was _really_ for, it wasn't hard for her to figure out what she wanted to do - she wanted to find the man who had killed her father! First came two years of hard training and discipline, learning everything she'd need to learn to be a superhero. What was a social life when there was work to be done? Maybe she studied too hard, and pushed her body to its breaking point - but what else was there to do? She had to find justice, even if no one else wanted to - or could. Ashley George's first time on patrol with the Raven changed her life. It was 2008 and she was sixteen, in her second year at Claremont Academy and honestly not sure if she wanted to be a superhero. She didn't have the flashy powers of many of her classmates, the first Next-Gen students like Bolt or Megastar, she wasn't a particularly outstanding student (though she did work hard, spending hours in the library every night), nor was she particularly happy in Freedom City, so far from her home in New Orleans. But the Raven saw something in Ashley she didn't see in herself - and so it was that 'Copycat' joined the Raven on patrol as an occasional sidekick. People who kept a close eye on Raven around the start of the current decade will remember Copycat in her full-face mask and cat-ears, the black and navy blue costume that she burned years ago. But never mind that. Ashley enjoyed adventuring alongside the famous hero, especially once she gained enough control over her energy-draining abilities to use them in the field - but truthfully she appreciated the private lessons more. She learned the Raven's "style-less" style of goju hand-to-hand fighting, learning how to take down men half again her size in hand-to-hand combat. She learned how to work a room and how to control a crowd with her voice and her eyes, letting darkness, mystery, and the occasional violent beating distract from the fact that she was just a petite girl whose superpowers generally didn't do much to make her bulletproof (except when she was fighting psychopaths who could punch through steel doors!) She learned other things too - Raven was Amerasian too and had also lost a parent to crime. Maybe it was their similarities that had drawn Raven to her - Raven wasn't much for talking. The problem was, after her senior year, Ashley wasn't one for listening - at least, not to Raven. Ashley George's break with superheroing began the spring of 2010; the day she caught the man who, ten years earlier, had murdered her father. On the one hand, it was incredibly satisfying. Raven and Copycat found the killer of her father in the spring of 2010, the culmination of two years of investigative work by the duo (both remotely and on-scene) that finally cracked after a lucky break. He made the mistake of fighting back when Raven crashed through his apartment door and Copycat through his window, and Copycat had the great pleasure of kicking him in the knee until he collapsed, then beating him into unconsciousness with the butt of his own shotgun. Ashley still lets herself go back to that moment when she needs something to get her blood pumping. On the other hand, it wasn't so satisfying at all. Paul Dubois was a drug dealer and a criminal, a man who had turned to marketing zombie powder and Zoom to impressionable young people in Ashley's old neighborhood. He was a bad man and taking him down was a great thing. But he'd turned to crime as a way of paying for his own addiction to zombie powder, a downward spiral that earned him a death sentence in the spring of 2012 when he was convicted of murdering Phillip Tran, an NOPD officer who had come across him cleaning out one of his drug stashes while the storm hit. It was hard to ignore how superhumans had made him worse rather than better, how a man who might have been able to turn his life around had only sunk further into the muck because of the gods and monsters of the world. She and Raven started arguing more after that, arguing about superheroes and supervillains, about how much good the former actually did when they weren't stopping world-ending threats. In the end, it was no one great thing that drove apart hero and sidekick, no great crisis that either of the two born 'fixers' could have solved. When Raven kept Copycat at arms length, endless tests and trials and secret drills only taught Ashley that her mentor valued her costumed identity more than her real self - when Raven kept Copycat close, the hidden reality of the superhero world showed her the underbelly of the gods and heroes - the dimensional vibrations where supers had gone to war with humans rather than protecting them, the criminals turned heroes who laughed at justice for their crimes, the Grue and other monsters hiding among innocent people, the codenames and secret identities and the endless secrets kept from a general public that supposedly couldn't "handle the truth". When Copycat left the Raven's side after graduation, it was not on good terms - and she didn't look back. She had better things to do. When Ashley graduated from Claremont Academy in 2010, she had her diploma and her associate's degree both - having taken advantage of the school's early college program during her time as the "workaholic wallflower." After two more years, she had her bachelor's degree in criminal justice (and a minor in political science) from Our Lady of Holy Cross College. After a lifetime of repression, college had been a breath of fresh air - she'd gotten drunk for the first time and smoked weed while she was at it and had her first real boyfriend - at least until he found out she was serious about not wanting to stay in New Orleans and that she wasn't interested in getting married right now. She had plans. First came three years (2012-2015) as a New Orleans police officer, wearing the star and crescent badge her father had died wearing, defending the New Orleans East neighborhood where she'd grown up. (Beyond her family ties, it's the largest American police force that doesn't ask questions about superpowers or vigilantism when you join - a legacy of the post-Katrina recruitment drives.) Eurasian and female, she was part of a tiny minority on the force - but she'd already been through much worse than anything the boys in blue could throw at her. She enjoyed the work, enjoyed patrolling the streets and keeping people safe, but nothing about being back in her old neighborhood changed her mind about her desire to move out of it. Her mother, sisters, and step-brothers were settling in fine in Lafayette; there was nothing for her here but ghosts. The laws dealing with superbeings and federal employment are complex - something Ashley knew even before she filled out her application to join the Secret Service. She had the grades, she had the physical training, and she certainly had the experience. She had to be careful about how she wrote about that last thing (given that Copycat had much more training in criminal justice than Ashley George could ever admit to having) - but her three years at the NOPD, her fluent command of French and Vietnamese, along with glowing recommendation letters from her former supervisor, turned out to be just enough to make the grade. She was young (at 23, just past the minimum age) and not powerfully built - but she had what the federal government was looking for. Of course, she _also_ had the meta-gene. With so many witnesses to her accidentally stealing Lady Liberty's powers as a teenager, and the extensive battery of first physical, then psychological tests she had to undergo once she admitted to having superpowers on a federal employment form, there was no hiding who she was. But she'd thought this through, and she made her case time and time again. Despite her powers she was all-too-human; and those powers could be tremendously useful as a government agent - she could shut down the powers of an attacking metahuman with a touch, and detect the hostile intentions of many different types of beings even before they attacked. Easy to overlook (albeit often mistaken for a teenager thanks to her youth, slight build, and rounded features), she could blend right into a group of agents until she had to go into action. The hard part was avoiding AEGIS. After the mandatory ten week AEGIS training course for metahumans working for the federal government, almost all of them wind up working for AEGIS in some capacity or another - but Ashley wasn't interested. Working with AEGIS would put her too close to the worst parts of the life she left behind, with its codenames and its secrets, and she wanted the best parts instead - the bravery, and the courage, and the principles, to risk your life for another because it was the right thing to do. As the first superhuman agent of the Secret Service, her promotions were fast-tracked - within certain limits. She was in her mid-twenties (and had only been an agent for a year and a half) when she was assigned to the White House, but only to manage the file room in the basement. She liked it there, only called 'upstairs' when the President was meeting with superhumans of some character or another (usually the members of the Dream Team), where she usually stood discreetly off to one side in her sunglasses and dark, conservative clothing, making sure that President Cahill (a man popular with his detail) stayed safe. She wasn't actually part of the Protective Detail - but it was still pretty damn good. Then came D-Day. On March 15, 2018, there was an incident at the White House. The general public is aware that all the radios and other electronic gadgets near the White House went dead, some of them permanently, for a good hour and a half. The Secret Service, Capitol Police, and other law enforcement agencies in Washington went on high alert that afternoon and the whole city went into lockdown for 24 hours. The general public believes that the incident was the result of a terrorist attack by robotic members of the Foundry - an attack foiled by the Secret Service. This is a lie. What really happened was that Jaycee Cahill nearly set the White House on fire. 'Sick in bed' with agonizing migraines, she was the source of the sudden 'radio black hole' that made it appear that every radio and other wireless signal in the White House had gone dead. In the process of being evacuated from the terrorist attack along with her mother and younger sister, it was she who generated an EMP powerful enough to keep Marine One from flying - and then in a sudden burst of microwave energy, emit a pulse powerful enough to nearly kill her family and Secret Service detail as their internal temperatures raised to dangerously high levels. It was Agent Ashley George, running at full speed across the White House lawn even as the grass began to smolder around the frightened teen (who had run, hands to the side of her head, from the landing pad on the South Lawn), who saved the day, grabbing Jaycee by her pressure points and holding her as she drained the energy that powered the teen's radiation. She saved the First Family, she saved her fellow agents, and she probably stopped the irradiation of a significant number of White House staff and tourists. And it was Agent George who was on point for the news of what had followed - about Jaycee's powers couldn't be turned off or suppressed, about how she needed to learn how to use them or she would die - and so would a hell of a lot of other people if she stayed in the White House. So what could they do? Could they really tell the world that the President's daughter had power enough, theoretically, to fry an entire city - power that had come from Farsider DNA that blood tests found in the President and his three daughters? There had to be another way. NPC Backstory: Jaycee Cahill was born in 2002 in Guymon, Oklahoma. She's the middle of three girls, all of them named after their father J.T. (who she still calls 'Daddy', especially when she wants something from him). Her family has deep roots in rural Texas County; her late grandfather's savvy business sense made him a millionaire (and the richest man in Texas County, at least for a while) when he sold his failing cattle lands to invest in the natural gas boom of the 1930s. Her daddy met her momma Rachel twenty years ago, when he was fresh out of Harvard and a graduate student at the University of Oklahoma and she was just finishing up her BA in nursing. Rachel left her family in Muskogee behind to settle in her husband's hometown and work as a school nurse; Jaycee looks a lot like her mom, with her mother's skin tone, petite build and dark hair. Jaycee knows there was a time when her daddy wasn't a politician, but she can't really remember it. She wasn't yet in elementary school when her daddy ran for the Oklahoma State Legislature, a position he held for only a few years before deciding legislative service wasn't for him. The former political science professor at OPSU wasn't a man for legislative negotiations and dickering - he wanted to be the man in charge. Friendly to the oil industry, married to a Comanche woman, projecting a folksy-but-informed manner that let him speak cordially to both Tulsa suburbanites and farmers in the Panhandle, JT Cahill ran first as an outsider in the Republican primary, then was elected Governor of Oklahoma in 2010. Jaycee found that she liked being a governor's daughter. She was one of the most popular kids in her tony private schools in Oklahoma City, getting her attention she'd hardly ever won as a middle child back home, and living in Oklahoma City was a lot better than living in Guymon. It meant changes at home - she saw a lot less of her daddy and her momma, but she was reaching an age where that wasn't so bad. She got to travel too; out to DC and down to Austin, getting to know the children of other politicians and rich friends of her daddy's, and even got to visit. She wasn't old enough to be interested in boys the way her older sister Jaybee was, but she was sure that when she did, she'd have her pick of the best ones. She had a lot of plans. Jaycee was old enough to have some idea of what they were getting into when her daddy and momma sat her and her two sisters down in December of 2014 to tell them something very serious. Her daddy had thought hard, he'd prayed hard, and he'd talked to their mom and his friends - and Governor Cahill was going to run for President in the next election. Freshly 13, Jaycee rolled her eyes but didn't actually backsass her daddy - her daddy had just been re-elected Governor earlier that year and she figured the campaign for President couldn't be _that_ different from the campaign for Governor. And besides, it probably wasn't going to amount to anything. She had to admit she loved her dad (privately, anyway), but the country wasn't going to elect her dad, with his corny jokes and his Sooner ties and cheerful belly, President, right? The headaches started around the time of Jaycee's fourteenth birthday, just a short time after her father had been elected President of the United States. They were small at first and she got aspirin for them, then stronger stuff - stuff the White House doctors had to prescribe, then hospital visits to get her on a new type of painkillers. Her daddy's people kept it out of the media, which made her feel a little better - running for President was _not_ like running for Governor at all, and the campaign had turned her life completely upside-down. She knew how important this job was to her family, to her sisters, to America; she decided not to tell anyone when the headaches came back after a few months of treatment - or when she started hearing whispers in empty rooms in the White House, and then seeing things she knew weren't there - strange colors and patterns that she blocked out by sheer force of will. She wasn't going to ruin everything for her family by being a freak! And then came D-Day. Judith Claudia Cahill Metahuman Abilities: Subject's metahuman abilities reflect a biological connection to the lower end of the electromagnetic spectrum - particularly the VHF frequencies just above one meter. Her neurological and skeletal systems have a unique chemical composition that makes her a natural transmitter and receiver of these frequencies. In a 'resting' state, she has the ability to send and receive signals along these frequencies, visual data being transmitted to her optic nerve and auditory to her ear canal. However, subject's abilities are 'overpowered' (as is common among younger metahumans). When in an environment with sufficient VHF energy (such as that found in any major metropolitan area), her body begins to act as a natural 'sponge' - absorbing and storing these energies throughout her cellular structure. Sufficient accumulation of these energies results in so-far uncontrolled discharges of energies cascading 'above' the VHF range into microwaves and infrared radiation. These discharges are extremely hazardous to her environment and others within it. Unless her abilities can be reliably controlled, there will be further D-Day events. Subject is not recommended for inhibitor technology for multiple reasons - in addition to the hazard her abilities pose to the sensitive environment where she lives, her neurological functions have become dependent on the VHF radiation she absorbs unconsciously. Without regular exposure to VHF radiation, her brain will begin to shut down and she will enter a persistent comatose state. Power Descriptions: Watchdog generally fights like someone who has no superpowers - hanging back and picking foes off with her pistols, or wading into melee to take them out with well-placed joint strikes and body blows. She's tough in her armor, capable of taking hits from metahumans or bursts of automatic weapons fire, and isn't afraid to take some hits in order to get the job done. Without her armor she's much more cautious (especially since that deprives of her of her firearms), preferring to strike from the shadows rather than enter openly into combat. When she does use her powers she doesn't comment on the fact that she's doing so; instead closing into melee range and striking her target with her hands. There's no apparent visual effect when she does so, but psionically adept characters can observe a spectacular 'splash' of psionic energy like ripples in a pond as she copies her target's psionic aura, then absorbs that copy into herself. Once she does have powers copied, she tends to fight in a style that mimics her opponent - taking to the air for a blaster, slugging it out for a powerhouse, etc. Complications: Agent: Ashley is technically a sworn law enforcement officer, but doesn't act as such while wearing her costume except for her duties to protect Jaycee Cahill. This is a complicated situation. Break: Ashley's complicated relationship with the Raven remains both a sore point and a point of pride. Copycat: Ashley isn't hiding her superpowers but she is keeping them to herself; she'll use them as a second resort rather than a first unless she needs to save a life. Duty: Ashley George is responsible for the life and well-being of the First Daughter, Jaycee Cahill. This is her highest priority - whatever she or Jaycee thinks about this. Enemy: Baron Samedi's drug empire indirectly killed Ashley's father. Given the chance, she'll go for him - minus her duty to Jaycee. Guns: Though Ashley's pistols are not actually firearms, they strongly resemble them (this is a way of distracting attention from the level of high technology she carries) - this may be something other heroes have trouble with. Lies: Ashley lied about how she'd developed her powers when she joined the Secret Service. Nobody Knows The Troubles I've Seen: Watchdog's personality is of necessity not very nice - she has to play the part of the gritty, unlikable vigilante as a way of making sure no one pays too much attention to her. Out of Town: At her core, Ashley is in many ways still a product of her conservative upbringing - even though she did learn to relax during her time at Claremont. Patriot: Ashley George loves the United States of America and all it stands for. Secret: Ashley George is a 26 year old Secret Service agent, not a teenager from an alternate universe! Split Personality: Ashley's powers occasionally result in her copying certain mental traits of those whose powers she steals - this annoyance is one of the reasons she doesn't do it very often. We Get The Job Done: Ashley is the biracial daughter of a first-generation immigrant. Who's That Girl: Ashley wears her helmet because while there aren't that many people who would recognize the workaholic wallflower that was Ashley George from her time at Claremont - or for that matter connect her with the heroine Copycat, there are a few. Abilities: 4 + 4 + 6 + 0 + 6 + 4 = 24PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +2 Attack: +5 Base, +9 Gun, +9 Damage, +15 Mimic Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +7 Knockback: -5/-2/-1 Saves: 5 + 6 + 5 = 16PP Toughness: +11/+5/+3 (+3 Con, +2 Defensive Roll, +6 Armor) Fortitude: +8 (+3 Con, +5) Reflex: +8 (+2 Dex, +6) Will: +8 (+3 Wis, +5) Skills: 72R = 18PP Bluff 8 (+10, SM) Climb 3 (+5) Concentration 2 (+5) Drive 3 (+5) Gather Info 3 (+5) Intimidate 8 (+10, SM) Investigate 5 (+5) Medicine 3 (+5) Knowledge (Civics) 5 (+5) Languages 2 (French, Vietnamese, Base: English) Notice 7 (+10, SM) Search 5 (+5) Sense Motive 7 (+10, SM) Stealth 8 (+10) Swim 3 (+5) Feats: 14PP All-Out Attack Defensive Roll 1 Dodge Focus 4 Equipment 15 (From Veteran Award) Evasion Interpose Power Attack Precise Shot 1 Quick Draw [Draw] Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) Takedown Attack Well-Informed Equipment 15 PP 4EPs Masterwork Cellphone Masterwork Rebreather Masterwork Handcuffs Masterwork Tools (Craft [Mechanical]) Description: The Dawg looks like a decade-old Cadillac DeVille that's been modified by an experienced street mechanic into a fearsome road machine, perfect for a badass vigilante. The front of the car is modified to look like a snarling dog with headlights for eyes and snarling teeth around the grille, while the sound of its specially modified engine sounds distinctly like the growl of a large pitbull. It's fast and tough, easily capable of chasing down almost anything on the road - including metahumans! It's also completely bulletproof, with an internal life support system, built-in communicator and satellite phone, 'storage compartments' and an almost unbeatable onboard GPS. A close look reveals even more modifications - 5-inch armored doors, and "bulletproof glass so thick it blocks out parts of the light spectrum." run-flat tires, and a 454-cubic-inch engine.Confirmed accessories include "an integrated 10-disc CD changer, a foldaway desktop and reclining rear seats with massaging, adaptive cushions." It weighs about 14,000 pounds. At the touch of a button, it can turn itself into a normal-looking car - though it's still bright red. Normal mode The Dawg (STR 45 SPD 6 DEF 9 TOU 10 Size: Huge, Features: Alarm 2 [DC 25], Computer, Feature: Cellphone comm., Hidden Compartments, Navigation System Powers: Impervious Toughness 10, Immunity 9 (Life Support), Morph 6 (normal car), Super-Senses 4 (Radar) [55EP] Description: The Dawg Pound is a specially modified warehouse in Port Regal that looks perfect for the home of a gritty young vigilante. With space to park the Dawg and space to park her crew, it's a totally radical place. The fridge is stocked with diet soda and energy drinks, the freezer with frozen pizzas and chicken nuggets, the gym has equipment for punching away your inner demons to an angry techno soundtrack, the flatscreen TV in the rec room even has an XBox One with the latest games. It's angsty teen superhero paradise! Headquarters Array 9 (15EP, AP: Alternate Power 1) [16EP] BE: Dawg Pound [Size: Huge; Toughness: 20; Features: Communications, Computer, Concealed, Garage, Gym, Living Space, Power System, Security System, Workshop] The House is just a perfectly normal one-story white house with attached garage near the edge of Bayview, away from the city limits - what do you mean? Why would this house be special? AP: House Size: Small; Toughness: 15; Features: Communications, Concealed [4], Garage, Living Space, Power (Impervious + Immunity), Personnel (Other Secret Service Agents), Power System, Security System [2], Workshop Power: Immunity 9 (Life Support) + Impervious Toughness 10 {19/20} Powers: 7 + 17 + 32 + 2 = 58PP Damage 3 (Raven's Training, PFs: Accurate 2, Innate, Mighty) (training) [7PP] Device 4 (Watchdog Armor and Guns, 20DP, Flaw: Hard to Lose, PF: Restricted 1 [voiceprint]) (technology) [17PP] Blast 5 (pulsed energy projectiles; PFs: Accurate 2) [12DP] Protection 6 [6DP] Super-Senses 2 (Infravision, Ultravision) [2DP] Power Thief Container 5 (25PP Container, PFs: Accurate 5, Precise, Subtle 1 [psionic senses]) [32PP] (mutation) Fatigue 5 (Extra: Linked [Mimic, +0]) {10} + Mimic 5 (All Powers, 25PP; Extra: Linked [Fatigue, +0], Flaw: Tainted) {15} + = [10+15=25/25PP] Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) (mutation) [2PP] Totals: Abilities (24) + Combat (20) + Saving Throws (16) + Skills (18) + Feats (14) + Powers (58) - Drawbacks (0) = 150/150 Power Points
  17. Dol-Druth the Speaker Power Level: 10 (150/159PP) Trade-Offs: None Unspent Power Points: 9 In Brief: Planetary inspector and hive-mind-aided super-mentat with a government mandate. Residence: The Lighthouse. Base of Operations: Earth Catchphrase: "Why is this real?" Alternate Identity: Lor Civic Rotunda(Planetary Inspection Committee Division) Officer Dol-Druth Identity: Public Birthplace: Lor-Dotra, birthing pod cavern in the southern continent Occupation: Planetary inspector, representative of Dotrae. Affiliations: Lor Republic, Freedom League Family: The other eighty billion Dotrae. Description: Age: 46 Apparent Age: N/A Gender: Male Ethnicity: Subterranean(near colourless skin) Height: 7'2" Weight: 300lbs Eyes: Black Hair: None White is his dominant colour, from the pearly, nearly translucent skin to the teeth like chips of pale grey ice. Slender, twitching antennae protrude from the top of Dol-Druth's head, as edgy and irritable as their owner, while large, deep-set black eyes glare out at the world over a broad, broken Roman nose and perpetually-pursed thin lips. His bulky, ungainly body is swathed in an enormous loose suit of good-enough-for-government-work iridescent beige, on which his name and elected titles stream constantly in a shifting collage, the letters warping to make themselves intelligible to anyone looking at them. His voice is a deep, frustrated growl with clipped, sharp syllables even in telepathic communiques. Power Descriptions: When drawing on the collective mental force of Dotrae, Dol-Druth's eyes glow an eerie blue, and anyone with psychic sensitivity can feel the presence of many other, whispering minds suddenly at hand. Anything being affected by these powers similarly starts to glow and emit a low-pitched whine. Dol-Druth tends to gesture in ways mimicking the effect of his powers on their target, lifting his arms to pick up a car or thrusting his hand forwards to throw telekinetically-accelerated projectiles and so on. It is not necessary, but it is an ingrained habit. History: The office of Speaker(originally Voice) of Dotrae was first created around three hundred years ago, when the inhabitants of Lor-Van encountered the hive-mind race during their Great Experiment in empire-building. While they had encountered species of loneminds in the past, the Dotrae were still unused to the idea of any one specific being having any special authority over their manymind, preferring the never-ending psychic debate between each other to make decisions. When inducted into the Lor Empire, however, the visiting generals impressed on the Dotrae the need to have some representative for their people, arguing that in times of crisis snap decisions would need to be made without the benefit of argument, even at the speed of thought. Dotrae considered the matter, found the logic compelling, and presented a then-unknown adolescent girl named Gana-Ley to be their Voice. Since then, what was intended as a means of Imperial control over the Dotrae has grown into a respected and valued position in the Republic. With access to the collective wisdom and psychic might of a race tens of billions strong, Speakers have filled countless specialty roles in government, military and judicial fields. But until an obscure functionary named Dol-Druth no Speaker was ever a planet inspector. Dol-Druth was appointed after his predecessor was uncovered, after being cleared two years before, as the head of a lucrative kidnapping ring "acquiring" test bodies for unscrupulous lab-corps in a sensational exposé that led to the downfall of over a thousand other Dotrae officials responsible for 'screening' their ringleader's thoughts from the manymind. Before that he had performed the thankless work of surveying prospective member races with a kind of principled, rigorously honest and fair bloody-mindedness, and was already notorious for his very strong opposition to the post of Speaker long before the Senator's crimes were public knowledge. That last quality made him a perfect fit. As part of his new duties, Speaker Dol-Druth was required to meet with the more prominent ambassadors and negotiators of the still-weakened republic. While on these rounds he met with a number of the people who had helped lead the Coalition, including an ambassador named Th'emme who had a lot to say about the fringe world of Earth and its incredible inhabitants. What was intended as glowing praise sparked immediate suspicion in the inspector. The tour done, and with the security of border worlds a pressing concern, Dol-Druth decided to clear up the matter himself and asked to make the next scheduled survey of the Sol system and its inhabited bodies. His comrades in the Rotunda were happy to hand off such an unimportant job, and setting out in the basic flit pod that had been his home-away-from-home for decades the voice of his race sped through space to confront this strange world of myths, monsters and madness. Personality & Motivation: Even for one of Dotrae, Dol-Druth is aloof, withdrawn and largely impersonal. While he understands personal rights and privileges, and the need to take more than a broad-strokes view of any people, he abhors the way even others in the manymind glorify isolated selves and exceptionals. The idea of heroes, of private, personal property, of selfishness and self-interest is as baffling and alien a concept to him as many of his base assumptions would be to humans. The fact that he's even on Earth over a private, individual feeling and idea rankles him, and frays his perfectionist's irritation and discomfort with a self that doesn't fit its ideals. He sees his duty in Solar space as partly therapeutic and partly investigatory, exorcising his aberrant mindset and expanding Lor information and projection about a possible future member. Powers & Tactics: Since he isn't licensed to use his mentat powers without supervision by local authorities, Dol-Druth has to limit his use of telekinesis on natives to temporary immobilization, and relies on his hard-earned people skills and access to billions of helpful minds to make a compelling case against violence for the less immediately hostile. Due in part to shortages and also a preference to experience the planet like its inhabitants do, the Speaker of Dotrae has no independent means of fast movement, forcing him occasionally to 'push' against the ground or 'latch' onto solid objects and fling himself through the air. His standard-issue stun-pistol is less restricted, but still only drawn in dire circumstances. Complications: Alien Nation: While reasonably up to date on what's happening on Earth, Dol-Druth has very little frame of reference for much of the planet's history and culture. Bow your head: Dol-Druth is easily annoyed and needled by people with strong senses of self and identity outside a group or society. I am not I: Dol-Druth is first and foremost the Speaker of Dotrae. His own wishes and opinions are secondary to the decisions and aggregate view of the manymind. If they think he should act or speak otherwise than he wants, he feels compelled to obey. May I?: As an alien and non-citizen of Solar space, Dol-Druth is sharply limited in what he is and is not allowed to do with his powers. Attacking without obvious cause, reading minds without express permission(from the authorities), and damaging Earthly property are only a few of his restrictions. Mental Malarkey: Like most mentats, Dol-Druth channels his will and connects his thoughts through the Astral Plane, and things affecting that dimension around Earth affect him much more heavily, since his mental 'door' is wide open in constant communication, unlike the more segregated minds of humans. 1=0: Used to thinking of things on planetary scales, Dol-Druth is wholly unused to the idea that individuals can be as important as whole nations to the locals. Abilities: 0 + 0 + 4 + 6 + 6 + 4 = 20 PP Strength 10 (+0) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 30/16 (+10/+3) Wisdom 16 (+3) Charisma 14 (+2) Combat: 12 + 12 = 24 PP Attack: +6 (+10 Multitudes, frazzer) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +10/+0 Grapple: +6/+20 w/Mass Mgmt. Knockback: -5/-1 Saving Throws: 5 + 4 + 6 = 15 PP Toughness: +10 (+2 CON, +8 Protection) Fortitude: +7 (+2 CON, +5) Reflex: +4 (+0 DEX, +4) Will: +9 (+3 WIS, +6) Skills: 68r = 17 PP Computers 7 (+17/+10) Diplomacy 8 (+10) Disable Device 7 (+17/+10) Gather Information `7 (+10) Intimidate 8 (+10) Knowledge (current events) 5 (+15/+8) Knowledge (Galactic lore) 6 (+16/+9) Languages 4 (Galstandard(Native), Farsider, Grue, Jerreid, Zultasian) Notice 8 (+11) Sense Motive 8 (+11) Feats: 18 PP All-Out Attack Benefit 3(Rank 2(Lor Republic Civic Planetary Inspection Committee Rotunda Official, Speaker of the Dotrae; Security Clearance (Lor Republic) Dodge Focus 4 Equipment 5 Power Attack Skill Mastery (Diplomacy, Intimidate, Notice, Sense Motive) Speed of Thought Uncanny Dodge (Mental) Well-Informed Powers: 37 + 8 + 5 + 6 = 56 PP Multitudes, 32 PP Array (Power Feats: Accurate 2, Alternate Power 3) [37 PP] Base: Enhanced Intelligence 14 [14 PP] + Quickness 4 (x25, Flaws: Mental Only) [2 PP] + Comprehend (Languages) 3(Understand/Read/Speak All, One at a time) [6 PP] + Communication 7 (Mental; 200 miles, Power Feats: Rapid) [10 PP] + Enhanced Feats 2 (Improvised Tools, Jack-of-All-Trades) [2 PP] Concentrated Wills Alternate Power: Blast 10 (Extras: Autofire 1, Power Feats: Improved Critical 2) [32 PP] Telekinetic Barrage Alternate Power: Telepathy 10 (Extras: Area Burst(Mind Reading only), Power Feats: Rapid, Selective) [32 PP] Linked Minds Alternate Power: Move Object 10 (Extras: Damaging, Power Feats: Subtle, Split Attack) [32 PP] Mass Mgmt. Protection 8 [8 PP] Super-Senses 5(Communication link(Dotrae manymind, Mental), Mental Sense Acute Radius Ranged)[5 PP] Variable Skills 1 [6 PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness(Staged) Damage(Physical) Frazzer Ranged DC17 Fortitude Stunned Mass Mgmt Ranged DC25 Toughness. Damage(Physical) TK Barrage Ranged DC25 Toughness Damage(Physical) Abilities (20) + Combat (24) + Saving Throws (15) + Skills (17) + Feats (18) + Powers (56) - Disadvantages (0) = 150/159 PP
  18. Player Name: Azuth65 Character Name: Hazmat Power Level: 10 150/155PP Trade-Offs: None Unspent Power Points: 5 In Brief: A free Grue who, after the Incursion, assumed the form a Drodant female to blend in with galactic civilization. Residence: CoVic Station Base of Operations: Mobile, currently based on CoVic Station Catchphrase: Alternate Identity: Ha'li Ca'vur, Holly Carver Identity: Public Birthplace: Kobalii Occupation: Mercenary, bounty hunter, junker, adventurer Affiliations: None Family: Meta-Mind (Distant ancestor) Theme song: Big Blast Sonic Description: Age: 30, late 1987 Apparent Age: Varies, Defaults to late 20s Gender: Fluid, prefers female Ethnicity: Grue, stays shifted in Drodant form Height:Variable (usually sits at 5'5”) Weight: Variable (usually sits at 139lbs) Eyes: White (Grue), Purple irises with black sclara (Drodant) Hair: None (Grue), Black (Drodant) Power Descriptions: Hazmat's non-Grue powers manifest in sickly yellow-green energy blasts and beams of hardened energy. Her ability to speak the languages of those around her is the only psychic power of her heritage to emerge thus far, though her morphing remains as strong as ever. History: The drone that would become Ha'li Ca'vur does not recall many, if any, memories of her life before being freed from the Meta-Mind. When Kobalii was cut free from control, she made a run for the nearest ship and got off world along with every other being on the planet near a ship. Unfortunately for her the ship she hopped aboard had a leak in it's reactor containment walls and in the time it took her to arrive at a safe haven the ship was so utterly soaked in rads it literally glowed in the darkness of space. For a while after the Incursion she spent her time doing odd jobs for whatever credits she could get, from being hired muscle for a group of ruin divers to the mundane job of longshoreman in the docks. Less than a year ago, while on an escort job help establish an archaeological dig site on Ajion III, her colleagues and clients were attacked by a band of Lor (specifically Piscean) pirates, calling themselves the Star Fins, who used the region as their safe harbor. Less than half her clients and all but two other mercs escaped Aijon III, since then she's had a vendetta against any Star Fins members and their leader Chah'o. Personality & Motivation: Ha'li, being a rogue Grue, tends to keep to herself as much as she can, being the strong silent type in most situations. She is working to better assimilate into the greater galactic culture, though without the majority of mind reading talents Grue are known to have aiding her, there have been some missteps (faux pas, incorrect slang, etc). Her primary motivators are keeping her independence and finding her place in the universe. Powers & Tactics: Hazmat has two combat settings, up close and personal and “carpet bomb from orbit”. While she is working to get a better handle on ranged combat, her default tactics is to rush into melee range and swing with the crackling manifestation of her energy swirling around her fists. Complications: Enemy: Chah'o, Star Fins, these pirates and their leader can make Ha'li lose focus on her current task to try and shut down their activities. Rivalry: Chris “Makeshift” Austin, a fellow junker and occasional mercenary. The two will happily take time to compare recent finds, new modifications to their ships, as well try and underbid each other for a contract if they know the other is trying for it. Secret/Prejudice: Actually a Grue Metamorph. Abilities: 4 + 4 + 4 + 6 + 4 + 4 = 26 PP Strength 14 (+2) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 14 (+2) Combat: 12 + 12 = 24 PP Attack: +6 (+10 Atom Splitting) Defense: +10 (+6 Base, +4 Dodge Focus) Initiative: +2 Grapple: +8 Knockback: -5/-1 Saving Throws: 6 + 5 + 5 = 16 PP Toughness: +10/+2 (+2 CON, +8 Protection) Fortitude: +8 (+2 CON, +6) Reflex: +7 (+2 DEX, +5) Will: +7 (+2 WIS, +5) Skills: 72r = 18PP Craft (Electrical) 4 (+7) Craft (Mechanical) 4 (+7) Craft (Structural) 4 (+7) Diplomacy 4 (+6) Disable Device 8 (+11) Gather Information 4 (+6) Knowledge (Galactic Lore) 4 (+7) Knowledge (physical sciences) 4 (+7) Knowledge (technology) 8 (+11) Pilot 12 (+14) Notice 8 (+10) Sense Motive 8 (+10) Feats: 9PP Beginner's Luck Dodge Focus 4 Equipment 15 (to Praetorian ships/HQ, from veteran award) Evasion Improved Initiative Luck 2 Powers: 26 + 4 + 6 + 9 + 4 + 8 = 57 PP (All powers have radiation and/or mutation descriptors unless otherwise noted) Atom Splitting, 20 PP Array (Extras: Accurate 2, Alternate Power 4) [26 PP] Base: Strike 10 (Extras: Alternate Save [Fortitude]) [20 PP] “critical fission” Alternate Power: Damage 10 (Extras: Targeted Area: Shapeable) [20 PP] “bombardment” Alternate Power: Dazzle 10 (Visual) [20 PP] "blue flash" Alternate Power: Drain Toughness 6 (Extras: Range [Ranged]) [18/20 PP] "breakdown" Alternate Power: Nullify Radiation 6 (Extras: Nullifying Field, Selective Attack) [18/20 PP] "scrub" Comprehend 2 (Languages) [4PP] (Psionic) Flight 3 (50 MPH/500 ft. per round) [6 PP] Immunity 9 (Life support) [9 PP] Morph 2 (Humanoids) [4pp] (Grue shapeshifting) Protection 8 [8 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Critical Fission Touch DC 25 Fort Damage Bombardment Touch/Area DC 25 Toughness Damage Blue Flash Ranged DC 20 Reflex/Fort Dazzle Breakdown Ranged DC 16 Fort Drain Toughness Abilities (26) + Combat (24) + Saving Throws (16) + Skills (18) + Feats (9) + Powers (57) - Disadvantages (0) = 150/155 PP
  19. Rang Power Level: 10 (150/152) Unspent Power Points: 2 Trade-Offs: +5 Attack / -5 Damage (unarmed), +4 Attack / -4 Damage (boomerangs), +5 Defense / -5 Toughness In Brief: A young inventor on the verge of becoming a mad scientist. But for good or evil? Catchphrase: Nemo est supra legem (No one is above the law.) Theme: turbulent piano music Alternate Identity: Anthony Maurice Edwards III (Secret, legal name), Tony (Secret, shortened name), Dr Science (Secret?, what people instinctively call him), Rang (Public, hero name) Birthplace: Toronto, Ontario Residence: Claremont Academy Base of Operations: Freedom City, New Jersey Occupation: None, high school student Affiliations: Claremont Academy, Science! Family: Anthony Maurice Edwards (Dr Zero, great grandfather) Description Age: 16 (born February 2002) Apparent Age: adult Gender: Male Ethnicity: Caucasian Height: 6'6" Weight: 275 pounds Eyes: brown Hair: brown Tony is huge for a boy his size. Genetically gifted in height and muscle. Although he does work to maintain it, he's not got a bodybuilder's physique. His skin is a darker tone. He wears his hair in a crew cut. He looks to be always thinking. Head down, furled brow and while not frowning, he doesn't smile very often. Most say when he smiles it's pretty unnerving. He walks with a shuffle. People into that always tell him to pick up his feet. When not in hero gear he wears a bit of casual stuff. slacks, loafers, belt, button topped shirt. He doesn't have an official costume, but he does have goggles (which he some times wears when not in hero gear), a lab coat, long boots and gloves. He wears his bandoleer of boomerangs across the chest, where they are easy to draw. History: Doctor Anthony Maurice Edwards was one of the most brilliant scientific minds of his time. He was also a black man before civil rights. No one ever gave him the chance to use his brilliance for furthering mankind, so his heart grew cold. Cold enough to build a reputation as the villainous Dr Zero. The Crime League supported his endeavors as long as he pulled his weight. So Dr Zero showed them all! He lived a long life and went to Canada to retire where he died in a snowmobile accident... OR DID HE? Anthony met a woman, Jane, who shared his love for science. Anthony and Jane lived in Canada, where they raised five children. But Anthony was feeling his age by then. He knew he was going to have to find another way to sustain himself. He and Jane figured out a way to save his prodigious brain. So while Anthony's body died, his mind did not. The accident was set up. His mind was already in a jar in a secret facility. Now his genius would live on forever through his offspring. He made sure of it. Influencing them into scientific fields. A couple of generations later, Anthony Maurice Edwards III was born. The boy was a hoss. Strong and equally graceful. He was the type that sports teams would kill to have. And he did think about it for a while, but not if his great grandfather's brain would have any say in it. And he did! Like many of his offspring before, he guided the brawny athletic kid into the scientific route. Though unlike others before, the boy had the spark. He focused in all sorts of scientific fields, but technology and physical sciences were his master pieces. Also, he could work a machine. the brain that was Anthony Maurice Edwards was pleased that Dr Zero II would be on the horizon. Unfortunately for the brain, Anthony's parents saw his madness spawning. They worried for their son. He was building boomerang weaponry. While he always loved the boomerangs as a kid, this was still troubling. They thought he might be having villainous thoughts. So, they sent him to Claremont to clear his mind and give him heroic direction. Personality and Motivation: Tony is not the cackling genius bent on world domination just yet. And he may never become that. But the ideas given to him by his great grandfather are just too fun not to try out. Growing up he always loved the boomerang and the paper airplane, the more technical it got the more he was interested. While he did try out for sport, it did not keep his interest for long. He was and still is all about the pursuits of the mind. He'll pay more attention to the math quiz than the cheerleaders, homework than parties. He will do social pursuits and other things, as long as his mind is challenged. Powers and Tactics: Rang uses several types of boomerangs as offense. He also has an experimental propulsion device that looks like a boomerang. He can punch very precisely and very hard if robbed of his favored weapon, but he prefers to fly around and pelt villains with his beloved invention. Power Descriptions: The bandoleer of boomerangs is made of a leather metal alloy that wraps around his chest and back and around his waist. it hold small metal looking boomerangs that he loads with cartridges and lets fly at his target. They enlarg and do various effects when hitting the target (covering them in glue, injecting a small amount of poison, flying around annoyingly). Being boomerangs, if they miss they can come back and try again one more time. The hover rang is a propulsion propelled flight board. At first it could only float downward, but he's rigged it to fly at slow speeds. It has straps to hold the rider on. Complications Body by Genetics: He's vain in that way. While birth blessed him with physicality, he likes to keep his body in shape. Dr Zero: Dear old great grandpa is in his head sometimes. He convinces Tony to do things in the name of scientific effort. No matter what the cost. Foreign Exchange: He's from Canada. On a student visa. Girls: He likes girls. But he doesn't like fighting girls. If the villain he's fighting is a woman, he will go path of least resistance, maybe even just defensive, until he can hand it off to someone more qualified. Myopia: Without contacts, glasses, or his goggles, he cannot see great distances or small print. Science: Oh boy howdy does he love numbers and formulas. Sometimes this effects his speech and makes him hard to understand. Also, he gets pegged as a nerd three seconds into any meaningful conversation. Abilities 10 + 14 + 10 + 14 + 0 + 0 = 48PP Strength 20 (+5) Dexterity 24 (+7) Constitution 20 (+5) Intelligence 24 (+7) Wisdom 10 (+0) Charisma 10 (+0) Combat 10 + 10 = 20PP Attack +15 unarmed, +14 boomerangs, +8 range, +5 melee Defense +15 (+5 base, +10 dodge focus), +3 flat-footed Initiative +7 Grapple +10 Knockback -2 Saving Throws 4 + 2 + 6 = 12PP Toughness +5 (+5 CON) Fortitude +9 (+5 CON, +4) Reflex +9 (+7 DEX, +2) Will +6 (+0 WIS, +6) Skills 52R = 13PP Acrobatics 3 (+10) Craft (chemical) 13 (+20) Craft (mechanical) 13 (+20) Drive 3 (+10) Knowledge (physical sciences) 3 (+10) Knowledge (technology) 13 (+20) Language 1 (Latin) Stealth 3 (+10) Feats 32PP Attack Focus (ranged) 3 Attack Specialization (boomerangs) 3 Attack Specialization (unarmed) 5 Dodge Focus 10 Eidetic Memory Evasion Inventor Luck 2 Power Attack Precise Shot 1 Quick Draw 1 Ultimate Effort (Design and Construction checks) 2 Uncanny Dodge (auditory) Powers 21 + 4 = 25PP All powers are technology Device 5 (bandoleer of boomerangs, hard to lose; Feats: Restricted [password {int check 17} to access]) [21PP] Blast 6 (BOOM Rang; Extras: Area [Burst]; Feats: Alternate Power 5, Progression 2 [Area, 30ft-150ft]) [25PP] Blast 6 (Rangs-A-Plenty; Extras: Autofire; Feats: Homing, Indirect) Blast 6 (Sharp Rang; Extras: Penetrating; Feats: Homing, Indirect) Dazzle 6 (Whizzer Rang; auditory and visual; Feats: Homing, Indirect) Fatigue 6 (Poison Rang; Extras: Range; Feats: Homing, Indirect) Snare 6 (Glue Rang; Extras: Contagious; Feats: Homing, Indirect) Device 1 (hover rang, hard to lose) [4PP] Flight 2 (25MPH; Feats: Subtle) DC Block Unarmed, +15 Melee, DC 20 Toughness, Damage BOOM Rang, Burst Area (30-150ft), DC 16 Reflex then DC 21 or 18 Toughness, Damage Glue Rang +14 Range, DC 16 Reflex, Snare (Contagious) Poison Rang, +14 Range, DC 16 Fortitude, Fatigue Rangs-A-Plenty, +14 Range, DC 21-26 Toughness, Damage (Autofire) Sharp Rang, +14 Range, DC 21 Toughness, Damage (Penetrating) Whizzer Rang, +14 Range, DC 16 Reflex then DC 16 Fortitude, Dazzle (auditory and visual) Totals: Abilities (48) + Combat (20) + Saving Throws (12) + Skills (13) + Feats (32) + Powers (25) = 150/152 Power Points
  20. John Doe

    Rang

    Rang Power Level: 10 (150/150) Unspent Power Points: 0 Trade-Offs: +5 Attack / -5 Damage (unarmed), +4 Attack / -4 Damage (boomerangs), +5 Defense / -5 Toughness In Brief: A young inventor on the verge of becoming a mad scientist. But for good or evil? Catchphrase: Nemo est supra legem (No one is above the law.) Theme: turbulent piano music Alternate Identity: Anthony Maurice Edwards III (Secret, legal name), Tony (Secret, shortened name), Dr Science (Secret?, what people instinctively call him), Rang (Public, hero name) Birthplace: Toronto, Ontario Residence: Claremont Academy Base of Operations: Freedom City, New Jersey Occupation: None, high school student Affiliations: Claremont Academy, Science! Family: Anthony Maurice Edwards (Dr Zero, great grandfather) Description Age: 16 (born February 2002) Apparent Age: adult Gender: Male Ethnicity: Caucasian Height: 6'6" Weight: 200 pounds Eyes: brown Hair: brown Tony is huge for a boy his size. Genetically gifted in height and muscle. Although he does work to maintain it, he's not got a bodybuilder's physique. His skin is a darker tone. He wears his hair in a crew cut. He looks to be always thinking. Head down, furled brow and while not frowning, he doesn't smile very often. Most say when he smiles it's pretty unnerving. He walks with a shuffle. People into that always tell him to pick up his feet. When not in hero gear he wears a bit of casual stuff. slacks, loafers, belt, button topped shirt. He doesn't have an official costume, but he does have goggles (which he some times wears when not in hero gear), a lab coat, long boots and gloves. He wears his bandoleer of boomerangs across the chest, where they are easy to draw. History: Doctor Anthony Maurice Edwards was one of the most brilliant scientific minds of his time. He was also a black man before civil rights. No one ever gave him the chance to use his brilliance for furthering mankind, so his heart grew cold. Cold enough to build a reputation as the villainous Dr Zero. The Crime League supported his endeavors as long as he pulled his weight. So Dr Zero showed them all! He lived a long life and went to Canada to retire where he died in a snowmobile accident... OR DID HE? Anthony met a woman, Jane, who shared his love for science. Anthony and Jane lived in Canada, where they raised five children. But Anthony was feeling his age by then. He knew he was going to have to find another way to sustain himself. He and Jane figured out a way to save his prodigious brain. So while Anthony's body died, his mind did not. The accident was set up. His mind was already in a jar in a secret facility. Now his genius would live on forever through his offspring. He made sure of it. Influencing them into scientific fields. A couple of generations later, Anthony Maurice Edwards III was born. The boy was a hoss. Strong and equally graceful. He was the type that sports teams would kill to have. And he did think about it for a while, but not if his great grandfather's brain would have any say in it. And he did! Like many of his offspring before, he guided the brawny athletic kid into the scientific route. Though unlike others before, the boy had the spark. He focused in all sorts of scientific fields, but technology and physical sciences were his master pieces. Also, he could work a machine. the brain that was Anthony Maurice Edwards was pleased that Dr Zero II would be on the horizon. Unfortunately for the brain, Anthony's parents saw his madness spawning. They worried for their son. He was building boomerang weaponry. While he always loved the boomerangs as a kid, this was still troubling. They thought he might be having villainous thoughts. So, they sent him to Claremont to clear his mind and give him heroic direction. Personality and Motivation: Tony is not the cackling genius bent on world domination just yet. And he may never become that. But the ideas given to him by his great grandfather are just too fun not to try out. Growing up he always loved the boomerang and the paper airplane, the more technical it got the more he was interested. While he did try out for sport, it did not keep his interest for long. He was and still is all about the pursuits of the mind. He'll pay more attention to the math quiz than the cheerleaders, homework than parties. He will do social pursuits and other things, as long as his mind is challenged. Powers and Tactics: Rang uses several types of boomerangs as offense. He also has an experimental propulsion device that looks like a boomerang. He can punch very precisely and very hard if robbed of his favored weapon, but he prefers to fly around and pelt villains with his beloved invention. Power Descriptions: The bandoleer of boomerangs is made of a leather metal alloy that wraps around his chest and back and around his waist. it hold small metal looking boomerangs that he loads with cartridges and lets fly at his target. They enlarg and do various effects when hitting the target (covering them in glue, injecting a small amount of poison, flying around annoyingly). Being boomerangs, if they miss they can come back and try again one more time. The hover rang is a propulsion propelled flight board. At first it could only float downward, but he's rigged it to fly at slow speeds. It has straps to hold the rider on. Complications Body by Genetics: He's vain in that way. While birth blessed him with physicality, he likes to keep his body in shape. Dr Zero: Dear old great grandpa is in his head sometimes. He convinces Tony to do things in the name of scientific effort. No matter what the cost. Foreign Exchange: He's from Canada. On a student visa. Girls: He likes girls. But he doesn't like fighting girls. If the villain he's fighting is a woman, he will go path of least resistance, maybe even just defensive, until he can hand it off to someone more qualified. Science: Oh boy howdy does he love numbers and formulas. Sometimes this effects his speech and makes him hard to understand. Also, he gets pegged as a nerd three seconds into any meaningful conversation. Abilities 10 + 14 + 10 + 14 + 0 + 0 = 48PP Strength 20 (+5) Dexterity 24 (+7) Constitution 20 (+5) Intelligence 24 (+7) Wisdom 10 (+0) Charisma 10 (+0) Combat 10 + 10 = 20PP Attack +15 unarmed, +14 boomerangs, +8 range, +5 melee Defense +15 (+5 base, +10 dodge focus), +3 flat-footed Initiative +7 Grapple +10 Knockback -2 Saving Throws 4 + 2 + 6 = 12PP Toughness +5 (+5 CON) Fortitude +9 (+5 CON, +4) Reflex +9 (+7 DEX, +2) Will +6 (+0 WIS, +6) Skills 52R = 13PP Acrobatics 3 (+10) Craft (chemical) 13 (+20) Craft (mechanical) 13 (+20) Drive 3 (+10) Knowledge (physical sciences) 3 (+10) Knowledge (technology) 13 (+20) Language 1 (Latin) Stealth 3 (+10) Feats 32PP Attack Focus (ranged) 3 Attack Specialization (boomerangs) 3 Attack Specialization (unarmed) 5 Dodge Focus 10 Eidetic Memory Evasion Inventor Luck 2 Power Attack Precise Shot 1 Quick Draw 1 Ultimate Effort (Design and Construction checks) 2 Uncanny Dodge (mental) Powers 21 + 4 = 25PP Device 5 (bandoleer of boomerangs, hard to lose; Feats: Restricted [password {int check 17} to access]) [21PP] Blast 6 (BOOM Rang; Extras: Area [Burst]; Feats: Alternate Power 5, Progression 2 [Area, 30ft-150ft]) [25PP] Blast 6 (Rangs-A-Plenty; Extras: Autofire; Feats: Homing, Indirect) Blast 6 (Sharp Rang; Extras: Penetrating; Feats: Homing, Indirect) Dazzle 6 (Whizzer Rang; auditory and visual; Feats: Homing, Indirect) Fatigue 6 (Poison Rang; Extras: Range; Feats: Homing, Indirect) Snare 6 (Glue Rang; Extras: Contagious; Feats: Homing, Indirect) Device 1 (hover rang, hard to lose) [4PP] Flight 2 (25MPH; Feats: Subtle) DC Block Unarmed, +15 Melee, DC 20 Toughness, Damage BOOM Rang, Burst Area (30-150ft), DC 16 Reflex then DC 21 or 16 Toughness, Damage Glue Rang +14 Range, DC 16 Reflex, Snare (Regenerating) Poison Rang, +14 Range, DC 16 Fortitude, Fatigue Rangs-A-Plenty, +14 Range, DC 16-21 Toughness, Damage (Autofire) Sharp Rang, +14 Range, DC 21 Toughness, Damage (Penetrating) Whizzer Rang, +14 Range, DC 16 Reflex then DC 16 Fortitude, Dazzle (auditory and visual) Totals: Abilities (48) + Combat (20) + Saving Throws (12) + Skills (13) + Feats (32) + Powers (25) = 150/150 Power Points
  21. Player Name: Azuth65 Character Name: Gauss Power Level: 9 (built as PL 8; 120/131PP) Trade-Offs: None Unspent Power Points: 11PP In Brief: Teenage surfer girl turned magnetic controller. Residence: Claremont Academy Base of Operations: Freedom City, New Jersey Catchphrase: Alternate Identity: Selena Kwon Identity: Secret Birthplace: Guaynabo, Puerto Rico Occupation: High school student Affiliations: Family: Kwon Sang (Father), Maria Kwon (Mother), Christian Kwon (older brother), Sofia Kwon (little sister) Description: Age: 16 (DoB: April 3rd, 2000) Apparent Age: Mid-late teens Gender: Female Ethnicity: Mixed, Asian and Latino Height: 5'4" Weight: 125lbs Eyes: Green Hair: Black Description: Selena stands a few inches under average height, her wavy black hair hanging most of the way down her back. She likes to dress in shorts and tank tops during the summer when she isn't shredding waves at the beach, when the temps start to drop she sticks to jeans and hoodies. She's made a few alterations to her Claremont jumpsuit to include a few pouches to store bits of metal for combat and she added a cape with some extra material around the neck looking something like a scarf. Power Descriptions: When Gauss uses her powers her left eye and hands glow with a soft purple light but other than floating, metals she is controlling don't show any difference. History: Selena was the middle child born to Sang and Maria Kwon, though her father still prefers traditional form of surname first while the rest of the family has chosen to Westernize. As a child Selena was enrolled in several after-school programs by her fairly career oriented parents including martial arts classes, girl scouts, soccer, and ballet. It wasn't until a family vacation in 2010 when she learned how to surf did she find an extra-curricular activity she truly enjoyed besides her massive intake of genre fiction in various media. One sunny weekend afternoon in late April 2016 while taking a break between wave sets, Selena and a few of her friends were enjoying some snacks when a cargo van roared onto the beach, hitting anyone unable to get out of the way. When it was about to hit Selena her powers manifested and in a burst of magnokinetic force flung the van over her, dropping it on its roof twenty feet down the beach. The driver of the out of control vehicle was seriously hurt, lucky to be alive after Selena's fight-or-flight response to his vehicle's malfunction. Shortly after that event she tried her hand at practicing on her own, which did not go particularly well for her, before representatives from Claremont Academy invited her to come to the school for professional training. Personality & Motivation: Selena attends Claremont to better hone her powers, hoping to learn the finesse needed so that she would never end up hurting anyone in the course of diffusing a situation. Powers & Tactics: Gauss is a fairly straight forward fighter, firing bits of metal to strike her foes while zipping around the battlefield from one ferrous structure or item to another. Moving more than herself and one object is still more than she can handle most of the time. Complications: Identity: Secret Abilities: 2 + 6 + 6 + 4 + 4 + 4 = 26PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +7 Attack: +4 (+8 Gauss Blast) Grapple: +4 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -3 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +7 (+3 Con, +4 [Force Field]) Fortitude: +5 (+3 Con, +2) Reflex: +6 (+3 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 60R = 15PP Acrobatics 8 (+11) Computers 4 (+6) Concentration 4 (+6) Craft: Structural 4 (+6) Knowledge: Physical Sciences 4 (+6) Language 2 (English [Native], Korean, Spanish) Notice 8 (+10) Sense Motive 8 (+10) Stealth 8 (+11) Swim 10 (+11 Feats: 18PP Attack Specialization (Gauss Blast) 2 Beginner's Luck Dodge Focus 4 Endurance Improved Crit (Magnetic Blast) Improved Initiative Luck 2 Move-By Action Precise Shot 2 Quick Change Ranged Pin Teamwork Powers: 8 + 5 + 2 + 22 = 37PP All powers magnetic, Mutant Flight 4 (Magnetic Flight) 8PP Force Field 5 (Magnetic Force Shield) [5PP] Magnetic Control 10.5 (Feats: Alternate Power) [22PP] Base Power: Move Object 9 (Magnokinesis; Feats; Indirect, Precise, Split-Attack; Extras: Range [Perception]; Flaws: Metal Only) {21/21} Alternate Power: Blast 8 (Gauss Blast; Feats; Variable Descriptor [Blunt, Piercing, Slashing]; Extras: Penetrating [Ranks 1-4]) {21/21} Super Senses 2 (Detect Metals [Mental Detect Metals]) 2PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage (Physical) Gauss Blast Ranged DC 22 Toughness Damage (Magnetic, Blunt/Piercing/Slashing) Totals: Abilities (26) + Combat (16) + Saving Throws (8) + Skills (15) + Feats (18) + Powers (37) - Drawbacks (0) = 120/131 Power Points
  22. Player Name: Blarghy Character Name: Pugio Power Level: 10/12 (183PP) Trade-Offs: +5 Attack / -5 Damage (Strike), +5 Defense / -5 Toughness Unspent Power Points: 3 In Brief: Ancient Praetorian resurrected by the Lor Residence: CoVic Station Base of Operations: The Devotion Alternate Identity: Chyrxax Sigga Identity: Public Birthplace: Jolem's Third Moon Occupation: Praetorian Spaceship Pilot Affiliations: Praetorians Family: Long Dead Description: Age: 24 (DOB over 2,000 Years Ago) Apparent Age: 40s Gender: Male Species: Jol Height: 3' 7" Weight: 58 lbs. Eyes: Pink Hair: None The simplest description for Puigo is probably "were-octopus." He's a little ball of whipping limbs and a tail (the two being hard to distinguish without seeing which way his head is facing) dressed in a sky blue mesh uniform with white trim, full of ancient technology courtesy of the now-defunct Delaztri. From behind, Puigo seems to have no head at all thanks to how he instinctively tucks it between his "shoulders," such as they are, unless he cranes his neck for a better view. Said neck and all other appendages can stretch to several times their normal length; his skin is incredibly wrinkly by default to accommodate this, though his bodysuit usually hides that. Instead of fingers, Puigo has three tentacle-like branches at the end of each "arm." His flesh is pale green and his big eyes are solid, featureless pink, beginning to cloud with age; they sit above a pointed snout, which is in turn above his small, round mouth, full of needle-teeth. The Jols were never a long-lived people even after the Delaztri uplifted them to full sentience, and prior to his death and resurrection, Puigo was about halfway through his natural lifespan. Power Descriptions: Jols' limbs are made up of hundreds of specialized joints that can partially dislocate without harm or loss of function. They also possess natural agility and motor control, which made them effective hunters in their original environment. Puigo is no exception. Even before his training and neural enhancements from the Delaztri, he was incredibly flexible and nimble; now, he can move in ways that seem to defy momentum. He's physically weaker than most enemies thanks to his size, but that doesn't stop him from whipping his limbs sharply enough to crack bones, and he's a very capable grappler. Just as dear to Puigo as those appendages is his small, personal ship, The Audacity, so named because of his penchant for dueling far larger or more numerous vessels. It is a sleek, smooth craft shaped like an arrow head with the same color scheme as his uniform (sky blue with white trim). Twin cannons at the front shoot stunning electrical blasts, while along its keel is a devastating plasma lance for cutting apart other ships. History: Before the Delaztri found them, the Jols were predators on a small moon. They glided through the mist in its low gravity, between thin, spiky trees, eating creatures similar to bugs and birds. A dim intellect had begun to flicker among them by the time the Empire put a flag in their chalky soil, which piqued the Delaztri's interest. The Empire had uplifted other species before this one, and in addition to simply doing it again because they could, some Delaztri also saw potential in these strange aliens' rare dexterity. It made them excellent pilots, particularly in small fighter crafts, thanks to the Jols' hunting instincts. Squadrons of them were soon protecting interstellar trading caravans or tracking down pirates, not to mention their military capabilities. The Delaztri had a firm grip on them from the start; these vassals were grateful for how their world vastly expanded, and they served willingly and well. Again, Puigo was no exception--though he soon proved exceptional. A few Jols were inducted into the Praetorians before him, with positive results, and the Empire began a program of selecting the best among them for further training. At the end, the chosen Jol was enhanced with select mutations to become even faster and more agile, along with close combat training. The champion of his generation, the last Jol Praetorian, was born Chyrxax Sigga and renamed after a small Delaztri blade, a word with no direct English equivalent. Thousands of years later, when he came gasping back to life, his universal translator would detect the romanization of his team's name and interpret his title appropriately: Puigo, for the Roman dagger. But that is now, and this was then. He and his clan overflowed with pride from the honor, the highest calling their species could imagine. For about a decade and a half, he dashed across the stars to protect the Empire's citizens and ruin their enemies. Puigo fought alongside the champions of his age; in particular, he respected Daar Val-Ren and learned how to augment such a stronger warrior's capabilities with his own. Such was Puigo's joy that he wasn't saddened when retirement loomed a few years ahead. He accepted that age would begin to slow him, and instead of rejecting the inevitable, he looked forward to settling down with his family. The second half of his life was supposed to shine with glory reflected from the first half; he would dazzle his children with stories, enjoy celebrity status, and perhaps even help train the next generation of pilots, if the Delaztri wished it. Then the Communion came. You've already heard that story. Puigo had a fair role in it; he flew The Audacity in each of those titanic battles that shook the Empire to its foundation, watching friends die and doing his best to take down as many Drones as he could before he met the same fate. And he did, in the final engagement that at last pushed the Communion back, at such a great cost. Laser fire cut through The Audacity's thrusters and sent it spiraling into space during the chaos, like so many other Empire vessels. Power began to fail; communication systems quickly went fuzzy, then flickered out entirely. Puigo knew that life support wasn't far behind. Even once his companions won the battle, he'd be presumed dead, and if he wasn't, finding him in the vast emptiness of space would prove a nigh-impossible task without a working beacon. And yet, Puigo took solace in the likelihood that his allies were winning as last he saw. If his death helped preserve the Empire, then he'd hardly complain; that was a possibility from the start of his career anyway. He had time to make peace with his fate and record a few messages in case his ship was ever discovered, which was more than most soldiers got. He used The Audacity's dying energy for a mission report, then a tight-throated farewell to his wife, some words of wisdom for his children, and finally a brief but heartfelt gratitude to the Praetorians, to express his pride in serving alongside them. "I gladly give my life for the Empire that gave such a fantastic life to me," he said in the end. Puigo's oxygen ran out years before The Audacity crashed onto an uninhabited planet. Its tough frame had no trouble with the atmosphere, and even held up reasonably well upon impact. As Puigo had hoped, there was plenty to recover as soon as somebody managed to find it. He just didn't imagine who that would eventually be. Personality & Motivation: Fearless and duty-driven, Puigo's loyalty remains to the Praetorians even now that their original purpose is long gone. He misses the old universe terribly; this new one is often strange, and he searches for the kind of larger purpose that once fulfilled him. The Coalition provides some of this, but it isn't the same, at least not yet. And of course, being the last of his kind, deprived of almost all his loved ones, save for the remaining original Praetorians, is a difficult burden to bear. Powers & Tactics: In the sky, Puigo and The Audacity are nightmarish to their enemies. They zip along at impossible speeds, even nimbler than the pilot is on his many limbs. When outside of his beloved ship, Puigo remains a skilled martial artist; he snaps his arms like whips to apply quite impressive force despite his size. Normal opponents have plenty to fear, but in this line of work, "normal" is pretty rare. Against tougher foes, Puigo is accustomed to acting indirectly and relying on his stronger friends. He's fully comfortable with the fact that most Praetorians pack a much harder punch than he does; he is trained to assist them by creating openings or throwing their enemies off-guard. Puigo's physiology makes him a very effective grappler too, when appropriate. Complications: Crushing Weight: The Jols evolved in a low gravity environment, to the point that they could jump and glide like flying squirrels. Puigo's uniform compensates for this, even allowing him to fly, but if deprived of it, most planets will become very uncomfortable. GMs could lower his speed, penalize his rolls, and so on. Last of His Kind: Like several of his comrades, Puigo is the last living member of his species. This weighs on him heavily, and furthermore, he might pursue any hints of remaining modern Jols, or the Delaztri Empire, with reckless intensity. Legendary: The Praetorians might be generally well-received by the Coalition, but other galactic groups could remember them differently. The old Empire wasn't always nice to its neighbors. Prized Possession: Puigo values his ship almost as much as his fellow Praetorians. When piloting it, he's still utterly fearless, but that's only because he assumes that being shot down would mean that he'd die with it (as he has once before). If The Audacity is threatened separately from himself, he won't react well. What the Hell Is THAT?!: For anyone accustomed to relatively familiar, humanoid aliens, a Jol looks quite bizarre. Especially when Puigo comes rolling fluidly at someone, squawking and chirping in his native tongue, he's a scary sight. What's It Saying?: The only languages Puigo speaks have been dead for thousands of years. The other ancient Praetorians can probably understand him, but otherwise, if deprived of his uniform's translator, he'll have a hell of a time communicating. You're the Boss: It's true that Puigo would follow his Imperatrix to the ends of the universe, but he still can't help but compare Paradigm to her older brother--and he's keenly aware that she's one of his last connections to the Delaztri empire. Her bold, even reckless, style makes him nervous despite how tough she is. If Paradigm proposed a tactic that would endanger herself or the other original Praetorians, even to save innocent lives, Puigo might be tempted to sabotage it, consequences to the Coalition be damned. Abilities: 0 + 20 + 6 + 4 + 8 + 0 = 38PP Strength: 6 (-2) Dexterity: 30 (+10) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +10 Attack: +15 Strike (+6 Base, +8 Attack Focus [Melee], +1 Size) Grapple: +23/+26 (+15 Attack, -4 Size, +10 Dexterity, + 2 Elongation, / +3 Additional Limbs (Unless using Improved Grapple feat)) Defense: +15 (+6 Base, +8 Dodge Focus, +1 Size), +3 Flat-Footed Knockback: +2 Saving Throws: 3 + 3 + 3 = 9PP Toughness: +5 (+4 Con, +2 Defensive Roll, -1 Size) Fortitude: +7 (+4 Con, +3) Reflex: +13 (+10 Dex, +3) Will: +7 (+4 Wis, +3) Skills: 76R = 19PP Acrobatics 17 (+27) Craft (Mechanical) 3 (+5) Drive 5 (+15) Escape Artist 8 (+20) Knowledge (Galactic Lore) 2 (+4) Language (Delaztri, Jolian [Native]) 1 Medicine 1 (+5) Notice 6 (+10) Pilot 17 (+27) Sense Motive 6 (+10) Sleight of Hand 5 (+15) Stealth 5 (+15) Feats: 57PP Acrobatic Bluff Ambidexterity Attack Focus (Melee) 8 Defensive Roll Dodge Focus 8 Elusive Target Environmental Adaptation (Low Gravity, Zero Gravity) 2 Equipment 7 (Bronze Reward, Communal Praetorian Pool) Equipment 21 Evasion 2 Fearless Grappling Finesse Improved Grab (FREE, Additional Limbs, unless using all for Grapple Bonus) Improved Pin Luck 2 Move-By Action Set-Up Skill Challenge (Simultaneous Task: Vehicle Combat) 2 Teamwork 3 Equipment: 105EP = 21PP The Audacity (105EP) Size: Large (-1 Attack/Defense) [1] Strength: 20 [0] Toughness: 10 [3] Features: 7EP Alarm 2 (DC30) Navigation System 4 (+20) Remote Control (Connected to Uniform) Powers: 31 + 8 + 2 + 24 + 10 + 2 + 1 + 16 = 94EP [All Technology] Blast 9 (Extra: Autofire; PFs: Accurate 3, Alternate Power) [31] [Electricity] AP: Blast 15 [30] [Fire/Plasma] Communication 8 (Radio, 2,000 Miles) [8] Concealment 1 (Radar) [2] Flight 12 (50,000 MPH) [24] Impervious Toughness 10 (Force Field) [10] Super-Movement 1 (Interplanetary) [2] Super-Senses 1 (Communication Link [Praetorian headquarters]) [1] Sensor Suite 3.2 (16PP container) [16] Super-Senses 8 (Radar [Accurate, Radius, Ranged Radio Sense], Analytical, Extended 3 [x10,000 increment]) {8/16} Super-Senses 8 (Visual, Analytical (all visual), Extended 2 (all visual) [x1,000 increment], Infravision, Ultravision) {8/16} Powers: 4 + 13 + 3 + 5 + 1 + 5 = 31PP Additional Limbs 3 (4 Limbs and Tail; PF: Innate) [4] [Alien Biology] Device 3 (15PP Uniform; Hard to Lose; PF: Restricted [Jols]) [13] [Technology] Comprehend 2 (Speak and Understand all Languages) {4} Immunity 9 (Life Support) {9} Flight 1 (10 MPH) {2} Elongation 2 (20 Ft. Range Increments; PF: Innate) [3] [Alien Biology] Shrinking 4 (Small; Permanent; PF: Innate) [5] [Alien Biology] Speed 1 (10 MPH, 100 Ft./Move Action) [1] [Alien Biology] Strike 5 (Natural Weaponry) [5] [Alien Biology, Bludgeon] Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Strike Touch DC20 Toughness Physical Blasters [Ship] Ranged DC24 Toughness Energy Plasma Lance [Ship] Ranged DC30 Toughness Energy Totals: Abilities (40) + Combat (24) + Saving Throws (9) + Skills (19) + Feats (57) + Powers (31) - Drawbacks (0) = 180/183 Power Points
  23. Quantum Flux ("The Spaceman") (Previously known as Supercape) Power Level: 13 (250/250) [251] Unspent Power Points: 0 Trade-Offs: +5 Tough / -5 Defence, +1 Attack/-1 Damage for Nuclear Glow Power. In Brief: Master of Sub atomic physics Alternate Identity: Quentin Quill Identity: Secret Birthplace: London, United Kingdom Occupation: Lecturer / Professor Affiliations: Cambridge University (former), Freedom City University (current) Family: All Deceased Catchphrase: "Fascinating..." Theme Tune: Knee Play 3 [Phillip Glass] Age: 45 Apparent Age: 45 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 85 Kgs Eyes: Bright Blue Hair: White Description: Flux is a man of average build who engages in light excercise. As a hero, he normally wears a customised space costume made of unstable molecules with blue and white colours. History: Quentin was talented physicist with some radical ideas on quantum mechanics and sub atomic physics. He studied at Cambridge university and taught there, until his radical ideas lead to something "clicking" in his head. He found himself able to psychically sense and manipulate on the sub-atomic scale. Quentin immediately started blabbing about his idea's, which lead to the University electing not to continue with his employment. So, Quentin came to Freedom City to teach. On the outside, he lives the life of a comfortable academic. However, he realises he now has considerable power, and feels morally obliged to use it for good. He started his career as the superhero Supercape, with admittedly mixed feelings. During 2015-2017, Quentin went on hiatus, absent without leave. In actuality, he had become trapped in a microverse of dark energy whilst on one of his exploratory trips around the universe in an attempt to understand the fundamental forces of the universe. During this period he has come to see himself not as an Earth bound hero, but rather as a interdimensional, intergalactic hero who addressed cosmic problems with a scientific eye. He has redesigned his costume and image to a more functional space costume and a new name. Quantum Flux. Personality & Motivation: Flux is at heart an academic with curiosity and intellectual rigour at heart. He is also a loyal and honest man. He has a strongly held sense of ethics; the "end justifies the means". However the flavour of this he is more akin to Mr. Spock than the Punisher. He dislikes violence and destruction and will always attempt to use reason and diplomacy. That's logically ethical to his mind. However, he is a kindly man at heart, not an unthinking machine. Powers & Tactics:Flux has the psychic ability to perceive mass and energy and manipulate atomics telekenetically. This doesn't mean he can actually move matter, but he is able to affect these forces directly. In practice, this means he is able to remotely cause bursts of radiation and weaken or strengthen atomic bonding (most spectacularly, disintegrating matter). As a consequence of this ability and his uncanny understanding of quantum physics, he is able to “link” areas of space (even between different dimensions), for instance teleporting across the multiverse. He wears a “Space” costume made from unstable hyperdimensional matter. This provides him with protection, life support, and the ability to (admittedly rather slowly) fly via gravitational manipulation. Tactically, Flux has immense destructive or offensive potential. Whilst he also is highly resistant to damage when his force field is up, he is vulnerable to biological attacks and is not a particularly skilled fighter. He is thus vulnerable to certain attacks, and has developed a sense of caution. Usually he will float in the air (or space), ensure he is the advantage of distance, and carefully utilise his powers to disable his opposition. He is a very intelligent man (even though not decisive or tactically trained) and will often use his powers in clever or creative ways. He generally avoids large scale destructive powers (such as nuclear explosions). Complications: Quantum Wave Collapse: Flux works with barely understandable sub atomic physics. With other such effects active (particularly in the hands of an antagonist with good physics skills) his powers might fail, or worse, act in a catastrophic manner. Indecisive: Caution is often a positive thing, but Flux has this too much. He is very concerned about not harming or hurting more than the bare minimum necessary, even when there is every indication that this is not an issue. He can pause or hold back with minimal (or even no) reason. Pithecophobia: Early on in his career Flux was rendered idiotic by Dr. Simian. This has manifested as a lingering fear of monkeys and apes. Despite his high will he can easily lose his nerve around such creatures, and will almost certainly be automatically intimidated by them. Masters of psychology might also magnify this phobia significantly. Distracted by shiny: Flux has an amazing degree of super senses both inherently and augmented by his space costume. When significant sub atomic events happen he might get overloaded and miss even basic visual, auditory, or olfactory events! Scientific Curiosity: Flux is drawn to strange phenomena, and driven to understand them. Even if dangerous, distracting, or time consuming, he will have a strong tendency to pursue such activity even if its clearly unwise. Finesse Required: If Flux lost his intelligence or understanding of physics (for instance with a drain or other psychic power), his finesse with his nuclear array would fade. At best, his powers would lose the precise feat. They would then become progressively poorly controlled or dangerous and ultimately be impossible to use altogether. His disintegrate power requires the least understanding of these physics (being "straightfoward" and brute) but even this would be impossible to use eventually. Abilities: 2 + 0 + 2 + 12 + 10 + 2 = 28 Strength: 12 (+1) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 22 (+6) Wisdom: 20 (+5) Charisma: 12 (+1) Combat: 16 + 16 = 32 Initiative: 0 Attack: +8, +14 Nuclear Glow Defense: +8, +4 Flat Footed Grapple: +9 Knockback: -9 Saving Throws: 7 + 8 + 10 = 25 Toughness +18 (+1 Con, +12 Force Field, +5 Costume) Impervious 10 vs Energy Fortitude +8 (+1 Con, +7) Reflex +8 (+8) Will +15 (+5 Wis, +10) Skills: 80 Ranks = 20 PP Bluff 4 (+5) Computers 4 (+10) Concentration 16 (+21) Craft (Electronic) 4 (+10) Diplomacy 8 (+9) Knowledge [Earth Sciences] 4 (+10) Knowledge [Physical Sciences] 16 (+22) Knowledge [Technology] 4 (+10) Language 6 (English [Native], French, Gal Standard, German, Greek, Latin, Lor) Notice 8 (+13) Search 2 (+8) Sense Motive 4 (+9) Feats: 4 PP Benefit 1 (Wealth; Well Off) Equipment 2 Jack of All Trades Equipment: Reserved for pooled super team / organisations (2 PP/10 EP) Powers: 84 + 20 +17 + 3 + 17 = 141 All powers have the quantum descriptor. The "Nuclear" powers also have Nuclear descriptor. Sub-Atomic Manipulation Array (76 PP Array, Feats: Alt Power 8) 84 PP BP: Disintegration 10 (Extras: Range Perception, Feats: Precise, Subtle, Indirect) [76/76 PP] AP: Damage 13 (Extras: Range Perception [+2], Area [Burst, 1-650’ r], Feats: Decrease Area 13, Increase Areas 3, Subtle, Precise, Indirect, Affects Insubstantial 2, Variable Descriptor 2 [Any EM Energy], Incurable) [76/76 PP] “Nuclear Explosion” AP: Dazzle 13 (Radio and Visual, Extras: Range Perception, Area [Burst, 65-6500’], Feats: Increase Area 6, Incurable, Indirect, Precise, Selective [Can choose which sense types to effect], Subtle) [76/76 PP] “Nuclear Pulse” AP: Nauseate 12 (Extras: Range Perception [+2], Area [Cloud, 1-300’ radius], Feats: Increase Area 2, Decrease Area 12, Subtle, Indirect) [76/76 PP] “Nuclear Fallout” AP: Nullify 12 (EM Energy Effects, Extras: Alt Save [Fort, +0], Affects Objects, Range Perception, Duration [Sustained +2], Feats: Indirect, Precise, Selective, Subtle) [76/76 PP] “Nuclear Suppression” AP: Communication 20 (Radio, Anywhere in the Universe, Feats: Dimensional 2 [Alternate Realities], Subtle 1, Flaw: Limited [One way]) [13 PP] linked with ESP 20 (Radio Senses, Anywhere in the Universe, Extras: No conduit, Duration [Sustained], Feats: Dimensional 2 [Alternate Realities], Subtle) [63 PP]) Total cost [76/76 PP] “Quantum Entanglement” AP: Teleport 20 (Anywhere in the Universe, Extras: Affects Others, Accurate, Feats: Change Direction, Change Velocity, Progression Mass 4 [2500lbs], Flaw: Long Range) [66 PP], linked with Super Movement 2 (Dimensional 2 [Alternate Realities], Extras: Affects Others, Feats: Progression Mass 4 [2500lbs]) [10 PP] Total Cost [76/76 PP] “Quantum Tunnel” AP: Transform 13 (10K lbs, Inorganic to Inorganic [5 PP/Rank], Extras: Affects objects only [+0], Range Perception [+1], Feats: Affects Insubstantial 2, Indirect, Precise, Subtle, Flaws: Limited to changing matter state [Gas / Liquid / Solid Etc], not chemical composition or state) [70/76 PP] “Alter Atomic Attraction” AP: Environmental Control 8 (10K’, Bright Light, Extreme Heat, Extreme Radiation [6/Rank] Extras: Independent [+0], Range Perception [+1], Total Fade [+1], Feats: Indirect, Precise, Selective [Customise mix of light, heat, radiation], Slow Fade 6 [1 day], Subtle) [74/76PP] “Irradiate” Device (Device 5, 25 DP, Hard to Lose) [20 PP] “Space Costume” Flight 2 (25 mph, Feats: Environmental Adaptation 3 [Zero, low, high Gravity], Subtle) [8 DP] [Gravity Descriptor] Immunity 7 (Environmental Effects, All Suffocation) [7 PP] Protection 5 [5 DP] Super Senses 4 (Microscopic Vision 4) [4 DP] “Eye Lenses” Enhanced Feat 1 (Alternate Power to Nuclear Array) - Damage 12 (Extras: Sustained Duration Aura [+3], Penetrating, Feats: Accurate 3, Affects Insubstantial 2, Incurable, Selective Aura) [67/76 PP] “Nuclear Costume Glow” [1 DP] Protection 12 (Extras: Impervious 10, Sustained, Flaws: Impervious limited to energy) [17 PP] “Force Field” Immunity 3 (Radio Dazzles [2], Own Powers [1]) [3 PP] Super Senses 17 (Accurate [All Radio], Analytical [All Radio], Counters Concealment [All Radio], Detect Dimensional [1]. Detect EM energy [3], Detect Quantum [1], Extended 1 [x10, All Radio], Radar sense [1], Radio Sense [1]) [17 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Disintegration Perception DC 20 Fort and DC 25 Tough Drain + Damage Nuclear Blast Perc/Burst DC 28 Toughness Damage Nuclear Pulse Perception DC 23 Reflex/Fort Dazzle Nuclear Fallout Perc/Cloud DC 22 Fort Nauseate Nuclear Supress Perc DC 22 Fort Nullify Nuclear Glow Touch/Aura DC 27 Toughness Damage Transform Perc DC 28 Fort/Ref (Objects) Transform Totals: Abilities 28 + Combat 32 + Saving Throws 25 + Skills 20 + Feats 4 + Powers 141 = 250/250 Power Points
  24. Jessica Witchblood Power Level: 10 (150/165PP) Unspent Power Points: 15 Trade-Offs: None. In Brief: Witchblood family line continues Catchphrase: "What a lovely predicament." Theme: "Devil Woman" by Cliff Richard Alternate Identity: None. Birthplace: Woodland, New Jersey Residence: Freedom City, New Jersey Base of Operations: None. Occupation: Dancer Affiliations: None. Family: Kara Witchblood (the Witchbloods carry their name to the grave with pride), mother. Jason Kelly, father. Description Age: 21 (born February 1997) Apparent Age: 18 (this is when she stopped aging) Gender: Female Ethnicity: Demon Height: 1.78m Weight: 64kg Eyes: Green Hair: Red Jessica is a tall, averaged sized woman with nice curves and ample features. Her skin is an attractive shade of rose red. Her lips are full, she colors them black else they blend in with her skin. Her hair is long and wavy. While not the exact shade of her skin, it's close enough. Her green eyes stand out in the sea of red, their sharp contrast draws attention. She wears jeans and tanks and sandals. History The Witchblood lineage stretches all the way back to the old old world, pre writing/post cavemen. Both the women and men cavorted with the demons to assure their lineage would be the the strongest. Eventually, their corrupt ways caught up with them and they were enslaved human servitors of the demons. Skip a few millennia and a great hero named Witch, somehow severed the link between the demons and the lineage. In gratitude the Witchbloods took the hero's name. Skip a few more millenia, the family still bears the mark of the demon. Though they still practice strong magic, it was tempered by Witch's guidance. No more sacrificing or blood spilled. They invoke carnal (wrath, lust, pride, et cetera) spirits to give them power. Jessica was, well, not normal. Her red skin made sure of that. That said, she wasn't spurmed. She made friends with all except the most hardened of opinionated people. She loved to create and show off. Perhaps a little too much, but her eagerness to be seen and heard segued into learning the family style of magic easily. Growing up with magic was fun, she liked to open with it when she met someone. "Oh hi, I'm Jessica, did you know that magic exists? Watch this!" The tricks weren't scary or harmful, but they were very expressive. Nonetheless, the ones that it didn't scare off, had each other's attention. During high school, she was somewhat popular and kind of a celebrity for that matter. But afterward, everyone went their separate ways. Then she started thinking about college. There was no way she could pay for it. without being in debt for the rest of her life, she found out quickly. Demons may be one thing, but debt collectors were the absolute worst. So she's taking the road most traveled for people with powers, she's doing hero work. Not that she doesn't want to do it! Helping others is always the right thing to do. But in the back of her mind, she always sees her fate - given to a Witchblood as they are born, they instinctively know it will happen, just not when - of dying, pinned down on a black altar. Personality & Motivation Jessica is adamantly always some kind of cheerful. Not springy or bouncy, but always talkative and in a good mood. The only time that she's quiet is when she's plotting or actually scared. You can most likely tell the difference in the two. Het heroism doesn't have a motivation. She just enjoys doing it. It could be attributed to thrillseeking. But she likes to think doing good is it's own reward. Powers & Tactics Jessica wields ancient demon magic in her blood. Though it's been changed over the millennia, it still has roots in corruption. Even the hero who taught them the less corrupt way only lessened their power. She has to move or say something to cast a spell, invoking one of the carnal spirits. Envy, Gluttony, Greed, Lust, Pride, Sloth, or Wrath. The spirit tailors the spell to their liking, giving the recipient something to remember them by. Though if the spell is resisted, Jessica might take a little bit of the spirit's comeuppance. Her demonic physiology also gives her a near limitless lifespan (until she dies), and the ability to suffer fire and human frailties. She'll always start with a long range spell, keeping her distance. She's not a toe to toe fighter, if pressed, she'll chat up the villain to talk them down or just to throw them off their guard to get to a safe distance to keep away. Complications Contemptible Spirits: If Jessica fails to affect someone with a Sin descriptor, the carnal spirit she invoked will backlash somehow. Dark Fate: Jessica will die pinned to a dark altar. She knows not when, just that it will. Demonic Mark: Jessica's skin is red, the curse given to her lineage millenniums ago. She stands out in a crowd, and tends to get trouble from people who don't like demons. Holy Ground: Her powers take a hit there. Not that she'd ever knowingly go to such a place, due to her fate. Re: Your Soul: Powers with the sin descriptor do not affect beings without souls. Those with inhuman souls may lessen the effect. Show Off: Jessica loves to make herself known. The Sin In My Veins: Jessica's corrupted blood can be used for rituals. She shares for a price and a reason. Though there are sorts who would take it forcefully. Abilities 4 + 6 + 6 + 4 + 4 + 8 = 32PP Strength 14 (+2) Dexterity 16 (+3) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 18 (+4) Combat 8 + 8 = 16PP Attack +4 Base, +10 Magic Defense +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Initiative +3 Grapple +6 Knockback -5 Saving Throws 2 + 5 + 6 = 13PP Toughness +10 (+3 Con, +7 Protection) Fortitude +5 (+3 Con, +2) Reflex +8 (+3 Dex, +5) Will +8 (+2 Wis, +6) Skills 40R = 10PP Acrobatics 7 (+10) Bluff 7 (+11, +19 Attractive) Craft (artistic) 3 (+5) Diplomacy 7 (+11, +19 Attractive) Knowledge (arcane lore) 8 (+10) Perform (dance) 1 (+5) Sleight of Hand 7 (+10) Feats 23PP Acrobatic Bluff Attack Specialization (Magic) 3 Attractive 2 Distract (Bluff) Dodge Focus 6 Fascinate (Perform) Inspire 4 Leadership Precise Shot Ritualist Taunt Uncanny Dodge (mental) Powers 15 + 3 + 38 = 56PP Note: all powers carry the Magic descriptor. Demon Biology 3 (Container) [15PP] (Demonic Heritage) Immunity 4 (aging, cold environments, disease, hot environments, poison) {5PP} Immunity 5 (fire damage; Flaws: Limited [Half Effect]) {3PP} Protection 7 {7PP} Flight 1 (Power Feats: Subtle) [3PP] ("Levitation"; magic) Magic 16 (32PP Array; Power Feats: Alternate Power 6) [38PP] Base Power: Blast 10 (Extras: Alternate Save [Will]; Power Feats: Sedation, Variable Descriptor [carnal spirits]) {32/32} ("Fill With Sin"; sin, magic) Alternate Power: Damage 10 (Extras: Area [Cone], Penetrating; Power Feats: Knockback 2) {32/32} ("Fire and Flames"; fire, magic) Alternate Power: Drain Wisdom 10 (Extras: Linked [Healing]; Power Feats: Slow Fade, Variable Descriptor [carnal spirits]), Healing 10 (Extras: Action [Standard], Total; Flaws: Limited [Self Only], Limited 2 [If Drain Succeeds, Up To Amount Drained]) {22/32} ("Feed On Sin"; sin, magic) Alternate Power: Emotion Control 10 (Power Feats: Variable Descriptor [carnal spirits], Mind Blank) {22/32} ("Sin Puppet"; sin, magic) Alternate Power: Healing 7 (Extras: Action [Standard], Restoration, Total; Flaws: Limited [Others Only]); Power Feats: Regrowth, Stabilize, Variable Descriptor [carnal spirits]) {31/32} ("Belay Sin's Wages"; magic) Alternate Power: Nullify Magic 10 (Extras: Duration [Concentration]; Power Feats: Variable Descriptor [carnal spirits]) {31/32} ("Dispel Magic"; magic) Alternate Power: Paralyze 10 (Extras: Range [Ranged]; Power Feats: Feature [must speak last sin based on spirit invoked], Variable Descriptor [carnal spirits]) {32/32} ("Past Sins Remembered"; sin, magic) Drawbacks (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Dispel Magic 50ft Range DC 20 Will Nullify Feed On Sin Touch DC 20 Will Drain Fill With Sin 50ft Range DC 25 Will Damage Fire And Flames 100ft Cone Area DC 20 Reflex, DC 20/25 Toughness Damage Past Sins Remembered 50ft Range DC 20 Will Paralyze Sin Puppet Perception DC 20 Will Emotion Control Totals: Abilities 32 + Combat 16 + Saving Throws 13 + Skills 10 + Feats 23 + Powers 56 - Drawbacks 0 = 150/165 Power Points
  25. Pitch Power Level: 11 (250/250) Unspent Power Points: 0 Trade-Offs: -1 Attack / +1 DC, -1 Defence / +1 Tough In Brief: Infernal Biker with a Demon in her belly. Catchphrase: “Fire me up!” Theme: Alternate Identity: Carmen Cantos (Secret) Birthplace: Mexico City Residence: Freedom City Base of Operations: Freedom City Occupation: Journalist, Rock Report Magazine Affiliations: Blacksmoker Motorcycle Club Family: None (Known) Description: Age: 31 (6/6/86) Apparent Age: 25 Gender: Female Ethnicity: Caucasian/Hispanic Height: 5’6” Weight: 55Kgs Eyes: Brown Hair: Dirty Blonde (Dyed) Carmen looks like a slightly scruffy but sexy rock musician / biker. She is good looking, and has curves in the right places. She wears a variety of clothes but tends to favour rock styled ones, such as leather trousers, buckled belt, etc. She almost always wears clothes that some part of her spinal tattoo (that reaches from the base of her neck to the sacrum) is visible. One particular piece of clothing she almost always wears is boots of some sort, so that she can wear a titanium brace around her right foot (easing her mobility problems). She walks with a quite visible limp because of this. When she commands the demon living inside her, Tazel to “fire her up”, her body becomes wrapped in smoke and wisps of flame. Her eyes glow a fiery red, and there is a furnace bubbling away down her mouth. Her clothes will change, become studded, leathery, black and red. The combined effect is enough to conceal her appearance (and thus identity). History: Carmen’s story starts with her father, Carlos Canto. He was a skilled sorcerer in a biker gang (The Blacksmokers), not renowned for being a good guy, nor a particularly bad one. He did, however, possess an uncanny knack for black magic: in particular, dealing with demons. His luck and cunning held out for many years, as he rode with his gang, gaining fame and notoriety, and a long list of crimes including (at its height) armed bank robbery. His luck would not hold forever, and ran out when he fell in love and had a child. At this point, the infernal creatures he had bound and tormented took their revenge through his family. They propelled the Feds into busting him in a messy fire-fight. Carlos knew his time was up, but he wasn’t going to let his newborn daughter suffer for his sins. As the guns blazed, he took his baby daughter and tattooed his most powerful signs down her spine. This hasty and reckless action damaged his daughter, leaving her disabled, but protected. No demon could touch her. The creatures he had bound took him and his wife, but could not lay a hand in revenge against his babe. Carmen grew up an orphan, and not in the best of company. She was fostered, and didn’t have a bad life, but struggled with it. She fell in with bad boys, and bad crowds, and given the fame of her father it was not long before she was hanging out with bikers, rock stars, and tattoo artists. When she became a rock music journalist, she started to peel back the history of her father. She eventually found an old haunt of his just outside San Antonia. There, she found a dusty shack lived an old biker friend of her father, Axel ˜Grease” Robinson, who showed her Carlos’ leather bound diary and his fabled devil stick. Tough as his biker friends were, nobody had dared to read the diary or take up his stick. (Un)fortunately, as she read his diary, she unleashed Tazel, the fiery spirit that Carlos had bound many years ago, and who was now bound to her. Carmen bound him tightly indeed, by swallowing him whole! Through her fathers’ Diary Carmen learned black magic. It came, if anything, easier for her. No demon could harm her, and she could delve deeply into the anger and resentment that had built up in her to summon the “infernal forge”, the ways of hammer, steel, smoke and fire. Personality & Motivation: Carmen is a wild child, and has an inability to settle. She is quite “passionat”, in good and bad ways, able to love and hate quickly. She has an anarchic streak and has broken the law on numerous occasions with petty offences. So why be a hero? Carmen, although driven to free her father, is deeply angry at him. His legacy is a disability from her spinal tattoos, an undesirable upbringing, her mother’s death, and a whole heap of legacy problems with demons. She wants to be everything her father was not. She wants to be a hero. Powers & Tactics: Tazel, the demon residing in her belly can be expelled and commanded, but usually is used to fire up Pitch, giving her exceptional strength and resilience. She will use this power in conjunction with her own sorcery, commanding fire, steel and smoke, usually in a blistering full on attack. Pitch has no particular martial art expertise but is what might be called an experienced brawler. She is also a reasonably skilled writer and reporter, and will often try to work out what is going on via subterfuge. Pitch drives a customised bike that is pumped full of infernal oil. It can become smoky, concealing its appearance (which she activates when she drives a pitch), and is faster than most normal bikes, as well as being able to drive up walls and even through the air. As Carmen, she often keeps a set of kunckledusters in her jacket, as befits her biker girl image. On her bike, she has a length of chain concealed in the body of the bike, that she will use when Pitch. Power Descriptions: Commanding the infernal forge dimension via her black magic, Pitch’s powers are all about smoke, fire, and metal, often in combination. For instance, she hurls smouldering blackened shards of metal or chains at her opponents. Pitch can “Forge walk”, moving from one hot metal to another (as all hot metals have some connection to the infernal forge). She will appear to get sucked into one piece of metal (an engine is a good example), in a flurry of oily smoke, and then pop out in a cough of smoke at the other one. Complications: Twisted Tounges: Tazel, her pet demon, whilst technically fanatical (and who must obey her) actually hates her and would do anything to get her into trouble. He is bound to tell the truth, but of course he may tell it selectively or get her into all sorts of trouble by doing so, using deceit and manipulation. Given he is the source of her comprehend power, that would be one way of doing so (giving interpretations that are correct but misleading). Note: Tazel can be played by the GM as a totally malign and deceptive entity. He is, after all, a demon. As he mechanically is bound to obey Pitch he is built as a sidekick. He is somewhat mysterious and mercurial, meaning different GMs may take a different angle on him. Disability: Carmen walks with a noticeable limp. This makes things like acrobatics and so on very hard or impossible for her, and she cannot run far. She would not be able to operate normal vehicles. Should she be without a cane or her callipers for her right lower leg, she would be very unsteady, unable to run. Rolling Stone: Whilst she generally has a reasonable amount of money from her work, she has no permanent abode, and her resources and money do fluctuate. No Exorcisms Please: Tazel, her bound demon (who normally lives in her belly) cannot abide holy grounds, or religious artefacts placed on Carmen. In such cases, he will be forcibly ejected from her. Plume of Smoke: Aside from the normal visibility of powers, the smoke and flames from her powers could lead her to be particularly noticeable, such as spotting a plume of smoke outdoors from miles away, or the fire making her noticeable in the darkness. Burnt Out: If Tazel is ejected and somehow cannot make a beeline back to Carmen's mouth (which he could do at very high speed, more than his regular flight) - for instance, if he was unconscious, or mind controlled, or there was some magical or energy barrier blocking or ensnaring him, she cannot deactivate the summon. Essentially deactivating the summon to change the array to the "Tazel within" alternate power means she must reingest him. Greased: Pitch’s “Headquarters” are not really hers, but her friend Axel “Grease” Robinson’s. It’s a working garage, and clubhouse of the Blacksmokers MC (Motorcycle club), or at least, what little remains of them. Whilst Pitch has technically bought an HQ and minions, and is on good terms with the Blacksmokers (hanging out with them), there agenda’s could clash. Abilities: 2 + 4 + 4 + 2 + 4 + 8 = 24 Strength 12/24 (+1/+7) With Rage, up to 30 (+10) Dexterity: 14 (+2) Constitution: 14/24 (+1/+7) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 20 + 20 = 40 Initiative: +6 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +11/+17 (Additional +3 with Rage active) Knockback: -6 Saving Throws: 5 + 5 + 10 Toughness: +7/+12 Fortitude: +7/+12 (+2/+7 Con, +5) Reflex: +7 (+2 Dex, +5) Will: +12 (+2 Wis, +10) Skills: 88 Ranks = 22 PP Bluff 8 (+12) Concentration 8 (+10) Craft (Artistic) 4 (+5) Craft (Mechanical) 4 (+5) Diplomacy 4 (+8) Drive 4 (+6) Gather Information 6 (+10) Intimidate 8 (+12) Knowledge (Arcane) 4 (+5) Knowledge (Pop Culture) 9 (+10) Knowledge (Streetwise) 4 (+5) Language 1 (English [Native], Spanish) Notice 4 (+6) Perform [Singing] 2 (+6) Perform [Stringed Instruments] 2 (+6) Profession [Writer] 8 (+10) Sense Motive 8 (+10) Feats: 25 PP All-Out Attack Attractive Critical Strike Equipment 8 Favoured Opponent (Infernal) Improved Initiative 1 Jack of All Trades Minions 5, Progression [5 minions] 2 Power Attack Rage 2, Increased Duration [10 Rounds] 1 Equipment: 8 PP = 40 EP Multi Tool [1 EP] Camera [0 EP] Brass Knuckles (Strike 1, Mighty) [2 EP] Chain (Strike 2, Mighty, Extended Reach 1 [10’], Improved Trip, Improved Disarm) [6 EP] Headquarters: “Greased Gears” Chop Shop [9 EP] Size: Medium [1], Toughness 10 [1], Features: Fire Prevention System, Garage, Gym, Living Space, Security System 2 [DC 25], Workshop [7 EP] Vehicle: “Infernally powered Motorcycle” 22 EP STR 25 [3 EP], Toughness 10 [5 EP], Size: Medium, Features: Concealed appearance [Smoky], Hidden Compartments 1 [DC 20], Smokescreen, Oil Slick [4], Powers: Speed 6, Super Movement 2 [Wall Crawling 2] [9] Powers: 58 + 1 + 9 + 47 + 4 = 119 Tazel Array (57PP Array, Feats: Alt Power 1) [58 PP] BP: Summon 12 (Tazel, Extras: Continuous, Heroic, Feats: Mental Link, Drawbacks: Full round to expel [3], Disorientated 1 round after expelling [1]) [57 PP] “Tazel Expelled” AP: Alt Form 8 (Extras: Continuous) [48 PP] Immunity 13 (All heat effects, Cold environment, Suffocation [Smoke], Disease) [13PP] Super Senses 5 (Counters Visual Obscure) [5 PP] Enhanced Trait 22 (+12 STR, +10 CON) [22 PP] With Comprehend 5 (Speak, Understand, Read all languages and animals, Flaws: Animal Comprehend limited to animals associated with Dev’lry [e.g. rats, snakes, pigs]) [8 PP] With Feature 1 (Mimicry) [1 PP] Immunity 1 (Aging) Immunity 10 (All Infernal and Celestial Effects, Drawback: Power loss [entire spinal tattoo covered]) [9 PP] Infernal Forge Array (40 PP Array, Feats: Alt Power 7) [47 PP] BP: Snare 12 (Extra: Constricting, Feats: Turn on/off constricting as free action, Tether, Reversible, Chokehold) [40/40 PP] “Chains” AP: Damage 11 (Extras: Area [Cone], Feats: Affects Insubstantial 2, Decrease Area 11, Incurable) “Breathe Hellfire” [36/40 PP] AP: Damage 11 (Extras: Range [Perception] 2, Feats: Affects Insubstantial 2, Incurable) “Hellfire Ignition” [36/40 PP] AP: Blast 12 (Extras: Autofire, Feats: Improved Critical 2, Ricochet, Variable Descriptor [Metal]) “Throw Metal Shards” [40/40 PP] AP: Move Object 11 (Extras: Damaging, Range [Perception], Feats: Precise, Flaws: Limited to Metal) “Command Metal” [34/40 PP] AP: Suffocate 10 (Extras: Range [Perception] 2) “Smoke” [40/40 PP] AP: Transform 10 (Metal object -> Metal Object [Change shape only], Extras: Duration, Flaws: Range [Touch]) (40/40 PP) “Meld Metal” AP: Environmental Control 5 (100’ radius, Distraction DC 5, Extreme Heat Extras: Range [Perception]) linked with Obscure 5 (Visual and Olfactory Senses, 100’ Radius, Extras: Range [Perception]) [20+20=40/40 PP] “Hot Smoke” Protection 5 (Drawbacks: Power loss [Entire spinal tattoo covered]) [4 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16/22 Tough* Damage Knuckledusters Touch DC 17/23 Tough* Damage Chain Equipment 10’ DC 18/24 Tough* Damage Chain Power Ranged DC 22 Reflex Snare (Constrict) Metal Shards Ranged DC 27 Tough Damage Hellfire Breath Touch/Cone DC 26 Tough Damage Hellfire Ignition Perception DC 26 Tough Damage Smoke Perception DC 25 Fort Suffocate Totals: Abilities 24 + Combat 40 + Saving Throws 20 + Skills 22 + Feats 25 + Powers 119 = 250/250 Power Points
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