Jump to content

Search the Community

Showing results for tags 'pc'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to Freedom City
    • Campaign Discussion
    • Character Building
    • Character Bank
    • Freedom City News
  • The City of Freedom
    • Downtown Freedom
    • North Freedom
    • South Freedom
    • West Freedom
    • Other Areas Around Freedom
  • The World of Freedom
    • The Lands Beyond
    • The Worlds Beyond
    • The Realms Beyond
    • Non-Canon Tales
  • Out of Character Discussion
    • Off-Panel
    • Archives

Categories

  • Getting Started
    • Templates
    • About the Site
  • People of Freedom
    • Player Characters
    • Non-Player Characters
    • Super-Teams and Organizations
    • Reputations in Freedom
  • Places of Freedom
    • Freedom City Places
    • Earth Prime Places
    • Interstellar Places
    • Multiversal Places
  • History of Freedom
    • Events
    • Timelines
    • People
  • Objects of Freedom
    • Items
    • Ideas

Categories

  • Player Guide
  • House Rules
  • Sample Characters

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Character Name Doctor Warp Power Level: 10/12 (192/192) Unspent Power Points: 0 Trade-Offs: None In Brief: Supergenius with superdimensional body Alternate Identity: Professor Erasmus Bolt (Not secret) Birthplace: Montreal, Canada Residence: Freedom City Occupation: Wealthy Scientist Affiliations: None Family: Meredith Bolt (Genius astronaut sister), Archibald Bolt (Genius lawyer judge), Ruby Bolt (Neurologist Wife), Verity Bolt (Elderly infirm mother). Description: Age: 45 Apparent Age: 45 Gender: Male Ethnicity: Caucasian Height: 4’6” Weight: 1250Kgs Eyes: Blue Hair: Balding / Receding Brown Erasmus Bolt is a short, fat, ugly man who cares not a hoot. He wears a deliberately silly superhero costume highlighting his obesity, a green and red spandex number complete with cape and mask. History: Erasmus and his siblings inherited, by a fortunate mix of genes, incredible intelligence. His younger sister became an astrophysicist and astronaut, and his older brother a brilliant lawyer and later judge. Erasmus was smarter than even his genius siblings, but (unlike them), also grew up to be a short, fat, and ugly. Instead, Erasmus went on to become a scientist and engineer, and he was brilliant at it. Patenting several marvellous inventions (“True Stainless steel! You never have to wash it!”, and “Invisicloth! You can’t even see it!” – the latter of which is best not discussed) Erasmus has made his multi-millions. Experimenting with household-level teleportation devices (“Zoom-o-matic – get to work instantly!”) Erasmus exposed himself to super high levels of dimensional lensing. What should have fried his nervous system instead changed his body, permanently. Armed with his new super powers, Erasmus named himself “Doctor Warp” and aims to defy the world – an ugly short man can be a hero! Personality & Motivation: Doctor Warp (“Warpy”) is a genius, and has (rightly) been accused of arrogance. He is not contemptuous, and does not mock others, but does feel (again, probably rightly) that he is intellectually superior to the rest of the world. He does not have much time for fools, and has an ironic, almost absurdist, outlook on life. As Erasmus, he has a nominal academic status, and still enjoys science. He has a solid relationship with his wife, Doctor Ruby Bolt (in her own right, a skilled physician); they adore and respect each other (for differing but pertinent reasons). Despite, or perhaps because, of his unpalatable physique, he is pretty confident, and if mocked, just gives a wry, knowing smile or retort. Doctor Warp is motivated by wanting to make a difference to the world, to lift it out of the dark ages of violence, ignorance, and stupidity. He is also motivated to make his wife proud of him; to some degree, she is his moral centre. Powers & Tactics: Doctor Warp is a brawler, albeit one with a difference. He stretches his body, dancing around and striking from range. He can use his powers in interesting ways, and uses his environment to his advantage. Doctor Warp is extremely strong and dense, difficult to move and impervious to much harm. His fists hit with extreme force. He can also “warp” his body; which actually means just shortening the distances around his body, so that (from an outsiders stance) his limbs stretch out hundreds of feet. He can also use this dimensional warping on his eyes, so that he can see both far away and at a sub-atomic level. This effect also allows him to see any minute distortions (so he can see invisible things and through visual illusions). Finally, Doctor Warp is a genius, both in intelligence and insight. He is an expert in physical sciences and technology of all sorts. Power Descriptions: Doctor Warps obvious power is elongating his limbs. In actual fact, they do not elongate, he merely shortens the space around them. The power looks like a distortion of space, which can be slightly nauseating if examined closely. Complications: Ugly: Dr Warp’s first impressions are not good, he looks ugly and ridiculous. He owns this, so won’t be taunted by it, but on the other hand the initial reaction might be less than inspiring and the plebs may well (and often do not) take him seriously (at least at first). Numb: Because of high density, Doctor Warps’ sense of touch is significantly impaired (but not completely absent). He might, for instance, be easy to pick pocket or plant bugs on. Warped Vision: Although he has supervision, any effect that involves warping of space-time (or the like) can also be highly nauseating for him. Universal Anomaly: More than just his physical appearance, the dimensional lensing of his body, even at rest, is unpleasant for other dimensional things (of the right / GM type). Warping (elongating) his body only makes it more unpalatable. Such creatures (or people) would be ill disposed to Doctor Warp at best, considering him a dangerous aberration. Infamy/Fame: Doctor Warp’s household inventions have made him a household name. Some of his works have had unfortunate hiccups. He could encounter anything from an obsessive fan, to an angry housewife/husband, to an aggressive business rival. Abilities: -4 + 0 + 16 + 16 + 0 + 0 =28PP Strength: 6/30 (-4/+10) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 26 (+8) Wisdom: 26 (+8) Charisma: 10 (+0) Combat: 20 + 20 = 40 Initiative: +8 Attack: +10 Defense: +10, +5 Flat-Footed Grapple: +26 (Additional +10 [to +36] from elongation) Knockback: -14 Saving Throws: 6 + 6 + 4 = 16PP Toughness: +10 Impervious (+6 Density, +4 Protection) Fortitude: +6 (+0 Con, +6) Reflex: +6 (+0 Dex, +6) Will: +12 (+8 Wis, +4) Skills: 76R = 19PP Bluff 4 (+4) Computers 4 (+12) Craft [Electronic] 12 (+20) Craft [Mechanical] 12 (+20) Diplomacy 4 (+4) Knowledge (Business) 4 (+12) Knowledge (Physical Sciences) 12 (+20) Knowledge (Technology) 12 (+20) Languages 4 (English [Native], French, German, Russian, Spanish) Notice 4 (+12) Sense Motive 4 (+12) Feats: 19 PP Benefit 3 (Filthy Rich) Equipment 12 Inventor Jack of All Trades Master Plan Speed of Thought (use INT modifier for initiative) Equipment 60ep Headquarters "Glass House" (Ultra high tech Steel and glass building in North Freedom City) Toughness: 10 [1 EP], Size: Large/Mansion [2 EP], Features 18: Autonomous (Small drones and electronics attend to minor tasks like cleaning, lights, doors, coffee in the morning etc), Communications, Computer, Defence System (Knockout Gas), Fire Prevention System, Garage, Laboratory, Library, Masterwork Building, Masterwork Living Quarters 2, Power System, Security System 5 (DC 40), Workshop [18 EP] [21EP Total] Vehicle "Warpmobile" (Grav Car of extraordinary power, able to carry very heavy passengers!) Toughness: 10 [1 EP], STR: 60 [6 EP], Size: Huge [2 EP], Features 6: Alarm 3 [DC 30], Masterwork, Navigation System 2 [+10 to rolls] [6 EP], Powers: Flight 8 (2500 mph, Extras: Duration [Continuous], Feats: Subtle, Drawbacks: Limited to 15' Elevation [-2 PP]) [23 EP], Super Senses 1 (Radio) [39 EP Total] Powers: 38 + 10 + 8 + 6 + 10 = 72P Density 12 (+24 STR, Weight x25, Immovable 4, Protection 6 [Impervious], Super Strength 4,Extras: Permanent [+0], Feats: Affect Insubstantial 1, Subtle 1) [38 PP] “Super-mass” Elongation 10 (5000’, Elongate at 500’/rnd, Attack range Increment 100’) [10 PP] “Warp” Protection 4 (Extras: Impervious) [8 PP] “Super-Mass” Super Strength 2 (+10 STR, Feats: Groundstrike, Shockwave) [6 PP] “Super-Mass” Super Senses 10 (Visual counters illusion, Visual counters concealment, Detect 1 (Visual Dimensional), Extended Vision 1 [x10, -1 per 100’], Microscopic Vision 4) [10 PP] “Warp Vision” Drawbacks: -3 Vulnerability (Dimensional; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Totals: Abilities 28 + Combat 40 + Saving Throws 16 + Skills 19 + Feats +19 + Powers 72 - Drawbacks 2 = 192/192 Power Points
  2. Upgrade Power Level: PL10, 150/160PP. Trade-Offs: -1 Attack, +1 Damage; -1 Defense, +1 Toughness. Unspent Power Points: 10 In Brief: An agent of AEGIS pilots a walking tank in defense of truth, justice and the American Way. Residence: Freedom City. Base of Operations: Lonely Point Navel Base. Catchphrase: “It's time for a little shock and awe.” Alternate Identity: Ethan Stone. Identity: Classified. Birthplace: Eglin Air Force Base (roughly three miles away from Valparaiso, Florida). Occupation: AEGIS agent tasked with piloting the XO-9 Armored Mobility Platform. Affiliations: The USAF, AEGIS, DARPA and the DoD. Family: Meryl Stone (wife), Lilly Stone (daughter). Description: Ethan Stone is a tall, athletic man with bright blue eyes, cropped black hair and an easy smile. When on duty as Upgrade he pilots the XO-9 Armored Mobility Platform, an enormous powered exoskeleton designed to showcase all of the very latest in American experimental weapons technology. Age: 35. Apparent Age: Mid-thirties. Gender: Male. Ethnicity: Caucasian. Height: 6’1”. Weight: 185bs. Eyes: Blue. Hair: Black. Power Descriptions: The XO-9 AMP has been equipped with a staggering array of cutting-edge weaponry, nearly impenetrable armored plating, reactive defenses, strength augmentation, supersonic flight and an autonomous repair system – all powered by a uniquely compacted LFTR thorium reactor. History: Seven years ago USAF pilot Ethan Stone was shot down over enemy territory and spent three weeks trapped behind enemy lines. Despite overwhelming odds he managed to evade capture, sabotage multiple enemy installations and eventually commandeer the aircraft with which he made his escape. His escapade resulted in a recruitment offer from AEGIS and his competency there made him worthy to serve his nation in a new way: as the pilot of the XO-9, soon to be known to the world as Upgrade. Personality & Motivation: Ethan has dreamed of flying since he was a very small child and his choice of a career in the Air Force was no surprise. Fittingly, Ethan has a light, breezy personality that is backed by a steely, patriotic determination to see things through. As Upgrade he serves as equal parts a superhero and piece of living propaganda designed to show the common American that their government doesn't have to rely on supernatural powers: a man and his machine are more than enough. Powers & Tactics: Although Ethan doesn't have supernatural powers of his own, he is a highly skilled agent of AEGIS and his training makes him more than a match for most mundane opponents. As Upgrade he has access to an indestructible war-machine equipped with state of the art weapons. In combat Upgrade will position his substantial bulk between his enemies and any noncombatants in the area before attempting to overcome his foes with all of the force afforded to him by superior firepower. Complications: Accident: The XO-9 is more of a vehicle than a suit and its size can be disadvantageous. Honor: As propaganda, Upgrade is expected to conduct himself in a way befitting of a hero. Responsibility: Upgrade's actions are beholden to the whims of the Department of Defense. Abilities: 6 + 4 + 6 + 4 + 6 + 4 = 30PP Strength: 32 (+11) / 16 (+3) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 5 + 0 = 10PP Initiative: +2 (+2 Base) Attack: +9 Melee, +9 Ranged / +5 Melee, +5 Ranged Grapple: +37 / +20 / +8 Defense: +9 (+5 Base, +5 Dodge Focus; +3 Flat-Footed) / +5 (+5 Dodge Focus; +0 Flat-Footed) Knockback: -12 / -3 Saving Throws: 3 + 4 + 3 = 10PP Toughness: +11 / +7 / +3 (+3 Con, +8 Protection; +3 Impervious) Fortitude: +6 (+3 Con, +3) Reflex: +6 (+2 Dex, +4) Will: +6 (+3 Wis, +6) Skills: 44R = 11PP Acrobatics 4 (+6) Computers 4 (+6) Diplomacy 4 (+6) Disable Device 4 (+6) Escape Artist 4 (+6) Intimidate 4 (+6) [+2] Notice 4 (+7) Pilot 4 (+6) Search 4 (+6) Sense Motive 4 (+7) Stealth 4 (+6) [-4] Feats: 12PP Benefit 1 (AEGIS Agent) Dodge Focus 5 Equipment 5 Move-by Action Equipment: 5PP = 25EP Communicator (0EP) Tactical Vest (4EP) Arsenal (21EP Container) Base Power: Tear Gas Grenade (18EP) Alternate Equipment: Blaster Rifle (1EP) Alternate Equipment: Fragmentation Grenade (1EP) Alternate Equipment: Smoke Grenade (1EP) Powers: 81 = 81PP Device 20 (100PP Container; Flaw: Hard-to-Lose; Feats: Restricted 1; Tech, All Tech) [81PP] Density 4 (+8 STR, Weight Multiplier x2, Immovable 1, Impervious Protection 2, Super-Strength 1; Extra: Continuous; Flaw: Permanent) [12PP] Growth 4 (+8 STR, +1 Size Category [Large: -1 ATK/DEF, +4 Grapple, -4 Stealth, +2 Intimidate, 10ft Reach]; Extra: Continuous; Flaws: Permanent, no CON bonus) [8PP] Primary Array (22PP Array; Feats: Alternate Power 3, Dynamic Power 3) [30PP] Base Power: Healing 10 (Extra: Total; Flaw: Self-only; Feats: Persistent, Regrowth) [22PP] Dynamic Alternate Power: Blast 11 (110-1,100ft) [22PP] Dynamic Alternate Power: Flight 11 (25,000mph, 220,000ft/rnd) [22PP] Dynamic Alternate Power: Snare 11 (110-1,100ft) [22PP] Dynamic Alternate Power: Super-Strength 11 (up to 90 Effective Strength) [22PP] Secondary Array (12PP Array; Feat: Alternate Power 1) Base Power: Autofire 11 (Blast Extra) [11PP] Alternate Power: Penetrating 11 (Blast Extra) [11PP] Enhanced Trait 5 (Attack Bonus) + Enhanced Trait 5 (Defense Bonus) [10 + 10 = 20PP] Immunity 9 (Life Support) [9PP] Protection 6 (Extra: Impervious 1) [7PP] Super-Senses 2 (Darkvision) [2PP] Drawbacks: (-4) = -4PP Normal Identity (Common, Major) DC Block ATTACK RANGE SAVE EFFECT Blast 11 110ft DC 26 Toughness (Staged) Damage (Energy) Blaster Rifle 8 80ft DC 23 Toughness (Staged) Damage (Energy) Frag Grenade 5 50ft DC 15 Reflex Blast Explosion 5 Smoke Grenade ––ft DC –– Reflex Obscure (Visual) 1 Tear Gas 4 40ft DC 14 Reflex Dazzle 4 + Nauseate Explosion 4 Unarmed 11 Touch DC 26 Toughness (Staged) Damage (Physical) Unarmed 3 Touch DC 18 Toughness (Staged) Damage (Physical) Totals: Abilities (30) + Combat (10) + Saving Throws (10) + Skills (11) + Feats (12) + Powers (81) + Miscellaneous (???) - Drawbacks (-4) = 150/160 Power Points.
  3. Volcanic Power Level: 10/13 (194/197PP) Unspent Power Points: 3 Trade-Offs: -2 Attack / +2 Damage, - 5 Defense / +5 Toughness In Brief: Empowered fire-controller not fully in control of her abilities, and lost from her own time. Alternate Identity: Leilani Keli'i (Public) Birthplace: Hilo, Hawaii Residence: Freedom City, at the moment, as she gets used to her powers. Occupation: Unemployed Family: Leilani has a large family back in Hawaii but since she 'died' during the 1960s, she's struggling to reconnect with them. Description: Age: 80 (In stasis from 1962 - 2016) (DoB: 1936: August 11) Apparent Age: 26 Gender: Female Ethnicity: Native Hawaiian Height: 5'3" Weight: 140 lbs Eyes: Brown/Blue / Red, glowing Hair: Black / Red, on fire Leilani is a young Hawaiian woman with an athletic swimmer's build. Her most distinctive feature when not a creature of stone and lava is the fact she has heterochromia, resulting in two differently colored irises. Leilani's skin is tanned from time spent swimming and surfing and she keeps her dark hair cut to a manageable length; long enough to pull back in a pony tail or braid but not so long that it gets in her way. When she's not afraid of burning her clothes to ash, she favors lightweight breezy outfits that are easy to move in. A sundress over a swimsuit is her most common attire - or it was. These days, she generally spends her time in something made of morphic molecules or something equally unlikely to burst into flame. When she transforms, her body transforms into a living figure made of fire and obsidian, with her hair and eyes burning and her flesh turned to jet black stone. History: Leilani grew up on the big island during the war years and although life in Hawaii was marked by great change from her birth in the thirties, through the war, and then eventual statehood - Leilani's family buffered their children as much as they could. Her memories of martial law and the mandatory curfews are far dimmer than her experiences in her teen years, enjoying the boom of the tourism and plentiful access to sand and surfing. Middle born of a large family, Leilani was certainly the rebellious one in her family - determined to carve a life out among the surfers. Although she held the occasional odd job here and there, the bulk of her time was spent out at Honoli'i riding waves with other beachcombers, always looking for the next big wave. 1962 was a more active than usual year for storms but that didn't stop Leilani from hitting the waves. When she saw a truly large wave crest on the horizon, she should have started back to shore. Instead, she turned into the wave - a choice that changed her life forever. When she wiped out spectacularly, the fierce currents pulled her under quickly, yanking her into the depths of the ocean. Leilani thought she'd be cold but it was warm, so warm, and very peaceful. She has only the faintest memories of her long sleep under the waves, of a dark haired woman with eyes that burned like coals singing soft lullabies. What she knows as fact, though, is that she was found smoldering on a beach, over half a century after her presumed death by drowning - spat out of the ocean the same morning as a small seismic event. The fires of Kilauea now burn without respite in her breast and when she closes her eyes to sleep, Leilani hears that same soft lullaby. Thankfully, there's a place in this modern world where they can help people like her - or so she's been told; Freedom City. Personality & Motivation: Leilani has always had a temper, but now when her mood turns dark, she's likely to set the ground aflame with her rage. There's a part of her frightened by the strange transformation and another part that finds it almost seductive. At the moment, all she wants to do is develop some confidence that she's not going to burn everything around her. Beyond that, she wants to know exactly what her nascent connection to the fires of Hawaii wants from her. Beyond the crisis she finds herself in, Leilani is generally a passionate creature - prone to jumping into situations without forethought and stubborn when she has a goal set for herself. Eventually, she'll be able to see the beauty in the flame but right now, all she can see is the danger to everyone around her. Powers & Tactics: At the moment, her tactics are rudimentary at best. Without any allies in the fight, turn into a rock-person and set everything on fire tends to work out pretty well for her. Leilani certainly has the potential for a lot more versatility and control once she masters some finesse but at the moment, she's really still getting a feel for the basics. Anger fuels her abilities, although not always in a controllable or even helpful fashion and fear tends to weaken her control. Her ability to surf the sky with her thermal control, however, is the one definite bonus that she's found to this new life. Eventually, no doubt, she'll find others. Power Descriptions: Leilani channels geothermic energy, resulting in both fiery and lava born powers as well as the ability to manipulate stone and soil itself. As Volcanic, Leilani is a creature of fire and obsidian, and drawing on the additional strength accepting that transformation gives her and able to meld with and through any natural rock or stone by becoming one with it. Even without shifting forms, though, Leilani is immune to any amount of fire or heat, and she generates enough warmth that she no longer feels any sort of chill on her skin. The blasts she fires are pure flame and when she manipulates the earth, it seems to melt and flow at her command. Her flight and burrowing are akin to riding a wave of flame, or earth respectively. It does look not unlike surfing and Leilani thinks that it might - just might - actually be more enjoyable. Complications: Fiery Temper: Leilani is quick to anger, which is doubly problematic when rage fuels the literal flame. Out of Time: A lot has changed since the 1960s and while she's doing her best to get a more solid footing, there are definitely gaps in her education and understanding. Benefactor: Leilani's transfiguration was guided by an extra dimensional power and they have their own motivations and goals for what their reluctant avatar is meant to accomplish. Partially Deaf: Congenital deafness runs in Leilani's family and her hearing is diminished but still functional. High and low ranges might be harder for her to perceive and crowded environments are more likely to be confusing for her. Responsibilities: Leilani has connections now. The Freedom League gave her a new start on her new life and she owes a debt that can never be repaid. She had friends, and relationships and family that she'll protect as well as duties to a team to uphold. Abilities: 0 + 6 + 10 + 4 + 6 + 6 = 32PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 16 + 10 = 26 PP Initiative: +3 Attack: +8 Melee, +8 Ranged Defense: +5 (+5 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +8 Knockback: -0 Saving Throws: 5 + 5 + 5 = 15PP Toughness: +15 (+5 Con, +10 Protection) Fortitude: +10 (+5 Con, +5) Reflex: +8 (+3 Dex, +5) Will: +8 (+3 Wis, +5) Skills: 20R = 5PP Knowledge (History) 3 (+5) Notice 7 (+10) Language 3 (Pidgin (native), English, Hawaiian, Sign Language: ASL) Perform (Dance) 2 (+5) Swim 5 (+5) Feats: 0PP Powers: 7 + 10 + 11 + 14 + 29 + 45 = 116PP All of Leilani's powers are geothermic in nature and have the description energy and geothermic. Some have an additional fire descriptor as noted below. Immunity 7 (Volcanic Immunity; Cold, Heat, Fire Damage) [7PP] (fire) Protection 10 (Volcanic Endurance) [10PP] (fire) Movement Array 5 (Feats: Alternate Power) [11PP] Base Power: Burrowing 10 (1,000 MPH) {10PP} Alternate Power: Flight 5 (250 MPH) {10PP} (fire) Super Senses (Tremorsense (Tactile); Accurate [0], Acute [0], Analytical [2], Radius [0], Ranged [2], Counters Illusion, Concealment [4], Penetrates Concealment [4], Extended Range 2 [2] ) [14 PP] Volcanic Array 12 (Fire and Earth; Feats: Alternate Power 4) [29PP] Base Power: Damage 12 (Fire Blast; Extras: Range) {24PP} (fire) Alternate Power: Move Object 12 (Stone Waves; Extras: Damaging Flaws: Limited Material [Stone/Earth]) {24PP} Alternate Power: Create Object 5 (Raising the Mountain; Extras: Movable, Duration [Continuous]; Power Feats: Innate, Progression x 3 [50 cubic foot/rank]) {24PP} Alternate Power: Environmental Control 6 (Eruption; Mix and Match Environment; Distraction [shaking earth], Hamper Movement [shaking earth], Heat [molten fissures], Light [ambient flame]; Extra: Independent) {24PP} (fire) Alternate Power: Damage 12 (Earthquake; Extras: Area: Burst) {24PP} Alternate Form 9 (Pele's Avatar; Container) [45PP] Protection 0 (Obsidian Skin; Extras: Impervious 10, Drawback: Noticeable) [9PP] (fire) Damage 4 (Fire of Kilueaa; Extras: Aura, Duration: Sustained) [16PP] (fire) Environment Control 4 (Heart of Flame; Heat, Light) [8PP] (fire) Immunity 9 (Elemental Creature; Life Support) [9PP] Permeate 3 (One With the Earth; Flaw: Limited [Stone/Earth]) [3PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Fire Blast Range DC 27 Toughness Damage Earthquake Area DC 27 Toughness Damage Stone Waves Ranged DC 27 Toughness Damage Fire of Kilueaa Touch DC 19 Toughness Damage Totals: Abilities (32) + Combat (26) + Saving Throws (15) + Skills (5) + Feats (0) + Powers (116) - Drawbacks (0) = 194/197 Power Points
  4. Player Name: GamerXZ Character Name: Quantum Shift Power Level: (10) (150/150PP) Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None") Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Once a normal comic book geek, now living the dream and trying his best to live up to his new responsibilities. Residence: An apartment building somewhere in Freedom City Catchphrase: "It's Hero Time" Alternate Identity: James White Birthplace: Alternate Earth Occupation: Cafe Worker Affiliations: None, except for possibly the other Heroes of Freedom City Family: His birth parents are deceased and he is uncertain of meeting his foster family's counterparts in this universe. Description: Age: 22 Years Old Gender: Male Ethnicity: Caucasian Height: 5 foot, 11 inches Weight: 210 Pounds Eyes: Brown Hair: Dark Brown Physical Description: James White is not what you would call a supermodel, but he isn't bad-looking by any means either. Standing about 5 foot, 11 inches, he has a certain blockiness to him with broad shoulders and a bit of chunkiness to his facial features. He is definitely a good example of a "Gentle Giant" despite being so young. He typically goes for casual wear, namely a blue short-sleeved shirt, black cargo pants, shoes, and a black and grey hoodie. As Quantum Shift, he is not truly limited to any one form and has the potential to take whatever shape he wishes. However, perhaps his most common form seems to be a black humanoid creature that wears a skin-tight suit of navy blue armor that blends aspects of insectoids and a dragon, along with more alien features. Power Descriptions: Being infected with a powerful Nanite Virus has altered the entire genetic makeup of Quantum Shift's body, granting him a range of superhuman abilities and assorted symbiote-based powers. This includes superhuman strength, agility, and endurance, which allow him to pull off physical feats not even conceivable for a human in peak physical condition. He also owns powerful regenerative capabilities and heightened sight and hearing, along with surviving extreme temperatures, immunity to aging, among other things. He also has incredibly potent and versatile morphing capabilities, being able to transform limbs into various types of weaponry like blades, claws, hammers, giant mechanized gauntlets, power drills, whip chains, maces, and more. He can also sprout wings for flight, transform his skin into a suit of armor for additional protection, among other feats that involve the warping of biomass. History: 22 years ago on one of the Alternate Earths, one mostly untouched by any presence of super-beings, James White was born. From an early age, it became apparent his childhood would not be an easy one. Growing up in a rundown and somewhat lawless neighbourhood was no picnic. Many folks distrusting one another and being paranoid too, even when nothing bad was happening. His parents were usually too busy fighting, arguing, going behind one another's backs, taking advantage of their son, to properly look after either their home or James. On top of this, Mr White was a frequent victim of bullying and harassment both around his home and throughout his school years.. Being the victim of such circumstances taught the young man some very harsh lessons about life. Namely he would have to learn to fend for himself, and that trust and respect was not something to be handed out to just anybody. However, the young lad also learned to appreciate what little he had and he gained a strong empathy for the suffering of others. As a result, he would typically go out of his way to stand up to bulles and other oppressors, defending those smaller and weaker than him. Although this made him very respectable in the eyes of some kids, many adults saw him as a troublemaker and a bad influence. Not everything about his childhood though was sad, as he was a bright student and excelled in school, and was admired for having a keen imagination and insight into how things worked. He also had a deep love of anything related to comics and superheroes. Those stories of heroics and daring rescues inspired the young man to do well in his own life, to live up to the examples set by his favorite heroes. Of protecting the innocent, fighting for a cause you believe in, and to make lives better, even if his idealism and values weren't always supported by reality. When he was around 10, his parents through a VERY messy divorce, which left quite a few mental scars on the boy, although after his father died in an accident, he was sent to live with a foster family and began to heal from the scars his childhood had left on him. Graduating with full honours and a scholarship, Mr White's next step in life was college, where he hoped he would eventually graduate and follow a career where his stories would be able to help people...of course, that's when destiny reared its head one summer night. While out camping with a few people from college, James was about to turn in for the night, when he heard noises coming from the woods. An inspection revealed it to be what looked like actual Aliens hoarding humans on board some sort of spacecraft. One of James buddies got the brilliant idea to whip out a camcorder and record the event. Before James had a chance to stop him though, the creatures spotted them and several gave chase. The gang split up and James, not able to see where he was going, was eventually caught and dragged inside the ship. When he tried to resist, one of the creatures knocked him out. Once he came to, he found himself in a room on what appeared to be an operating table along with dozens of other abducted individuals. A voice came over the intercoms, explaining that the humans had been selected for a "special project" that would transform them into powerful bio-weapons to fight for the aliens in Multi-Dimensional War Games. The aliens sought humans for their supposed unending potential for destruction and lust for killing that exceeded many other species, and thus having the best chance of drawing out the full potential of "The Project". One by one, each person was injected with a serum full of Alien Nanites. The results were...not pretty, to say the least. Most were mutated into all sorts of horrific beasts, or turned completely feral. What made James heart sink was hearing the cries of pain and despair as each one transformed and then was carted off, presumably to be sold off to the highest bidders. When it came time for his injection though, something different happened. James felt the nanite virus surge through his systems, bonding with his genetic structure, trying to overtake him, force him to give in to his animalistic urges...but he refused, he resisted. He tolerated the pain as his body became flushed with the virus, and leaving him barely conscious once complete but still himself. Surprised by this, his captors opted to keep him for further study. However, he would not have that. The host broke free of his restraints, knocked out his captors, and made a break for it, getting a first-hand experience with his new superhuman abilities along with powerful regeneration. Along with his shapeshifting abilities, James quickly realized that he had become exactly what his captors had hoped for: An immortal bio-weapon capable of mass destruction...the only setback? They hadn't had time to brainwash him into being their servant. Not wanting anyone else to suffer this kind of fate, James destroyed the core of the ship and left in an escape pod before being knocked unconscious on entering what looked like an unstable wormhole.... When he came to, he did so in time to be surrounded by what looked like human doctors who'd found his crash site. He fled...only to quickly realize he wasn't in his home dimension anymore. At least...not the same Earth he knew before. Some snooping around quickly revealed to him he had travelled to an Alternate Earth and within a place known as Freedom City. A place known for its large populace of superheroes. Needless to say, the poor man was quite overwhelmed by this, but also felt he'd been given a chance to do what he'd always dreamed of doing. But also to make up to those people he had been too powerless to save from the experiments. After getting in touch with the Freedom League, he struck a deal with them. Housing and a cover for his identity, and in exchange he would provide all the knowledge he had on his inter dimensional kidnappers, and agreed to mainly use his powers for helping people. Also, he agreed to pitch in if a major crisis occurred. After seeing the extent of his powers, the League labeled him with the hero name, Quantum Shift. Now he fights to help keep the city and Earth Prime safe, acknowledging he won't be getting home anytime soon for two reasons: Namely his new form means he will never live a quiet, peaceful life on his Earth as he will, supposedly, be one of the few superhumans in a world full of mostly ordinary people. Secondly, he feels he can do more to protect his home by staying..at least for the time being... Although in his heart, he knows that the invaders are still out there...and they'll be coming to take back what is theirs someday... Personality & Motivation: James White is not the kind of guy who likes being the center of attention, being rather modest and easily embarassed when given praise of any sort. He comes off as rather quiet and contemplative, even a little on the introverted side. Sometimes, this gives off the impression he shuns company or does not wish to connect with others. However, this is the furthest thing from the truth. In reality, those who talk to him quickly learn Mr White is kind-hearted and selfless to a fault, can carry a conversation and usually has something intelligent to say or discuss. Having grown up with a rather difficult childhood, Mr White has a strong sense of justice and responsibility, along with a powerful empathy for the suffering of others. He believes in doing the right thing, no matter the consequences and does not believe in EVER taking innocent lives for any reason. Despite his idealism and optimistic attitude, he is not entirely blind to the realities of the world, and will use whatever he must to protect the populace, even though he detests the very idea that "the ends justify the means". He does not give out his trust to just anybody either, usually needing a good reason to do so and knowing how easily it can be abused. He also has a powerful imagination which helps him with controlling his powers. He grew up with a love of comics and heroes, and wishes to live up to those ideals and values. Driven by a desire to ensure events like in his own past don't happen again, he uses his intellligence, wisdom, and his new virus friend to help protect Freedom City... Powers & Tactics: Thanks to his Virus-infused body, Quantum is quite versatile and can adapt to many situations, although his preference is more hand-to-hand combat. Being able to alter his shape freely means he is never short on options for battle or for doing his job. Even without his transformation abilities though, he is strong enough, fast enough, and durable enough to go toe-to-toe with other superhumans. He possesses a more rugged form of fighting but makes up for it by applying his intelligence and what he reads in books to the situation. Even with his powers and abilities though, he is far from invincible. For one thing, Quantum's regeneration is not instant, and for more severe wounds requires time to repair meaning a sustained assault of heavy artillery and powerful superhuman attacks should be enough to keep him down at least for a while. Also, certain applications of his powers require much concentration, meaning he is a bit of a sitting duck. Complications: Survivor's Guilt: Although he doesn't show it, Mr White still feels remarkably guilty over the fact that he survived the alien's experiments when so many others are as good as dead or will never see their home again. He also has the occasional nightmare of the victims crying out for salvation, asking why he never saved them, or of ones where he turns against his fellow heroes. Home Away From Home: Even if this is Earth, it is not HIS Earth, and as such James has some feelings of isolation when it comes to simply existing here. Even the prospect of meeting alternate counterparts to his foster parents unnerves him, partially due to how he feels they might react and if he even has the right to meet them. Acceptance: James has quickly learned that individuals wielding power over nanites have an, at best, lukewarm to cold reception. Although not met with fear, quite a few individuals are at least suspicious of him and whether he is a ticking time bomb waiting to go off at the worst possible moment. However, one of the reasons he became a hero was to prove that your powers don't determine whether you're a hero or not. It's your character and who you are as a person that determines that. Abilities: 4 + 4 + 4 + 4 + 6 + 4 = 26 PP Strength 30/14 (+10/+2) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 14 (+2) Wisdom 16 (+3) Charisma 14 (+2) Combat: 12 + 12 = 24 PP Attack: +6 (+10 Symbiosis) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +6 Grapple: +22/+8 Knockback: -10/-5/-1 Saving Throws: 5 + 5 + 4 = 14 PP Toughness: +10/+2 (+2 CON, +8 Protection) Fortitude: +7 (+2 CON, +5) Reflex: +7 (+2 DEX, +5) Will: +7 (+3 WIS, +4) Skills: 60r = 15 PP Acrobatics 4 (+6) Diplomacy 8 (+10) Gather Information 8 (+10) Intimidate 8 (+10) Knowledge (current events) 6 (+8) Knowledge (Tactics) 4 (+6) Language (English [Native] Notice 8 (+10) Sense Motive 8 (+10) Stealth 6 (+8) Feats: 10 PP Challenge (Fast Startle) Dodge Focus 4 Improved Initiative Power Attack Skill Mastery (Diplomacy, Gather Information, Intimidate, Notice) Startle Uncanny Dodge (auditory) Powers: 36 + 8 + 6 + 10 + 1 = 61 PP Symbiosis, (30 PP Array; Power Feats: Accurate 2, Alternate Power 4) [36 PP] Base: Enhanced Strength 16 [16 PP] + Impervious Toughness 10 [10 PP] + Super-Strength 2 (Lifting Strength 40) [4 PP] Alternate Power: Strike 8 (Extras: Targeted Burst Area [10], Selective Attack [10] Improved Critical [19-20); Mighty) [30/30] Alternate Power: Insubstantial 1 [5 PP] + Strike 8 (Extras: Autofire 1 [10], Penetrating 4, Power Feats: Improved Critical 2 [18-20], Mighty) [25/30] Alternate Power: Strike 8 (Extras: Penetrating 3, Vampiric [10], Power Feats: Extended Reach 4 [20 feet], Incurable, Improved Critical [19-20], Mighty) [28/30] Alternate Power: Concealment 10 (all senses) [20 PP] + Super-Movement 5 (Slithering, Swinging, Tracking, Wall-Crawling 2) [10/30] Protection 8 [8 PP] Speed 5 (Power Feats: Alternate Power 1) [6 PP] Alternate Power: Leaping 5 [5/5] Morph 10 (For changing into Insectoid Form; +50 Disguise) [10 PP] Immunity (Aging) [1 PP] Abilities (26) + Combat (24) + Saving Throws (14) + Skills (15) + Feats (10) + Powers (61) - Disadvantages (0) = 150 PP
  5. Bonfire Power Level: 11/15 (160/250PP) [256] Trade-Offs: -2 Attack/+2 Damage Unspent Power Points: 90 In Brief: Smoke and Flames moveset, can control fire but not always create it, uses his social skills when possible. Residence: Apartment in the Fens Base of Operations: Apartment in the Fens Catchphrase: "Freedom's HOTTEST Newcomer" Alternate Identity: Cassidy Bauer Identity: Secret Birthplace: Orange County, Vermont Occupation: Freelance Photographer, Blogger Affiliations: The Freedom City Fire Department, No others so far Family: Morris (Father, 54), Kimberlee (Mother, 50), Charlie (Older Sister, 23). A few more distant relatives, but no close ties to any of them. Description: Age: 19 (13th of June, 1997) Gender: Male Ethnicity: Caucasian Height: 5'10'' Weight: 150 lbs Eyes: Red Hair: Deep Red Bonfire truly lives up to his self-given title of "Freedom's HOTTEST newcomer". The handsome young man is of average stature, his body looks rather generic, and he would probably blend into a crowd if it wasn't for his deep red hair. His face is what your average beauty magazine would refer to as "Generally Attractive", and even a few small burn scars don't change that. He currently does not use any kind of uniform, instead just patrolling in his street clothes. This does mean that if he transforms he has to go back and search them, but since he hasn't really been focusing on heroics so far, he's never felt the need to get a costume. Well, apart from power-proof underwear, which he recently bought a few pairs of. Sure he looks good, but that's not gonna stop people from reporting him for public indecency! While not directly a uniform, he hides his identity by turning his head into smoke when actually working as a hero. While in his Smoke and Flames forms, he has no real humanoid body, instead just being made up of however the smoke/fire is currently reacting to the environment. He could shape his forms, but it's a fair bit of extra effort for little effect, while in combat. He does have the ability to get a subtler form by controlling the smoke and making it manipulate light, but since he cannot fly in this form it's primarily for more civilian activities. Power Descriptions: Most of Bonfire's Attacks come from his ability to control smoke. He can turn himself into smoke, create smoke, and use smoke to conceal people. Both by just getting smoke everywhere, and by manipulating light using smoke. He also recently learned he can turn into pure fire, but is yet unsure on how to actually activate this. All he knows is that in that form he can actually create fire, leading to some interesting ways of dealing damage. (And lots of collateral damage, so he's fine if he doesn't use it.) While not directly a power, when his powers appeared Bonfire's looks also changed, and he started to have more of an "aura of charisma". He's not really sure whether or not this has any connection to his powers, but just assumes it's got something to do with them. Closer Descriptions: History: March 2016: "Well, it's pretty simple. I moved here three years ago to study photography, at 16. Now, living in a city's never been a problem for me, but after the fourth time I almost had a car thrown at me due to a bunch of supers fighting, I did consider moving back home. Either way, I stayed, got my degree, and then did nothing for a while. I couldn't find a job, but had enough money not to worry immediately. Well, one morning, or afternoon really, I woke up, and felt a lot hotter than before. Now, I always looked pretty good, but I'm talking heat here. I wasn't really burning, but everything was warmer. Turns out I somehow got superpowers. How? Wish I knew. I don't even know whether or not I was asleep a single day or longer due to me loosing track of time. So all I know I just woke up with superpowers one day. Might've had something to do with my mostly estranged Uncle Ted who had died around this time as I learned recently. I actually became hotter in the looks way too! Either way, I decided to figure out what my powers actually do. So I went to a back alley, and started doing weird things to see what activates what. I swear, I did not mean to almost burn down those houses! Well, I learned I could interact with heat and fire, so that was cool. I also learned I am, in fact, not immune to my own powers. I only got minor burns, but dang, even those leave scars. A few days later I got involved in a robbery - in broad daylight no less! Well, I realized I'm actually not all that great at fighting. Controlling Fire is cool and all, but if there's no fire it's not that useful. And turning the Place into an extreme Sauna isn't the best idea when there's people you don't want to hurt around. I managed to bluff my way around the robbers thankfully, created some smoke and they thought I could actually fight them. Over the next months I started doing more superhero-ing but kept it casual, and realized that if I'm not that great at fighting, I just have to do stuff a different way. I started stockpiling contacts, using whatever I can do to stay connected. It came in useful a few times. I also learned I could turn into smoke myself. It's pretty useful if you're stuck between the police and a bunch of gang thugs. I mainly did firefighting, with crime fighting only when it was in the area. I met quite a few people working together with the firefighters and get alerted whenever there's a fire so I can intervene if I have to. They actually pay me to do it, so it's a pretty good motivation. One day I started writing a blog about my heroics, since I was super bored and not a whole lot was going on. When I brought up being able to control fire but not create it, somebody suggested using Molotov Cocktails. I've been using them ever since. Now, 2 weeks ago I got stuck in something way over my head. Being taken as a hostage isn't fun. I wasn't the only one, so there was no way I could've attacked the hostage taker without somebody getting hurt. And then I suddenly was on fire. I guess it's part of my power too, being on fire. Well, I managed to take down the hostage taker before he was able to hurt anybody, since in that form I can actually create fire! Hooray! After all that happened I decided that my casual hero-work wasn't enough. I do have powers and connections, so why not go out and get things done? (I'm totally not doing it now since my last non-hero contract got terminated and I'm unemployed again.) " May 2016: After just over a month of full-time hero work, Bonfire had already gotten National Attention. It hadn’t come how he’d expected, or hoped, but here he was. Bonfire, Superpowered Terrorist. It all had gone down quickly, one day he was a small fish in a big pond, the next day he was quite a big deal, his smoky face found all across the media. As it had turned out, causing the entire East Coast to have power problems, by shutting off all the nuclear reactors, was frowned upon. He had enough public support to avoid a lengthy trip to Blackstone, but it was pretty clear his reputation was stained now. And for now, he would have to invest in getting back some public favour. Not the most difficult task, but in between working together with AEGIS to keep them on his good side, and chasing some criminals, he had become quite the busy man. At least all the attention had also meant more donations. Thanks to some global happenings involving the Biblical Plagues, he had fallen out of the spotlight a bit, but people would still remember the man making the headlines for a few days. Personality & Motivation: Bonfire is a rather extroverted person. He likes interacting with people, and can often be found out on the street talking with strangers. He doesn't have a proper secret identity and does not use a mask, he just uses the anonymity of the city as his cover, and turns his head into smoke for extra secrecy. He tries to stay casual while working as a hero, but has freaked out before, especially when he gets attacked by somebody using blades. He isn't quite sure why, but they really freak him out, even if they can't really hurt him. In his spare time, he runs his Blog "Freedom's HOTTEST Newcomer”, where he talks about his experiences, what he is doing with his powers, and interacts with his readers. His main motivation for continuing to be a hero are the fact he is currently unemployed and has nothing to do, his love of interacting with people, and the fact he feels like he has to use his powers. Up until recently he only fought crime casually, when he was bored, but after almost getting killed in a hostage taking recently, he's decided to take everything more serious. Among other things he is now looking for contacts and friends with heroic powers, so he has some backup. He's probably going to continue blogging however; he has readers after all! Besides crime-fighting he also engages in Firefighting a lot, and has a few connections within the Fire Department to always be aware of where fires are. After recently getting into Conflict with a corrupt company, and in the end causing a fair bit of destruction all around the country, he is seen as somewhat of a threat, both by the public and by various government institutions, among them AEGIS. He has started to work together with the latter, and doing some public work, to counteract all this bad reputation. The entire experience has also made him a lot more wary of Corporate Culture as a whole. Powers & Tactics: Bonfire tries to avoid combat when possible, he's not much of a fighter and prefers to talk it out. Should combat happen, he relies on his Smoke-Form to not get hit, and uses his skillset to influence the battlefield or single out opponents. In case he’s alone, he will also work on directly damaging enemies. If he gets into serious enough danger for his Fire-Form to be active, he turns away from manipulation and to direct damage. Power Descriptions Complications: Ouch, that burns: Bonfire isn't fully immune to his own powers, and considering he throws fire around when in danger that's not always that fun. "Freedom's HOTTEST Newcomer”: Bonfire blogs about everything he does as a hero, so if anybody would start to follow his blog they could probably learn quite a lot about him, how he fights, his habits and his preferences. (Yes, this does include taking selfies with whoever he just beat up) "Freedom's HOTTEST Newcomer", literally: Bonfire is pretty much constantly putting out Heat, making him stand out like a flare should somebody use Heat-Vision. I just really don't like them! Afraid of Blades, all shapes and sizes. Yes, he's aware they cannot hurt him, but it still freaks him out. More so then getting shot, which he's gotten pretty used to by now. It's Fire, it doesn't care who you are: Most of Bonfire's attacks can cause quite a bit of Property- and Collateral Damage, making him uncomfortable when having to use them inside the city, especially if there's other people around. I have no idea how I got this : Bonfire just woke up one day and had his powers. He has no idea where they come from, or how they work. Are they magical? Are they some mad scientist's work? Are they something his body just decided to do? (I do have some ideas for this, but I'm willing to throw them out if a GM feels like they have one) Well, I need the cash: Bonfire's unemployed, so he's not really getting any money in his civilian identity. So he has to rely on donations, payments and other to sustain his lifestyle. This primarily means he's always out doing heroics, hoping to maybe get a donation or two, and posts about it on his blog, where he has a monthly fundraiser too. He prioritizes whatever could end up getting him paid, primarily working together with the Fire Department, over jobs unlikely to pay anything, quite often causing him to be unhappy about what he's doing since the ones paying well tend to be less fun. No way I'm going out in that weather: Bonfire absolutely despises rain and storms, and getting him to leave the house when the weather's bad is something that requires quite a lot of effort. This comes primarily from the fact he cannot properly use his powers in that weather, making him at best a glorified diplomat and at worst a liability, since he can't really protect himself when there's a lot of wind or rain. Hey, this is fun! A fair bit of the reason Bonfire does what he does is the thrill. He generally looks for the most fun way to deal with a problem, even if it's more complicated. This makes him clash with himself quite often, when he has to choose on what to focus, and how much fun he can really have while not endangering himself or others. He's also quite a show-off if there's a lot of people around. Like a bonfire: In order to always stay warm enough for all the smoke and fire he produces, Bonfire has to "consume" various burnable materials. Ranging from newspapers, to wood, to petroleum, and even just fire itself, whatever he can find at the moment that burns. He's not quite sure how long he could have his powers fully activated before running out of energy, and he's not that eager to figure it out. Hey, my Name's Ca- Bonfire actually.: Bonfire doesn't really try to keep his identity too secret. He isn't going to go out and tell everyone who he is, but he's not that bothered should a few people learn. This could probably backfire at some point. The Fire, it burns: The various complications involved with using the Fire Form, primarily the amount of energy it uses and the fact it stays around for a while, makes Bonfire incredibly hesitant of actually using it outside of extreme danger situations. Isn’t that that Terrorist guy?: After his run-in with a nuclear science company, and him in turn causing every nuclear reactor along the east coast to go offline, Bonfire does no longer have the best reputation out there. He is doing what he can to get back into a more positive light, but for now there’s certainly people out there that will not like him for what he did, and probably even see him as a threat. Especially those with a corporate background. Abilities: 0 + 2 + 4 + 0 + 8 + 10 = 24PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 8 + 12 = 20PP Initiative: +9 Attack: +4 Melee, +5 Ranged, +8 Array Attacks, +9 Ranged Array Attacks Grapple: +4 Defense: +10 (+6 Base, +4 Dodge Focus), +6 Flat-Footed Knockback: -0 |-4/-2 when ForceField is active Saving Throws: 6 + 5 + 2 = 13PP Toughness: +2/+11 (+2 Con, +9 ForceField) Fortitude: +8 (+2 Con, +6) Reflex: +6 (+1 Dex, +5) Will: +6 (+4 Wis, +2) Skills: 88R = 22PP Bluff 16 (+21) Concentration 4 (+8) Craft Artistic 1 (+1) Diplomacy U 16 (+21) Drive 1 (+2) Gather Information 16 (+21) Investigate 1 (+1) Knowledge Art 1 (+1) Knowledge Current Events 5 (+5) Language 1 (French) Notice 6 (+10) Search 4 (+4) Sense Motive 12 (+16) Stealth 4 (+5) Feats: 19PP Attack Specialization (Affinity to Fire) 2 Attack Focus Ranged 1 Connected Contacts Distract (Bluff) Dodge Focus 4 Fascinate (Bluff) Fascinate (Diplomacy) Improved Initiative 2 Set-Up Taunt Teamwork Ultimate Diplomacy Equipment 1 Equipment: 1PP = 1/5EP Fire Department Radio -> 1 Powers: 9 + 4 + 2 + 3 + 1 + 16 +35 = 70PP Force Field 9 (A coat of smoke and occasionally fire) [9PP] (Fire, Smoke) Regeneration 4 (4 Recovery bonus ) [4PP] (Smoke) Immunity 2 (Smoker Lungs; Suffocation ) [2PP] (Smoke) Immunity 6 ( Heatshield! ...sort of; Fire Damage + Heat Enviroment; Limited (Half Effect) ) [3PP] (Smoke) Feature: Pyrotechnical entrance (gains a +5 situational bonus to some interaction rolls immediately on entrance). [1PP] (Smoke) Forms(Array 14PP, Alternate Power 2 ) [16PP] (Smoke, Fire) Base Power: Insubstantial 2 ( The Amazing SmokeMan!; Drawback: Standart Action,) {9+4=13/14} (Smoke) + Flight 2 (25 mph, 250'/rnd) [4PP] (Smoke) Alternate Power: Insubstantial 3 ( OH GOD IM ON FIRE!; Drawback: Full Action, One-Way Transformation ) {10+3=14/14} (Fire) + Flight 4 ( 100 mph, 1000'/rnd Feat: Slow Fade ; Flaw: Fades , Drawback: Full Power ) (Fire) Alternate Power: Insubstantial 2 ( Feat: Subtle 1, Precise, Selective ) {13/14} (Smoke) Affinity to Fire (EXTRA FIREPOWER; Array 27PP, Alternate Power ? [35PP] (Smoke, Fire) Base Power: Blast 9 ( Personal Volcano; Area: Shapeable) {27/27} (Smoke, Heat) Alternate Power: Blast 13 (Fireball; Drawback: Power Loss [When not in Fire Form] [-1] ) {25/27} (Fire) Alternate Power: Blast 13 ( VolleyFireballs; Extra: Autofire, Flaw: Full Action Drawback: Power Loss [When not in Fire Form] [-1] ) {25/27} (Fire) Alternate Power: Blast 11 ( Personal Erupting Volcano; Area: Explosion, Flaw: Full Action, Drawback: Power Loss [When not in Fire Form] [-1] ) {21/27} (Fire) Alternate Power: Suffocate 9 ( Smoke in somebody else's lungs; Extra: Ranged ) {27/27} (Smoke) Alternate Power: Illusion 7 ( SmokeMen; Visual Senses , Extra: Sustained ) {21+4=25/27} (Smoke) + Concealment 2 (Visual Senses) {4/27} Alternate Power: Concealment 2 ( Smokescreen; Visual Senses , Extra: Affects Others, Area (Burst), Selective; Feat: Progression 4 (Area), Progression 8 (Subjects) Selective, Close Range ) {24/27} (Smoke) Alternate Power: Element Control (Fire) 13 ( Fighting Fire with Fire; Feat: Precise) {27/27} (Smoke) Alternate Power: Environment Control (Heat [Extreme] ) 8 ( Sauna Spéciale, Linked, Flaw: Full Action ) {8+16=24/27} (Heat) o Obscure 8 ( Lots of smoke ; Vision and Olfactory, Flaw: Partial ) (Smoke) Drawbacks: (-3) + (-3) + (-2) = -8PP Vunerable: Cold, Moderate [-3PP] Vunerable: Water, Moderate [-3PP] Vunerable: Wind, Minor [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Personal Volcano Area DC 19 Reflex Damage Fireball Ranged DC 28 Tough Damage VolleyFireballs Ranged DC 28 Tough Damage PEV Area DC 21 Reflex Damage SiSeL Ranged DC 19 Fort Suffocate Totals: Abilities (24) + Combat (20) + Saving Throws (13) + Skills (22) + Feats (19) + Powers (70) - Drawbacks (8) = 160/250 Power Points
  6. Flintlock (The Swashbuckling Sorceress) Power Level: 10/15 (250/250PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Pirate-Sorcerer with a dash of Lovecraft. And rum. Alternate Identity: Annabelle Flint Birthplace: Holland Residence: On her ship (The Black Flag) Base of Operations: Oceans and Coastlines around Freedom City Occupation: Sorcerer Affiliations: None Family: None Description: Age: 337 Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height:5’9” Weight:65Kgs Eyes: Green Hair: Red (Dark) Flintlock has no particular costume but will (nearly) always dress as a (historical) pirate, with a flintlock pistol. Other than that she appears as a tall woman with a deep suntan and long, dark red hair. She has several scars on her body and a number of maritime, arcane, and saucy tattoos on her body. History: Annabelle Flint was born in Holland, a bastard, to a seamstress and a priest. Her mother fled to the new world with young Annabelle in tow. Alas, ill fortune awaited them there, with disease, famine, and destitution. By the time she was fifteen, Annabelle had wrangled her way on to the decks of a pirate ship as a deck scrubber. She was a cunning, determined, and charming young lady, and had soon talked her way up the ranks, eventually becoming captain Flintlock, the ruthless pirate queen. Until one day, the Black Flag and her crew were sunk by Captain Blood. Annabelle swam to the nearest shore, living like a savage, until she was captured by a degenerate cult who worshipped the Yellow Sign. Originally a human sacrifice, once again her silver tongue saved her, and she was taken as a slave by their high priest. Annabelle was quick of wit and, whilst living under her quite mad master, learned his arcane ways, eventually growing strong enough to crush both her master and the cult. Now a powerful sorceress, she summoned up her ship, the Black Flag, and its crew from the depths of the ocean. Armed with her power, her cunning, and a bewitched ship that could speed through any sea, she set sail through strange coasts in this world and others in search of treasure, adventure, and the Yellow Sign. Having recently heard that the Yellow Sign has resurfaced in her world, she had navigated back to the coasts of America, and Freedom City… Personality & Motivation: Flintlock is, at heart, a rogue, a rapscallion, and a pirate. She can be brutal, ruthless, and deceptive. However, she is also a daring and dashing adventurer. Flintlock loves lost treasure, be it material or arcane. From her experiences has arisen the mantle of an arcane defender of the mundane world. Particularly, she seeks to wipe out the cult of the yellow sign, and fears the horrible outer gods that dwell in equally horrible dimensions. The serpent people, the deep ones, and all such degenerate tribes are on her hit list. Aside from that, Flintlock has a special adversity to slavery or racial prejudice, and an equal dislike of maltreatment of women (many of her pirate crew were women and non-caucasians). She is a libertarian – to such an extent that she believes laws don’t completely apply to her. Powers & Tactics: Flintlocks sorcery involves summoning spirits, which appear as ghostly white figures or shapes. Usually, she uses such apparitions as poltergeists, picking up, rending, and throwing her enemies around. For larger groups she will summon horrible spectres that scare her enemies. In desperate, brutal times, she will summon up spectral seawater to the lungs of a man, making him drown (a psychological effect but quite deadly). Her magic powers are not too broad; they revolve around creating / moving things in an intangible way (illusions, poltergeists), or manipulating somebodies spirit (e,g causing pain, pleasure, madness, or fear). Flintlocks tattoos protect her (to some degree) from injury or harm and the ravages of time. Aside from her sorcery, Flintlock is a capable fighter and pirate. Her greatest strength is her uncanny insight (giving her superhuman wisdom and charisma). Power Descriptions: Flintlocks sorcery appears as ghostly figures, shapes, or forms. Spectres, ghouls, illusions, or even just giant hands or tentacles. Complications: Incantations: Flintlock must speak (or at least mutter) to use her sorcery. A gag will stop her. Greedy: Flintlock still seeks treasure of all sorts. Drunkard: Flintlock also still drinks, particularly rum, and enough to get drunk. She always gets quite drunk when using rituals. Enemy: With all the spirits she has commanded and dominated over the centuries, there is a good chance that any encountered spirit will be, at best, ill-disposed towards her, if not plain aggressive. Song: Flintlock will monologue, by song! History: Centuries of wild living and infamy might be a problem. From jilted lovers Like Captain Nemo, to the fear and loathing of modern day Somalian pirates. There is much to have as plot hook and complication. Unruly: Whilst Flintlock technically has fanatical minions, and summons bound spirits, such sorcery is dangerous. Experienced as she is, under certain circumstances they may disobey, misinterpret commands, or demand some awful price (i.e. create drama) for services. Even the Black Flag might be semi sentient. A semi-sentient pirate ship. This all means the GM can step in to play any spirit. In any case, Flintlock does not unleash these powers without good reason. Abilities: 0 + 6 + 6 + 4 + 16 + 16 = 48 Strength: 10 Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 26 (+8) Charisma: 26 (+8) Combat: 20 + 20 = 40 Initiative: +7 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +10 Knockback: -5 Saving Throws: 3 + 7 + 7 = 17 Toughness: +10 (+3 Con, +7 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +10 (+3 Dex, +7) Will: +15 (+8 Wis, +7) Skills: 140R = 35PP Acrobatics 4 (+7) Bluff 10 (+18) Climb 4 (+4) Concentration 12 (+20) Diplomacy 4 (+12) Disguise 12 (+20) Handle Animal 4 (+12) Intimidate 8 (+16) Knowledge (Arcane) 12 (+20) (See Feats) Knowledge (Cosmology) 8 (+10) Knowledge (History) 4 (+6) Language 8 (Atlantean, Dutch [Native], English, French, German, Latin, Lemurian, Portuguese, Spanish) Medicine 2 (+10) Notice 4 (+12) Perform (Dance) 2 (+10) Perform (Singing) 4 (+12) Profession (Sailor) 12 (+20) Ride 2 (+5) Sense Motive 8 (+16) Stealth 4 (+7) Swim 10 (+10) Survival 2 (+10) Feats: 53PP Attractive Benefit [Intuitive Magic: Use WIS instead of INT for knowledge (arcane)] Benefit (Wealth 1) Critical Strike Distract (Bluff) Environmental Adaptation (Rolling Decks) Equipment 17 Fascinate (Bluff) Favored Opponent (Lovecraftian Horrors) Improved Initiative Jack of All Trades Leadership Minions 8 (Extra Minions 3, Fanatical) [Total 19] Quick Change 2 Redirect Ritualist Set-Up Skill Master (Swim, Disguise Medicine, Survival) Trance Equipment: 17 PP = 85 EP Knife [4 EP] Flintlock (Blast 4, Limited [-2] one shot only, takes a minute or so to reload) [2 EP] Sword (Cutlass) Strike 3, Mighty, Improved Critical [5 EP] Vehicle: The Black Flag, privateer (Gargantuan [3 EP], STR 50 [2], Toughness 15 [4 EP], Features (Arcane Library, Hidden Compartments 3, Living Quarters) [3], Blast 10 (Feats: Affects Insubstantial 2, Homing) [27 EP], Environmental Control 10 (Storms, 1000’ Radius, Distraction DC 10, Hamper Move to 50%, Range Touch) [16 PP], Supermovement 4 (Dimensional; any magic, Sure Footed 2 [-50% penalty]) [8 EP], Swimming 8 (250 mph, Extras: Subtle) [9 EP]) [74 EP] Powers: 2 + 7 + 50 = 56PP Immunity 2 (Aging, Own Powers) [2 PP] (Magic, Tattoo) Protection 7 [7PP] (Magic, Tattoo) Sorcerous Summoning Array (42 PP Array, Feats: Alternative Power 8) (Magic, Summoning, Spirit) [50 PP] BP: Astral Form 8 (2000 miles, Feats: Dimensional 2 [Magic]) [42/42 PP] “Project Spirit” AP: Illusion 10 (Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 2 [25’ radius]) [42/42 PP] “Summon Spirit” AP: Move Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2) [42/42 PP] “Poltergeist” AP: Suffocate 8 (Extras: Duration [Sustained], Range 2 [Perception], Feats: Variable Descriptor 1 [Water, Muck, Mud]) [41/42 PP] “Davy Jones” AP: Create Object 10 (Extras: Duration [Continuous], Range [Perception], Feats: Affects Insubstantial 1, Variable Descriptor 1 [Lovecraftian horror, e.g cyclopean masonry, blasted ice, splintered obsidian, non-Euclidean architecture]) [42/42 PP] “Summon from other dimension” AP: Confuse 10 (Extras: Aura, Contagious, Duration 2 [sustained aura], Feats: Reversible, Selective Aura, Flaws: Range 2 [Touch]) [42/42 PP] “Summon crawling chaos” AP: Nauseate 7 (Extras: Area [Cloud], Duration 2 [Sustained] Range 2 [Perception], Flaws: Sense Dependent [Olfactory]) “Summon Terrible Stench” [42/42] AP: Nullify 10 (All Summoning Powers, Extras: Effortless, Range [Perception], Feats: Selective [can choose which powers to nullify]) [41/42] “Banish” AP: Summon 8 (Extras: Narrow [Marine Leviathan], Fanatical, Heroic, Feats: Mental Link) [41/42] Drawbacks Vulnerability (Uncommon [Madness], Moderate [+50% DC]) -2PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Flintlock Pistol Touch DC 19 Tough Damage Knife Touch/Throw DC 16 Tough Damage Sword / Cutlass Touch DC 18 Tough Damage Poltergeist Perception DC 25 Tough (or grapple) Damage/Grapple Suffocate Perception DC 18 Fort Suffocate Stinking Cloud Perc/Area DC 17 Fort and Reflex Nauseate Crawling Chaos Touch/Aura DC 20 Will Confuse Banishment Perception DC 20 Will Nullify Totals: Abilities (48) + Combat (40) + Saving Throws (17) + Skills (35) + Feats (52) + Powers (59) – Drawbacks (-2) = 250250 Power
  7. Starshot Power Level: 8 (177/191) Unspent Power Points: 14 Trade-Offs: +2 Attack, -2 Damage, +2 Defence, -2 Toughness In Brief: Intergalactic Safari Hunter Alternate Identity: Oskar Otto Birthplace: Berlin, Germany Residence: The Starship Xeno Occupation: Big Game Hunter (in Space) Affiliations: None Family: Distant Relatives Only Description: Age: 102 Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 6’ Weight: 95 Kgs Eyes: Blue Hair: Blonde Starshot usually wears a battered military jacket, carries a big gun, and wears a helmet that can extend over his whole face. His left hand is clearly cybernetic, black metal and green lights. If he shows his face, he is handsome man with piercing light blue eyes and a scar down his left side. He is in excellent shape (partially due to cybernetic implants). Under his jacket and clothes he also has a considerable amount of scar tissue on his left arm and left side of his torso. History: As a capable young man, Starshot served in the German Army in World War 2, although horrified by the experience. He ended up on a suicide mission in the Alps with his no-hoper squad. Ambushed by British commandoes, the firefight was brought to a close by Zaul Zeno. The alien was a galactic collector, expert in biology and cybernetics. Firing into the battle, he killed most of the combatants but for Oskar, whom he collected as a prize. The next several decades, Oskar (rebuilt by Zeno) served on his ship as a big game hunter. Whilst Zeno was not a cruel man (just greedy and amoral), Oskar would have escaped if it was not for the explosives wired to his heart. Then Zaul disappeared. Left with money, a Starship, and a profession, Starshot took over as captain, removed the explosives in his heart (he hopes), and set off… Personality & Motivation: Oskar is a complex man, who enjoys his profession but is still scarred (physically and emotionally) by WW2. He had a grey and shadowy existence as Zaul Zeno’s right hand man. Oskar enjoys drink, gambling, and risk, but can also become grim and maudlin at times, lost in recollections. He partially travels for adventure and interest, but always has an eye out to undo the wrongs he had done, and is, at heart, a man of people. Powers & Tactics: Due to genetic modification and cybernetics, Starshot is in peak physical condition and is immune to many harsh environments. His left hand is detachable and is equipped with inbuilt tools which can be used as weapons (like drills, clubs, or blades) as well as having exceptional grip. Starshot has a high tech helmet that has a range of sensory enhancements. Starshot uses his gun “Trigger”, which has a rudimentary and somewhat stupid AI system. Zaul’s little joke. Whilst Starshot finds his weapon irritating, it is also very powerful. Starshot is a skilled marksman and hunter. He tends to fight as such, sneaking around and sniping his targets. Power Descriptions: Trigger fires phased plasma, which passes through barriers until reaching its correct distance. This is bright and loud, a burning yellow colour. It also fires a charged “Net” that ensnares the target (loaded under the main rifle). Complications: War Trauma: Starshot reacts very negatively to war, and particular Nazi memorabilia. He will have flashbacks, becoming frozen, or violent. Dummy Gun: Trigger, his rifle, has a stupid AI and can speak out inappropriately (This can be played by the GM). It’s a glitch, irritating AI. Bad: In many corners of the galaxy, Starshot has a bad reputation, having worked for Zaul Zeno for so many years. Captain: Any guest on his ship is under his protection. Allergy: Starshots genetic alteration have made him allergic to several medicines, including penicillin. Abilities: 10 + 10 + 10 + 4 + 4 + 4 = 42 Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 20 + 20 = 40 Initiative: +5 Attack: +10 Defense: +10, +5 Flat-Footed Grapple: +15 (+17 with cybernetic hand) Knockback: -3 (-2 without Jacket) Saving Throws 4 + 3 + 5 = 12 Toughness: +6 (+5 Con, +1 Jacket) Fortitude: +9 (+5 Con, +4) Reflex: +8 (+5 Dex, +3) Will: +7 (+2 Wis, +5) Skills: 88R = 22 PP Climb 4 (+9) Drive 4 (+9) Handle Animal 8 (+10) Intimidate 8 (+10) Knowledge (Galactic) 4 (+6) Knowledge (Life Sciences) 4 (+6) Knowledge (Tactics) 4 (+6) Language 4 (English, French, Galstandard, German [Native], Lor) Medicine 4 (+6) Notice 8 (+10) Pilot 4 (+9) Sense Motive 4 (+6) Stealth 8 (+13) Survival 12 (+14) Swim 4 (+9) Feats: 46PP All-Out Attack Ambidexterity Animal Empathy Attractive Benefit (Wealth 1) Equipment 30 (Free from rewards) Improved Aim Jack of All Trades Leadership Power Attack Precise Shot 2 Prone Fighting Second Chance (Toughness save vs Tooth and Claw) Skill Mastery (Medicine, Survival, Drive, Pilot) Startle Track Equipment 30PP=150 EP Old Military Jacket (Protection 1) [1EP] Whip [5EP] 5 Masterwork Space Suits [10 EP Base, Progression 2] [12 EP] Vehicle: Safari Ship Xeno Size: Awesome [5], STR 100 [8], Toughness 18 [3], Features: Alarm 1, Garage, Infirmary, Masterwork Vehicle, Masterwork Living Quarters [2], Remote Control, Safari Cells 3 [As reinforced holding cells plus can change environment], Workshop. Powers: Flight 10 (10,000mph) [20 EP], Communication 16 (Radio, nearby star systems, Limited one way, Subtle) [9 EP], Super Senses (Accurate Radio senses [4], Detect Life [radio] [3], Detect EM energy [radio] [2], Radar sense [1], Extended Radio Senses 4 [-1 per 20 miles] [8], Radio) [19 EP], Supermovement 3 [Intergalactic]) Total Cost 81 EP Vehicle: ATV Size: Huge [2], STR 50 [4], Toughness 12 [3EP], Features: Masterwork, Remote Control, Safari Cells 3, Powers: Communication 8 (Radio, 2000 miles, Limited one way, subtle) [5 EP], Speed 4 (100mph, Alt Power: Swimming 4, 25mpg) [5 EP], Supermovement 2 [Surefooted 2, 50% penalty reduction) [4 EP], Supersense: Radio [1 EP], Total cost = 29 EP Utility Belt [20 PP Array, Alt Power 2) Total Cost = 22 EP BP: Fatigue 5 (Extras: Area [cloud], Range, Sleep [+0]) 20 PP “Gas grenade” AP: Environmental Control 5 (Bright Light, Extras: Independent, Feats: Improved Range 2 [x5, 250’], Slow Fade 1) 13 PP “Flare Gun” AP: Obscure 5 (Visual and Olfactory, Feats: Slow Fade 1) 16 PP “Smoke grenade” Powers: 10 + 12 + 16 + 6 + 1 + 1 + 1 = 47 PP Cybernetic Hand (Linked Powers) 10 PP Anatomic Separation 1 (Left Hand) [2 PP] “Detaches!” Flight 2 (25mph, Flaws: Limited to hand only) [2 PP] “Mini Jets” Strike 1 (Feats: Mighty, Improvised Tools, Variable Descriptor 1 [tools]) [4PP] “Tooled up” Super Strength 2 (+10 STR, Flaws: Limited to grip) [2PP] Device 4 (20 DP, Flaws: Easy to lose) [12 PP] “Gun” Plasma Array (17 PP Array, Feats: Alt Power 3) [20 DP] BP: Blast 6 (Feats: Improved Range 2, Indirect 1, Progression [Range] 2) [17/17PP] "Phased Plasma" AP: Dazzle 8 (Extras: Area [Cone], Flaws: Range [Touch]) [16/17 PP] "Plasma Flare" AP: Strike 8 (Extras: Area [Line]) [16/17 PP] "Plasma Overburn" AP: Snare 6 (Feats: Tether, Reversible) [14/17 PP] "Web shot" Device 4 (20 DP) [16 PP] “Helmet” Communication 6 (Radio, 20 miles, Flaws: Limited [One way], Feats: Subtle) [4 PP] Immunity 4 (Visual Dazzles, Suffocation [All]) [4 PP] Supersenses 13 (Direction Sense, Distance Sense, Extended [Visual] 1, Infravision, Microscopic Vision 2 [Cellular], Radio, Ultravision, X-Ray Vision, Drawback: Power loss [Lead for X Ray Vision]) [12 PP] Immunity 6 (Aging, Cold, Disease, Heat, Radiation, Poison) [6PP] “Cybernetic life support” Leaping 1 (x2, Running 30’, Standing 15’, High 7’) [1 PP] “Enhanced physique” Speed 1 (x2, 10 mph, 88’/rnd) [1 PP] “Enhanced Physique Swimming 1 (x2, 2.5mph, 22’/rnd) [1 PP] “Enhanced Physique” Drawbacks: -2 Vulnerability (Electricity, Common, Minor [+1]) [-2 PP] “Residual Cybernetics” DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Tough Damage (Physical) Strike Touch DC 21 Tough Damage (Physical) Phased Plasma Ranged DC 21 Tough Damage (Energy) Plasma Flare Touch/Cone DC 23 Reflex Dazzle (Visual) Plasma Overburn Touch/Line DC 23 Tough Damage (Energy) Plasma Web Ranged DC 21 Reflex Snare Totals: Abilities (42) + Combat (40) + Saving Throws (12) + Skills (88) + Feats (16) + Powers (47) - Drawbacks (-2) = 177/191
  8. Ace Danger Power Level: 15 (233/250PP) (PL 10 combat caps) Unspent Power Points: 17PP Trade-Offs: +1 Attack / -1 Damage, ± Defense / ± Toughness In Brief: Daring Boy Adventurer who grows into a Superspy and Immortal Playboy. Catchphrase: Theme: Alternate Identity: None Birthplace: Freedom City Residence: Danger Manor, North Bay, Freedom City Base of Operations: Danger Manor, North Bay, Freedom City Occupation: International Man of Mystery Affiliations: Allies of Freedom*, Danger Industries, Liberty League*, AEGIS*, Freedom League*, The Jungle Patrol* (*Former Ally/Member) Family: The Danger Family Description: Age: 90 (July 4th 1925) Apparent Age: 22 Gender: Male Ethnicity: Caucasian Height: 6' Weight: 185lbs Eyes: Blue Hair: Blond Ace has a sturdy six foot frame not overly muscled but certainly well defined in an almost careless way that suggests given effort he could develop quite the physique. His head is topped by thick blonde locks that are maintained in a perfect semblance of disarray. He retains much of his fathers classic lines but softened slightly, a strong jaw and chin, but not quite chiseled, his bright blue eyes always have a slight twinkle of mischief dancing in them. Despite his advanced age he appears an attractive man of 24. He dresses well socially though favors a somewhat beaten down Fedora and bomber jacket while "on duty", and favors a kind of retro chic look without looking like he can't keep up with the times. History: The first of the Danger children was born on July 4th 1925, named Ace after Ace Adams his godfather also his father's pilot and close companion through many an adventure. His early childhood was fairly normal despite his father's extended absences with two more siblings following A brother and a sister (the youngest) over the next five years. The family relocated to Africa where his famed father made his fortune in diamonds of dubious origins by today's standards. Once Ace reached the age of eight his father decided to make up for lost time and Ace joined him on his various adventures throughout the 30's and into the early 40's despite the dangers Ace enjoyed this time though he was always felt he had fallen short of his fathers larger than life expectations of his first born. As Ace came of age his brother was included in more and more of his father's travels and Ace found himself at loose ends. While he could certainly claim a unique education it was perhaps even worse suited than he was to academia. Eventually, wishing to prove himself on his own merits he lied about his age and signed up with the army his skills, and family name, earning him placement with the sometimes empowered special forces operating often behind enemy lines. After the War it wasn't long before his maverick stylings and controversial activities had him discharged (honorably thanks to family connections) to his father's deep disappointment. After his socially disastrous, if technically successful, military career Ace fell to the baser accusations of his father and became the exact layabout his father claimed him to be and dear old dad seemed to just give up and instead focused on his second born Rex. By 1950 Ace had earned quite the reputation as a libertine and despite the efforts of Little sister Donna to control the rumors he was steadily eroding the family's reputation. Her answer was simple and with some maneuvering of family money and contacts she neatly made him someone else's problem as he was inducted into service with the CIA where he was the very picture of the dashing spy later immortalized in print and film. He roamed the world much as he had with his father only now it was a deadly game of cat and mouse with the Soviets rather than thwarting Nazi schemes. He was well suited to the work and relished the risk. Due to his unique contacts and knowledge from his days traveling with his father he was assigned to the more esoteric missions no simple spying on ambassadors for Johnny Dangers son when there were communist backed voodoo cults in Havana or Soviet researchers developing doomsday devices in the himalayas. His fast and loose interpretation of regulations kept him fairly stationary in the organization despite his successes but at least he wasn't bored. It was during this time that his training with Shambala monks and blessings from witch doctors and voodoo queens led to some of his more extraordinary abilities though he carefully hid these from his antsy employers given the political climate. It was only natural that when the fledgling AEGIS organization cropped up he was optioned off to it though that barely lasted a year before he was drummed out for disrespecting a superior officer. The family stepped in once more to keep the specifics quiet but he was still blacklisted form government work. By this time his sister and her children were fully running Danger Industries and his father was retired having passed the torch to Rex who continued to live up to all of the Danger elders expectations. Ace for his part also prided himself on living up to every claim his father made. He with pride says that his actions alone supported the fledgling tabloid industry through the sixties and early seventies and it's not far from the truth. He publicly partook of much of the worst the decades had to offer and was the center of most major scandals of the era. Likely he much like the rest of the country would have continued on the self destructive course they were on if not for the Big One. The Terminus invasion was a rather brutal wake-up call for everyone but it was particularly so for Ace. His brother Rex had recently spirited him away from yet another party gone too far when the call came in. The city was under attack. Rex being Rex immediately spun the car in the direction of the trouble and told Ace to stay out of the way if he could. They never even had a chance as the burning lance of energy sliced through the car. Ace's last memory was his brothers scream as they were both vaporized. Ace woke up still in the tangled wreckage of the car after it was all over. In the end Rex was yet another in a long list of Heroes who fell in the invasion, Ace was sure to embellish the story the press got, to everyone else Rex went out like a Hero should. His brothers death affected Ace strongly, he had experience and more than a few tricks up his sleeve, he would do what Rex would have wanted. He became a Hero too, though granted still with his own specific idiom. In hero work a handsome smile and flare for the dramatic turned out to be as much a benefit as it had been a hindrance in his days at the agency. Of course he still had his father's globe trotting tendencies and soon was swept up in events throughout the world. His niece Rachel is fairly supportive of such activities but has slowly convinced him to stick to freedom city for now on and with Ace Danger is back in town the funs sure to start soon. Personality & Motivation: Ace has really been training for the Hero gig almost since birth and despite some unorthodox methods he's good at it. He's a larger than life personality from a larger than life family and lives it up as such. To most appearances he's a shallow attention grabbing playboy with too many toys, and that's not entirely inaccurate but he does have a strong sense of justice and feels a responsibility for the people of freedom. Rex's death pulled him out of a pretty self destructive spiral but that hasn't kept him from having fun while doing good in the here and now. Coming up and living his long life in the public eye as a hero or sidekick as the times have called for has left him distinctly out of touch with those less immersed in the world of high adventure. He knows no life but the absurd one that he calls his own and knows a certain loneliness drawn from that. Even other Heroes often have downtime or off camera moments, for Ace every day is another day on duty and privacy, though not secrecy, is all but unknown. Powers & Tactics: Every person who asks how Ace got his talents gets a different answer each more unbelievable than the last some of them are probably even true. He has been blessed by mystics of many traditions for long life and that's likely the actual core reason for his immortality, He most often will say however that he's to pretty to die. In his travels he has also picked up more than a few tricks. He has learned many martial arts forms from various groups through the years that has left him a capable hand to hand fighter though no specific style really take preeminence and his fathers wicked left hook is still his most signature move. He has also trained with various yogi's and mystics throughout the world to hone his mind and has picked up on the tricks that he most liked granting him a suite of mind tricks harnessing the power of his mind. He has also made some upgrades to his home to better fit with his new "super" lifestyle, using daka crystals he has pulled it off the grid and installed a communications and computing suite made it in his mind the perfect luxurious base of operations. He augments his training and vast collection of super tech and mysterious curios with some special items from his days as boy adventurer and super spy. The famed Danger!Mobile and it's suite of counter pursuit addons and specialized equipment for operation in the skies and seas is the most famous certainly but the Danger!Jet and it's cloaking and VTOL capabilities have gotten him into and out of some hairy situations. The S.S. Danger! seems at first glance little more than a pampered dilettantes luxury yacht, yet with but a few small adjustments and extensions it can vary it's appearance from Junk, to sailing yacht, to commercial fisher and more, for truly stealthy endeavors of course the craft can convert to submersible mode with advanced cloaking devices rendering it all but undetectable. Power Descriptions: Most of Aces powers are of a subtle nature, mental techniques and skills or his immortal nature are not obvious in nature. He has however a long life of adventures steeped in the science and magic of a thousand cultures and even worlds. This results in a motley collection of devices, talismans, techniques, and maneuvers that he can call upon when the situation demands, Whether it be calling forth his inner fire to melt an icy prison, assembling a makeshift lathe to craft a weapon upon, or drawing forth a treasure or relic of power from his past adventures Ace has a long life of interesting times to draw upon. Complications: Disarmed!: Aces Interesting Times VP isn't able to be taken away completely but if he is stripped of his assorted gadgets he can't put the points into devices without some kind of work around for the missing items. Fame: He's THE Ace Danger Code of Honor: Hero code: don't kill or main, no torture, protect innocents etc. Ace follows it as much as he seems to be reluctant to. Reputation: Wastrel playboy and worse. Abilities: 14+8+16+8+8+14=68PP Strength: 24 (+7) Dexterity: 18 (+4) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 24 (+7) Combat: 12 + 12 = 24PP Initiative: +4 Attack: +6 base, +7 Melee, +11 Unarmed Defense: +10 (6 base + 4 Dodge Focus) (+3 flat-footed) Grapple: +14 Knockback: -5 Saving Throws: 0 + 4 + 6 = 10PP Toughness: +10 (+8 Con, +2 Defensive Roll) Fortitude: +8 (+8 Con) Reflex: +8 (+4 Dex, +4) Will: +10 (+4 Wis, +6) Skills: 108r = 27PP Bluff 15 (+22) Distract, Skill Mastery, Taunt Diplomacy 7 (+14, +20 with Wealth) Connected, Skill Mastery Disguise 13 (+20) Skill Mastery Drive 1 (+5) Gather Information 7 (+14, +20 with wealth) Contacts, Skill Mastery, Well-Informed Intimidate 3 (+10) Skill Mastery Notice 16 (+20) Skill Mastery Perform: Acting 3 (+10) Perform: Dance 3 (+10) Perform: Singing 3 (+10) Perform: Oratory 3 (+10) Pilot 1 (+5) Ride 1 (+5) Sense motive 16 (+20) Skill Mastery Stealth 16 (+20) Skill Mastery Feats: 56pp Attack Specialization: Unarmed 2 Attack Focus: Melee 1 Beginner's Luck Benefit (Security Clearance: Danger International, Security Clearance: AEGIS, Wealth 3/Filthy Rich, Fame, Status: High Society) Connected Contacts Defensive Roll Distract (Bluff) Dodge Focus 4 Equipment 10 Fast Feint Fast Taunt Hide In Plain Sight Improvised Tools Inspiration 5 Jack of all Trades Leadership Luck 3 Quick Change 2 Redirect Set-Up Skill Mastery 2 (Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Notice, Sense Motive, Stealth) Sneak Attack Taunt Teamwork 3 Uncanny Dodge (mental) Well Informed Equipment [45 equipment points] Danger! Vehicles (Alt Equip 2) [24] Danger!Mobile [24] Size: Large [1] Strength 25 [1] Speed 6/Swim 6/ Flight 3 [7] Defense 9 [0] Toughness 12 [5] Features: Alarm 2 (DC25), Autopilot, Disguise, Ejector Seats, Oil Slick, Smoke Screen, Communications(radio), Navigation system, Tire inflators Danger!Jet [24] Size: Gargantuan [3] Strength 40 [0] Flight 7 [14] Defense 6 [0] Toughness 11 [0] Features: Autopilot, Ejector seats, Concealment(Radar), Concealment(visual), Communications(Radio), Computer, Navigation Systems S.S. Danger! [24] Size: Gargantuan [3] Strength 50 [2] Swim 4 [4] Defense 6 [0] Toughness 15 [4] Features: Autopilot, Submersible, Concealment(Auditory), Concealment(Visual), Concealment(Radar), Communications(Radio), Computer, Hidden Compartments, Navigation System, Disguise, Living Quarters Danger Manor [total 24] Toughness 20 [3] Size Large [2] Combat Simulator [1] Communications [1] Computer [1] Dock [1] Defense system (Stun 13 [Crazy Purple Knockout Gas; Extra: Sleep](Gas, Poison)[1] Fire prevention system [1] Garage [1] Gym [1] Hangar [1] Infirmary [1] Library [1] Living space [1] Personnel [1] Pool [1] Power system [1] Security System x 3 (DC 30) [3] Think Tank [1] Powers: 6 + 4 + 10 + 6 + 22 = 48PP Comprehend 3 (Polyglot; Speak any language one at a time, Read and understand all languages) (Training) [6pp] Immunity 4 (Aging, Disease, Poison, Starvation/Thirst) (Magic)[4pp] Regeneration 8 (True Resurrection 7 [1 minute], Recovery Bonus 1; Power Feats: Persistent, Regrowth) (Magic)[10pp] Super Senses 6 (Mind Like the Moon; Mental Sense, +Accurate, +Acute, +Radius, +Ranged) (Chi, Training) [6PP] Variable 2 (Interesting Times; 10pp Any Combination of Traits; Extras: Action 2 (free Action), Power Feats: Variable Descriptor 2) [22pp] Variable Pool sample Configurations Drunken Style Kung Fu (Attack Specialization [Unarmed 2], Fast Feint, Fast Taunt, Dodge Focus 2, Protection 2, Improved trip, Instant up) Rocket boots and flight helmet (Device 2 {Hard to lose; Restricted 2; Flight 4, Immunity 2 (suffocation)}) Jury Rigged Hand Cannon (Device 5 {25PP Device; Easy to lose, Unreliable (50% fail chance); [Damage 10 {Ranged; Accurate 5}]}) Ghost dust ( Super Senses 2 {Visual counters concealment}, Damage 6 (Flaws: Limited [Undead], Power Feats: Affects insubstantial 2, Mighty, Accurate 2) (+11 attack +13 Save Damage) Warding Chant/mudra/rune (Mind Control 10, Area, Limited {supernatural type}) Jungle patrol Pistol (Device 3 {easy to lose; Power Feats: Accurate; [Damage 7 (Extras: Ranged, Power feats: Variable Descriptor)]}) Drawbacks: DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Sneak Attack Unarmed Touch DC 15 Toughness Damage Totals: Abilities (68) + Combat (24) + Saving Throws (10) + Skills (27) + Feats (56) + Powers (48) - Drawbacks (0) = 233/250PP
  9. Adept Power Level: 10/13 (179/202PP) Trade-Offs: None Unspent Power Points: 23 In Brief: Telekinetic Man in Black Residence: Series of military bases or government-mandated hotel rooms Base of Operations: The Federal Building, AEGIS headquarters Catchphrase: Anything punctuated by a cloud of cigarette smoke Alternate Identity: James Warne (pre-adoption: Kevin Roeser) Identity: Public Birthplace: Washington, D.C. Occupation: AEGIS agent Affiliations: AEGIS, United States Army, FBI Family: Parker Psion Jr. (Father, deceased), Laurel Roeser (Mother, deceased), Gwen and Carrie Psion (Sisters, unknown to both Adept and the Psion family) Description: Age: 36 (DoB: September 29, 1979 Apparent Age: 40s (Bad skin due to smoking) Gender: Male Ethnicity: Caucasian Height: 5’ 11” Weight: 188 lbs. Eyes: Brown Hair: Salt-and-pepper black Agent Warne (codename: Adept) isn’t a sight most people want to see, this black-suit government agent with rough skin, opaque sunglasses, stern frown, and often a cloud of smoke clinging to him like an aura. He’s just past the halfway mark of his thirties, yet stress is already bringing out the gray in his hair, and his complexion and teeth show the marks of nearly two decades of smoking. His guttural voice rarely has anything pleasant to say (although occasionally he spouts dark, deadpan humor). Dark circles typically line his eyes from nights of more alcohol than sleep. In those eyes is the thousand-yard-stare of a man who has seen some s---. Less-than-attractive though he may be, Adept has an athletic, muscular build, and moves with grace and confidence. He does not, keen observers should note, carry a gun, a strange occurrence in his profession. Then again, he doesn’t need to. Power Descriptions: Adept’s signature trick happens silently and unseen; enemies or objects just move seemingly of their own accord, or lift into the air as if by magic. Unless he wants to scare someone, Adept usually doesn’t call attention to his ability. He doesn’t need to wave his hands or any other such activation methods, so he can easily sit at a distance and perform his manipulations without implicating himself to non-psychics. His protective field, on the other hand, bends the air around him like a heat wave as he “pushes” in all directions with short-range yet firm and continuous force. By similar technique, Adept can even pick himself up and fly, albeit at slow speeds. History: This story begins in the middle of someone else’s, and near the end of yet a third. In the late seventies, Parker Psion Jr. came to Washington, D.C. on a family errand. By his father’s orders, he met with multiple unidentified politicians to blackmail them with information gathered by the Psions. These favors may’ve had far-reaching consequences, but few people can say, as the congressional representatives (predictably) declined to bring the matter to federal attention. And yet, Parker’s visit did not go unnoticed. AEGIS was still gathering its momentum, and had more pressing issues toward which to direct its early super-powered agents, but they already cast suspicious glances toward the Psion family. Parker was under cautious surveillance throughout most of his time in D.C., although the agents had strict orders to not risk engagement without violence on his part. So they watched, first as he ran his errands, then as he celebrated, savoring his rare independence with a little bar-hopping, which ended in the home of Laurel Roeser, twenty-two-year-old clerical assistant. AEGIS investigated her after Parker left the city, wondering if perhaps Laurel was connected to the Psions, an informant or follower, but their meeting was eventually noted as random. Her pregnancy, they watched with greater interest. The original plan was to entice and monitor this illegitimate Psion by offering Laurel discrete employment (as an unwed mother at such a time, she found her other prospects depressingly limited), nudge her son toward schools of their choice, and eventually groom him for a military career. Instead, fate simplified matters with a fatal mugging just two years after Kevin Roeser was born. Army First Lieutenants Miranda and Ronnie Warne quickly adopted him, paperwork shoved through the system so fast that now-named-James barely saw an orphanage, and thus began a lifetime of Army bases and endless psychic testing. He knew early on that something was amiss, even with only other military children to compare his life to. His parents were attentive yet distant and professional. And the tests—as soon as James displayed telekinesis, all other aspects of his life became secondary. He continued to receive a standard education, plus cadet training, but the adults around him clearly rushed toward the talent that none of his peers possessed. They tried to bring out other psychic abilities, were disappointed when none came, and settled for honing his telekinesis like a knife. Captain Warne retired his Army commission at age twenty-four, transitioning to the Federal Bureau of Investigation for the next decade, and has recently gone onto AEGIS, to best put his power to use. His career has taken him all across the globe without ever feeling any sense of home. Now, at his latest post in Freedom City, a rare place he’s never visited, perhaps he’ll discover more about himself than he expects—and more than his government handlers would prefer. Personality & Motivation: Cynical and suspicious, Adept is the career agent stereotype. He knows from firsthand experience that his “side” can do some very un-democratic things in the name of democracy, and freedom can look a lot different when the world’s most powerful military thinks you’re standing in the way of it. Having said that, he’s not entirely unpatriotic, and remains loyal to his country and agencies. This is a man who’s seen real chaos and corruption, the kind that make senator sex scandals, white-collar crimes, and America’s street gangs seem childishly quaint by comparison. He, quietly, enjoys some measure of pride in preventing such turmoil in his home territory. A lifetime on one side of the law does give Adept a very dim view of criminals; he exploits them freely for information and feels no sympathy if they suffer in the process. “Reformed” convicts can expect nothing but mistrust, and let’s be honest, everyone’s guilty of something. Adept considers it just a matter of discovering the details in most cases. Still, there’s wrong and wrong. He’s often willing to ignore lesser transgressions in exchange for tips on whatever big fish he’s chasing down this week…until he comes back in the future, to keep cashing in more favors. It can’t be blackmail if the government does it, right? Adept does have lines he won’t cross, murder being the foremost among them, no matter how convenient it often might be. He’s a very rare case among his profession; this refusal puzzles and occasionally frustrates his superiors. But he can feel something dark, deep in his soul, and privately worries that ending a life, rightly or not, will bring it bubbling up. It already feels so good to grab criminals with his mind and just squeeze… Powers & Tactics: On a good day, Adept tries to get by with his impressive skills. He’d rather talk his way through most situations if he can. On a great day, he can direct other agents under his command, with further backup just a phone call away. On the bad days, though, special lobes in his brain light up like Christmas trees, and then the screaming starts. He can crush cars like aluminum cans, toss people casually into walls, protect himself with a telekinetic field impervious to almost everything the average gangster might have, lift an incredible amount of weight, and in moments of desperation, “push” at everything around him, the aftermath resembling a bomb detonating on his position. Unlike most psychics, however, he has only one trick at his disposal, even if he’s very good at it. Complications: “Eff You, Cop!”: Adept is clearly a government agent, even before he introduces himself as such. Most people feel nervous talking to him, and many refuse to do so at all without…encouragement. “GET OUTTA MY HEAD!”: Adept’s training, from early childhood until recently, often included other psychics. They’d infiltrate his mind attempting to unlock other abilities, or to strengthen his resistance to such attacks, or to assess his honesty and loyalty. He absolutely hates it; with very few exceptions, mind-reading (that he’s aware of) elicits immediate violence, whether or not it’s appropriate. “How High, Sir?!”: Technically Adept doesn’t have to take orders from his old Army commanders, though those connections can still come into play. AEGIS, however, signs his checks, gives his assignments, even arranges his hotel rooms, and of course, says when to jump. In the Family: Only a few of Adept’s superiors and handlers know about his lineage, and they aren’t keen on sharing it with him. He’s constantly being evaluated for any signs that he might follow the Psion path. Furthermore, in light of the (apparently-deceased) Parker Psion Sr.’s schemes for his offspring, it’s considered of the utmost importance that none of the remaining Psions learn about their wayward relative. Smoke Break: He’s a two-pack-a-day man. Someday this is going to kill him, exercise regiment or no, but for now, GMs can level penalties to just about any rolls if Adept has to go more than an hour or two without a cigarette. Trustless: As a career agent, sometimes bordering on a full spy, Adept accepts suspicion as a fact of life. He’s well aware that his superiors don’t fully trust him (although he doesn’t know the real reason why), and he treats other people similarly, in and out of his organization. Even long-term partners aren’t above scrutiny. Combined with his talent for intimidation, Adept usually approaches witnesses, suspects, and “innocent” bystanders the same way. When all you have is a hammer… Abilities: 6+6+6+6+6+6=36PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 6+8=14PP Initiative: +11 Attack: +3 Grapple: +6 (+20 Psychokinesis) Defense: +10 (+4 Base, +6 Dodge Focus, +2 Flat-Footed) Knockback: -5 (-1 w/out Force Field) Saving Throws: 7+7+7=21 Toughness: +10 (+3 Base, +7 Force Field) Fortitude: +10 (+3 Base, +7) Reflex: +10 (+3 Base, +7) Will: +10 (+3 Base, +7) Skills: 35PP=140R Bluff 7 (+10) Diplomacy 2 (+5) Disable Device 7 (+10) Drive 2 (+5) Gather Information 17 (+20) Intimidate 17 (+20) Investigate 7 (+10) Knowledge (Arcane Lore) 7 (+10) Knowledge (Civics) 7 (+10) Knowledge (Current Events) 2 (+5) Knowledge (Streetwise) 7 (+10) Knowledge (Tactics) 17 (+20) Knowledge (Technology) 2 (+5) Language 4 (Arabic, Mandarin Chinese, Russian, Spanish) Medicine 2 (+5) Notice 7 (+10) Search 7 (+10) Sense Motive 12 (+15) Stealth 7 (+10) Feats: 20PP Benefit 6 (AEGIS Agent, Knowledge (Tactics) 3, Security Clearance, Wealth) Connected Contacts Dodge Focus 6 Improved Initiative 2 Luck 2 Master Plan Well-Informed Powers: 2 + 7 + 44 = 53PP Flight 1 (10 MPH/100FPM) [2PP] Force Field 7 [7PP] Telekinesis Array 20.2 (42PP, PFs: Alternate Powers 2) [44PP] BP: Move Object 10 (Effective STR 50, Heavy Load 12 tons, Extras: Damaging, Range [Perception], PF: Precise, Subtle) {42/42} AP: Strike 10 (Extras: Area [Burst], Selective, PF: Knockback 10, Progression (100' Range), Subtle) {42/42} AP: Move Object 20 (Effective STR 100, Heavy Load 12.5K tons, PF: Precise, Subtle) {42/42} Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness DC 18 Damage (Physical) Psychokinesis Perception Toughness DC 25 Damage (Energy) Totals: Abilities (36) + Combat (14) + Saving Throws (21) + Skills (35) + Feats (20) + Powers (53) - Drawbacks (0) = 179/202 Power Points Telekinesis Lifting Capacity: Light Medium Heavy Psychokinesis (Effective Strength 50) 4 Tons 8 Tons 12 Tons Move Object (Effective Strength 100) 4,000 Tons 8,000 Tons 12,500 Tons
  10. Player Name: Vahnyu Character Name: Meatheral Power Level: (8) (126/132PP) Trade-Offs: -4 Earth Form Attack / +4 Earth Form Damage, -2 Fire Form Attack / +2 Fire Form Damage, +4 Air Form Attack / -4 Air Form Damage, -4 Earth Form Defense / +4 Earth Form Toughness, +2 Fire Form Defense / -2 Fire Form Toughness, +2 Air Form Defense / -2 Air Form Toughness Unspent Power Points: 6 Old character sheet is here. In Brief: Hero with the power to transform into any one the 4 elementals. Alternate Identity: Jeremiah 'Jerry' Cornwell Identity: Secret Birthplace: Freedom City Occupation: University Student (Theologian) Affiliations: Freedom City University (FCU) Family: Father: Anthony Cornwell, Mother: Jacqueline Cornwell, Older Sisters: Tiffany Cornwell, Melissa Cornwell, Younger Brother: Samuel Cornwell. Description: Age: 21 (DoB: June the 17th, 1994) Apparent Age: 21 Gender: Male Ethnicity: Caucasian Height: 6' 2" Weight: 175 lbs Eyes: Light Brown Hair: Red Description: Jeremiah is a tall young man, with amber red hair and light brown eyes. He wears blue jeans, a red t-shirt, and black athletic shoes. As Meatheral, Jerry dones a full cloth costume with very wide alternating white and green horizontal stripes. The costume has a cape that is white on the outside and green on the inside. He keeps most of his head, except his mouth, covered by a green full face mask. However, Meatheral spends most of his active in one of his four assumed elemental forms. As an Earth Elemental, his body becomes rocky and hardened. As a Fire Elemental, his body becomes consumed in flames. As a Water Elemental, his body turns liquid and becomes semi transparent. Finally, as an Air Elemental, his body becomes composed of air particles that spin rapidly in a concentrated area, creating the impression of a small tornado. Power Descriptions: By chanting the appropriate incantation, Meatheral is able to transform his body in one of the 4 elementals. Doing so slowly replaces his body with the appropriate element(rocks for when assuming the Earth Form, Water for the Water Form, etc.). Assuming back his human form causes the elements to slowly withdraw, indicating that the transformation is being reversed. Earth Form: Meatheral's body becomes super condensed and enlarged, giving him incredible strength and durability, at the expense of making him react slower. His hands are capable of unleashing high energy sonic waves upon impact. His legs are powerful enough to send him flying on a jump, and he becomes capable of swiftly digging his way through the ground. TERRA DEORSUR ME TREMIT! Fire Form: Meatheral transforms into a living flame. He can use those flames to propel himself at high speeds. The flames he produces are harmful on contact, and he can extend his arms on short range as if they were whips. By concentrating energy, he is able to unleash and direct a big ball of flames at his opponents. IGNIS IN ME COMBURIT! Water Form: By assuming a liquid form, Meatheral is able to stretch or otherwise manipulate his body in order to both absorb damage and fight at long ranges. While malleable, he can still produce superhumanly high amounts of pressure. He is equally fast on land, where he transports from place to place like a torrenting river, and on water, where he is able to launch himself with the speed of a torpedo. AQUAE CIRCUM ME TUMULTUATUR! Air Form: Meatheral's body becomes a small tornado capable of flying at high speeds. By slightly expanding, dispersing, and slowing his molecules down, he is able to become completely transparent, and naked to all eyes. In this form, he is able to generate high speed tornadoes that he can launch at his opponents with great accuracy and from affar, or generate multiple smaller hurricanes and fire them at closer range. VENTUS AD ME CIRCUMFLAT! History: Jerry grew up in Kingston of Freedom City, just another boy in a middle-class family. Though his parents were never well-off, by any stretch of the word, they always managed to get by with what they had, and they made sure to provide for both Jerry and his 3 siblings. His family wasn't overly religious, but nevertheless, Jerry found from an early age fascinated in religion and mythology, less as a believer, and more as audience. He found the larger than life characters described within fascinating, and their exploits extraordinary. He enjoyed reading various different myths that handled similar subjects and themes, and making comparrisons between them. Eventually, after studying hard, Jerry managed to gain entrance at the Freedom City University, as a student of Theology. While most of the first year was hard on him, what with relocating to the capital, away from his parents, and with balancing a tight budget, Jerry eventually fell into a nice pace, where he could comfortably dedicate himself to his studies. It was during this time, when as a 1st year student, he took up visiting museums and libraries, for a term paper he was working on for the second semester. He eventually stumbled upon an old bookshop, that held many rare tomes about Shintoism, Taoism, Masai mythology, Ceremonial magic, Seidr, and many more. After a few weeks, while studying the contents of a book that had no title, but only the image of a square divided in four smaller squares, each with a different name, a mysterious event occured that would forever mark Jerry. A fire broke out, engulfing the entire place. The people at the library found themselves trapped, and inexplicably unable to exit the building, as if held by an invisible force. As for Jerry himself, another phenomena was occupying his attention. The book he was reading started having its pages erased. While this was going on, as if in response, it caught fire, it's pages become wet, they were shredded to fine dust, and scattered by a strong wind. The dust landed on Jerry, and he felt a sudden surge of knowledge, unlike anything he had felt before. Finding himself transform into a being of pure water, and after the initial shock passed, Jerry put his newfound abilities to good use, putting out the fire, and saving the people trapped in the library. The rest of the books were not as lucky; Jerry found out later that their contents had been completely erased, as if they never were. After the incident, Jerry slept for three days, due to the shock and exhaustion he felt. When he woke up, he found himself curious about his newfound abilities, which granted him the ability to transform into one of four elementals. After three months of trainning and testing, he had managed to gain considerable control over his abilities. It was then that he decided that the time had come for him to debut as a Superhero. Going by the name of Meatheral, hero of the four elements, Jerry has added one more group of activities in his daily balance. And he has yet to find out details regarding the Tetramegeton, the mysterious grimoire which granted him his four elemental forms. Or about the mysterious fire that triggered everything, which vanished as it came, leaving no traces behind. Personality & Motivation: Jerry loves stories. He can spend an entire evening listening to people talking, without losing his focus or attention. On his free time, he enjoys, in a strictly non-professional way, writting fantasy novels, worldbuilding, and mythbuilding. He is passionate, but virtuous and accomodating. Though he is not religious, despite his collegial pursuits, he does not reject the divine, identifying as an agnostic. Jerry became a superhero out of a strong, if ultimately detached, sense of duty and rightness. He's always trying his hard to help others, but he hasn't been tempered yet in the field of heroics. Powers & Tactics: As a human, Meatheral has neither powers of his own, nor any significant combat trainning, so when trouble arises, his first order of business is to assume one of the four elemental forms he possesses access to. Each form presents it's own strengths and weaknesses, and depending on the situation, Meatheral may find himself cycling through them as needed. Complications: Multiform Backlash: Jerry is still learning the ropes around his transformations. Transforming multiple times without a long rest of at least 4 hours(Sleep, Realaxation, unpowered sports activity, etc), results in his transformation going haywire(for examples, the form he transforms into becomes Uncontrollable, meaning, the flaw Uncontrollable is applied to the entire Alternate Form). Furthemore, he can no longer change forms, until he takes a long rest of at least 4 hours. On the other hand, if severely stressed, or making rapid and/or frequent changes in succession, the changes can overwhelm Meatheral and become uncontrolled, flitting from one form to another, including back to human form). Like an Open Book: Jerry is fused with the Tetramegeton, and while the magical grimoire does not exist in a physical plane, everyone with an ounce of magic talent within close proximity to Jerry(a 10x10 room) is able to discern that Jerry has possession of its powers(provided that they can percieve Jerry or one of his alternate forms at the moment). At the very least, they'd know that Jerry is fused with a powerful artifact that holds/emanates elemental powers. Secret: Identity. Talentless: Though he is able to channel the few spells Tetramegeton still has intact, Jerry has zero talent and less than zero aptitude for magic, (recognising spells, performing rituals, etc). Tetramegeton: Jerry is fused with a grimoire called Tetramegeton, also known as the Libri Quatuor Elementorum, or the Book of Four Elements. The book is sentient, though it has yet to exhibit any form of communication, other than directly feeding the transformation spells into Jerry's mind, and it is very sought out by magic cabals and circles. Abilities: 0 + 0 + 0 + 0 + 6 + 0 = 6PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Melee, +4 Ranged Grapple: +4 Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -0 Saving Throws: 1 + 1 + 4 = 6PP Toughness: +0 (+0 Con) Fortitude: +1 (+0 Con, +1) Reflex: +1 (+0 Dex, +1) Will: +7 (+3 Wis, +4) Skills: 48R = 12PP Concentration 5 (+8) Diplomacy 9 (+9) Knowledge (Theology and Religion) 10 (+10)Skill Mastery Notice 7 (+10)Skill Mastery Sense Motive 12 (+15)Skill Mastery Survival 5 (+8)Skill Mastery Feats: 3PP Dodge Focus 2 Skill Mastery (Knowledge[Theology and Religion], Notice, Sense Motive, Survival) Powers: 27 + 60 = 87PP Quadelemental Control 9.5 (19PP; Feats: Alternate Powers 8) [27PP] Quadelemental Form 30 (60PP; Feats: Alternate Powers 3, Drawbacks: Action 3[Full Round Action]) [60PP] Base Power: Alternate Form 12.8 (64PP Container; Drawbacks: Vulnerability[Air, Frequency: Common, Intensity: Major (x2)]) [60PP] (Earth Form) Alternate Power: Alternate Form 12.8 (64PP Container; Drawbacks: Vulnerability[Water, Frequency: Common, Intensity: Major (x2)]) [60PP] (Fire Form) Alternate Power: Alternate Form 12.8 (64PP Container; Drawbacks: Vulnerability[Fire, Frequency: Common, Intensity: Major (x2)]) [60PP] (Water Form) Alternate Power: Alternate Form 12 (64PP Container; Drawbacks: Vulnerability[Earth, Frequency: Common, Intensity: Major (x2)]) [60PP] (Air Form) Drawbacks: (-0) + (-4) = -4PP Normal Identity (Magic Words Incantation; Frequency: Common[Full Round Action]; Intensity: Major) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Bludgeoning) Unarmed(Enhanced) Touch DC27 Toughness (Staged) Damage (Earth) Groundstrike Area 1d20+12 vs STR or DEX (best) Trip (Earth) DC22 Reflex (Staged) Shockwave Area DC25 Toughness (Staged) Damage (Earth) DC20 Reflex (Staged) Thunderclap Area DC20 Reflex (Staged) Dazzle (Auditory, Sonic) Earth Creation Touch DC22 Fortitude Transform (Shape Matter, Earth) Fire Ball Area DC23 Toughness (Staged) Damage (Fire) Flame Body Aura DC17 Toughness (Staged) Damage (Fire) Flame Weapon Touch DC25 Toughness (Staged) Damage (Fire) DC20 Fortitude (Staged) Drain (Toughness, Unreliable) Fire Creation Area DC23 Toughness (Staged) Damage (Fire) Unarmed(Enhanced) Touch DC20 Toughness (Staged) Damage (Water) Aqua Weapon Touch DC23 Toughness (Staged) Damage (Water) Water Creation Area DC18 Reflex (Staged) Snare (Water, Suffocating) Air Volley Ranged DC21 Toughness (Staged) Damage (Air) Tornado Creation Ranged Area 1d20+14 vs Grapple or Reflex (best) Move Object (Air) DC25 Toughness (Staged) Damage (Air) Totals: Abilities (6) + Combat (16) + Saving Throws (6) + Skills (12) + Feats (3) + Powers (87) - Drawbacks (4) = 126/132 Power Points
  11. The Eternal Dragon Power Level: 10 (150/154PP) Trade-Offs: -2 Attack / +2 Damage (True Dragon Claw) Unspent Power Points: 4 In Brief: Mastered the martial arts at a young age and gained the power of a dragon. Currently billionaire playboy Jason Draco. Residence: Draco Towers Base of Operations: Northern Freedom City Alternate Identity:Jason Draco Identity: Public or Secret Birthplace: Northern Freedom City Occupation: Founder and Ceo of Draco Enterprises Affiliations: N/A Family: None alive but had a mother and father named Amy and Jacob Draco. Description: Age: 25 (DoB:1991) Gender: Male Ethnicity: Caucasian Height:6”2 Weight:160 lbs Eyes: Blue Hair:Black Jason (on a day to day basis) wears a simple gray suit with a red tie. Jason’s costume consists of a red domino mask and a black, flexible bodysuit. Power Descriptions: Jason has the soul of a dragon inhabiting his body, which allows him to do several things. He can control flames, talk to people far away or to everyone within five miles with a Dragon Roar, and heal himself or others with his ki. His prime combat ability is to summon the True Dragon Claw. This Claw is a potent weapon that can also be used as a ranged attack. History: Jason Draco was born to a loving mom and dad in Northern Freedom City. His father owned a prominent weapons company, Draco Enterprises, that made the family quite a bit of money. When Jason turned 18, he and his parents went on an expedition in the Himalayas. They had two guides along with them to keep the 3 of them safe on the journey up. Little did they know, the guides would turn on them and end up killing Jason’s mother and father. Traumatized by the fact he couldn’t save them, Jason ran further into the mountains. He eventually found a strange city, full of people wearing ancient clothing. They took him in, healed his wounds, and began teaching him the art of Doragon Kuro. After mastering it to the best of his ability, they put him to a final test. He would attempt to absorb the Dragon Soul that so many before him couldn’t. It only took him one try to take the power of the dragon for himself. He defeated the two men who had killed his parents, sent them to jail, and went back to Freedom City after the three long years he had been gone. He came back to a man named Silver Stone running the company. Silver Stone seemed to be personable enough, so Jason entrusted him for four more years as Jason went to an Ivy League School to study business. Silver Stone was in fact, unhappy with his loss of power over the company. Jason during this time, began working as The Eternal Dragon. When he came back to take over, Silver Stone instead proposed he take over a smaller branch of the company for now, just to get the experience necessary to run the company. Jason begrudgingly agreed to it and is now running the Future Endeavors branch of his company. Stone is now plotting ways to take over Draco Enterprises. Personality & Motivation: Eternal Dragon is a man who’s always looking for the finer things in life and always seems to be smiling. He became a hero to protect people the way he couldn’t protect his family. Powers & Tactics: Uses unarmed attacks against weaker opponents and uses his True Dragon Claw against the people he can’t beat without it. Uses his prior martial arts training in Doragon Kuro to keep up to snuff. Complications: Secret Identity: If Jason’s identity were known, he may have issues running his company or with general life. Sense of Honor: Will not strike an enemy on the back, will always come to the defense of the defenseless, will not lie to a friend Fame: Jason Draco is a billionaire playboy, what did you expect? Phobia: Spiders, why did it have to be spiders? Abilities: 8 + 8 + 8 + 4 +6 + 4 = 38PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +4 Attack: Base +6,+8 Melee, +6 Ranged, Grapple: +12 Defense: +10 (+6 Base, +4 Dodge Focus), + 3 Flat-Footed Knockback: -3 Saving Throws: 4+ 5 + 5 = 14PP Toughness: +4/+10(+4 Con, +6 [Defensive Roll]) Fortitude: +8 (+4 Con, +4) Reflex: +9 (+4 Dex, +5) Will: +8 (+3 Wis, +5) Skills: 76R = 19PP Acrobatics 12 (+16) Climb 4 (+8) Concentration 4 (+7) Gather Information 12 (+14) Diplomacy 12 (+14) Intimidate 4 (+6) Knowledge (Business) 8 (+10) Knowledge (Tactics) 8 (+10) Sense Motive 8 (+11) Stealth 4 (+8) Feats: 25 PP Acrobatic Bluff Attack Focus (Melee) 2 Benefit 3 (Wealth) Blind-Fight Connected Defensive Attack Defensive Roll 3 Dodge Focus 4 Fearless Improved Sunder Improved Trip Instant Up Master Plan Move by Action Power Attack Takedown Attack 1 Trance Powers: 20+7+1+1+7 = 30 PP Chi Powers 8 (16 pp array; Feats: Alternate Power 4 ) [20] Base Power: Healing 5 (Dragon Skin) (Extra: Resurrection; Feat: Regrowth) {16/16 } Alt Power: Damage 8 (True Dragon Claw) (Extra: Penetrating 2; Feats: Affects Insubstantial; Improved Critical; Mighty) {13/16 } Alt Power: Damage 10 (Dragon Flame) (Extra: Range [Ranged]; Feats: Affects Insubstantial, Homing, Incurable, Indirect 2, Precise, Ricochet 1, Split Attack; Flaw: Distracting; Drawbacks: Full Power, Power Loss) {16/16} Alt Power: Communication 5: (Sense Type:Mental; Extra:Omni-Directional; Feat:Selective) {11/16} Alt Power: Damage 8 (Rapid Combo) (Extras:General Area [40' Burst], Selective Attack; Flaw: Action [Full-Round]) {16/16} Dragon Spirit 3 (6 pp array; Feat: Alternate Power 1) [7 pp] Base Power: Quickness 2 + Speed 1 (up to 2) + Enhanced Feat 2 ( Improved Initiative 2) + Super Movement 1 (Wall Running; Flaw: Only while moving) {2+1+2+1=6/6} Alt Power: Super-Strength 3 (Effective Strength 33, Heavy load: 2,440 lbs ) {6/6} Leaping 1 ( Jumping Distance x2: Running Jump [28'], Standing Jump [14'] High Jump [7'] ) (Jump Training)(1 pp) Speed 1 (10 mph, 100'/rnd) (Speed Training) [1pp] Swimming 1 ( 2.5 mph, 25'/rnd ) (Swim Training) [1 pp] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Damage (Physical) Dragon Fire Ranged DC 25 Damage () Rapid Combo Area DC 23 Damage () True Dragon Claw Touch DC 27 Toughness Damage () Totals: Abilities (38) + Combat (24) + Saving Throws (14) + Skills (19) + Feats (25) + Powers (30) - Drawbacks (0) = 150/154 Power Points
  12. Player Name: Amyball Hero Name: Hellbinder Real Name: Sarah Genmai Kahn Power Level: 10 (150/151PP) Trade-Offs: None Unspent Power Points: 1 In Brief: What if Batman knew magic instead of Kung-Fu? Current Residence: Lavish North Bay mansion. LOTS of books. It's a typical rich person's mansion, but every room has at least one bookshelf. Base of Operations: The mansion's basement, built to her specifications Occupation: New Student at the Academy Affiliations: None yet Family: Maria and Gene (Americanized) Kahn, both deceased. Legal Guardians: Xiang Hua and Hatori Hua (Grandparents, living) Description: Age: 16 (DoB: April 6, 1999) Apparent Age: Older teen, perhaps early 20's Gender: Female Ethnicity: Asian (East Asian) Height: 5’ 0” Weight: 100 lbs. Eyes: Black with red pupils Hair: Black Sarah appears to be a fairly typical young teen or young adult. She normally wears her hair long, perfectly combed. In fact, not a bit of her appearance ever seems to be out of place. Perfectly calm, poised, and in control, the young woman exudes an air of... not exactly confidence. Her stance is usually a little hunched over, and her clothing tends towards the baggy and unflattering. Which is no surprise. She developed early and well, and despite her parent's money, she was teased a great deal at her old schools before she started her home-schooling. When she's Hellbinder though, that all changes. Her outfit is clingy, her aura is one of absolute dominion, and her voice resonates with all the threats and promises of hell. Said outfit is black (not leather) with red trim, and clawed gloves over the hands (mainly for show) Power Description: She is a 'typical' magic user. When her powers are used, her hair fans out and she levitates a little as she incants her spell. The arcane gestures she uses create light contrails in the air around her, forming mystic sigils. While she has shown signs of minor power-use when restrained, it's proven to be ineffective at best, and an active hindrance at worst, as it still drains her abilities as any 'overcharged' (power stunted) spell would. History: Her parents were... In a word, WEALTHY. Like Bruce Wayne levels of cash. She was a spoiled sweet princess, had everything she wanted, was generous, a good student... Then her parents died in a plane crash and her mind broke a little. Sarah went through a severe emo-goth streak, and used her parents money to delve DEEP into the occult, which she had a significant talent for. Eventually, she made a pact with hell to bring her parents back to life. They drew up the contract, signed it... And hell brought her parents back as zombies. They tried to take her soul, but couldn't. They'd missed a bit of fine print where she said they had to bring them back to life. Which they didn't. And when they tried to fix their error, they found they couldn't, because her parent's souls weren't IN hell. The contract was broken, and Hell's backlash as the contract ended tore open her soul, providing her with a strong connection to Hell that even the Prince of Darkness couldn't close. They're not too happy with the 16-year-old, but there's not a great deal they can do to her, since they were the ones who broke the contract. She's still a bit of a sore spot, especially since she took up the cloak and cowl of the hero. She's still a nice girl, if a bit dark and moody. Not as trusting. Not as sweet. But she's still loyal to her remaining friends and family. I am imagining that (possibly on a level she does not herself realize) that the emo-goth streak is A) an extension of mourning and needing to incorporate that into living as a kid in western society, and B) a way to declare to the world 'don't screw with me' when she's in a touchy emotional state. Something of a defense mechanism. And her two best friends, one predates all this, likely another rich princess with her own family intact, and the second she has met as a direct result of getting into the Goth scene, someone who has their own troubles and just gets it. Her wealth has -not- come from criminal orgs, but rather a combination of vending-machine manufacture and banking. They'd put a lot of money-politics-effort into getting law enforcement able to keep the criminals off their backs. Family wise, she's an only child but has cousins all over the place. Her grandparents are going most of the work of raising her now, in particular her maternal grandmother who keeps a tight grip on allowances to keep all the money flows stable, and pretends not to notice all the heroing going on while pulling strings behind the scenes to let it happen semi-safely. She gets home schooled via private tutors, some of whom fly int for a few weeks at a time to do really intense, fast sessions and then a week off for her to do her own thing. Or at least she was until she was about to get sent to an academy in Freedom City. That trip to the academy never happened. During a short bus ride around town to get used to the place, the bus was robbed by a small gang of what she generously would call 'hoodlums'. Ducking down and changing into her outfit, she came up, hands blazing with power... And nearly killed the robbers. She overestimated their resilience, and their bodies very nearly became ragdolls. Such a use of power would easily be tracked by those in the know, and Claremont managed to find her in fairly short order, given that she'd committed the cardinal sin of forgetting her gloves and half her mask. Personality and Motivation. Combat and Tactics: She is, even as Hellbinder, a very sweet girl. Despite her withdrawn nature, a strong sense of justice burns in her heart, and she'd like nothing more than all villains to be rehabilitated, or put behind bars. In combat, she's a firm fighter, using exactly as much force as she thinks she needs... She often over estimates how much force is needed, and this tends to lead to extensive collateral damage. She DOES try to clean up after herself, and generous donations to various media sources keep her public opinion high... Or at least, not terrible. Outside of combat, she is shy, withdrawn, and prone to mood swings. Her parents death is still fresh in her mind, but she hides it behind a quiet, serious mask of study and training. To her friends, she is generous and loyal. To those not part of her 'friendship circle' she can often be seen as a haughty, cold-hearted bitch. She does leave a great deal to charity though, always anonymously. Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, -4 Defense / +4 Toughness Complications: Hellish Backlash: Her powers, as honestly and true as she tries to use them, are powered by hell. When she's in a vulnerable emotional state, Hell can reach through her, overcharging her abilities and manifesting her powers without her needing to chant, gesture, or otherwise do anything. This is not an advantage, as it never manifests when it would benefit her. Instead, when she loses control, it's always at the most inconvenient times. Hell will have its own. Retribution: She tricked Hell. She got them on a technicality, and denied their hold on her soul and loyalty. What's worse is that they, by their own contract, have to continue providing her with power despite the broken word... Because it was THEIR word that they broke. They're not very happy with Sarah, and frequently attempt to send agents to have her killed so that they can use her magical powers for something other than goodness and 'light'. Secret Identity: Other than her magical tutor and her grandparents, Sarah leads a very strict double life. She's terrified that if anyone found out about her hellish powers, she would be branded a villain, and be unable to continue 'doing good' in an attempt to make up for the 'sin' of making a deal with hell to try and revive her parents. Abilities: 0 + 0 + 0 + 10 + 6 + 6 = 22PP Strength 10 (+0) Dexterity 10 (+0) Constitution 10 (+0) Intelligence 20 (+5) Wisdom 16 (+3) Charisma 16 (+3) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4, +8 magical attacks Grapple: +4 Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -0, -12 w/ Force Field Saving Throws: 6 + 6 + 9 = 21PP Toughness: +0/+14 (+0 Con, +14 Force Field [impervious 10]) Fortitude: +6 (+0 Con, +6) Reflex: +6 (+0 Dex, +6) Will: +12 (+3 Wis, +9) Skills: 64R = 16PP Concentration 12 (+15) Intimidate 1[9] (+4[+12]) Knowledge [Arcane] 15 (+20, Skill Mastery) Knowledge [Theology and Philosophy] 5 (+10) Language 2 (English [native], Greek, Latin) Notice 7 (+10, Skill Mastery) Search 10 (+15, Skill Mastery) Sense Motive 12 (+15, Skill Mastery) Feats: 14PP Benefit: Wealthy 3 Dodge Focus 2 Improved Initiative 1 Luck 3 Ritualist Skill Mastery (Knowledge [Arcane], Notice, Search, Sense Motive) Trance Ultimate Save (Will) Ultimate Skill (Knowledge [Arcane]) Powers: 2 + 30 + 3 + 24 + 7 = 64 Enhanced Skills 8: Intimidate (to 9/+12) (2PP) Magic Array 13 (26pp array, Power Feats Alternate Powers 4) [30PP] Base Power: Blast 12 (mystic blasts, Power Feats: Accurate 2) [26PP] Alternate Power: ESP 6 (20 miles; visual and auditory senses, Extras: Duration - Sustained) [24PP] Alternate Power: Snare 12 (mystic bond, Power Feats: Accurate 2) [26PP] Alternate Power: Teleport 6 (mystic gateway, range: 20 miles, Extras: Accurate, Power Feats: Change Velocity, Easy) [26P] Alternate Power: Insubstantial 4 (spectral form) and Super-Senses 4 (X-ray vision) [24PP] Flight 1 (mystic flight, 10 MPH / 100 ft per round) (PF: Subtle) [3PP] Force Field 14 (mystic wards, Extras: Impervious 10) [24PP] Super-Senses 3 (Magical Awareness 3 [Mental; Enhancements: Acute, Analytical, Ranged) [7PP] Drawbacks: 3 PP Power Loss (Magic, Flight and Force Field, when unable to speak or gesture to cast spells, common, moderate, -3pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage Blast Range DC 27 Toughness (Staged) Damage Snare Range DC 22 Reflex (Staged) Ensnared/Helpless Abilities (22) + Combat (16) + Saving Throws (21) + Skills (16) + Feats (14) + Powers (64) - Drawbacks (-3) = 150/151 Power Points
  13. 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
  14. Presto the Preposterous Power Level: PL10/12, 156/181PP Trade-Offs: None. Unspent Power Points: 25 In Brief: A former stage magician that discovered a pathway to real magic, Samuel Steiner once used his amazing abilities to commit a whirlwind tour of extravagant robberies that catapulted him, briefly, to the kind of super-stardom that he had never known as a mundane performer. Eventually captured and incarcerated, he has only recently finished serving his sentence and has returned home to Freedom City. Residence: Freedom City. Base of Operations: A small, unimpressive apartment. Catchphrase: “Presto!” Alternate Identity: Samuel Steiner. Identity: Public. Birthplace: Reno, Nevada. Occupation: Vigilante. Affiliations: Solitary. Family: George Steiner (father; estranged), Martha Steiner (mother; estranged). Description: Presto is obsessed with his appearance. Tall and athletic, with an aggressively maintained physique and perfectly combed hair, he insists on always looking his very best for the public. Presto dresses in an immaculately tailored three piece suit, complete with tailcoat and crimson vest. White gloves and a simple domino mask conclude his costume. While in uniform Presto is almost never seen without his magic wand, which appears as little more than a simple, white-capped length of black wood. Age: 33. Apparent Age: Early 30s. Gender: Male. Ethnicity: Caucasian. Height: 6’1”. Weight: 185lbs. Eyes: Brown. Hair: Brown. Power Descriptions: Presto was a stage magician who, through long study and intensive training, has learned to command the power of real sorcery. His knowledge allows him to launch bolts of elemental energy, create temporary constructs, levitate heavy objects, ensnare his enemies, and transmit himself through space. A ritualist and artificer, he has enchanted his costume with spells of flight and protection. History: Inspired as a child to pursue a career in stage magic, Presto achieved a level of skill that should have enshrined him as a master of his craft. Unfortunately, he shared a world with men and women possessing abilities that made his acts of illusion appear paltry by comparison. Desperate for recognition, he researched and attempted to incorporate real magic into his act, but an accident led to the end of his career and the destruction of his reputation. Scorned by his peers and unable to find work, Presto embarked on a series of flamboyant and high-profile robberies that ended only with his imprisonment. Personality & Motivation: Samuel Steiner has always loved to be the center of attention, but Presto craves the limelight to the point of obsession. He is boisterous and bombastic, prone to grand gestures and speechifying. He talks with his mouth, his hands, and his magic all at once. He has become a hero for selfish and short-sighted reasons: he failed as a performer, as a super-villain, and now feels that he has one last shot at the recognition that he knows that he deserves. In time, he may see the error of his ways and evolve into a genuine hero, but in the meantime… doesn't everyone love a good redemption story? Powers & Tactics: Presto is direct to a fault. The sheer amount of magical power under his command, combined with the protection offered to him by his enchanted clothing, permit him to enter combat against mundane opponents without much fear of danger. When facing empowered enemies he tends to be more cautious, but still attempts to turn the battle into a narrative. If there are goons, he takes them on first, building tension before moving on to topple their leader in a grandiose and climactic victory. Even when deprived of his magic, Presto's skills make him difficult to capture and contain for very long. Complications: Accident: Presto relies on his wand to maintain true control over his powers. Should he be divested of the focus that it provides, his magic could backfire in an embarrassing and potentially dangerous fashion. Fame: as a former minor celebrity and an even more minor super-villain, there are many people in Freedom City who recognize Presto even, or perhaps especially, when he's not dressed in his costume. Hatred: despite his (largely desperate) turn towards the light, Presto can't help but harbor a deep and irrational loathing for the superhero responsible for the humiliating defeat that finally led to his capture. Obsession: Presto craves the spotlight, and will almost always act to put himself at the dead center of attention. His insistence on being noticed is not only disastrous for stealth missions, it is also annoying. Reputation: his previous actions have made it hard for many people, particularly those among the heroic community, to believe that Presto's desire to be hero are really genuine. His grandstanding doesn't help. Responsibility: the terms of his release dictate that Presto must attend weekly meetings with Doctor Jacqueline Hyde, his court-appointed metal health counselor. He is very slowly falling in love with her. Secret: unlike most heroes, who must maintain their secret identities, Presto's was already revealed. Instead, he focuses on keeping his crippling dependence on his wand a secret from the world at large. Abilities: 2 + 6 + 4 + 6 + 4+ 8 = 30PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 10 + 20 = 30PP Initiative: +3 (+3 Base, +0 Misc) Attack: +5 Melee, +10 Ranged Grapple: +6 Defense: +10 Base, +5 Flat-Footed Knockback: -5 Saving Throws: 5 + 5 + 5 = 15PP Toughness: +10 (+2 Con, +8 Misc) Fortitude: +7 (+2 Con, +5) Reflex: +8 (+3 Dex, +5) Will: +7 (+2 Wis, +5) Skills: 120R = 30PP Acrobatics 4 (+7) Bluff 8 (+12)* Climb 1 (+2) Computers 4 (+7) Concentration 4 (+6) Craft: Artistic 12 (+15) Diplomacy 4 (+8) Disable Device 4 (+7) Disguise 4 (+8) Drive 4 (+7) Escape Artist 8 (+11)* Gather Information 4 (+8) Handle Animal 0 (+4) Intimidate 4 (+8) Investigate 4 (+7) Knowledge: Arcane Lore 12 (+15)* Notice 8 (+10) Perform: Stage Magic 9 (+13) Search 8 (+11) Sense Motive 8 (+10) Sleight of Hand 8 (+11)* Stealth 4 (+7) Survival 1 (+3) Swim 1 (+2) Feats: 15PP Artificer – Use Knowledge (arcane lore) and Craft to create temporary magical devices. Attack Focus (ranged) 5 – +5 bonus to ranged attack rolls. Attractive – +4 bonus on Bluff and Diplomacy checks with people affected by your looks. Eidetic Memory – Perfect recall of everything you’ve experienced. Equipment 1 – Acquire 5 points worth of equipment. Evasion – Suffer less damage from attacks allowing a Reflex save. Improvised Tools – No penalty for not having tools for a skill. Luck 1 – Gain an additional starting hero point. Ritualist – You can create and cast arcane rituals. Skill Mastery* – Choose four skills you can take 10 with even under pressure. Uncanny Dodge (auditory) – Retain your dodge bonus while flat-footed. Equipment: 1PP = 5EP HQ (Toughness 15, Tiny, Computer, Concealed, Defense System [Snare Effect], Living Space, Security System) [5EP] Powers: 16 + 12 + 6 = 34PP Magic 10 (Magic, All Magic, 12PP Array) [16PP] Base Power: Blast 10 (Flaw: Unreliable [50%]; Feats: Precise, Variable 1 – any elemental) [12PP/12PP] Alternate Power: Create Object 5 (Extra: Movable; Flaw: Unreliable [50%]; Feats: Precise, Stationary) [12PP/12PP] Alternate Power: Move Object 5 (Extra: Perception; Flaw: Unreliable [50%]; Feats: Precise, Subtle [12/12PP] Alternate Power: Snare 10 (Flaw: Unreliable [50%]; Feats: Reversible, Variable 1 – any elemental) [12/12PP] Alternate Power: Teleport 5 (Extra: Accurate; Flaw: Unreliable [50%]; Feats: Easy, Turnabout. [12/12] Device 3 (Magic Costume, All Magic; 15PP Container; Flaws: Hard-to-Lose) [12PP] Power: Dimensional Pocket 1 (Flaw: Storage Only) [1/15PP] Power: Enhanced Trait 3 (Feats: Quick Change 2, Quick Draw 1) [3/15PP] Power: Flight 1 [2/15PP] Power: Immunity 2 Environmental Cold, Environmental Heat (Flaw: Half-Effect) [1/15PP] Power: Protection 8 [8/15PP] Device 2 (Magic Wand, All Magic; 10PP Container; Flaws: Easy-to-Lose) [6PP] Power: removes the 'Unreliable' flaw from the 'Magic 10' array [10PP] Drawbacks: (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed 1 Touch DC16 Toughness (Staged) Damage (Physical) Blast 10 100ft DC25 Toughness (Staged) Damage (Energy) Snare 10 100ft DC2 Reflex (Staged) Damage (Energy) Totals: Abilities (30) + Combat (30) + Saving Throws (15) + Skills (32) + Feats (15) + Powers (34) + Miscellaneous (???) - Drawbacks (-) = 156/181 Power Points.
  15. Player Name: GhostLion Character Name: Star Tigress Power Level: 10 (150/150PP) Trade-Offs: +2 Defense for -2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Alien tiger-woman from a planet around Arcturus, a roguish acrobat with feline-themed powers. Residence: Freedom City Alternate Identity: Jin Arlcan Identity: Public Birthplace: Kalteria, a planet in orbit around Arcturus Occupation: Retail store worker, among other entry-level jobs Affiliations: None, as of yet Family: None to speak of; was orphaned at a young age Description: Age: 23 (DoB: 1992 in Earth years) Apparent Age: Mid-twenties Gender: Female Ethnicity: Cyrellan (Extraterrestrial) Height: 5'10" Weight: 148 lbs. Eyes: Blue Hair: Auburn Power Descriptions: Possessing an innate touch of psionics, Jin is capable of comprehending and speaking just about any language (with varying amounts of understanding expressions and sayings). In addition to these psychic powers, she also possesses innate superhuman traits from her alien species. Among them, she possesses above-average durability and excellent agility and physical grace, alongside razor-sharp claws and the learned ability to slow her falls by sliding along a surface mid-drop. She's not a bad shot with an energy weapon, and has a plasma carbine she uses from time to time; however, the bolts of plasma fired fly at a subsonic speed, and she's not necessarily the best at leading her shots over long distances. Lastly, she can move faster than the average human with ease and, with a moment or two to ready herself, can even leap up to 100 feet in the air to reach aerial foes with a vicious pounce. History: Hailing from a doomed planet, Jin's life hadn't been quite as easy as it could be. With her home of Kalteria ravaged by a combination of terraforming, failed colonization and a spaceship war that left metallic ruins in orbit, not much of the planet was left in a state that could be inhabited. Even so, the orphan tigress-alien managed to make a name for herself in her home city of Polaris, becoming a rather well-known and skilled hero of the city. Honing her psionics at her ripe teenage years and mastering skills such as acrobatics, stealth and larceny, she put a serious dent in the agendas of many criminals and corrupt rulers of Polaris. Fearing her skills, and the motivation she and others had given to the city-dwellers to step up against the corruption, the mayor of the city had decided to find a way to get rid of Jin for good. With failed assassination attempts, both subtle and obvious, the mayor called in a favor from the remnants of the government from that survivable chunk of planet. Jin and some of her followers were brought into the mayor's office with the false pretense of trying to help find a new planet to send refugees of the doomed city. In truth, this would be yet another assassination attempt, made off-planet in a small spaceship. With her excellent perceptive abilities, however, Jin was able to thwart yet another attempt at slaughtering her once in space. However, during the chaos of the battle against her would-be assassins, the mechanisms of the ship's piloting system were heavily damaged. Turning to her last surviving follower, mortally wounded from the attack (with the others slaughtered during it), she was able to get enough help to punch in the coordinates of a well-known planet, and one that the government had set eyes upon in the past to gather resources from for the benefit of its rulers -- Earth. Entering hyperspace and making it to the planet on a crash course, Jin landed outside of the closest area that was last observed by drone ships. Whether fate or good fortune, it just so happened that one of them was none other than Freedom City. With the death of her last follower aboard the ship, she was effectively stranded on Earth, fearing a return to her planet would warrant yet another attack against her. What's more, the feline being was anything but tech savvy even in a high-tech civilization, and had no idea how to repair the crashed space-yacht herself. Adapting herself as best as she could to human society, Jin eventually took up the mantle of super-heroism once more, this time defending Earth as a stranger in a strange, yet surprisingly stable (compared to her own) world. Personality & Motivation: Growing up in both an orphanage and on her own, Jin did what she could to survive. She's not above less-lawful acts, preferring to do what she feels is necessary to make it through life. That said, she's anything but a heartless criminal, and goes out of her way to avoid causing harm to the common, hard-working folk of where she resides. Already knowing life is a hard lot to plenty of average people, she's known to help those she cares about, as well as any other commoner she comes across. Despite this, she has no tolerance for cold-hearted criminals, nor does she blindly trust most forms of authority, including police enforcement and those in charge of running cities or countries. She's a fairly emotional person, and is honest around those she can trust regarding them. Powers & Tactics: More often than not, Jin prefers to take a more subtle approach to her heroics, at least at first. She does what she can to gather information and learn as much about a scenario or a villain, and from there develops a plan of attack. Not to say, however, that she can't get impulsive and rush head-first into things if her emotions get to her. When it comes down to taking on a group of baddies, she prefers to pick off her adversaries one-by-one, and only uses her blaster only when close-range combat is impossible to achieve or dangerous to perform. Complications: Alien Stigma: Lacking the ability to really disguise herself, Jin normally has no qualms with her body and the fact that she's a space alien to Earthlings. However, this doesn't mean she's always accepted in Freedom City's Earthling culture, and often has to play up a front of being a mutant to get even the slightest sort of avail. Occasional Catty Behavior: When she makes an enemy, it's hard for her to not hate their guts. When presented with one too many sleights, even from a friend, she can have a tendency to hold grudges for at least a little while. Especially paired with the above Complication, she can be known to be more than a bit catty now and again. When On Earth...: Needless to say, being from a planet roughly 36.66 light years away from Earth, Jin has little to not knowledge of Earth cultures or even various expressions. Even with her ability to psionically comprehend languages, things can often be lost in metaphysical translation to her. Abilities: 4 + 10 + 4 + 2 + 6 + 4 = 30 PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 18 + 18 = 36 PP Initiative: +9 (+5 Dex, +4 Improved Initiative) Attack: +9 Melee, +9 Ranged (+9 Base) Grapple: +11 Defense: +12 (+9 Base, +3 Dodge Focus), +9 Flat-Footed Knockback: -3 Saving Throws: 5 + 5 + 5 = 15 PP Toughness: +8 (+3 Con, +5 Protection) Fortitude: +7 (+2 Con, +5 Base) Reflex: +10 (+5 Dex, +5 Base) Will: +8 (+3 Wis, +5 Base) Skills: 92 R = 20 PP Acrobatics 12 (+17) Bluff 8 (+10) Diplomacy 8 (+10) Intimidate 8 (+10) Notice 8 (+11) Search 8 (+10) Sense Motive 12 (+15) Sleight of Hand 8 (+13) Stealth 8 (+13) Feats: 15 PP Acrobatic Bluff All-Out Attack Dodge Focus 3 Evasion 2 Improved Critical 2 (Claws) Improved Initiative Luck Set-Up Stunning Attack Takedown Attack Uncanny Dodge (Hearing) Powers: 1 + 16 + 5 + 8 + 2 + 1 = 34 PP Comprehend 2 (Understand and speak any language) [2 PP] Blast 5 (Plasma carbine) [10 PP] Protection 5 (+5 Toughness) [5 PP] (Animal) Strike 9 (Claws) (Critical threat range 18~20, Mighty: +2 damage due to Str) [10 PP] (Slashing) Super-Movement 1 (Slow-Fall) [2 PP] (Animal) Super-Senses 1 (Low-Light Vision) [1 PP] (Animal) Leaping 2 (100 ft.) [2 PP] (Animal) Speed 2 (100 mph) [2 PP] (Animal) DC Block ATTACK RANGE SAVE EFFECT Unarmed Tough DC 17 Toughness Damage (Physical) Claws Touch DC 27 Toughness Damage (Slashing) Plasma Carbine Ranged DC 20 Toughness Damage (Energy) Totals: Abilities (30) + Combat (36) + Saving Throws (15) + Skills (20) + Feats (15) + Powers (34) - Drawbacks (0) = 150/150 Power Points
  16. Leviathan Power Level: 12/15 (206/231PP) Trade-Offs: -5 Defense / +5 Toughness Unspent Power Points: 25PP In Brief: If Bruce Banner really, really wanted to be the Hulk. Residence: A fantastic Midtown apartment comprising the top three stories of a high-rise complex. Base of Operations: Underwater biological, living headquarters crated from his own body. Catchphrase: None Alternate Identity: Doctor Tristan Delacroix Identity: Secret Birthplace: Freedom City Occupation: Biologist, geneticist, non-practicing doctor, and all-around rich kid. Affiliations: The Freedom Cross Institute. Family: Alexander and Delvin Delacroix (older brothers, ages 33 and 30).  Description: Age: 24 (DoB: May 7, 1994 Apparent Age: Anywhere from his actual age to mid-teens, in the right lighting and outfits (to say nothing of when he Morphs). Gender: Male Ethnicity: Caucasian (French ancestry) Height: 5’ 9” / 9’ 6” Weight: 118 lbs. / 700 lbs. Eyes: Brown / White with long, black, rectangular pupils Hair: Black / None In his daily life, Tristan is a slim, well-dressed, bespectacled young man with a face that will force him to show his driver’s license for every age-restricted purchase until he’s roughly sixty-five. Most bars and nightclubs refuse to let him in at all without a bribe, thanks to his general demeanor of intelligence that screams “I can probably make fake IDs.” His clothes, shoes, wristwatch, and personal electronics are visibly expensive, and so combined with his unintimidating appearance, he rarely walks alone at night for fear of being mugged or kidnapped (for which he’s had a special insurance policy since he was eleven years old). Leviathan, on the other hand, is a great big scaly monster with fists like cinderblocks. Unsurprisingly, he very rarely gets mugged, and not just because he has no pockets. Power Descriptions: If you’ve seen one gang member get punched through a wall, you’ve seen them all. More interesting is Leviathan’s regeneration. His flesh knits itself back together with incredible speed—and first, any attack must pierce his thick plate-scales. Tristan, in his human form, also has the useful ability to mold his features as he wishes. It was a stepping stone on his way to mastering the Leviathan transformation; these days he mostly uses it to leave his apartment complex without alerting the other tenants, and then onto some isolated place where he can fully become his hero self, away from prying eyes. It’s also handy for avoiding his pesky older brothers. History: Private tutors from the time he could talk, Cornell by age twelve, Harvard Medical School by fifteen (mostly to prove he could), and at eighteen, the star of R&D at his family’s company, The Freedom Cross Institute…Tristan’s natural intellect let him zip through life from child prodigy to wealthy scientist so fast that he hardly had time to mourn his parents’ passing. His father died when he was seven (bone cancer) and his mother at nine (tripping on her way out of the shower; not the most glamorous death). A series of nannies, teachers, and full-time house servants primarily raised him anyway, which helped ease the transition. His parents had their hands full with the FCI, funded by old money dating all the way back to their family’s origins in Freedom City during the Revolutionary War. They nurtured it better than their own children, hoping to make the world a better place via lifesaving pharmaceuticals and various biotech. Finding tumors scattered up and down Wyatt’s spine probably redoubled those efforts. Had they kept their eyes turned closer to home on occasion, though, then perhaps Tristan would be less independent, and his brothers less sour. Today, Alexander Delacroix owns the old family mansion on Lantern Hill. The middle brother Delvin grudgingly accepts an equally opulent but less historic home in North Bay. They manage the Institute with their combined majority shares, including Tristan’s, as he has no interest in the tedious board meetings and other tasks. The brothers occasionally drag him out for public functions, but for the most part, he’s the cow whose milk supports their operations. So long as he occasionally turns in a new piece of useful research, they’re content to let him hide in his lab or amuse himself in the city. His disdain for business and his ignorance concerning the end results of his hard work suits their purpose very well. And thus, the problem: unbeknownst to him, his older brothers have eaten the core of something potentially wonderful and are slowly rotting it from the inside out. The FCI was never a charity, but Alex and Delvin took whatever pretenses of goodwill it may’ve once had, stretched them into a thin veil to hide from public inquiry, and now use the corporation to rake in vast amounts of wealth even beyond their ancestral standards. Greed consumes them; the Institute’s applications of Tristan and his fellow scientists’ research are paltry compared to that of the many shadowy groups that purchase anything they might find useful. Biological weapons, controlled mutations, designer drugs—it makes no difference to the brothers, not that they typically know the outcomes at all. Sometimes they’re unaware of their clients entirely—such as the Labyrinth, which has a casual interest in this useful, though ultimately expendable, pawn. Meanwhile, Tristan has long been motivated not just by pride in his work (a factor, still) but by his own secret use of it. He spent his childhood largely isolated from the outside world, yet still aware that he lived in the center of Earth’s superhero activity. His lack of natural talents—beyond intelligence, which he couldn’t appreciate without an outsider’s perspective—depressed him for years, until he at last decided to take matters into his own hands. If nature wouldn’t give him what he needed, then he’d create it himself. He chose deliberately to specialize in biology and genetics, with a particular interest in marine subjects. One discovery led to another, and another, and another—he leapt from fine-tuning his immune system onto manipulating the operations of his cells, and then to his very genome. Finally, early this year, he achieved true transformation (and slightly less important, the reverse back to his original self). Since then he’s enjoyed a handful of “field tests,” which he performs with a level of glee he feels isn’t proper for a hero who wants to be taken seriously. He does his best not to giggle when he places anonymous calls to the police and races off into the night, leaving behind wrecked warehouses full of unconscious gang members. Personality & Motivation: Leviathan’s foremost motivation is heroism in and of itself—not so much for the goodness of a deed (which he feels to an extent and tries to cultivate in his heart), but the pride he takes in having, at long last, joined the ranks of Freedom City’s many defenders. He worries he doesn’t live up to the ideal he pictures (in particular, he envies the Cowls and tries to emulate them, with mixed success). Thanks to a decent amount of self-awareness, he realizes that being a hero is the sort of thing one achieves by having heroic goals, rather than the goal being heroism. That only frustrates him all the more; the breakneck speed of his youthful education hasn’t cultivated much patience, and he’s accustomed to more straightforward endeavors thanks to a lifetime of school tests and neatly-contained classes. Trying to be spontaneous is the opposite of spontaneity, and it drives him up the wall. His lifelong fascination with heroes causes him to react predictably to them: anyone who’s well-established, or just vaguely familiar, is bound to get a positive (if deliberately gruff; he tries to maintain his image) reception. Even unproven heroes like himself should have no problem making a new friend, although in their case, Leviathan finds it easier to see them as equals rather than heroes to a hero. In contrast, Tristan in his daily life is relaxed, confident, and dry. He’s surprisingly personable for being so isolated; growing up fast meant he spent his time with older children, and then full adults, and so, his attitude seems more mature than his face. He loves his work, so he naturally spends hours upon hours in his lab (either publicly at the FCI or privately in his nigh-supernatural underwater facility, where he conducts Leviathan-related studies), but at least once a week he wanders through the city. Often he wears a different face, but this habit began even before that talent; his brothers have long-since come to terms with him turning up in random places, Bill Murray style. In doing so, he clears his head and entertains himself by meeting unfamiliar people. Now that he can become the mighty and terrible Leviathan, he tours also in the hope of stumbling across something dastardly so he can punch the problem until it magically turns into a police report. Powers & Tactics: Leviathan’s body is full of “smart” stem cells and a redesigned nervous system capable of directing them. At their most basic, they allow him to change his features; lately, they repair grievous injuries and let him transform into a much larger, stronger, tougher version of himself—and even in his regular form, Tristan is hardier than the vast majority of humans. In terms of tactics, his are elegantly simple for someone who’s clever enough to normally get tangled in elaborate systems: find the bad people and punch them. He’s yet to find someone who can hit back hard enough to make him regret this decision. Thanks to deliberate exploitation of his muscle memory, Tristan is very good at physical abuse, and not terrible at range. At least he recognizes the potential for situations he can’t knuckle his way through, but it’s just so satisfying. He’s nonetheless eager to expand on these core abilities. From sea life alone, he has a wealth of inspiration: will he next try to make his scales change color like an octopus, to hide his enormous body and pounce on criminals unseen? Will he take on the electrical touch of an eel? He already modeled his scales after limpet teeth, and his regeneration on the humble starfish. All kinds of sources are possible, but it’s traditional to stick with a theme, he supposes… Complications: [HQ] At the Speed of Plot: GMs shouldn't use the Healing Power of Leviathan's lair as it usually applies; moderate Regeneration speeds are more appropriate. In general, visitors to the headquarters should recover as quickly as the story allows--and if this is noticeably slower than Healing would usually permit, then a Hero Point might be appropriate. Perfect for heroes licking their wounds after a defeat and preparing to go after the villain for Round 2! The same guidelines can also apply to the Immunities granted by the lair; they stem from an extremely healthy environment rather than any magic, and should be treated as such. Note also that Immunity to Fatigue does not apply to Extra Effort, as detailed in the forum's House Rules. [HQ] Wrong Kind of Lockpicks: Leviathan's lair, being a living plant-like creature in its own right, shouldn't fear traditional intrusion methods. However, just because Disable Device won't work hardly makes it impregnable. Enemies with life magic, or medical and biological skills similar to Leviathan's own talents, should be able to apply those talents to enter uninvited. The Computers skill continues to work normally, with respect to hacking; Leviathan's electronics might not actually be electronic any longer, but they function the same in terms of what havoc an experienced programmer can accomplish with a keyboard. “Aaaaaaahh!”: Leviathan sits on the fence between imagining himself as a brooding, outcast-by-the-society-that-misunderstands-him Cowl and wanting to be recognized and beloved by Freedom City for his good deeds. He leans toward the latter when civilians and cops alike see him, assume he’s on the wrong side, and greet him not with cheers, but with screams and gunfire. Foolhardy: There’s something about being able to take a rocket to the face, get back up after a moment, and walk away that makes a person overconfident. Combined with his burning need to prove himself as a hero, Leviathan can easily jump head-first into more than he can handle. His reflexes and willpower aren’t nearly as good as his physical durability, and there are ways to defeat a hero without leaving a scratch. Leviathan is more likely to underestimate such threats than most; he probably won’t take this lesson to heart until he’s learned the hard way a few times. Secret Identity: Tristan rightly suspects that his board of directors, let alone his brothers, wouldn’t appreciate knowing that he occasionally spends his nights as a punch-happy lizard monster. He takes great pains to hide his activities, and a credible threat to his privacy will scare him more than any gun in the city. Abilities: 0 + 0 + 10 + 10 + 6 + 4 = 30PP Strength: 10/34 (+0/+12) Dexterity: 10 (+0) Constitution: 20/44 (+5/+17) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +0 Attack: +12 Melee (+5 Base, +8 Attack Focus, -1 Growth); +4 Ranged (+5 Base, -1 Growth); +8 Improvised Throwing Weapons (+5 Base, +4 Attack Specialization, -1 Growth) Grapple: +12/+27 Defense: +7 (+4 Base, +4 Dodge Focus, -1 Growth), +2 Flat-Footed Knockback: -2/-11 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +5/+17 (+5/+17 Con, +0) Fortitude: +5/+17 (+5/+17 Con, +0) Reflex: +4 (+0 Dex, +4) Will: +7 (+3 Wis, +4) Skills: 132R = 33PP Computers 10 (+15) Craft (Chemicals) 10 (+15) Diplomacy 11 (+13) Disguise 0 (+2/+12) Intimidate 8 (+10/+12) Knowledge (Earth Sciences) 10 (+15) Knowledge (Life Sciences) 19 (+24) Knowledge (Physical Sciences) 10 (+15) Knowledge (Technology) 10 (+15) Language (Latin) 1 Medicine 19 (+22) Notice 12 (+15) Sense Motive 12 (+15) Feats: 24PP All-Out Attack Attack Focus (Melee) 8 Attack Specialization (Improvised Throwing Weapons) 2 Benefit (Alternate Identity (Alien Space Lizard!), Charity CEO, Wealth 3) 5 Dodge Focus 4 Equipment 8 (VA) Improved Grapple Interpose Takedown Attack 2 Equipment: 8PP = 40EP Headquarters: 6PP = 30EP Size: Huge [3] Toughness: 20 [3] Features: Communications, Computer 2 (Masterwork), Concealed 2 (+20), Dock, Gym, Infirmary 2 (Masterwork), Isolated, Laboratory 2 (Masterwork), Library 2 (Masterwork), Living Space, Pool, Power* (Healing 12; Affects Others Only), Power* (Immunity 5 [Disable Device 5]; Immunity 7 [Aging 1 (Half-Effect), Disease 1, Fatigue 5; Affects Others Only]) Power System, Security System, Self-Repairing, Workshop 2 (Masterwork, Chemicals Only). [24] * See Complications Submarine: 2PP = 10EP Defense: 8 Size: Huge [2] Speed: Swimming 4 (25MPH) [4] Strength: 40 [2] Toughness: 14 [1] Features: Remote Control [1] Powers: (All Mutations) 86 + 4 + 3 = 93PP Leviathan Transformation Container 17.8 (Active; Drawback: Activation [Full Action, -3]) [86PP] Enhanced Constitution 20 [20PP] Enhanced Strength 16 [16PP] Growth 4 (Large; Strength +8, Constitution +4) [16PP] Immunity 3 (Cold, High Pressure, Suffocation [Water]) [3PP] Leaping 3 (10x) [3PP] Regeneration 15 (Bruised 3, Injured 6, Staggered 6 [No Action]; Feats: Regrowth) [16PP] Speed 3 (50 MPH, 500 Ft./Move Action; PFs: Alternate Power 2) [5PP] AP: Burrowing 3 (5MPH, 50 Ft./Move Action in Soil (Less in Harder Materials)) [3PP] AP: Swimming 3 (10MPH, 100 Ft./Move Action) [3PP] Super-Senses 10 (Olfactory [Accurate 2, Blindsight 4, Extended 2 {1,000}, Tracking 2 {3 total}]) [10] Morph 2 (Any Humanoid) [4PP] Super-Senses 3 (Olfactory [Acute, Danger Sense, Tracking 1]) [3] Drawbacks: = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 27 Toughness Damage (Physical) Totals: Abilities (30) + Combat (18) + Saving Throws (8) + Skills (33) + Feats (24) + Powers (93) - Drawbacks (0) = 206/231 Power Point
  17. In Brief: A dimensionally and temporally displaced Nordic goddess teams up with a crippled ex-soldier to redeem her pantheon. Player Name: ShaenTheBrain Character Name: Thrude ("ThrOOD") Power Level: 12 Trade-Offs: -4 Attack / +4 Damage (Melee), -4 Defense / +4 Toughness Power Points: 188 Unspent Power Points: 0 Veteran Rewards: Bronze Reward: 4PP of Equipment for Kingsnake, 4PP of Equipment for Thrude, 7PP of Equipment/Minions/Sidekick unclaimed Silver Reward: New PC at PL12/180PP (Kingsnake) Gold Reward: Promoted existing PL10/150PP PC to PL12/180PP (Thrude, PL11/174PP -> PL12/188PP) Alternate Identity: Princess Thrude Thorsdottir of Asgard, Astrid Kierkegaard (see below). Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, or that Thrude is an actual goddess. Birthplace: Valhalla, Asgard Residence: Valhalla, Asgard Base of Operations: Milky Way Galaxy Occupation: Chooser-of-The-Slain, Goddess, Princess, Superhero, Warrior. Affiliations: Aesir, Valkyries, Vanir, Dvergar. Family: Thor (Father), Sif (Mother), Odin (Paternal Grandfather), Frigga (Paternal Step-Grandmother), Gaea (AKA Fjorgyn, AKA Jord, Paternal Grandmother), Magni (Paternal Half-Brother), Modi (Paternal Half-Brother), Ullr (Maternal Half-Brother), Heimdall (Uncle), Tyr (Uncle), Bragi (Uncle), Vidar (Uncle), Vali (Uncle), Forseti (Cousin), Baldur (Uncle, Deceased), Nanna (Aunt), Hodr (Uncle, Deceased), Loki (Adoptive Grand-Uncle), Hel (Adoptive Second Cousin), Jormungandr The Midgard Serpent (Adoptive Second Cousin), The Fenris Wulf (Adoptive Second Cousin), Alvis (Fiance, Deceased). Catchphrase: "I SHALL SMITE THEE!" Description Age: Incalculable (several thousand Earth-years at least) Apparent Age: 18 Gender: Female Ethnicity: Caucasian Scandinavian Height: 6'0" Weight: 180 lbs. Eyes: Blue Hair: Gold A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. She lost her left eye in battle with The Fenris Wulf, and wears a black patch over the scarred remains. The long, flowing golden locks she inherited from her mother shine like honey in the light of the sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes, and anchored with plates and buckles forged of gleaming mithril. Thrude stands tall with the regal, almost haughty bearing one would expect of a princess, and moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume. Her mother's fierce beauty bred strong and true in Thrude; were she so inclined, lucrative modeling contracts would be her's for the taking. Power Description As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude's divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets bounce harmlessly off of her skin. As a member of a pantheon where every god is a "god of war," Thrude has received substantial training in hand-to-hand combat. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault. As a wedding present, Alvis the dwarf runesmith forged for Thrude Hridgandr ("HREED-gawn-der"), a weapon worthy of the Daughter of Storms. While not in use, Hridgandr takes the form of a simple but ornate drinking horn. However, when its power is needed, it transforms into a massive protean polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude's mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical Norse runes, killing words which summon lightning and frost to crackle and gleam along the weapon's edges. Hridgandr appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed "worthy," it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain. Hridgandr is, however, much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a scepter for the Princess of Storms. At the wielder's command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. Electricity arcs up and down the wielder's body and between their eyes. When they will it, the chill wind and fog coalesce around them, lifting them into the air and racing them across the sky at speeds many times that of sound or even light, leaving thunder in their wake. To honor The Pact, and to root herself more deeply in Midgard, Thrude has invested her power into Hridgandr and left it in the hands of a mortal woman, Astrid Kierkegaard. Astrid can use Hridgandr to summon Thrude to merge with her, effectively transforming herself into the goddess, by sipping liquid (even a few drops) from Hridgandr while it is in the form of a drinking horn. Astrid has a vague, hazy awareness of her time as Thrude, and Thrude has a similar dreamlike recollection of her time as Astrid. The passive mind cannot control the active one, but her emotions will influence the other. While in its more mundane form, Hridgandr can be carried freely by anyone. But in its true form as a massive weapon, it can only be lifted or wielded by those the magic runes engraved upon it judge "worthy," having the selfless courage and honor to defend the weak without oppressing them. History Odin All-Father, was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye gave gifts of knowledge to the northern tribes: hunting, swordplay, literacy, even brewing, all of it knowledge he gained at great personal risk and sacrifice. With Gaea (also known as "Jord" and "Fjorgyn"), the giantess who personified the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power" or "Strength" in one of the oldest tongues ever spoken upon the European continent. The Aesir sought to form a lasting alliance with the Dvergar. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alvis, the All-Wise, master smith. He was small of stature and humble in bearing, but of great skill and kind heart. Thrude learned much during their courtship, for Alvis rivaled even Odin in his understanding of runic lore. With Thrude by her side, he forged for her Hridgandr, a great weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir. But her father, Thor, did not approve of the union. His pride could not bear the insult of a dwarf as a son-in-law and heir. So Thor tricked Alvis, demanding from him a "test of wisdom." All night did Thor ask questions of Alvis, questions about everything under the sun. And it was the sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all dvergur touched by Sol. Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to sate Freyja's "appetites" in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike. It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenris, the great wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and Monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the unequaled trickster, trapped the them both with his sorcery. What purpose he intended in their capture, if there ever was one, has since been lost to time, having slipped through the cracks of the trickster-god's countless machinations. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe. In the year 2011 of the Common Era of the Gregorian Calendar, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon Midgard once more. Goddess and monster battled once again to a stalemate, with the White Wolf escaping into the Nine Worlds while Thrude remained on Midgard. The breaking of Thrude's prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world, so Master Mage Adrian Eldritch allowed her to stay. Thrude remained on Midgard for a time, protecting the innocent as best she could. Eventually, she decided that she could not truly defend the human world while having no ties to it, and that she needed true freedom to move between Earth and the other worlds as she pleased, so that she could hunt and pursue threats wherever they appeared or fled. She returned to Asgard, and cast Hridgandr back to Midgard, where a worthy mortal could use it to manifest Thrude. Hridgandr found Astrid Kierkegaard, the American-born daughter of Danish nationals. Astrid was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism. Through Hridgandr, Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment. Thus, upon the shoulders of these two young women rests the defense of the Earthly realm, of people who have either grown to hate the old gods, or have simply forgotten them. Upon Thrude's shoulders rests the honor and redemption of her entire pantheon, or as she knows them, her family. Personality & Motivation Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naivete to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. Astrid is a little more disciplined thanks to her military training, and a little more mellow thanks to her injury, but only a little. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome. Complications Accidents: With Hridgandr in her possession, Thrude has an intimate connection with winter and stormy weather, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use. Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding. Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her, in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions). Enemies: Thrude's family has many enemies, in the heavens and on Earth. With the rest of her pantheon forbidden to set foot on Earth, she is isolated, a prime target for their wrath. The Jotnar (giants/trolls) have gone back and forth between opposing them directly (particularly Ymir of the frost giants and Surtur of the fire giants), and undermining them with trickery and deceit (the specialty of the frost giant Loki, and the many monsters he has begotten, such as the dire wolf Fenris and the great Midgard Serpent, Jormungandr). Any who walk the branches of the world-tree Yggdrasil risk encountering dragons like Nidhoggr and Fafnir. And there are people on Earth who suffered as the result of Thor's (admittedly unwilling) service to the Nazis during World War 2. They, or their descendents, may hold Thrude personally accountable. A GM should feel free to either give these ancestral foes and their schemes center-stage, or just have them show up as supporting characters at the worst possible time. Family: Astrid's relations with her immediate family have become erratic and strained since her injury, but she does still love them, and any threat to them will take priority, even as Thrude. Gullible: Thrude inherited her father's linear thinking. Deception doesn't occur to her as an option, so she is slow to suspect it from others. She is a competent enough warrior to see past most feints, and most mortals find her too frighteningly beautiful (or just plain frightening) to be able to lie to her effectively. But a GM can give her a Hero Point in exchange for a penalty to an opposed Bluff check, or an outright failure. Honor Before Reason: The Aesir never let a little thing like "certain death" stop them from fighting the good fight. And since "doing the right thing" is more important than "winning" or even "surviving," the ends do not justify the means. An honorable defeat is better than a dishonorable victory. Thrude can only wield Hridgandr as long as she proves "worthy" of it. Lost Love: Thrude still grieves for Alvis, the dwarf runesmith to whom she was betrothed before her father murdered him. A GM should feel free to give Thrude a Hero Point in exchange for inflicting penalties upon her when she is distracted by his memory, or when an enemy uses that memory to manipulate her. Reputation: The Thule Society's binding of Thor into service for the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks. Rivalry: Like many young women before and after her, mortal and divine alike, Thrude's relationship with her father is complicated and contentious at best. He cheated on Thrude's mother, his wife, siring bastard sons. He murdered Thrude's betrothed. And his weakness, his inability to resist the powers of the Thule sorcerers, single-handedly ruined the reputation of his entire pantheon in the eyes of their mortal followers. Thrude has also developed a relationship of mutual loathing and grudging respect with the armored hero Fenris, who takes the name and face of her greatest enemy as his own. Meanwhile, the current state of Astrid's life has caused tension between her and her older, financially and professionally successful brother, Sven, and her parents, who haven't done a thorough job of concealing their desire for her to be more like him. Abilities 16 + 0 + 16 + 0 + 0 + 16 = 48PP Strength: 35/26 (+12/+8), 65/26 Lifting (Heavy Load: 100 tons / 920 lbs.) Dexterity: 10 (+0) Constitution: 30/26 (+10/+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 26 (+8) Combat 16 + 16 = 32PP Initiative: +0 (+0 Dex) Attack: +8 Melee (+8 Base), +4 Ranged (+8 Base, -4 Disability), +12 Ice Constructs / Lightning Bolt (+8 Base, -4 Disability, +8 Accurate) Grapple: +26/+16 (+8 Melee Attack, +12/+8 Strength, +6/+0 Super-Strength) Defense: +8, +4 Flat-Footed Knockback: 14/4 Saving Throws 0 + 8 + 10 = 18PP Toughness: +16/+8 (+10/+8 Con, +6/+0 Protection, Impervious 12/0) Fortitude: +10/+8 (+10/+8 Con, +0PP) Reflex: +8 (+0 Dex, +8PP) Will: +10 (+0 Wis, +10PP) Skills 36R = 9PP Bluff 0 (+8, +20 Attractive) Diplomacy 0 (+8, +20 Attractive) Intimidate 13 (+21) Knowledge (History) 4 (+4) Knowledge (Theology/Philosophy) 4 (+4) Languages 7 (Danish, English, German, Icelandic, Norwegian, Old English [Anglo-Saxon], Old Norse [Native], Swedish) Ride 4 (+4) Survival 4 (+4) Feats 8PP Attractive 3 (+12 Bluff/Diplomacy) Benefit (Status) Equipment 4 (20EP)Veteran Reward Fearless Interpose Startle Takedown Attack Equipment 4PP = 20EP Valhalla (PL12 HQ) [20EP] Size: Colossal [5EP] Toughness: +10 [1EP] Features: [14EP] Animal PensAoF Combat Simulator (Einherjar) Garage (Stables) Gym Holding Cells 2 (Toughness 15, Nullify 12) Infirmary Isolated (Located in Asgard, another dimension) Library Living Space Parade GroundsAoF PersonnelBoM (Einherjar) Pool Workshop AoF = Agents of Freedom BoM = Book of Magic Powers 27 + 4 + 9 + 3 + 11 + 18 + 12 = 84PP Device 8 (40PP Container [Passive, Permanent], Toughness 18, Flaws: Easy-To-Lose, Feats: Restricted 2 [Can only be lifted or used by "The Worthy"], Subtle [Transforms into an ornate drinking horn]) [27PP] ("Hridgandr," Magic Weapon, Rune Magic) Environment Control 1 (5ft radius, Light [Moderate], Extras: Action 2 [Free], Flaws: Range [Touch]) [2PP] (Elemental Mastery, Lightning, Rune Magic) Features 1 (Environmental Adaptation [Storms]) [1PP] (Elemental Mastery, Rune Magic) Flight 1 (10MPH / 100ft per Move Action) [2PP] (Elemental Mastery, Rune Magic, Wind) Storm Mastery 15 (30PP Array, Feats: Alternate Power 5) [35PP] (Elemental Mastery, Rune Magic) Base Power: [12 + 18 = 30PP] (Weapon Strike, Wind) Damage 4 (Feats: Affects Insubstantial 2 [Full Effect], Extended Reach [+5ft], Improved Critical [19-20], Incurable, Knockback [Effective Damage 17], Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, and/or Slashing]) [12PP] (Weapon Strike) Flight 9 (10, 10,000MPH / 100,000ft [20 miles] per Move Action) [18PP] (Wind) Alternate Power: [30PP] (Ice Constructs) Create Object 12 (1,200ft Max Range, 12 Cubes of Volume, Toughness 12, Lifting Strength 60 [Heavy Load: 50 tons], Extras: Duration [Continuous], Flaws: Action [Full], Permanent, Feats: Accurate 4 [+8 Attack], Improved Range 3 [1 1,200ft Range Increment], Indirect 2, Innate, Precise, Progression [Size] 7 [1,000ft cubes]) [30PP] Alternate Power: [30PP] (Lightning Bolt) Disintegrate 12 (1,200ft Max Range, Flaws: Action [Full], Distracting, Feats: Accurate 4 [+8 Attack], Homing 2 [2 additional Attack attempts], Improved Critical [19-20], Improved Range 3 [1 1,200ft Range Increment], Indirect 2, Precise, Drawbacks: Lethal) [30PP] Alternate Power: [30PP] (Summon Storm) Environment Control 12 (5-mile radius, Cold [Extreme, Fortitude save 1/minute] + Hamper Movement [1/4] + Hamper Visibility [-4 Visual Notice] + Wind [Severe: -4 Auditory Notice, -4 Attack with Throwing, Automatically extinguishes open flames, 50% chance to extinguish protected flames], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch], Feats: Slow Fade 2 [1PP per 5 minutes = 2 hours 20 minutes]) [30PP] Alternate Power: [24 + 6 = 30PP] (Wind) Flight 12 (13, 100,000MPH / 1,000,000ft [200 miles] per Move Action) [24PP] Super-Movement 3 (Space Travel 3 [Intergalactic]) [6PP] Alternate Power: [16 + 14 = 30PP] (Wind, Summon Rainbow Bridge) Flight 8 (9, 5,000MPH / 50,000ft [10 miles] per Move Action) [16PP] (Wind) Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology], Extras: Duration 2 [Continuous], Portal, Feats: Progression [Portal Size] 2 [25ft]) [14PP] (Summon Rainbow Bridge) [2 + 1 + 2 + 35 = 40PP] Enhanced Constitution 4 [4PP] (Divine Might) Enhanced Strength 9 [9PP] (Divine Might) Features 3 (Environmental Adaptation 3 [High-Gravity, Low-Gravity, Zero-Gravity]) [3PP] (Divine Might) Immunity 11 (Aging, Life Support [Disease, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Poison, Suffocation], Starvation/Thirst) [11PP] (Divine Might) Protection 6 (Extras: Impervious [12]) [18PP] (Divine Might) Super-Strength 6 (Lifting Strength 65 [Heavy Load: 100 tons]) [12PP] (Divine Might) Drawbacks (-3) + (-4) + (-4) = -11PP Disability (One Eye, Frequency: Common, Intensity: Moderate [-4 Attack with Ranged Attacks]) [-3PP] Normal Identity (Frequency: Common [Full Action], Intensity: Major) [-4PP] (Astrid must drink from the horn to transform into Thrude) Vulnerability (Emotion Effects, Frequency: Common, Intensity: Major [x2 Effect Rank]) [-4PP] (Divine Passion) Totals: Abilities (48) + Combat (32) + Saving Throws (18) + Skills (9) + Feats (8) + Powers (84) - Drawbacks (11) = 188/188 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC27/23 Toughness (Staged) Damage (Physical) Ice Constructs Dropped Ranged/Area DC22 Reflex Success = No Damage DC27 Toughness (Staged) Damage (Physical) Trap Ranged DC22 Reflex Trapped Lightning Bolt Ranged DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy, Lethal) Weapon Strike Touch+5ft DC31 Toughness (Staged) Damage (Energy and/or Physical) Normal Identity: Astrid Kierkegaard Power Level: 5 Tradeoffs: +1 Attack / -1 Damage, +1 Defense / -1 Toughness Power Points: 67 Alternate Identity: Princess Thrude Thorsdottir of Asgard (see above) Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, or that Thrude is an actual goddess. Birthplace: Freedom City, New Jersey, USA. Residence: A small apartment in The Fens. Base of Operations: Freedom City, New Jersey, USA. Occupation: Former soldier collecting disability payments, part-time Uber driver. Affiliations: Dual-citizen of the USA and Denmark (and by extension, the European Union) with no criminal record. Family: Anndrea Kierkegaard-Mikkelson (Mother), Johann Kierkegaard (Father), Sven Kierkegaard (Older Brother). Description Age: 23 Apparent Age: 23 Gender: Female Ethnicity: Caucasian Scandinavian Height: 5'6" Weight: 150 lbs. Eyes: Blue Hair: Blonde Astrid, being only human, is nowhere near the idealized image of a Nordic goddess that Thrude embodies. She shares only a fraction of her alter-ego's beauty. She does keep herself in above-average shape for a mortal through daily rigorous exercise, though there is little she can do to slow the degredation of her legs. Hints of the confident, disciplined demeanor from her military days still linger, but they are half-buried under a shroud of subdued resentment and despair. History Astrid Kierkegaard is the American-born daughter of Danish nationals. She was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism, until she stumbled upon Hridgandr. Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment. Personality & Motivation Astrid's injury, and her (perceived) abandonment by the military, left her less idealistic and more jaded than her alter-ego. Her association with Thrude is helping her to recover some of her old self, but the process is slow, with many setbacks. If Thrude would let her, she would be the goddess all the time. But Thrude insists on having a personal stake in the fate of Earth through Astrid and her family. Abilities: 4 + 4 + 4 + 0 + 0 + 4 = 16PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 14 (+2)Paraplegic Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat 12 + 12 = 24PP Initiative: +2 Attack: +6 Grapple: +8 Defense: +6Paraplegic, +3 Flat-Footed Knockback: 2 Saving Throws 3 + 4 + 5 = 12PP Toughness: +4 (+2 Con, +2 Body Armor) Fortitude: +5 (+2 Con, +3PP) Reflex: +6Paraplegic (+2 Dex, +4PP) Will: +5 (+0 Wis, +5PP) Skills 52R = 13PP Climb 3 (+5) Drive 3 (+5) Intimidate 3 (+5) Knowledge (Current Events) 4 (+4) Knowledge (Pop Culture) 4 (+4) Knowledge (Tactics) 4 (+4) Languages 1 (Danish, English [Native]) Medicine 4 (+4) Notice 5 (+5) Profession (Soldier) 5 (+5) Search 5 (+5) Stealth 3 (+5) Survival 5 (+5) Swim 3 (+5) Feats 6PP Endurance Equipment 4 (20EP) Prone Fighting Equipment 4PP = 20EP Collapsible Baton: Damage 2 (Feats: Mighty, Subtle) [4EP] Ballistic Vest: Protection 2 (Feats: Subtle) [3EP] Tesla Model S Luxury Sedan (Vehicle) [13EP] Size: Huge [2EP] Strength: 35 [1EP] Defense: 8 Toughness: 10 [1EP] Features: Alarm (DC20), Disabled Driver Conversion (All controls are hand-operated), GPS Navigation System [3EP] Powers: Speed 4 (100MPH / 1,000ft per Move Action) [4EP], Super-Senses 2 (Direction Sense, Time Sense) [2EP] Drawbacks -4PP Disability (Paraplegic, Frequency: Common, Intensity: Major) [-4PP] In some situations, she will effectively be Immobile, and/or have an effective Dexterity and/or Reflex of 0, because of this drawback. Totals: Abilities (16) + Combat (24) + Saving Throws (12) + Skills (13) + Feats (6) + Powers (0) - Drawbacks (4) = 67 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Baton Touch DC19 Toughness (Staged) Damage (Physical)
  18. Facsimile Power Level: 10-13 (223/224PP) Trade-Offs: Varies Unspent Power Points: 1PP In Brief:A young man with the power to mimic the properties of substances he touches, trying to balance his hero work with his home life and schooling Residence:Freedom city; southside Base of Operations: Freedom city Catchphrase: "Lets see what you're made of.", Various material based puns. Alternate Identity: Alexander Lloydd Identity: Secret Birthplace:Freedom city Occupation: Student Affiliations: Claremont Family: Father; Eric Lloydd (48) Mother; Tabitha Lloydd (40) Younger brother; RIchard Lloydd (16) Older Sister Caitlynn Lloydd (24) Description: Age: 16 (DoB: 14th July 1999) Apparent Age: 18 Gender: Male Ethnicity: Caucasian. Height: 5'11 (base) Weight: 150lbs (base) Eyes: Grey Hair: Black, Alex has a broad and stocky frame much like his construction worker father though he is by no means muscular, keeping his hair short and styled with a side parting. Power Descriptions: the transformations begin at the point of contact and quickly spread up his form from there in a ripple of light and heat released from the atomic changes as his body assumes the properties of the material touched, he is able to through absorbtion of ambient energies increase his physical strength and empower his physical condition he is also able to draw in matter to heal his injuries and replace lost body mass. recently his ability to absorb physical information has expanded to a mental awareness of his surroundings via absorption of "information" from the physical world around him. All powers have the mutation Descriptor History: Alexander hadn't planned on being a hero, he'd planned on following in his fathers footsteps and entering the construction business, maybe if he worked hard becoming a foreman, but at no point in time had it entered his mind that he might instead find himself shoulder to shoulder with the spandex phalanx as his father called the various heroes of freedom city, had never even crossed his mind but as someone once said, plans are insulted destinies. It was not untill a few weeks after his 16th birthday that his latent mutation first manifested, he'd been on site doing work experience at a construction yard when a chain snapped and a girder began a 6 story drop towards him, the world seemed to slow down around him as he watched what he was certain was going to be his very painful death rush towards him, arms raised in what he had passed off as futile defiance of the inevitable even as a strange surge of warmth raced up his legs and over his back, till he saw a white ripple of energy emerge from his sleeves, turning the flesh it passed over grey and numb, he barely had time to acknowledge it before the girder impacted his palms and nearly knocked him to the ground, before simply rolling off a landing on the concrete before him with a thud. leaving as quickly as it had come Alex found himself returned to his normal appearance in another wave of light and heat and beat a quick retreat home before the construction workers could come and investigate the site. It was a few days later he received a letter from a Mister Duncan Summers inviting him to Claremont High school on a scholarship, something his middle-class and money concious parents accepted with glee and the rest is as they say, history. Personality & Motivation: Alex is a well adjusted young man, having been instilled by a strong working ethic by his father and a love of mischief and terrible puns by his mother and older sister, he truely wants to try and make life better for the people around him, though he mainly plans to do this by pushing for the rennovation of the cities poorest and most delapidated areas he can't deny that punching bad guys is a lot more enjoyable Powers & Tactics: Alex will attempt to mimic a sturdy substance as soon as possible in combat, usually his steel belt buckle or his motorcycle if he happens to be riding it at the time and attempt to pummel his opponents into submission, though he is not above being cunning or sneaky when times call for such he is in his heart of hearts a showman who treats his battles with villainy like wresting matches. Having learned to increase his physical strength and stamina by drawing energt from his surroundinfs has somewhat slowed the speed at which his mimicry works. After a chance meeting with Doktor Archeville Facsimile came into possession of a Morphing molecule meteor hammer tuned to his own bioelectric field that allows it to transform to match it's welders substance and rotate through various configuration at will. Complications: Feet of clay: Alex assimilates most features of the materials he mimics, especially any flaws or drawbacks that might entail such as increased vulnerability to some descriptors or even weakness to substances it might react with. My brothers keeper:Richard is the only member of Alex's family to be aware of his powers and has since began to put himself into harms way on occasion in the hopes of awakening his own powers in some regard, he also feels jealousy towards his elder brother that occasionally turns to resentment Secret identity: though only Richard is aware that Alex is also Fascimile his sister Caitlynn has suspicions that he is "up to something!" this is particularly troublesome as she is a intern at the local newspaper and has limited access to the resources it can provide and won't hesitate to do so if she believes Alex to be in danger or doing something stupid. Abilities: 8 + 4 + 8 + 0 + 4 + 4 = 28PP Strength: 30/18 (+10/+4) Dexterity: 14 (+2) Constitution: 30/18 (+10/+4) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 20 + 12 = 32PP Initiative: +2 Attack: +10 -Melee: +10 -Ranged: +10 Grapple: +20 Defense: +10 (6 Base + 4 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 0 + 8 + 8 = 16PP Toughness: +10/+4 (+10/+4 Con) Fortitude: +10/+4 (+10/+4 Con) Reflex: +10 (+2 Dex, +8) Will: +10 (+2 Wis, +8) Skills: 92R = 23PP Bluff 12 (+14) Diplomacy 8 (+10) Concentration 12 (+14) Second Chance Craft (Structural) 4 (+4) Intimidate 8 (+10) Knowledge: Physical sciences 4 (+4) Language 4 (Base: English, German, Romanian, Korean, Spanish) Medicine 4 (+6) SM Notice 12 (+14) SM Sense Motive 12 (+14) SM Stealth 12 (+14) SM Feats: 24PP All-Out Attack Connected Challenge - Fast Trip Dodge Focus 4 Hide in plain Sight Improved Throw Improved Trip Interpose Fast task - Feint Luck 2 Move-by Action Power Attack Second Chance (Concentration Checks to sustain powers) Set-Up Skill mastery (Medicine, Notice, Sense Notice, Stealth) Takedown Attack Taunt Teamwork 3 Powers: 6 + 12 + 13 + 7 + 56 + 6 = 100PP All powers but the ball and chain device are mutation Descriptor Device 2 ("Morphic Meteor Hammer"; Technology; Easy to lose 10pp device) [6pp] Enhanced Feats 10 ("chained weapon"; (Extended Reach 3 [+15 ft.] On unarmed, Improved Critical 2 [18-20] on unarmed, Improved Grab, Improved Grapple, Improved Pin, Variable Descriptor 2 [bludgeoning/piercing/slashing, mimicked substances]) [10/10DP] Enhanced Constitution 12 (to CON 30/+10) [12pp] Enhanced Strength 12 (to STR 30/+10) [13pp] AP: Healing 5 ("Absorptive Replenishment"; Mutant, Matter; Extras: Total; Flaws: Personal; PFs: Persistent, Regrowth) [1/1PP] Immunity 7 (environmental conditions (All). suffocation (All)) [7pp] Object Mimicry 14 (70pp Pool of traits as a full round action; Flaws: Action 2 [full]) [56pp]. Sample allocations Steel mimicry Super Senses 6 ("information Absorbtion"; Mutant, Information, Absorbtion; Acute Accurate Analytical Radius Ranged Mental Sense) [6pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness save Damage Morphic Meteor Hammer touch-15ft DC25 toughness save Damage Totals: Abilities (28) + Combat (32) + Saving Throws (16) + Skills (23) + Feats (24) + Powers (100) = 223/224PP
  19. Player Name: angrydurf Character Name: Meson Power Level: 12 (180/182 PP) Trade-Offs: None Unspent Power Points: 2 In Brief: Forced DNAscent experiment granted control of fundamental nuclear forces. Residence: none Base of Operations: Primarily the Fens Currently Catchphrase: None yet Alternate Identity: Jason Haster Identity: Secret Birthplace: Freedom City Occupation: None Affiliations: None Family: Father is deceased, Mother alive living with his elder brother in pittsburgh, Younger sister still local. His family by and large turned him out when his addictions got bad. That along with the holes in his memory make him uncertain what is truth and what is Labyrinth fabrications. He has memories that may or may not be lies, drug hazed memories, or truth of a woman and child. None of them are particularly looking for him at this point. Description: Age: 31 (DoB: 1984 November 5th) Apparent Age: Early 30's Gender: Male Ethnicity: African American Height:6'1" Weight:175lbs Eyes: Dark Brown Hair: Shaved Jason has a tall rangy build that still shows evidence of his former athleticism though a bit hollowed by several years on the streets and being put through quite the trial by fire of chemical mood alteration. His broad features are rough but not unhandsome on the rare occasion his dark eyes are not glaring ominously and topped by a smooth scalp that seems to have more care taken with its maintenance than most of the rough mans personal habits. He was far more underfed before abduction and exposure to the DNAscent process and now despite lacking the power of his youthful build the end result is a very toned physique. Day to day he wears what he's been able to to get from charity or second hand stores. He still has the military grade boots he was outfitted in when under labyrinth custody and usually tops his look with a rough but sturdy waxed canvas duster. As Meson he lacks a traditional costume as such but usually manipulates the particles of his clothing to protect it from the ravages of super combat. He retains the boots and whatever pants he wears along with the coat but does away with the less sturdy layers under the coat leaving him bare to the waist under the open duster. His eyes flare with a silver white light almost as if burning with some cold flame and similar flames dance around his head like a crown of quantum fire. Energetic arcs flow over his form as he utilizes his powers along with an aura of blue white plasma rippling over his form. The quantum fire does little to disguise his shape or features and sheds little light and no heat. Though it does grant him an almost ghostly appearance of his dark skin and clothing beneath the translucent flames. Power Descriptions: Meson's control of quantum forces usually manifest either as a bright flare of quantum fire usually around his hands when applied directly to matter it burns through as it breaks the bonds that hold hte matter itself together the energy released by the breakdown usually searing surrounding material. As he can only affect objects he touches he'll often use small objects as projectiles charging them with quantum energies to detonate when thrown. Objects so empowered glow with a blue white energy when charged before detonating. Less destructive uses of his control of quantum forces allows him to change the very nature of matter locking targets immobile as the matter of their body is rendered immobile or solidifying the matter surrounding them locking them in place. History: Raised in Greenbank Jason was the middle of three children. His father worked the freight yards while his mother picked up shifts at a local convenience store. They were far from well off but there was a roof over their heads and food on the table. Greenbank however was no place to raise kids and worse as the train yards downsized his father lost his job. Before long they moved across the river to an apartment in Lincoln, his father eventually finding work at Jordan international. There were lean years and long hours, Jasons brother Julius threw himself in to school and sports striving for grades and hopefully a scholarship that would eventually pull him out of poverty, Jenna was a bit more insulated as the youngest and baby of the family. Jason however mostly saw the two bit hustlers and growing gangs of his neighborhood and the respect they got. He fell in with a bad crowd and spent his high school years in and out of juvenile corrections. It is more testament to low standards than personal ability that he managed to graduate high school. Not long out of school he was busted carrying for one of his friends, his first offense as an adult landed him a year in south river. When he got out his old crew was dead or in jail themselves and he'd seen the inside of prison enough to be significantly motivated in finding legitimate employment. It just so happened Uncle Sam was hiring and not too picky about backgrounds. The order and routine of the army it would seem would be a good fit for hte restless youth. It would have too if not for the pesky matter of there being a war on. Jason did two tours in Afghanistan and had started his third thanks to stoploss, He was only a month into the tour when his convoy was hit by insurgents. The IED was primitive but brutally efficient, Half his squad was dead before they even knew it. Jason spent the next hour in a touch and go firefight with hardened fighters before reinforcements and close air support drove off the enemy. The shrapnel in his thigh earned him a ticket home. The night terrors and depression kept him stateside. Reintegration was never easy for soldiers and the unpopular war becoming a political talking point did little to help. It didn't take long for Jason to get back in touch with some of his old crew again, they got him a little something to take the edge off, get him a good nights sleep before his final discharge. In the final medical exam of course the drugs showed up on screening and his psych out became dishonorable discharge for the violation of the codes of conduct. With limited access to VA benefits and some startlingly poor life choices Jason was on the street in under a year. His family washed their hands of him after he'd been caught trying to fence his parents TV for a fix. Like most of freedom cities detritus he drifted slowly down to the Fens. One more slightly off and very drug addled homeless vet. He drifted in and out of lock up for drunk and disorderly or possession and from one shelter to the next living day to day on the streets. As one of the many dispossessed and often disposable people clinging to life on the fringes of society Jason going missing went unremarked among most circles, even the others of the homeless communities in the Fens took no great notice of his specific disappearance, law enforcement, gang action, or simple travel stirred the population enough to make one man missing unremarkable against the day to day struggles of survival. He had been taken by operatives of the Labyrinth as a human guinea pig for tests related to improvements and expansion of the DNAscent process. Most of his time in being experimented upon is shattered remains of broken memories and even then it is through a haze of heavy sedation. Memories and nightmares erupt of bright hospital lights searing pain in his veins and masked doctors staring down at him as they took notes of his nascent abilities. He was deemed a prime candidate for cybernetic enhancement when it was clear his powers were poorly controlled. The implants granting him greater control (as well as the Labyrinth greater control of him) did more damage to his mind and memories than his years of heavy drug use could. His memories were broken his personality suppressed his actions barely his own. The fragmented recollections of life before and inside the Labyrinth are largely suppressed. Of course Jason was not alone and dark whispers had started in the alleys and squats of the Fens. Someone or something was taking people off the street, the FCPD lacked resources or in truth inclination to dig beyond the surface. Eventually however the disappearances were noticed by someone with both the ability and inclination to do more. Jason and all the others freed owe that hero and their allies, Jason himself required more attention from doctors to remove the Labyrinths most insidious controls and aid what recovery of his memories they could, he is his own man once more though not the man he was. Personality & Motivation: Jason is at his heart a decent person who has suffered much. He may have made mistakes in his life and even in the depths of his selfish drug and alcohol addled years hurt others he does want the best for people he simply has had alot of his idealism about what that may be beaten out of him by harsh realities. He remembers all too well the brainwashing and torments of Labyrinth even if he doesn't have a name for the foe he knows he has to stand against them. In addition to vengence tinged with 'great power great responsibility' schtick Meson feels the quantum forces he commands react to his mood, his subconscious. He is terrified of what he might do if pushed too far, of hte kind of chain reaction he could trigger if his powers lacked the precision with which they are executed. Powers & Tactics: Meson's powers are theoretically near limitless, commanding the fundamental forces governing the quantum world could do nearly anything. However Jasons understanding of that world is far more limited and his limited training and cybernetic enhancements were focused on the most base use of such power. While his manipulations are the most direct this serves Meson just fine. He prefers a direct approach to combat unleashing a barrage of charged projectiles to disable targets before they can hurt him or those he's protecting. He is however a pragmatist more than willing to utilize the unusual vectors of attack made available by his abilities to phase or to use less direct methods to restrain enemies if called for. Complications: It's my life it's my wife: Before the DNAscent process Jason was a drunk on his better days, on his worse he self medicated with less restraint. While the Labyrinths processes sobered him up and he's theoretically clean the siren call of booze and harder fare sings loud when things get hard. Men of poor beginnings: Jason is homeless, broke, and has a record for drug abuse and petty crime. Not a lot of social mobility there. And I guess I just don't know: Jasons memories of his time before the DNAscent abduction are broken and scattered. While he remembers most faces order of events are jumbled and key elements may be missing entirely. All the evils of this town: There are some criminals that hold a greater place of loathing in Jasons heart, the predatory dealers and worse Labyrinth who made him what he is. Power omnipresent, undiminished uncontrolled: The quantum fires within Jason that grant him his powers try to run ever hotter, While the Labyrinth cybernetics prevent mere unconsciousness from venting his powers it it is an ever present risk that if Jason pushes to hard or gets pushed to far they could manifest in the catastrophic to extinction level event range. Christmas in february: Jason has seen a lot on his short time on earth, just the Labyrinth experiments alone would give most people nightmares for life, Jason had already psyched out of the military due to PTSD when he was abducted. The memories of both war and Labyrinth overlap and build on one another trauma on trauma. Abilities: 4 + 2 + 6 + 0 + 2 + 0 = 14PP Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +9 Attack: +4/+8 Melee, +4/+8 Ranged, +12 Atomic Disruption Array Grapple: +10 Defense: +12 (+4/+8 Base, +4 Dodge Focus), +2/+4 Flat-Footed Knockback: -6 Saving Throws: 11 + 11 + 9 = 31PP Toughness: +12 (+3 Con, +9 Protection) Fortitude: +14 (+3 Con, +11) Reflex: +12 (+1 Dex, +11) Will: +10 (+1 Wis, +9) Skills: 36R = 9PP Gather Information 5 (+5) Intimidate 5 (+5) Knowledge: Streetwise 5 (+5) Notice 4 (+5) Sense Motive 4 (+5) Stealth 4 (+5) Survival 9 (+10) Feats: 5PP Contacts Luck 3 Track Powers: 46 + 8 + 8 + 10 + 1 + 10 + 10 + 12 = 105PP Atomic Disruption 20 (Subatomic Force Manipulation; Feats: Alternate Power 6) [46PP] (Mutation, DNAscent) Base Power: Damage 12 (Atomic Decay; Extras: Linked +0) {12/40} + Drain: Toughness 12 (Extras: Affects Objects, Linked +0; Feats: Incurable, Slow Fade 3(20min intervals)) {28/40} (Disintegration) Alternate Power: Damage 12 (Charged Projectiles; Extras: Autofire 10, Penetrating 3, Range: Ranged(120' Increments); Feats: Knockback 3) {40/40} (Explosive) Alternate Power: Damage 12 (Charged Barrage; Extras: Area: General (Shapeable, 300 contiguous 5' cubes), Range: Ranged(1200' max); Feats: Progression 4) {40/40} (Explosive) Alternate Power: Environmental Control 10 (Atomic Manipulation; Mix match 4pp/rank Hamper Movement, Heat, Light, Radiation Extras: Selective Attack; Flaws: Range: Touch) {40/40} (Strong/Weak force) Alternate Power: Paralyze 12 (Quantum Lock; Extras: Alternate Save (Fort) +0, Affects Objects +1; Feats: Affects Insubstantial 2, Reversible, Subtle) {40/40} (Quantum) Alternate Power: Snare 12 (Solidify; Extras: Suffocating, Transparent; Flaws: Range: Touch; Feats: Reversible, Subtle, Extended Reach 2) {40/40} (Transformation) Alternate Power: Insubstantial 4 (Quantum Phasing; Extras: Affects Others; Feats: Subtle 2) {26/40} + Immunity 7 (Suffocation, All Environmental Conditions; Extras: Affects Others) {14/40} (Phasing) Enhanced Attack 4 (Assault Protocols) [8PP] (Cybernetic, Tech) Enhanced Defense 4 (Evasion Protocols) [8PP] (Cybernetic, Tech) Enhanced Feats 10 (Tactical Protocols; Attack Specialization: Atomic Disruption Array 2, Dodge Focus 4, Improved Initiative 2, Interpose, Precise: Atomic Disruption Array) [10PP] (Cybernetic, Tech) Enhanced Feats 1 (Molecular Morphing; Quick Change) [1pp] (Mutant, DNAscent) Protection 9 (Sub-Atomic Shielding; Extras: Duration: Continuous, Flaws: Duration: Sustained, Feats: Subtle) [10PP] (Mutation, DNAscent) Super Senses 10 (Atomic Senses; Acute: All Olfactory 2, Analytical: All Visual 2, Analytical: All Olfactory 2, Microscopic Vision 4) [10PP] (Mutation, DNAscent) Super Movement 6 (Atomic Manipulation; Permeate 3, Wall Crawling 2, Water Walking) [12PP] (Mutation, DNAscent) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage (Physical) Atomic Decay Touch DC 27 Fortitude/Toughness Drain Toughness then Damage (Energy) Charged Projectiles Ranged DC 27 Toughness (autofire) Damage (Physical) Charged Barrage Ranged DC 27 Toughness Damage (Physical) Quantum Lock Touch DC 22 Fortitude Staged (Paralysis) Solidify Touch(15') DC 22 Reflex Staged (Snare) Totals: Abilities (14) + Combat (16) + Saving Throws (31) + Skills (9) + Feats (5) + Powers (105) - Drawbacks (0) = 180/182 Power Points
  20. Player Name: Saithor Character Name: Gauss Power Level:10 (150/150PP) Trade-Offs:"None" Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: World War 1 German Kineticist time-traveled to modern times, Is on detached duty to US, wants to help due to Nephew being Nazi Meta.. Residence: Regular Apartment, paid for out of his pay as a german army Major. Base of Operations: Catchphrase: “Target Spotted, Target Gone” Alternate Identity: Field Artillery Major Günter Raddick Identity: Günter Raddick Birthplace: Dresden Occupation: German Army Major Affiliations: None at the moment Family: Günter has decided to not pursue meeting any descendants he has unless they approach him first, not wanting to burden them. However, if any of them approach him, he’s more than happy to set them, and may have to, as his nephews possession of meta-abilities suggest that some things may run in the family. Description: Age: 27 (DoB: August 11, 1890) Apparent Age: Late-Twenties, Gender: Male Ethnicity: Caucasian Height: 5’10” Weight: 120 lbs Eyes: Green Hair: Black Gunther Raddick is of medium build, really nothing very noticeable about his appearance out-of-costume, hence why the propaganda machine always preferred him in his uniform. Gunther wears an updated version of his old World War 1 Uniform and Gas Mask. Power Descriptions: Günter’s powers work of invisible created force, so they are unseeable to all people. History: Günter Raddick started his career as a meta right before World War1 started, where he immediately volunteered for the German army. He was immediately put to work countering enemy metas and also destroying enemy fortifications. It was during a fight in 1917 against a pair of British Metas that the incident occurred, Günter fell unconscious and woke up in Freedom City during modern times. After an unfortunate incident that resulted in broken bones for both Günter and a couple of Freedom City Superheroes, Günter was sent home to Germany, where he was quickly reeducated on modern times and what had happened, and was horrified to find out what his young nephew Hans, ashamed of Günter’s disappearance, which had been labeled as desertion, had joined the SS after manifesting his own Meta powers, and was responsible for dozens of allied soldier deaths and five American superheroes. A year after, after being reaccepted back into the military, Günter volunteered for a goodwill mission to send a German Superhero to aid those in Freedom City, partially because he wanted to find out what had caused his time jump, and partially to make up for the actions of his nephew. Personality & Motivation: Günter is a professional solider, working hard and pushing his way through life with an almost single-minded determination. He’s friendly enough, but not overtly so, preferring quiet after the near constant bombardment of the war, and also still feeling unsettled after his recent time shift. Powers & Tactics: Günter’s powers work off of the creation of repelling kinetic forces through in-born ability. He can sue them passively as a force-field, or actively to generate these forces. He has used them to smash objects, leap long distances, increase his sped and the force of his blows, slow his momentum, snare people, repeal bullets, and etc. He cannot attract objects at all. Complications: Old Shame: Günter is trying to make up for the evils that his nephew did in World War 2, including his role in the concentration camps, something which sickens Günter. Unforgiving: Günter is not a forgiving man, and he was forged in a lethal battlefield. While he accepts the no killing rules of most superheroes as his own, he sometimes forgets in the heat of the moment. Bad Reputation: Günter’s reputation in America is stained by the actions of his nephew, who killed several American Superheroes. Enemy: Günter hates the Nazi’s, and will pursue any means to stamp out any resurgence of the group. Abilities: 4 + 6 + 4 + 4 + 4+ 2 = 24PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +8 Attack: +6 Melee, +6 Ranged (+10 Momentum) Grapple: +8 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -10/-5/-1 Saving Throws: 5 + 5 + 6 = 16PP Toughness: +10 (+2 Con, +8 [Forcefield]) Fortitude: +7 (+2 Con, +5) Reflex: +8 (+3 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 64R = 16PP Concentration 8 (+10) Knowledge (History) 4 (+6) (Complication: After 1917, everything is fuzzy) Knowledge (Physical Sciences) 8 (+10) Knowledge (Tactics) 8 (+10) Language (English, German, French) Intimidate 8 (+9) Notice 8 (+10) Sense Motive 8 (+10) Stealth 6 (+9) Diplomacy 4 (+5) Feats: 14PP All-Out Attack Challenge (Quick Startle) Dodge Bonus 4 Evasion 2 Improved Initiative Move-By Action Power Attack Skill Mastery (Intimidate, Notice, Knowledge (Tactics), Sense Motive) Startle Uncanny Dodge (Sight) Powers: 8 + 4 + 38+ 2 + 5 = 56 PP Force Field 8 [8 PP] Leaping 4 (Running Long Jump 300 ft., Standing Long Jump 150 ft., High Jump 60 ft.) [4 PP] Momentum, 30 PP Array (Power Feats: Accurate 2, Alternate Power 4, Subtle 2) [38 PP] • Base: Adds Impervious Toughness 10 [10 PP] and Reflective (all physical) [20 PP] to Force Field • Alternate Power: Snare 10 (Extras: Backlash) [30 PP] • Alternate Power: Impervious Toughness 10 [10 PP] + Speed 4 (100 MPH, 1000 ft./round) [4 PP] + Strike 8 (Extras: Penetrating 2; Power Feats: Knockback 3, Mighty, Improved Critical 2) [16 PP] • Alternate Power: Blast 10 (Extras: Penetrating 4, Power Feats: Knockback 6) • Alternate Power: Move Object 10 (Extras: Range [Perception], Area Burst; Flaws: Limited to Repulsion) [30 PP] Super-Movement 1 (Slow Fall) [2 PP] Super-Senses 4 Ranged [2] Extended (-1 per 100') Tactile Sense, Danger Sense [1] [4 PP] Drawbacks: 0PP DC Block Name Range Save Effect Kinetic Blast Ranged DC 25 Toughness (Staged) Damage Kinetic Trap Ranged DC 20 Reflex (Staged) Ensnared Blasting Punch Touch DC 25 Toughness (Staged) Damage Totals: Abilities (24) + Combat (24) + Saving Throws (16) + Skills (16) + Feats (14) + Powers (56) - Drawbacks (0) = 150/150 Power Points
  21. Renegade Power Level: 10/12 (185/193PP) (Gold Reward) Trade-Offs: None Unspent Power Points: 8 In Brief: Surly exiled angel channeling celestial power through tattoos Residence: Riverside Base of Operations: Eternal Ink, lives above the shop that he owns Catchphrase: "Look, I don't even want to BE here." Alternate Identity: Araeriel / 'Ray Haskell' Identity: Secret Birthplace: Heaven Occupation: Tattoo Artist Affiliations: Heaven (currently out of favor) Family: Estranged but plentiful Description: Age: Circa 2500 BCE Apparent Age: Mid thirties Gender: Male Ethnicity: Caucasian Height: 6'3" Weight: 195 lbs Eyes: Green Hair: Blonde Ray is a tall, fit blonde man of ambiguous Western European ancestry that seems somehow perpetually scruffy. He usually favors tank tops and battered black BDUs. The most noteworthy feature Ray has are the prodigious amount of tattoos he's accumulated which all appear almost fresh with how bright the ink remains on his skin. The tattoos are mystic in origin with Enochian sigils hidden within the more evocative images and the bulk of Ray's tattoos shift based on what he needs to materialize at any given point. There are a few fixed points that do not change; the Enochian markings remain in place and although the wings might change position along his shoulders and back, they are always there. With the nature of his powers, Renegade's super hero costume is generally 'whatever Ray was wearing' right before there was a need for his super hero alter-ego, sometimes with his shirt abandoned if he's needing more than what he can pull from his arms for a conflict. Power Descriptions: Ray's picked up a few things over his time in the mortal realm. His place in the choir was a scholarly one, charged with observation and recording. He was never charged with a flaming sword or divine shield and so comes across more as a brawler and bar fighter than any sort of divine soldier as he's had the last few decades of getting into scrapes to draw on. The lingering divine grace locked within Ray gives his mortal body more natural potency and tenacity than it ought to have. When Ray utilizes his divine birthright through the medium of his tattoos, the ink on his flesh changes and reforms to represent his desires and he draws them from his flesh into reality. The sleeves on his arms most typically feature flames and chains which tend to be his go-to for manifestations but the images can ripple and change depending on his needs and whims. History: Araeriel was created during the Bronze Age and tasked with observing and recording. His was a silent, scholarly duty and it suited him, unsurprisingly, as if he were made for that purpose. It's important to note that his duty was not to understand or empathize, to heal or to fight, but simply to be a set of eyes and ears for those of higher rank and greater importance. Araeriel was a messenger, a scholar and an artist, low ranking but content in his use and purpose within the divine dimension he occupied. His focus remained on tracking the art and artists of the eras, documenting them and in his spare time, dabbling with creation himself. As time marched forward and art become more closely intwined with social and political commentary, it began to slowly alter Araeriel's own nature. He grew more recalcitrant in his duties, spending more time focusing on his personal work and less on his duties to the choir. It was clearly, entirely unacceptable behavior but nothing truly worthy of exile or damnation. At the close of the 1970's, Araeriel was exiled from Heaven to Earth, locked in a mortal body designed to blend in with his surroundings. The official party line on the matter was that Araeriel was to be given time to focus on this new and clearly overwhelming calling of his with less divine distraction. To Ray, however, it is clearly a punishment and, perhaps, a lesson. The tenants of that particular lesson, however, escape him. With his divine nature locked in a mortal shell, the difference was jarring. Ray has never longed for humanity and the longing he felt for home was keen in the first few years. Eventually, he put his not inconsiderable skills to use in attempting to shake off the restrictions of this mortal form. Through tattoos of Enochian inscriptions, he's managed to crack some of the shell and tap into some fragment of his true nature but he remains firmly land-locked, unable to go home until his sentence has been lifted. After bouncing around for the last few decades, Ray is no longer the fish out of water that he was originally. He has even come to enjoy some aspects of the human condition although it has only increased the rebellious streak just starting to crop up in Heaven. Adopting the moniker 'Renegade', Ray has taken on the occasional supernatural menaces that spill into his path. It might be in part that he hopes death in the line of protecting innocents might just be enough to send him home but mostly, even with his occasionally poor attitude, Ray's still an angel. Personality & Motivation: Ray is somewhat perpetually cranky. His outrage and homesickness have faded enough that it merely keeps him in a surly mindset. He does genuinely take a great amount of pleasure in his art and while he has a rather wide skill set of craft that he's perfected, his current love is in tattooing and he's very protective of his shop in Riverside. Despite his acerbic exterior, Ray has a good heart and maintains his angelic instincts to protect humanity. They are much harder to ignore down here than they were in Heaven, which may in fact have been the actual point of his current time-out. Powers & Tactics: Even after a few decades, Ray is not a subtle sort of fighter. He tends to take on threats head long and tossing everything and the kitchen sink at the most dangerous threat available. Its not that he's not capable of different tactics or stupid, Ray has no martial background to draw on and comes at the fight from a brawler's mindset. He has to work to remember that he can do more than hurt something as much as possible, as quickly as possible. For all of that, Ray has no desire to do more than is necessary to end the battle as he is neither overly violent nor cruel. He is more susceptible than many to various social deceptions as humans remain much less clear to him in their motivations than he might like. Functionally, he's a street level sorcerer with some firepower at his disposal. Complication Oi Polloi: Since Ray needs to channel his powers through his tattoos, he can be tripped up or limited by dress codes. Generally, to use most of his Enochian tattoo array, he needs at least his hands and forearms bare. Black tie events can really crimp his style more than most folks. Abrasive Wheels: Ray's cranky, surly and abrasive. Somehow this does not regularly endear him to the people around him. Further, he dresses like the tattoo artist he is and has things like neck and knuckle tattoos. This sometimes means that he is looked at askance. Dead Man's Shadow: It's not that Ray really wants to die but he misses his home and he misses his family, even if he's mad at them. Being on Prime is a gift but sometimes he'll take too much risk or danger because the idea of getting to be free from his fleshy prison is not the barrier it is for regular humans. Angelic Upstarts: Ray might be on an enforced sabbatical but he's part of the Abrahamic heavenly host and is sometimes constrained by that nature. It also sometimes means that demons try to eat his face. The Lurkers: Ray's not human, has never been human and they are sometimes still an enigma to him in their wants and needs. Abilities: 10 + 0 + 10 + 10 + 10 + 10 = 50PP Strength: 20 (+5) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 20 (+0) Wisdom: 20 (+0) Charisma: 20 (+0) Combat: 20 + 20 = 40PP Initiative: +0 Attack: +10 Melee, +10 Ranged Grapple: +15 Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Knockback: -5 Saving Throws: 5 + 10 + 5 = 20PP Toughness: +10 (+5 Con, +5 Protection) Fortitude: +10 (+5 Con, +5) Reflex: +10 (+0 Dex, +10) Will: +10 (+5 Wis, +5) Skills: 40R = 10PP Knowledge (History) 10 (+15)Skill Mastery Knowledge (Arcane) 10 (+15)Skill Mastery Knowledge (Cosmology) 5 (+10)Skill Mastery Craft (Artistic) 15 (+20)Skill Mastery Feats: 5PP Artificer Ritualist Jack of All Trades Luck Skill Mastery (Knowledge: History, Arcane, Cosmology, and Craft: Artistic) Powers: 6 + 5 + 2 + 6 + 4 + 37 = 60PP Descriptors: All of Ray's powers are holy and celestial in nature. Variable descriptors have been added to powers to demonstrate the difference in what is summoned but those descriptors are additive and for flavor. All of his powers still come from the same source, its merely to represent the variability in the physical manifestations that he can draw forth. Comprehend 3 (Tower of Babel) (Speak/Understand/Read All Languages) (Holy, Celestial) [6PP] Protection 5 (Divine Grace) (Holy, Celestial) [5PP] Immunity 2 (Mortality's Embrace) (Disease, Aging) (Holy, Celestial) [2PP] Damage 5 (Divine Might) (Power Feat: Mighty) (Holy, Celestial) [6PP] Flight 4 (Angelic Wings) (100 MPH, Drawbacks: Forward Only, Power Loss [Wing Movement], Wide Turns, Reduced Load) [4PP] Enochian Tattoo Array 16 (Breaking the Chains) (32PP; Power Feat: Alternate Power 5) (Holy, Celestial) [37PP] Base Power: Damage 10 (Wrath) (Extra: Range, Autofire Power Feat: Variable Descriptor 2 [any elemental or kinetic]) [32PP] Alternate Power: Healing 10 (Benediction) (Extra: Total, Restoration, Flaws: Limited to Others, Power Feats: Persistant, Regrowth) [32 PP] Alternate Power: Move Object 10 (Chains and Bonds) (Lift Strength 50 / 4 tons light load; Extra: Damaging, Power Feats: Variable Descriptor 2 [any elemental or kinetic]) [32PP] Alternate Power: Create Object 10 (Creation) (Extra: Duration: Continuous, Power Feats: Precise, Innate) [32PP] Alternate Power: Environmental Control 10 (Castigation) (1 Mile Radius, Mix and Match: Cold [ice and snow], Distraction [DC 10, sleet and rain], Hamper Movement [frost], Heat [flames], Light [divine radiance], Visibility [fog]) (Extra: Independent, Power Feats: Slow Fade, Reversible) [32PP] Alternate Power: Dazzle 10 (The Glory) (Visual, Extra: Area [Cone], Power Feat: Incurable, Reversible) [32PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed (Includes Divine Might) Touch DC 25 Toughness Damage (Physical/Holy) Blast (Wrath) Ranged DC 25 Toughness (Autofire) Damage (Holy) Move Object (Chains and Bonds) Ranged DC 25 Toughness Damage (Holy) Dazzle (The Glory) Area: Cone DC 20 Reflex/Fort Dazzled (Staged) Totals: Abilities (50) + Combat (40) + Saving Throws (20) + Skills (10) + Feats (5) + Powers (60) - Drawbacks (0) = 185/193 Power Points
  22. The Stranger Power Level: 12 (180/183PP) Trade-Offs: None Unspent Power Points: 3 In Brief: An inhuman creature bonded to a human shell. A protector of the dreamscape. Alternate Identity Identity: Seth Machan (Secret) Birthplace: The Dreamspace/Atlantis Occupation: Criminal Attorney, volunteer defense attorney Affiliations: Delphic Industries, Project Freedom, Public Defender's Office Family: None, and innumerable. Description Age: ~16,000 years old (Incarnated during the Pleistocene) Apparent Age: Mid-thirties Gender: Male Ethnicity: Caucasian by default Height: 5’ 8” Weight: 140 lbs Eyes: Brown Hair: Black Seth Machan is not a man who stands out in a crowd. He’s of average height and skinny, with unlined skin and dark hair that grows straight and smooth and thick to the nape of his neck. He favors grey Oxford shirts, dark suits, and shiny black brogues. He’s almost never seen in anything more casual. He often wears a silver lapel pin depicting what looks like a leaf or frond. When on patrol, the Stranger does not wear a cape or bright colors. He still wears a black shirt, a black sportcoat, and black slacks. His feet are bare, though, and his hair is wild and tangled. His hair isn’t just black anymore either; it almost looks absent, like it absorbs all light that touches it. His skin becomes pale as china, and his face becomes a smooth expanse of flesh from his brow to his chin with mere slits for his black-on-black eyes. The frond-symbol moves to his forehead and has the same not-quite-there coloration as his hair. In the dream realm, the Stranger looks even less human. Superficially he still appears to be a man in pale skin with messy hair and dark clothes, but his face is a stylized noh mask and he rarely takes his hands out of his pockets. Instead, his jacket bulges like there are great, tunneling creature moving underneath it, and either the hems of his slacks cover his feet or his feet meld into the dream terrain. Power Descriptions: The Stranger’s powers come from his otherworldly lineage. His body is not something that grew around him; it’s a thing he constructed. As such he has incredible control over his biological processes, rendering him immune to virtually all the natural toxins that plague humans. In addition he can tap into his eldritch nature to empower himself, either to supercharge his physical body or attack his enemies’ minds in different ways. If he’s injured , he can reach out and absorb the power within a particular person or object to heal himself. Finally, as a creature native to the mindscape, he can enter the minds of sleeping creatures and travel via dreams to any other dreaming creature in this universe. In the realm of dreams, he is much more powerful and much stranger. He can reshape the dreamscape to his will and uses that to create walls and other structures to defend himself or tie up enemies, or to create attacks to overwhelm his enemies. He can even attack the very nature of the dream dimension itself to remove enemies History: The history of the creature most often known as the Stranger goes back to ancient Atlantis. A mage, his name forgotten to all, became aware of the strange beings that prowled on the edges of the dream realms. He enticed one in and captured it, forcing the creature to manifest physically. At first the creature was a formless mass, but as it spent more time around humans the spirit took on a more human form. Eventually the mage created a body for it, for the dream entity to move around the city and see its wonders. The creature survived the mage and was inherited by his family, but it was never regarded as anything but a monster to be studied and contained. The spirit’s body did not age or die though, and it was around to see the city sink. The spirit escaped to Mesopotamia, settling among the proto-Sumerians in the region and tried to live as just a man. However, there was a suffering that he couldn’t ignore. The dreams and minds of Atlanteans and mages were protected, but out in the wilds there were monsters and demons and worse to prey on people. The spirit had the knowledge of thousands of years of observing the greatest mages in history, and his own nature allowed him to travel to the dreamworld and do battle directly with the predators there. Time passed, and the creature traveled the world. Every place that he found evil preying on innocents he fought against it, often triumphing, sometimes dying, always returning. He’s spent tens of thousands of years this way, observing humanity’s slow climb up it its current state. He settled in Freedom City a few decades ago and eventually found a job with the Public Defender's Office, helping those who had recently gone through a traumatic life change. He remains a defender of the dreamscape, though, a terror to nightmares and an eerie defender of the waking world. Personality & Motivation: Seth appears rather distant to most people, even cold. Even when he claims to have strong feelings on a subject, he’ll often explain himself in a detached, logical fashion. This can be unsettling when he acts calm and collected in a stressful situation, even carrying on casual conversation in the middle of dangerous fights. The truth is that Seth views humanity as a fascinating mystery, full of questions and inconsistencies. He’s spent tens of thousands of years in and among them, and yet every day there is something that surprises him. He will protect humanity at least until he can unravel their mysteries. Powers & Tactics: There’s a marked difference between how the Stranger fights in the physical world and how he fights in the dreamworld. In the physical world he’s more or less a straight-up brawler, mixing bone-shattering blows with the occasional psychic dagger. If he’s too injured he can reach out and eat the energies that sustain a certain thing, dissolving it to dust and repairing himself. As a last resort he can drop the illusion of normality that covers him and subject everyone who can see him to his true, unnatural, mind-shattering shape. In the dreamworld fighting the Stranger is like fighting the land itself. He can use the mutable landscape to cause mountains to crash onto an opponent, freeze them solid one moment and boil them alive the next. He’s much less restrained in these fights, since all the damage is metaphorical; it takes a concerted effort to kill someone in the dreamscape, allowing him to fight without the usual consideration. Complications Not Meant to Be Seth is a creature not of this dimension, and his very nature is against the rules of this dimension. Observant people can figure out this wrongness from how the environment reacts to him. Staring into the Abyss Seth’s magical and psychic nature is a stain on the world. Anyone observing him with Magic Awareness or Mental Awareness will immediately know that he is something weird and dangerous. Constant Observer Seth is fascinated with the actions of humanity and its reasons for such. In the heat of the moment he may stop acting to simply observe, or even to interrogate someone engaged in delicate work. Never Forget In his very first incarnation Seth was essentially a slave of an Atlantean wizard. While that family is long dead, he still doesn’t trust any Atlantean or anyone of Atlantean descent (including Ulti-men and the inhabitants of Ultima Thule). Abilities: 0 + 4 + 0 + 2 + 10 + 6 = 22PP Strength: 30/10 (+10/+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Melee, +6 Ranged, +10 Pseudonatural Dreams Grapple: +6/+16 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -10/-5 Saving Throws: 8 + 4 + 5 = 17PP Toughness: +10 (+0 Con, +10 Protection, 10 Impervious) Fortitude: +8 (+0 Con, +8) Reflex: +6 (+2 Dex, +4) Will: +10 (+5 Wis, +5) Skills: 100R = 25PP Diplomacy 7 (+10) Intimidate 17 (+20)Skill Mastery Knowledge (Arcane Lore) 14 (+15)Skill Mastery Knowledge (Behavioral Sciences) 9 (+10) Knowledge (Civics) 14 (+15)Skill Mastery Knowledge (Current Events) 9 (+10) Knowledge (History) 9 (+10) Medicine 5 (+10) Notice 10 (+15) Sense Motive 6 (+11)Skill Mastery Feats: 8PP Dodge Focus 4 Fearless Ritualist Skill Mastery (Intimidate, Knowledge [Arcane Lore, Civics], Sense Motive) Startle Powers: 4 + 6 + 1 + 28 + 37 + 7 + 1 = 84PP All powers have the pseudonatural and magic descriptors Flight 2 (25 MPH) (Forsake the Earth) [4PP] Morph 2 (Any humanoid, +10 Disguise, Feats: Quick Change 2) (Shape this Shell) [6PP] Morph 0 (+0 Disguise, Feat: Metamorph) (Dream Self) [1PP] Pseudonatural Biology Container [28PP] Immunity 30 (Fortitude, Feat: Trance, Flaw: Half Effect) (Constructed Body) [16PP] Protection 10 [10PP] Immunity 2 (Ageing, Sleep) [2PP] Pseudonatural Dreams Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP] BE: Enhanced Strength 20 (Extra: Linked [+0] [Impervious]) + Impervious Protection 10 (Extra: Linked [+0] [Enhanced Strength]) (Inhuman Might) [30/30PP] AP: Stun 10 (Extras: Range/Ranged) (Psychic) (You Sleep) [30/30PP] AP: Damage 10 (Extras: Range/Ranged, Alternate Save [Will]) (Psychic) (Visit Your Nightmares) [30/30PP] AP: Damage 10 (Extras: Range/Ranged, Vampiric) (I Hunger!) [30/30PP] AP: Mind Reading 10 (Extras: Linked [+0] [Drain Will]) + Drain Will 10 (Extra: Range/Perception, Flaw: Limited [Sleeping Targets Only]) (Dream Invasion) [30/30PP] AP: Dreamwalking [13/30PP] Super-Movement 1 (Dimensional 1 [Dream dimension]) [1PP] Teleport 20 (Anywhere in the universe, Feats: Change Direction, Change Velocity, Flaws: Limited [Long-Range Only], Medium [Dreams]) [12PP] Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Extended [100 ft], Feat: Uncanny Dodge) (Spatial Awareness) [7PP] Regeneration 1 (Resurrection, 1 week) [1PP] Drawbacks: (-0) = -0PP DC Block Powers: 4 + 7 + 28 + 37 + 7 + 1 = 84PP All powers have the pseudonatural and magic descriptors Comprehend 2 (Understand all Language, Speak any One Language) (Dream Speech) [4PP] Morph 2 (Any humanoid, +10 Disguise, Feats: Metamorph, Quick Change 2) (Dream Self) [7PP] Pseudonatural Biology Container [28PP] Immunity 30 (Fortitude, Feat: Trance, Flaw: Limited [Half Effect]) (Constructed Body) [16PP] Protection 10 [10PP] Immunity 2 (Ageing, Sleep) [2PP] Dreamcrafting Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP] BE: Create Object 10 (Extra: Moveable) (Modeling the Dreamscape) [30/30PP] AP: Damage 10 (Extra: Autofire, Range/Ranged) (Dream Barrage) [30/30PP] AP: ESP 10 (200 000 miles; All senses, Flaw: Feedback) (Spy on Dreams) [30/30PP] AP: Concealment 10 (All senses, Extra: Linked [+0] [Insubstantial]) + Insubstantial 2 (Gaseous, Extra: Linked [+0] [Concealment]) (Fade Into Dreams) [30/30PP] AP: Dimensional Pocket 10 (Extra: Range/Ranged) (Into My Dreams) [30/30PP] AP: Snare 10 (Extra: Contagious) (Dream Quicksand) [30/30PP] Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Extended [100 ft], Feat: Uncanny Dodge) (Dream Awareness) [7PP] Regeneration 1 (Resurrection, 1 week) [7PP] DC Block ATTACK RANGE SAVE EFFECT Dream Barrage Ranged DC 25+Autofire Toughness (Staged) Damage (Physical) Into My Dreams Ranged DC 20 Reflex Trapped Dream Quicksand Ranged DC 20 Reflex (Staged) Snare Totals: Abilities (22) + Combat (24) + Saving Throws (17) + Skills (25) + Feats (8) + Powers (84) - Drawbacks (0) = 180/183 Power Points
  23. In Brief: A dimensionally and temporally displaced Nordic goddess teams up with a crippled ex-soldier to redeem her pantheon. Player Name: ShaenTheBrain Character Name: Thrude ("ThrOOD") Power Level: 11/12 Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 173/175 Unspent Power Points: 2 Bronze Reward: 4PP of Equipment for Kingsnake, 4PP of Equipment for Thrude, 7PP of Equipment/Minions/Sidekick unclaimed Silver Reward: Increased PL7/105PP PC to PL12/180PP (Kingsnake) Alternate Identity: Princess Thrude Thorsdottir of Asgard, Astrid Kierkegaard (see below). Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, or that Thrude is an actual goddess. Birthplace: Valhalla, Asgard Residence: Valhalla, Asgard Base of Operations: Milky Way Galaxy Occupation: Chooser-of-The-Slain, Goddess, Princess, Superhero, Warrior. Affiliations: The Aesir, The Valkyries. Family: Thor (Father), Sif (Mother), Odin (Paternal Grandfather), Frigga (Paternal Step-Grandmother), Jord (Paternal Grandmother), Magni (Paternal Half-Brother), Modi (Paternal Half-Brother), Ullr (Maternal Half-Brother), Heimdall (Uncle), Tyr (Uncle), Bragi (Uncle), Vidar (Uncle), Vali (Uncle), Forseti (Cousin), Baldur (Uncle, Deceased), Nanna (Aunt), Hodr (Uncle, Deceased), Loki (Adoptive Grand-Uncle), Hel (Adoptive Second Cousin), Jormungandr The Midgard Serpent (Adoptive Second Cousin), The Fenris Wulf (Adoptive Second Cousin), Alvis (Fiance, Deceased). Catchphrase: "I SHALL SMITE THEE!" Description Age: Incalculable (several thousand Earth-years at least) Apparent Age: 18 Gender: Female Ethnicity: Caucasian Scandinavian Height: 6'0" Weight: 180 lbs. Eyes: Blue Hair: Gold A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. She lost her left eye in battle with The Fenris Wulf, and wears a black patch over the scarred remains. The long, flowing golden locks she inherited from her mother shine like honey in the light of the sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes, and anchored with plates and buckles forged of gleaming mithril. Thrude stands tall with the regal, almost haughty bearing one would expect of a princess, and moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume. Her mother's fierce beauty bred strong and true in Thrude; were she so inclined, lucrative modeling contracts would be her's for the taking. Power Description As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude's divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets bounce harmlessly off of her skin. As a member of a pantheon where every god is a "god of war," Thrude has received substantial training in hand-to-hand combat. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault. As a wedding present, Alvis the dwarf runesmith forged for Thrude Hridgandr ("HREED-gawn-der"), a weapon worthy of the Daughter of Storms. While not in use, Hridgandr takes the form of a simple but ornate drinking horn. However, when its power is needed, it transforms into a massive protean polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude's mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical Norse runes, killing words which summon lightning and frost to crackle and gleam along the weapon's edges. Hridgandr appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed "worthy," it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain. Hridgandr is, however, much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a scepter for the Princess of Storms. At the wielder's command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. Electricity arcs up and down the wielder's body and between their eyes. When they will it, the chill wind and fog coalesce around them, lifting them into the air and racing them across the sky at speeds many times that of sound or even light, leaving thunder in their wake. To honor The Pact, and to root herself more deeply in Midgard, Thrude has invested her power into Hridgandr and left it in the hands of a mortal woman, Astrid Kierkegaard. Astrid can use Hridgandr to summon Thrude to merge with her, effectively transforming herself into the goddess, by sipping liquid (even a few drops) from Hridgandr while it is in the form of a drinking horn. Astrid has a vague, hazy awareness of her time as Thrude, and Thrude has a similar dreamlike recollection of her time as Astrid. The passive mind cannot control the active one, but her emotions will influence the other. While in its more mundane form, Hridgandr can be carried freely by anyone. But in its true form as a massive weapon, it can only be lifted or wielded by those the magic runes engraved upon it judge "worthy," having the selfless courage and honor to defend the weak without oppressing them. History Odin All-Father, was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye gave gifts of knowledge to the northern tribes: hunting, swordplay, literacy, even brewing, all of it knowledge he gained at great personal risk and sacrifice. With Jord, also known as Gaea, the giantess who personified the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power" or "Strength" in one of the oldest tongues ever spoken upon the European continent. The Aesir sought to form a lasting alliance with the Dvergur. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alvis, the All-Wise, master smith. He was small of stature and humble in bearing, but of great skill and kind heart. Thrude learned much during their courtship, for Alvis rivaled even Odin in his understanding of runic lore. With Thrude by her side, he forged for her Hridgandr, a great weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir. But her father, Thor, did not approve of the union. His pride could not bear the insult of a dwarf as a son-in-law and heir. So Thor tricked Alvis, demanding from him a "test of wisdom." All night did Thor ask questions of Alvis, questions about everything under the sun. And it was the sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all dvergur touched by Sol. Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to sate Freyja's "appetites" in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike. It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenris, the great wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and Monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the unequaled trickster, trapped the them both with his sorcery. What purpose he intended in their capture, if there ever was one, has since been lost to time, having slipped through the cracks of the trickster-god's countless machinations. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe. In the year 2011 of the Common Era of the Gregorian Calendar, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon Midgard once more. Goddess and monster battled once again to a stalemate, with the White Wolf escaping into the Nine Worlds while Thrude remained on Midgard. The breaking of Thrude's prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world, so Master Mage Adrian Eldritch allowed her to stay. Thrude remained on Midgard for a time, protecting the innocent as best she could. Eventually, she decided that she could not truly defend the human world while having no ties to it, and that she needed true freedom to move between Earth and the other worlds as she pleased, so that she could hunt and pursue threats wherever they appeared or fled. She returned to Asgard, and cast Hridgandr back to Midgard, where a worthy mortal could use it to manifest Thrude. Hridgandr found Astrid Kierkegaard, the American-born daughter of Danish nationals. Astrid was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism. Through Hridgandr, Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment. Thus, upon the shoulders of these two young women rests the defense of the Earthly realm, of people who have either grown to hate the old gods, or have simply forgotten them. Upon Thrude's shoulders rests the honor and redemption of her entire pantheon, or as she knows them, her family. Personality & Motivation Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naivete to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. Astrid is a little more disciplined thanks to her military training, and a little more mellow thanks to her injury, but only a little. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome. Complications Accidents: With Hridgandr in her possession, Thrude has an intimate connection with winter and stormy weather, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use. Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding. Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her, in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions). Enemies: Thrude's family has many enemies, in the heavens and on Earth. With the rest of her pantheon forbidden to set foot on Earth, she is isolated, a prime target for their wrath. The Jotnar (giants/trolls) have gone back and forth between opposing them directly (particularly Ymir of the frost giants and Surtur of the fire giants), and undermining them with trickery and deceit (the specialty of the frost giant Loki, and the many monsters he has begotten, such as the dire wolf Fenris and the great Midgard Serpent, Jormungandr). Any who walk the branches of the world-tree Yggdrasil risk encountering dragons like Nidhoggr and Fafnir. And there are people on Earth who suffered as the result of Thor's (admittedly unwilling) service to the Nazis during World War 2. They, or their descendents, may hold Thrude personally accountable. A GM should feel free to either give these ancestral foes and their schemes center-stage, or just have them show up as supporting characters at the worst possible time. Family: Astrid's relations with her immediate family have become erratic and strained since her injury, but she does still love them, and any threat to them will take priority, even as Thrude. Gullible: Thrude inherited her father's linear thinking. Deception doesn't occur to her as an option, so she is slow to suspect it from others. She is a competent enough warrior to see past most feints, and most mortals find her too frighteningly beautiful (or just plain frightening) to be able to lie to her effectively. But a GM can give her a Hero Point in exchange for a penalty to an opposed Bluff check, or an outright failure. Honor Before Reason: The Aesir never let a little thing like "certain death" stop them from fighting the good fight. And since "doing the right thing" is more important than "winning" or even "surviving," the ends do not justify the means. An honorable defeat is better than a dishonorable victory. Thrude can only wield Hridgandr as long as she proves "worthy" of it. Lost Love: Thrude still grieves for Alvis, the dwarf runesmith to whom she was betrothed before her father murdered him. A GM should feel free to give Thrude a Hero Point in exchange for inflicting penalties upon her when she is distracted by his memory, or when an enemy uses that memory to manipulate her. Reputation: The Thule Society's binding of Thor into service for the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks. Rivalry: Like many young women before and after her, mortal and divine alike, Thrude's relationship with her father is complicated and contentious at best. He cheated on Thrude's mother, his wife, siring bastard sons. He murdered Thrude's betrothed. And his weakness, his inability to resist the powers of the Thule sorcerers, single-handedly ruined the reputation of his entire pantheon in the eyes of their mortal followers. Thrude has also developed a relationship of mutual loathing and grudging respect with the armored hero Fenris, who takes the name and face of her greatest enemy as his own. Meanwhile, the current state of Astrid's life has caused tension between her and her older, financially and professionally successful brother, Sven, and her parents, who haven't done a thorough job of concealing their desire for her to be more like him. Abilities 16 + 0 + 16 + 0 + 0 + 16 = 48PP Strength: 35/26 (+12/+8), 60/26 Lifting (Heavy Load: 100 tons / 920 lbs.) Dexterity: 10 (+0) Constitution: 30/26 (+10/+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 26 (+8) Combat 12 + 12 = 24PP Initiative: +0 (+0 Dex) Attack: +6 Melee (+6 Base), +2 Ranged (+6 Base, -4 Disability), +10 Lightning Bolt (+6 Base, -4 Disability, +8 Accurate) Grapple: +23/+14 (+6 Melee Attack, +12/+8 Strength, +5/+0 Super-Strength) Defense: +6, +3 Flat-Footed Knockback: 13/4 Saving Throws 0 + 6 + 10 = 16PP Toughness: +16/+8 (+10/+8 Con, +6/+0 Protection, Impervious 11/0) Fortitude: +10/+8 (+10/+8 Con, +0PP) Reflex: +6 (+0 Dex, +6PP) Will: +10 (+0 Wis, +10PP) Skills 36R = 9PP Bluff 0 (+8, +20 Attractive) Diplomacy 0 (+8, +20 Attractive) Intimidate 12 (+20) Knowledge (History) 4 (+4) Knowledge (Theology/Philosophy) 4 (+4) Languages 8 (Danish, English, German, Gothic, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish) Ride 4 (+4) Survival 4 (+4) Feats 9PP Attractive 3 (+12 Bluff/Diplomacy) Benefit (Status) Equipment 4 (20EP)Veteran Reward Fearless Improved Grapple Interpose Startle Takedown Attack Equipment 4PP = 20EP Valhalla (PL11 HQ) [20EP] Size: Colossal [5EP] Toughness: +10 [1EP] Features: [14EP] Animal PensAoF Combat Simulator (Einherjar) Garage (Stables) Gym Holding Cells 2 (Toughness +15, Nullify 11) Infirmary Isolated (Located in Asgard, another dimension) Library Living Space Parade GroundsAoF PersonnelBoM (Einherjar) Pool Workshop AoF = Agents of Freedom BoM = Book of Magic Powers 24 + 4 + 9 + 3 + 11 + 17 + 10 = 78PP Device 7 (35PP Container [Passive, Permanent], Toughness 17, Flaws: Easy-To-Lose, Feats: Restricted 2 [Can only be lifted or used by "The Worthy"], Subtle [Transforms into an ornate drinking horn]) [24PP] ("Hridgandr," Magic Weapon, Rune Magic) Environment Control 1 (5ft radius, Light [Moderate], Extras: Action 2 [Free], Flaws: Range [Touch]) [2PP] (Elemental Mastery, Lightning, Rune Magic) Features 1 (Environmental Adaptation [Storms]) [1PP] (Elemental Mastery, Rune Magic) Flight 1 (10MPH / 100ft per Move Action) [2PP] (Elemental Mastery, Rune Magic, Wind) Storm Mastery 13 (26PP Array, Feats: Alternate Power 4) [30PP] (Elemental Mastery, Rune Magic) Base Power: [12 + 14 = 26PP] Damage 4 (Feats: Affects Insubstantial 2 [Full Effect], Extended Reach [+5ft], Improved Critical [19-20], Incurable, Knockback [Effective Damage 17], Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, and/or Slashing]) [12PP] (Weapon Strike) Flight 7 (8, 2,500MPH / 25,000ft [5 miles] per Move Action) [14PP] (Wind) Alternate Power: [25PP] (Lightning Bolt) Disintegrate 10 (1,000ft Max Range, Flaws: Action [Full], Distracting, Feats: Accurate 4 [+8 Attack], Homing 2, Improved Range 3 [1 1,000ft Range Increment], Indirect 2, Drawbacks: Lethal) [25PP] Drain Toughness 10 (Extras: Affects Objects, Range [Ranged], Flaws: Action [Full], Distracting) [10PP] Damage 10 (Extras: Range [Ranged], Flaws: Action [Full], Distracting) [5PP] Feats [11PP] Drawbacks [-1PP] [10 + 5 + 11 + (-1) = 25PP] Alternate Power: [20 + 6 = 26PP] (Wind) Flight 10 (11, 25,000MPH / 250,000ft [50 miles] per Move Action) [20PP] Super-Movement 3 (Space Travel 3) [6PP] Alternate Power: [12 + 14 = 26PP] Flight 6 (7, 1,000MPH / 10,000ft [2 miles] per Move Action) [12PP] (Wind) Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology], Extras: Duration 2 [Continuous], Portal, Feats: Progression [Portal Size] 2 [25ft]) [14PP] (Summon Rainbow Bridge) Alternate Power: [25PP] (Summon Storm) Environment Control 10 (1-mile radius, Cold [Extreme, Fortitude save 1/minute] + Hamper Movement [1/4] + Hamper Visibility [-4 Visual Notice] + Wind [Severe: -4 Auditory Notice, -4 Attack with Throwing, Automatically extinguishes open flames, 50% chance to extinguish protected flames], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch], Feats: Slow Fade [1/minute = 24 minutes]) [25/26PP] Environment Control 10 (Cold [Extreme], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [5PP] Environment Control 10 (Hamper Movement [1/4], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [5PP] Environment Control 10 (Hamper Visibility [-4 Visual Notice], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [4PP] Environment Control 10 (Wind [Severe], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [10PP] Feats [1PP] [5 + 5 + 4 + 10 + 1 = 25PP] [2 + 1 + 2 + 30 = 35PP] Enhanced Constitution 4 [4PP] (Divine Might) Enhanced Strength 9 [9PP] (Divine Might) Features 3 (Environmental Adaptation 3 [High-Gravity, Low-Gravity, Zero-Gravity]) [3PP] (Divine Might) Immunity 11 (Aging, Life Support [Disease, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Poison, Suffocation], Starvation/Thirst) [11PP] (Divine Might) Protection 6 (Extras: Impervious [11]) [17PP] (Divine Might) Super-Strength 5 (Lifting Strength 60 [Heavy Load: 50 tons]) [10PP] (Divine Might) Drawbacks (-3) + (-4) + (-4) = -11PP Disability (One Eye, Frequency: Common, Intensity: Moderate [-4 Attack with Ranged Attacks]) [-3PP] Normal Identity (Frequency: Common [Full Action], Intensity: Major) [-4PP] (Astrid must drink from the horn to transform into Thrude) Vulnerability (Emotion Effects, Frequency: Common, Intensity: Major [x2 Effect Rank]) [-4PP] (Divine Passion) Totals: Abilities (48) + Combat (24) + Saving Throws (16) + Skills (9) + Feats (9) + Powers (78) - Drawbacks (11) = 173/175 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC27/23 Toughness (Staged) Damage (Physical) Weapon Strike Touch+5ft DC31 Toughness (Staged) Damage (Energy and/or Physical) Lightning Bolt Ranged DC20 Fortitude (Staged) Drain Toughness DC25 Toughness (Staged) Damage (Energy, Lethal) Normal Identity: Astrid Kierkegaard Power Level: 5 Tradeoffs: +1 Attack / -1 Damage, +1 Defense / -1 Toughness Power Points: 67 Alternate Identity: Princess Thrude Thorsdottir of Asgard (see above) Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, or that Thrude is an actual goddess. Birthplace: Freedom City, New Jersey, USA. Residence: A small apartment in The Fens. Base of Operations: Freedom City, New Jersey, USA. Occupation: Former soldier collecting disability payments, part-time Uber driver. Affiliations: Dual-citizen of the USA and Denmark (and by extension, the European Union) with no criminal record. Family: Anndrea Kierkegaard-Mikkelson (Mother), Johann Kierkegaard (Father), Sven Kierkegaard (Older Brother). Description Age: 23 Apparent Age: 23 Gender: Female Ethnicity: Caucasian Scandinavian Height: 5'6" Weight: 150 lbs. Eyes: Blue Hair: Blonde Astrid, being only human, is nowhere near the idealized image of a Nordic goddess that Thrude embodies. She shares only a fraction of her alter-ego's beauty. She does keep herself in above-average shape for a mortal through daily rigorous exercise, though there is little she can do to slow the degredation of her legs. Hints of the confident, disciplined demeanor from her military days still linger, but they are half-buried under a shroud of subdued resentment and despair. History Astrid Kierkegaard is the American-born daughter of Danish nationals. She was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism, until she stumbled upon Hridgandr. Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment. Personality & Motivation Astrid's injury, and her (perceived) abandonment by the military, left her less idealistic and more jaded than her alter-ego. Her association with Thrude is helping her to recover some of her old self, but the process is slow, with many setbacks. If Thrude would let her, she would be the goddess all the time. But Thrude insists on having a personal stake in the fate of Earth through Astrid and her family. Abilities: 4 + 4 + 4 + 0 + 0 + 4 = 16PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 14 (+2)Paraplegic Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat 12 + 12 = 24PP Initiative: +2 Attack: +6 Grapple: +8 Defense: +6Paraplegic, +3 Flat-Footed Knockback: 2 Saving Throws 3 + 4 + 5 = 12PP Toughness: +4 (+2 Con, +2 Body Armor) Fortitude: +5 (+2 Con, +3PP) Reflex: +6Paraplegic (+2 Dex, +4PP) Will: +5 (+0 Wis, +5PP) Skills 52R = 13PP Climb 3 (+5) Drive 3 (+5) Intimidate 3 (+5) Knowledge (Current Events) 4 (+4) Knowledge (Pop Culture) 4 (+4) Knowledge (Tactics) 4 (+4) Languages 1 (Danish, English [Native]) Medicine 4 (+4) Notice 5 (+5) Profession (Soldier) 5 (+5) Search 5 (+5) Stealth 3 (+5) Survival 5 (+5) Swim 3 (+5) Feats 6PP Endurance Equipment 4 (20EP) Prone Fighting Equipment 4PP = 20EP Collapsible Baton: Damage 2 (Feats: Mighty, Subtle) [4EP] Ballistic Vest: Protection 2 (Feats: Subtle) [3EP] Tesla Model S Luxury Sedan (Vehicle) [13EP] Size: Huge [2EP] Strength: 35 [1EP] Defense: 8 Toughness: 10 [1EP] Features: Alarm (DC20), Disabled Driver Conversion (All controls are hand-operated), GPS Navigation System [3EP] Powers: Speed 4 (100MPH / 1,000ft per Move Action) [4EP], Super-Senses 2 (Direction Sense, Time Sense) [2EP] Drawbacks -4PP Disability (Paraplegic, Frequency: Common, Intensity: Major) [-4PP] In some situations, she will effectively be Immobile, and/or have an effective Dexterity and/or Reflex of 0, because of this drawback. Totals: Abilities (16) + Combat (24) + Saving Throws (12) + Skills (13) + Feats (6) + Powers (0) - Drawbacks (4) = 67 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Baton Touch DC19 Toughness (Staged) Damage (Physical)
  24. In Brief: Johnny Storm got stretching instead of fire powers. Player: ShaenTheBrain Character: The Newt Power Level: 10 (8) Tradeoffs: None Power Points: 151/151 Unspent Power Points: 0 Bronze Status Reward: 4PP of Equipment for Kingsnake, 4PP of Equipment for Thrude, 7PP of Equipment/Minions/Sidekick unclaimed Silver Status Reward: Increased PL7/105PP character to PL12/180PP (Kingsnake) Residence: An apartment in Riverside. Base of Operations: Freedom City, New Jersey, USA Alternate Identity: Keahi Kekoa Identity: Public Birthplace: Honolulu, Hawaii, USA Occupation: Superhero Affiliations: The Newt, LLC (Co-Founder), University of Hawaii at Monoa (former student athlete) Family: Haunani Kekoa (Mother), Akamu Kekoa (Father), Leilani Kekoa (Younger Sister) Catchphrase: "FIST!" Description Age: 21 (DoB: 1994) Apparent Age: 21 Gender: Male Ethnicity: Polynesian Height: 5ft 10in Weight: 185 lbs. Eyes: Green Hair: None Out of costume, Keahi usually wears a bandana or durag over his bare scalp, which he is still somewhat self-conscious about. He favors a casual but mainstream style, involving a lot of polo shirts and cargo pants. While "on the job," he wears a dark skintight jumpsuit with yellow splotches, vaguely reminiscent of a fire salamander, made from morphic molecules which stretch and bend with his body. He hasn't let his physical fitness dip since his athletic career ended, so his muscles are still lean, rock-hard and well-defined. Power Description The Newt can stretch, compress, or bend any part of his body, as if it were made of rubber. When his body strikes a solid surface, it bounces. The tensile strength and malleable nature of his flesh makes him virtually immune to physical harm. He is, however, vulnerable to sudden temperature changes, exposure to corrosive acidic and alkaline substances, and electrical discharge, as though his body were made of unvulcanized rubber. History Keahi Kekoa grew up in Kalihi, a working-class industrial neighborhood in Honolulu. His family scraped by on his father's salary as a schoolteacher while his mother stayed at home until he and his sister were old enough to become latch-key kids, after which she got a job at one of the resort hotels. Keahi was never better than an average student, but he was a "class clown" with plenty of natural athletic talent, so he was popular despite being a bit of a "weirdo." Having a younger sibling forced him to learn a little empathy, so he managed to be popular without being a bully. Keahi's family wouldn't have been able to afford to send him to college on their own, but luckily, the University of Hawaii at Manoa offered him a "full-ride" basketball scholarship. As one of their Rainbow Warriors, he proved to be one of the most promising young point guards in the NCAA. Unfortunately, he drew the attention of a Yakuza fixer, who tried to convince him and several of his teammates to participate in a point-shaving scheme, and to use a new version of the designer-drug "Max" as a performance-enhancer. Keahi adamantly refused, and thought he'd convinced his teammates to do likewise. But behind his back, some of them accepted the fixer's bribes, and his "help." The fixer decided to make an example of Keahi, hoping the rest of the chosen players would then fall in line. Unbeknownst to Keahi, some of the Manaka residue from the Yakuza's new Max strain that he'd handled the previous day had been absorbed through his skin, and reacted unpredictably with his physiology. The next morning, Keahi awoke to find his bed full of hair. He ran his hand over his scalp, and it felt smooth. What didn't fall out overnight sloughed off in the shower. His friends and fellow students complimented his "new look," but he was terrified. He showed up to his favorite coffee shop that evening as usual, just as one of his teammates had told the fixer he would. Subdued and distracted by his sudden hair loss, Keahi didn't notice the Yakuza hitmen driving up alongside him until they started shooting. The hitmen emptied their machineguns into Keahi. The bullets pressed a few inches into Keahi's flesh without breaking his skin. A second later, the slugs bounced back and clattered onto the sidewalk. The hitmen idled in front of the coffee shop for a few moments while Keahi stood there, all of them staring dumbfounded at the bullets. Then the Yakuza wheelman slammed on the gas pedal and laid a strip of burned rubber down onto the pavement. Without thinking, Keahi angrily ran after the hitmen, and, to his surprise, kept pace with their car. It took him a few more moments to notice that his arms and legs grew longer with every step, and that his feet weren't so much striking the asphalt as they were bouncing off of it. He reached out toward the car, and his arms stretched forward until his fingers grasped it. Then the rest of his body snapped forward like a rubber band, launching him up onto the moving car. A frantic brawl erupted between Keahi and the two hitmen. Their struggle caused the car to crash into a nearby lamp post. The police arrived to find Keahi sitting on the curb, without a scratch on him, with his elongated arms wrapped around the hitmen like coils of rope. The failed assassination attempt kicked off an investigation that went higher and farther than anyone involved would have suspected. The low-level gangster bribing athletes and coaches and betting on fixed games was the tip of the iceberg. His operating funds came from money that the Yakuza had embezzled from the dues of one of the largest labor unions in the country, a union which included workers from all over the Pacific Rim and the American West Coast. Dozens of people were arrested and indicted. Layer after layer of gangsters and corrupt officials testified against those above them. The failed hit against Keahi turned out to be the one loose thread that unraveled an entire international crime syndicate. Unfortunately for Keahi, no good deed goes unpunished. He swore that his powers had first manifested on that day, but with no way to conclusively prove it, UH Manoa was forced to forfeit the entire season. And since he was barred from any future athletic competitions, Keahi lost his scholarship and had to leave the university. He went from big-man-on-campus to pariah and pauper. He felt like he needed a fresh start, so he decided to move as far away as possible, all the way to Freedom City. He hoped that, if any of the people he helped put in prison ever came back for revenge, this would also move their target away from his family. He spent three months working a minimum-wage part-time job while attending classes at a community college before quitting both in frustration. He doubted he would have been able to keep up the balancing act even if he wasn't also superheroing on the side. And with his newfound powers, his studies seemed pointless. What career was he going to achieve that would compare to being a superhero? (The idea that he might lose his powers, or that they might fade, did not occur to him.) One of the few college friends who would still acknowledge his existence was an economics major who had interned for a venture capital firm the previous summer. He managed to get Keahi in to see them, and helped him put together his proposal: The V.C. puts up some seed money in exchange for a partial stake in Keahi's new "brand," his superhero identity, and when profits from merchandise sales, endorsements, and public appearances start rolling in, they take a cut. Everyone involved gets to make money by making the world a better place. The pitch swayed the investors. They hired an advertising/marketing professional to come up with a family-friendly, non-threatening name and look. The initial seed money was enough to set Keahi up with an apartment, basic living expenses, and even a couple of employees for The Newt, LLC, who manage his website, social media accounts (which those in need can use to ask for his help), and print-on-demand online merchandise store. The Newt took to the streets looking for some wrongs to right, and some cameras to watch him do it. Personality Keahi is a basically good person who wants to use his newfound gifts to help people. But since his efforts at work/life balance have failed so far, he wants to make "being a superhero" his career instead of his hobby. That depends upon public adoration, so he is acutely aware that fame and image are of paramount importance. But he would be lying if he tried to claim that his striving for the limelight was entirely pragmatic. On the contrary, he is quite comfortable being the center of attention. He is young, immature, brash, cocky, impulsive, and sarcastic, which is potentially a recipe for thorough unpleasantness. But he tempers it with a calm confidence and natural panache which usually manages to make him charming instead of obnoxious. He isn't anything close to a deep thinker, and he has no head for strategy. But he won't hesitate to throw himself into harm's way to help a total stranger, and he won't leave until he's managed to put a smile back on their face. Powers & Tactics Keahi tends to jump (or bounce) into the thick of it, with a joke and a smile but without much if anything in the way of reconnaissance or prior planning, trusting his natural agility and his unnatural durability to carry him to victory. Against multiple foes, he'll usually jump off a building, blow himself up into a ball on the way down, and then bounce himself against them and any surrounding terrain, like a giant pinball. Against a single foe, he'll wind his elongated arms and legs into springs, launching his fists and feet at incredible speed, or he'll lash out with his elongated limbs, literally flailing against his enemy. If his goal is to detain rather than defeat, then he can use his stretched arm like a lasso. Any foe who uses kinetic energy against this bouncing battler will quickly come to regret it as he literally bounces back, redirecting that same energy on its original source via a giant rubbery fist. Complications All About The Benjamins: The Newt is an investment, and Keahi's backers expect to make a profit on it. If his actions in public damage his brand, and thus, his profitability, then his investors could make his life more complicated. Cursed With Bald of Awesome: When his powers started manifesting, all of Keahi's body hair fell out, including his eyebrows, eyelashes, nosehairs, fingernails and toenails. A GM can give him a penalty to checks which require tactile sensitivity or dexterity, or to saving throws against effects which target his eyes or nose (especially if they involve the invasion of foreign matter). Additionally, while he is handsome overall, his condition may appear unsettling enough to some to warrant a penalty on certain social interaction checks. Family: Because of his public identity (see below), a villain may decide to hurt Keahi through his parents or his sister. Because they live on the other side of the planet, he would be unable to respond quickly. Glory Hound: The GM can demand that Keahi take a foolhardy course of action for the sake of his public image, or impose a penalty on a check or saving throw to resist or recognize a foolhardy course of action which could yield public adoration. Public Identity: Keahi's identity is not secret. He wears a mask as a nod to superhero tradition, and to reduce the chance that he'll be recognized out of costume. But his real name is easy to find (it's on his website), which makes other information about him (like his home address) accessible to those with the right skills and/or resources. This also makes him an easy target for lawsuits. Sucker For A Pretty Face: Keahi's libido has a tendency to override his rational brain. The GM can give him a penalty to checks and saving throws which involve resisting the allure of the opposite sex. The GM can also demand that he take a foolhardy course of action which may result in female attention. Vulnerabilities: Keahi's flesh is similar to un-vulcanized rubber. He is vulnerable to extremes of temperature and extreme changes in temperature (hot or cold). His body is not as good a conductor of electricity as that of a normal human, so electricity causes more damage when it comes into contact with him. His flesh is also less resistant to corrosive substances, such as highly acidic or alkaline chemicals. A GM can give him a penalty on saving throws against attacks with those descriptors, or force a degree of automatic failure. Abilities 8 + 8 + 8 + 0 + 0 + 8 = 32PP Strength: 18 (+4) (Heavy Load: 300 lbs.) Dexterity: 26/18 (+8/+4) Constitution: 26/18 (+8/+4) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 18 (+4) Combat 8 + 8 = 16PP Initiative: +8/+4 Attack: +4 Ranged (+4 Base), +8 Melee (+4 Base, +4 Attack Focus) Grapple: +16/+12 (+8/+4 Dex, +8 Melee Attack), +24 Elongation, Automatic Escape with Insubstantial Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: 4/2, 8/2 vs Physical Damage Saving Throws 0 + 0 + 6 = 6PP Toughness: +8/+4 (+8/+4 Con) Fortitude: +8/+4 (+8/+4 Con, +0PP) Reflex: +8/+4Evasion (+8/+4 Dex, +0PP) Will: +6 (+0 Wis, +6PP) Skills 44R = 11PP Acrobat 7 (+15/+11)Skill Mastery Bluff 11 (+15)Skill Mastery Diplomat 11 (+15)Skill Mastery Escape 0 (+8/+4, +16 with Elongation, Automatic with Insubstantial) Knowledge (Current Events) 4 (+4) Knowledge (Pop Culture) 4 (+4) Languages 1 (English [Native], Hawaiian) Notice 5 (+5)Skill Mastery Swim 1 (+5) Feats 18PP Acrobatic Bluff Attack Focus (Melee) 4 Distract (Bluff) Dodge Focus 4 Evasion Grapple Finesse Improved Grapple Interpose Move-By Action Setup Skill Mastery (Acrobat, Bluff, Diplomat, Notice) Taunt Powers 9 + 25 + 8 + 8 + 1 + 1 + 1 + 10 + 4 + 1 = 68PP Bouncing 8 (x500 Jump Distance, Max Distance 7,000ft [1.4 miles], Flaws: Limited [No Protection Effect], Feats: Ricochet) [9PP] (Accidental Mutation, Elasticity) Elasticity 12 (24PP Array, Feats: Alternate Power) [25PP] (Accidental Mutation) Base Power: [5 + 10 + 5 + 4 = 24PP] Damage 4 (Feats: Mighty) [5PP] (Epic Flails, Spring-Loaded Strikes) Elongation 8 (1,000ft Max Distance, 400ft per Move Action, Feats: Improved Range 2 [400ft Range Increments for Melee Attacks]) [10PP] (Stretching) Insubstantial 1 (Liquid) [5PP] (Human Clay) Super-Movement 2 (Wall-Crawling 2 [Full Speed, Not Flat-Footed]) [4PP] (Human Cling-Wrap/Silly-Putty) Alternate Power: Damage 6 (Extras: Area [Targeted, Burst], Selective, Feats: Indirect 3, Progression [Area] 3 [50ft/rank = 300ft radius]) [24PP] (Pinball Attack) Enhanced Constitution 8 [8PP] (Accidental Mutation, Elasticity) Enhanced Dexterity 8 [8PP] (Accidental Mutation, Elasticity) Features 1 (Quick Change [Costume]) [1PP] (Morphic-Molecule Costume, Technology) Immunity 2 (Critical Hits, Flaws: Limited [Physical Damage]) [1PP] (Accidental Mutation, Elasticity) Immunity 2 (Despair, Fear, Flaws: Limited [1/2 Effect]) [1PP] (Heroic Spirit) Immunity 10 (Impact Damage [Falling, Knockback, Slam Attacks]) [10PP] (Accidental Mutation, Elasticity) Impervious Toughness 8 (Flaws: Limited [Physical Damage]) [4PP] (Accidental Mutation, Elasticity) Super-Senses 1 (Extended Vision [100ft Notice Increments]) [1PP] (Accidental Mutation, Stretched Eyeballs) Drawbacks -0PP None Totals: Abilities (32) + Combat (16) + Saving Throws (6) + Skills (11) + Feats (18) + Powers (68) - Drawbacks (0) = 151/151 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch Touch DC19 Toughness (Staged) Damage (Physical) Spring-Loaded Strike Touch+Elongation DC23 Toughness (Staged) Damage (Physical) Pinball Attack Touch/Area DC21 Toughness (Staged) Damage (Physical)
  25. Player Name: ChrisClark13 Character Name: Brandish Power Level: 10 (150/151PP) Trade-Offs: None Unspent Power Points: 1 In Brief: Hotblooded Half-Demon Swordweilder Residence: Ashton, Small House Base of Operations: Claremont Dorm Catchphrase: "Bring it on!" Alternate Identity: Samuel "Sam" Ryland Identity: Secret Birthplace: Freedom City Occupation: Student Affiliations: Claremont Family: Marcus Ryland aka Markan (Father), Cassandra Ryland (Mother) Description: Age: 16 (1999) Gender: Male Ethnicity: Caucasian Height: 5' 10" Weight: 180 Eyes: Blue Hair: Auburn Samuel has just about an athletic body as a teenager can get, being covered in lean muscles. He wears his auburn hair in a short-medium length mess, though he has been known to actually style it on occasion. For casual wear he just rocks some sort of printed t-shirt, jeans, and a grey jacket. In his identity as Brandish, he wears a maroon domino mask and a maroon trenchcoat. Under that he wears black boots, black jeans, black gloves, and a dark grey shirt. He sheaths his over-sized sword in a tan leather scabbard on his back. The Demon Blade is a rather simple large greatsword that was forged by Marcus Ryland while he was still in Hell. It's blade is made of dark-grey metal and there is a deeper-than-normal groove in the middle of it meant to aid in the channeling of Hellfire. The handle and pommel are rather simple. The only decoration being a red, almost black, gem set in the handle that lights up when it is in use. When in use, the blade is shrouded in the user's Hellfire and gains a supernatural cutting ability. In the hands of someone that can't use Hellfire (or when it's powers are nullified) the blade is dull and it's not much better than swinging a large, but nearly indestructible, metal pipe around. Power Descriptions: Brandish's Hellfire is made of intense red flames and his Hellfire Fists power shroud his fists in Hellfire. His movement powers don't have much visual effects except for bits of Hellfire here and there when he really gets moving. History: Samuel Ryland has always been an energetic and hot-blooded kid who excelled in all things athletic and sports related (thanks in part to his undiscovered latent abilities). His can-do attitude along with his skill and physical abilities bought him friends during his school years. He was never short of admirers in the form of his classmates and even some of his teachers throughout the years. Samuel also was regularly brought along to the medieval fair by parents which they heavily participated in. This led to him picking up sword-fighting as early as his parents would allow, excelling in that too (though his mother, not his father, was the one to teach him in the way of the sword). He would not discover his latent abilities until his second year of highschool though. It was just another friendly basketball competition between two highschools, and it had come down to the wire. Of course that meant that everything relied on Samuel, who was highly regarded as their school's best athlete. With the bleachers calling his name was more determined than ever to win. His blood pumping he felt stronger and faster than ever before, he leapt clear from the half court line above the heads of the other players and dunked the ball into the hoop with a mighty roar. To his surprise the court fell completely silent as everyone just stared at him as his parents came down from the bleachers to rush him off of the court. He would find out later that he had in fact set the basketball net and the backboard on fire. Samuel spent the next few days hiding in his house, watching the social media and news stories about what had happened explode. Repeatedly he was called a cheater (some saying that he had been cheating with his superhuman strength his entire life based on his athletic record), though some rose up to defend himself at first, it was agreed by all that he would never get to compete in "normal human sports" ever again. Then his father gathered their family together and told them all a secret he'd been hiding his entire life, he was actually a run away demon from hell. At first he didn't quite believe it since his father was one of the nicest people he knew of, but after a demonstration of his infernal powers there was no doubt about it. Samuel never did end up going back to his old highschool, though not just because Claremont soon got in contact with his parents, but because he didn't want to deal with any of the social stigma of having everything he worked for turned on it's head since he had been superhuman he had been one his entire life and had just never been told. That brought on a guilt that felt like he should just throw all his trophies in the trash, questioning if he had really earned any of them. Now a new student at Claremont, he seeks to become the best hero he can be, already diving feet first hero work with his father's sword in hand as Brandish. The story of his father, Marcus Ryland aka Markan: Personality & Motivation: Samuel is a hothead, doing whatever seems hardest just because he can, so of course seeks to become a famous hero someday. He's sure it'll be the hardest thing he's ever done in his life, but there's no way he's backing down from that challenge. Powers & Tactics: While he is capable of using more advanced tactics (if someone makes him), he sticks to the plan of waiting for the right moment to strike and then wreaking havoc upon his foes with sword and hellfire. While dueling he'll seek to get some hits in before hammering down with attacks of increasing strength. Complications: HOTBLOODED (Temper): Samuel does not back down from a challenge if it's presented to him, and especially not if it's some sort of competition. He also does not take insults to himself, his family, or his friends lightly and will immediately start a yelling at whoever insulted them. Being accused of cheating will make him start swinging his fists around as well. Warranty Void on Holy Ground (Power Loss): Brandish's Demon Blade ceases to work when it is on Holy ground and/or when it gets affected/hit by a Holy power rank 10 or higher. The latter disables the sword for an hour, or more if the effect was particularly powerful. No That's Not Me, Leave Me Alone! (Identity): Due to the way his powers were discovered, Samuel has been publicly outed as a superhuman. Soon after his story briefly became famous enough to get it's own article in the newspaper and a ten minute spot on the news before becoming just another footnote in metahuman debates. The media circus has died down, though his status as a metahuman is basically an open secret at this point and people may still come around from time to time to bother him about it, or even a villain or evil group could try to come after him for his powers. Though worst of all would be if someone managed to successfully connect him to his hero identity as Brandish. No One holds a Grudge like a Demon in Hell (Enemy): Sam's father, Marcus, pissed off a lot of demons with his political (and sometimes literal) backstabbing as he made his way out of hell. With Brandish being active as a hero, there's a chance those demons could find where Marcus has been hiding all these years. If that happens there's no doubt that they'll try to get him, his family, and any of his friends killed; at minimum. At most they'll get their souls dragged down to hell so they can be tortured for all entirety. Don't mess with my Family or Friends: If his family or friends get in trouble, he will drop everything to rush to their aid. Old Highschool Blues (Phobia): Samuel will not have anything to do with his old highschool, or even his old friends, if at all possible. He's sure that they all just see them as a cheater who used his superhuman levels of strength unfairly and he just does not want to deal with that. HOTBLOODED or his duties as a hero will override this, but expect things to get awkward. Abilities: 10 + 8 + 12 + 4 + 6 + 6 = 46 PP Strength: 20 (+5) Dexterity: 18 (+4) Constitution: 22 (+6) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 12 + 10 = 22 PP Initiative: +8 Attack: +6 Base, +8 Melee, +6 Ranged, +10 Swords Grapple: +15 (+8 Melee Attack, +5 Strength Modifier, +2 Super-Strength) Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -5/-3 Flatfooted Saving Throws: 4 + 3 + 5 = 12 PP Toughness: +10/+6 (+6 Con, +4 Defensive Roll) Fortitude: +10 (+6 Con, +4) Reflex: +7 (+4 Dex, +3) Will: +8 (+3 Wis, +5) Skills: 40 R = 10 PP Acrobatics 2 (+6) Bluff 2 (+5/+9 Attractive) Climb (+5) Concentration 5 (+8) Diplomacy 2 (+5/+9 Attractive) Disguise (+3) Drive 1 (+5) Escape Artist (+4) Gather Info (+3) Handle Animal (+3) Intimidate 4 (+7) Investigate 1 (+3) Knowledge (Current Events) 3 (+5) Knowledge (Popular Culture) 4 (+6) Knowledge (Streetwise) 2 (+4) Medicine 1 (+4) Notice 5 (+8) Search 2 (+4) Sense Motive 4 (+7) Stealth 2 (+6) Survival (+3) Swim (+5) Feats: 26 PP Accurate Attack All-Out Attack Attack Focus (Melee) 2 Attack Specialization (Swords) Attractive Beginner's Luck Defensive Attack Defensive Roll 2 Dodge Focus 5 Equipment 2 (10 EP) Evasion Improved Initiative Luck 2 Power Attack Second Chance 2 (Saves against Nullify, Saves against Mind Control) Takedown Attack Ultimate Effort (Will Saves) Equipment: 2 PP = 10 EP Smart-Phone with Earpiece (Communications 5 [Radio, 5 miles; Extra: Area; Flaw: Limited (Needs Cellphone Reception)]; Computer, Digital Audio Recorder, GPS, Flashlight, Video Camera) [10 EP] Powers: 4 + 4 + 2 + 3 + 6 + 17 = 36 PP Damage 2 (Hellfire Fist; Feats: Mighty, Incurable) [4 PP] (Infernal, Hellfire, Bludgeoning) Super-Strength 2 (Light: 532 lbs, Medium: 1064 lbs, Heavy 1600 lbs, Max: 1.6 tons, Push/Drag: 4 tons) [4 PP] (Infernal) Speed 2 (25 MPH, 250 ft per Round) [2 PP] (Infernal) Leaping 3 (Running Long Jump: 150 ft, Standing Long Jump: 75 ft, Vertical: 35 ft) [3 PP] (Infernal) Super-Movement 3 (Slow Fall, Wall-Crawling 2) [6 PP] (Infernal) Device 5 (Demon Blade; 25 PP Container; Flaws: Easy-To-Lose; Feats: Indestructible, Restricted [Hellfire Users]) [17 PP] (Infernal) Damage 10 (Hellfire Wave; Extras: Area [Cone], Feats: Incurable, Affects Insubstantial 2) [23 + 2 PP] (Hellfire) Damage 10 (Hellfire Cloud; Extras: Area [Cloud], Feats: Incurable, Affects Insubstantial 2) [23/23 PP] (Hellfire) Damage 5 (Hellfire Slash; Extras: Penetrating 10, Feats: Mighty, Incurable, Affects Insubstantial 2, Reach) [20/23 PP] (Hellfire, Slashing) Drawbacks: (-2) = -2 PP Vulnerable (Holy Effects +50 DC) [-2 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage (Physical, Bludgeoning) Hellfire Fist Touch DC 22 Toughness Damage (Physical, Bludgeoning, Hellfire; Incurable) Hellfire Slash Melee 10 ft DC 25 Toughness (Penetrating) Damage (Physical, Slashing, Hellfire; Incurable, Affects Insubstantial 2) Hellfire Wave 100 ft Cone DC 20 Ref (Area)/DC 25 Tough Damage (Energy, Hellfire; Incurable, Affects Insubstantial 2) Hellfire Cloud 50 ft Cloud DC 20 Ref (Area)/DC 25 Tough Damage (Energy, Hellfire; Incurable, Affects Insubstantial 2) Totals: Abilities (46) + Combat (22) + Saving Throws (12) + Skills (10) + Feats (26) + Powers (36) - Drawbacks (2) = 150/151 Power Points
×
×
  • Create New...