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  1. Player name: Somet Character Name: Phantasmal Power Level: PL 10 (150/150PP) Trade offs: -3 Attack/+3 Damage, -4 Defense/+4 Toughness Unspent power points: 0 In brief: This former thief and amateur disguise artist is looking forward to playing a hero. With the ability to walk through walls or just blow through them with his custom(stolen) pistols, maybe this won’t end terribly. Residence: Freedom City Catchphrase: “Hopefully this will go well!” Theme: You Make Loving Fun by Fleetwood Mac Alternate Identity: Stephen “Stevie” Nicks Identity: Johnathan Sila(secret) Occupation: Former Thief. Affiliation: Anyone that’ll take him. Family: Carrie, Lilah and Sarah Sila(Siblings: Alive). Description: Often seen wearing a baggy light green jacket over an even larger brown shirt and wearing grey gloves, the outfit makes him appear larger than he actually is. With the help of some black boots and some baggy dark grey cargo pants, to the untrained eye he appears to be a few inches taller and of a larger frame. Without this disguise, he has a rather bland look about him and seems to have a swimmers build. Covering his face with a tight silver hood designed to allow full visibility from the inside whilst showing nothing outside, most people can’t tell what his face really looks look. His custom pistols look like a pair of bulkier cobalt blue .45’s. Age: 26 (D.O.B, 1990) Apparent age: 19 without mask on Gender: Male Ethnicity: Caucasian Height: 5’7” Weight: 180 Ib Eyes: Green Hair: Brown Power Descriptions: “I’m able to walk through just about anything; walls, ceilings, floors, a car barreling at me doing 60, made my old job really easy, especially when something was small enough to fit in my back pocket. Crate with a small statue weighing 90 pounds? Back pocket and no one can see it as I walk through the side. Same goes for most of my equipment, disguise kits, bullets and guns, I can hide them all there and no ones the wiser. And when I need to, I can always pull out the girls.” Said whilst pulling out a twin pair of pistols from seemingly nowhere. “These can blast through just about anything after a couple of rounds. But I try to not use them on people as a general rule, doubt they’d be able take a hit.” History: Born as Johnathan Sila to Morris and Betty Sila, he was the 2nd of five children and the only boy in the bunch. Growing up he and his older sister Carrie would look after the other three siblings as they’re parents scrounged to find money and jobs to keep their tiny and dilapidated apartment. Whilst the style of parenting by Morris and Betty could at best described as tough love, the family where extremely close knit. The parents made sure that their children behaved at any and all times, but that they were indeed equally loved. Without access to television in their home, the two older siblings would often act out scenes from books borrowed from the local library in order to entertain their three younger sisters. The two discovered the knack for impressions, either being able to talk like a man or woman after years of effort and practice. They would often do these performances from memory for their parents on the occasions they had more than just a few hours of work, taking enjoyment in their smiles and laughter when they performed. They both eventually learned to impersonate the voices of their parents favorite singers, often slightly off key, but none the less they used their skills in order to keep their family happy and entertained. But one night a few months after Johnathan turned eleven, a fire occurred on the fourth floor of their ten floor apartment complex. The fire investigator claimed the flame started because a rat chewed through the wires of someone’s electric heater, whereas others claimed it to be the be the fault of the drunken smoker in room 414 who was always seen with a lit cigarette on his person and Jack on his breathe. As it stands though, most people above the fourth floor didn’t stand much of a chance. Due to years of neglect and decay, the fire escape was falling apart and only stayed attached to the building by what could be best described as hope and prayer. It fell off and onto the street below after 12 people managed to safely make it down, throwing eight more down onto the street in a heap of metal and screams. Johnathan and his family never managed to make it onto that fire escape, as none of the sprinklers, fire alarms or CO2 detectors worked on any of the floors past the seventh. By the time any of them knew what was going on, the fire had consumed the stairwell inside the building and the fire escape was starting to groan. Eventually the family congregated into the bathroom and into the shower in hopes that the water would at least in some way protect them from the flame. As the water pressure slowly died and the smoke started to trail into the apartment, it was then when Johnathan’s power to walk through walls developed. As he was holding onto his sisters Carrie, Lilah and Sarah, he felt a sudden weightlessness and began to sink through the floor. The only thing that differs from that effect now as it did back then was that for the first and only time, he managed to bring his family members touching them with him. In shock, they four fell six stories in a few blinks of an eye, their last image was their mother slowly turning in horror as they fell. On the third floor, Carrie somehow managed to distract him enough to where they no longer could all pass through. Within the next few minutes of frightful screaming and yelling, firemen rushed onto the floor and found the four of them coughing and yelling at each other. As the others ran upward or scattered in order to find more survivors, two were left behind the corral the children downstairs and into blankets. But Johnathan wouldn’t go, instead brashly thinking he could go back and save his parents as he saved his sisters. Somehow he managed to break free of the group and attempted to up the stairs, but was soon met with roaring flames and smoke almost too thick to see. Crouching down, he managed to climb the stairs two more flights before a landing fell down with him on top of it. He reached out in a last ditch effort to grab a railing, and soon found his hand stuck within the burning wall itself. Quickly he kicked his foot into the stained and rotting dry wall and found that it too stuck. Within a short bit, he was soon climbing the walls in the stairwell upwards towards his parents and his youngest sister Mary, and he would save them. But as he climbed higher and higher, he found himself being able to breathe less and less. The smoke became too much to see through, and halfway between the 7th and 8th floor he passed out. By some miracle, a fireman found him on the 7th floor landing and carried him back down as the blaze consumed the top two floors along with what remained of their inhabitants. Waking up in the back of an ambulance four hours later with bandages and burns, he saw his sisters standing around him looking scared and horrified. The fire was put out three hours ago with the help of a passing superhero, but not before claiming the lives of their parents and neighbors. They would all later be told that a man and a woman holding a young girl were found dead in the middle of the hall, running towards the flame as if running after or away something else. It was in the hospital when they were told this, and where later Carrie would usher her other sisters out of the room in order to punch her brother, proclaiming his fault in their parent’s death. The following five years saw the siblings be broken up and placed into multiple foster homes, and all but Johnathan managed to adjust to some degree. He took his parents death the hardest, and seemed to lash out at the world, whereas Carrie and the others internalized their grief and sorrow in order to survive. After starting many fights and eventually being caught with stolen items he managed to gather by using his powers to walk into stores and take them from the back room. Johnathan landed himself in juvenile detention on a plea bargain and eventually in solitary confinement. It was in that silent room where he found himself having a crisis, and it was then a janitor walked past his door singing loudly at the top of his lungs some of Fleetwood Mac’s biggest hits. Listening as closely as he could, he finally realized that he was wasting his life and need to do something with it. Something that would benefit others as well as himself and walked out of his cell and right out the gates during the middle of the night, and took up the name Stephen Nicks. Unfortunately, his idea of benefiting others and himself meant stealing whatever he could and depositing the funds made from fencing them into accounts in his sisters names. After getting in contact with a few people more skilled in the criminal method than he, soon he began to make a name for himself amongst a small crowd of people. Impressing others with his ability to disguise himself and walk right into large stores and office and then walk out with nearly anything not bolted down, he was getting increasingly higher paying jobs. Within four years he had made a good name for himself and developed another useful power, the capability of storing things in his own interdimensional pocket. This allowed him to hide more objects on him and be able to walk out with a larger payload. It was then when he started to wear his silver hood, in order to disguise his face from cameras and future clients alike. As time went on, his jobs got bigger and bigger and soon he started to run across a major problem. For the most part his jobs where as simple as walk into a backroom or closed office and take whatever was needed. But now a lot of his jobs had narrow margins of limited time and required him to start needing peoples passcodes and biometric scans. The first was doable with a bit of casing, but the last couldn’t be fooled by some latex rubber and make up. No he’d have to involved innocent people with those schemes, and that didn’t sit well with him. So he started carrying a toy pistol with the cap knocked off in order to intimidate people into cooperating. But after a few close calls where the potential hostages realized it was a fake, he knew that he was going to need a real one. The problem with a real gun was that it was always lethal and could seriously kill someone, which was further away from anything he wanted. He knew that he was going to end up emotionally and psychologically scarring the people he ended up using in his heist, and he wasn’t looking to do anything further than that. It would also be rather pricey to pay someone to create a gun that could pack a big nonlethal punch and still be compact and fired repeatedly. But then one day, fate smiled on him. On his 21st birthday he took a job that involved breaking into a corporate lab in order to steal a few weapons design for another rival company. It was there he found his two trusty Diamondback pistols, so called because the creator had an acute interest in the snakes of a similar name. Looking like bulkier versions of .45 caliber colts, they were originally designed to be a non-lethal alternative for police and military alike as it came with a stunning capability as well as a lethal blast. Due to their expensive nature, no one really took the idea or the weapons, until Stephen came along that is. Giddily he took them and retrieved the package, and since then they have been inseparable. As the years went on, he started to gain more and more recognition for his work and was eventually dubbed Phantasm by a news broadcaster. He decided to take that name after a bit of tweaking and decided to become Phantasmal, not that he ever really left a calling card at any of his crime scenes telling the authorities that that was his name. Nearly five years after obtaining his pistols, often lovingly referring to them as the ‘girls’, was when he ran into his biggest complication on any of his jobs. Being hired to walk into some private think tank with medium security measures and steal some information, he came disguised as inspector and planned on only holding up a small number of people in order to obtain the goods. Apparently another rival group thought of the same idea, but settled on hiring a less than subtle group of thugs and two minor supervillains whose ideas on hostages leaned towards readily disposable at a moment’s notice to break in whilst everyone was there. With a large explosion accompanied by many explosions and burst of gunfire, Stephen considered his options. He could either continue his objective of retrieving the information and let many people die, or he could attempt at stopping them, thus allowing for people to escape and superhero’s to come and deal with them. He wasted only one second on deciding to fight off the group, and immediately started to fight back. Eventually a force of hero’s arrived in time to keep him from being killed by the few remaining thugs and supervillain, but it was obvious to them that he wasn’t just some vigilante who happened to be in the same building as an attack happened. That and the video camera footage of him taking off his disguise and pulling out his guns didn’t help his case at all. So they made a deal, find a group of hero’s and they’ll convince whomever needs convincing that he won’t be a problem. If not, they’d throw him in a cell that would specially designed to counteract his powers. It didn’t take him a second to make his decision. So now he’s here in Freedom City, trying to shape up into a superhero and fight crime. Hopefully someone will take him. Personality and Motivation: Nowadays putting on the face of a cheerful and upbeat person, even whilst pointing a gun at someone’s face, Phantasmal always tries to be courteous to the people he’s talking to. He doesn’t truly want to hurt anyway, and if someone were to pay attention they’d see that a majority of the time he had his finger off the trigger and the barrel pointed somewhere in the vicinity to their upper left. Just because he’s a thief doesn’t make him a rude person, and above all else he will attempt to keep an innocent person from being hurt. He steals information and other products, or at least he did, in order to sell it and give it to his sisters in order to make up for not being able to save the rest of his family. He knows, or at least assumes, that they don’t want to see him, or know who truly is secretly supporting all of them as they make their way in life, he just wants them to be happy and well off. Hopefully the money will last them as he waits for the heat to die down and he can resume supporting them, or until he gets a change of heart. Powers and Tactics: Often hiding inside a wall, he waits for a target to pass before calmly stepping out and shooting him, he’s better off sneaking about than direct melee combat. If push comes to shove, he is quite a good shot, but he’ll more than likely fall through the floor and quickly disguise himself in order to avoid further confrontations. Complications: Family: Though they don’t speak nor know about his current activities and location, Stephen still loves and cares about his family. He hides this secret at all cost in order to avoid causing any more harm in their lives. Enemy: A number of years as a thief haven’t exactly left Stephen with many friends. Ranging from lovely level thugs and corporate executives and maybe even a few mad scientist, a large number of people would love to get their hands on him. Not to mention possibly even his family for what might be an even greater sin. Reputation: Again, having a long list of crimes attached to your name isn’t exactly the best thing to have when working with superhero’s. Although they may not know the true extent to his misdeeds, a search on the internet will leave a bad reputation with nearly anyone. Secret: As stated, making sure no one knows of his family is one of his top priorities. Almost as much of a priority as keeping his family away from his secret. Abilities: 4+10+8+8+4+8=42PP Strength: 14(+2) Dexterity: 20(+5) Constitution: 18(+4) Intelligence: 18(+4) Wisdom: 14(+2) Charisma: 18(+4) Combat: 6+8=14PP Initiative: +9 (Dex+5, +4 improved initiative) Attack: base: +3, Melee: +3, Ranged: +4, With Diamondback pistols +8 (base +3, Ranged +1, Specialization +4) Def: +11(Base: +4, Dodge: +7), Flat footed: +4 Grapple: +5 Knockback: -4/-2 Saving throws: 4+4+5=13pp Toughness: +8(Con: +4, +4 from defensive roll) Fortitude: +8 (Con: +8, +4) Reflex: +9(Dex:+5, +4) Will: +7(Wis: +2, +5) Skills: 84R=21PP Acrobatics: 4 (+9) Bluff: 8 (+12)Skill Mastery Computer: 4 (+8) Disable Device: 4 (+8) Disguise:8 (+12)Skill Mastery Escape Artist: 4 (+9) Gather Information: 8 (+12) Craft(Forgery): 4 (+8) Investigate: 4 (+8) Notice: 8 (+10)Skill Mastery Perform: 4 (+8) Search: 4 (+8) Sense Motive: 4 (+6) Sleight of Hand: 8 (+13) Stealth: 8 (+13)Skill Mastery Feats: 1+2+1+1+1+2+7+1+1+1+1+1+1+1+1+1+1+1=26PP Ambidexterity 1 Attack Focus(Ranged) 1 Attack Specialization: 2 (Diamondback Pistols) Benefit: Option 1(Alternate identity) Contacts: 1 Defensive roll: 2 (+4 to Toughness) Dodge Roll: 7 (+7 to Defense) Evasion: 1 Hide in plain sight: 1 Improved Critical: 1(Pistol) Improved Initiative: 1 Precise Shot: 1 Quick Change:1 Sneak Attack: 1 Skill Master 1: Disguise, Bluff, Stealth, Notice Uncanny Dodge: 1 (Sight) Well Informed: 1 Equipment: 1PP=5EP Commlink=1 Digital Audio Recorder=1 Lock Release gun=1 Mini Tracer=1 Night Vision Goggles=1 Powers: 16+2+1+5+10= 34PP Device 4 (Diamondback Pistols, 20PP, Flaw: hard to lose) [16PP] (Weaponry) Diamondback Pistols: Blast 10 Dimensional Pocket 1 (hammer space) [2PP] Immunity 1(Suffocation whilst passing through objects) [1PP] Super Senses 4 X-ray vision 4(4PP), Feat [Extended 1(1PP)] = [5PP] Super movement 5 (Permeate 3, Swinging, Wall-Crawling 1) [10PP] DC Block: Attack Range Save Effect Melee: Touch DC 17 Toughness Damage Diamondback Pistols Ranged DC 27 Toughness Damage Totals: 42+14+13+21+26+34= 150PP
  2. Player Name: Deel Character Name: Mammoth Power Level:10 (150/154PP) Trade-Offs: -3 Defense/+3 Toughness Unspent Power Points: 4 In Brief: An adventurous sasquatch leaves the big woods to check out the ‘little people’, and finds himself battling threats to peace. Residence: Claremont Academy Dorms, occasionally returning to the woods Base of Operations: Claremont Academy Catchphrase: None Alternate Identity: Hau-Tayoomae (“Plays with Sharp Things”) Identity: Public Birthplace: Somewhere in the deep forests of North America Occupation: Unofficial ambassador, high school student Affiliations: Claremont Academy, The Hrnau (Sasquatch) Family: Kikyaumae (Mother), Terry Michelet (Legal foster father) Description: Age: 16 (born 2000, precise date unknown) Apparent Age: 20. Sasquatch – h. sesquac - reach adulthood faster than h. sapiens. Gender: Male Ethnicity: Not humanly recognizable; reddish skin covered in long brown fur Height: 7’ 10” Weight: 500 lbs Eyes: Dark Brown Hair: Brown Hau-Tayoomae is an average male sasquatch in most respects – nearly eight feet tall, with a youthful face that hasn’t quite grown into his obviously craggy features. His forearms and lower legs are proportionally longer than those of a human. His face and the ventral surfaces of his torso are almost hairless, showing naturally pink or red skin, but most of his body is covered in fur of varying length. His head hair, which is dark brown, is longest, with decreasing hair length descending his body. Fortunately this makes wearing pants convenient and he generally wears cargo pants. He considers pockets a kind of miracle. He does not like pullover shirts and never wears t-shirts. He frequently wears a jacket or hoodie without a shirt. If there is trouble, he quickly discards whatever top he is wearing, which is probably just as well. If he is expecting trouble, he typically wears pants and vest in the school colors. Although willing to wear shoes as a courtesy, usually just kicks them off when in action to take full advantage of his natural traction. The palms of his hands and the soles of his feet have jagged, angular prints; probably adaptations to sasquatch mobility. It might be noted that while his feet are very large, they do not match the footprints of ‘bigfoot’ as found and documented by cryptozoologists. This might mean that those footprints are hoaxes or left by some other creature, but the plain truth is that sasquatch do not leave footprints unless they want to. Power Descriptions: Most of Mammoth’s powers are derived from normal sasquatch size, muscle tissue density, and capacity for adapting to move quickly and hide effectively. Some of these abilities are metaphysical in nature; sasquatch animism is no mere superstition, though it is hard to say whether the results derive from an ability to communicate with nature spirits or simply a reflection of their own supernatural power. Mammoth’s skill set can be divided into three complimentary groups – first, he is a brawler, strong enough and tough enough to be completely out of normal combatants league (although he is not nearly at the upper limits of metahuman ability.) Despite the fact that few Sasquatch learn how to fight, Mammoth has easily picked up some dangerous martial skills. Secondly, he is fast, mobile in almost any environment. He can run fast enough to outpace any land animal, jump about 200 feet with a running start or nearly 50 feet high. For someone so large his affinity for taking to great heights is startling, and he seems to be able to fall from any height without harm. His swimming speed is not record-setting, but again his affinity for water can be surprising. Thirdly, like all sasquatch, Mammoth is stealthy. Unable to turn completely invisible, he almost doesn’t need to, with his soundlessness and combination of jumping and climbing he can be nearly undetectable to anyone who isn’t looking right at him. Part of this is his sensitivity. He can locate adversaries easily, and trace their blind spots with precision. Note that while he is capable of figuring out human behavior well enough to be deceptive when he needs to, he has no natural capacity for intimidation. His size and power makes him frightening, but he doesn’t really know how to parley that into a useful social tool. Sasquatch in general don’t use ritual combat or fighting displays. History: When he was very young, his mother found him breaking sticks and rocks and pressing them together to build things, like the Robed Ones – the little people who used everything they touched to build something. She called him Plays-With-Sharp-Things, and laughingly told him he might have to go to the little people if he wanted to build right. So it was that even though he followed his instincts and stayed out of the Robed Ones’ sight, he was fascinated by them. Their building, their destruction, the way they could make stones run like water then freeze them again. He came to know one, Terry Michelet, a firewatcher who enjoyed living alone – he didn’ realize that his tower was in a sasquatch thoroughfare. Plays-With-Sharp-Things carefully set out to help him in little things, carefully letting the human know he was there and that he meant no harm. After a time, Michelet began to speak with the young sasquatch and teach, and learn. He seemed to have only one voice, but Plays-With-Sharp-Things was willing to constrain his own words so that the human’s ears could hear him. After Michelet taught him that the marks had meaning, that the ink and dye on dried pulp and other things could be a language like any other, Plays-With-Sharp-Things felt a curiosity like a lightning stroke. He wanted to know more. He began to range through the forest, looking for ways to prove his worth to the society of the Robed Ones… *** A few years ago, a violent gang making inroads in Vermont was arrested with the assistance of a tall, extremely hairy metahuman calling himself Hau-Tayoomae. He revealed that he had been learning English from a parks employee named Michelet, and that with his sponsorship he wanted to establish a legal identity to promote good human/sasquatch relations. Officials were not inclined to take this story seriously, but had to admit that Hau-Tayoomae’s ability to obscure himself made it just plausible enough to take a chance on. After careful questioning Hau-Tayoomae was granted legal status. Given that he was underage and unfamiliar with a great deal of modern culture and technology, arrangements were made for him to attend Claremont academy as an exchange student with special status. Given his ability to sense trouble and tendency to get involved, he was given the official designation Mammoth and strongly encouraged to learn metahuman tactics and interactions. Personality & Motivation: Hau-Tayoomae is adventurous even for a human; for a sasquatch he is almost insane. He insists, however, that he is called to be where he is by the ancestral spirits of the hrnau who have watched over his people for time beyond recall. Sasquatch animism is clearly only part of the equation, given his curiosity and sense of comradeship. He has a keen sense of justice, and likes the idea of people having a fair chance. Laconic and soft-spoken, he is easily mistaken for retiring or dim especially given that he doesn’t seem to have a threatening bone in his body. He understands the concept, but intimidation just doesn’t come naturally to him. He is in the odd position of appreciating the value of various kinds of technology without understanding its use. This includes everything from writing on up. Oddly, he gets along with extremely advanced tech more easily than with more basic examples simply because voice-activation and interactive AI fits his animistic worldview – he talks to things, they respond, it’s natural. He really wants to learn to drive – no-one else is enthusiastic about this prospect. Sasquatch musical tradition tends to be wordless and arrhythmic – Enya and certain themes by Gustav Holst make him homesick. But he does enjoy the human approach to music, and any metal band that includes him will have the most killer monster voice of all time. Powers & Tactics: “Most humans make lots of noise. That’s alright, it helps to keep track of them. I don’t make much noise, but I am big and strong. Bad people don’t know I’m there until I mess with their stuff. Or hit them. That’s good, I don’t like being shot at, though it doesn’t hurt that much. Sometimes I just hang around overhead and watch bad people for a while, just to make sure I know what’s going on, but if it looks like they are going to hurt someone, then I fall on them.” Complications: From a Preliterate Culture: Mammoth is still learning how to read, and can be tripped up by complex literary expression. What does this do? Mammoth is curious about the way technology works, and will sometimes make it work just for his own edification. Several times early on he set off burglar and fire alarms just by pressing buttons because the buttons were unmarked and he wanted to see what they did. My Friends Tell Me Things: Sasquatch believe that everything has a spirit of its own, including concepts and philosophies. This has little effect on day to day life, but sometimes Mammoth will seem distracted or even act on odd, out of context information. It’s hard to tell if this is just some kind of cultural superstition or if sasquatch actually have some kind of spirit communion. Abilities: 12 + 6 + 10 + 6 + 2 – 2 = 34 PP Strength: 30 (22 before Growth) (+10) Dexterity: 16 (+3) Constitution: 24 (20 before Growth) (+7) Intelligence: 8 (-1) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 16 = 28PP Initiative: +3 (+3 from DEX) Attack: +9 Melee, +5 Ranged (+6 bonus/12 PP, -1 Size Modifier, +4 Attack Focus (Melee)) Grapple: +19 (+5 Attack Bonus, +10 STR Bonus, +4 Size Modifier) Defense: +7 (+7 Base, +4 Dodge Bonus), +3 Flat-Footed (+8 bonus/16 PP, -1 Size Modifier) Knockback: -0 Saving Throws: 4 + 2 = 6 PP Toughness: +13 (+7 Con, +6 Protection) Fortitude: +7 (+7 Con) Reflex: +7 (+3 Dex, +4) Will: +5 (+3 Wis, +2) Skills: 28RR = 7PP Bluff 2 (+3) Concentration 1 (+4) Gather Information 4 (+5) Handle Animal 2 (+3) Language 2 (Hrnau (Sasquatch-Native), English) Medicine 1 (+4) Notice 6 (+9) Perform (Singing) 2 Sense Motive 4 (+7) Stealth 2 (+ 5) Survival 2 (+ 5) Feats: 16PP All-Out Attack Animal Empathy Attack Focus (Melee) 4 Endurance Hide in Plain Sight Improved Grab Improved Grapple Improved Overrun Interpose Power Attack Skill Mastery (Escape Artist, Gather Information, Medicine, Survival) Stunning Attack Takedown Attack 1 Powers: 2 + 2 + 3 + 13 + 1 + 10 + 6 + 3 + 6 + 8 + 5 = 59 PP Concealment 2 (Soundless Step; All Auditory) [2 PP] (Mystical) Damage 1 (Arm like a Club; PF: Mighty) [2 PP] (Natural) Features 3 (Fur – Immunity to Cold and Sunburn, Iron Stomach - +4 bonus to Survival Checks to find food for himself or other Sasquatch, Mimicry - +10 bonus to Bluff or Perform checks that involve imitating sounds or voices) [3 PP] (Natural) Growth 4 (Extra: Duration (Permanent) [+0]; PF: Innate; Modifiers: +8 to STR, +4 to CON, -1 to Attack and Defense, +4 to Grapple, -4 to Stealth, +2 Intimidation, +5 STR for Carrying Capacity, 10 ft Reach) [13 PP] (Natural) Immunity 1 (Cooling Spirits; Environmental Heat) [1 PP] (Mystical) Impervious Protection to Toughness Saves 10 [10 PP] Protection 6 (Dense flesh) [6 PP] (Natural) Regeneration 3 (Mending Spirits; Bruised or Unconscious 3/1 per round with no recover action, )[3 PP] (Mystical) Spirits of the Chase Array 2 (4 PP array, Power Feats: Alternate Powers 2) [6 PP] (Natural) · Base Power: Speed 4 [4 PP] · Alternate Power: Swimming 3 (Power Feat: Environmental Adaptation – Aquatic) [4 PP] · Alternate Power: Leaping 4 [4 PP] Super Movement 4 (Light Feet and Sticky Hands; Slow Fall, Swinging, Trackless, Wall Crawling 1) [8 PP] (Natural) Super Senses 5 (Low-Light Vision, Scent, Tracking 1 – Olfactory, Ultra-Hearing, Power Feat: Uncanny Dodge – Hearing) [5 PP] (Natural) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage (Physical) Totals: Abilities (34) + Combat (28) + Saving Throws (6) + Skills (7) + Feats (16) + Powers (59) = 150/154 Power Points
  3. Chrome Player Name: Raveled Character Name: Chrome Power Level: 10 (157/159PP) Trade-Offs: None Unspent Power Points: 2 In Brief: A sickly boy catapulted to superheroics with the help of alien nanotech. Alternate Identity: Warren Locke Identity: Secret Birthplace: Freedom City Occupation: Student Affiliations: Claremont Academy, AEGIS Family: Anthony (Father), Marie (Mother) Description: Age: 16 (DoB: September 1999) Gender: Male Ethnicity: Caucasian/Cyborg Height: 5' 8" Weight: 330 lbs Eyes: Brown/Yellow Hair: Brown/Black Warren Locke has an appearance that would make most creatures in the galaxy scream in fear. He looks a great deal like a Communion drone; his skin is shiny metal, his eyes are a glowing, solid yellow, and his 'hair' is a collection of black threads that glow with UV light. While many Communion drones were a forceful melding of such features, Warren has the entire package. His skin is obviously not normal metal, showing off his muscles underneath and moving just like natural skin. With his image inducer activated, Warren looks like an unremarkable, if extremely fit, young man. His hair is brown and he lets it grow out down to his collar, and his eyes are similar and bright. He's naturally incapable of growing a beard, and his skin is pale (but the inducer could be reprogrammed to change either of those facts). He is extremely well-muscled and likes to show it off with tight shirts and shorts, when the weather's appropriate. When he's expecting trouble, Warren wears the usual Claremont uniform. He favors a tee-shirt over the longer jacket and bike shorts over the longer trousers, sometimes choosing running shoes but just as often going barefoot. Power Descriptions: Warren Locke has been infested/augmented by an AEGIS-modified dose of Communion nanobots. They've completely infused his body down to the last cell, and this makes him stronger and tougher than most people. The nanobots have been modified to sever their connection to the Communion overmind, but they still allow Warren to mentally interface with computers and other machines. Since his bones and skin and muscles are all now a nanobot construct, he can even transform his limbs into weapons. His image inducer is a piece of technology that Claremont routinely issues to teenagers who have a non-human appearance. He's legally bound to wear it when off the grounds, unless he's acting as a superhero History: Warren Locke has been sick for as long as he can remember. He had developmental problems and seizures as a child, but it wasn't until he was ten that he was diagnosed with multiple sclerosis. It was a blessing and a curse; now the family knew what the root of the problem was they could fight it more directly, but Warren's parents had to face the fact that he was never going to magically get better, than he would probably die of the condition before they did. It was hard on their relationship, especially since Anthony was a soldier often deployed overseas, which left Marie to handle Warren's treatments and try to raise him. Warren grew up a lot in various hospitals, spending more and more time there as he grew older and his disease progressed. The prognosis was not good and eventually the boy was spending almost all of his time in a hospital bed or a wheelchair, but he did his best to cope. When Anthony was at home it was hard for them to bond, since even something as simple as going to the movies was a medical endeavor, but they bonded over Anthony's collection of old Fifties and Sixties SF books. Father and son read yellowing paperbacks, books that were almost falling apart with age, and for a few hours Warren was a brave astronaut or doughty space explorer. Things got easier when Anthony transferred from active duty to AEGIS and took a posting stateside. Marie and Warren moved with him from posting to posting, eventually settling in Freedom City when he was transferred to the AEGIS central office in the Federal Building. He continued to liaise between the civilian government and the experimental, superhuman exploits of AEGIS field agents, but at least he was able to be home most nights. His job became much more hectic in late 2015 as the intergalactic menace of the Communion came to Earth. AEGIS and UNISON worked hand-in-hand, along with dozens of superheroic individuals and teams, fighting back the metallic enemy from beyond the stars; even after the Communion's overmind was destroyed the remnants of the incursion had to be collected and carefully stored away, lest they become a threat all on their own. In this, Anthony saw a oft-dreamed for opportunity. A sample of Communion nanotech was lent to ASTRO Labs for testing. Anthony made sure as many scientists as possible were called to a meeting and hired a group of super-mercenaries to attack the lab. He was able to get his hands on a sample of altered Communion nanotech and raced to Freedom Medical Center, where Warren was being treated. He deliberately infected his son and, as his only child was overgrown with Communion metal, was taken into custody. The Communion nanobots went to work in the boy's body, forcing his disease into remission and rebuilt him. In a few days the silvery shell retreated, leaving him permanently changed and healed. After a long conversation between his mother, AEGIS agents, ASTRO scientists, and a quiet woman in dark clothes, it was decided that he should be enrolled in Claremont Academy. The school was uniquely equipped to help Warren learn to use his new abilities -- and to contain him if he should turn out to be some kind of sleeper agent. Personality & Motivation: Warren's an enthusiastic, earnest young man. He sincerely believes that he's been given a second chance at life and intends to take full advantage of it. He wants to see everything and travel everywhere, try a little bit of all that's around himself. Growing up with MS forced him to mature at an early age and sometimes he can seem overly serious compared to his peers, but that facade usually crumbles in minutes when he finds something else to be wide-eyed and enthusiastic about. Warren's an army (well, Air Force) brat at heart and has an open and trusting view of the world, combined with a deep commitment to lofty ideals like Justice, Service, and Duty. He's also young enough to be naive, and sometimes the harsh realities of the world can clash disastrously with his untempered views. Powers & Tactics: Warren is a largely untested combatant, and he favors simple tactics over elaborate battle plans. He's likely to charge straight at the biggest threat with his big claws, or stand off and blast it with his arm cannon. While he's perfectly capable of following more complex plans, he's also likely to be taken in by a villain's deception. Complications: Secret Champion of the Communion Chrome's nanobots are Communion constructs and scan as Communion technology to anyone with advanced enough sensors. Many individuals, especially in the wider galaxy, may attack him on sight. Complicated Relationship Warren has a... complex view of his father, the military, and the Communion. A villain could exploit this to make him unsure of himself. Electromagnetic Disability A powerful or targeted EMP could scramble the nanobots in Warren, reducing him to a normal person. In the middle of a fight that could be deadly. Big Eater Warren's nanobots don't create matter from nothing; while they're very efficient, a large or prolonged use of a power like Regeneration would require him to eat a big meal. Or several big meals. Tumblr Distraction Warren is always connected to the Internet, which means he can get distracted by trivial matters at any moment. Naive Newcomer Warren has a simple view of the world, where Good and Evil are starkly defined and in sharp contrast. A persuasive enemy could confuse him, even temporarily turn him against his allies. Abilities: -4 - 2 - 6 + 6 + 4 + 4 = 2 PP Strength: 6/18 (-2/+4) Dexterity: 8/14 (-1/+2) Constitution: 4/26 (-3/+8) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16 PP Initiative: +2/-1 Attack: +4 Base, +10 Cybernetic Enhancements Grapple: +12/+9/+2 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -6/+1 Saving Throws: 2 + 4 + 6 = 12 PP Toughness: +10/-3 (+8/-3 Con, +2 Protection) Fortitude: +10/-1 (+8/-3 Con, +2) Reflex: +6/+3 (+2/-1 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 64R = 16 PP Computers 8 (+11) Diplomacy 8 (+10) Gather Information 8 (+10) Intimidate 10 (+12) Knowledge (Popular Culture) 7 (+10) Knowledge (Technology) 7 (+10) Notice 8 (+10) Sense Motive 8 (+10) Feats: 13 PP All-Out Attack Challenge (Fast Startle) Dodge Focus 6 Interpose Move-By Action Power Attack Startle Well-Informed Powers: 4 + 94 = 95 PP Comprehend 2 (Electronics 2) [4 PP] Alternate Form 18.2 [91 PP] Cybernetic Enhancements 11 (22 PP Container, Feats: Accurate 3, Alternate Power 1) [26 PP] Base Effect: Damage 6 (Extra: Linked [+0] [Drain (Toughness)], Penetrating [4] Feats: Mighty, Variable Descriptor [Bludgeoning/Piercing/Slashing]) + Drain 10 (Toughness Extra: Linked [+0] [Damage]) (Cyber Weapons) [22/22] Alternate Power: Damage 10 (Extras: Range [Ranged], Feat: Variable Descriptor 2 [Any Electromagnetic]) (Arm Cannon) [22/22] Density 4 (+8 STR, +2 Protection, +1 Immovable, +1 Super-Strength, Feat: Innate, Subtle 2, Extra: Permanent) [Cyber-bulk] [15 PP] Enhanced Constitution 22 + Enhanced Dexterity 6 + Enhanced Strength 4 (Cyber Bodybuilding) [32 PP] Integral Comms 3 (6 PP, Feat: Alternate Power) [7 PP] Base Effect: Datalink 5 (Radio, 5 miles, Feat: Machine Control) (Computer Chat) [6/6] Alternate Power: Communication 5 (Radio, 5 miles, Feat: Subtle) (Cyber Cell) [6/6] Nanoassisted Movement (4PP Array, Feat: Alternate Power) [5PP] Flight 2 (25 MPH) (Rocket Feet) [4/4PP] Leaping 2 (x5, 70 ft, Extra: Linked [+0] [Speed]) + Speed 2 (25 MPH, Extra: Linked [+0] [Leaping]) [4/4PP] Regeneration 3 (Bruised 3 [No Action]) (Self-Repair Subroutines) [3 PP] Super-Senses 3 (Radio Sense [Acute, Radius, Ranged]; Extras: Accurate [+2], Feat: Uncanny Dodge [Radio]) + Super-Senses 4 (X-Ray Vision, Flaw: Limited [Not vs. Metal]) (RADAR) [4 + 2 = 6 PP] 26 + 15 + 32 + 7 + 2 + 3 + 6 = 91 Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed (Unpowered) Touch DC 13 Toughness (Staged) Damage (Physical) Unarmed (Powered) Touch DC 19 Toughness (Staged) Damage (Physical) Cyber Weapons Touch DC 25 Toughness (Staged) + DC 20 Fortitude (Stage) Damage (Physical) + Drain (Toughness) Arm Cannon Ranged DC 25 Toughness (Staged) Damage (Energy) Totals: Abilities (2) + Combat (16) + Saving Throws (12) + Skills (16) + Feats (13) + Powers (99) - Drawbacks (0) = 157/159 Power Points
  4. Character Name: Judex Power Level: 8 [11] (162/182PP) Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Unspent Power Points: 20 In Brief: Mild-mannered preacher by day, fear-inducing bringer of misfortune by night, Judex stands up for the poor and downtrodden of Bedlam City, no matter what. Birthplace: Springfield, MO, USA Residence: Small, "rustic" "parish" home near his church. Base of Operations: Bedlam First Assembly, near the corner of Blaed Ave and Ellmore Pl. Catchphrase: "Repent, or be judged." Theme Song: "He's Got The Whole World In His Hands" Alternate Identity: Theodore Galen Ward, aka "Pastor Theo" Identity: Secret Occupation: Pastor/Minister, Assemblies of God Church Affiliations: AOG; Bedlam First Assembly; Celestial Spirit Fellowship; Bedlam Interdenominational and Interfaith Charities Family: Benjamin Ward (Father); Cassidy Ward (Mother); Kathryn Ward (Older Sister); Mark Ward (Younger Brother); Abraham Ward (Paternal Grandfather) Description: Age: 28 (DoB: May 20, 1988) Apparent Age: Late 20s / Mid 30s Gender: Male Ethnicity: Caucasian (European mutt) Height: 5'8" / 6'3" Weight: 135lbs / 270lbs Eyes: Blue / Brown Hair: Brown / Black, with some Dirty Blond mixed in Theodore Galen Ward is a thin, reedy man, though one possessed of a deceivingly youthful look. He also tends to dress somewhere between "bland", "conservative", and "academic from a few decades ago". He tends to have an unassuming posture and air about himself, though when he's speaking with one of his congregation members, preaching from the pulpit, or doing charity work, he has a bit more confidence. If and when confronted by someone during said work, he tends to visibly shrink back a bit, and his voice goes up. His voice is an calm tenor (he is often complimented on his singing), and he almost always speaks with a gentle Midland American accent, only occasionally slipping into a more Southern/Ozark Midland. Judex is a bear of a man with a naturally intimidating air about him. He looks nothing like Theo, seeing as he has completely different body and facial structure. And a great big bushy beard! His hair has a wild, untamed look about it, his eyes carry a slightly crazed light, and his out-of-place brightly colored shirt is somehow all the more fearsome for it. The straw fedora upon his head never seems to come off, unless he wants it to. His arms bear strange, whorled designs that evoke ancient Christian symbology without belonging to any specific region or tradition. The cloth wraps and leather half-glove on his right hand and forearm add to his unsettling asymmetrical look. For all that he seems to bear a bit of extra weight on his frame, his muscles rounded out just a bit by "padding", his bearing and movements are nothing but graceful. He speaks with a rough Southern accent, with strong overtones of Lousiana/New Orleans. Power Descriptions: Theodore's powers were granted to him by the Archangel Uriel, and are a sort of "infusion" of a very tiny fragment of the Archangel's power. This infusion has given Theodore boosted (but not completely superhuman) general physical abilities, as well as slightly superhuman foot speed. To disguise himself, Theodore was given the ability to change into the radically different form of Judex (a name he picked himself); a side benefit of this transformation is his ability to nigh-instantly swap into Judex' typical outfit from whatever he's wearing at the time. However, physical prowess is not the only gift he's received. In addition to his bodily ability, Theo is able to cause misfortune to befall those he targets, making things worse than some thing they "ought" to be. Finally, he is able to cause his foes to perceive radical and frightening visions of their worst fears, combined with vague, impressionistic flashes of terrifying imagery, symbology, and more. History: Theodore Galen Ward was born to a family who valued Faith, Hope, and Love. His father is a career minister, while his grandfather is a retired Army veteran who fought in World War II, one who has some rather hair-raising stories of his pre-conversion wild and woolly youth. His mother, Cassidy, is a Registered Nurse, one who still pulls the occasional long hours at the hospital. He's learned the lessons of serving with love and discipline from his family, that's for sure. Theo himself had a happy childhood growing up in Missouri, attending school and then college; his decision to enter the seminary, albeit with some rather hefty added degrees ("just because he could" according to his siblings), was an easy choice. He felt the same "fire in his bones" his father had when it came to the Word, and he knew he could go out there and not just preach, but really reach out and help people. When he graduated, interned close to home, and then finally was up for a church assignment further about the nation, Theo himself chose to go to Bedlam First Assembly. Despite the tearful pleas of his mother, and the stern questions from his father, Theo stood firm. The city was hurting, and while there were good people doing good things, having another person there doing even more good could do nothing but help. It was Abraham Ward who spoke up, telling them that if Paul could go to Rome, then Theo could go to Bedlam. He reminded his grandson that he might need to stand up for himself there, more than any other time in his life, but that even then, he'd need to turn the other cheek. Theo was mugged his first week in the city, thankfully without any physical harm, and relatively little cash lost. And while he soon connected with Celestial Spirit Fellowship and the Bedlam Interdenominational and Interfaith Charities groups, it was abundantly clear that little was getting done in the city, at least in the immediate term. Gangs, crime, suffering, and hopelessness ran rampant. Theo's congregation was small, less than 40, but they were loyal and resilient. The fact that Bedlam First Assembly's location put it at the juncture of territories owned by rivaling gangs who preyed upon racial tensions did not help, though; the multi-ethnic makeup of his congregation generated brotherhood and scorn in equal measure, albeit mostly from within and without, respectively. After just four months in the City, Theo had had six separate efforts to go out and feed and distribute clothes to the homeless and underprivileged stopped or curtailed by police, gangs, or both. He was spiritually exhausted, and while his congregation (somehow) maintained their support of "Pastor Theo", there was only so much a reedy 20-something pastor with more smarts than sense could do. And then one night he woke up in his rickety bed in his slightly drafty house to see a vaguely glowing figure at the foot of his bed. When the being confirmed it, he, was the Archangel Uriel (a bit of Scripture quoting back and forth seemed to seal the deal for Theo), he was given an incredible offer: he could become a fearsome protector of the downtrodden and punisher of the wicked and corrupt. His powers would not be as grandiose and fearsome as some (Uriel muttered something about "showoffs in Freedom City"), but Theo would be able to finally be the force he needed to be to push back against the gangs, the corruption, the darkness that permeated Bedlam City. Theo agreed, and quickly figured out at least the basics of his powers. Now, during the days he continues his good works, preaching, teaching, and helping the widows, orphans, and poor. But during the nights, when the wind is chill and the streets are damp with rain (or worse), Judex makes himself known to strike the fear of the Lord into the hearts of the wicket. Personality & Motivation: Pastor Theo is a quiet, kind, fairly unassuming young man. He has strong convictions, and happily engages in discussion and debate over theology and philosophy at any opportunity. Mockers, be it of his faith, his looks, or his (seemingly futile) charity efforts all get a big grin and a shrug. He's capable of more somber moods, and the fact he's already helped bury two members of his congregation (one of whom was younger than he) means he's intimately acquainted with grief and mourning. Still, his heart cannot be dragged down, and he's always got an encouraging word for others. Judex is a charismatic force of nature, often terrifying, and never forgettable. He loves making dramatic entrances, often perched in unusual places (especially considering his not-so-tiny frame). He adores menacing speeches that draw heavily on concepts such as the Judgement Of The Lord, the Wages Of The Wicked, and so on. His ire focuses on criminals and the corrupt, though; he's made it clear that any sins that don't threaten another person are not his to judge. Those who would steal, kill, and destroy, though, they are his to stop. Because while many may be Sheep, and the Wicked are Wolves, he is the Wolfhound. Powers & Tactics: Judex tends to use his Emotion Control and Luck Control to mess with and "debuff" his opponents until he has a chance to get "up close and personal". His specialization in grappling arts means he tends to favor getting a solid grip on an opponent and then leaving them rather wrecked. If someone starts fleeing, he'll give chase, using parkour if need be. In a pinch, Theo can use any of his powers without transforming into Judex's form, but doing so brings a lot of risk of discovery upon him. Complications: Secret Identity: Theodore Ward and Judex are very different people. Clearly not the same person! Theo's job, safety, congregation's safety, and the safety of the "regular" charitable work he does are all at risk if his identity as Judex ever got out. Struggling: Pastor Theo runs a small church whose members, while faithful givers, are not exactly rich. He typically has to scrape to pay his bills, especially since he tends to be generous with giving to others if a need comes up. Righteous Anger: Judex is just a made-up character. Mostly. Theo has definitely noticed he can get worked up about injustices, and it's worse when he's physically transformed into Judex. And sometimes that means there's a bit of a risk of getting...carried away. The Face of Fear: Judex is a rather scary guy, and many civilians and hero-types (whether costumed-ish, or just honest-ish police) may find themselves unnerved or scared of Judex, mistaking him for a villain rather than a hero. On A Mission From God: Judex is on a mission, and he talks as such (it's almost, but not quite, a compulsion for Theo when in that form). It's the sort of thing that gets you noticed by folks that mission is against, and could prove wearying to some who he might ally with. On The Side Of Angels: Scary or no, Judex is directly empowered by an Archangel. Anyone who figures that out and is of a less savory nature might pass that on to powers and principalities that would take a great interest in Judex. Corruption or Destruction, either way it's a win for such beings, or so they figure. Abilities: 0 + 2 + 2 + 4 + 8 + 8 = 24PP Strength: 10/20 (+0/+5) Dexterity: 12/18 (+1/+4) Constitution: 12/20 (+1/+5) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +3 Attack: +11 Melee, +6 Ranged Grapple: +15 Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -2 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +1/+5 (+1/+5 Con) Fortitude: +3/+7 (+1/+5 Con, +2) Reflex: +4/+7 (+1/+4 Dex, +3) Will: +7 (+4 Wis, +3) Skills: 128R = 32PP Acrobatics 10 (+14) Climb 8 (+13) Diplomacy 8 (+12) Disguise 6 (+10) Escape Artist 4 (+8) Gather Information 8 (+12) Intimidate 10 (+14) Knowledge (Behavorial Sciences) 6 (+8) Knowledge (Civics) 4 (+6) Knowledge (Current Events) 4 (+6) Knowledge (History) 10 (+12) Knowledge (Popular Culture) 6 (+8) Knowledge (Streetwise) 8 (+10) Knowledge (Theology and Philosophy) 10 (+12) Notice 8 (+12) Sense Motive 10 (+14) Stealth 8 (+12) Feats: 20PP Accurate Attack All-Out Attack Attack Focus (Melee) 5 Defensive Attack Dodge Focus 5 Evasion Improved Grab Improved Grapple Improved Pin Paralyzing Attack Power Attack Takedown Attack Powers: 6 + 1 + 8 + 6 + 10 + 2 + 12 + 9 = 54PP Shepherd's Body Morph 6 (1 Single Form, +30 Disguise Self) [6PP] (Holy) ("Fearsome Countenance") Enhanced Feat 1 (Quick Change) [1PP] (Holy) ("Watchman's Rainment") Enhanced Constitution 8 [8PP] (Holy) ("Endurance of Eleazar") Enhanced Dexterity 6 [6PP] (Holy) ("Deftness of David) Enhanced Strength 10 [10PP] (Holy) ("Strength of Ishbaal") Speed 2 (25mph/250ft per Move Action) [2PP] (Holy) ("Swiftness of Shammah") Crook and Staff Luck Control 1 (Force Reroll; Extras: Area, Selective; Power Feats: Luck 3) [12PP] (Holy) ("Misfortune Aplenty") The Fear Of The Lord 4 (8PP Array; Feats: Alternate Power 1) [9PP] Base Power: Emotion Control 8 (Flaws: Limited to Fear) [8PP] (Holy) ("Is The Beginning of Knowledge") Alternate Power: Emotion Control 8(Extras: Area [General, Shapeable, 7 5ft cubes]; Flaws: Limited to Fear, Action [Full]) [8PP] (Holy) ("Is Clean And Enduring Forever") Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15/20 Toughness (Staged) Damage (Physical) Emotion Control Perception DC 18 Will (Staged) Shaken/Frightened/Panicked Totals: Abilities (24) + Combat (24) + Saving Throws (8) + Skills (32) + Feats (20) + Powers (54) - Drawbacks (0) = 162/182 Power Points
  5. Justicar Power Level: 7 (106/108PP) Trade-Offs: -1 Attack/+1 Damage, -1 Defense/+1 Toughness Unspent Power Points: 2 In Brief: A disillusioned law student with low-level psionic powers, seeking justice on the streets instead of in the courts. Catchphrase: "Liar." Residence: Wolverton Alternate Identity: Lena Alexandra Lexington Identity: Secret Birthplace: Bedlam City, Wisconsin Occupation: Law student Affiliations: Good News Thunderous Hammer Church of God in Christ Family: Alice Lexington (mother), Luthor Lexington (brother) Description: Age: 27 (May, 1989) Gender: Female Ethnicity: African-American Height: 5' 9" Weight: 145 lb Eyes: Brown Hair: Black Lena Lexington is a tall, striking woman in her mid-twenties, with dark eyes and long black hair that she wears in thinly corded dreadlocks. Visibly fit and athletic, she moves with unspoken, almost unconscious confidence. She dresses neatly (if informally) in sweatshirts, T-shirts, and jeans, with a few piercings in her right ear and a small tattoo of a set of scales on the side of her neck. Her face is typically focused and carefully implacable - until she dons the mask, at which point she can be prone to sudden outbursts of strong emotion. Whenever she's "on the job" with her brother Luthor, she wears a white hooded sweatshirt with another set of black scales emblazoned prominently on the back. She tops this off with jeans, gloves, and heavy-duty combat boots. Her identity is concealed by a black mask wrapped tightly around her face. Power Descriptions: Lena possesses the psionic ability to enhance herself with a sort of personal telekinetic field. It protects her body from harm, allows her to hurl herself prodigious distances, and makes it possible for her to lift objects many times heavier than herself, in what appears to observers to be displays of superhuman strength or durability. When she uses these abilities, faint wisps of red energy flicker off her body, and the pupils of her eyes glow red from within. History: Lena Lexington always had good instincts. Born into poverty in Wolverton, to a negligent mother and an uncaring city, there was never a time where young Lena wasn't relying on her older brother Luthor for protection. Bedlam City was a rough place for two children to grow up - it seemed as if there was forever someone out to hurt you. Whether they were a robber, a scammer, a crooked cop, or just a cruel-minded gang of hoodlums come down from Stark Hill for a bit of "sport," Lena learned quickly that if she didn't stay forever on her guard, bad things would happen. Luthor meant well, but he frequently let his temper overcome his judgement, and whatever the case, he couldn't always be there. Fortunately for young Lena, nearly everyone's unsavory designs involved lying to her at some point. And if there was one thing she had a gift for, it was seeing straight through someone, even as they lied through their teeth. No matter how skilled the deceiver or how tempting the promise, whether the lie be big or small, it seemed as if Lena simply could not be fooled - which made both her and her brother far more difficult targets for anyone who meant them harm. Unfortunately, her uncanny instincts were not entirely without drawbacks. Everyone lies, and the fact that Lena was never fooled by a single one could cause friction between her and her peers - especially since she had a tendency to call out said lies with little in the way of discretion. This earned her a reputation for being self-righteous, which led to her being largely ostracized by those who would prefer their everyday white lies remain undetected. Beyond this, Bedlam is a city that runs on lies. Politicians, police officers, public officials...everyone makes promises, no one means them. A crusading attorney might claim devotion to justice, while at the same time lining their pockets with illicit bribes. A panhandler might beg for money to feed their children - but all they really wanted was another fix. Cops swear that a certain suspect "resisted arrest," but Lena always knew better - all the suspect really did was look at a cop the wrong way, or sometimes just be the wrong color. Everyone knew about the lies, but most chose to ignore them, preferring willful ignorance. Lena had no such option. She perceived each and every lie for exactly what it was, and the picture it painted of the city disgusted her. This fostered in her a yearning desire to fix things. There was good in the city, she believed. It just needed someone to bring it out. Always a good student, as Lena entered high school, she turned her interests towards the potential study of law. If someone could enter the legal system and fix it from the inside, then that would be the first step towards making Bedlam a better place. Her studies progressed well, and quickly. She made it into law school, and it seemed as if her life was finally on the right track. Unfortunately, one aspect of her life that had suffered from her increased devotion was her relationship with her brother, Luthor. He felt that she thought she was too good for him now - she felt that he was content to do nothing but jack cars with his gang, with no ambition towards creating a life for himself or bettering the city. A rift of mutual resentment began to grow between them. A rift that only grew wider when he got picked up for grand theft auto. At first, Lena was disgusted. He had brought it on himself, after all, hadn't he? But as she went through the obligatory motions of asking questions and arranging the legal matters, she discovered a troubling thing: they were lying. The cops were lying about what he did, the legal system was lying about their intentions to see him given a fair trial. They wouldn't even let her see him, and everyone was lying about why. That was when she began to truly worry. The cops pinning a load of extra offenses to someone's sheet was nothing new in Bedlam. But she didn't even know where her brother was, or what was happening to him. Refusing to give up on her brother, Lena pushed harder. Answers were few and hard to come by, and she had the feeling that the more she pushed, the more jeopardy she placed herself in. Relentless investigation yielded two rewards: one, that whoever had him, Luthor was going to be tranported via convoy on a certain date. And two, she was run off the road by an unknown hitman. As her assailant sped away, Lena was shocked to see that her head had done more damage to the steering wheel than the steering wheel had done to her head. Even more so when she found she could tear the car door from its hinges with little effort. No one expects to find out they have powers, but Lena wasted no time in putting her newfound "gifts" to good use. Lena now knew that she would find no help in the legal system, so she turned to the other option: the gangs. A mask, a few hastily forged connections, and a display of her powers was all it took to get an audience with one of the city's more reckless - and gullible - gang lieutenants. She told them that she had the schedule of a convoy that would be moving a massive sum of money, and that it was sure to be easy pickings, carefully sewing the story with just enough facts to disguise the lie. Eager for an opportunity to rise in the ranks, her story was bought hook, line, and sinker, and the gang attacked Luthor's prisoner transport. The gang, while heavily-armed, had been made to expect cowardly rent-a-cops, not trained and equipped agents. A fierce firefight ensued - which Lena took full advantage of, freeing Luthor amid the chaos. The two escaped together. Luthor, as it turned out, had been subjected to horrific experiments, endowing him with his own set of abilities. Disgusted by what they had seen of the city's misdeeds, they resolved to rely on the only people they could ever trust - each other - and use their newfound powers to bring harsh justice to at least a few of Bedlam's resident scum. Personality & Motivations: Lena is a woman who has become completely disillusioned with the justice system. She has abandoned any hope of ever being able to truly fix it. The best anyone can do is harness it and turn it forcefully towards their own purposes. And most of the time they'd be better off simply...circumventing it, which is the route her and her brother have chosen to take with their nightly excursions. Why wear your fingers to the bone entering the legal system, only to be shackled by corruption and forced to sit through farcical trials? Why bother calling a lazy, malicious police force when you can punch through walls? Why implement ineffective crime-reducing policies when you can just put on a mask and go reduce it yourself? Lena's relationship with her brother could be best classified as "complicated." He's her closest family member and she loves him - but a certain subconscious part of her mind can't help but bitterly resent him for derailing her life just when it seemed she was about to rise above her circumstances. She was always the hardworking one, the diligent one, and yet still she ended up getting dragged back down by his mistakes. How was that fair? At the same time, however, she knows that there's no going back from the path they've started on. She's aware that Luthor wants for her to be able to one day escape the city and realize her old ambitions, and she doesn't have the heart to dispel him of that notion, but secretly she doesn't see how she could ever fully go back to being nothing but a cog in the machine. She still pursues her legal career - albeit with far less passion than before - but purely for the sake of having another weapon in her arsenal. Deep down, she believes that she's going to die wearing the mask. Whenever that may be. Despite all this, Lena manages to maintain a slightly offbeat sense of humor about her situation. She's given to wry observations, somewhat bitter wisecracks, and occasional moments of almost childish bickering with her brother. Powers & Tactics: Lena is typically an uncomplicated fighter. The strength and durability granted by her psionic powers mean that she typically has little cause for concern when engaging ordinary street toughs, allowing her to utilize simple, brutally effective methods of combat. She refrains from using lethal force - she's not ready to cross that line yet - but she has few compunctions about breaking a few bones. Or more than a few. The power that she values the most is also her least visible one: she invariably knows when she's being lied to. She makes a point of keeping that power a secret, because you can tell a lot about a person by what they lie about. When confronted with a situation where she is outmatched, she has no false pride to prevent her from fleeing - or preferably cheating. "Pride gets you killed" is her modus operandi. While she is never one to truly give up or admit defeat, she is perfectly comfortable with letting her opponent believe they've won just long enough for her to win back the advantage. Complications: Down with the System: Lena harbors a deep and not-unjustified resentment for both the legal and law enforcement systems. She has a hard time turning down any opportunity to stick it to The Man. Dual Life: Lena makes at least a token effort to maintain her studies, but counterbalancing that life with her midnight escapades can cause complications in both. Enemy: When Lena tricked the gang into helping her free Luthor, she made a lifelong enemy out of them. They have a personal (and not entirely unjustified) grudge against her, and will surely jump at any opportunity to settle the score. Family First: For all their disagreements, Luthor is still Lena's brother. There are a great many things she would sacrifice to keep him safe. Him being a wanted man doesn't help. Secret: Bad things happen to capes who let their identities be discovered. Lena keeps hers a closely guarded secret. Struggling: Lena and her brother are usually only just scraping by when it comes to finances. Technically, I Told The Truth: It is impossible to directly lie to Lena. It is, however, still possible to trick her, if you're careful about your phrasing. Her power means she has never had to develop the ability to naturally tell when someone's not being entirely honest with her, so she tends to take what people say at face value. Abilities: 2 + 6 + 6 + 4 + 2 + 4 = 24PP Strength: 26/12 (+8/+1) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +7 (+4 Improved Initiative, +3 Dex) Attack: +6 Melee, +4 Ranged Grapple: +17/+14/+7 (+6 Melee, +8/+1 Str, +3/+0 Super-Strength) Defense: +6 (+4 Base, +2 Dodge Focus), +2 flat-footed Knockback: -6 Saving Throws: 3 + 3 + 5 = 11PP Toughness: +8 (+3 Con, +5 Impervious Protection) Fortitude: +6 (+3 Base, +3 Con) Reflex: +6 (+3 Base, +3 Dex) Will: +6 (+5 Base, +1 Wis) Skills: 48R = 12PP Bluff 6 (+8) Diplomacy 3 (+5) Gather Information 8 (+10) Intimidate 8 (+10) Knowledge (civics) 3 (+5) Knowledge (current events) 3 (+5) Knowledge (streetwise) 8 (+10) Notice 4 (+5) Stealth 5 (+8) Feats: 8PP Attack Focus 2 (melee) Contacts Dodge Focus 2 Improved Initiative Takedown Attack 2 Powers: 14 + 5 + 7 + 9 = 35PP All powers have the Psychic and Telekinesis descriptors Enhanced Strength 14 (Psionic Strengthening) [14PP] Immunity 5 (interaction skills) (Living Lie Detector) [5PP] Personal Telekinetic Field 3 (6PP Array; Power Feat: Alternate Power 1) [7PP] Base Power: Super-Strength 3 (lifting STR 41; heavy load: 3 tons) (Tactile Telekinesis) {6/6PP} Alternate Power: Leaping 3 (x10; running long jump: 180 ft; standing long jump; 90 ft; high jump: 45 ft) + Speed 3 (50MPH/500 feet per move action) (Propel Self) {3+3=6/6PP} Protection 5 (Impervious 4) (Personal Forcefield) [9PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23/16 Toughness (staged) Damage (physical) Totals: Abilities (24) + Combat (16) + Saving Throws (11) + Skills (12) + Feats (6) + Powers (35) – Drawbacks (0) = 106/108
  6. Samson Power Level: 7/10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Rich kid starts taking super serum to avenge his brother and fix the harm his family has caused. Catchphrase: "You should run." Theme: Forever - Kamelot Alternate Identity: Aaron Howle Birthplace: Cape Cod, Massachusetts Residence: Bedlam City Occupation: Socialite Affiliations: None Family: Vivian Howle (Mother, CEO), Todd Lester (Father, Art Dealer), Jason Howle (Brother, Deceased) Description: Age: 23 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 180 lbs Eyes: Blue Hair: Brown Aaron Howle is modestly handsome, with a strong, sharp face but soft, deep eyes. He wears his hair short, with a well-trimmed beard running along his jawline and upper lip. It's a fairly recognizable face to anyone who reads the business page of a major newspaper. Aaron's build, though, has changed somewhat since most of those photos. He has put on twenty-five pounds of pure muscle, leaving him broad-shouldered and with corded arms and legs that stand out all the more given his merely average height. Young and fresh-faced, he has had dark circles beneath his eyes almost perpetually of late. He is a sharp dresser, and fills out a twenty-thousand-dollar suit nicely. In costume as Samson, Aaron favors mobility and anonymity. He wears a loose black duster coat with an attached hood; a cloth scarf up to the bridge of his nose works with the hood to keep his vision clear while hiding his identity. Beneath the coat, Samson's clothes are durable but flexible, a close fit but not a tight one. They are unarmored, as Samson's layer of muscle just beneath his skin is as tough as kevlar, and particularly violent fights or big explosions can burn or tear big holes in the costume. Fortunately it's not difficult for Aaron to afford many, many spares. Samson wears padded gloves and boots to help absorb the impact of punches and long jumps. History: "You can't imagine how bad it is here, Ron. The money-changers are in the temple. The foundations are rotten. And our family's deep in it. Come and see. Please. I can't fight this alone." Aaron Howle's world began to unravel with that email. Until that moment, everything had been easy. Born the second son of internationally-famous businesswoman Vivian Howle, who had refused to give up the maiden name she shared with her company and had soon given up her husband instead, Aaron grew up surrounded by wealth and privilege unimaginable to most of the world. A reasonably intelligent and very well-mannered kid, he did well in school and made friends easily - in his little bubble of extremely elite private schools, from kindergarten to college. Coached on how to behave in the spotlight, he was used to the media circus that surrounded his family. He never gave the tabloids any ammunition except the rumor that he might be secretly gay, as he'd never dated anyone. In reality he was just shy, but if that was the rumor they were going to run with, he wasn't insulted. Four years and a personality gulf separated Aaron from his older brother Jason. Where Aaron was laid back and a little bookish, content to live the life he'd been given at his own pace and eventually take over from Mom, Jason was driven and possessed of deep convictions; Mom's example of fierce independence and strongly-held beliefs had worked a little too well on him. Jason always had a cause, and it usually wasn't a cause that lined up with the Howle-Brandt Consortium's business plan. Arrested twice for environmental protesting in college, he turned around and pursued a law enforcement degree at the University of Wisconsin, hoping to create internal reform in the local PD. He refused Mom's money and made his own way through school with scholarships and part-time jobs. Yet for all that they were different, Jason and Aaron were inseparable. They talked on the phone almost every day. Jason quickly proved to be a good, conscientious cop. He made detective at 26, just as Aaron was graduating from Georgetown's McDonough School of Business, though he flew out for the ceremony. Mom did too, and she might even have been a little proud. But Jason always had to have a cause, and when he looked around he saw blighted, corrupt Bedlam City just up north, a city where Howle-Brandt was one of the major (and virtually unregulated) employers. So he transferred to the Bedlam PD, full of spunk and idealism, with no idea just how deep the pit he'd just leapt into really was. The open graft and corruption shocked him like nothing he'd ever seen before. His refusal to participate, and attempts to tell IA about it, would have gotten him immediately killed if he had been less famous. As it was, he was sidelined to the dead-end Missing Persons squad. He took to the assignment with gusto anyway. Still, it took its toll. Not even his partner would talk to him, and he was handed the most hopeless cases the department could find. His calls with Aaron grew less and less frequent, and his brother grew worried. Then came the email. Jason said he'd found full and irrefutable proof of the Bedlam PD's corruption, enough that the Feds would be forced to step in and take over the department. But he couldn't do it alone; there was no one he could trust, and he was afraid the higher-ups were on to him. Aaron dropped everything and came to Bedlam as fast as the company jet could carry him. It wasn't fast enough. He landed to the news that Jason had been killed in a shootout with a Wolverton gang up on Industrial Row. He couldn't view his brother's body; he had already been cremated. He couldn't claim his personal effects from his office; they were "relevant to an ongoing investigation." Jason's apartment had been tossed. Even his car was gone. It was blatantly obvious to Aaron that everything Jason had been saying was true, and that his brother had died for it. For the first time in his life, he felt totally powerless and adrift. That feeling only intensified as he got a glimpse into his family's company's operations in Bedlam. The Howle-Brandt Refinery and the surrounding corporate dorms were warrens of human misery. Every dime in his trust fund began to feel utterly tainted. And in that moment, some of the steel that Jason had possessed found its way into Aaron. He was going to fight this, all of this madness and corruption and ruin. He told his mother, whom he was no longer sure he trusted, that he was moving to Bedlam full-time for charity and political work. However ruthless Vivian Howle could be, she mourned her son, and she understood - for the moment. But money was not the only weapon Aaron intended to use. Aaron had friends at all levels in Howle Chemical, not to mention extensive clearance as the boss's business-involved son. That was how he knew about Xanacet-12. It was designed to be given in small doses to heavy labor employees, enabling them to build muscle faster and bigger than just daily exercise would. But things like caution and "small doses" had little place in Aaron's mind; his new mission occupied his every thought. He had never shot a gun or taken a karate class, didn't have magic spells or psychic powers, but he needed a way to become powerful enough to fight this fight. So he took Xanacet-12, a lot of it, and regularly. Heavy injections of the strength serum bulked him up to inhuman strength while maintaining a fairly slim build, changing the very makeup of his musculature. The rush that came with it, the power, was the best thing he'd ever felt, a relief for that helpless hopelessness that had descended over him. In the back of his mind, he's not sure he could stop even if he wanted to. Either way, he won't. Not until he finds the truth, reveals the corruption, undoes the harm... or dies trying. Personality & Motivation: Aaron is driven, even obsessed, when it comes to finding out who killed his brother and bringing them down - along with the entire system of corruption and disorder that led them to that point, or as much of it as he can reasonably dismantle. But he also recognizes that he's had chances most people never get, and that anything he does has consequences for people with less freedom than billionaires. He was always kind and thoughtful, thinking first of others, and while he doesn't much care what happens to him personally, he would never put an innocent person in danger to pursue his goals. Killing for any reason is totally beyond him. In truth, Aaron runs the serious risk of running himself into the ground. He has always been hard on himself, berating his every failure and devaluing his successes, while granting others easy grace - sometimes too much. The potent cocktail of grief for Jason and guilt over the way his easy life was financed that drives him allows him little rest even as he picks a fight it's impossible to ever completely win. His practical experience outside boardrooms, resorts, and private schools is limited, which he freely admits, and while he has always been quick and eager to learn, gaps in his real world knowledge might well be the death of him if his self-destructive impulses don't get him first. Powers & Tactics: Aaron can do a lot of good at a benefit dinner or charity fundraiser, and he tries not to lose sight of that. He's very good with people, and has tremendous resources at his disposal through his trust fund, his wealthy and powerful contacts, and his access to Howle-Brandt. When that isn't enough, Samson picks up the slack. Fast and strong, it's a simple matter for him to bowl over entire groups of armed thugs and pound them senseless - he actually has to hold himself back to keep from breaking their bones beyond repair. A slap of his hands or a stop of his feet can bring down opponents without his ever having to touch them through resounding shockwaves. Power Descriptions: Thanks to Xanacet-12, Aaron is strong massively beyond human limits. Capable of bench-pressing semi trucks and throwing punches with the force of a sniper rifle, he is a human weapon of considerable power. His muscles allow him to take great bounding strides at speeds of up to a hundred miles per hour or leap multiple stories in a single bound. The tough, corded muscle tissue is strong enough to flatten bullets and withstand heavy impacts. The drug makes all of this possible with muscle growth hormones, myostatin inhibitors that mean the body isn't told when to stop producing muscle, and RNA strands that build muscle tissue along the pattern of coiled steel. Complications: I Can Stop Anytime I Want: Xanacet-12 is deliberately addictive, an intentional means of keeping Howle-Brandt's workers from leaving the company. It also doesn't keep working forever; continued consumption is required to maintain the muscle-building effects. Aaron has discovered the hard way that his enhanced musculature shuts down if he stops regularly taking the massive doses he's been using to achieve super-strength. As his body's myostatin levels return to normal, it frantically starts breaking down his muscles in order to normalize his metabolism (he eats A LOT when he's on Xanacet-12). Withdrawals are both physically and mentally debilitating for him. If Aaron is unable to take a dose of Xanacet-12 for more than two days, he loses all powers and gains a hero point. At the GM's discretion, he may begin to suffer random DC17 Confuse effects and gain a hero point. Side Effects May Include: No one, least of all Aaron, has any idea what the long-term effects of taking massive doses of Xanacet-12 will be. It's designed to be sprinkled into food in doses less than a sixteenth of the size of what Aaron is injecting. There are nights when he stays up late, hunched over the toilet as he wonders if his newly-empowered muscle action is actually capable of making him puke up his own organs. It hasn't happened yet, but he is not infrequently sick and rarely sleeps well. If something does start to go wrong, it will be very difficult for him to get help without revealing who he is and how this happened... so he probably won't. At the start of a scene, Aaron may be fatigued from poor sleep, gaining a hero point. At the GM's discretion, he may have to save against a DC17 Nauseate effect at an inopportune moment, gaining a hero point. Why Yes, I Am Aaron Howle: Aaron was somewhat famous for all of his life as the son of Vivian Howle of the Howle-Brandt Corporation, and the recent media circus surrounding his brother's death and his own public presence in Bedlam have only increased his reputation. This can be very inconvenient for someone trying to lead a double life abusing muscle-building drugs to beat mobsters over the head by night. Aaron is keenly aware that he has a great deal to lose if his secret is revealed - his activities are against the law in Bedlam, and discovery could lead to the loss of his money, his reputation, and his freedom, plus plenty of problems for his surviving family. When out of costume, Aaron may (at the GM's discretion) be inconvenienced by reporters, admirers, or protesters to whom he must not reveal his secret, gaining a hero point. It Must Be Put Right: Aaron is dangerously obsessed with solving his brother's murder, fixing the damage his family's company has caused, and punishing those responsible. He is perfectly willing to sacrifice his own safety and well-being for the slightest chance at advancing one of those goals, but not the safety and well-being of innocent people. Even as he puts himself in increasing danger, Aaron feels compelled to go out of his way to help and protect those in need. He is also very careful to restrain his tremendous strength so that he doesn't hurt anyone beyond their ability to eventually heal, no matter how awful they might be. He can't cross that line. Abilities: 2 + 2 + 4 + 4 + 4 + 4 = 20PP Strength: 12 / 25 (+1 / +7) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +7 Melee, +4 Ranged Grapple: +12 (+7 Str, +5 Super-Strength) Defense: +7 (+2 Base, +5 Protection) Knockback: -3 Saving Throws: 7 + 8 + 5 = 20PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +9 (+2 Con, +7) Reflex: +9 (+1 Dex, +8) Will: +7 (+2 Wis, +5) Skills: 80R = 20PP Acrobatics 4 (+5) Bluff 8 (+10) Computers 4 (+6) Diplomacy 8 (+10) Drive 4 (+5) Gather Information 8 (+10) Intimidate 8 (+10) Knowledge [Business] 8 (+10) Knowledge [Civics] 8 (+10) Notice 4 (+6) Search 4 (+6) Sense Motive 8 (+10) Stealth 4 (+5) Feats: 34PP Attack Focus (Melee) 3 Benefit 4 (Filthy Rich, Status: Upper Crust) Chokehold Connected Contacts Dodge Focus 3 Fast Overrun Fearless Fearsome Presence 7 Grappling Finesse Improved Grab Improved Grapple Improved Initiative 1 Improved Overrun Improved Trip Improved Throw Stunning Attack Takedown Attack 2 Uncanny Dodge 1 (Auditory) Well-Informed Powers: 13 + 2 + 5 + 5 + 15 = 40PP Enhanced Strength 13 [13PP] Leaping 2 (5x distance; 85ft running long jump, 42ft standing long jump, 21ft high jump) [2PP] Protection 5 [5PP] Speed 4 (100 mph; Feats: Alternate Power 1) [5PP] AP: Swimming 4 [4/4PP] Super-Strength 5 (50 effective strength; Power Feats: Bracing, Groundstrike, Shockwave, Super-Breath, Thunderclap) [15PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Fearsome 35ft radius DC17 Will Fear (Mental) Groundstrike 70ft radius DC17 Reflex Trip (Physical) Shockwave 70ft cone DC22 Tough Damage (Physical) Stunning Fist Touch DC17 Fort Stun (Physical) Super-Breath 70ft cone DC17 Reflex Trip (Physical) Thunderclap 35ft radius DC17 Reflex Dazzle (Auditory) Unarmed Touch DC22 Tough Damage (Physical) Totals: Abilities (20) + Combat (16) + Saving Throws (20) + Skills (20) + Feats (34) + Powers (40) - Drawbacks (0) = 150/150 PP
  7. Redline Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: -3 Attack / ±3 Damage, -3 Defense / ±3 Toughness In Brief: Tiny Test-Pilot in Power Armor Catchphrase = "It isn't a real test until we hit the Redline!" Theme: Stereo MCs Elevate My Mind Identity: Public Birthplace = New York City: Residence: Freedom City apartment near Liberty Park Occupation: Test Pilot Description: When not wearing his Battlesuit, Charles is a rich kid who can Shrink to 6" tall. In armor, Redline is a 6"-tall Battlesuit wearer. Age: 22 Gender: Male Ethnicity: Asian-American Height: 6'2" Weight: 210 lbs Eyes: Green Hair: Glowing Sky-Blue History:Charles was born rich, with an Asian name, the only child of an Asian multimillionaire and an American (White) ex-model. At 11 years old, his maternal Grandfather (Chas Wyndum the 4th) died, leaving him a trust fund requiring that he change his name to Charles Wyndum the 5th. His Father was ecstatic. He learned to use the radio at 9 years old, remote-control flying by 12, actually flying (ultralights, etc) by 16. At 18 he worked as an international courier using a private jet for a year. At 19 he became an expensive, free-lance test-pilot. Four months ago, he was landing an experimental disk-jet when a UFO rammed him and there was an explosion. When Charles woke up, he had glowing, sky-blue hair and was able to shrink down to six inches tall. He did the talk-show circuit, then hired a genius to create a Battlesuit for him. He has had it for one month and decided to move to Freedom City. Personality & Motivation: Charles is upbeat, open-minded, and focused on success. He is looking to testing his Battlesuit with an eye towards mass production and franchising (City Guardians? 21rst C police?). He knows himself quite well, so he also knows that he wants to be in the spotlight, he wants to be appreciated by whole crowds of people, but he also enjoys individual gratitude or adoration. Powers & Tactics: "Shrinking is really cool, but not much when you look at the adventures of the greats. I know I can be great, I just need the right tools to really shine. So I hired a genius to make the right 'tools', a Battlesuit! Mine is set-up for a 6-inch tall pilot, but that just for purposes of testing things out. I don't know, but maybe there are franchise possibilities? Battlesuit-wearing police, or private security forces, or something? Anyway, I'm gonna find out. My engineering buddies and fellow-pilots tend to call me 'Redline' for some reason, so I've decided to go with that for a hero identity. I had the genius install a bright set of LEDs to draw a red line behind me when I fly. Kind-of a calling card. So the battlesuit protects me, enables me to move things, lets me fly, shoot plasma shots at targets, as well as give forth an incredibly amazing prehensile, five-foot-long plasma sword! I know I can't do much on my own, but I have no idea of how to find a team..." Power Descriptions: When Redline shrinks there's no particular glow or anything. He generally carries the battlesuit in a right lapel pocket, but he drops it, shrinks, and puts it on. The act of shrinking takes time, and makes him feel dopey (foolish) and shaky for about 3 rounds after, while he struggles to put the battlesuit on. Once it is on, and he feels up to it, he re-focuses on the action. Tthe Battlesuit's exterior color is Ivory except for a 1" wide, horizontal, glowing red line The intensity of the light is such that. when flying, the Battlesuit leaves a red line trail for three rounds after having left that area (eye after-image effect) When the Blending power is activated, this is turned off. Complications: Addicted Gloryhound This is actually a need for love, but Charles doesn't believe he deserves to be loved by people he likes or loves, so he seeks to find, please, and earn the gratitude or adoration of crowds or strangers. Honor He was raised to believe and demonstrate that his word is his bond. Prejudice He has a basic American idea that every American citizen is equal, is deserving of a higher beginning degree of respect than any non-American just because, and that more successful or rich Americans are deserving of the higher and highest degrees of respect. Temper He is young and hasn't had to face many challenges that he didn't seek out or create for himself, so he isn't used to getting frustrated. When he is frustrated, he finds it difficult to remain cordial and self-controlled. He tries to cover this possibility by being happy-go-lucky, but that often comes out as a smart-assedness. Abilities: -2 + 10 + 0 + 4 + 6 + 0 = 18PP STR: 8/ 1// 14 (-1/ -5 // +2) (normal size/ shrunk // shrunk w Battlesuit) DEX: 20 (+5) CON: 10 (+0) INT: 14 (+2) WIS: 16 (+3) CHA: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +5 Attack: +3 (+7 w/Shrinking) DEF: +3 (+7 w/Shrinking) Grapple: +3, -9 Shrinking, -6 Battlesuit Knockback: -0, -12 Battlesuit Saving Throws: 5 + 3 + 5 = 13PP TOU: +0 Full Size/ +13 (Battlesuit) [+4 Density, +12 Armor, -3 Size; 10 Impervious] FORT: +5 (+0 Con, +5) REF: +8 (+5 Ref, +3) WILL: +8 (+3 Wis, +5) Skills: 56R = 14PP Concentration 10 (+14) Craft [Electronic] 2 (+4) Craft [Mechanical] 2 (+4) Knowledge [Technology] 4 (+6) Notice 6 (+9) Pilot 14 (+19) Search 10 (+12) Sense Motive 4 (+7) Stealth 4 (+9/+21) Feats: 8PP Benefit 2 (Rich), Equipment 2 Fearless, Hide in Plain Sight Improvised Tools Second Chance (Reflex Save to avoid being stepped on) Equipment: 2PP = 10EP Helmet = Comm Link Laptop Video camera GPS Flash Goggles Gas Mask 20 disposable zip-tie handcuffs Multitool Motorcycle with high-end long range radio Wrist-rocket slingshot, half-size arrows w blunted heads Stun 1 [8 EP] Powers: 81 + 4 = 85PP Battlesuit 20 (100 PP Device; Flaws: Hard-To-Lose, Power Feats: Restricted[Diminuative Sized Users]) [81 PP] Concealment 1 ( Flaws: Blending) [1DP] Density 9 (+18 Strength, Impervious Protection 4, Immovable 3, Super-Strength 3 [Effective Strength 21, Heavy Load 115lbs], x10 weight [2.5lbs], Extras: Duration[Continuous], Flaws:Permanent) + Protection 12 (Extras: Impervious 6) [27 + 18 = 45DP] (Battlesuit Structure) Immunity 9 (Life Support) [9DP] Energy Sword Array 14.5 (29PP Array; Feats: 1 Alternate Power) [30DP] BP: Blast 13 (175' no penalty, max range = 2000'; Power Drawback = Full Power, Feats: Improved Range, Progression 1 on Max Range, Indirect, Subtle) [29/ 29] AP: Damage 13 (0-5ft; Extras: Linked[Drain], Feat: Extended Reach, Power Drawback = Full Power Only) + Drain Toughness 7 (Extras: Affects Objects, Linked[Damage], Feats: Slow Fade[1PP per Minute], Power Drawback = Full Power) Movement Array 4 (8PP Array; Feats: Alternate Power) [9DP] BP: Flight 4 (100mph/1000ft per Move Action) [8] AP: Super-Movement 2 (Slow Fall, Wall Crawling [1/2 Normal Speed]) (4 / 8) Super-Senses 6 (Infravision, Visual, Extended 2, Direction Sense, Distance Sense) [6DP] Shrinking 12 Dim Size, -12 Strength, -3 Toughness, +4 Atk, +4 Def, -12 Grapple, +12 Stealth, -6 Intimidation, 6 inch height, 1/4 lbs, 1ft Space, 0ft Reach, x1/4 Carrying Capacity, Flaws: Action: Standard (-2), Side Effect -1 (Drain 3 Reflex (Total Fade) and Drain 3 Will (Total Fade); Extras = Continuous, Feats: Normal Movement; Power Drawback = Full Power only) [4PP] Drawbacks: none Abilities (18) + Combat (12) + Saving Throws (13) + Skills (14) + Feats (8) + Powers (85) - Drawbacks (00) = 150/150 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 13 Toughness Damage [Physical] Armed w/Strength Touch DC 17 Toughness Damage [Physical] Blast Ranged DC 28 Toughness Damage [Energy] Damage 5' DC 28 Toughness Damage [Energy}& ..............................DC 23 Fortitude....Drain Toughness Arrows Ranged DC 17 Toughness Stun
  8. Player Name: Ari Character Name: The Salmon Power Level: 7 (105/131PP) Trade-Offs: +3 Attack/-3 Damage, +3 Defence/-3 Toughness Unspent Power Points: 26 In Brief: Aquatically-adapted and linguistically-gifted mutant way out of his depth in the Emerald City underworld. Residence: 635 Tkope Ekoli Way, Riverfront District, Emerald City Base of Operations: (Incomplete) A cave in the flooded subway tunnels. Catchphrase: "I got this!/I don't got this!" Alternate Identity: Ishmael Paris Redwater/Ishi/Fishy Identity: Secret Birthplace: Emerald City, Oregon, USA Occupation: Student, translator, superhero Affiliations: Golden Dragon Society, the Malakov Mafiya, the Takazumi-gumi, Emerald City Community College Family: Ellen Riverrun(aunt, paternal), Abraham Hector Redwater(brother, elder) Description: Age: 18 (March 21st, 1998) Apparent Age: N/A Gender: Man Ethnicity: Coastal Chinook(Clatsop) Height: 5'6" Weight: 160 lbs Eyes: Brown Hair: Black Ishmael is slim and athletic with shoulder-length straight black hair. Everything from his fresh-faced, guileless good looks to his relaxed, fluid body language to his relentlessly casual dress sense seems almost tailored to make people feel comfortable around him. He generally wears clothes at least one size larger than fits (mostly hand-me-downs from his brother), many of which have pithy slogans or intricate designs. His favorite outfit, regardless of weather, is a beaten green jacket, red t-shirt, green cargo pants and scuffed red sneakers. His voice is usually soft and awkward, but can quickly switch to clear and projecting. He has the names "Priam" and "Cassandra" tattooed on his shoulders. When talking in most languages, he does not have a noticeable accent. As the Salmon he wears a green and black costume with slanted orange eyes and patterns of thick wavey lines of the same color on the trunk. In costume he becomes much more expressive and animated, talking with a slight accent he doesn't have in normal life. Power Descriptions: Ishmael's powers are internal and nonlbvious besides what they let him do, being a mutation of his body chemistry and biology making him superhumanly-fast, his skin capable of absorbing oxygen in liquid form and improving his ability to sense vibrations. History: Abandoned by his parents as an infant, Ishmael grew up with his brother Abraham in the extended Riverrun family. The boys early formed a bond with their aunt, Ellen, and Ishmael still lives with her and helps out at the art gallery she runs. Growing up, the boy developed none of his brother's self-assurance or independence, instead remaining reliant on others for direction and purpose. As a result, Ishmael's social skills quickly surpassed solitary, introspective Abraham's, and the younger brother became adept at getting in and out of trouble, confident in his legion of pals to back him up. Exposed to so many people from other cultures, he also quickly picked up on other languages with a dedication that far outstripped his academic efforts. While his brother was around, Ishmael had a steady role model to keep himself out of the ever-present gangs around their school. But only two years after Abraham left on a scholarship to Freedom City's Hanover Institute of Technology 'Ishi' has become an invaluable asset to the Emerald City underworld. Lured in by both the promise of easy money and the stylish, iconoclastic flair of mob prince Ryu Takazumi, Ishmael became enmeshed in the inner politics of the crime families as an interpreter and go-between. Thanks to his Amerindian ethnicity and facility with languages and people, Ishmael was ideal as a neutral, inconspicuous party. Even after graduating high school and starting at Emerald City Community College, even after it's become obvious just who he works for and what they do, Ishmael has found it impossible to leave. Besides the money and implicit threats, it's the first time in his life that he's really felt needed or wanted He has only just come into his powers and already made a monumental, horrible mistake with them that resulted in the death of now-late Triad dragon head and beloved Jadetown community leader "Uncle" Zhi. Ishmael's alter-ego, the Salmon, is already a murder suspect and hunted by both the law and the mob. Fighting against his employers as much to survive as to try and redeem himself, he's finally on the path to becoming his ownperson. Personality & Motivation: Ishamel is a jokey, cocksure, fun-loving and irreverent guy who's grown adept at lying to people(including and especially himself) and telling them what they want to hear. He doesn't like making his own opinions known, and mostly just goes with majority views and whatever will get him off the hook fastest, which has badly-strained his relationship with his family. Ellen doesn't know what he does for money, but as he evades and dodges she gets more and more worried, which pushes him to lie more. At heart, Ishmael is deeply unsure of himself and afraid of being abandoned or unwanted. But as he starts to understand that the underworld needs him more than he needs them, that's beginning to change. For now, however, he's still learning that his alter-ego can be something besides a liability and convenient cover. As the Salmon, Ishmael mostly just copies what he's seen speedsters like Johnny Rocket and Velocity be like on TV: confident, quippy and a little impulsive and prone to water or fish-based puns(Johnny went through a rockets and speed jokes phase that the League is trying very hard to forget). Powers & Tactics: Run up to a guy real fast and hit them, maybe run around a bunch of guys and get them tangled up in some stuff. The Salmon is still very new at this, and his martial training is very basic. Complications: After my alter-ego: The Salmon is not a popular guy after he apparently killed the respected "Uncle" Zhi. The police and the city's underworld are both after him, and they may not exactly have different ideas of what happens after he's caught. Black mark: Being partly responsible for a man's death has left a deep scar on Ishmael's soul. He'd do anything to avoid that happening again, and anything to undo what he has done. Blind Side: The Salmon's senses aren't near as fast as his top speed, and trying to get aroundin confined spaces(like anything built for normal people) can be incredibly dangerous to himself or others. Dependence: Ishmael is very easy to get latched onto things or people. Identity: Secret. Responsibility: Family, especially his aunt, Ellen Riverrun. The lowdown: Ishmael knows a lot of what's going on in Emerald City, much of it could cost him his life if it's found he told someone. Switcheroo: As the Salmon, he can't show he knows what Ishmael does. As Ishmael, he won't reveal anything about the Salmon, not even to other heroes. Abilities: 6 + 6 + 6 + 4 + 2 + 6 = 30PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +3 Attack: +10 Melee, +4 Ranged Grapple: +13 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -2/-1 Saving Throws: 1 + 4 + 4 = 9PP Toughness: +4 (+3 Con +1 Protection) Fortitude: +4 (+3 Con, +1) Reflex: +7 (+3 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 48R = 12PP Bluff 7 +(10/+14) Diplomacy 7 (+10/+14) Drive 2 (+5) Gather Information 7 (+10) Knowledge(Streetwise) 8 (+10) Languages 8 (Chinook Jargon, English(native), Italian, Japanese, Korean, Mandarin, Russian, Spanish, Vietnamese) Sense Motive 9 (+10) Feats: 18PP Attack Focus(Melee) 6 Attractive Benefit (civilian I.D. trusted by the Emerald City underworld) Contacts Dodge Bonus 6 Equipment 1 Move-by-Action Well-Informed Equipment 1= 5EP Caltrops [1EP] Handcuffs [1EP] [Masterwork] Smart Phone(Nova Comm's network)[1EP] [Masterwork] Lock-release Gun[2PP] Motorcycle(book-standard)[0EP] Size: Medium Str: 15 Spd: 5 Def: 10 Tou: 8 Powers: 20 = 20PP Physiology Mutation 4 (20PP Container; Action: Passive, Duration: Permanent) [20PP] Biology, Mutation Enhanced Array 6 (12PP Array, Feats: Alternate Power 2) [14PP] Base Power: Damage 1 (Extra: Autofire; Feats: Mighty [DMG4]) [4/12PP] AP: Enhanced Feats 2 (Moving Feint, Wall Run)[2PP] + Enhanced Speed 4 (to Speed 5 [250MPH, 2500FPH]) [4PP] + Enhanced Swimming 4 (to Swimming 5 [50MPH, 500FPR]) [4PP] + Super-Movement 1 (Water-Walking) [2PP] = 12PP AP: Snare 6 (Extras: Area [Burst, 30ft], Blocks Sense [Visual, Normal]; Flaws: Range [Touch], Limited [requires suitable materials(clothing, drapes, carpets, etc)]) [12PP] Immunity 1 (Drowning) [1PP] Protection 1 [1PP] Speed 1 (10MPH, 100FPR) [1PP] Super-Senses 2 (Tremorsesense [Danger Sense, Radius, Tactile]) [2PP] Swimming 1 (2.5MPH, 25FPR) [1PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18/23 Toughness Damage(physical) Totals: Abilities (30) + Combat (16) + Saving Throws (9) + Skills (12) + Feats (18) + Powers (20) - Drawbacks (0) = 105/131 Power Points
  9. L0vel@ce / Sofí Orellana Power Level: 8/12 (180/187PP) Unspent Power Points: 7 Trade-Offs: Attack / Damage, Defense / Toughness In Brief: Brilliant cyber-criminal, sticking it to the corrupt and cruel Catchphrase: Theme: Daft Punk (Pentatonix Cover) Alternate Identity: Sofía Orellana, aka L0vel@ce Birthplace: Hardwick Park, Bedlam City Residence: Bedlam City Base of Operations: Bedlam City Occupation: Hacker Affiliations: The Fix Family: Extended and large, Sofí's parents own their small garage in Hardwick Park and she has grandparents, aunts, uncles and cousins that are all local to the area, keeping her close to Bedlam even as she keeps quiet what she spends her spare time doing. Description: Age: 27 Apparent Age: 27 Gender: Female Ethnicity: Latina Height: 5'2" Weight: 120 lbs Eyes: Brown, if she's not wearing contacts to change it. Hair: Naturally, dark brown but its rarely the same color for any week in a row. Typically, her long curly hair is dyed in some rainbow of colors. Pink usually factors in over blues and greens but she's been known to regularly switch that up. It's very thick, naturally curly and long enough to reach her hips when dry. It's a bit of a pain in the butt to take care of but it's something of a vanity. Short and curvy, Sofía Orellana is not the most intimidating of figures at first glance, or even second glance. Give the woman even the most rudimentary of tools, though, and she will happily reign cyber destruction like a sweet-faced, vengeful god. She likes to keep her laptop close at hand, so a shoulder bag with a small horde of colorful pins is never too far from her fingertips. Her clothing tends towards practical and fun unless she's currently working on a car, at which point, she's wearing coveralls with her hair tucked tightly under a cap. Build wise, Sofía has some toned muscle under her curves. Girl doesn't slack on the working out just cuz she's a top-tier geek. History: Hardwick Park is not a nice place to grow up but its the only place that Sofía has ever called home. Her large family moved into the area with the influx of the other hispanic families as the neighborhood changed hands. Her parents weren't ever well off by the national metric, but her father owns his garage and takes a great deal of pride in that. Sofía grew up around cars and had a natural knack for fixing things, but her brothers were largely recruited into the mechanic's shop, and her sisters seemed content to staff the front of the shop part time. For her part, Sofía found her calling in fixing up the technology that was always third hand and breaking down around the shop. Without doubt, she's a genius but the public schools around Hardwick aren't exactly designed to help anyone find a way out of Bedlam. She was often bored in classes but while that got some of her cousins and siblings into trouble, Sofía avoided falling in with the local gang, but only because she realized that when money's largely electronic, its pretty easy to move around a few zeroes if you have the means and the know how. Despite her strong feelings on the public right to information and the unfairness of the financial distribution of this country, Sofí has no desire to see people suffer. She'd go full Robin Hood, really, if she wasn't well aware that most of her family, more money would really mean more problems. So, she fixes things, here and there, makes sure that there's enough windfall to keep her large extended family afloat without tipping her hand to her resources, or her skills. About half of her cousins are involved in petty crimes so she's not real eager to help them scale up to the sort of things that get a body killed. Personality & Motivation: Sofí's life choices are about three parts genius to one part stubborn pride. She knows she's very good at what she does, and there's some ego wrapped up in that. Despite her technically criminal endeavors, she's not actually a bad person. Her targets are those that have more than enough, or, in her estimation, don't deserve their good fortune. If the system is inherently broken, then its only fair to change the game. The entire world is full blown Kobayashi Maru in Sofí's book and all she's doing is finding the win. Honestly, Sofí could have left this two-bit town a long time ago but she's a fiercely loyal creature and family is important to her, even if she feels like none of them really even understand or even see her for who she actually is. So, Bedlam remains her home and in-between her cyber-antics, she tries to keep her kin from getting too deep into the trouble that winds its way throughout Bedlam. Powers & Tactics: Sofí is human but can hardly be called normal. Brilliant, she can make technology do all sorts of things that look like something out of an action movie. She has a few small electronic devices that are easily pocketable and function as a small bag of tricks that allow her not only to hack all sorts of electronics, but go above and beyond. Her Multi-Tool represents a few different palm sized items that are easily carried, from a cutting torch that's no bigger than a pocket flash light to the scanning and recording devices that she's installed in her phone. Physically, Sofí works out regularly and trains at the gym in both kickboxing and free-running. If it comes to hand-to hand fighting, she's going to do her best to break and run. She's not a close-in fighter - or really any sort of fighter at all - but she's better off if she can get some distance and use something as a distraction to get away. Power Descriptions: Sofí has no actual powers, at least nothing flashy or noticeable. She's not any sort of meta-human, but she functions at peak human intelligence and has mastered multiple fields through self guided study. There's nothing super natural or magical about it, but its certainly outside of any sort of normal bell curve. The super senses that she does have are to represent her intelligence and what she can glean via her computer skills, as well as Quickness to demonstrate the speed she functions at. I should note that she doesn't possess any supernatural speed and that the Quickness is there to mechanically represent that through her intellect, she can invent devices, build objects and get things done at an astonishing pace. Complications: Mi Familia: Sofía's large and extended family makes their home in Hardwick park so not only does she have to keep them out of her business and what she actually gets up to, she also occasionally has to try and keep tabs on their activities and try to buffer them from the many dangers in Bedlam... without any of them catching onto her antics. Robin Hood: Her morals generally align to righting the unfairness of the social order, a little bit of anarchy and issues with authority combined with the certainty of her own course of actions. She has a code of ethics that dictates her actions. Hack the Planet: Information should be free, if you ask her, and she's both willing and able to put her money where her mouth is on this subject. Her tendency to dump secrets out in the open has made her plenty of enemies, if they could track her down through her aliases. Wanted: L0vel@ce's antics are not legal by a large stretch and if connected back to her actual identity, could cause Sofí to end up in jail, or dead. Lover not a Fighter: Sofí is more used to video games than actual bloodshed, any combat she's been in has been the result of a serious error along the way. She's not going to act like a hardened combat veteran because she's just not that experienced with it. Abilities: 0 + 8 + 8 + 14 + 8 + 8 = 46 PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 16 + 16 = 32 PP Initiative: +4 Attack: +8 Unarmed, +8 Base Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Grapple: +8 Knockback: 4 (2 Flat-Footed) Saving Throws: 3 + 3 + 4 = 10 PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+4 Dex, +3) Will: +8 (+4 Wis, +4) Skills: 124r = 31 PP Bluff 6 (+10) Computers 13 (+20) Concentration 11 (+15) Craft (Electronic) 13 (+20) Craft (Mechanical) 8 (+15) Craft (Chemical) 8 (+15) Disable Device 13 (+20) Drive 6 (+10) Knowledge (Current Events) 3 (+10) Knowledge (Physical Sciences) 8 (+15) Knowledge (Technology) 13 (+20) Medicine 6 (+10) Notice 6 (+10) Search 8 (+15) Sense Motive 2 (+6) Feats: 9 PP Benefit: Wealth Defensive Roll x 4 Eidetic Memory Improvised Tools Inventor Online Research Equipment: Powers: = 52 PP Container 4 (Prodigy) [20 PP] (training) Comprehend 4 (Polyglot; Codes, Languages (Speak One Language, Understand, Read Languages) {8} (training) Comprehend 1 (Computer Savvy; Electronics) {2} (training) Quickness 8 (One with the Code; Flaws: Limited to Software Only) {3}] (training) Quickness 4 (Quick Hands) {4} (training) Super Senses (Speed Reading; Visual; Rapid x 2) {2} (training) Feature (Video Game Historian) {1} (training) Device 1 (Smartphone; Flaws: Easy-to-Lose; Feats: Subtle) [4 PP] Communication 2 (Datalink; Radio 100' range; Feats: Rapid (x10), Subtle 2) {5} Device 2 (Enhanced Earbuds; 10DP Container; Flaws: Hard-To-Lose; Feats: Subtle) [9PP] (technology) Communication Link 4 (Other Earbuds; Radio; Feats: Subtle) [5 DP] ESP (Audio Only; Extra: Simultaneous; Flaws: Feedback, Medium: Other Earbuds; Feats; Subtle) [5 DP] Device 6 (Multi-Tool; 30DP Container; Flaws: Easy-To-Lose; Feats: Subtle) [19 PP] Feature 1(Record and playback Audio, Video, Radio) {1} Multi-Tool Item Array (24DP; Feats: Alternate Power x 5) {29} Base Power: Dazzle 8 (Flash-Bang; Visual/Audio; Extra: Area(cone), Flaws: Range(touch)) {24} Alternate Power: Stun 8 (Taser; vs. Fortitude; Extras: Affects Objects) {24} Alternate Power: Damage 8 (Laser-Cutter; Extra; Penetrating, Linked (+0); Feats: Precise) {17} + Drain Toughness 6 (Laser Cutter; Extras: Affects Objects, Flaws: Objects only, Feats: Precise) {7} Alternate Power: Super Senses 24 (Audio/Radio Scanner; Acute(Audio) 2, Acute(Radio) 2, Analytical(Audio) 2, Analytical(Radio) 2, Radio Sense 1, Ultra-Hearing 1, Extended(Audio 1000') 2, Extended(Radio 1000') 2, Rapid(All Audio x10) 2, Rapid(Radio, x100) 2, Tracking(Radio) 3, Tracking(audio) 3) {24} Alternate Power: Super Senses 24 (Camera Analysis; Analytical(Visual) 2, Penetrates Concealment 4, InfraVision 1, Ultra-Vision 1, Microscopic Vision 2, Direction Sense 1, Distance Sense 1, Rapid(All Visual x100) 4, Extended (Visual 10,000') 3, Hidden Awareness(Visual) 2, Tracking(infravision) 3) {24} Alternate Power: Illusions 8 (Hack the System; Visual/Audio; Extras: Duration: Continuous; Flaws; Limited to Machines, Action: Full Round) {24} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Flash-Bang Touch DC 18 Reflex Dazzle Taser Touch DC 18 Fortitude Stun Laser-Cutter Touch DC 23 Toughness Damage Hack the System Perception DC 18 Will Illusion Totals: Abilities (46) + Combat (32) + Saving Throws (10) + Skills (31) + Feats (9) + Powers (52) - Drawbacks (0) = 180/187 Power Points
  10. Here is my next new character, to debut alongside Critical! Chrome is a young man, infected/transformed by modified Communion nanobots. He's my latest Claremonter, and hopefully he'll make a big splash. As always, Please Examine And Comment Helpfully.
  11. Character Name: Red Rat Power Level: 9/15 (216/250 PP) Unspent Power Points: 34 Trade-Off: +4 Attack / -4 DC, +4 Defence, -4 Toughness In Brief: Mutant Super Spy with Soviet Computer in her head. Alternate Identity: Noemi Von Neumann Birthplace: Budapest, Hungary Residence: Bedlam Occupation: Taxi Driver Affiliations: None Family: None (Alive) Description: Age: 70 (Cryogenically frozen for decades) Apparent Age: 25 Gender: Female Ethnicity: Height: 5’8” Weight: 70Kgs Eyes: Green Hair: Blonde Noemi has a Slavic look, with chiselled features. It is not immediately apparent, but her body is in phenomenal shape. Her musculature is well developed. She usually wears glasses and has her hair up, and somehow nobody recognises her as the Red Rat...?! The Red Rat wears close fitting grey spandex and a short Brown-Red Jacket with a Bright Red "Rat" Motif on the back. She carries two super-high tech pistols of Soviet Design. History: Noemi Von Neumann was born into a poor family in Budapest at the height of communist power. As a young woman, she was politically active, and soon joined the underground movement of artists, philosophers, and anarchists who wanted change. She studied a little, read a little, and shouted a lot. And she was caught. A few dozen radicals, including her, were used as human guinea pigs for the Soviets' Super Programme. They were exposed to the virus Darwin-X, a highly unstable and dangerous pathogen. Only Noemi survived. The virus had triggered off something in her, making her body evolve and adapt. Darwin-X was in almost all cases lethal, and if not, then dangerous. Only a few candidates were any good. The Red Rat only knows of herself, but there may have been others. Nicknamed the “Red Rat” (after a lab rat), she was brainwashed. A soviet computer system was installed in her skull, nicknamed “Slave”, complete with cybernetic eyes that replaced her own. The Slave System is advanced, but normal humans are unable to tolerate it. The Red Rat, with her adaptive genetics, was able to bond with it. Now an agent of the Soviet Union, she was put on cryo-stasis until she was needed for certain missions in Europe Over the years she had been awakened a few dozen times, sometimes to upgrade Slave, sometimes to spy. When the Wall came crashing down, the unit handling her disbanded, and she was left for years, untended, unwatched, and asleep in a Berlin Cryo-unit deep underground, until a UNISON team found the old site and awakened her. Playing ball initially, the Red Rat soon went on the run. She had no wish to be anyone’s puppet anymore… Personality & Motivation: Noemi is an easy go lucky personality, who usually talks to her passengers when working, and loves hearing stories. She hits bars, coffee shops, and galleries in her free time, and hangs out with Artists, Poets, and Bohemians. She is basically a woman who likes standing up for, and helping people. However, she is also a militant believer in liberty, and not just in an abstract way. She may not be Patriotic, or Pro-American, but she will defend liberty with a real passion. When Devolved, the Red Rat becomes crude, unmannered, and simple, almost a feral thing. The Devolved Red Rat can be more caring and emotional, and believes itself to be a pure, spiritual thing, unfettered by modernity. It views Slave as a super smart God like figure in its head. Slave views it as an intolerable primitive. When Evolved, the Red Rat becomes egocentric and arrogant, believing itself to be the next stage of human evolution. It has a paternalistic but condescending view on primitive homo sapiens. It does its best to outwit Slave and is nasty to the system. Slave takes on an almost worshipful, sycophantic relationship to the Evolved Form. It is not clear if Slave is actually self aware or just a very well programmed computer system. When the Red Rat is in her normal human form, it speaks to her obediently and mechanically, and keeps interjecting communist propaganda, almost like an information station. Powers & Tactics: The Red Rat is a mutant with the ability to adapt to the environment. A relatively minor power, it also allows her to “evolve” into a weedy but brainy form, or “devolve” into the mirror opposite. It has also allowed her to tolerate the cybernetic system in her head. This gives her advanced visual senses and tactical advice. She had pilfered two high – tech soviet pistols, snub nosed and sleek, that are activated by SLAVE. Whilst they can be destructive, they are spy pistols – firing knockout poison darts, EMP rounds, or non-lethal ammunition, all silently. The Red Rat is in excellent physical shape, partly as she recovers quickly from physical training. She is also an expert martial artist and markswoman, and a highly trained spy. Tactically, she will prefer guile and surprise to a straight up fight. Power Descriptions: The Red Rat's powers are largely unseen. However, when she makes her body adapt to hostile environments, this can be visible; for instance, growing fur, or gills. Her devolved form looks like a primitive Neanderthal, with a large muscular hairy frame and small forehead, whilst her evolved form looks the opposite: a feeble shrunken body and massively enlarged head. Complications: Outlaw: Technically, Noemi Von Neuman is an ex-Soviet Spy and wanted by UNISON for questioning. Slave? The Soviet Computer, in her head, may be called Slave, and may be under her control. Or it may not. Slave is programmed never to harm Russian / Soviet agents or government, and also to filter out (via her eyes), any capitalist propaganda (and replace it with Soviet style propaganda). Things might be invisible to her, or changed. If really pressed, Slave can completely blind Red. It might also be distracting, spouting communist propaganda at her at critical times. Slave could potentially be controlled by Soviet technology, or even hackers. Nuclear Mutations: Radiation sends her powers crazy. Aside from the loss of her mutant powers she can have all sorts of other problems, such as breaking out in green boils, or her mouth sealing over. Split Personality: In her devolved form, Red is crude, aggressive, and unsubtle. In her Evolved Form, Red is arrogant and aloof. Of course, both forms feel that their personality is best, and may be reluctant to change back to her normal form. She cannot sustain her evolved or devolved form indefinitely, fortunately, Taxi Driver: Noemi works for “EZ Cabs” in Bedlam, with a hard nosed boss, “Easy Steve”. Easy Steve has plenty of enemies, and by default, so do his drivers. Abilities: 6 + 12 + 10 + 6 + 2 + 6 = 42 Strength: 16 (+3) Dexterity: 22 (+6) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 26 + 26 = 52 Initiative: +10 Attack: +13 Defense: +13, +7 Flat Footed Grapple: +19 Knockback: -2 Saving Throws: 5 + 2 + 5 = 12 Toughness: +5 Fortitude: +10 (+5 Con, +5) Reflex: +8 (+6 Dex, +2) Will: +6 (+1 Wis, +5) Skills: 92R = 23 PP Acrobatics 4 (+10) Skill Mastery Bluff 8 (+11) Computers 4 (+7) [12 (+15 Enhanced] Skill Mastery Diplomacy 4 (+7) Disguise 4 (+7) (Additional +20 Morph) Skill Mastery Drive 4 (+10) Skill Mastery Gather Information 4 (+7) Intimidate 8 (+11) Knowledge (Civics) 4 (+7) Knowledge (Streetwise) 4 (+7) Knowledge (Tactics) 4 (+7) [12 (+15) Enhanced] Language 4 (English, French, German, Hungarian [native], Russian) Notice 8 (+9) Pilot 4 (+10) Search 4 (+7) Sense Motive 8 (+9) Sleight of Hand 4 (+10) Skill Mastery Stealth 8 (+14) Feats: 25PP Ambidexterity Attractive Benefit 2 (Use Tactics for Master Plan, and to spot Ambush / Feint) Blind-Fight Chokehold Defensive Attack Equipment 15 Evasion 2 Grappling Finesse Improved Disarm Improved Grab Improved Initiative Improved Pin Jack of All Trades Master Plan Power Attack Quick Draw 1 (Draw Weapon) Skill Mastery 1 (Acrobatics, Computers, Drive, Sleight of Hand) Uncanny Dodge (Auditory) Equipment Headquarters: "The Safe House" [26 EP Total] Size Medium [1 EP], Toughness 15 [2 EP], Features: Communications, Computer, Concealed 7 / +40 DC, Defence System / Knockout Gas, Fire Prevention System, Garage, Gym, Hangar [Retractable Helipad], Infirmary, Living Space, Power System, Security System 5 (DC 40), Workshop [23 EP] Vehicle: "The Ratcopter" [42 EP] Size: Large [1 PP] Toughness: 10 [3 EP] STR: 30 [2 EP] Features: Remote Control, Smokescreen [2 PP] Powers: Flight 6 (500mph, Feats: Subtle) [13 EP], Concealment 1 (Normal Hearing, Extras: Continuous, Feats: Selective) [4 EP], Concealment 2 (Radio Senses, Flaw: Permanent) [4 EP], Super Senses 13 (Analytical all hearing, Accurate Radar, Extended Radar, Extended All Hearing, Radio, Ultrahearing, Penetrating Hearing) [13 EP] Total Cost 42 EP Concealable Microphone [1 EP] Multi-Tool [1 EP] Mini-Tracer [1 EP] Alternate HQ (Same type, based in Freedom City and Emerald City) [2 EP] Alternate Vehicle (Same type, base in Freedom and Emerald City) [2 EP] Powers: 6 + 2 + 4 + 14 + 5 + 1 + 5 + 17 = 54 Radio Array (5 PP Array, Feats: Alt Power 1) [6 PP] "SLAVE" BP: Communication 4 (Radio, 1 Mile, Extras: Omni Directional, Feats: Subtle, Flaws: Limited, one way) [5/5 PP] AP: Datalink 2 (100’, Feats: Subtle) linked with Quickness 6 (x100, Flaws: Limited to Computers only) [3+2=5/5 PP] Comprehend 1 (Decryption) [2 PP] "SLAVE" Enhanced Traits 4 (Computers 8, Knowledge [Tactics] 8) [4 PP] "SLAVE" Super Senses 15 (Analytical All Visual, Direction Sense, Distance Sense, Extended All Visual 1, Infravision, Microscopic Vision 1, Radio, Time Sense, Ultravision, X-Ray Vision, Drawbacks: Power loss X Ray Vision [Lead etc]) [14 PP] "Cybernetic Eyes" Adaptation 1 (5 PP of Variable Powers; mainly immunity to environment, Extras: Action 2 [Move], Drawbacks: Noticeable, Power loss 2 [Radiation]) [5PP] “Mutant” Immunity 2 (Aging, Sleep, Flaws: Limited [Half Effect]) [1 PP] "Mutant" Evolution Array (6 PP Array, Feats: Alt Power 1, Flaws: Power Loss 2 [Radiation]) [5 PP] "Mutant" BP: Morph 4 (+20 Disguise, Evolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] AP: Morph 4 (+20 Disguise, Devolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] Device 5 (25 DP, Feats: Multiple Weapons 1, Restricted Use 1 [Datalink users], Flaws: Easy to Lose) [17 PP] "High tech pistols" Armaments Array (21 PP Array, Feats: Alt Power 4) [25 DP] BP: Stun 5 (Extras: Range, Feats: Improved Range 2 [250' incr], Progression Range 2 [2500' Max], Ricochet, Subtle) "Taser Bullet" [21/21 PP] AP: Blast 5 (Extras: Penetrating, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’ Max], Ricochet, Subtle) “Rocket Bullet” [21/21 PP] AP: Blast 5 (Extras: Area [Burst], Feats: Improved Range 3 [500’ Total Range, no penalty], Ricochet, Subtle)“Explosive Bullet” [20/21 PP] AP: Fatigue 5 (Extras: Range, Poison, Feats: Subtle) [21/21 PP] “Knockout dart” AP: Nullify 5 (All Electronic Tech, Extras: Alt Save [Fort], Affects Objects, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’], Subtle, Richocet) [21/21 PP] Drawbacks: -2 PP Vulnerability (Radiation; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Rocket Bullet Ranged DC 20 Tough Damage EMP Bullet Ranged DC 20 Fort Nullify Electronics Explosive Bullet Ranged DC 20 Tough Damage KO Dart Ranged DC 20 Fort / Poison Fatigue Taser Bullet Ranged DC 20 Reflex Dazzle (Visual + Radio) Totals: Abilities 42 + Combat 52 + Saving Throws 12 + Skills 23 + Feats 35 + Powers 54 - Drawbacks -2 = 216/250 Power Points
  12. Savant Power Level: 8/15 (207/230PP) Unspent Power Points: 23PP Trade-Offs: +5 Attack / -5 Damage (unarmed), +3 Attack / -3 Damage (Collapsable Baton) , +4 Defense / -4 Toughness In Brief: Memetically enhanced genius atoning for the wrongs done while controlled by Labyrinth Catchphrase: Theme: Redemption Song Alternate Identity: Xavier Steadman, Subject 24005 Birthplace: Unknown Residence: Bedlam City Base of Operations: Bedlam City Occupation: Private Eye Affiliations: The Fix Family: Unknown Description: Age: 45 (DoB: 1971) Apparent Age: Also 45 Gender: Male Ethnicity: African American Height: 6'2" Weight: 210 Eyes: Grey Hair: Black Xavier is a dark skinned, broad shouldered man of middle years, Dark grey eyes peer out from a heavy brow with an intensity bordering on unsettling. He keeps his hair closely shorn in a no nonsense easily maintained style. He normally dresses in a dark grey woolen suit though varies his outfit as needed for a job. When disguising his identity he opts for a heavy indigo scarf and dark grey fedora in the style of mystery men of old, though this is less sentimentality than pragmatism, even in disguise being able to bled into a crowd is just sound survival policy in Bedlam. History: His history is largely a blank slate. Until his escape in his early thirties Xavier was under lock and key in a Labyrinth run facility as part of 'Project Savant' an attempt to unlock the mind's potential through intensive hypnosis and memetic training. He was a rare success, most minds buckled under the strain of the deep hypnotic states and the assault of the memetic learning programs, the results were varied some crippled, some catatonic or driven to psychotic breaks. Subject 24005 as he was labeled also began the process earlier than most, he was taken or given up by his parents shortly after birth and even his enhanced recall techniques can not summon a memory a time before the project. By the time he was twelve he had outstripped most of his tutors and phase two began. Rather than focusing his capabilities toward any specific goal he was brought in to troubleshoot problematic research or operations for the organization. His ability to rapidly bring himself up to speed on any given subject and bring in disparate knowledge made leaps in both technologies but more often methodologies. Initial projects were presented as further tests and puzzles though the change in faces and the time pressure did not go unnoticed by the young Savant. Nor did he miss the clear discomfort and sometimes hostility his suggestions were met with by older experts. By adulthood he realized his simulations and tests were all too real and that his choices would impact real people though his conditioning kept him from outright rebellion he began to quietly plot and plan a way out. It took him nearly ten years to work his way free of the memnetic controls. More time still of active effort to plot an escape, he knew he'd get but one chance. Once they realized his programming was compromised he'd be a liability. He made his escape though not as efficiently as he'd have hoped, they'd be looking for him in the likely refuges and it was uncertain his efforts at reform would be met with anything but scepticism by the heroes of the world. Subject 24005 took the name Xavier Steadman, and made for the one place he knew they'd not suspect him to go after all, no one came to Bedlam voluntarily. But in this wretched hive he could vanish and work at erasing his trail, and maybe begin to atone for the wrongs he'd been part of. In Bedlam a false identity was easily enough crafted, a disgraced investigator, working PI jobs for his meager wages snapping shots of cheating spouses and fraudulent insurance claims. A small fish in a small pool, unremarkable but for a stalwart refusal to do the gangs or mobs dirty work. A clean PI trying to make due, slowly earning a reputation as one of the rare good guys in Wolverton. Not someone to make waves but someone of integrity and a distant cold kindness. Personality & Motivation: Xavier is driven by shame and fear. Not of death or pain, such things can be managed and are perhaps what he deserves in the end, but he fears the shackles of the mind returning and putting his brilliance once more to used for nefarious ends. He fears being weaponized again, turned to his former master's greater plans. Yet beyond that fear and shame is a desire to try and make right in some small way what his genius had put wrong. His actions are subtle and long term, a file mailed anonymously, a tip on a fraudulent lien. He wants to do more, but lacks the resources to take on his former masters on their terms so he works at the edges growing cracks and fissures, weakening, wearing them down. If his memetic enhancements hold through old age he might just survive to see some of his work bear fruit. Powers & Tactics: Savant has little in the way of flashy powers, he'd not even consider himself 'Super' though he knows his enhancements put his intellect in a frame rivaled by only a handful. He is an efficient and tactical fighter using terrain and situation awareness to his advantage to strike exactly where he needs to when he needs to. To ruthlessly exploit any weakness he uncovers and to always have a backup to his backups. He prefers to avoid confrontation but when unavoidable he'll strike fast and sure with his collapsible baton or fists to end the fight as quickly and quietly as possible. He understands the power of guns but refuses to rely on such means, they are usually more liability than benefit with the work he does. Power Descriptions: Savant has no obvious powers, his abilities are in the planning and execution of the plan, and always being ready with another, always seeking a weakness to exploit. Complications: The Good: Xavier is trying to make right the wrongs he was part of while under labyrinth control. He head is full of memories of the wrongs done and aspects coudl pop up and drive him to go further than is wise on a job. The Bad: Labyrinth wants him back or possibly just eliminated. Taurus hates loose ends. The Ugly: Xavier is a black man in Bedlam trying to to the right thing, the Mobs and Cops will target him for 'stepping out of place' and the Wolverton gangs will see him as potential threat to their power. Man with No Name: Xavier Steadman is a fabrication, there may be records of the infant that became subject 24005 somewhere in some dusty city hall waiting to be digitized but for all intents and purposes Savant has no Official past. Abilities: 6 + 0 + 8 + 20 + 10 + 0 = 44PP Strength: 16 (+3) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 30 (+10) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 22 + 24 = 46PP Initiative: +10 Attack: +13 Unarmed, +11 Base Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed Grapple: +14 Knockback: -2 Saving Throws: 4 + 5 + 5 = 14PP Toughness: +4 (+4 Con) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +10 (+5 Wis, +5) Skills: 68R = 17PP Bluff 4 (+4) Diplomacy 4 (+4) Gather Information 10 (+10) Investigate 10 (+20) Knowledge: Tactics 10 (+20) Notice 10 (+15) Search 10 (+20) Sense Motive 10 (+15) Feats: 16PP Ambidextrous Attack Specialization: Unarmed 1 Beginners Luck Eidetic Memory Equipment 1 Improvised Tools Jack-Of-All-Trades Luck 2 (4 Total) Master Plan 2 Power Attack Speed of Thought Teamwork 3 Equipment: 1PP = 5EP Collapsable Baton (Damage 2, Improved Crit (19-20), Mighty, Subtle) 5 Powers: 9 + 15 + 41 + 5 = 70PP Comprehend 4 (Polyglot; Codes, Language: Understand, Language: Speak One at a Time, Language: Read; Power Feats: Innate) [9PP] (Savantry) Luck Control 4 (Plan M; Spend HP for others, Grant HP to others, Negate Fiat, Force Reroll; Power Feats: Innate, Luck 2) [15PP] (Savantry) Probability Control 10 (Polymath; Power Feats: Innate) [41PP] (Savantry) Device 1(Earbud; Flaws: Hard to Lose, Power Feats: Subtle) [5PP] Communication Link 4(Other Earbuds; Radio; Power Feats: Subtle) [5PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Collapsable Baton Touch DC 20 Toughness Damage Totals: Abilities (44) + Combat (46) + Saving Throws (14) + Skills (17) + Feats (16) + Powers (70) - Drawbacks (0) = 207/230 Power Points
  13. Emerald Spider Power Level: 8 (120/144PP) Unspent Power Points: 24 Trade-Offs: None In Brief: You friendly neighborhood spider hero. Catchphrase: "It is the duty for those that can to protect the weak." Alternate Identity: Peri Pyeng (Secret) Birthplace: Emerald City Residence: Bethlehem Heights Base of Operations: Emerald City Occupation: Air Conditioner Repairs Affiliations: none Family: Mi-yeong Pyeng (mother, deceased), Jin-ho Pyeng (father), Myung-sook Pyeng (Grandmother) Description: Age: 25 (DoB: 25th February 1991) Gender: Female Ethnicity: Korean-American Height: 5'5" Weight: 125 lbs Eyes: Brown Hair: Brown Peri has never really paid attention to her looks often appearing a little unkempt with her hair tied up to keep it out of her way, though she normally keep it short for just that reason. Never being one to follow fashion she chooses her clothes for comfort and utility, often looking like her fashion sense is about ten years out of date. The costume she wears is now is based on the hoodie design that she wore original when Emerald Spider first appeared, though now she wears a hood and goggles to hide her identity and the whole costume is a very dark green rather than the black of her original costume. In addition to the black gloves boot and belt that make up the Spdr Rig she has inlaid over the costume in a web like pattern of fine silver thread that allows greater control of the rigs abilities. History: Every time before she would fly out on deployment Peri's mother would explain to her young daughter that it was the duty for those that can to protect the weak. As it was the last time she left, but an upset young Peri wasn't having it and she shouted at her mother that she didn't care about such stupid things as other more hateful things. Everything that Peri said she can still recall in perfect details, for that flight her mother took was shot down with the lost of everyone on board. The young Peri didn't cry or show any real emotions over her mother death, instead she set herself to make her mother proud in every way she could from this point onward. Already possessing a keen mind she threw herself in her studies paying less attention to the science fields that she loved in favor of the more practical fields of engineering. Whilst she didn't have many friends or go on many dates, she was content to follow this path and was rewarded by the top grade in both her High school studies and her courses at the local university. With such amazing grades there was a clamor of several of the top companies trying to get her to join their company. For once her future looked bright. After her normal careful consideration she went with a small research firm that was trying to develop a device that projected a field that both protected the wearer and allowed them to go almost anywhere, with even limited flight. This snappily named Spdr Rig was being designed to help emergency services reach trapped and injured people for when they couldn't rely on super heroic help. Though she didn't develop the suit herself she quickly made herself invaluable to the team making numerous improvement to the rigs operations, with several other ideas in the planning stage. Indeed the extra hour she put into developing the suit further sealed her fate that set her on the path to become the Emerald Spider. Working one late one night on the systems whilst wearing the rig she discovered that the rig was configured to emit a potentially deadly burst of energy, something that went against the very purpose of the rig in the first place. She should have left it at that and bought up to her supervisors in the morning, but instead she went digging through the companies systems and discovered that the actual purpose of the Spdr Rig was to be used as a weapon and sold to the highest bidder. Whilst she was careful she obviously wasn't careful enough as she was confronted by a group of strangely armored guards the business being a front to for an super-criminal organization. Luckily she was still wearing the suit and managed to escape from the building, without harming anyone in the process, and escaped into the night with the Spdr Rig. Unfortunately for Peri her troubles were just beginning. She awoke the next morning to find the police at her door and she discover that she was blamed for a fire at the company that not only destroyed the place but also claimed the lives of several of the guards. Her lawyer, sent by the evil organization, explained that this would all go away if she would only give them back the Spdr Rig that she had taken. She had never been the best at lying to people but she got lucky that day as she managed to convince them that the Spdr Rig had been destroyed. Though this got her off the hook they still destroyed her reputation such that she found it impossible to find any of the work that she worked so hard to achieve. Still she was a Pyeng and they didn't give up so she got herself back on her feet and got the best job she could. The real question was what to do with the Spdr Rig? The question was answer for her by circumstances and not in the way that she had expected. Whilst checking on the rigs hiding place, and considering destroying it, she spotted a mother and daughter about to be hit by a runaway bus. Without thinking, almost a first for Peri, she leapt in to action to snatch the two up from the path of the vehicle. She thought no more of it until she found that the event had been caught on camera and became she'd become a local hero almost overnight, luckily she'd had the forethought to disguise her appearance by wearing a red kerchief and pulling the hood up on her hoodie. This she realized was a chance to do good in the name of her mother and help people in the alias of who the media had dubbed the Emerald Spider. Personality & Motivation: Peri's entire life has been focus in someway to helping others people, feeling that in this way she honors the memory of her mother. Even though she know it's not her fault she's never been able to shake the guilt of the last things she said before her mother died. This has made her a very stern and serious person with little time to enjoy life, almost everything she does is calmly considered with the pro's and con's carefully laid out. When she's in patrolling as Emerald Spider things are very different she often doesn't have time to consider her actions and has to instead to react to the problems as it happens. This gives her a freedom that allows her to enjoy herself, she had even been know to make the odd quip now and again though she's really not that good at them. Powers & Tactics: Peri's relies on the Spdr rig's enhanced agility to keep constantly moving, making herself a difficult target to hit as can. She will do hit and run tactics, especially on ground base targets, hopefully keeping out of the way of potential danger. This is because even though she keeps herself in good shape, and is a fairly competent at acrobatics, she never been a solid or confident fighter. Power Descriptions: The Spatial Distortion Resonance Rig (Spdr Rig) generates a field that works on a strong and weak atomic forces to either attract or repel the operator from objects around them. The various way that this can be used is done with a series of complicated finger movements, they hadn't had chance to install a better interface. The rig itself consists of a pair of gloves and belt and boots that all work together to generate the field, this had been enhanced by the fine silver mesh she's inlaid throughout her costume, the web pattern forms was just a bonus. The Spdr Rig when active generates a shimmer in the air of a twisting of cords in the air, a visualization of multidimensional superstrings, the solidity of these cords depends on how concentrated that part of the field is currently, from almost hidden by the silver web of her costume for her force field to almost solid for her Spdr Blast. Complications: Don't run on Triple A's: Manipulating the fundamentals of the universe is a little power draining to say the least, at the most inopportune moments her Spdr Rig can sometimes run out of juice making things difficult to say the least. With Great Power: Peri is driver by the memory of her mother to always try and do the right things. She will push herself to her very limits, and sometimes beyond, to try and stop the villains. Can't fool Nana: Whilst Peri has managed to hide her identity in Emerald City from everyone except one, Nana Myung-sook. Nana had seen through her disguise almost immediately and got Peri to confess to the fact. Whilst it's mostly a bonus, giving Peri someone to talk to about her problems, Nana Myung-sook can't help but try to get involved in her granddaughter business putting herself in danger. Superheroin' don't pay the bills: Whilst repairing air conditioning units gives her access to lots of handy skyscrapers it doesn't exactly provide the money necessary for the exotic materials necessary to keep the Spdr Rig running. Abilities: 0 + 6 + 0 + 10 + 4 + 4 = 24PP Strength: 10/16 (+0/+3) Dexterity: 16/22 (+3/+6) Constitution: 10/18 (+0/+4) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 10 = 22PP Initiative: +3/+6 Attack: +6 Base +8 Spdr Blast Defense: +8 (+5 Base, +3 Dodge Focus), +2 Flat-Footed Grapple: +9 Knockback: -3 Saving Throws: 5 + 5 + 4 = 14PP Toughness: +0/+8 (+0/+4 Con, +4 Force Field [Impervious 1]) Fortitude: +5/+9 (+0/+4 Con, +5) Reflex: +8/+11 (+3/+6 Dex, +5) Will: +6 (+2 Wis, +4) Skills: 56R = 14PP Acrobatic 5 (+8/+11) Climb 6 (+6/+9) Computers 5 (+10) Craft (Electronic) 5 (+10) Craft (Mechanical) 5 (+10) Knowledge (Physical Sciences) 5 (+10) Knowledge (Technological) 5 (+10) Language +1 (Korean, English [Native]) Notice 8 (+10) Performance (Percussion) 1 (+3) Search 5 (+10) Stealth 5 (+8/+11) Feats: 10PP Acrobatic Bluff Attack Specialization (Spdr Blast) 1 Dodge Focus 3 Evasion 2 Move-by Action Takedown Attack Uncanny Dodge (Auditory) 1 Powers: 36 = 36PP Spdr Rig 12 (60PP Device, Easy to Lose) [36PP] Damage 7 (Spdr Blast 80 ft Extra: Range Feat: Alternative Powers 3) [19PP] · Snare 8 (Spdr Snare 80 ft Range Feat: Slow Fade (1 minute), Tether) [16PP] · Snare 5 (Area Spdr Snare 50 ft Range, 25ft Area Extra: Area Burst (General) Feat: Slow Fade (1 minute)) [16PP] · Trip 5 (Spdr Lines 50 ft Range, 25ft Area Extra: Area Burst (General) Feat: Slow Fade (1 minute)) [16PP] Enhanced Constitution 8 [8PP] Enhanced Dexterity 6 [6PP] Enhanced Strength 6 [6PP] Flight 4 (100 mph / 880 ft/rnd Flaw: Gliding, Forward Only) [3PP] Force Field 4 (Extra: Impervious 1) [5PP] Super-Movement 4 (Slow Fall, Wall-Crawling 3) [8PP] Super-Sense 1 (Danger Sense - Field Distortion) [1PP] Super-Strength 2 (+10 Str Heavy Load 400 lbs) [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Spdr Blast Ranged DC 22 Toughness Damage Spdr Snare Ranged DC 17 Reflex Snare Spdr Snare, Area Ranged DC 15 Reflex Snare Spdr Trip Ranged DC 15 Trip Tripped Totals: Abilities (24) + Combat (22) + Saving Throws (14) + Skills (14) + Feats (10) + Powers (36) - Drawbacks (0) = 120/144 Power Points
  14. Player Name: Sophistemon. Character Name: Robert 'Bob' Goodman, Jr. Power Level: PL7/8, 105/120PP. Trade-Offs: None. Unspent Power Points: 15 In Brief: An underachieving cable repairman has been transformed into a crime-fighting cartoon. Residence: Freedom City. Base of Operations: Freedom City. Catchphrase: “Now, stop me if you've heard this one before!” Alternate Identity: Punchline. Identity: Secret. Birthplace: Southside, Freedom City. Occupation: Cable repairman. Affiliations: The ACME Cable Company. Family: Orphaned; maintains positive relations with Father David Halloway and Sister Judy Valentine. Description: Whereas Bob Goodman was disappointingly average in almost every way imaginable, Punchline is a technicolor nightmare with ivory skin, dark blue hair, bright red lips, and yellow eyes. He wears an eye-popping, garishly colored costume of deliberately clashing orange, green, and purple. Age: 25 (as Robert Goodman) / 3½ (as Punchline). Apparent Age: Mid twenties. Gender: Male. Ethnicity: Caucasian. Height: 6'1”. Weight: 200lbs. Eyes: Yellow. Hair: Blue. Power Descriptions: Punchline is no longer a man of flesh and blood, but a cartoon brought to life; as such he possesses extreme physical resiliency and recuperative abilities. He is capable of pulling objects out of thin air, teleporting short distances, and altering his appearance to disguise himself as other people. Finally, his laughter is somehow capable of driving nearby listeners temporarily insane. History: Bob's boring little life ended three and a half years ago on the night he drove into the city to repair a cable antenna in the middle of a thunderstorm. Predictably, he was struck by lightning and his spirit was conveyed through the airwaves and spread throughout the informational infinity that is television. He emerged on the other side, reformed and better than ever, as the pugnacious Punchline! Personality & Motivation: Punchline is a frenetic maelstrom of manic energy, always moving and hamming it up, almost incapable of sitting still. He relishes the thrill of adventure and his powers allow him to find gleeful excitement in what would otherwise be dangerous situations. More than anything else he loathes having to disguise himself as the infuriatingly boring Robert Goodman, but the dead man's job affords him food to eat and a warm place to sleep, both of which remain necessities for now. Powers & Tactics: Punchline likes to use his disguises to get up close to his enemies without arousing suspicion, at which point he can drop the act and take them by surprise. When facing multiple opponents or a single, more dangerous enemy he will let loose with a peal of earsplitting laughter that can afflict everyone nearby with debilitating euphoria, generally allowing the battle to turn in his favor. Complications: Enemy: He is currently fighting an ongoing prank war with Boss Moxie and his notorious Toon Gang. Reputation: Not everyone loves a clown, and his appearance can be met with groans – if not hostility. Responsibility: Although he absolutely hates it, he needs to keep his job at the ACME Cable Company. Secret: It's currently essential to keep his civilian identity of Robert Goodman a closely guarded secret. Abilities: 4 + 6 + 6 + 4 + 6 + 4 = 30PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +7 (+3 Base, +4 Improved Initiative) Attack: +5 Melee, +5 Ranged Grapple: +7 Defense: +7 Base, +3 Flat-Footed Knockback: -3 Saving Throws: 3 + 4 + 3 = 10PP Toughness: +7 (+3 Con, +4 Force Field) Fortitude: +6 (+3 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +6 (+3 Wis, +3) Skills: 44R = 11PP Acrobatics 4 (+7) Bluff 4 (+6) Craft: Electronics 4 (+6) Diplomacy 4 (+6) Gather Information 4 (+6) Investigate 4 (+6) Knowledge: Technology 4 (+6) Notice 4 (+7) Search 4 (+6) Sense Motive 4 (+7) Stealth 4 (+7) Feats: 10PP Beginner's Luck Dodge Focus 2 Elusive Target Fearless Improved Initiative Jack-of-All-Trades Luck 2 Uncanny Dodge: Auditory Powers: 27 = 27PP Dimensional Pocket 1 (Flaw: Storage Only) [1PP] Base Power: Force Field 4 [5PP] Alternate Power: Morph 2 (Broad Group: humanoids) [4/4PP] Regeneration 10 (Bruised 3, Injured 6, Resurrection 1) [10/10] Base Power: Teleport 3 (Extra: Accurate; Flaw: Short-Range; Feat: Change Direction, Change Velocity) [11PP] Alternate Power: Damage 5 (Feats: Accurate, Mighty, Variable Physical) [8/8] Alternate Power: Damage 6 (Extra: Ranged; Flaw: Full-Round Action; Feats: Accurate, Variable Physical) [8/8] Alternate Power: Emotion Control 7 (Extras: Auditory Perception, Selective; Feats: Mind Blank, Reversible; Flaws: Happiness Only, Range 2; Drawback: Noticeable) [8/8PP] Drawbacks: (-3) = -3PP Vulnerable – Electromagnetic Interference (Very Common; Minor) [-3] Attacks with the Electric, Magnetic, and Radiation descriptors are more capable of damaging Punchline than other types of damage. Due to the disruptive effect that they have on the signal that makes up his body, any wounds inflicted by these descriptors can cause drastic changes to his appearance and personality. These changes can be expected to persist until the wound has fully healed. DC Block ATTACK RANGE SAVE EFFECT Damage 7 Touch DC22 Toughness (Staged) Damage (Any Physical) Damage 6 60ft. DC21 Toughness (Staged) Damage (Any Physical) Emotion Control 7 35ft. Radius DC17 Will (Staged) Combat Ineffectiveness Totals: Abilities (30) + Combat (20) + Saving Throws (10) + Skills (11) + Feats (10) + Powers (27) - Drawbacks (-3) = 105/120 Power Points. Power Notes Morph: Confers a +10 bonus to disguise; limited to humanoids. Regeneration: Bruises and Injuries heal at one per round without rest; Resurrection once per week. Teleport: Confers a movement speed of 300ft per Move Action; disallows Long-Range teleportation. Damage: Variable Physical allows the choice of Bludgeoning, Piercing, or Slashing damage per attack. Emotion Control: The subject is giddy, suffering a –2 on attack rolls, defense, and checks. Failure by 10 or more means the target is overcome with euphoria, helpless and unable to take any actions. Miscellaneous Notes Jumping: Running Jump 12ft.; Standing Jump 6ft.; High Jump 3ft. Throwing Distance: 175lbs. 5ft.; 10lbs. 25ft. Carrying Capacity: Light 58lbs.; Medium 116lbs.; Heavy 175lbs; Max 350lbs.; Push/Drag 875lbs.
  15. Character Name The Handyman Power Level: 10/12 (180/180) Unspent Power Points: 0 Trade-Offs: None In Brief: Teleporting Ex-crook turned AEGIS agent. Catchphrase: “I’ll take that…” Alternate Identity: Sebastian Black Birthplace: Freedom City Residence: Various (Freewheeling Agent) Occupation: AEGIS agent, Gambler Affiliations: AEGIS Family: Amber Black, Sister (Jazz Singer), Ace Black, Brother (Marine), Daisy Black, Mother (Elderly and Infirm) Description: Age: 32 Apparent Age: 32 Gender: Male Ethnicity: Caucasian Height: 5’10” Weight: 75Kgs Eyes: Blue Hair: Black The Handyman, as an AEGIS agent, wears a black fedora, coat and costume. He wears an eye-mask to conceal his identity. This is unusual for an AEGIS agent, but done so that nobody recognises him as an ex-crook. He is a man in reasonable, but not exceptional, physical shape. History: Blessed with nimble fingers, sharp mind, and smooth tongue, Sebastian Black soon became a gambler, a cheat, and a thief. He was pretty good at it, and amassed a small fortune. He also amassed a Quantum Field Gun, an experimental weapon stolen off a Russian scientist. The QFG was very effective, but also completely unreliable. When Sebastian tried to use it, it blew up in his face. The field generator did not do his brain any favours (and in fact has given him epilepsy), but allowed him the ability to generate quantum entanglement fields himself – namely, teleportation abilities. Flush with the disorientation of his accident and his new powers, Sebastian was busted by Foreshadow II. Faced with either a long jail sentence, he agreed to undergo intensive, experimental physical and mental rehabilitation with AEGIS. Personality & Motivation: The Handyman is actually a people person. He likes people, talking, friends, and is naturally inclined to look after them. Broadly. He also has compulsive lying, stealing, and cheating behaviours. Experimental hardcore AEGIS psychological “rehabilitation” has made him unquestioningly loyal to AEGIS, the government and the military. This has left him with slightly paranoid and suspicious traits. Powers & Tactics: The Handyman can cause specific local quantum field effects. He can teleport himself short distances. He can also teleport distant things into his hands, either to disarm people, grab objects, or even take out chunks (damaging them). With concentration, he can even teleport air into his hand, suffocating his opponent. His “accident” has also rendered him naturally superhumanly resilient to harm, although not impervious to it. Aside from his acquired power, the Handyman is a skilled thief and conman, and has additional AEGIS operative training. He is also a skilled marksman, and can throw things like playing cards with great force. Whilst the Handyman likes to deceive, negotiate and steal to solve problems, in a fight he will try to maintain mobility, teleporting around, and will always disarm opponents who carry dangerous objects. If needs be, he will throw his playing cards at opponents. Whilst an able hand to hand fighter, he will avoid such fights if he can. Power Descriptions: The Handymans teleportation powers make an audible “pop” sound with a slight smell of ozone at the point of departure and arrival. Complications: Kleptomaniac, Gambler, and Cheat For all his rehabilitation, the Handyman is obsessive-compulsive in all these areas. He might not do major crimes like bank robbery, but he fights urges to pickpocket, gamble, and cheat at cards all the time. Whilst there is some acceptance (due to his value and mitigating circumstances) of these crimes, it can still land him in hot water. Psychological Programming As a result of his intense and experimental psychological treatment, the Handyman is unquestioningly loyal to AEGIS and (to only slightly less intensity) the Government, the State, and the Military. Due to his other psychological problems, it does not apply to the Police. Nevertheless, this programming could be used against him by deceptive or cunning individuals (or groups), especially if they have appropriate psychology training or access to his AEGIS medical records. History / Secret ID / Mask Back when the Handyman was plain old Sebastian Black, he scammed and cheated (or even fairly beat) a lot of rich and powerful people. If they recognise him, they might be ill disposed or malignant. This list might include heads of state, royalty, businessmen, or criminals. It is for this reason that the Handyman wears a mask. His actual ID can be found out (not easily, but certainly with effort). The flip side is that whist he wears a mask, he might be treated with suspicion regarding his AEGIS agent status. Point and Click Due to the explosive nature of his power acquisition, the Handyman has a psychological block on his powers. He must point his finger and click his fingers, like a play gun, in order to teleport somewhere, or teleport something into his hand. Epilepsy the Handyman has acquired epilepsy. This is normally controlled by medication, but if deprived of his twice-daily dose, or exposed to other pro-convulsant effects (like flashing lights or large doses of caffeine), it might resurface, especially at times of stress. Scrambled Brains If exposed to Quantum field effects again, his brain can get scrambled (as it was when he had his accident). “Quantum” descriptor effects (other than his own powers, unless, plausibly, he uses them excessively) might cause confusion, panic, distraction, or a seizure. Abilities: 2 + 12 + 2 + 6 + 4 + 6 = 32 Strength: 12 (+1) Dexterity: 22 (+6) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 20 + 20 = 40 Initiative: +6 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +11 Knockback: -5 Saving Throws: 5 + 4 + 6 = 15 Toughness: +10 (+1 Con, +9 Protection) Fortitude: +6 (+1 Con, +5) Reflex: +10 (+6 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 96 R = 24 PP Bluff 12 (+15) Computers 4 (+7) Diplomacy 4 (+7) Disguise 4 (+7) Skill Mastery Drive 4 (+10) Skill Mastery Escape Artist 4 (+10) Skill Mastery Gather Information 4 (+7) Intimidate 4 (+7) Investigate 4 (+7) Knowledge (Behavioural Sciences) 4 (+7) Knowledge (Civics) 4 (+7) Knowledge (Current Events) 4 (+7) Knowledge (Streetwise) 4 (+7) Language 2 (English [Native], French, Spanish) Notice 8 (+10) Search 4 (+7) Sense Motive 8 (+10) Sleight of Hand 14 (+20) Skill Mastery Feats: 10 PP Benefit 1 (AEGIS clearance) Equipment 1 Precise Shot 2 Skill Mastery (Disguise, Drive, Escape Artist, Sleight of Hand) Throwing Mastery 5 Equipment – 5 EP (AEGIS agent stuff) Binoculars [1 EP] Concealable Microphone [1 EP] Lock Release Gun [1 EP] Mini-Tracer [1 EP] Pack of Playing Cards [0 EP] Masterwork Cellphone [1 EP] Powers: 9 + 42 + 10 = 61 Protection 9 [9 PP] Quantum Field Array (40 PP Array, Feats: Alt Power 2) [42 PP] BP: Teleport 10 (Extras: Attack [Reflex], Quick Use*, Perception Range [+2], Flaws: Limited [Teleport into his hand only]) [40/40PP] “Into the hand” *Quick Use: By taking a full round action, the Handyman can teleport something into his hand, and, if successful also use it (most typically, initiating a grapple, or attacking with the equipment or device). AP: Damage 10 (Extras: Penetrating, Perception) [40/40 PP] “Take a chunk” AP: Suffocate 10 (Extras: Perception) [40/40 PP] “Suck out the air” Teleport 10 (1000’, Flaws: Short Range) [10 PP] Drawbacks: 2 PP Vulnerability (Fear and Intimidation Effects; Frequency: Common; Intensity: Minor [+1]) [-2PP] “Rehabilitation trauma” DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Teleport Perception DC 25 Reflex Teleported Damage Perception DC 25 Toughness Damage Suffocate Perception DC 25 Fort Suffocation Playing Cards 10’/50’ DC 20 Toughness Damage Totals: Abilities 32 + Skills 24 + Feats 10 + Powers 61 + Combat 40 + Saves 15 – Drawbacks 2 = 180/180 PP
  16. Power Level: 10/13 (152/208PP) Trade-Offs: None Unspent Power Points: 56 In Brief: Avian Prince and weaponmaster gets sent to Claremont as a show of good faith. Residence: Claremont Academy Dorms, The Aerie Base of Operations: Claremont Academy Catchphrase: - Alternate Identity: Jann Fa-Re (known) , Jann Lo-Nah (actual) Identity: Jann Fa-Re is public, the fact he is actually Jan Lo-Nah is secret Birthplace: The Aerie Occupation: Student, Weaponmaster, Prince Affiliations: Claremont Academy, The Aerie Family: Ta Lo-Nah (mother), Va Lo-Nah (older sister), On Lo-Nah (older brother) Description: Age: 17 (DoB: 2000, 1st of January) Apparent Age: Mid-teens Gender: Male Ethnicity: Avian, Caucasian with really pale skin Height: 6’4’’ Weight: 90 lbs Eyes: Green Hair: Black Jann is a rather average looking teenager when it comes to looks. He keeps his hair at a short to medium length, and usually is completely shaved. His face, like the rest of his body, is fairly sleek, it’s features rather pointy. His frame quite thin, while also sporting a fair amount of muscle. The wings on his back, similar to those of a stork, and the talons that are part of his hands and feet clearly identify him as avian, and he does not try to hide this fact. His everyday clothes generally are those provided by the academy, hoodies and varsity jackets in the colours of the centurion, t-shirts for when the weather’s too hot. When going out into the city he will usually wear either his armor, or a variety of plain grey, black and white clothes. He can usually be seen wearing headphones, either wearing them on his ears and listening to music, or wearing them around his neck in case he is talking to somebody or sitting at school. A gold necklace with a small emerald and a golden bracelet worn on his right arm finish off his outfit. Power Descriptions: Jann’s Wings, clearly marking him as an Avian, are similar to those of a stork, the top feathers white, the bottom black. His armor has gotten an upgrade recently, changing its look rather radically. While before it was best described as an armored vest, the most recent upgrade added sleeves (something Jann isn’t too happy with personally), and small boosters on the back, to be used for the armor’s afterburners, allowing Jann to reach incredibly speeds for very short moments. While he’s gotten used to wearing it, he has some trouble concealing the armor, no longer being able to simply wear something over it and have it blend in perfectly. Meanwhile, when fighting, he just uses whatever he has on him or is in the environment. He always carries an extendable quarterstaff, but can use whatever could hypothetically used as a weapon. Recently, he has also started to focus his training around the use of a Kopesh, but he still uses whatever he can get his hands on to fight. History: “Every 10th generation there shall be a great warrior born to the rulers of the aerie.” So says a prophecy, passed down between generations. Jann Lo-Nah is the proof that sometimes, prophecies come true. Born to the ruler of the aerie, Ta-Lo-Nah, as her third child. Jann’s childhood was not luxorious, but certainly good. He learned from many, his own mother, his older siblings, and some supers who visited. Any time he would be taught about a new way to fight, it didn’t take long for him to learn it, and soon after he would achieve full proficiency. When he was 12 it was decided that as a show of good relations between the Aerie and the Freedom League, Jann would attend Claremont Academy once he was of the right age. There, he would also be able to be taught by many great warriors, able to learn more exotic ways of combat. It would also help ease the relations between the Freedom League and his mother. They weren’t always on best terms, after all. So, Jann spent the next four years preparing for Claremont, learning English, and trying to already learn as much of the curriculum as possible. He wasn’t as good at learning books as he was at learning how to use weapons, so a bit of a lead would come in handy. And when it was time to head for Claremont, so Jann did. Under the fake identity of Jann Fa-Re, to not attract too much public attention. Only his family, the Freedom league, some members of the American government and the Headmaster of Claremont know of him actually being Prince Jann Lo-Nah. As a gift from the League, he received a prototype armor, made to enhance one’s physical capabilities without encumbering them too much. It would also prove to both protect and track him, to make sure he did not do anything that could lead to an international incident, with him being a prince, and son of a wildcard super, a real possibility. Personality & Motivation: Jann does not have a whole lot of motivation, really. He enjoys fighting, and he enjoys learning, but he also knows that he is essentially forced to do what he is doing. And also that he is just a really fancy, hidden and minor piece in the great game of world politics. He just wants to enjoy his time at Claremont, fight some baddies, and have fun. He knows that whatever will come after this will be difficult, exhausting, and probably not suited for him. He can be quiet, contemplating and on the sad side, but also excited, joyful and energetic, and he himself isn’t sure what decides which it is. Once in combat, he forgets all of this and simply enjoys himself, moving, attacking and dodging like it's the only thing on his mind. Powers & Tactics: Jann’s tactics are fairly straight forward: Hit ‘em where it hurts most. He’s fairly skilled at combat and knows this, acting confidently, sometimes biting off more than he can chew. He uses his vast weapon skills and physical strength to pick up just about anything and potentially turn it into a weapon. While his weapon of choice is the quarterstaff, a few of which he carries on him at all times thanks to them being able to extend, but in a longer fight he will probably use at least one piece of furniture to smack somebody with. Complications: The prince and the Pauper: For his own Safety, Jann’s actual identity as a member of the ruling family of the Aerie is kept a secret. To everybody else he simply is Jann, avian weaponmaster. He isn’t quite accustomed to being treated as one of many yet, and it might lead to complications if he feels he is being treated unfairly. Sins of the Mother: Jann’s Mother, Ta-Lo-Nah is not only the ruler of the aerie, she has also fought against and alongside various heroes. She herself fights for what she believes is right, which might put her against heroes and villains both, and somebody might even attempt to use her family to get an advantage. International: Jann was sent to Claremont as a sign of good faith. If he were to get seriously injured, it could easily cause a diplomatic incident, and Jann would be forced to pick sides. This means people in the know might hesitate to allow him anything that could cause him any danger, thus causing conflict between them and him. The Mother Tongue: English is not Jann’s native language. While he has few problems talking in everyday life, his knowledge of the language breaks apart as soon as it enters any field of speciality that isn’t related to weaponry. He also has a rather thick accent, which might put off some people. Freedom Bird: Jann is an avian. It’s pretty obvious, he has wings sticking out of his back at all times. And talons. Some humans might be put off by him, avoid him, or even consider him a threat because of it. Fate and Destiny: As the product of an ancient prophesy a lot of expectations are placed on Jann. He usually wishes this wasn’t the case. While he will most likely never have to lead the Aerie, due to only being third in line and only in case of his siblings not taking up their duties, the Aerie’s armed forces expect Jann to join them, and later lead them as soon as he is done studying abroad. Really, Jann just wants not to deal with all this destiny stuff and carve his own path. High up North: The aerie is placed inside the arctic circle. Jann is used to the cold weather that comes with it, and the heat that can come with living closer to the equator still takes it’s toll on him, especially during summers. Power is Nothing: Jann’s powers are very subtle. In fact, some might say he has none. He is incredibly talented with all kinds of weapons, but those powers are neither flashy or loud. He’s just good at fighting. Some supers might consider him unfit due to this. Stack of Weapons: Jann carries around a multitude of weaponry on him at almost all times, and is able to use almost everything he can reliably pick up and lift as one. Still, there may be situations where he has been disarmed, and cannot use anything in his environment to fight (for example in an empty corridor), leaving him as simply a somewhat skilled martial artist. Abilities: 14 + 10 + 10 + -1 + 0 + 0 = 33PP Strength: 24 (+7) Dexterity: 26/20 (+8/5) Constitution: 20 (+5) Intelligence: 9 (-1) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 26 + 10 = 36PP Initiative: +8/5 Attack: +13 Melee, +13 Ranged Grapple: +20/22 Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Knockback: -3/-2 Saving Throws: 0 + 0 + 4 = 4PP Toughness: +7/5 (+5 Con, +2 (B.R.D Armor)) Fortitude: +10/5 (+5 Con, +5 Armor, +0) Reflex: +12/5 (+5 Dex, +3 Armor Dex, +4 Armor, +0) Will: +4 (+0 Wis, +4) Skills: 56R = 14PP Acrobatics 12 (+20/17) Concentration 4 (+4) Escape Artist 5 (+13/10) Language 1 (Avian [Native], English) Notice 10 (+10) Sense Motive 8 (+8) Stealth 8 (+16/13) Survival 8 (+8) Feats: 25PP Accurate Attack Acrobatic Bluff All-Out Attack Ambidexterity Beginner’s Luck Blind-Fight Dodge Focus 8 Evasion 1 Elusive Target Fearless Instant Up Luck 2 Move-by Action Power Attack Quick Draw Takedown Attack 1 Uncanny Dodge 1 (Visual) Powers: 3 + 3 + 16 + 20 = 42PP BP: Flight 2 (Feats: Alternate Power 1; Drawback: Power Loss (When wings are restrained, Does not work in water)) (genetic) [3PP] AP: Flight 4 (Drawback: Drawback: Power Loss (When wings are restrained, Does not work in water); Flaws: Limited (Only downwards at a steep angle) Super Senses 2 (Extended Vision (Normal Vision), Low-Light Vision; Feat: Innate) (genetic) [3PP] Device 4 ((B.R.D Mk IV Armor); Hard to Remove [20DP]) (all technology) [16PP] Protection 2 [2/20DP] Enhanced Dexterity 6 [6/20DP] Enhanced Fortitude 5 [5/20DP] Enhanced Reflex 4 [4/20DP] Flight 2 ((To 4/6 total); Feats: Triggered (Next Turn); Flaws: Fades; Drawback: Power Loss (When wings are restrained, Does not work in water)) [1/20DP] Super-Strength 2 (STR 34 (Heavy Load: 1.2 tons; Feats: Slow Fade 1 (5 turns); Flaws: Fades) [2/20DP] Weaponmaster Array (16PP, Alternate Powers 4) [20PP] BP: Damage 0 ( Extras: Autofire 7; Penetrating 4 ; Feats: Mighty, Extended Reach 1 (10ft), Improved Critical 2, Precise) [16/16PP] AP: Stun 7 ( Extra: linked to Damage ) + Damage 0 ( Feat: Mighty, Precise; Extra: Linked to Stun ) [16/16PP] AP: Trip 7 (Extra: Knockback) linked to Damage ) + Damage 0 ( Feat: Mighty ; Extra: Linked to Trip ) [15/16PP] AP: Damage 7 ( Extra: Range [Ranged]; Feat: Improved Critical 2 ) [16/16PP] AP: Snare 7 (Feats: Precise, Ricochet) [16/16PP] Drawbacks: (-2) + (-0) = -2PP Minor Vulnerability (Fire) DC Block ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 22 Tou Damage Standard Attack Touch (+10 ft.) DC 22 Tou Damage Stun Attack Touch DC 17 Fort Stun Linked DC 22 Tou Damage Trip Attack Touch STR/DEX vs. Power Tripped Linked DC 22 Tou Damage Ranged Attack 70 ft. DC 22 Tou Damage Snare 70 ft. DC 17 Ref Snared Totals: Abilities (33) + Combat (36) + Saving Throws (4) + Skills (14) + Feats (25) + Powers (42) - Drawbacks (2) = 152/208 Power Points
  17. Requiem Power Level: 10 (150PP) Trade-Offs: +1 Damage, -1 Attack Unspent Power Points: 0 In Brief: Carter Corvin is the third man to bear the title and belt of Requiem, a mantle he has worn for a short time in the grand scheme of things. The purpose of Requiem is and has always been to avenge those spirits who have been wronged... and Carter takes that job very seriously, communicating and investigating with the help of ghostly victims in order to find the villains responsible. Residence: Freedom City, NJ. Base of Operations: Freedom City, NJ Catchphrase: Alternate Identity: Carter Corvin Identity: Secret Birthplace: Detroit, Michigan Occupation: Auto shop/bar owner Affiliations: Family: Mother & Father (Both deceased) Description: Age: 23 (DoB: October 30, 1992) Gender: Male Ethnicity: Caucasian Height: 6'0" Weight: 215 Lbs. Eyes: Pale blue/gray Hair: Brown Carter tends to be the dark brooding figure in the back of a room, making his way around the edges of a crowd. He tends to wear dark clothing, boots, leather jackets, jeans, etc. He spends most of his day and evening in his bar and motorcycle shop he set up with a hefty inheritance. He keeps to himself mostly, focusing on his job. When he’s not working on a bike or attending his bar, he works on his belt and suit, also using the special scanner device that allows him to see and speak with ghosts who have been murdered or otherwise require avenging. He hopes to bring justice for those restless souls, as did his predecessors. When Carter activates the power of Requiem via mental or verbal trigger, his belt buckle flashes a bright green, and a thick black liquid quickly rushes over his skin and clothing, which finally seals over his face, and his solid armor rises and solidifies. This dramatic effect is finalized with the shape on his helmet of a jagged, jack-o-lantern-esque smile lighting up in green to match his belt. His gauntlets bear three large bladed spikes. The top half of his helmet is a solid black visor with antennae coming from a slight ridge down the middle. The bottom half is a lighter metal with a jagged mouth indention. Power Descriptions: Carter's powers are not always visible outside of his armor. The belt's activation is one of the only demonstrations of his superhuman abilities outside of the suit. Even without it however, he shows great athleticism, heightened senses and strength. These only increase upon activation of the belt. History: Carter was born to rock star Eddie Corvin and groupie Shelly O'Landron. At a young age, they moved out east, where his father and mother were both tragically murdered by a group of thugs when Carter was only 10 years old. Carter was found by Hal Owens, a middle aged man who, by day worked as a journalist, but by night, roamed the streets, avenging restless ghosts who had been wronged, using a special device to contact the spirits and dish out justice to those who cause the spirit restlessness. Carter learned of Hal's secret before long, as Hal had chosen him to one day become his replacement. for 10 years, Hal trained young Carter in how to fight and how to upgrade and repair the suit summoned by the belt, which had been given to Hal by his predecessor, Jack O'Landron, Carter's grandfather and the first Requiem. Hal, a great teacher and excellent fighter, unfortunately for Carter, was not the most stable man to roam the earth. He used many harsh tactics to teach Carter the skills of Requiem, and focused largely on prepping Carter for his ultimate brutal revenge on the group of thugs who killed his parents. When Carter was 20 years old, he was allowed to use the belt on his own, which led to him to tracking down those who had wronged him 10 years ago and dealing with them in such a brutal way, a time he does not talk about. Carter's combat prowess and aptitude for dishing out justice led Hal to one day retire from his role as the Requiem. Carter returned to their secret lair to find the belt and a simple note from Hal saying that he was leaving, and that it was now Carter's responsibility to avenge those who have been wronged. This scenario was almost identical to that which had occurred in Hal's assumption of the Requiem belt, in which Jack, the first Requiem, mysteriously vanished. Jack, unlike Hal, had left a positive memory behind him. Carter, now slapped in the face with great power and great responsibility... and no more brutal mentor, decided to head to Freedom City in order to make a new name for himself and for the persona of the Requiem. He sought the city of super powered heroes as the place to find who he truly was, and to escape the teachings of Hal Owens. Even though Hal had not left a positive imprint, Carter was still curious as to why he vanished. Upon rigorous research of the Second Requiem's lair, Carter finally realized that his grandfather Jack was the first Requiem, and that his own assumption to the title was not a coincidence. Neither was the disappearance of his grandfather, much like the disappearance of Hal, or how the origin of the original Requiem was tied to an evil organization named SHADOW. Carter began a rigorous search for the truth in the two years after his move to Freedom. This search yielded only enough information to whet his appetite for mystery. The original Requiem was a detective who took cases for ghosts in order to rest their spirit, who eventually gained a high tech power suit after fighting in WWII and being captured and experimented on by the Axis organization SHADOW. Personality & Motivation: Carter spent his early years watching his parents struggle to support him. His father gave everything but his guitar to feed and support Carter. Even though he was in a popular band, he didn't make much and often hit hard times. After both is parents were killed, Carter came to the assumption that the purely good are always betrayed in the end. As with the previous men to wear the belt of Requiem, Carter's mission in life is to avenge those who have been wronged and punish those who prey on the weak. Carter isn't the most trusting person of all time, as the man who raised him after his parents' deaths had abandoned him, and many record companies had screwed over his father, and many jobs didn't treat his mother fairly. But past his low faith in humanity and mistrust of large corporations, Carter tries to have fun. Sometimes that comes out violently when in costume, as he is known for using laughter and a seemingly crazy persona to intimidate his enemies. Outside of costume, he tends to find an escape in music and playing guitar like his father. As a young man overcoming the depression of his childhood, Carter seeks many other escapes during his normal life besides just playing guitar. Carter is a big fan of motorcycles and going very fast. As a young boy he always wanted to become either a stunt man or some sort of athlete. He took gymnastics and martial arts as a boy. Now having the superhuman abilities implanted in him by his first use of the Requiem suit, Carter likes to go on sprints across rooftops in costume, or driving his bike incredibly fast. The rush of speed has always appealed to him, so much that it could almost be like an addiction. Powers & Tactics: The cybernetic bond the Requiem belt made to his body has allowed Carter superhuman strength, speed, agility, and reflexes. The armor is 'summoned' at will typically. When struck with something of high impact (such as a bullet), green sparks are known to flash out of the suit. The suit allows Carter superior vision as well as hearing. He can see almost 360 degrees around him and hear a whisper a block away. His fondness of listening to music can negate the advantage of hearing, however. Requiem's martial arts training was only expanded on by his mentor, Hal. Beyond that, though, his experience with combat is largely improvised. He tends to deal with lower level criminals with a few quick moves to utterly disable them, but when in combat with many people or a tougher opponent, he is more inclined to whip out something more dramatic that he may or may not have just stolen from a movie or video game. Concept: The third incarnation of Requiem as a concept is the love child of Batman, The Crow, and a Kamen Rider. Personality wise, he flops back and forth from Eric Draven and Matt Murdock. His angst is a personality flaw that comes up from time to time and keeps him from being the clean cut golden age hero that the original Requiem was. At the same time, he's trying to be better than Hal, the second Requiem, who was more like Frank Miller's All Star Batman, mixed with Frank Castle. Complications: 90's angst: Carter suffers from what most characters from the 90's did. He is quite gritty and dark at times, especially when in costume, he assumes the role of an angst-ridden dark avenger. This can easily get in the way of trying to talk to people in costume, and it tends to bleed out into his real life as well, not making him the most charismatic guy around. This can interfere with his social interaction as he also can get a bit of a temper, akin to that of Wolverine. "It seemed like a good idea at the time...": Carter has many God-given gifts such as his aptitude for fighting, his observance, and talent in music. Brilliant planning, however, was not among the gifts given to him. To make up for this, he tends to try things that are a tad ridiculous when observed in retrospect. He focuses too much on intimidation at times, and takes unorthodox measures with very exaggerated finishing moves and complicated execution of rather simple tasks, just for the sake of looking cool. In nothing we trust: Carter has low faith in humanity, and desires to see it change. Good people are constantly being cheated by those with money and power, as he observed in his youth, and as was indoctrinated in him by his mentor. He distrusts large organizations, as they are what seems to be tied to his own harm and the harm of his predecessors. His cynicism could easily cause penalty toward any kind of empathy. Even when he tries to be kind, he could easily say the wrong thing. Shadow of Requiem: The mantle that was left for Carter has a long history, one that he hopes to live up to. Carter goes through a reoccurring existential crisis based on the example set by Hal, and the example of his grandfather Jack, the original. Finding the middle ground between clean cut hero and angsty anti-hero plagues Carter in every choice he makes in costume, sometimes causing him to hesitate or act too harshly. “Music is my LIFE, mom!”: Music is something very important to many people. Most people listen to music fairly regularly, but that would be an understatement for Carter, however. As the owner of a small bar, it is very important to him. He often sacrifices being able to hear what is around him in order to listen to music through his helmet when he fights. This can easily serve as a distraction or hindrance to detecting sounds on occasion. Abilities: 8 + 4 + 8 + 4 + 4 + 0 = 28PP Strength: 32/18 (+11/+4) Dexterity: 20/14 (+5/+2) Constitution: 22/18 (+6/+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 10 + 10 = 20PP Initiative: +9 Attack: +5 Base, +9 Melee (5 Base + 4 Melee Focus), +5 Ranged Grapple: +20 Defense: +10 (+5 Base, +5 Dodge Focus), +5 Flat-Footed Knockback: -6/-3 Saving Throws: 0 + 2 + 7 = 9PP Toughness: +10/+6(+6/+4 Con, +4 from Device/Battle Armor) Fortitude: +6/+4 (+6/+4 Con, 0) Reflex: +7/+2 (+7/+2 Dex) Will: +9 (+2 Wis, +7) Skills: 124R = 31PP Acrobatics 10 (+15) Bluff 5 (+5) Climb 4 (+15) Craft (Mechanical) 12 (+14) Disable Device 3 (+5) Drive 14 (+19) Escape Artist 5 (+10) Gather Information 10 (+10) Intimidate 15 (+15) Knowledge (Arcane Lore) 12 (+14) Knowledge (Streetwise) 4 (+6) Notice 8 (+10) Search 3 (+5) Sense Motive 8 (+10) Stealth 11 (+16) Feats: 20PP Attack Focus: Melee 4 Dodge Focus 5 Equipment 4 * Fearless Improved Disarm Improved Initiative Quick Change Skill Mastery (Intimidate, Drive, Gather Information, Climb) Takedown Attack 2 Equipment: 4PP = 19/20EP Motorcycle (15 Str, 5 Spd, 10 Def, 8 Tough) [9EP] Base: Medium, Toughness 10, Garage, Gym, Living Space, Workshop, Concealed [8 EP] Comm-Link (Free) Power: Super Movement ( Dimension 1 [Ghost Zone]) [1EP] Powers: 12 + 30 = 42PP Device 3: [12PP] (15PP Container, Hard to Lose) (Battle Armor) Immovable 1 [1PP] Protection 4 [4PP] Immunity 2 (Suffocation, all) [2PP] Comprehend [Spirits] [2PP] Super Senses 7 [6PP] (Darkvision, Extended Hearing 2,Awareness 2 [Spiritual – Audio and Visual] ) Nanotech Blood 5.8: (29PP Container, Feat: Innate, [Passive, Permanent], ) [30PP] (Technological) Enhanced Constitution 4 [4PP] Enhanced Dexterity 6 [6PP] Enhanced Strength 14 [14PP] Super Movement 1 [2PP] (Sure Footed) Leaping 1 [1PP] Speed 2 ( 25 mph, 250' rnd ) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Totals: Abilities (28) + Combat (20) + Saving Throws (9) + Skills (31) + Feats (20) + Powers (42) - Drawbacks (0) = 150/150 Power Points
  18. In Brief: Huntress dresses like Moon Knight, after going to K'un L'un to learn how to control the Daredevil powers she got from Captain America's super-serum. Player: ShaenTheBrain Character: Mister Strix Power Level: 13 (10) Tradeoffs: None (+2 Attack / -2 Damage [Melee], +1 Attack / -1 Damage [Ranged], +2 Defense / -2 Toughness) Power Points: 193/193 Unspent Power Points: 0 Veteran Rewards: Bronze: Additional character slot at PL12/180PP (Mister Strix) Silver: 5PP of free Equipment ranks for Mister Strix, 10PP of Equipment/Minions/Sidekick unclaimed Residence: An outwardly modest townhouse, with a heavily modified and fortified interior, in the Southside neighborhood of Freedom City. Base of Operations: The bunker hidden under his townhouse. Alternate Identity: Brian Markus Brubaker Identity: Secret Birthplace: Freedom City, New Jersey, USA Occupation: Freelance Transcription Writer and Translator Affiliations: Shambala Temple (former student), Freedom City University (former student) Family: Franklin "Frank" Brubaker (Father, Estranged), Ann Miller-Brubaker (Mother, Deceased), Wade Brubaker (Younger Brother, Deceased), Valerie "Val" Nocenti (Ex-Girlfriend) Catchphrase: "..." Description Age: 27 (DoB: 1989) Apparent Age: 27 Gender: Male Ethnicity: Caucasian (Germanic descent) Height: 6ft 3in Weight: 250 lbs. Eyes: None (Grey prosthetics) Hair: Blonde The skin on the top half of his face is still heavily scarred from being lacerated and burned by jagged shards of superheated shrapnel. His hair and sunglasses hide most of the scars, but not all of them. He wears a set of acrylic prosthetic eyes which mimic his original grey eye color. When out in public in his civilian identity, his usual mode of dress is "business casual" (a holdover from his yuppie/preppie upbringing), and he wears the dark sunglasses and wields the white cane which universally mark him as a blind man. Aside from his blindness, he is in perfect health. Power Description Thanks to the DNAscent process, all of Brian's physical abilities are just outside the normal human range. His strength, speed, endurance, and agility are all slightly higher than what any normal person could achieve, and unlike athletes without super-powers, his body is optimized for all physical activity. For example, he can sprint and run long distances equally well, while a normal human needs a very different body type to excel at either activity. All of Brian's non-visual senses absorb information with far greater detail and sensitivity than a normal human. He can hear a person's heartbeat from across the room, hear a tear sliding down their cheek, and feel the vibration through the floor when they take a step. He can rest a pretzel on his tongue and count exactly how many grains of salt are embedded into it. He can hold a pistol in his hand and know exactly how many bullets are in it by how heavy it feels. He can run his fingers along a page of text and "read" it by feeling the difference between the ink and the paper, or "view" a picture by feeling the differences between the colors of ink or paint. He can carress an object gently enough to feel any fingerprints left on it without disturbing them, and he can perceive enough detail to compare them to other prints. His nose acts as a gas chromatograph mass spectrometer, able to distinguish the chemical makeup of a substance by the smell of its molecular components. In essence, his hyperkeen senses turn him into a walking crime laboratory. His enhanced senses of hearing and touch also give him superhuman balance and physical coordination. Brian no longer has eyes, but his brain processes and interprets most of his enhanced sensory input visually. He can hear sound and feel vibration just as a normal human would, but he can also momentarily "see" it, with the waves of different frequencies and different decibel levels of sonic energy appearing to him as differently-colored and sized lines, coating and illuminating the space and/or objects around them. Scents appear in his mind's eye as translucent clouds of mist or smoke, in various colors and sizes, leaving trails he can follow. His sense of smell is acute enough to judge the distance between himself and its source, as a normal human would with sound. As he moves closer to the source of the scent, it becomes measurably "louder" to him. The DNAscent process not only enhanced Brian's original senses, but provided new ones as well. His brain has been altered to include a disk similar to a whale or dolphin's melon, which emits waves of ultrasound in all directions, receives the reflected waves after they bounce off of surrounding objects, and interprets the results. This allows him to "see" in all directions at once, though he focuses on one roughly 180-degree field of "view" at a time, with the rest appearing as translucent overlays. This allows him to "see" just as a normal human would see in the visual light spectrum, only in black, white, and various shades of grey, with the "color" dependent upon the physical surfaces and contours of the objects around him, and their relative distance from him and from each other. For example, he would perceive the bricks and grout of a wall as different shades of grey, with no correlation to their actual color in the visual light spectrum, and he would not perceive chalk drawings or spraypaint at all, unless the paint was thick enough to form a layer visible to the naked eye. The echolocation is far more advanced than that of any existing animals or technological devices, granting him acuity roughly on par with human vision in the visible light spectrum. He can turn his echolocation "off," in a manner similar to how a human closes their eyes. While it is active, anyone capable of perceiving ultra-sound can detect the waves emanating from his brain and the echoes returning to it. History Brian Brubaker never saw things clearly until the day he lost his eyes. "You can have anything you want, but you have to want it enough. With hard work, anything is possible. People get what they deserve." Frank Brubaker made sure his sons lived by those words. He was a self-described "city college kid" who "pulled myself up from nothing by my own boostraps." Ann Miller was a minimum-wage kid who hitched a ride out of the trailer park as soon as she could pass for 18. They were young and hungry, willing to do whatever it took to get ahead. By the time their first child was born, Brubaker Imports was one of Freedom City's most prominent shipping empires, moving just about anything that needed moving to just about anywhere in the world. Their kids grew up in a penthouse and went to private schools. But Frank always stressed the importance of hard work. His kids weren't going to have a free ride. They were going to work for everything they had, just like he had. Brian idolized his father, and spent every waking moment striving to earn his pride. He got near perfect grades, tried out for every sport, auditioned for every play, took after-school jobs and summer internships. Brian was 20, home from his sophomore year of university, the day he saw his family for the last time. His mother and little brother were already waiting in the limo. Brian was running down the driveway when the driver turned the key. They were going to pick up Brian's father on the way. They didn't make it. The ignition switch set off the car bomb. Ann and David were blown to pieces. Shrapnel shredded Brian's eyes and left deep cuts in his face. Brian woke up in the hospital to his father's voice, telling him that he was going to fix everything. He'd only been there a couple of days when his father told him he was being moved to a "private clinic." Brian didn't know why the new nurse sedated him. He was kept in an induced coma, but he could still hear the people around him. As the "treatments" progressed, he could hear them louder, more clearly, from further away. He heard things he was never meant to hear. Frank Brubaker's life was a lie. When recounting his family history, he'd neglected to mention that his grandfather was none other than the infamous Hans Graumach, also known as Die Eule of the Nazi superteam Die Ubersoldaten. In Frank's case, the apple didn't fall far from the tree. If he had told his sons the truth, then their words to live by would have been "In devastation, there is opportunity. When there is blood in the streets, buy property." The car bomb was meant for Frank, a "gift" from one of his "business rivals." The Brubaker fortune didn't come from moving freight. It came from smuggling and human trafficking, on an industrial scale. Frank and Ann's operation was built during the tail end of the Franklin Moore era and the aftermath of the Terminus Invasion. With a period of low superhero presence in town, and the sudden death and destruction of so many Freedom City citizens and their properties (legitimate businesses and mob fronts alike), they were able to quietly build up and then quickly fill a niche. These days, Brubaker Imports is a subsidiary of Delphic Industries, which is in turn owned and operated by Constantine Urallos, part of the inner circle of Taurus. Most of the trafficked victims are sold to sweatshops or into domestic slavery. Some are given to The Labyrinth to become test subjects for the DNAscent process. When Brian lost his eyes, Frank called in a favor. He didn't want Brian to become a brainwashed super-thug. He just wanted to give his only surviving son his eyes back. He didn't bother to get Brian's consent before submitting him to the DNAscent process. As far as the Labyrinth scientists were aware, the treatment failed. Brian's body was enhanced just past the peak physical condition for a normal human, but his eyes had failed to regenerate. Brian had heard enough to know he should keep the unintended side-effects to himself. He didn't tell anyone about how all his other senses had been enhanced, or how he now possessed a natural sonar that would be the envy of every navy on Earth. The DNAscent process didn't restore what he'd lost, but it enhanced everything he had left. He knew that he would need to keep his cards close to his chest if he were ever going to be able to use his new gifts to dismantle the horrific empire his father had built on a foundation of blood and human misery. He was quiet and distant after his "recovery." His father didn't press the issue. Frank was consumed with guilt, a foreign sensation to him. When Brian decided to "study abroad," Frank didn't try to stop him. The school in Spain returned Brian's tuition cheque. He had never shown up. Brian eluded the bodyguards Frank had secretly sent after him before they made it out of the airport. His bank account was emptied, and if the funds were transferred to a new one, it wasn't one Frank's people were able to trace. Brian Brubaker vanished off the face of the Earth. He wandered through Europe and Asia for a time, before he found himself chasing the legend of Shambala Vale, scaling the mountain peaks, and finding refuge among the ancient order of monks. They taught him how to focus his new senses. They instructed him in the original martial art from which all others descended. They helped to temper his rage. During one of his meditations, he observed an owl plucking a rat off the ground right before that rat broke into a container of stored rice. That incident became a symbol for him, and soon, it would become a symbol for his people. Seven years after he left, Brian Brubaker quietly returned to Freedom City. His father employed thugs, crooked cops, money-laundering accountants, coyotes and snakeheads, all vermin who preyed upon the innocent and the desperate. Brian became a creature of the night who would rid his city of that vermin. He became Mister Strix. Personality Brian grew up as a happy son who idolized his father. Now that idol has fallen farther than he ever thought possible. The revelation of his father's true nature forced Brian to re-examine everything he ever thought he knew about himself and the world around him. Good things didn't always come to those who worked hard for them like he was always taught. In fact, more often than not, the worst things happened to the best people, while the worst people took advantage of them and laughed all the way to the bank. Even if you never give up, you can still lose. Those revelations, and the trauma of his injuries, lost family members, and subsequent transformation, left him bitter, cynical, and full of rage. Gaining the ability to know when most people are lying showed him just how often people lie, which eroded his faith in human nature even further. His time with the Shambala monks helped to soften that edge, but he still believes that justice only happens in the world when a righteous person forces it to. The monks showed him that the world can be a better place than it is, without vermin like his father gnawing at its foundations. But they will, unless an owl comes along to eat them first. So much of the world he thought he knew is a dirty lie, that he's not even sure it's worth saving. But he'll die before he stops trying to save it, because it's his people who corrupt and destroy it, so he owes the world that much. These days, Brian enjoys solitude, partially as a result of his disillusionment and partially as a practical matter of his enhanced senses amplifying every outside stimulus. Just as everyone a speedster meets is the annoyingly slow customer in front of them in the ATM or checkout line, every person Brian meets is the neighbor who blasts his TV or stereo at all hours of the night or the guy sitting next to him on the bus who hasn't showered in a week. He rarely engages in conversation at all, and even when he does engage, he remains laconic, withholding, almost sullen. He does have a sense of humor, but it leans toward the dry, the morbid, and the self-depricating. He is reluctant to volunteer information, and his reaction to those he meets defaults to suspicion (though his powers make clearing that suspicion and earning some measure of trust a faster process than it would be otherwise). Everyone is guilty (of something) until proven innocent, but it's easy for him to prove them innocent. Powers & Tactics Brian is an expert martial artist, and a world-class detective, athlete, and inflitrator. The DNAscent process left him at peak physical condition, just barely superhuman. His enhanced senses make it almost impossible to lie to him or to catch him off-guard. He prefers to strike from stealth, ending a fight in one decisive blow before it begins. When facing a foe directly, he still takes any opportunity to remove the advantage of their sight, whether by destroying light sources or by deploying smoke bombs. He adapts his fighting style to each opponent, seeking to counter them rather than match them or beat them at their own game. If they seem to favor karate punches and kicks or the knee and elbow strikes of muay thai, he'll use jiujutsu grapples. If they fight defensively, focusing on avoiding or parrying, he'll be aggressive, getting inside their defenses quickly and ferociously. Since the Shambala style is the foundation for every martial art on Earth, anyone fighting him is likely to see something familiar, and something completely foreign. He uses his cape to obscure and distort his movements. His enhanced agility allows him to move and strike in unexpected directions and angles relative to his foes. He uses custom-built throwing knives, stylized like crescent moons or owl beaks or talons, to disarm and distract foes at a distance, before closing in to finish the job. Complications Addiction (Caffeine, Painkillers): Brian's enhanced senses cause him headaches and make it difficult for him to get restful sleep. The meditation techniques he learned in Shambala Vale mitigate this problem, but they do not eliminate it entirely. The GM can force Brian to save against effects like Nauseate, or automatically inflict conditions like Sickened, to represent the pain caused either by his powers or by medication withdrawal. The GM can also inflict conditions like Fatigued upon Brian to represent lost sleep. Disability (Blindness): Brian's enhanced touch can feel the difference between ink and paper, and even between different pigments, which allows him to perceive color by touch. His echolocation, on the other hand, can perceive distance, size, and shape, but not color. It can perceive texture, but not with the same level of detail as normal human vision. This means he can only read text or view pictures if they are within arms reach. The screens of television sets, computer monitors, tablets, and smartphones may as well be blank to him, even to his touch, unless they are versions of those devices specifically made for blind users. He cannot perceive the level of light in the local area directly. At best, he can guess if he is in close enough proximity to a light source by feeling the heat from it, if it emits significant heat at all. (He can feel the heat from incandescent bulbs, but LED bulbs are difficult at best.) Anything in his surroundings which depends on light, text, or color is invisible to him once it is physically out of reach. His enhanced smell can identify people by their individual scent, and his echolocation and tremorsense together provide enough detail to differentiate between people based on size, shape, and mass, but not enough to let him tell their faces apart from one another. He is physically capable of operating a vehicle or heavy machinery, but he cannot obtain a license to do so while maintaining his secret identity. Enemies (Frank Brubaker, The Labyrinth, Katanarchists): Neither Brian nor his father understand the full scope of The Labyrinth. Brian's father is a very small piece in a very big game. Brian's disruption of human trafficking operations has caused him to cross paths with a splinter sect of Katanarchists who have been corrupted by the Schattenwelt, and they now count him among their targets. Family Secrets: His father is a crime lord with good publicity, and his great-grandfather was a Nazi. Lost Love: Brian had a girlfriend in college, Valerie "Val" Nocenti. When he vanished from her life without warning, she came looking for him. When she asked too many questions, Frank Brubaker panicked and overreacted. He had her kidnapped and subjected to the DNAscent process, turning her into his brainwashed bodyguard and enforcer. The woman Brian loved now stands at his hated father's side. Noticeable (Echolocation): Anyone with Ultra-Hearing, or any other applicable Super-Senses, can hear the waves of ultrasound being broadcast and received by Brian's brain when he uses his echolocation. This includes animals such as dogs, bats, dolphins, and whales. Obligation (Shambala Temple): The monks of the Shambala Vale took Brian in and trained him. One or more of their number may call upon him for aid in the future. Secret (Identity): Brian may be superhuman, but he's not invincible. One sniper's bullet could end him. And if Brian's father finds out who's targeting him, then he'll make Brian wish for a bullet to the head. Vulnerability (Sensory Overload): A GM can inflict a penalty, or a degree of automatic failure, upon Brian's ability to save against any power effect which overwhelms non-Visual type senses, such as an Auditory Dazzle effect from a loud noise, or a Nauseate effect from noxious gas. Brian may also suffer Damage (or some other attack effect), either automatically or with a failed Concentrate check, just by being in close proximity to the source, target, or area of any power with a relevant sensory descriptor, such as "Sonic." A GM may also require Brian to make a Concentrate check in order to take actions or avoid penalties while in the vicinity of a strong senory stimulus. Abilities 16 + 16 + 16 + 6 + 6 + 4 = 64PP Strength: 26 (+8) (Heavy Load: 1,200 lbs.) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat 8 + 8 = 16PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +12 Melee (+4 Base, +8 Attack Focus), +4 Ranged (+4 Base), +11 Masterwork Throwing Knives (+4 Base, +6 Attack Specalization, +1 Masterwork) Grapple: +20 (+12 Melee Attack, +8 Strength) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-FootedUncanny Dodge Knockback Resistance: 4 ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical, Bludgeoning) Stunning Attack Touch DC23 Fortitude (Staged) Dazed/Stunned/Unconscious Throwing Knives Ranged DC24 Toughness (Staged) Damage (Physical, Piercing) Saving Throws 0 + 2 + 7 = 9PP Toughness: +8 (+8 Con) Fortitude: +8 (+8 Con, +0PP) Reflex: +10 (+8 Dex, +2PP)Evasion 2 Will: +10 (+3 Wis, +7PP)Ultimate Save Skills 148R = 37PP Acrobatics 7 (+15)Skill Mastery Climb 7 (+15)Skill Mastery Concentrate 7 (+10) Craft (Structural) 2 (+5) Disable Device 12 (+15)Skill Mastery Escape 7 (+15)Skill Mastery, Ultimate Skill Gather Information 13 (+15) Intimidate 13 (+15)Skill Mastery Investigate 12 (+15) Knowledge (Streetwise) 6 (+10) Languages 7 (Arabic, Braille, Chinese [Mandarin], English [Native], Italian, Japanese, Russian, Spanish) Notice 17 (+20)Skill Mastery Search 12 (+15) Sense Motive 17 (+20)Skill Mastery Stealth 7 (+15)Skill Mastery Swim 2 (+10)Swimming Feats 39PP Acrobatic Bluff Attack Focus (Melee) 8 Attack Specialization (Throwing Knives) 3 Benefit (Wealth 1) Dodge Focus 8 Equipment 5 (25EP)Veteran Reward Evasion 2 Grapple Finesse Hide In Plain Sight Improved Initiative Improved Ranged Disarm Luck 2 Quick Change (Costume) Quick Draw Skill Mastery 2 (Acrobatics, Climb, Disable Device, Escape, Intimidate, Notice, Sense Motive, Stealth) Stunning Attack Takedown Attack Trance Ultimate Save (Will) Ultimate Skill (Escape) Well-Informed Equipment 5PP = 23/25EP Grapple-Gun Super-Movement 1 (Swinging) [2EP] Masterwork Smartphone (Modified for blind users) [1EP] Medication (Caffeine pills, Painkillers) [0EP] Smoke Pellets Obscure 2 (10ft radius, Visual-Type Senses, Extras: Action [Move], Independent, Total Fade, Flaws: Limited [One Sense: Normal Vision], Unreliable [5 Uses], Feats: Slow Fade [1 minute], Drawbacks: Full Power, Reduced Range 2 [2 20ft Range Increments / 40ft Max Range]) [2EP] Throwing Knives Damage 1 (10 10ft Range Increments / 100ft Max Range, Extras: Autofire, Range [Ranged], Feats: Masterwork [+1 Attack], Mighty) [5EP] Tools (Disable Device, Investigate) [0EP] Townhouse with Secret Bunker (PL13 HQ) [13EP] Size: Tiny [-1EP] Toughness: +10 [1EP] (Earthquake-Proofing, Bulletproof Windows, Steel Plate Shear Walls Reinforced With Pre-Cast Concrete) Features: Communications, Computer 2 (Masterwork [modified for blind users]), Concealed (+15DC), Fire Prevention System, Gym, Laboratory, Library, Living Space, Power System, Security System 2 (DC25), Workshop [13EP] 2 + 1 + 2 + 5 + 13 = 23/25EP = 5PP Powers 25 + 1 + 1 + 1 = 28PP Enhanced Senses 5 (25PP Container [Passive, Permanent]) [25PP] (Descriptors: Mutation) Immunity 5 (Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] Super-Senses 6 (Danger Sense 3 [Sense Types: Auditory, Olfactory, Tactile], Uncanny Dodge 3 [Sense Types: Auditory, Olfactory, Tactile]) [6PP] Super-Senses 4 (Normal Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Analytical, Extended [100ft Notice Increments]) [4PP] Super-Senses 5 (Echolocation/Ultra-Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Analytical, Extended [100ft Notice Increments]) [5PP] Super-Senses 4 (Normal Smell/Taste [Sense Type: Olfactory, Default Extras: Radius, Ranged], Extras: Acute, Analytical, Extended [100ft Notice Increments], Tracking [1/2 Speed]) [4PP] Super-Senses 1 (Normal Touch [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Analytical) [1PP] Super-Senses 2 (Tremor-Sense [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Ranged) [2PP] 3 + 6 + 4 + 5 + 4 + 1 + 2 = 25PP Leaping 1 (x2, Running Long Jump: 36ft) [1PP] (Descriptors: Mutation, Training) Speed 1 (10MPH / 100ft per Move Action) [1PP] (Descriptors: Mutation, Training) Swimming 1 (2.5MPH / 25ft per Move Action, Can always Take 10 on Swimming checks) [1PP] (Descriptors: Mutation, Training) Abilities (64) + Combat (16) + Saving Throws (9) + Skills (37) + Feats (39) + Powers (28) - Drawbacks (0) = 193/193 Power Points
  19. Kanunu Power Level: 12/14 (200/216PP) Unspent Power Points: 16PP Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness In Brief: Jovial Hawaiian powerhouse and hydrokinetic mutant balancing work, college, and super heroics in Freedom City. Catchphrase: Theme: Hawaiian Roller Coaster Ride Alternate Identity: Kimo Keli'i (Poorly kept Secret) Birthplace: Hilo, Hawaii Residence: Emerald City, University Hill Base of Operations: Emerald City, Riverside, University Hill, Oceanside Occupation: Grad Student ECU Affiliations: Emerald City University Family: Locally only his auntie Leilani, in Hilo on the other hand they are legion Description: Age: 19 (DoB: 1996) Apparent Age: 19 Gender: Male Ethnicity: Pacific Islander (Hawaiian) Height: 6' 4" Weight: 270 lbs Eyes: Dark Brown Hair: Black Kimo is a tall youth broad shouldered and heavily muscled. His skin is a deep burnished sepia, darkened from long hours in the tropical sun. His heavy jaw and broad nose lead up to a high forehead and frame his dark eyes twinkling with humor at some unspoken joke. His head is topped by a long mass of tousled raven curls that drape nearly to his waist falling in messy ringlets occasionally tied back in a vain effort to tame the locks. A days worth of stubble graces his jaw more often than not his polynesian heritage earning him an incomplete escape from regular shaving. In nearly any weather he wears a simple t-shirt or tank top with a logo of a favorite band or surfwear company, or none at all on beach days, over board or cargo shorts and flip flops or bare feet. When pressed to more dressy occasions he'll settle on knee length linen khaki shorts and a traditional aloha shirt and flip flops in better repair or perhaps leather sandals, traditional shoes are not negotiable. In costume his look varies little, black morphic molecule jammers replace his usual shorts and he goes shirtless with hair tied back loosely by a leather thong. Time allowing he makes a nod to 'costume' and adds a traditional Samoan ie lavalava tied about his waist in a rippling black and sky blue pattern. While nominally keeping his identity secret he doesn't bother with a mask relying mostly on the startling difficulty many non-islanders have telling one islander from another. History: Kimo was born the fourth of seven children amid a community that often seemed more family than not. This lent itself to a very wide net of 'family' for the young man as he was never far from someone he was at least tangentially related to it seemed. He lived a fairly normal if not luxurious life with lessons in song, dance, and instruments rounding out his traditional schooling and all the spare time he could muster spent at the beach or on the waves. With an active lifestyle and healthy genetics he grew into a strapping youth and spent all his free time swimming and surfing the beaches around his home town. He was 16 when things took a turn for the strange, surfing a particularly harsh set he got pulled under in the crush slammed into the coral below the break. Strictly amateur hour stuff while trying to showboat for some tourist girls. He should have been smashed up, possibly drowned by the force of the wave and the bad break he took. But he was unharmed and in fact felt better than ever. When he made it in to shore the crowd was amazed, when his baord washed up moments later, or what was left of it, everyone was sure it was some kind of miracle. And they were not entirely wrong. The Trauma had triggered a latent mutation rendering him nearly invulnerable and with the strength of ten men, maybe more. He knew something must have happened he remembered hitting the coral reef, the dull thud as he was dashed against the rocks, the rasping scratch as the coral scraped across his suddenly invulnerable flesh. He also was not so certain he could tell anyone and kept it secret for some time. Within a month he realized his powers were only growing, and expanding. He could command the waters of hte sea to do his bidding and his strength only grew. After he discovered his powers he took a short lived and rather embarrassing turn as a teen hero on the streets of Hilo. Calling himself Kanaloa after one of the chief Native Hawaiian deities he took to the streets to rid his neighborhood of pushers and meth heads. It did not go well. Even his command of hte waters was to little avail when a poorly planned attack on a local Meth lab ended in half the apartment complex it was housed in burning down. His absurd misuse of traditional iconography didn't help matters when his grandma caught him sneaking in that night. His career as Kanaloa was over before it really began, and he spent every spare moment for the next two years either in lessons on the Islands proud history and mythology or working to pay back his family who had stepped in to help those displaced by his mistake. While it never became common knowledge who was behind the disasterous amatuer appropriation of godhead, Kimo was done. After graduating high school Kimo set his eyes on Freedom city, for surely in the City of Heroes he could find his way to do more with his powers. He enrolled at Freedom College and moved into the dorms. He's been there almost a year and a half now and is starting to explore his potential as a hero under the less appropriative name, Kanunu, "The Strong." He knows he has alot to learn but if there is anywhere he can learn it's Freedom. Update 8/2019: After Graduating from FCU with his bachelors in Marine Biology Kimo has been accepted to the prestigious program at Emerald City University. He's pursuing his masters there currently and returning to his beloved pacific. WHat time he doesn't spend in school is usually spent pursuing the best breakers Oceanside has to offer or taking a trip down the coast. He relishes the relative quiet of Emerald City but finds the stark class divisions difficult to fathom. Personality & Motivation: Kimo takes the general 'Time is different on the Islands' attitude to heart. He's slow to anger and easy going in demeanor which can come off at times as if he doesn't take things seriously though he does, he just prefers not to act rashly. When he does move to act he can be implacable however and his fury when pushed is potent and relentless. Kanunu is new to him, he came to study in Freedom at least in part out of the hopes of turning his powers into something more. However in this city festooned with the monuments to the greatest heroes he can't help but feel somewhat inadequate. He has potential but lacks confidence in his abilities and in what he's doing, he's young and inexperienced and very concerned about doing more harm than good. With some experience and a healthy dose of self confidence though he could do great things. Powers & Tactics: Kanunu is a fairly straightforward fighter and while not devoid of tactics he takes a firm, 'If it ain't broke don't fix it.' approach to tactics. His mutations had granted him both great strength and left him nearly invulnerable to anything short anti vehicular weaponry. Wading into battle he'll focus first on dispatching underlings, a task he's very well suited to, before moving on to bring the battle to more worthy foes. With access to a suitable water source he can utilize his hydrokinetic potential to unleash the power of the waves on his foes allowing him greater command of the battlefield though aqueous manipulations. Shaping and wielding water to provide cover or hamper foes as well as take more direct action with powerful jets and waves or mighty tendrils to grasp foes or extract and protect innocents. When immersed in a body of water Kanunu becomes a truly mighty foe of evil. As comfortable in the waves as ashore and adapted to freezing crushing depths and able to hold his breath 'hella long' he gains benefits well beyond the able liquid to turn against foes. Commanding waves and tidal surges to grant allies mobility and turning his hydrokinetic might on foes with ease he is a force to be reckoned with. Power Descriptions: Kimos core mutations are supernatural strength and durability that have no outward signs beyond his admittedly impressive physique. Even his aquatic adaptations have more to do with endurance and familiarity than obviously mutant origins. Hydrokinetics of course are far more obvious. Kanunu commands the waves through gesture the larger the effect the more full body the movement, a simple stomp may send choppy ripples or slick waters flowing to impede his foes while a full bodied sawy and thrust of his arms may send waves crashing or an extended arm to reach out and grasp a foe with bonds of watery doom. The most advanced explorations of his powers are more akin to dance than battle in appearance as he draws from his heritage as influence over his command of the seas. When calling forth a wave to ride on dry land he's able to pull the water from the air or a nearby water source as needed to build a cresting wave he and allies can ride, if they're willing to get a little wet. Complications: Ohana: The concept of Family is of great import to Kimo. You take care of family and they take care of you, more than that though family goes beyond the bonds of blood. Those who earn a place in his heart have a steadfast friend and supporter. Kuleana: Kimo knows his start as a hero was poor, he feels a deep need to do better this time around. Ha'Aha'A: Kimo has alot of doubts that he can live up to the big city heroes of Freedom, he has alot to prove to himself as well as the world. Moana: Kimo's hydrokinetics require water to work with and while his big wave flight ability doesn't require a water source pulling moisture from the air when needed it does need some moisture. In air too dry without an alternate source he'll be grounded. Ha: Kimo is not truly amphibious. He doesn't have gills or anything and needs to breath oxygen to survive. His mutations do however allow him to hold his breath 'Hella long' represented by his full immunity to suffocation, there isn't a set time limit but he can run out of air. Abilities: 12 + 6 + 12 + 4 + 6 + 4 = 44PP Strength: 22/40 (+6/+15) Dexterity: 16 (+3) Constitution: 22/40 (+6/+15) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 6 + 12 = 18PP Initiative: +3 Attack: +3 Base, +9 Melee Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Grapple: +33 Knockback: -11 Saving Throws: 0 + 7 + 7 = 14PP Toughness: +15 (+15 Con, +0) Fortitude: +15 (+15 Con, +0) Reflex: +10 (+3 Dex, +7) Will: +10 (+3 Wis, +7) Skills: 600R = 15PP Climb 5 (+20) Knowledge (Earth Sciences) 8 (+10) Knowledge (Life Sciences) 8 (+10) Knowledge (Physical Sciences) 2 (+4) Language 5 (Native: Hawaiian Pidgin; English, Hawaiian, Japanese, American Sign Language, Hawaiian Sign) Notice 7 (+10) Perform (Dance) 3 (+5) Perform (Singing) 5 (+7) Perform (Stringed Instruments) 3 (+5) Sense Motive 7 (+10) Survival 2 (+5) Swim 5 (+20) Feats: 17PP Attack Focus: Melee 6 Dodge Focus 3 Environmental Adaptation: Aquatic Favored Environment: Aquatic Interpose Luck 3 Takedown Attack 2 Powers: 18 + 18 + 24 + 4 + 7 + 18 + 3 = 92PP *All powers use Mutation Descriptor Enhanced Strength 18 (Does Even Lift) [18PP] Enhanced Constitution 18 (Deep Reserves) [18PP] Hydrokinesis Rank 10 (20 PP Array; Feats: Alternate Power 4) [24PP] (Water) Base Power: Move Object 18 (Hydrokinesis; Flaws: Source [Water]; Feats: Accurate 2) {20/20} Alternate Power: Create Object 18 (Hydrokinetic Barriers; Flaws: Source [Water]; Feats: Selective, Tether) {20/20} Alternate Power: Environmental Control 5 (Hydrokinetic Manipulation; Visibility 2, Hamper Movement 2; Extras: Selective; Flaws: Source [Water]) {20/20} Alternate Power: Flight 3 (Surf's Up!; Extras: Affects Others, Area; Flaws: Platform; Feats: Selective; Drawbacks: Low Ceiling 1, Forward Only, No Swimming) {7/20} + Swimming 4 (Tidal Surge; Extras: Affects Others, Area(Burst 20'); Feats: Selective) {13/20} Alternate Power: Trip 15 (Water Jets; Extras: Knockback; Flaws: Source [Water]; Feats: Indirect 3, Accurate 2) {20/20} Immunity 4 (Aquatic Adaptation; Suffocation, Environmental Cold, High Pressure) [4PP] Impervious Toughness 7 (Unbreakable) [7PP] Super Strength 9 (Mighty!; Effective Strength 85; Max lift 3,200Lbs.) [18PP] Swimming 3 (Hydrodynamic) [3PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 30 Toughness Damage Water Jets Ranged Power Check VS. STR/DEX Trip Totals: Abilities (44) + Combat (18) + Saving Throws (14) + Skills (15) + Feats (17) + Powers (92) - Drawbacks (0) = 200/216 Power Points
  20. Cassandra Alkaev / Subject 31A Power Level: 10 (150/153PP) Unspent Power Points: 3 Trade-Offs: None In Brief: Super tough amnesiac eager to learn about her past. Catchphrase: “…” Theme: Muse: Knights of Cydonia Residence: Homeless Base of Operations: n/a Alternate Identity: n/a Identity: Public Birthplace: Unknown, possibly eastern Russia Occupation: Freelance muscle Affiliations: None Family: Unknown Description: Age: 3 Apparent Age: Mid-twenties Gender: Female Ethnicity: Russian Height: 5’9” Weight: 150lbs Eyes: Blue Hair: Black, chin length At first glance, Cassandra appears to be a fit but plain woman in her mid-twenties. Her clothing is typically mussed and obviously from the cheaper section of a thrift store. She wears no cosmetics and sports a plain chin-length hairdo. She has a tattoo just below her right clavicle that says “31A” in plain block script. Power Descriptions: Cassandra’s physiology was designed to allow her to endure the stress of manipulating the fundamental forces of the universe. But before she could receive any training, she escaped the facility where she was created. She manifests these abilities only in brute force applications that stem from her desire to avoid situations that trigger her claustrophobia. Her Quantum Manipulation array represents this and manifests in ways that reflect the crude way she applies her abilities. Strike: Cassandra’s fists become surrounded by a rippling red-orange energy field. Her unarmed strikes then hit with a flare of concussive force. Flight: Her entire body emits the same red-orange flare which blooms behind her when she moves. History: Unbeknownst to Cassandra, she was created in a lab in eastern Russia. A rogue group of Russian military scientists sought to make living weapons and genetically engineered human experiments to test their theories. In at least one case they were successful. Cassandra’s enhanced physiology allows her to achieve the goal of the project. She can withstand the stresses generated by manipulating matter on a quantum level. Fortunately for Cassandra, something went wrong and she escaped before she received any sort of behavioral controls or training. As a result, she has no memory of her early life and no idea how her powers function. Cassandra remembers nothing before waking up in an alley three years ago in Vladivostok. Finding herself dressed in the scraps of medical garments in a port city alley was a quick way for her to learn just how strong and tough she was. Demonstrating this was enough to get some quick attention from locals in need of protection. They took her in and taught her basic social skills while she kept them safe from the local gangs. Cassandra took work where she could find it. With no expertise in anything but giving and receiving punches, her career options were limited. She worked primarily as freelance muscle, but also took jobs collecting debts and prize fighting. Eventually, she learned of a place where things were different: Freedom City. She dedicated all her efforts toward reaching the place she came to associate with her hope for a new life. Cassandra eventually saved enough money for English lessons, legitimate documents showing her to be a Russian citizen, and passage to Freedom City. She arrives there with nothing but hope. Personality & Motivation: Cassandra has known mostly poverty and exploitation since she woke up. She is determined to pursue something better and help others do the same. Her greatest desire is to find answers about her past. Powers & Tactics: Her general strategy is simple: hit things until they quit hitting back. Cassandra is an intelligent combatant, shifting her Quantum Manipulation Array to best fit the situation at hand. She uses her flight powers and move-by attacks against opponents slower than her, her Super-Strength and grappling skills to subdue those faster than her, and her Strike power to hit harder against tougher opponents. Complications: Born Yesterday: Cassandra does not remember anything before waking up in an alley three years ago. She has trouble relating to others and frequently appears naïve. She has no knowledge of history and a very limited skill base. A Looming Shadow: She lives with a dread certainty that the people that made her special are going to come for her one day. “I will not be caged!”: Cassandra suffers from claustrophobia, a remnant of her time growing up in a nutrient tank. The smaller or more restrictive her surroundings, the less rational she becomes. Illiterate: While Cassandra can speak well enough in Russian and English, she never learned to read either language. Manipulating the Universe Isn't Subtle: Cassandra's Quantum Freedom and Kinetic Expression powers both produce a distinctive rippling red-orange flare. It is immediately obvious to anyone who can see her when she activates those abilities. Abilities: 16 + 6 + 20 + 0 + 0 + 0 = 42PP Strength: 26 (+8) Dexterity: 16 (+3) Constitution: 30 (+10) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 10 + 20 = 30PP Initiative: +7 (+3 Dexterity, +4 Improved Initiative) Attack: +5 Base, +10 Melee Grapple: +18/+28 (+8 Strength, +10 Melee Attack, +10 Super Strength) Defense: +10 (+10 Base), +5 Flat-Footed Knockback: -10 Saving Throws: 2 + 1 + 8 = 11PP Toughness: +10 (10 Impervious) Fortitude: +12 (+10 Con, +2) Reflex: +4 (+3 Dex, +1) Will: +8 (+0 Wisdom, +8) Skills: 32R = 8PP Acrobatics 3 (+6) Intimidate 7 (+7) Knowledge (Streetwise) 6 (+6) Language 1 (English, Russian [Native]) Notice 8 (+8) Sense Motive 7 (+7) Feats: 15PP All-Out Attack Attack Focus (Melee) 5 Fearless Improved Grab Improved Grapple Improved Initiative 1 Improved Pin Interpose Move-By Action Power Attack Ultimate Effort (Toughness) Powers: 9 + 10 + 1 + 25 = 45PP All with Quantum Forces descriptor Immunity 9 (Bioengineered Celluar Structure; Life Support) [9PP] Impervious Toughness 10 (Bioengineered Resiliency) [10PP] Regeneration 1 (Bruised 1 [1 Round]; Feat: Regrowth; Drawback: [Requires UV Radiation]) [1PP] Quantum Manipulation Array 10 (20PP; Feats: Alternate Power 2, Dynamic Power 3) [25PP] DBP: Flight 10 (Quantum Freedom) {20/20} DAP: Super-Strength 10 (Quantum Powerhouse; Effective STR 76, Heavy Load 471 tons) {20/20} DAP: Damage 2 (Kinetic Expression; Extras: Penetrating 10; Feats: Mighty, Affects Insubstantial 2, Improved Critical 2, Takedown Attack 1) {18/20} Drawbacks: Impoverished (Cassandra spent all her money on proper documentation and passage to Freedom City. She literally only possesses the clothes on her back.) [-1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Toughness Damage Kinetic Expression Touch DC 25 Toughness Damage Totals: Abilities (42) + Combat (30) + Saving Throws (11) + Skills (8) + Feats (15) + Powers (45) - Drawbacks (-1) = 150/153 Power Points
  21. Nevermore Power Level: 10/13 (183/205) [Gold Reward Slot] Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness Unspent Power Points: 22 In Brief: The young apprentice and sidekick of the Raven, Nevermore is preparing himself to take on that legendary crime-fighting mantle one day soon. Alternate Identity: Aleksander Garen Nakani (Birth Name/legal name); Svarog (Name assigned by the Blood Dragons) Identity: Secret Birthplace: Rustavi, Georgia Occupation: Student (Claremont); Crimefighter Affiliations: Claremont Academy; Raven "family"; Blood Dragon Scoiety (former) Family: Henrik and Maral Nakani (biological parents, deceased); Loren and Melissa Barbeau (adoptive parents) Description: Age: 18 (DoB: December 12, 1997) Apparent Age: N/A Gender: Male Ethnicity: Armenian and Ossetian Height: 5'10" Weight: 160 lbs. Eyes: Grey Hair: Black Aleksander is a lean young man, clearly in the midst of his growth spurt. He avoids teenage awkwardness only due to over a decade of conditioned "training" and a few years of more natural training, and thus an instinctive sense of balance and poise. His frame is well-muscled, but he clearly favors speed and tone over sheer power. His deeply bronzed skin has no blemishes, and his face is free of scarring. His forearms, hands, lower legs, and torso bear a scattering of small, light scars, the sort one would associate with intense martial training. The long, thin scars on his back, faded for years now, are decidedly not from training. His grey eyes peer out keenly from slightly thick eyebrows, always observing. He doesn't have the furtive manner one would associate with a guilty party; instead, it's the keen observation of all those around him, and his environment. When he does focus on an item, person, or object, his gaze can be quite piercing indeed. His somewhat angular face has trouble frowning, and quite often, Aleksander's smiling or smirking about one thing or another. If he becomes angry, though, it is somewhat like a storm rolling over the plains. His dark hair has just a bit of curl to it, and while he keeps it neat, it reaches down to the bottom of his neck. Typically he just wears it combed back, but when training he'll keep it tied in a tight ponytail. His face is angular without being severe, with no features being over-prominent; the angles are smoothed out (helped by the fact he stays clean-shaven). Typically, he dresses in comfortable, non-descript clothes with low-key colors. He tends to prefer pants and long sleeves year round, though in the summer he usually opts for lighter-weight materials than in the dead of winter. His only ornamentation seems to be an antique wristwatch; when pressed, he explains it was his birth father's, and is one of the few mementos he has of him. Nevermore's costume is a finely-engineered piece of crime-fighting technology, and it looks it. It's a full-body suit that leaves only the mouth exposed, and while it's somewhat obvious that it's multiple layers, the outside is virtually seamless. The whole suit has armor plating somewhat visibly sandwiched in everywhere, but covered with a solid layer of morphic molecules on the outside to smooth over its appearance. The suit's base color is black, with the belt (holding several secure pouches of equipment), chest symbol (a stylized "N"), and a few lines on the gauntlets and greaves being a metallic silvery color. The inside of his cape is a dark grey-blue, helping blend in and break colors up a bit.The gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all separate pieces. When at rest, the cape's edge is a straight line, but thanks to the combination of the electroreactive "frame" inside of it, and the morphic molecules, when in "glide mode", the edges take on the appearance of a raven's wings spread in flight, or at least a stylized rendition of it. His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air. His eyes are covered by special lenses that appear, from the outside, to be somewhat milky-white when inactive, but faintly glow green when night vision mode is active. Recently Aleksander has added a very robust belt-and-harness assembly that includes a multitude of pieces of compact equipment. Using low-scale nanotechnology alongside hyper-efficient space-saving tech, these modules and pieces of equipment can quickly be activated and deployed, be it as handheld tools or as plug-in modules on his base suit (which has a multitude of subtle connection points for various modules). Some may alter the appearance of his suit in various ways. Power Descriptions: Aleksander is an essentially normal human being. His time under the "care" of the Blood Dragon Society had them injecting him with various chemical mixtures meant to encourage the maximum potential growth, and he was fed a rigorous diet rich in some unique vitamins and minerals, but while he shows the potential to enter the very top tier of human performance, right now he shows no signs of mutation or any other true superhuman powers. Instead, his body is in peak condition for a boy of 18, and he possesses more skill than most would think possible for one of his age (due to his...rigorous...care with the BDS). Some might describe Aleksander as a "living weapon", and truthfully, they wouldn't be entirely wrong. His physical fitness and sheer skill make him a formidable close-combat opponent. He's even starting to display athletic prowess at the very upper end of the human spectrum, at least in a few endeavors. Nevermore's costume is a masterful piece of crime-fighting engineering. The innermost layer is a thick, comfortable layer of thermal-insulated morphic molecules that help Alek survive extreme temperatures. Next is a layer of body armor, composed primary of thick, semi-rigid Kevlar plates that provide protection sufficient to deal with most regular small arms. The cowl contains lenses that can activate night vision, meaning even the darkest night is as bright as day to Nevermore. As well, an advanced communications suite is embedded under the armoring of the cowl. This system also works with some small microcomputers in his belt to give him up-to-the-picosecond accurate time, as well as precise geo-positioning data and magnetic north orientation readings. The belt also holds a number of tools useful for crime scene analysis, a fold-out tablet computer useful for taking notes and such, and a simple collapsible gas mask that fits over his exposed moth and provides an environmental seal and several minutes of clean air. The cape is composed of special electro-reactive morphic molecules that conform to a rigid frame when a very low but precisely calibrated electrical charge is run through them. While he has insufficient propulsion for true independent flight, Nevermore is capable of long glides. His ability for movement around the city is aided by special high-speed, high-power grapnel lines that are housed in his gauntlets (under the extra armor plating). Nevermore's belt and harness contain modules and gear that let him adapt on the fly to the situation in the field. Nevermore has been practicing figuring out the best pieces to use in any given situation, and while he's pretty good at picking equipment, the fact is he's still learning and it's still a developing technology, so it takes him a few moments to reconfigure his equipment. Rounding out his current arsenal is The Talon, a high-performance motorcycle which is Nevermore's primary means of transportation across larger portions of Freedom City (with his grapnel/glider cape combo being used for more precise positioning in specific areas). While unarmed, it is a tough, fast vehicle that bears a solid security system to prevent bike-jacking. The overall construction is rugged, with the bike mainly sporting two seemingly oversized tires (each with an independent electric motor for power), and a central "pod" with rugged armor plates, special steering "arms", and a simple voice-activated computer that has an always-updating navigation program. It is currently capable of speeds approaching the fastest performance road cars, though Nevermore rarely pushes it to that speed. Recently Nevermore was given full access to The Rookery, the large (hidden) cave-complex-based underground headquarters of the Raven. The facility is expansive and covers virtually every need a crime-fighter might have, with room for future improvements, as well as access to a large variety of tools, vehicles, and suits that he could draw on if needed. History: Aleksander Garen Nakani should have been a perfectly normal boy born in the country of Georgia. And for about 6 months of his life after birth, he was. Then, one day, he and his parents "disappeared". His father and mother were found weeks later, dead, their child missing, out well past city limits. Theories abounded. No one was ever charged, no conclusion made. Funerals were held. People mourned. Mementos were kept by parents/grandparents and other scattered family. None were the wiser that Aleksander had been taken by the Blood Dragon Society to their base in Transylvania, Romania. They are a fanatical group borne from the last members of the Order of the Dragon. Born in fire and blood, they escaped the purge that wiped out most of their brethren and went into hiding. They watched as one of their own members became one of the most feared monsters of all time, a household name half a millennium later. The Blood Dragon Society vowed all those years ago to protect Europe (and, eventually, mankind) from the "dark things". Unfortunately, their definition of what constituted a viable threat has varied over the years, and has never focused solely on supernatural threats, but instead included political or religious movements and individuals. Worse, they vowed to use any means necessary, and have taken that vow seriously. They employ methods most would never condone, and in the last couple of centuries have begun taking orphans or other "won't be missed" children to train them from a young age to be perfect "defenders". Aleksander was part of a new "trial group", selected based on genetic factors (in his case, the presence of many historically successful soldiers on his father's side, and genetics stretching back to some of the fiercest Sarmation warriors on his mother's side) that the Society believed would make them ideal warriors. These children, taken from all over the world, and being of all sorts of ethnicity, were brought in before their first birthdays. They were raised impersonally, granted single names based on mythology (Aleksander was called Svarog), and fed rigorous diets, supplemented by vitamin and chemical treatments intended to procure the maximum possible performance and growth. They were educated as soon as possible, trained from very early ages in tactics, stealth, sabotage, combat of all kinds, and more. Their minds were laced with subliminal programs to ensure obedience and efficiency. Psychics were brought in to aid all of these efforts, ensuring that the whole batch of 20 was far ahead of their peers in every way by age 10. Alkesander was 11 when the Freedom League rescued all of the children from the clutches of the Society. The Raven, with the aid of Foreshadow, had tracked down the location of the Society's facilities. The stealthier members of the League infiltrated the base and ensured that the children were there and safe, and disabled much of the security. The rest of the League then swept in and thoroughly disabled any BDS troops still up and about, including a few of their more exotic members. Raven herself was the one to open the cell holding Aleksander, who had been in solitary for a week because his young mind had shown itself to be (once more) resistant to the harsher aspects of the programming they were trying to induce on the children. It wasn't a conscious thing, simply an unusually resilient psyche that meant the next year would not be as harsh as it would for his fellows. But only a little less harsh. Thankfully, the BDS facility had included full medical and biographical files on the children there; the Society was thorough and meticulous, if nothing else. This allowed the League to track down what family remained...which was his father's father, who was by this point in no condition to take care of a child. So he would have to be adopted after his treatment. It took over a year for League psychics and psychologists to help young Aleksander reach a point where they felt he couldn't simply be "switched off" or reprogrammed with a single phrase, and that he didn't treat the entire world like one long spy or combat mission. It still was a delicate enough situation that his adoptive parents, Loren and Melissa Barbeau, had to be specially trained and prepared to help him learn to socialize more normally. As well, his state of mind, as well as his near-reflexive fighting ability, necessitated him attending the Nicholson school for 3 years. Thankfully, by 14 Aleksander was a comparatively normal, if quiet, boy. He was even attending a regular public school. What Loren and Melissa didn't know is that the mental focus that previously had been forced upon the lessons of being a weapon, was now turned to investigating the Raven more. For almost a year, he'd been slowly tracking bits and pieces of information. Not because he hated her; just the opposite, Aleksander felt only the greatest of admiration for her. He wished to thank her without having to get mugged first. But as his investigation continued, he came to an uncomfortable conclusion: Raven was growing older. Just as her predecessor had, she was starting to show small signs of aging. One day, perhaps soon, she'd have to give up the mantle. But to whom? The day he figured out who she was, was the day Alkesander Nakani decided that if the Raven wouldn't appoint a successor, maybe one needed to approach her. So he dug deeper. Eventually, he determined two facts. First, the original Raven had been Duncan Summers, who was now headmaster of Claremont Academy. Second, his daughter, Callie Summers, was the current Raven. This would explain all the various resources Raven had always had access to. But now...how to speak to either of them about it? Finally, he decided on just going to Claremont Academy and trying to speak with the Headmaster, as he wasn't sure Callie would be at the Summers home. He skipped school one day and caught the bus to Bayview. He managed to slip onto the Academy grounds with none of the students or staff noticing, and ended up right outside Headmaster Summers' office. At which point the retired hero invited him in to speak. Duncan explained that while he didn't know quite why Aleksander was there, he'd kept track of the boy, if for no other reason than to help alert other heroes if the Blood Dragon Society ever moved to try and retake him. But the boy's presence intrigued him, and he had a guess as to why he was here. So Aleksander laid out his research, the results, and his belief that Callie needed a successor. Duncan ended up calling his daughter into the meeting, and there were a couple hours of discussion (during which Loren and Melissa were called in as well). In the end, it was decided that until he was 15 & 1/2 years old, Aleksander would be undergoing rigorous "basic training" without stepping foot outside the "lair" under the Summers home. Loren and Melissa weren't thrilled, but recognized that between Aleksander's iron will and his rather unique background, they'd be unlikely to stop him. So instead they partnered with Duncan and Callie to help make sure Alek didn't do something stupid to get himself killed. By June of 2013, Alek was allowed on 2 patrols a month, to try and get him used to actually going through the motions of being a crime-fighter. He was primarily asked to watch Raven's back, but was sometimes allowed to take the fore and get some practice. Most criminals were at least smart enough to not mouth off to a kid in body armor who was working with the Raven. The ones that were were educated. Word started to spread. In the meantime, in an effort to take some of the work off of Callie, and maybe give Aleksander some independence on occasion, Nevermore (as he has dubbed himself) has transferred to Claremont, starting in the Spring 2014 semester. It is hoped that he will learn more skills related to working with other heroes, as well as broadening his own skillset for the purposes of crime fighting and prevention. Nevermore has been making the rounds of Freedom City, working to aid Raven and sometimes even pick up the "slack" of patrols. He's also been given fuller access to the Rookery. On the one hand, this increased responsibility helps him feel more confident in his ability as a lone hero. But on the downside, part of him is worried what it might mean for the future, never mind how busy it sometimes keeps him. Personality & Motivation: Aleksander is a fairly quiet young man, but for all that he's gone through, he's actually fairly hopeful. He doesn't go for much in the way of exterior shows of emotion, but being rescued from the clutches of the Society, in the way he was, taught him that the world has good people, and those good people can make a difference. While not anti-social, Alek prefers to ration his time with friends (which he makes slowly and carefully) and strangers. But when he is with them, his shell opens up at least a little bit; he has a tendency to be the dry wit of a group, making some quip with a completely straight face. Alek will almost fanatically stand up to bullies, especially if he sees them picking on someone notably less capable physically (or socially, if it's primarily verbal bullying). He does not initiate actual fisticuffs, but he has been sent home a couple of times for, in his words, "finishing what someone else started". He has never shown regret for those fights, either. Thankfully he abhors the idea of taking a life or producing permanent injury, and so he's always focused on restraint, or temporary discomfort, to breaking bones or the like. Alek tends not to get involved in discussions about politics or law or the like, beyond voicing a general dislike of "injustice", though with as young as he is it's still a nebulous concept (beyond "criminals running around not getting stopped"). Nevermore comes off as a gruff, no-nonsense crime fighter. He's willing to work with other heroes, though he's cautious if he does not know them, and might get slightly frustrated with those who have trouble with subtlety of any form. To criminals, he's somewhat quieter than his predecessor, but still carries an air of menace and shadows. He is relentless and fearless, and lets them know. He does have a bit of a tendency to try and put on a gravely bravado with older heroes, barring those like Midnight or Foreshadow who carry legacies similar to his own. To them he is respectful, though he's not afraid to voice an opinion. But to others he might be trying to over-compensate for his clear newness to his role, subconsciously trying to prove that he's worthy of the mantle he will be receiving. To the average citizen, he's polite, if a bit terse, but always wanting to prove helpful in a moment of need. Powers & Tactics: Nevermore will adjust his tactics depending on the number and quality of opponents. For a large number of "thugs" he tends to just dive in and start taking them down rapidly, weathering their blows with his body armor while he delivers precise, powerful strikes. Armed opponents are likely to be disarmed. Those who seem to focus on power over finesse may well end up put in one martial art hold or another while he tries to choke them just enough to knock them out. For a notably powerful opponent he is likely to attempt to remain in stealth until he can catch them unaware enough to get a couple of solid blows in. That, or try to work with someone else or call for backup. Complications: Once a Soldier, Always a Soldier: While the particular cell that was "raising" Aleksander was dismantled, the Blood Dragon Society as a whole still exists. And they aren't the sort to let resources go to waste, especially ones that display the potential Aleksander has. At some point, or several points, they may try to retrieve Aleksander, not realizing that he's also Nevermore. The River Runs Deep: Aleksander was given a thorough de-programming by more than one psychic who was affiliated with the Freedom League, and was further taken through more mundane therapies and de-programmings by psychologists and psychiatrists. However, the scars of that time still remain. It is possible, if unlikely, that one or two "trigger words" may still be buried in his mind and activated, either by someone with sufficient knowledge, or someone with enough skill (not power, but skill) in the psychic arts. This would not turn him into a mindless drone, but it might be enough to leave him slower, incapacitated, or in some other way less effective than he should be. Secret (Identity): Aleksander's identity as Nevermore is something known only to a few (though fortunately or unfortunately, at least some fellow students at Claremont know). The risk is not only to himself, but to both the Summers, to his family, and even, in a way, to Claremont itself. Some Pretty Big Shoes: Aleksander's status as heir apparent to the mantle of the Raven isn't officially known to many, and nominally speaking, his assumption of that role is a few years off. Some more experienced heroes might not take him seriously, or take offense to him attempting to "take over" the Raven's name one day. Alek himself may sometimes have issues with confidence or second-guessing himself due to doubts over his "worthiness" of the role. Disarmed: Aleksander's belts (around his waist and across his chest) need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. Others could be disabled on an individual basis, depriving him of that tool. Abilities: 8 + 6 + 6 + 8 + 6 + 4 = 38PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 12 = 22PP Initiative: +3 Attack: +12 Melee, +5 Ranged Grapple: +16 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -4 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +8 (+3 Con, +5 [Protection]) Fortitude: +9 (+3 Con, +6) Reflex: +9 (+3 Dex, +6) Will: +9 (+3 Wis, +6) Skills: 104R = 26PP Acrobatics 7 (+10) Computers 10 (+14) Drive 7 (+10) Escape Artist 7 (+10) Gather Information 8 (+10) Intimidate 8 (+10) Investigate 10 (+14) Language 8 (Arabic, Chinese [Mandarin], English, French, German, Georgian, Japanese, Latin, Romanian [Native]) Notice 7 (+10) Search 10 (+14) Sense Motive 8 (+11) Stealth 7 (+10) Survival 7 (+10) Feats: 38PP Accurate Attack All-Out Attack Attack Focus (Melee) 7 Beginner's Luck Benefit 1 (Team Raven) Benefit 1 (Wealthy) Chokehold Defensive Attack Dodge Focus 6 Eidetic Memory Equipment 27 [Veteran Award] Evasion Improved Disarm Improved Grapple Improved Trip Improved Pin Improvised Tools Jack of All Trades Luck 2 Online Research Power Attack Second Chance (Mind Control) Second Chance (Mind Reading) Takedown Attack 2 Track Well-Informed Equipment: 27PP = 135EP [Veteran Award] The Rookery (Headquarters; Cave) (23EP) The Talon (Vehicle; Motorcycle) [17EP] The Unkindness (Vehicle; "Car") [95EP] Powers: 5 + 2(1+1) + 20 + 14 = 41PP Damage 4 (Feats: Mighty) [5PP] (Training) ("Martial Arts") Ideal Human 0.4 (2PP Container [Passive, Permanent]) [2PP] (Training) Speed 1 (10MPH/100 feet per Move Action) [1PP] Leaping 1 (x2 distance) [1PP] Device 5 (25PP Container, Flaws: Hard-To-Lose) [20PP] (Technological; "Nevermore Costume") City Movement 3 (6PP Array; Feats: Alternate Power 1) [7PP] Base Power: Super-Movement 2 (Swinging, Wall-Crawling 2) [6PP] ("Grapnel Gun") Alternate Power: Flight 3 (50MPH/500 feet per Move Action; Feats: Subtle; Flaws: Gliding) [4PP] ("Electroreactive Glider Cape") Communication 5 (Radio, 5 miles; Feats: Subtle) [6PP] ("In-Built Headset") Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Protective Thermal Under-Layer") Protection 5 [5PP] ("Armor Plating") Super-Senses 3 (Infravision;Vision Counters Obscure (Darkness) [Darkvision]) [3PP] ("Night Vision Lenses") Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP] ("Head's-Up Display") Gadgets 2 (10PP Variable Power, Any Power, Multiple Powers At Once, Duration [Continuous], Flaws: Hard-To-Lose) [14PP] (Technological) ("Utility Belt and Harness")Example Gadgets: DC Block ATTACK RANGE SAVE EFFECT Unarmed (Normal) Touch DC19 Toughness (Staged) Damage (Physical) Unarmed (Martial Arts) Touch DC23 Toughness (Staged) Damage (Physical) Totals: Abilities (38) + Combat (22) + Saving Throws (18) + Skills (26) + Feats (38) + Powers (41) = 183/205 Power Points
  22. Starhawk Power Level: 10/11 (162/165PP) Trade-Offs: 0 Attack / 0 Damage, +3 Defense / -3 Toughness Unspent Power Points: 3 In Brief: Starhawk is a Immortal Archetech test pilot by day, and a hard-hitting superheroine by night! Residence: Freedom City, Riverside Neighborhood Base of Operations: Archetech Aerospoace Research Catchphrase: "Commence Sortie!" Alternate Identity: Identity: Secret - Naomi Baines Birthplace: Cardiff, Wales, United Kingdom Occupation: Test Pilot Affiliations: Archetech Family: Da'lith (aka Setsuna, Mother) 134 years old, Derek (Father) Deceased Description: Age: 24 (DoB: 8th January, 1991) Apparent Age: 18 Gender: Female Ethnicity: Caucasian Height: 5'6" Weight: 150 Eyes: Green Hair: Blonde Starhawk would seem like your average young adult, nothing of real note in terms of appearance other than the scar over her left eye and her elf-like ears. A sign of her genetic lineage with the Ga'Hai Power Descriptions: Her primary power is her ability to regenerate from damage at a heightened rate, even from the dead. As well she can concentrate psychic force into her punches and kicks to cause greater damage against an opponent. As a Archetech Test Pilot, she also has access to a highly advanced flight suit, and a prototype flight pack. History: Naomi was a girl who was always fascinated with flying. It was her distraction while living with her aunt after her parents died in a car accident when she was very young. She focused on qualifying to be a military aviator, but due to anti-depressants she was on most of her childhood, she was disqualified from enlistment. So, she did the next best thing. She got a high-grade pilot's licence, then got an advanced parachutist certification, and started being a aerobatic pilot, eventually getting picked for being a racing pilot. She did great, but after one malfunction that caused her to bail out, but not before risking herself to get the plane away from spectators that she got the attention of Archetech's test pilot program. Her educational needs in being prepared to fly military-grade jets were payed for, and she took to her lessens with gusto, eventually getting to fly the best that Archetech had to offer. After some sabotage to her ejection seat and engines by SHADOW agents on a jet she was testing a new high-efficiency engine on, she ended up dead. Or at least that was what should have happened. Instead her life became far, far more complex. She woke up in the water, and cut away from her tangled mess of a parachute that was keeping her stuck to the bay floor like some macabre balloon due to her life preserver. Then she had to figure a way back to shore. All the while wondering how she survived. When she makes it back many interesting incidents happen near the hangars for Archetech's Aviation Division. After the crisis settled, she had time to realize what happened. She discovered she didn't look human anymore. Her once brown hair and blue eyes turned into blonde hair, stark green eyes, and pointed elf-like ears. Later she discovered that she had a heightened healing factor, to the point that even fatal damage wasn't an issue. She has a lot of questions about her past, and strangely enough a familiar face delivers the first bit. Her Mother, days later. She tells her that she is one of a handful left of an Alien race called the Ga'Hai, a honorible and just warrior race that would come to the aid of the downtrodden, lost to the galaxy due to the machinations of the Communion, when in a last ditch, thinking they could stop them caused their homeworld's star to go supernova. Sadly the Ga'Hai lost all of their colonies before hand, and only about 200 single-person escape ships escaped into the depths of the galaxy. Naomi's mother made it to Earth. Setsuna revealed in the car accident she felt such sorrow she slipped away into the night from where the car accident occurred to mourn for her husband. She realized how fragile humans were. The news and how it was delivered was such a shock... sticking to what she knew and re-applying herself as a test pilot, Miss America herself had a proposition... a special flight suit and flight pack was hers if she would fight alongside Freedom City's finest in the cause of justice. To Naomi, this was just a new style of test flight. Personality & Motivation: Naomi is a calm customer, always thinking of her options and measuring her risks. She's motivated by trying to develop her changed identity as Naomi, and loves her duties as the superheroine Starhawk. Powers & Tactics: Naomi loves to get up-close and personal then getting away to set up another strike. In an aircraft she will push an aircraft to it's limits in order to take on any aerial foe. Complications: "I remember what happened last time..." : Starhawk learns from her failures, and that tends to have her overcompensate for past errors of judgement. "The Quick and the Dead": Naomi can get on the horns of a dilemma when dealing with operating a vehicle, she wants to push the envelope, but her reservations about doing something that could get her dead can cause her to miss a step if there's innocents involved, even when speed is of the essence. Secret: Starhawk is Naomi Baines, Test Pilot and employ of the Aeronautics division of Archetech. "Call me Keebler again, I dare you." : Naomi is sensitive about her appearance and glad she hides it as Starhawk. Abilities: 0 + 10 + 0 + 2 + 2 + 0 = 14PP Strength: 10 (+0) Dexterity: 20 (+5) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 8 + 10 = 18PP Initiative: +12 Attack: +10 Melee (+6 Attack Focus), +4 Ranged Grapple: +10 Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 8 + 8 + 7 = 23PP Toughness: +0/+7 (+0 Con, +7 Impervious [Force Field]) Fortitude: +8 (+0 Con, +8) Reflex: +13 (+5 Dex, +8) Will: +8 (+1 Wis, +7) Skills: 56R = 14PP Skill [Rank] [Modifier] Acrobatics 1 +6 Computers 4 +5 Concentration 4 +5 Drive 6 +11 Skill Mastery Escape Artist 1 +6 Language 1 Native: English, Welsh Notice 9 +10 Skill Mastery Pilot 15 +20 Skill Mastery Sense Motive 4 +5 Slight of Hand 1 +6 Stealth 6 +11 Skill Mastery Survival 4 +5 Feats: 23PP Attack Focus: Melee 6 Benefit: Archetech Aeronautics Security Clearance 1 Benefit: Wealth 1 Dodge Focus 8 Improved Initiative 2 (+8) Luck 2 Move-By Action Quick Change 1 Skill Mastery 1: Pilot, Drive Notice, Stealth Powers: 70PP Immunity 3 (Ga'Hai Health, Alien, Aging, Disease, Poison) [3PP] Regeneration 15 (Ga'Hai Healing Factor, Alien, Recovery Rate: Bruised 1, Disabled 6, Injured 4, Staggered 4) [15PP] Regeneration 5 (Ga'Hai Immortality, Alien, Resurrection 5; True Resurrection) [5PP] (Note, True Resurrection is free) Strike 10 (Psychic Strike, Psychic, Alien; Feat: Alternate Power 1) [11PP] Super Strength 5 (Psychic Muscle Enhancement, Psychic, Alien; Effective STR 35 [Heavy Load=3.2k lbs.] ){10/10} Device 6(Archetech Multi-Purpose Flight Suit, Technology, Hard to Lose)[24PP] Enhanced Trait 6 (Combat Flight System Integration, Technology, Attack Focus: Ranged 6; Flaws: Limited - Only when in Combat Aircraft)[3PP] Immunity 1 (Integrated G Leggings, Technology, Extreme G Maneuvers (Rare Descriptor))[1PP] Immunity 7 (Life Support System, Technology, All Environmental and All Suffocation)[7PP] Force Field 7 (Repulsor Field System, Technology, Extras: Impervious)[14PP] Feature 1 (Auto/Manual Setting Inflatable Life Preserver, Technology, Mechanical)[1PP] Feature 1 (Automated Parachute System, Technology, Mechanical)[1PP] Supersenses 3 (Low-Light Vision, Darkvision, Technology)[3PP] Device 3(Prototype Flight Pack, Technology, Hard to Lose)[12PP] Flight 7(Repulsor Array, Technology, Drawback: Power Loss - Doesn't function in water (-1))[13PP] Enhanced Trait 1(Microthruster Array, Technology, Environmental Adaptation: Zero Gee)[1PP] Feature 1(Hidden Pocket)[1PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Psychic Strike Touch DC25 Toughness Damage (Physical) Totals: Abilities (14) + Combat (18) + Saving Throws (23) + Skills (14) + Feats (23) + Powers (70) - Drawbacks (0) = 162/165 Power Points
  23. Player Name: Vahnyu Character Name: Net Fly Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, +2 Defense / -2 Toughness Unspent Power Points: 0 Old character sheet is here. In Brief: Young gadgeteer genius Serge Explinker dons a simple yet sophisticated sonic harness/vibro-suit, in order to enhance his mutant powers and fight crime as the masked superhero Net Fly. Identity: Secret Alternate Identity: Serge Explinker Identity: Secret Birthplace: Freedom City Occupation: Student Affiliations: None (Claremont Allumni) Family: Father: Andrew Explinker. Mother: Catherine Coldear. Step-Father: Gregory Lineburg. Description: Age: 21 (DoB: March the 19th, 1995) Apparent Age: 16 Gender: Male Ethnicity: Caucasian Height: 5' 10" Weight: 180 pounds Eyes: Green Hair: Blonde Description: A lean, light-skinned teenager of medium height, Serge has curly short blonde hair and green eyes. He wears prescription reading glasses, although ever since his powers awoken, he stopped needing them. His casual attire consists of lion-colored baggy pants or jeans, a light-grey tank-top and a green camp shirt. His costume is mostly grey, composed of a spandex-like material, and covers most of his body, except the eyes, and it has extra pockets strapped at his thighs. He wears black boots and black briefs, on top of the suit, with a blue tool belt. He has blue mechanical gauntlets, and a white megaphone strapped on a blue x-shaped harness, in front of his chest. Finally, he has two blue head-pieces that cover his ears, on top of his mask. Power Descriptions: Net Fly is a mutant, with the power to influence his body's vibrations. This gives him an assortment of innate abilities, like enhanced agility, strength, and stamina, the ability to "stick" on surfaces, and the ability to fly. Further-more, he has costumised his VibroNet Suit so that he can further harness those powers and re-focus them into sonic energy. He can concentrate his gloves with sonic energy in order to enhance his fists or produce Sonic Blasts and hit his opponents from a distance. He can also opt to redirect his powers to his chest-phone, and unleash a powerful Sonic Beam. The suit also channels Net Fly's vibrational energies to create a protective Vibro-Field, which lessens the impact of attacks. Finally, his suit comes equipped with a Net Dive device, which allows him to interact with machinery and even enter the cyberspace. History: Serge was a gifted young boy, and he showed from an early age an aptitude with complex machinery and computers. While he comes from a divorced family, his parents have managed to keep a good relationship with each other and their son. When he became an adolescent, Serge started exhibiting his latent mutant abilities. It wasn't, however, until much later, when he became unwittingly entangled with a heist, that he decided to use his powers for a purpose. A group of armed robbers ambushed an armory car and stole a bunch of high-tech equipment. During the heist, things quickly escalated, and Serge, allong with a few other bystanders, was captured as a hostage, and held against his will. At first, he was paralyzed from fear, until he witnessed the robbers shot a man in front of him, in order to force the police to meet their demands. Finding an opportunity, Serge sneaked out of sight and undid his bonds with his strength. He took a few devices that were laying close to him, and tinkered with them as quickly as he could, fashioning them into Sonic Blasters. Before the robbers realized what had happened, Serge, wearing a makeshift outfit to conceal his identity, attacked them, and quickly subdued them. After rescuing everyone, Serge left the crime-scene. For the next few days, he reflected on what had just transpired. He realized that he could use his powers to fight crime, but in order to do so, he needed to make a costume for himself. Tinkering and improving upon the devices he aqcuired during the heist, and using a few more that he had created on his own, Serge was able to adapt them into a functioning suit. Now, Serge has emerged as the superhero Net Fly. He has performed adequately, but after a few close calls too many, he decided to enroll in Claremont Academy, and further hone his crime-fighting abilities. After some adventures with other fellow superheroes and Claremonters, most noteably El Heraldo, Glow, and Tsunami, Serge eventually graduated from Claremont, and enrolled into Freedom City's Hanover Institute of Technology to study Computer Sciences. During the Incursion, Serge, as Net Fly, spurred by the hero Fast Forward, joined forces with him, Grimalkin, and Triakosia, to protect the physical bodies of the heroes who had went on to do battle on the mental plane, against the Communion drones that had come to target them. During that battle, he revealed his secret identity to them, a first for him, as he had kept it a secret from other heroes who hadn't been to Claremont with him. Nevertheless, Serge might have withdrawn from heavy duty, in order to focus on his studies, the last year, but he has continued trainning and tinkering with his suit, so that he'll always be ready to step up when needed. Personality & Motivation: Serge's desire to help people is matched only by his curiosity and inquisitiveness. Serge spends a lot of his time fine-tuning his suit or practicing his programming skills. When he isn't tinkering with his devices, Serge can often be found socializing with his friends. He takes failure hard, but it also helps motivate him to try harder. However, his overeagerness to prove himself a good and worthy hero can often lead him to trouble. Powers & Tactics: Net Fly doesn't take hits well, so he prefers a hit-and-run fighting style over duking it out for prolonged periods. Having said that, however, he is perfectly capable of unleashing devastating attacks in close range, as well as take care threats from a distance. If he wishes to avoid fighting, he can opt to hide in the ceilings. Sonic Strength: This power allows Net Fly to tap into his natural vibrational powers to enhance the strength he exerts on objects. In combination with his naturally enhanced Agility, this adds a significant amount of bite in his punches. Sonic Speed: This power allows Net Fly to tap into his natural vibrational powers to create kinetic energy and exert it to gain a significant advantage in speed, allowing him to run at an accelerated pace. He can exert vibration to adhere to vertical surfaces almost as well as on horizontal ones. Additionally, he can use this energy to levitate himself, and fly around. He can run as fast as a bus or a semi, and he can fly at 1/5th the pace of a helicopter. Sonic Strength Amp: The VibroNet-suit is powered uo by Net Fly's natural vibrational powers, and enhances them further. This not only allows him to quadruple his naturally enhanced strength, it quantduples his speed and reaction, allowing him to unleash a mighty barrage of rapid-fire fisticuffs. Sonic Maelstorm: Combining his significant strength and speed enhancements thanks to the VirboNet-Suit, allows Net Fly to rapidly scour the battlefield, running, flying, and jumping left and right, and employ his sonic-fast punches and/or sonic blasts to put the hurt on multiple hostiles, with pinpoint accuracy. Sonic Blasts: Net Fly focuses stored vibrational energy from the VibroNet-Suit into the small harnesses in his gauntlets, and unleashes it into pure sonic energy waves. Sonic Beam: Net Fly builds up large amounts of stored vibrational energy from the VibroNet-Suit into the big harness in his chest, and unleashes it into a large destructive beam of sonic energy that knocks the wind out of and blasts away anyone who is unfortunate enough to cross its path. Sonic Torpedo: Net Fly covers himself in a vibrational field of energy channeled through the VibroNet-Suit that protects him from harm, and allows him to penetrate and harm hard materials. This also allows him to dig through concrete. Net Dive Harness & Installed Database: The VibroNet-Suit comes equipped with its own Bluetooth reciever/transmitter, which allows his suit to tap into and interact with nearby computers and machines. It also comes pre-installed with an extensive database that Net Fly can refer to at the drop of a hat, in case his own technological knowledges aren't sufficient to get the job done. Super Sonic Speed: The VibroNet-Suit enhances Net Fly's exceptional speed, allowing him to run twice as fast as a sports car or a motorcycle, breaking the sound barrier in the process, and Fly almost half as fast as a helicopter. Complications: In Space, no one can hear you vibrate!: Net Fly's powers are vibration based, and require a medium in order to travel. This means that if he is ever in vacuum, his ranged capabilites are extinguished, and he can only affect those he comes into direct contact. While in the vacuum of space, he can fly, but in a very limited and extremely dangerous manner, as he must exert large amounts of energy to change direction. That also means that powers that negate sound can also negate or severely limit Net Fly's powers. Rival(Volt Scorpion): After tangling up with him while in Dr Sin's captivity, aloof Korean martial artist and electrokinetic Volt Scorpion developed a sort of rivalry with Net Fly. He followed the hero to the states, and is prone of showing up unexpectedly and challenge the hero to a fight. Volt Scorpion believes that, despite Serge relying too much on his powers and suit, he actually makes a pretty compatible sparring partner for him, and Volt Scorpion will always try to goad him into battle, even if he has to make a few robberies here and there, to draw Net Fly's attention. On the Job Learning: Is learning as he goes. He had time to learn a lot throughout his Claremont days, and has managed some noteable superheroics on the side afterwards, but he still views himself as a newbie, and rightly so. Secret: Identity. Snarker Within: Extreme insecurity about his own faillings has developed into a sort-of split personality/alter self that tends to point out said flaws. Even so, Serge is usually more than willing to point his own errors himself, without outside, or for that matter, inside help, and thus, this alter self pops up very occasionally, during times of extreme duress(That is to say, more extreme than usual for a kid hero) Technobabble Motormouth: Is prone on making tangential notes about science, whenever he finds the opportunity. Trying Hard to Keep Up: Is prone of overexerting himself, and feels a compulsive need to prove his worth as a superhero. Abilities: 0 + 0 + 0 + 10 + 4 + 0 = 14PP Strength: 10/20 (+0/+5) Dexterity: 10/20 (+0/+5) Constitution: 10/14/18 (+0/+2/+4) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +4/+9/+17 Attack: +4 Melee, +4 Ranged, +8 VibroNet Amp Grapple: +4/+9/+11 Defense: +8/+12 (+4 Base, +4/+8 Dodge Focus), +2 Flat-Footed Knockback: -3/-2/-1 Saving Throws: 0 + 0 + 3 = 3PP Toughness: +6/+8 (+0/+2/+4 Con, +4 [Defensive Roll]) Fortitude: +2/+6 (+0/+2/+4 Con, +0/+2) Reflex: +5/+10 (+0/+5 Dex, +0/+5) Will: +8 (+5 Wis, +3) Skills: 68R = 20PP Acrobatics 5 (+5/+10)Skill Mastery Computers 10/15 (+15/+20)Skill Mastery Concentration 6 (+8) Craft (Electronics) 10/15 (+15/+20)Skill Mastery Craft (Mechanical) 10 (+15)Skill Mastery Disable Device 10/15 (+15/+20)Skill Mastery Knowledge (Technology) 10/15 (+15/+20)Skill Mastery Notice 6 (+8) Sense Motive 8 (+10)Skill Mastery Stealth 5 (+5/+10)Skill Mastery Feats: 15PP Defensive Roll 2 Dodge Focus 4 Evasion Improved Grab Improved Initiative Improvised Tools Inventor Online Research Move By Action Skill Mastery 2 (Acrobatics, Computers, Craft[Electronics], Craft[Mechanical], Disable Device, Knowledge[Technology], Sense Motive, Stealth) Powers: 37 + 45 = 82PP Container 7.6 (38PP Container) [16 + 4 + 10 + 7 = 37/37PP] (Vibration Mutation) Vibro-Control 8 (16PP Array; Feats: Alternate Power 0) [16PP] Base Power: Enhanced Strength 10 + Damage 5(Feats: Mighty) [16PP](Sonic Strength) Enhanced Constitution 4 Enhanced Dexterity 10 Sonic Speed 3 (6PP Array; Feats: Alternate Power 1) [7PP] Base Power: Flight 3 (50mph/500ft per Move Action) [6PP] (Sonic Flight) Alternate Power: Speed 4 (100mph/1'000ft per Move Action) + Super Movement 1 (Wall Crawling 50mph/500ft per Move Action) [4 + 2 = 6PP] (SuperSonic Dash) Device 11 (55PP Container; Flaws: Hard-To-Lose, Feats: Restricted 1[sonic Controllers]) [(24 + 6 + 6 + 12 + 5 + 2 = 55/55PP) * (4 / 5) + 1 = 45PP] (VibroNet Suit) Enhanced Vibro-Control 9 (to Vibro-Control 17, adds Alternate Power 4, adds Accurate 2) [24PP] Datalink 3 (Radio, 1000 feet; Extras: Linked[Quickness], Feats: Cyberspace) + Quickness 6 (x100; Extras: Linked[Datalink], Flaws: One Task[Datalink]) [4 + 2 = 6PP] (Net-Dive Harness) Enhanced Constitution 4 + Enhanced Fortitude 2 [4 + 2 = 6PP] (Enhanced Endurance Amp) Enhanced Reflex 5 + Enhanced Feats 6 (Dodge Focus 4, Improved Initiative 2, Improved Pin) [5 + 7 = 12PP] (Enhanced Agility Amp) Enhanced Skills(20R; Computers +5, Craft[Electronics] +5, Disable Device +5, Knowledge[Technology] +5)[5PP] (Installed Database) Enhanced Sonic Speed 1 (to Sonic Speed 4) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Sonic Strength (Damage) Touch DC25 Toughness (Staged) Damage(Physical) Sonic Strenght Amp (Damage) Touch DC27 Toughness (Staged) Autofire Damage (Physical) Sonic Maelstorm (Damage+Trip) Area DC25 Toughness (Staged) Damage (Sonic) 1d20+10 vs. STR or DEX(worse) Trip Sonic Blasts (Blast) Ranged DC27 Toughness (Staged) Damage (Sonic) Sonic Beam (Blast+Stun+Trip) Area DC25 Toughness (Staged) Damage (Sonic) DC20 Fortitude Dazed 1d20+10 vs. STR or DEX(worse) Trip Sonic Torpedo (Aura) Touch DC16 Toughness (Staged) Aura (Sonic) Sonic Torpedo (Aura+Damage) Touch DC27 Toughness (Staged) Aura+Damage (Sonic) Totals: Abilities (14) + Combat (16) + Saving Throws (3) + Skills (20) + Feats (15) + Powers (82) - Drawbacks (0) = 150/150 Power Points
  24. Barrier / Kresh Melek / The Shieldbearer Power Level: 10/12 (150/194PP) Trade-Offs: -5 Defense, +5 Toughness Unspent Power Points: 44 In Brief: Shieldbearer wielding the ancient shield of an ancient civilization. Residence: CoVic station, wherever she goes Base of Operations: CoVic station Identity: Public Birthplace: The planet Lyanka Occupation: Praetorian, Shieldbearer Affiliations: Praetorians, Ancient Delaztri Empire, Lyankans Family: None Alive Description: Age: 213 (And 2000 in stasis) Apparent Age: around 40 for a human Gender: Female Ethnicity: non-human Height: 8‘8‘‘ Weight: 9488 lbs Eyes: Dark Green Hair: Black, cut short Appearance: Kresh is about 8 ft. tall, with light grey skin. All of her limbs are longer than those of a human would be, and by nature she only has 4 fingers, all but the thumb arranged in a triangle, on each hand. Other than that, she looks rather humanoid she is somewhat muscular, most of her muscle based in her legs and feet. She wears white Armor protecting her torso and legs, as well as a full helmet, also held in white. On her arms she wears bracers, covering up her entire lower arms, both with mechanisms to hold the shield of Elmega without causing too much encumbrance. She can also put it onto her back, her Armor also being able to hold it. Power Descriptions: The shield of Elmega is a grey kite shield with green accents. It is about 7 ft. tall, and weights around 200 pounds. It was masterfully crafted long in Lyanka’s past, from the most masterful materials to be found, and infused with the warrior spirits of Lyanka. Its powers come from both the technology it is crafted with and the spirits in it, manifesting as a green glow. History: The Planet of Lyanka was the only planet in orbit of a supergiant star. It existed in the habitable zone, and itself was an above average size planet, causing it to have very high gravity. The people of Lyanka were a race of warriors, but also a peaceful one. While they held the art of combat in highest regard, they also believed that an aggressive war was a lost cause. This caused the shield, usable in combat but a defensive weapon at its core, to become the symbol of Lyankan culture. The most promising recruits to the military were admissioned to the academy of Gayaza. Amongst them, Kresh Melek. The young recruit had proven incredibly proficient in the defensive arts, and quickly became one of the highest scoring soldiers in the academy’s history. When the Delaztri Empire, a close ally of Lyanka, called for help, Lyanka replied. And amongst the forces sent was Kresh Melek, having only recently finished training at the academy with highest grades. She led a contingent of Lyankan forces, and garnered attention of the Praetorians, whose ranks she quickly joined. Over the next 40 years, Kresh fought when needed, but spent most of the time in quiet meditation, almost lifeless to non-Lyankan around her. Then, the communion attacked. Equipped with the shield of Elmega, a powerful artefact forged long in Lyanka’s past and infused with the spirits of warriors from Lyanka’s past, she set out among the biggest force of Lyankan soldiers to ever set foot off the planet. Combat was long and harsh, and the Lyankan soldiers proved their abilities. Many fell, many more were badly injured. Kresh fought alongside the praetorians, saving many a life. In the end, when the fighting was over, Kresh was barely holding onto her life, but the war was won. Many had fallen beside her, she did what she could but it had not been enough. And then, while still unconscious in the medbay, unable to defend herself or anyone else, she and her fellow praetorians were captured by the curators. When Kresh woke up again, 2000 years had passed. Even with the incredibly long lifespan of a Lyankan, this was an eternity. She fought in the incursion, but immediately afterwards she chose to set out, learn what had become of her people, and meditate about what had happened. The only thing she learned was that in the 2000 years that had passed, Lyanka was no more. Its star had, as predicted, gone supernova. Devastated, she started to search for any information on whether or not any Lyankans had escaped and resettled, but so far, has not learned of any information. After a period of meditation and consideration, Kresh decided to seek her fellow praetorians, they could most likely use her help. They also were the only thing she knew that remained, and she would not lose this last thing too. Personality & Motivation: Lyankan warrior culture was based around defending those around you and considering your every action. It considers going onto the offense as a mistake, too prone to sudden changes and surprises. Meditation also played a major role. While the other Lyankan warriors might have perished, Kresh still upholds these values to their fullest. She still seeks to find out whatever she can about what remains of Lyankan culture, and protect everything that reminds her of the past. Her fellow praetorians are the only thing she knows of that still remains, so she will protect them with everything she has. Powers & Tactics: Most of Kresh’s powers are focused around the shield of Elmega, an ancient shield from Lyanka’s past, forged from the highest quality materials and infused with various powers. She focuses on defending those around her with various powers, and herself is incredibly resilient thanks to her Lyankan physique. If necessary, she also packs quite a mean punch, once again enhanced by her physique. Complications: My home is no more: Kresh’s home was destroyed in the time she was in suspended animation, and she still feels guilty about not being able to help her people. She does not know whether or not any of them survived, and will throw away everything to chase any information, small as it may be. The values of a shieldbearer: Kresh still follows the code of the Lyankan warriors, not voluntarily going onto the offense unless absolutely necessary. She will also protect those around her from any danger, no matter how unimportant they may be, and even if it puts her into more danger than necessary. Amongst other things, she also sees taking unprepared actions as problematic, something to be avoided whenever possible. No past, no belongings: Kresh owns nothing but her shield, her clothing, and whatever she receives from people. The Legends: History may have forgotten Lyanka, but it has not forgotten the praetorians. Whether or not they are remembered as heroes or as villains, however, changes in many places. A true warrior physique: Due to her being Lyankan, Kresh is over 8 ft. tall. Many people might be wary of her, or even consider her a monster due to this. Especially nowadays where nobody remembers the Lyankans. A long time: Lyankan culture, due to both its planet high gravity, and its member’s long lifespan, ran much slower than that of many other races. While Kresh has adapted to some degree, her perception of what a long time is still is a lot different from that of other people, and she still acts less quickly than most people. Abilities: 0 + 0 + 16 + 2 + 6 + 4 = 28PP Strength: 10/30 (+10) Dexterity: 10 (+0) Constitution: 26/30 (+10) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 8 + 4 = 12PP Initiative: +0 Attack: +4 Melee, +3 Ranged, +10 Unarmed (4 Base, -1 due to Growth) Grapple: +20 Defense: +5 (+2 Base, +4, -1), +1 Flat-Footed Knockback: -12 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +15/+13 (+10 Con, +2Imp, +3Imp) Fortitude: +10 (+10 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +4/+3 (+3 Wis, +1(Mind Shield)) Skills: 40R = 10PP Concentration 6 (+9) Diplomacy 1 (+3) Drive 1 (+1) Gather Information 1 (+3) Intimidate 6 (+10) Knowledge 4 (Life Sciences) (+5) Knowledge 1 (Galactic Lore) (+2) Knowledge 2 (Tactics) (+3) Language (Lyankan [Native], Galstandart) Medicine 6 (+9) Notice 4 (+7) Sense Motive 4 (+7) Survival 3 (+6) Feats: 17PP Attack Specialization 3 (Unarmed) Attack Focus: Melee Dodge Focus 4 Environmental Adaption 2 (High Gravity, 0 Gravity) Fearless Interpose Improved Grab Improved Grapple Weapon Break Startle Ultimate Effort: Toughness Powers: 53 + 10 + 10 + 13 = 86PP Device 13 ( The Shield of Elmega, Hard to lose, 65EP, Restricted: Lyankans only ) (spirits/technology) 65/65EP 53 PP Super Movement (Space Travel 1) 2EP (Technology, spirits) Array 4 ( 8PP, Feat: Alternate Power 1) 9 EP (Spirits) BP: Teleport 4 (Extra: Accurate ,Flaw: Limited: Can only target area next to allies) 8PP AP: Flight 4 Array 17 ( 34 PP, Feat: Alt. Powers: 2 ) 36 EP BP: Healing 11 ( Extra: Total, Feat: Regrowth) 34/34 (spirits) AP: Create Object 12 (Impervious 10; feat: Selective; Flaw (Only create defensive barriers); linked Mind Shield 4 (extras: affects others; area; power loss: only inside protective barrier) 34/34 (spirits) AP: Immunity 30 (All piercing damage(10), All Fire Damage(5), All Radiation Damage(5), All Electricity Damage(5), All Cold Damage(5) ) (Extra : Affects Others ; Feat: Progression 4 (Subjects); Flaw: Limited (Half Effect) ) 34/34 (spirits) Mind Shield 1 1PP (spirits) Protection 2 (Extra: Impervious) 4 PP (technology) Impervious 10 (Extra: Affects only others, Feat: Progression 3 (Subjects) 13PP (spirits) Immunity 9 ( Life Support, Feat: Innate) (genetic) 10PP Growth 4 ( Flaw: Permanent, Feat: Innate) (genetic) 10PP (+8 Strength, +4 Con) Density 6 (Flaw: Permanent, Feat: Innate) (genetic) 13PP (+12 Strength, 3 Impervious Protection, Immovable 2, Super Strength 2) Drawbacks: (-3) + (-0) = -3PP Vulnerability: Magic (Minor) -3PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Tou Totals: Abilities (28) + Combat (12) + Saving Throws (0) + Skills (10) + Feats (17) + Powers (86) - Drawbacks (3) = 150/194 Power Points
  25. 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
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