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  1. Player Name: Supercape Character Name: Pitch Power Level: (11/15) (250/250P) [257] Trade-Offs: None Unspent Power Points: 0 Progress To Gold Status: 77/90 In Brief: Daughter to a famous Black Magician and Hells Angel, with the power to bind the infernal. Residence: Freedom City (Various Rents) Base of Operations: Anywhere (Sort of HQ in Greenbank) Catchphrase: "Fire me up!" Alternate Identity: Secret Identity: Carmen Canto Birthplace: Mexico City Occupation: Rock Music Journalist Affiliations: Rock Report magazine, some biker clubs (particularly the Blacksmokers) Family: None (Known) Description: Age: 27 (DoB: 6/6/1986) Apparent Age: 20-25 Gender: Female Ethnicity: Caucasian/Hispanic Height: 5’6†Weight: 55Kgs Eyes: Brown Hair: Brown (usually dyed to dark blonde, occasionally red) Carmen looks like a slightly scruffy but sexy rock musician / biker. She is good looking, and has curves in the right places. She wears a variety of clothes but tends to favour rock styled ones, such as leather trousers, buckled belt, etc. She almost always wears clothes that some part of her spinal tattoo (that reaches from the base of her neck to the sacrum) is visible. One particular piece of clothing she almost always wears is boots of some sort, so that she can wear a titanium brace around her right foot (easing her mobility problems). She walks with a quite visible limp because of this. When she commands the demon living inside her, Tazel to “fire her upâ€, her body becomes wrapped in smoke and wisps of flame. Her eyes glow a fiery red, and there is a furnace bubbling away down her mouth. Her clothes will change, become studded, leathery, black and red. The combined effect is enough to conceal her appearance (and thus identity). Power Descriptions: Carmen’s own power is a type of black magic that revolves around control of metal, smoke, and fire. Her power comes from a magical plane called “The Infernal Forge†which she can draw on. She can summon chains to bind people, or hurl fire or metal (or burning metal) at her enemies. She is able to control fire, and hurl balls of smoke that suffocate people. These powers tend towards the visible – with fire and smoke being hurled around, and the sound of a “forgeâ€, metal on metal. This is particularly so when she uses her hands to hit metal, changing its shape. She also is almost always in possession of her fathers “devil stickâ€, which looks like a blackened wood cudgel with a brass head in the shape of a goat. Apart from its functions as a club and (for her) a walking stick, it can also bind devils, grants mastery over animals associated with the devil, and grants the holder the ability to “see†devils. The stick is relatively innocuous at rest, but emits an unearthly screeching when its primary powers are being used. Tazel, the demon bound to her, normally resides “within†her and can grant her increased physical power as above. The demon, whilst malign, is totally under her control. She can eject him and command him to act independently. Tazel then appears as a small whispering fire, about a foot high. Pitch (or Carmen) is able to pour some of the Infernal Forge energy into machines or mechanical devices, supercharging them for a few minutes. The object will change appearance, emitting a sulphur smelling smoke, and looking like a heavy metal artist has painted it. This “infernal oil†power can be set to be dormant until the object is exposed to flame, when it will become supercharged. Pitch might use this power to soup up her motorcycle (the most common application), giving it incredible speed. She could also use it on her shotgun, on other vehicles, firearms, or even building equipment. Whilst Carmen has plenty of metaphysical power, she is not averse to using mundane equipment in her persona as a cool, tough, biker / rock chick. She drives a modified motorcycle (adapted for her disability), which has a shotgun and a weighted metal chain stored in it. Of course, she loses these weapons in more polite society or when police are around. She might carry these weapons as a hard ass biker, Carmen Cantos, but usually does not as Pitch. She is the owner of the Cantos Diaries, written by her father, a tome of sorcery and infernal knowledge. Whilst it appears to be a large leather and rather battered regular diary, its inside are a mess of scrawls and diagrams. It is largely incomprehensible, and one is left with the uneasy feeling that the messages inside change from day to day. Whilst it is painful to read and understand, it contains much hidden and black knowledge. The twisted scrawls of the Cantos Diaries can be used for plot device, inspiration use of HP, or even complications (by deceptive or misleading information). History: Carmen’s story starts with her father, Carlos Canto. He was a skilled sorcerer in a biker gang, not renowned for being a good guy, nor a particularly bad one. He did, however, possess an uncanny knack for black magic – in particularly dealing with demons. His luck and cunning held out for many years, as he rode with his gang, gaining fame and notoriety, and a long list of crimes including (at its height) armed bank robbery. Carlos’ luck would not hold forever, and ran out when he fell in love and had a child. At this point, the infernal creatures he had bound and tormented took their revenge through his family. They propelled the Feds into busting him in a messy fire-fight. Carlos knew his time was up, but he wasn’t going to let his newborn daughter suffer for his sins. As the guns blazed, he took his baby daughter and tattooed his most powerful signs down her spine. This hasty and reckless action damaged his daughter – leaving her disabled, but protected. No demon could touch her. The creatures he had bound took him and his wife, but could not lay a hand in revenge against his babe. Carmen grew up an orphan, and not in the best of company. She was fostered, and didn’t have a bad life, but struggled with it. She fell in with bad boys, and bad crowds, and given the fame of her father it was not long before she was hanging out with bikers, rock stars, and tattoo artists. As she became – or rather fell – into becoming a rock music journalist – she started to peel back the history of her father. She eventually found an old haunt of his just outside San Antonia. There, she found a dusty shack lived an old biker friend of her father, Axel ‘Grease’ Robinson, who showed her Carlos’ leather bound diary and his fabled devil stick. Tough as his biker friends were, nobody had dared to read the diary or take up his stick. (Un)fortunately, as she read his diary, she unleashed Tazel, the fiery spirit that Carlos had bound many years ago, and who was now bound to her. Carmen bound him tightly indeed, by swallowing him whole! Through her fathers’ Diary Carmen learned the ways of her fathers’ sorcery. It came, if anything, easier for her. No demon could harm her, and she could delve deeply into the anger and resentment that had built up in her to summon “the infernal forgeâ€, the ways of hammer, steel, smoke and fire. But there was more in the diary. It seemed that Carlos, ever the cunning, had left a back door to get out of whatever strife he was in. His daughter, immune to any infernal power, would be even stronger than him, and his key to escape… Personality & Motivation: Carmen is a wild child, and has an inability to settle. She is quite “passionateâ€, in good and bad ways, able to love and hate quickly. Perhaps her most striking feature is loyalty – if somebody helps her or is her friend, she will always come to their aide. She has an anarchic streak – and has broken the law on numerous occasions with petty offences. So why be a hero? Carmen, although driven to free her father, is deeply angry at him. His legacy is a disability from her spinal tattoos, an undesirable upbringing, her mother’s death, and a whole heap of legacy problems with demons. She wants to be everything her father was not. She wants to be a hero. Powers & Tactics: Pitch’s main problem is mobility. Her only way of travelling fast is to “Forge walkâ€; hot metal (such as in engines or drum fires) is all, at some level, connected to the Infernal Forge, and if she touches such hot metal she can teleport to another piece of hot metal. Usually when fighting she will hurl metal, smoke, and fire at her enemies. If fighting infernal creatures and she has the opportunity, she may use her devil stick to banish them or to command them. If for some reason she needs to come into physical contact (e.g. to use the devil stick) she might hurl a chain at an enemy and then pull them to her. If she is deprived her powers or they are ineffective, she is still a skilled fighter. Although not trained in any specific technique, she has been around and in brawls most of her life, and would not be adverse to using firearms or other weapons. Empowered by Tazel, she is ferociously (but not superhumanly) strong, and is able to let rage and anger empower her further. Whilst she is a wild fighter, and reckless at times, she is not averse to gaining the upper hand through more subtle approaches. She has, for instance, bound certain animals to her will in order to spy through them. With Tazel inside her, she can speak and understand any language. However, it is Tazel that speaks, not her. Whilst his ability to speak in any tongue or voice is handy, he will try to twist the meaning of translations if he can. He must obey (via a mental link), but translations can be subjective... Complications: Twisted Tounges: Tazel, her pet demon, whilst technically fanatical (and who must obey her) actually hates her and would do anything to get her into trouble. He is bound to tell the truth, but of course he may tell it selectively or get her into all sorts of trouble by doing so, using deceit and manipulation. Given he is the source of her comprehend power, that would be one way of doing so (giving interpretations that are correct but misleading). Note: Tazel can be played by the GM as a totally malign and deceptive entity. He is, after all, a demon. As he mechanically is bound to obey Pitch he is built as a sidekick. He is somewhat mysterious and mercurial, meaning different GMs may take a different angle on him. Disability: Carmen walks with a noticeable limp. This makes things like acrobatics and so on very hard or impossible for her, and she cannot run far. She would not be able to operate normal vehicles. Should she be without a cane or her callipers for her right lower leg, she would be very unsteady, unable to run. Kiss Goodbye: Her Infernal Forge magic is based on passions like anger and fury, emotions she can easily summon up. But if she is kissed (by anybody, anywhere), she loses this power until she can expose herself to a flame. On a similar note, she can also not use her powers if particularly calm or at rest. Rolling Stone: Whilst she generally has a reasonable amount of money from her work, she has no permanent abode, and her resources and money do fluctuate. She can’t settle. No Exorcisms Please: Tazel, her bound demon (who normally lives in her belly) cannot abide holy grounds, or religious artefacts placed on Carmen. In such cases, he will be forcibly ejected from her. Plume of Smoke: Aside from the normal visibility of powers, the smoke and flames from her powers could lead her to be particularly noticeable – such as spotting a plume of smoke outdoors from miles away, or the fire making her noticeable in the darkness. Burnt Out: If Tazel is ejected and somehow cannot make a beeline back to Carmen's mouth (which he could do at very high speed, more than his regular flight) - for instance, if he was unconscious, or mind controlled, or there was some magical or energy barrier blocking or ensnaring him, she cannot deactivate the summon. Essentially deactivating the summon to change the array to the "Tazel within" alternate power means she must reingest him. Big Daddy Cane: The Cantos devil stick allows the holder to summon the essence of Carlos Cantos (its creator and Carmen's father) and look like him, although it costs. It is possible that the essence of Cantos may flare and overcome the holders will. It might cause jerk, blurting out, or plain possess the holder. In essence, the Carlos devil stick is a dangerous device. Greased: Pitch’s “Headquarters†are not really hers, but her friend Axel “Grease Robinsonâ€. Whilst he is normally more than happy for her to hang out there and use the digs, “the Greaser†is also a working garage with people going in and out, and Axel may not approve of all black magic and sorcery going on in there… Abilities: 2 + 4 + 4 + 2 + 4 + 8 = 24PP Strength: 12/22 (+1/+7) [with Rage: 18/28 (+3/+9)] Dexterity: 14 (+2) Constitution: 14/26 (+2/+8) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 22 + 20 = 42PP Initiative: +6 Attack: +11 Grapple: +12/+17[+15/+20 with Rage] Defense: +11 (+10 Base, +1 Dodge Focus, +5 Flat-Footed) [-2 with Rage] Knockback: -5 Saving Throws: 4 + 4 + 10 = 18PP Toughness: +4/+11 (+2/+8 Con, +3 Protection) Fortitude: +6/+12 (+2/+8 Con, +4) [+9/15 with Rage] Reflex: +6 (+2 Dex, +4) Will: +12 (+2 Wis, +10) [+15 with Rage] Skills: 84R = 21PP Bluff 8 (+12) Concentration 4 (+6) Craft (Artistic) 2 (+3) Craft (Mechanical) 2 (+3) Craft (Writing) 6 (+7) Diplomacy 4 (+8) Drive 6 (+8) Gather Information 4 (+8) Intimidate 8 (+12) Knowledge (Arcane Lore) 4 (+5) Knowledge (Philosophy and Theology) 2 (+3) Knowledge (Popular Culture) 9 (+10) Knowledge (Streetwise) 4 (+5) Language 1 (English [Native], Spanish) Notice 4 (+6) Perform (Singing) 4 (+8) Perform (Stringed Instruments) 4 (+8) Sense Motive 8 (+10) Feats: 8PP Attractive (Street cred / cool) Benefit: Owns the Cantos Diaries (Reference book adds +4 to any Knowledge rolls re: Infernal) Dodge Focus Equipment 9 (Free from Orichalum Award) Minion 6 (Free from Orichalum Award)>Axel "Grease" Robinson Favoured Enemy (Infernal Creatures) Rage 3 (+6 Strength, +3 Fort, +3 Will, -2 Def, 10 Rounds) Ultimate Effort (Will Save) Equipment: 9PP = 45EP Chain [6 EP] Multi-tool [1EP] Shotgun + Stun Ammo (Salt Rock) [14EP] Vehicle: Supercharged Motorcycle Size: Medium; Strength 20; Toughness 10; Features: Hidden Compartments 2 [DC 25], Smoke Screen; Powers: Speed 5 (250mph) [16EP] HQ: “the Greaser†Garage. Size: Small, Toughness +10, Communications, Fire Prevention System, Garage, Living Space, Power System, Security System (DC 20), Workshop [8 EP] Powers: 6 + 17 + 1 + 9 + 45 + 2 + 1 + 56 = 137PP All powers have the infernal and magic descriptors unless otherwise specified. Boost 2 (Any one mechanical Trait, Extras: Affects Objects Only (+0), Total Fade (+1) Feats: Slow Fade 2 [10 minutes total], Triggered 1 [Object exposed to flame]), Flaws: Affects Others Only (-1) Drawbacks: Power loss 1 [Not on religious or sacred objects]) [6P] “Infernal Oil†Example uses Device 5 (Cantos Devil Stick, 25 PP Container, Flaws: Easy to Lose, Feats: Indestructible, Changes Appearance [From Carmen's cane to Pitch's Devil Stick]) [17PP] Comprehend 2 (Speak to, Understand Animals Flaws: Limited to animals or objects associated with devilry) [2PP] (E.g: Goats, Rats, Pigs, Snakes, Black dogs / cats / birds) Morph 4 (+20 disguise, One form, Carlos Cantos [Father], Drawbacks: Move Action [-1 PP], Requires user to look at own reflection [-1 PP]) [2 PP] Devil Binding Array (12PP Array, Feats: Alternative Power 3) [15PP] Base: Mind Control 11 (Bind Devil; Extras: Conscious, Duration (Sustained); Flaws: Limited (Infernal Creatures), Range 2 (Touch); Feats: Mental Link ) {12 DP} "Bind Demon" AP: Animal Control 11 (Extras: Conscious, Sensory Link, Flaws: Limited to animals associated with devilry, Range 2 (Touch); Feats: Mental Link) {12 DP} "Bind Beast" AP: Nullify 11 (Exorcism, All Infernal Powers; Flaws: Range 1 (Touch), Feats: Selective) {12PP} AP: Confusion 11 (Extras: Contagious, Flaws: Range 2 (Touch), Feats: Reversible) {12 DP} "Possessed by a demon" Strike 2 (Feats: Mighty, Affect Insubstantial 2) [5PP] (No infernal descriptor) Supersenses 1 (Visual Infernal Awareness) [1PP] Immunity 1 (Aging) [1PP] Immunity 10 (All Infernal Effects; All Celestial Effects Drawbacks: Power Loss [entirety of spinal tattoo is covered]) [9PP] "Spinal Tattoos" Infernal Forge Magic Array (35 PP Array, Feats: Alternative Power 10) [45PP] Base: Snare 11 (Extras: Constricting, Feats: Chokehold, Custom (Turn on/off constriction as a free action), Reversible, Tether, Drawbacks: Reduced Range 2 [Max 275' Range] ) [35PP] “Infernal Chains†AP: Damage 11 (Extras: Cone Area, Flaws: Range (Touch), Feats: Decrease Area 10 [10-110foot cone], Affects Insubstantial 1, Increase Area 2 [to 550' cone] ) [35PP] “Breathe Fire†AP: Damage 11 (Extras: Autofire, Ranged Feats: Improved Critical 1, Variable Descriptor 1 [Metal] ) [35PP] “Metal Shards†AP: Deflect 7 (Slow and Fast Projectiles; Extras: Range 2 [Perception] Reflection, Redirection, Flaws: Limited to Metals) [35PP] AP: Damage 11 (Extras: Duration [Concentration], Feats: Affects Insubstantial 1, Incurable) [35 PP] "Ignite" AP: Element Control 11 (Fire; Extras: Damaging, Feats: Affects Insubstantial 1, Precise) [35PP] "Control Fire" AP: Move Object 11 (Extras: Damaging, Range [Perception], Flaws: Limited to metals, Feats: Affects Insubstantial 1, Precise) [35 PP] "Control Metal" AP: Transform 8 (250lbs, Narrow to Narrow [shaping Metal], Extras: Affects Objects Only (+0), Duration (Continuous), Flaws: Range [Touch], Feats: Innate) [35 PP] "Forge Metal" AP: Obscure 5 (100' Radius, Visual plus Olfactory, Extras: Range [Perception]) linked with Environmental Control 5 (100' Radius, Extreme Heat, Extras: Range [Perception]) [20 + 15PP = 35PP] "Hot Smoke" AP: Teleport 10 (1000’ as Move Action, 200,000 miles as full action; Extras: Accurate, Affects Others, Flaws: Medium (Hot Metal), Feats: Change Direction, Easy, Progression 3 [1000lbs]) [35PP] “Forgewalking†AP: Suffocate 11 (Extras: Range, Feats: Affects Insubstantial 1) [34PP] “Choking Smoke†Protection 3 (Drawbacks: Power Loss [entirety of spinal tattoo is covered]) [2PP] Regeneration 1 (Resurrection 1 / week) [1PP] Tazel the Demon Array (55 PP Array; Feats: Alternate Power 1) [56PP] Base: Alternate Form 8 (40PP Container; Extras: Continuous) [48PP] "Demon rumbling in the belly" Comprehend 3 (Speak, Understand, Read All Languages) [6PP] Feature 1 (Mimicry: +10 on Bluff checks to imitate voices) [1 PP] AP: Summon 11 (165 PP; Extras: Fanatical, Heroic, Duration [Continuous]; Feats: Mental Link; Drawbacks: Full Round to Summon/Expel [-1]) (55PP) >"Tazel expelled" DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16/21 Toughness* Damage (Physical) Metal Shards Ranged DC 26 Toughness Damage (Physical) Ignite Ranged DC 26 Toughness Damage (Energy) Breathe Fire Cone DC 26 Toughness Damage (Energy) Infernal Chain Ranged DC 21 Reflex Snare Smoke Ranged DC 21 Fortitude Suffocation Devil Stick Touch DC 18/23 Strike* Damage (Physical) Possession Touch DC 21 Will Confusion Bind Devil Touch DC 21 Will Mind Control Bind Animal Touch DC 21 Will Mind Control Exorcism Touch DC 21 Will Nullify * +3 DC if rage active. Totals: Abilities (24) + Combat (42) + Saving Throws (18) + Skills (21) + Feats (8) + Powers (137) - Drawbacks (0) = 250/250 Power Points
  2. Red Rat Power Level: (8/12) (150/200PP) Trade-Offs: +4 Attack, -4 Damage (With pistol, +5 / -5) Unspent Power Points: 50 In Brief: Mutant Spy with a Soviet computer in her head. Alternate Identity: Noemi Von Neumann Alias: Noemi Newman Identity: Secret Birthplace: Budapest, Hungary Occupation: Taxi Driver Affiliations: None Family: None (Alive) Residence: Riverside (Apartment), Greenbank (HQ) Description: Age: 70 (But cryogenically frozen for most ) Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height: 5’9†Weight: 73 Kgs 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 spandex and a short Brown-Red Jacket with a Bright Red “Rat†Motif on the back. She carries a small silenced pistol. Power Descriptions: The Red Rats 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. 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 being a “Laboratory Ratâ€), she was brainwashed. A soviet computer system was installed in her skull, nicknamed “Slaveâ€, 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, and wanted to be her own person. What better place to run to for a freedom lover than freedom city? It was here that Slave guided her to an abandoned underground Soviet Safe House, and here that she started forging her identity, both as Noemi Von Neumann, and the Red Rat. The “Safehouse†is actually an underground headquarters than was constructed under a long-since abandoned and condemned building (A Russian depot called “Grin and Bear itâ€) in Greenbank, amongst the old railways and empty warehouses. Only Noemi (and Slave) know of its existence. Once inside, it looks like cutting edge Sci-Fi from the sixties. 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 “freedomâ€, 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 nest stage of human evolution. It has a paternalistic but condescending view on “primitive homo sapiensâ€. 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. Given her cloning resources, the Red Rat can be a little cavalier about her life. She is not reckless, but is more than willing to meet danger! She carries a pack of playing cards in her jacket, all with a "Red Rat" motif, which she sometimes leaves as a calling card Powers & Tactics: The Red Rats powers come mainly from her mutant abilities. Her body is in excellent, near superhuman condition, and is able to adapt to different environments. She can also make herself devolve into a Neandertal form, becoming dull of wit but stronger and larger, or an evolved form, with superhuman intellect but feeble body. She is also augmented by Soviet Era technology, that only she (with her mutant abilities) was able to tolerate. Her eyes are cybernetic, granting increased visual abilities, and she has a computer system wired to her head called, ironically “Slaveâ€. If it is not entirely clear if Slave is sentient, but it is certainly well programmed, and able to give incredibly advanced tactical information to Red. Slave is also able to hack into computer systems, under Red’s guidance and direction, in the immediate vicinity. The Red Rat prefers stealth, intrigue, and guile, using her abilities to ambush or surprise foes. She is adept at all forms of combat, either using weapons or unarmed combat. Complications: The Big C: Red’s curious DNA also means she often gets cancer. Her body is pretty quick to reject the Cancer, but it can lead to all sorts of strange, transient medical problems. The Big E: Noemi works at “EZ Cabsâ€, as a taxi driver, often taking the night shifts. EZ Cabs is also home to Big "Easy" Earl, the owner who gave her a break, shouts a lot, is not easy at all, and makes a lot of enemies, and Charley Chalks, the radio operator and Noemi’s friend, the only person who knows Noemi is the Red Rat. Charley has a knack of getting her nose into trouble and loves to “Help outâ€. Both can get Noemi into trouble and turn up at the wrong time. The Big R: 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. Outlaw: Technically, Noemi Von Neuman is an ex-Soviet Spy and wanted by UNISON for questioning. She gets by on a number of false I.D passports and papers that she has requisitioned from the Soviet Safehouse. 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. 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, Abilities: 8 +16 + 16 + 4 + 2 + 0 = 46PP Strength: 18 (+4) [22 (+6) Devolved, 6 (-2) Evolved] Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 14/16 (+2/+3) [6/8 (-2/-1) Devolved, 26 +8) Evolved] Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 24 + 16 = 40PP Initiative: +8 Attack: +12 base [+10 Devolved] Grapple: +16 [+10 Evolved] Defense: +8 , +4 Flat-Footed Knockback: -4 Saving Throws: 0 + 0 + 5 = 5PP Toughness: +8 (+8 Con) Fortitude: +8 (+8 Con) Reflex: +8 (+8 Dex) Will: +6 (+1 Wis, +5) Skills: 52R = 13PP Bluff 8 (+8) Climb 0 (+4) [8 (+14) Devolved, 0 (-2) Evolved] Diplomacy 4 (+4) Disguise 4 (+4) [+20 For Evolved/Devolved Forms] Drive 4 (+12) Handle Animal 0 (+0) [8(+8) in Devolved Form] Intimidate 4 (+4) Knowledge (Behaviour Sciences) 2 (+5) [+1 Devolved, +10 Evolved] Knowledge (Philosophy and Theology) 2 (+5) [+1 Devolved, +10 Evolved] Knowledge (Streetwise) 2 (+5) [+1 Devolved, +10 Evolved] Language 4 (English, French, German, Hungarian [Native], Russian) Notice 8 (+9) Sense Motive 8 (+9) Stealth 2 (+10) Survival 0 (+1) [8(+9) in Devolved Form] Enhanced Skills: Computers 12 (+15) [+11 Devolved, +21 Evolved] Knowledge (Tactics) 12 (+15) [+11 Devolved, +21 Evolved] Feats: 4PP [Animal Empathy, in Devolved Form Only] Attractive [Absent in Evolved Form, Changed to Attractive to Animals in Devolved Form] Benefit (A number of soviet produced false passports and fake I.D) Blind Fight Equipment 6 (Free from Platinum Rewards) Jack of All Trades Track [in Devolved Form Only] Enhanced Feats: Benefit 3 (Use Tactics for Master Plan, To Set up Surprise Attack, or to Detect Ambush/Avoid Feint) Master Plan Equipment: Light Handgun (Blast 3, Masterwork, Silencer, Stun Ammo) [9 EP] Concealable Microphone [1 EP] Mini Tracer [1 EP] Headquarters: “The Safehouse†Toughness 10, Size: Large, Features: Communication Link (The Red Rat / Slave), Communications, Computer, Cloning Station*, Concealed 3 [DC 30], Cryogenic Storage*, Garage, Gym, Hangar, Infirmary, Library, Living Space, Power System, Security System 1 [DC 20] [19 EP] Powers: 6 + 12 + 7 + 1 + 1 + 2 + 0 + 7 + 8 = 44 PP Adaptation 1 (5 PP Variable Array, Extras: Action 2 [Move], Drawbacks: Noticible, Power Loss [Radiation]) [6 PP] (mutant) Enhanced Traits (INT +2, Computers +12, Knowledge [Tactics] +12, Feats 4 [benefit 3, Masterplan]) [12 PP] [No enhanced INT in evolved form] (cybernetic) Evolutionary Shift Array (7 PP Array, Feats: Alternate Feat 1, Power Loss [Radiation]) (7 PP) (mutant) Base Power: Morph 4 (Devolved Form, Extras: Continuous, Feats: >Metamorph, Drawbacks: Action 2 [standard]) [7/7] Alternate Power: Morph 4 (Evolved Form, Extras: Continuous, Feats: >Metamorph, Drawbacks: Action 2 [standard]) (7/7) Feature 1 (Appearance: Somehow, when she puts on glasses, her secret I.D. is completely safe…) Feature 1 (Clones) Immunity 6 (Aging, Fatigue Effects, Flaws: Limited [1/2 Effect], Drawbacks: Power Loss [Radiation]) ]2 PP] (mutant) Quickness 0 (In Evolved Form Quickness 6, x100, Limited to Mental) [0 PP] (mutant) Radiowave Array (6 PP Array, Feats: Alternate power 1) [7PP] (cybernetic) Base Power: Communication 4 (1 mile, Extras: Omni-Directional, Feats: Selective, Subtle, Flaws: One Way Only) [6/6 PP] Alternate Power: Datalink 2 (100 feet, Feats: Cyberspace, Subtle 1, Rapid 1 [x10]) [5/6 PP] linked with Quickness 3 (x10 Speed, Flaws: One task only [computers]) [1/6PP] Super Senses 9 (Artificial Eyes; Communication Link [The Safehouse], Direction Sense, Infravision, Radio, Ultravision, X Ray Vision, Drawbacks: Power loss [Lead or similar] for X Ray Vision) [8 PP] (cybernetic) Drawbacks: -2 = -2PP Drawback (Vulnerability to Radiation, +1 DC; Frequency: Common]; Intensity: Minor) [-2PP] DC Block ATTACK RANGE SAV EFFECT Unarmed Touch DC19 Toughness Damage (Physical) Pistol Touch DC18 Toughness Damage (Physical) Totals: Abilities (46) + Combat (40) + Saving Throws (6) + Skills (14) + Feats (3) + Powers (42) - Drawbacks (-2) = 150/200 Power Points
  3. Player Name: ShaenTheBrainCharacter Name: The Newt Power Level: 7 (105/105PP) Tradeoffs: None Power Points Unspent: 0 Progress To Gold Status: 0/90 (Silver Status earned with >The Scarab) Bronze Reward: 7PP of Equipment for >The Scarab, 2PP of Equipment for >Kingsnake, 6PP of Equipment/Minions/Sidekick unclaimed Silver Reward: Bump PL10/150PP PC to PL12/180PP (>Kingsnake) In Brief: Johnny Storm got stretching instead of fire powers. Alternate Identity: Keahi Kekoa Identity: Public Birthplace: Honolulu, Hawaii, USA Residence: Riverside Base of Operations: Freedom City, New Jersey, USA Occupation: Superhero Affiliations: The Newt, LLC; University of Hawaii at Monoa (former student athlete) Family: Haunani Kekoa (Mother), Akamu Kekoa (Father), Leilani Kekoa (Younger Sister) Catchphrase: “FIIISSST!!!†Description: Age: 21 (DoB: 1993) Apparent Age: N/A Gender: Male Ethnicity: Polynesian Height: 5ft 10in Weight: 185 lbs. Eyes: Green Hair: None Out of costume, Keahi usually wears a bandana or durag over his bare scalp, which he is still somewhat self-conscious about. He favors a casual but mainstream style, involving a lot of polo shirts and cargo pants. While "on the job," he wears a dark skintight jumpsuit with yellow splotches, vaguely reminiscent of a fire salamander, made from morphic molecules which stretch and bend with his body. He hasn't let his physical fitness dip since his athletic career ended, so his muscles are still lean, rock-hard and well-defined. Power Descriptions: The Newt can stretch, compress, or bend any part of his body, as if it were made of rubber. When his body strikes a solid surface, it bounces. The tensile strength and malleable nature of his flesh makes him virtually immune to physical harm. He is, however, vulnerable to sudden temperature changes, exposure to corrosive acidic and alkaline substances, and electrical discharge, as though his body were made of unvulcanized rubber. History: Keahi Kekoa grew up in Kalihi, a working-class industrial neighborhood in Honolulu. His family scraped by on his father’s salary as a schoolteacher while his mother stayed at home until he and his sister were old enough to become latch-key kids, after which she got a job at one of the resort hotels. Keahi was never better than an average student, but he was a “class clown†with plenty of natural athletic talent, so he was popular despite being a bit of a “weirdo.†Having a younger sibling forced him to learn a little empathy, so he managed to be popular without being a bully. Keahi’s family wouldn’t have been able to afford to send him to college on their own, but luckily, the University of Hawaii at Manoa offered him a “full-ride†basketball scholarship. As one of their Rainbow Warriors, he proved to be one of the most promising young point guards in the NCAA. Unfortunately, he drew the attention of a Yakuza fixer, who tried to convince him and several of his teammates to participate in a point-shaving scheme, and to use a new version of the designer-drug "Max" as a performance-enhancer. Keahi adamantly refused, and thought he’d convinced his teammates to do likewise. But behind his back, some of them accepted the fixer’s bribes, and his "help." The fixer decided to make an example of Keahi, hoping the rest of the chosen players would then fall in line. Unbeknownst to Keahi, some of the Manaka residue from the Yakuza's new Max strain that he'd handled the previous day had been absorbed through his skin, and reacted unpredictably with his physiology. The next morning, Keahi awoke to find his bed full of hair. He ran his hand over his scalp, and it felt smooth. What didn’t fall out overnight sloughed off in the shower. His friends and fellow students complimented “his new look,†but he was terrified. He showed up to his favorite coffee shop that evening as usual, just as one of his teammates had told the fixer he would. Subdued and distracted by his sudden hair loss, Keahi didn’t notice the Yakuza hitman’s car until his partner started firing. The hitman emptied the clip of his submachinegun into Keahi. The bullets pressed a few inches into Keahi’s flesh without breaking his skin. A second later, the slugs bounced back and clattered onto the sidewalk. The hitmen idled in front of the coffee shop for a few moments while Keahi stood there, all of them staring dumbfounded at the bullets. Then the Yakuza wheelman slammed on the gas pedal and laid a strip of burned rubber down onto the pavement. Without thinking, Keahi angrily ran after the hitmen, and, to his surprise, kept pace with their car. It took him a few more moments to notice that his arms and legs grew longer with every step, and that his feet weren’t so much striking the asphalt as they were bouncing off of it. He reached out toward the car, and his arms stretched forward until his fingers grasped it. Then the rest of his body snapped forward like a rubber band, launching him up onto the moving car. A frantic brawl erupted between Keahi and the two hitmen. Their struggle caused the car to crash into a nearby lamp post. The police arrived to find Keahi sitting on the curb, without a scratch on him, with his elongated arms wrapped around the hitmen like coils of rope. The failed assassination attempt kicked off an investigation that went higher and farther than anyone involved would have suspected. The low-level gangster bribing athletes and coaches and betting on fixed games was the tip of the iceberg. His operating funds came from money that the Yakuza had embezzled from the dues of one of the largest labor unions in the country, a union which included workers from all over the Pacific Rim and the American West Coast. Dozens of people were arrested and indicted. Layer after layer of gangsters and corrupt officials testified against those above them. The failed hit against Keahi turned out to be the one loose thread that unraveled an entire international crime syndicate. Unfortunately for Keahi, no good deed goes unpunished. He swore that his powers had first manifested on that day, but with no way to conclusively prove it, UH Manoa was forced to forfeit the entire season. And since he was barred from any future athletic competitions, Keahi lost his scholarship and had to leave the university. He went from big man on campus to pariah and pauper. He felt like he needed a fresh start, so he decided to move as far away as possible, all the way to Freedom City. He hoped that, if any of the people he helped put in prison ever came back for revenge, this would also move their target away from his family. He spent three months working a minimum-wage part-time job while attending classes at a community college before quitting both in frustration. He doubted he would have been able to keep up the balancing act even if he wasn’t also superheroing on the side. And with his newfound powers, his studies seemed pointless. What career was he going to achieve that would compare to being a superhero? (The idea that he might lose his powers, or that they might fade, did not occur to him.) One of the few college friends who would still acknowledge his existence was an economics major who had interned for a venture capital firm the previous summer. He managed to get Keahi in to see them, and helped him put together his proposal: The V.C. puts up some seed money in exchange for a partial stake in Keahi's new "brand," his superhero identity, and when profits from merchandise sales, endorsements, and public appearances start rolling in, they take a cut. Everyone involved gets to make money by making the world a better place. The pitch swayed the investors. They hired an advertising/marketing professional to come up with a family-friendly, non-threatening name and look. The initial seed money was enough to set Keahi up with an apartment, basic living expenses, and even a couple of employees for The Newt, LLC, who manage his website, social media accounts (which those in need can use to ask for his help), and print-on-demand online merchandise store. The Newt took to the streets looking for some wrongs to right, and some cameras to watch him do it. Personality & Motivation: Keahi is a basically good person who wants to use his newfound gifts to help people. But since his efforts at work/life balance have failed so far, he wants to make "being a superhero" his career instead of his hobby. That depends upon public adoration, so he is acutely aware that fame and image are of paramount importance. But he would be lying if he tried to claim that his striving for the limelight was entirely pragmatic. On the contrary, he is quite comfortable being the center of attention. He is young, immature, brash, cocky, impulsive, and sarcastic, which is potentially a recipe for thorough unpleasantness. But he tempers it with a calm confidence and natural panache which usually manages to make him charming instead of obnoxious. He isn't anything close to a deep thinker, and he has no head for strategy. But he won't hesitate to throw himself into harm's way to help a total stranger, and he won't leave until he's managed to put a smile back on their face. Complications: All About The Benjamins: The Newt is an investment, and Keahi's backers expect to make a profit on it. If his actions in public damage his brand, and thus, his profitability, then his investors could make his life more complicated. Cursed With Bald of Awesome: When his powers started manifesting, all of Keahi's body hair fell out, including his eyebrows, eyelashes, nosehairs, fingernails and toenails. A GM can give him a penalty to checks which require tactile sensitivity or dexterity, or to saving throws against effects which target his eyes or nose (especially if they involve the invasion of foreign matter). Additionally, while he is handsome overall, his condition may appear unsettling enough to some to warrant a penalty on certain social interaction checks. Family: Because of his public identity (see below), a villain may decide to hurt Keahi through his parents or his sister. Because they live on the other side of the planet, he would be unable to respond quickly. Glory Hound: The GM can demand that Keahi take a foolhardy course of action for the sake of his public image, or impose a penalty on a check or saving throw to resist or recognize a foolhardy course of action which could yield public adoration. Public Identity: Keahi's identity is not secret. He wears a mask as a nod to superhero tradition, and to reduce the chance that he’ll be recognized out of costume. But his real name is easy to find (it’s on his website), which makes other information about him (like his home address) accessible to those with the right skills and/or resources. This also makes him an easy target for lawsuits. Sucker For A Pretty Face: Keahi's libido has a tendency to override his rational brain. The GM can give him a penalty to checks and saving throws which involve resisting the allure of the opposite sex. The GM can also demand that he take a foolhardy course of action which may result in female attention. Vulnerabilities: Keahi's flesh is similar to un-vulcanized rubber. He is vulnerable to extremes of temperature and extreme changes in temperature (hot or cold). His body is not as good a conductor of electricity as that of a normal human, so electricity causes more damage when it comes into contact with him. His flesh is also less resistant to corrosive substances, such as highly acidic or alkaline chemicals. A GM can give him a penalty on saving throws against attacks with those descriptors, or force a degree of automatic failure. Abilities: [6 + 8 + 8 + 0 + 0 + 4 = 26PP] Strength: 16 (+3) (Heavy Load: 230 lbs.) Dexterity: 22/18 (+6/+4) Constitution: 26/18 (+8/+4) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: [4 + 4 = 8PP] Initiative: +6/+4 Attack: +2 Base, +6 Melee Grapple: +12/+10, +18 with Elongation, Automatic Escape with Insubstantial Defense: +6 (+2 Base, +4 Dodge Focus), +1 Flat-Footed Knockback: 4/2, 8/2 vs Physical Damage Saving Throws: [0 + 0 + 4 = 4PP] Toughness: +8/+4 (+8/+4 Con), Impervious 8/0 vs Physical Damage Fortitude: +8/+6 (+8/+4 Con, +0PP) Reflex: +6/+4 (+6/+4 Dex, +0PP)Evasion Will: +4 (+0 Wis, +4PP) Skills: [8R = 2PP] Acrobat 1 (+7/+5) Bluff 2 (+4) Escape 0 (+6/+4, +12 with Elongation, Automatic with Insubstantial) Knowledge (Pop Culture) 4 (+4) Languages 1 (English [Native], Hawaiian) Feats: [12PP] Attack Focus (Melee) 4 Dodge Focus 4 Evasion Grapple Finesse Improved Grapple Interpose Quick Change Powers: [7 + 21 + 8 + 4 + 1 + 1 + 1 + 5 + 4 + 1 = 53PP] Bouncing 6 (x100, Max Distance 1,300ft, Flaws: Limited [No Protection Effect], Feats: Ricochet) [7PP] Elasticity 10 (20PP Array, Feats: Alternate Power) [21PP] Base Power: [6 + 7 + 5 + 2 = 20PP] Damage 5 (Feats: Mighty) [6PP] (Spring-Loaded Strikes) Elongation 6 (250ft Max, 250ft per Move Action, Feats: Improved Range [150ft Range Increments for Melee Attacks) [7PP] (Stretching) Insubstantial 1 [5PP] (Human Clay) Super-Movement 1 (Wall-Crawling 1 [1/2 Speed, Flat-Footed]) [2PP] (Human Cling-Wrap/Silly-Putty) Alternate Power: [20PP] (Pinball Attack) Damage 2 (Extras: Area [Targeted, Burst] [5], Selective [5], Feats: Indirect 3, Mighty, Progression [Area] 4 [100ft/rank = 200ft radius]) [20PP] Enhanced Constitution 8 [8PP] (Elasticity) Enhanced Dexterity 4 [4PP] (Elasticity) Features 1 (Quick Change) [1PP] (Morphic-Molecule Costume) Immunity 2 (Critical Hits, Flaws: Limited [Physical Damage]) [1PP] (Homogenous Elasticity) Immunity 2 (Despair, Fear, Flaws: Limited [1/2 Effect]) [1PP] (Heroic Spirit) Immunity 10 (Impact Damage [Falls, Knockback, Slams], Flaws: Limited [1/2 Damage]) [5PP] (Bouncing, Elasticity) Impervious Toughness 8 (Flaws: Limited [Physical Damage]) [4PP] (Elasticity) Super-Senses 1 (Extended Vision [100ft Notice Increments]) [1PP] (Stretched Eyeballs) Totals: Abilities (26) + Combat (8) + Saving Throws (4) + Skills (2) + Feats (12) + Powers (53) - Drawbacks (0) = 105/105 Power Points Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Spring-Loaded Strike Touch DC23 Toughness (Staged) Damage (Physical) Pinball Attack Touch/Area DC20 Toughness (Staged) Damage (Physical)
  4. Player Name: Supercape Character Name: Rene de Saens Power Level: 12/15 (250/250PP) [264] Trade-Offs: -4 Defence, +4 Toughness Unspent PP: 0 Progress To Impervium Status: 144/150 (Platinum Status earned with Supercape) In Brief: Mystic painter. Aged French Antiquarian. Alternate Identities: None Identity: Public (but low profile) Birthplace: Paris Occupation: Artist, art dealer. Mage. Affiliations: Parkhurst Hotel, Halbediers of Paris Family: None alive! Age: 246 (DoB: 7th July, 1777) Apparent Age: 70 Gender: Male Ethnicity: French Caucasian Height: 5'7" Weight: 70 Kgs Eyes: Brown Hair: White Description: Slightly stooped with age, but not bent over, and has some wiry robust health. Has a white goatee and hair, wears a beret, glasses, and bohemian artist clothes. He looks, and feels pretty old. Power Descriptions: Rene is a powerful magician, who weaves his magic as if painting directly onto reality. This looks like brushstrokes that appear from nowhere. Common examples he uses are beams of light to dazzle, blasts of electricity, or webs of spidersilk. He can create nearly any effect although such physical distortions of reality are often transient. Whilst he is normally rather immobile, if he has a picture of an area he can use this to open up a mystic portal to that area and travel through it. Effectively, people (including himself) can “walk into†the picture, with all the space and volume bending that creates. Rene is extremely wise and insightful, and has committed much of his arcane strength into dreaming, to the extent that he can physically travel into the dream dimension. Having much of his psyche in this dimension, he is practically immune to mind control and mental influence. He is able to call about the dreamworld to induce sleep, influence dreams, and even bring creatures from that plane into this. Of particular note is Henri Zenon, also known as deadbeat, a man Rene helped rescue from infernal realms many years ago, and who took residence as guardian of the Dreamworld. When Rene summons the Dreamworld into the waking one, he becomes mentally vulnerable as his entire psyche (or at least most of it) is in the waking world. Alongside his great wisdom, Rene has been known, at times, to paint accurate representations of the past and the future, which is not something he is consciously able to do. He can mentally see his surroundings as if they were an impressionists painting, an ability that requires neither his eyes nor light to do so. Rene uses three magical items to help him. Firstly, he has a heavy ring of iron on his finger, that protects him from harm, making him highly resistant to injury. Secondly, his spectacles have magic lenses, allowing him to see magical effects and read any script. Lastly, he uses a magical paintbrush and ink to paint more detailed magical effects, such as light shades, illusions, or invisibility (all based around light and visual effects, understandably). History: As a young man, Rene fought in the French revolution and ended up helping Broken Crow, master mage of the time, track down and destroy an aristocratic necromancer. Broken Crow was impressed with the man's bravery and aptitude, and pointed him down the path of the mage. Since then, Rene has travelled throughout Europe as a mage, artist, antiquarian, and - at times - revolutionary. He has always remained a political, philosophical and passionate man. Through the ages he has had frequent contact and conflict with Gallia, the spirit of Aristocratic France. He has also been a member of the Halbediers of France, an organisation devoted to protecting France from magical threats. In the early 20th Century, Henri Zenon, a talented musician who was tricked into an infernal contract, managed to escape through Rene’s dreams. He blocked this event out for decades, losing it to the Dreamworld. However, with time, he has come to reconnect with the part of his psyche lost in the dreamworld, and became stronger through it. Rene has an art shop, and flat, in Freedom City. He is known to be a magician of sorts, but he seriously downplays his power, pretending to be nothing more than a wise old dabbler, when in fact he is of considerably greater power. His public persona is more of rumour than fact, and he keeps it this way. Personality & Motivation: Rene is an irritable classic "artiste". He can be grumpy at times, but this is part of his act to downplay his power and importance. In fact, whilst he is something of a snub to uncultured folk, he is loyal and passionate about liberty and freedom, and will fight hard for those principles. In addition, having been taught be Broken Crow and having a considerable amount of experience with Earth’s Master Mages, he is sworn to defend Earth from magical threats. Powers & Tactics: Rene's magical power revolves around art and dreams. As such, he tends to make his powers "poetic" or "artistic", which can often mean using sub optimal tactics to suit his sensibility. His main magical strength is the ability to "paint" onto reality, as if brush strokes slide across the scenery. He can summon up lines of fire, ice, electricity, blinding light, cobwebs or anything he chooses to think of. The lines are either precise and thin, coiling through the air and homing in on their target, or broad and vigorous, catching more targets at the expense of concentrated strength. Rene is able to take any picture or painting, and jump into it, instantly moving to the location shown. He is otherwise somewhat limited and slow in moving, which is a distinct vulnerability. Rene is a guardian of the gateway between Dreams and Reality. He can use this ability to draw things out of the dreamworld. He can create objects from people’s dreams (either others or his own). His psychic connection to this means he can both “sense†through the object, and will suffer psychically if the object is damaged. Henri Zenon, or Deadbeat, is a guardian of dream dimensions and Rene's friend (see below), Rene can use his psychic dream power to pull Deadbeat into this world, a valuable ally in any conflict. In a similar vein he can pull other dream creatures through, but this is more of a random effect. Rene can "see" the surroundings with his "Artist's eye". The world will appear to him like a dream, or impressionistic painting. This effect does not require his eyes or light. It may miss some detail, it may augment other's. Given time and inclination, Rene can sometimes paint scenes from the past or future. They are of course somewhat vague but may offer insight (these powers have the uncontrolled flaw). Rene uses a variety of devices he has made over the years. The most vital is probably a wrought iron ring, heavy, thick, simple but beautiful. The ring provides the wearer with incredible resilience. The most visible and fancy is his paintbrush and magic ink, which allows him to create more elaborate and long lasting visual effects. Finally, he wears a delicate pair of spectacles that (apart from correcting his vision) allow him to see any magical effects and read any text. Note: The Dream Dimension This is detailed on p105 of Freedom City Source Book. Rene has Dimensional Travel 2, which means he can travel to any dream dimension. Essentially this is to cover all bases. As he needs to sleep to enter these dimensions, the power has a limitation - he cannot use such dimensional travel to escape, and it takes some time to travel. Rene has constructed a part of the dream dimension as his own (taking a leaf out of the Lovecraft mythos). A French seaside village with his own cottage and vineyard. This area of the dream dimension has no HQ like qualities, it is merely an area he has shaped for himself. As the Dream Dimensions are somewhat fuzzy both in experience and mechanics, they are more for plot and story purposes, or possibly for inspiration or complications (and the flow of HP accordingly). Complications: Artists' Eye The rather dreamy and ephemeral nature of Rene's mental supersense could be used as a plot device, a source of the inspiration use of hero points, or a complication, missing some details or picking up on others as may help the narrative. Anything for Art Aside from a passion for objects d'art, he can use sub-optimal tactics purely because they would be more "artistic". Cracked Lens: Rene’s spectacles, whilst technically a device, are very fragile and will break/crack/smash with any force applied to them. Creaky Bones Has a variety of old age complaints, a bit hard of hearing, needs reading spectacles, joints hurt in the winter, and so forth. Heavy Sleeper As a result of age and his powers, if Rene is asleep, it takes an almighty effort to wake him up. He will not notice regular activity, and it is no effort to sneak up on him. The Ink well is dry His magic paintbrush needs magic ink, which takes time to make. His brush is good for several applications of magical effects, but is not inexhaustible. It comes out in the wash Whilst Rene’s ink has a continuous effect, it will come off with water or solvents. It is therefore virtually useless underwater, and will not last long in rain. (NB: This is not to applied for the Color Control, Morph and Concealment Attacks, i.e. on unwilling opponents, as continuous power attacks have an inherent way of being countered. It may apply in these situations if used underwater, as the power will probably not work at all) Beware the Id Rene’s connection to the dreamworld is not entirely conscious. The powers in his dream array may fail or work unexpectedly due to the essentially unconscious nature of dreaming – particularly if he conflicted about, or repressing something. Perchance to Dream Renes dream powers do require a certain sleepiness. If is he highly stimulated (from pain or drugs, including caffeine) he will be unable to connect the dream world to the real one. Abilities: -2 + -4 + 0 + 2 + 30 + 6 = 32pp Str 8 (-1) Dex 6 (-2) Con 10 (+0) Int 12 (+1) Wis 40 (+15) Cha 16 (+3) Combat: 8 + 8 = 16PP Initiative: +2 (-2 Dex, +4 Improved Initiative) Attack: +4 (+12 Magic Array) Grapple: +3 Defense: +8/+4 (+4 Base, +4 Shield from Ring), +2 Flat-Footed Knockback: -8 (0 without ring) Saving Throws: 10 + 6 + 1 = 17PP Toughness +16 / 0 (+16 Protection from Ring) Fortitude +10 (0 Con, +10) Reflex +4 (-2 Dex, +6) Will +16 (+15 Wis, +1) Skills: 92r = 23pp Bluff 8 (+11) Concentration 6 (+21) Craft (Artistic) 17 (+32) Diplomacy 8 (+11) Intimidate 6 (+9) Knowledge (Arcane Lore) 17 (+18) Knowledge (Art) 4 (+5) Knowledge (History) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Languages 10 (Arabic, Egyptian, English, French [Native], German, Greek, Italian, Latin, Portuguese, Russian, Spanish) Sense Motive 6 (+21) Feats: 21PP Artificer Assessment Beginners Luck (Remembering long forgotten skill) Benefit 1 (Replace WIS for INT for Craft [Art]) Benefit 2 (Wealth 2 [Rich]) Environmental Adaptation (Dream Dimensions) Equipment 3 Favoured Environment (Dream dimensions) Favoured Opponent (Dream creatures) Inspire 5 Improved Initiative Ritualist Second Chance (Art) Trance Equipment 3PP = 15EP Headquarters "Rene's House" [9EP]Size: Medium (Large House, Basement), Toughness: +10, Features: Laboratory (Arcane), Library, Living Space, Security System (DC 30), Workshop (Art), Workshop (Arcane). 5EP contributed to Parkhurst Hotel Masterwork Art Tools [1EP] Powers: 2 + 16 + 3 + 24 + 40 + 6 + 1 + 45 + 2 + 5 + 2 = 146 Comprehend 2 (Speak to, Understand Objects Flaws: Limited to Art) [2PP] Device 4 (20PP Container, Flaws: Hard-To-Lose) [16PP] (Iron Ring, Mystic) Protection 16 [16PP] Shield 4 [4PP] Device 1 (5 PP Container, Flaws: Easy-to-lose) [3 PP] (Spectacles, Mystic) Comprehend 1 (Read any language) [2PP] Supersenses 3 (Detect magic, visual) [3PP] Device 8 (40PP Container; Flaws: Easy-To-Lose; Feats: Restricted [Artistic Craft Skill bonus of +10 or higher needed]Drawbacks: Power loss -1, needs to gesture as if painting) [24PP] (Mystic Paintbrush) Mystic Ink Array 16.5 (33PP Array; Feats: Alternate Power 6) [39PP] Base Power: Obscure 10 (Visual Senses, 5000ft radius; Extras: Duration [Continuous], Range [Perception];Flaws: Action [Full]; Feats:Precise, Variable Descriptor 2 [Any Magic]) [33PP] Alternate Power: Animate Object 6 (90PP Minions; Extras: Animate Images Only (+0), Duration [Continuous], Range [Perception]; Feats: Progression [Minions] 4 [25 Objects]; Drawbacks Action 1 Full Round to animate objects]) [33PP] Alternate Power: Color Control 11 ( 11 x 5' cubes; Extras: Duration [Continuous], Range [Perception]; Flaws:Action [Full]) [33PP] Alternate Power: Concealment 2 (Normal Vision, Extras:Attack +self (Reflex), Area [General, Burst], Duration [Continuous], Range 2 [Perception], Selective Attack; Feats: Close Range, Progression [Area] 8 [10-5000ft radius], Progression [DC +2 =14] 2, Selective; Drawbacks: Action 3 Full round to activate) [24PP] (Invisible Ink) Alternate Power Illusion 8 (Visual Senses; Extras: Duration 2 [Continuous]; Flaws: Action [Full]; Feats:Progression [Area] 9 [5000ft radius]) [33PP] Alternate Power: Light Control 10 (5000ft radius; Extras: Duration [Continuous], Range [Perception]; Flaws:Action [Full]; Feats: Precise [Vary level of light], Variable Descriptor 2 [Any Magic]) [33PP] Alternate Power: Morph 4 (Any Form, +20 Disguise; Extras: Area (Burst, 20 ft radius), Attack + Self (Reflex DC 14), Duration [Continuous], Range 2 (Perception), Selective Attack; Drawbacks: Action 3 [Full Round]) [33PP] (Mystic Make-up) Quickness 3 (x10 speed; Flaws:Limited to painting only [-2]) [1PP] Dream Array (37 PP Array; Feats :Alternate Power 3) [40 PP] (Mystic, Dreams) Base Power: Summon 12 (180PP, Henri Zenon/Deadbeat; Extras: Fanatical, Heroic Feats: Mental Link Flaws: Feedback) [37/37 PP] Alternate Power: Create Object 10 (Extras: Movable, Range [Perception], Feats: Precise, Stationary, Subtle 2, Variable Descriptor 2 [Dreams], Flaws: Feedback, Limited [Requires Dream]*) [36/37PP] Alternate Power: Environmental Control 8 (Distraction [DC 10], Hamper Move [50%], 1000’ Radius, Feats: Variable Descriptor 2 [Dreams], Extras: Range [Perception], Selective, Flaws: Limited [Requires Dream]*) [34/37 PP] Alternate Power: Dream Control 12 (Feats: Triggered 1 [Falling Asleep]) [37/37PP] *NB "Requires Dream" means that Rene must be able to perceive a dream (normally either by dreaming himself, or by using Dream Travel to view another persons dream) Dream Travel 10 (Feats: Sedation, Flaws: Action [standard]) [6PP] Immunity 2 (Aging, Disease, Flaws: Limited [1/2 Effect]) [1PP] (Mystic) Magic Array 19 (38PP Array, Feats: Alternate Power 7) [45PP] Base Power: Astral Form 8 (2000 miles; Feats: Dimensional 3, Selective, Subtle 2, Flaws: Feedback) [38/38] Alternate Power: Blast 12 (Feats: Accurate 4, Affects Insubstantial 2, Homing, Indirect 3, Precise, Variable Descriptor 2 [Any Magic]) [37PP] Alternate Power: Blast 10 (Extras: Area [line]; Feats:Affects Insubstantial 2, Indirect 3, Variable Descriptor 2 [Any Magic]) [37 PP] Alternate Power: Dazzle 12 (Feats: Accurate 4, Homing, Indirect 3, Precise, Variable Descriptor 2 [Any Magic])[35PP] Alternate Power: Dazzle 10 (Extras: Area [line]; Feats: Indirect 3, Variable Descriptor 2 [Any Magic]) [35 PP] Alternate Power: Snare 12 (Feats: Accurate 4, Affects Insubstantial 2, Homing, Indirect 3, Precise, Reversible, Variable Descriptor 2 [Any Magic]) [38PP] Alternate Power: Snare 10 (Extras: Area [line]; Feats:Affects Insubstantial 2, Indirect 3, Reversible, Variable Descriptor 2 [Any Magic]) [38 PP] Alternate Power: Teleport 10 (200,000 miles per Full Action ["Anywhere On Earth"]; Extras: Accurate, Portal, Flaws:Limited [Long-Range], Medium [Picture of target area to paint onto]; Feats: Change Direction, Change Velocity, Progression [Portal Size 10’ x10’] 1, Progression [Cargo] 2 [500 lbss], Selective, Subtle 2) [38PP] Super Movement 2 (Dream Dimensions; Flaws: Limited 1 Needs to fall asleep to travel) [2 PP] Super-Senses 5 ( Artists Eye [Mental Sense], Extras: Accurate, Acute, Ranged]) [5PP] (Magic, Views surroundings as if they were an impressionist painting) Super-Senses 8 (Postcognition, Precognition Flaws: Uncontrolled [GM] Drawbacks: Limited 1 only visual sense, Power loss 1 cannot use if unable to paint) [2 PP] (Paint the future) Drawbacks: Vulnerability (Sleep Effects [common], +50% to DC) [-3PP] Vulnerability (Emotion Effects [common], +1 DC) [-2 PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness Damage (Physical) Magic Blast Ranged DC27 Toughness Damage (Varies) Magic Blast Line Ranged/Area DC25 Toughness Damage (Varies) Magic Dazzle Ranged DC22 Reflex Dazzled (Visual) Magic Dazzle Line Ranged/Area DC20 Reflex Dazzled (Visual) Magic Snare Ranged DC22 Reflex Entangled/Snared Magic Snare Line Ranged/Area DC20 Reflex Entangled/Snared Color Control Perception DC21 Reflex Transformed (Color) Concealment Perception DC14 Reflex Invisible (Normal Visual) Morph Perception DC14 Reflex Morphed (+20 Disguise) Totals: Abilities (32) + Combat (16) + Saving Throws (17) + Skills (23) + Feats (21) + Powers (146) - Drawbacks (-5) = 250/250 Power Points
  5. Player Name: Supercape Character Name: Bloody Mess Power Level: (10/15) (229/235PP) Trade-Offs: None (In alternate form: +2 Attack, -2 DC, +2 Defence, -2 Damage) Unspent Power Points: 6 Progress To Silver Status: 55/60 In Brief: Mutant Pugilist blood controller. Alternate Identity: Fred 'Freddy' Furlong Identity: Public Birthplace: Freedom City Occupation: Hero for hire (Ex Pugilist) Affiliations: Bloodhound Investigations Agency, Revenant Family: Alex Furlong (father), Dasha ‘Mam’ Furlong (mother) Description: Age: 28 (DoB: 01/01/1985) Apparent Age: 28 Gender: Male Ethnicity: Caucasian Height: 5’2†Weight: 140 Kgs Eyes: Green Hair: Brown Fred Furlong looks like a brick. He is only 5’2†but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder. As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is, an equally red eye mask. Power Descriptions: Fred is a mutant with a powerful affinity to control blood – as part of this mutation his own blood is exceptionally potent. As a result of this his body is extremely strong and powerful. History: Fred grew up in a poor Immigrant family (from Eastern Europe). His father was always keen for his son to be able to ‘look after himself’ and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bare knuckle boxer, and got mixed up with the mafia. When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power – the ability to control blood. His wound’s stop bleeding and he arose stronger than ever. The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero… Personality & Motivation: Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred don’t believe in killing, or knives, or guns. Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him ‘in business’, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance. Powers & Tactics: Fred is exceptionally strong and tough, with a body that has adapted to blunt force. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. He is quite comfortable with using improvised weapons such as lamp-posts in combat. If he has time, he will “pump upâ€, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heart beat. Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high ‘homunculus’ of his own blood that can then act, retaining most of Fred’s strength. He uses his homunculus form when he needs to be stealthy or creep into places he could not normally access. Whilst his homunculus form has certain advantages in terms of resilience, it does of course leave his dessicated body very vulnerable... Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations. Complications: Cowardly Dog: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him... Crude: Fred lacks many social graces and is happiest in the gutter with streetlife. He ain’t going to fit in with polite society. Don’t Hit Dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame. Enemy: Fred still has some enemies in the mafia from his youth. Illiterate: Fred can’t read or write, although he has learned a crude signature. Iron Man: To maintain his powers, Fred needs a vast amount of iron in his diet. He eats vast quantities of red meat and spinach. Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but its easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling... Old and Rusty: The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp. Abilities: 12 + 6 + 20 - 2 + 1 + 1 = 40PP Strength: 22/26 (+8) [up to 30 (+10) if boosted] [18/22 (+4/+6) in alternate form] Dexterity: 16 (+3) Constitution: 30 (+10) Intelligence: 8 (-1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +7 Attack: +10 [+2 in alternate form from size] Grapple: +18/+20 [+8/+10 in alternate form, up to +4 total if boosted] Defense: +10, +5 Flat-Footed [+2 in alternate form from size] Knockback: -6 Saving Throws: 2 + 6 + 5 = 13PP Toughness: +10 (+10 Con) [+8 in alternate form from size] Fortitude: +12 (+10 Con, +2) [up to +20 from Endurance feat if applicable] Reflex: +9 (+3 Dex, +6) Will: +6 (+1 Wis, +5) Skills: 44R = 11PP Bluff 4 (+5) Craft [Mechanical] 2 (+1) Drive 2 (+5) Handle Animal 2 (+3) Intimidate 8 (+9) [+5 total in alternate form from size] Gather Information 2 (+3) Knowledge [streetwise] 10 (+9) Notice 4 (+5) Search 2 (+1) Sense Motive 4 (+5) Stealth 4 (+7) [+15 total in alternate form from size] Feats: 49PP Challenge: Fast Feint (No -5 penalty for Move Action Feint) Equipment 5 Fearless Fighting Style: Boxing All-Out AttackDefensive Attack Elusive Target Improved Block Power Attack Takedown Attack 1 Fast OverrunImproved Overrun Improved Sunder Improved Trip Improved Critical 1 [unarmed Attack] Improved Initiative 1 Second Chance (Toughness save vs Unarmed Strike) Sidekick 28 Ultimate Effort (Fort Saves) Equipment 5PP = 25EP Headquarters: The Bloodhound Detective Agency [12EP]Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Kennels (Houses Dogs), Living Space, Security System 3, Workshop [10EP] Vehicle: Modified Chevvy [13 EP] Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Hidden Compartments 1, Oil Slick, Smoke Screen [4EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP] Powers: 9 + 36 + 4 + 1 + 3 + 15 + 2 + 2 + 4 +2 = 78PP Boost 4 ( All strength powers [Enhanced Strength, Leaping, Speed, Super-Strength, Endurance]; Flaws: Personal; Feats: Slow Fade 1 [1 minute]) [9PP] (pump blood) Blood Control Array (32PP Array; Feats: Alternate Power 4) [36PP] Control Bleeding : Healing 10 (Extras: Range 2 [Perception]; Flaws: Limited (Damage causing blood loss or blood effects only); Feats: Stabilise) {31/32} Bloody Mess Form : Alternate Form 7(35PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {32/32} Blood Attack : Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception]; Flaws: Action [Full]; Feats: Sedation, Variable Descriptor 1 [blood]) {32/32} Thin Blood : Fatigue 10(Extras: Range 2 [Perception]; Flaws: Action [Full]; Feats: Reversible, Sedation) {32/32} Drain Blood: Damage 10 (Extras: Alternate Save [Fortitude], Vampiric; Feats: Improved Critical 1, Sedation) {32/32} Enhanced Strength 4 (turbo powered blood) Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood) Immovable 1 (Extras: Unstoppable; Feats: Innate) [3PP] (squat body) Immunity 30 (Bludgeoning and Impact effects Flaws: Limited (half effect only)) [15PP] (pugilistic mutant adaptation) Leaping 2 (Running jump 90’, standing jump 45’, high jump 22’) [2PP] (mighty pumped up legs) Speed 2 (25mph / 220’ rnd) [2PP] (mighty pumped up legs) Super Strength 2 (Effective lifting strength 32/36) [4PP] Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs) Drawbacks: (-0) + (-0) = -2PP Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP] DC Block[table] ATTACKRANGESAVEEFFECT UnarmedTouchDC 23* ToughnessDamage (Physical) Blood ControlPerceptionDC 25 FortitudeDamage (Physical) Blood ThinningPerceptionDC 25 FortitudeFatigue Blood SuckingTouchDC 25 FortitudeDamage[/table]*Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted. Totals: Abilities (40) + Combat (40) + Saving Throws (13) + Skills (11) + Feats (49) + Powers (78) - Drawbacks (-2) = 229/235 Power Points
  6. Lord Steam Power Level: 9/14 (206/211PP) Trade-Offs: +4 Attack / -4 Damage (for revolver, +5 attack/-5 Damage), +5 Defense / -5 Toughness Unspent PP: 6 Progress To Impervium Status: 100/150 (Platinum Status earned with Supercape) In Brief: Steampunk Sherlock Residence: Steam Manor, North Bay, Freedom City Alternate Identities: Lord Lucien Lockwood Identity: Public Birthplace: London (Earth Victoriana Dimension) Occupation: Aristocrat Gentleman / Diplomat. Affiliations: Ministry of Extraordinary Affairs (Earth Victoriana) Family: Lord Lombard Lockward, elderly aristocrat. Residence / Base: Steam Manor (North Bay) Age: 32 (DoB: 03/03/1981) Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 85 Kgs Eyes: Blue-Green Hair: Brown Description: "Lord Steam", or Lord Lucien Lockwood, is the official diplomat from Earth Victoriana to Earth Prime, and has volunteered for the Job as it sounded so damned exciting. He is a famous adventurer, inventor, and detective, and whilst perfectly able as a diplomat, he can't help throwing himself into the service of Freedom City and rushing to meet any adventure. Physically he is a handsome man in his prime, tall, athletic, with a mop of hair who wears excellent quality 19th Century fashion clothes. Power Descriptions: None. Whilst Lord Steam is a polymath, athlete, and dripping in wealth, he has no human powers. His mental functioning approaches human maximum potential. History: Lord Steam is part of a very wealthy aristocratic family from Earth Victoriana. All his life, he has been a curious even reckless adventurer. It became obvious from an early age that he was a polymath, and a restless one at that, always keen to stretch his mind to some puzzle or another. Even as a teenager, he had taken to solving crime as a hobby. and he has become well known as an amateur sleuth. After a stint at Oxford studying the classics, he has since driven his own education in a variety of fields, including engineering, forensic science, and pretty much anything he can wrap his head around. A restless soul, he has taken to all sorts of philanthropic work over the past eight years, such as help improve railway design, campaign for human rights, improve factory working conditions etc. Alongside this he has been an avid cricket player, and a hit on the social circuit with a reputation for magnificent parties and great wit. More recently, crime has been his hobby, and it looks like this one will stick. He has taken up the martial art of Baritsu and become a skilled fighter. Whilst he has had a few bar room brawls with seedy and rude gentlemen, his main goal is the apprehension of master criminals and the solving of mysteries. Crimes where he can put his superior intellect to bear alongside his martial prowess. When interdimensional contact between Earth Victoriana and Earth Prime was made, Lord Steam instantly volunteered to be official dimplomat to the Empire in this wonderful new dimension - unable to resist the lure of its magnificent adventures and tales. And whilst he does, technically serve in some limited capacity as a diplomat, his real reason for coming to Freedom City is to continue his adventures, solve crime, and be a hero! Technically as an interdimensional envoy, he has diplomatic immunity in this dimension (At least to most nations), but he has hardly one to break the Law - at least intentionally. Personality & Motivation: Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past. He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do! Powers & Tactics: Whilst generally fearless and a man of action, and not afraid to jump into the thick of a brawl, Lord Steam prefers to use intellectual masterstrokes and battles of wits. If he can outwit an opponent, so much sweeter the victory. Goading, taunting, trickery, and planning are all spices to his fight. Complications: Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and women, although always polite about it. Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled! Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted... Silver Spoon: Only the best will do. Lord Steam simply can't do without luxuries or living in anything but splendour. Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff usually defeats Lord Steam. Abilities: 6 + 8 + 8 + 12 + 12 + 10 = 56PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 22 (+6) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 26 + 28 = 54PP Initiative: +8 Attack: +13 (+14 with masterwork revolver) Grapple: +21 Defence: +14, +7 Flat Footed Knockback: -2 Saving Throws: 2 + 6 + 2 = 10PP Toughness: +4 Fortitude: +6 (+4 Con, +2) Reflex: +10 (+4 Dex, +6) Will: +8 (+6 Wis, +2) Skills: 156R = 39PP Bluff 10 (+15) Craft (Chemical) 4 (+10) Craft (Mechanical) 14 (+20) Craft (Structural) 2 (+8) Diplomacy 5 (+10) Disguise 4 (+9) Disable Device 14 (+20) Drive 4 (+8) Gather Information 2 (+7) Intimidate 5 (+10) Investigate 14 (+20) Knowledge (Behavioural Sciences) 4 (+10) Knowledge (Physical Sciences) 4 (+10) Knowledge (Technology) 14 (+20) Languages 7 (English [Native]. French, German, Greek, Japanese, Latin, Russian, Spanish) Notice 14 (+20) Perform (Keyboards) 2 (+7) Pilot 4 (+8) Ride 4 (+8) Search 14 (+20) Sense Motive 9 (+15) Sleight of Hand 2 (+6) Feats 47PP Attractive Benefit 6 (Diplomatic Immunity, Earth Victoriana Culture, Status [Aristocrat], Wealth 3 [Filthy Rich]) Chokehold Connected Critical Strike Defensive Attack Eidetic Memory Equipment 16 Favoured Opponent (Robots) Improved Block Improved Disarm Improved Grab Improved Initiative 1 Improved Pin Inventor Grappling Finesse Master Plan Minion 6 (Charles Blakely, Butler) Power Attack Takedown Attack Uncanny Dodge (Auditory) Weapon Bind Equipment: 16PP = 80EP 1 + 4 + 1 +1 +1 + 1 +1 + 10 + 39 + 21 = 80 Concealable Microphone [1 EP] Fine Baritsu Walking Cane (Damage 2, Feats: Mighty, Thrown) [4EP] Flash Goggles [1EP] Masterwork Investigative Tools [1EP] Masterwork Mechanical Tools [1EP] Mini-Tracer [1 EP] Rebreather [1 EP] Steam-powered Revolver (Blast 4, Feats Stun Ammo, Masterwork) [10EP] Vehicle Array (37EP Base, Alternate Vehicles 2) [37EP] Vehicle no1: "Bessie, the Steam Powered Horseless Chariot" [37EP] Strength: 35, Speed: 5, Defence: -2, Toughness: 13, Size: Huge, Features: Alarm, Caltrops, Oil Slick, Smokescreen, Hidden Compartments [12EP] Powers [25EP] Speed 5 (250mph) [5EP] ("Steam powered wheels!") Blast 5 (Extras: Autofire 1, Feats: Improved Range 2, Increased Range 2) [19EP] (Gatling Guns) Super-Senses 1 (Radio) Vehicle no2: "Alice the Underwater Ship" [37 EP] Strength: 70, Swimming: 5, Defence: -8, Toughness: 13, Size: Colossal, Features: Alarm, Hidden Compartments [10EP] Powers [26EP] Swimming 6 (100mph) [6EP] Blast 5 [10EP] + Snare 5 (Extras: Linked, Flaws: Entangle Only, Feats: Tether) [6EP] (Harpoon Cannon) Super-Senses 1 (Radio) [1EP] Super-Senses 6 (Ultra-Hearing, Accurate, Extended 1) [4EP] (Sonar) Vehicle no3: "Cressida the Dirigible" [35EP] Strength: 50, Flight: 4, Defence: -8, Toughness: 13, Size: Colossal, Features: Alarm [6EP] Powers: 28EP Blast 5 (Extras: Autofire, Feats: Improved Range 2, Increased Range 2) [19EP] (Gatling Guns) Flight 5 (250mph) [8EP] Super-Senses 1 (Radio) [1EP] Headquarters: "Steam Mansion" (20EP, Alternative HQ 1) [21EP] Size: Large, Toughness 10, Features: Communications, Dimensional Portal, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 1, Stables, Staffed, Workshop Note: Grounds increases Size to Gargantuan for the purposes of gardens, estates, etc (used in 3E); Stables functions as Garage for horses and similar animals. Alternate HQ is identical to above, but located in Earth Victoriana Dimension. Powers 0PP None Drawbacks -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Cane Touch DC20 Toughness (Staged) Damage (Physical) Revolver Ranged DC19 Toughness (Staged) Damage (Physical) Totals: Abilities (56) + Combat (54) + Saving Throws (10) + Skills (39) + Feats (47) + Powers (0) - Drawbacks (0) = 206/211 Power Points Player Name: Supercape Character Name: Charles Blakely Esq. Power Level: 6 (90/90) Trade-Offs: +2 Attack/-2 Defence, +2 Defence/-2 Toughness Unspent Power Points: 0 In Brief: Ex-Army Butler Birthplace: Canterbury, England (Earth Victoriana Dimension) Occupation: Butler / Aide Affiliations: Lord Steam Family: Horatio Blakely (Brother, Admiral), Maurice Blakely (Son, Newspaper writer) Description: Age: 59 Apparent Age: 59 Gender: Male Ethnicity: Caucasian Height: 5’10†Weight: 63 Kgs Eyes: Blue Hair: Grey-Black Charles Blakely looks like a mature man with a thin build and a refined air. History: Charles grew up in a Military Family, and soon was doing the tours of Africa and India.His career came to an end (as a Sergeant) when he was stabbed by a Zulu Spear in the leg. A nagging injury and middle age put paid to his career, and, truth be known, he was looking for something else at that point anyway. His impressive credentials and service ended up with him meeting Lord Steam, and being taken on as an aide and head butler.A proper Englishman, Blakely soon adapted to this life, acting as a rather stiff and mannered caretaker of the wild genius that was Lucien Lockwood. He has one child, born out of wedlock, aged but 25, who is a roving reporter for a newspaper in London, Earth Victoriana, who constantly presses him for information and gossip, and gets into all sorts of trouble. Personality & Motivation: Charles is in general a slow, reflective, and measured man, always polite and diplomatic. That said, he has a desire to see the world and adventure, and enjoys the unusual and wonderful in the world. His main motivation is to observe the world, and Lord Steam, a man for which he has immense, but not unquestioning respect. He is rather passionate about good cooking, cleanliness, and manners. Powers & Tactics: Blakely has no powers and in general will not fight. He assists Lord Steam in more mundane duties, including driving and some of his mechanical work. That is not to say he will not take on a thug or two if needed. Whilst past the prime of his life, he is in reasonable shape and is a seasoned military officer. Abilities: 0 + 0 + 0 + 4 + 4 + 4 = 12PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +4 Attack: +8 (+9 with masterwork revolver) Grapple: +8 Defense: +8, +4 Flat-Footed Knockback: 0 Saving Throws: 4 + 2 + 4 = 10PP Toughness: +4 (+0 Flat Footed) Fortitude: +4 (+4) Reflex: +2 (+2) Will: +6 (+2 Wis, +4) Skills: 100R = 25PP Bluff 8 (+10) Craft (Cooking) 8 (+10) Craft (Mechanical) 4 (+6) Diplomacy 8 (+10) Drive 4 (+6) Handle Animal 4 (+6) Intimidate 4 (+6) Knowledge (Art) 4 (+6) Knowledge (Current Events) 2 (+4) Knowledge (History) 4 (+6) Knowledge (Tactics) 4 (+6) Languages 4 (English [Native], French, German, Hindi, Spanish) Medicine 4 (+6) Notice 8 (+10) Pilot 4 (+6) Ride 4 (+6) Search 4 (+6) Sense Motive 8 (+10) Stealth 4 (+4) Swim 4 (+4) Survival 2 (+4) Feats: 11PP Benefit 2 (Earth Victoria Culture, Diplomatic Immunity) Defensive Roll 2 Equipment 2 Jack of All Trades Improved Initiative Teamwork 3 Equipment 10 EP = 2 PP Steam Powered Revolver (Blast 4, Stun Ammo, Masterwork) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Revolver Ranged DC 19 Toughness Damage (Physical) Totals: Abilities (12) + Combat (32) + Saving Throws (10) + Skills (25) + Feats (11) + Powers (0) - Drawbacks (0) =90/90 Power Points
  7. From the album: Geez3r

    © sketchy Kraven By KidNotorious

  8. Player Name: Mad Scientist Character Name: Wildcat Power Level: 7/8 (119/122PP) Trade-Offs: +2 Defense / -2 Toughness Unspent Power Points: 3 In Brief: A young man reluctantly in touch with his more feral nature. Alternate Identity: Felix Silvestri Identity: Secret Birthplace: Freedom City, USA Occupation: Warehouse Worker Affiliations: Solo Family: Tony Silvestri (Father), Maria Silvestri (Mother), Fatima Silvestri (Younger Sister) Catchphrase: *snaaarrl* Description: Age: 21 (Dob: September 9, 1993) Gender: Male Ethnicity: Caucasian, Italian-American Height: 6'1" Weight: 194lb Eyes: Amber Brown Hair: Brown Felix is tall, lean, broad-shouldered and well-muscled. In theory he works out and has a manual labour job to keep him in shape -- in reality, it's his enhanced physiology that keeps him in good trim. His hair is typically slightly mussed despite being cut short, and his eyes are an unusual shade of light brown, almost amber-yellow in hue. He tends to dress simply and comfortably unless given reason to do otherwise -- jeans, t-shirts and plaid overshirts, and worn steel-toed boots. As Wildcat...well, it shows that he's still new to this. Combat boots, charcoal grey BDU pants and a black commando sweater with the shoulder patches makes it pretty clear that he's shopped army surplus for his 'costume'. He does have a black mask that covers his upper face, with token points that are likely supposed to represent cat ears. He wears a tactical harness that holds the ballistic plastic baton and boomerang that he employs when he needs an extra edge. Power Descriptions: His powers have no overt appearance, all being enhanced aspects of his physiology and not prone to flashy energy displays or colour changes. History: Felix had an utterly normal childhood, growing up with two parents in the home and a bratty younger sister cramping his style. They were a middle-class family, and so while he didn't have everything he wanted, neither was he denied any of the basics. Growing up in Freedom City had its exciting moments, of course, but in general the positive outweighed the negative. When Felix hit puberty, he began to go through some...changes. Completely natural, of course -- what child at that age doesn't experience his body acting in odd ways, strange new urges and feelings, and a general impression that something momentous was happening to him? Of course, in Felix's case, his changes really were more profound, although neither he nor anyone around him was aware of just how muchso. He thought it was normal, because he had been told no matter how weird it seemed, everyone went through the same thing. But.... Not everyone had quite as substantial a physical boost as he went through. It was certainly a great deal more rare the degree his senses and reflexes sharpened, and while every young man in his teens occasionally felt like a cave man or a bubbling pot of hormones ready to make one snap for no reason -- well, Felix started to be subjected to primal urges; hunt, fight, mate, feed. He found himself fighting to keep his responses...civilized when presented with stimuli of this nature, and wondered just why he was having such a time of growing up. It wasn't until his later teens that he finally had to admit to himself that he was...unusual. He wasn't inclined to team sports, but he'd noticed he could easily outperform even the best of his peers who were, and that was without even putting in effort. He never did have that one, defining moment that seems to crop up so frequently in the origins of superheroes who tell such tales. What he did eventually have was the start of the downward trend of hormonal activity that young men do once they hit their twenties, and it became...less of a burden to be who he was, and more something that could be looked at as an opportunity. Just as importantly, he discovered that giving these urges of his a legitimate outlet made them easier to manage -- not a surprise, of course, that a relief valve reduced the chance of an explosion, but knowing that it applied to his own life and troubles...was a real game-changer. Not sure as of yet exactly where he was going to go with this, long-term, Felix assembled what meagre gear he thought he might need for his outings, chose what seemed a fitting moniker for the public face of his baser drives...and took to the streets. Personality & Motivation: Felix is, at the core of himself, a genuinely good guy who doesn't want to cause problems or be a burden on others. Unfortunately for this decent human being, he has some quirk of physiology that makes it very, very difficult to live up to those ideals. He does what he does in order to keep a handle on his baser urges -- he hunts and battles criminals and villains in order to give his baser urges an outlet and keep himself from losing control and lashing out at someone who is merely offensive or frightened. Powers & Tactics: As Wildcat, Felix is strong, fast, and agile, with very quick reactions and an excellent ability to get out of the way of what's coming at him. His enhanced senses allow him to identify and locate his quarry in unexpected ways, and it is difficult to anyone to conceal themselves from him. He is an able, if largely untrained brawler, excellent reflexes and capabilities carrying him though. He carries with him an eighteen inch baton of ballistic plastic that he uses to enhance the blows of his already potent strength if needed, but where he truly excels is hitting an opponent with a hurled item. His strength combined with his impressive hand-eye coordination allows him to very accurately throw nearly anything at all with devastating results. When a little more precision is required, however, he does have a three-leg boomerang made of the same ballistic plastic that he has utilized from time to time. His sprinting speed is phenomenal, able to achieve highway speeds for short periods, and he can make prodigious leaps that can carry him easily from ground level to a building's roof, and from there from rooftop to rooftop should he so desire. Complications: Savage Beast: Felix's Id has a louder voice than usual, leaving him susceptible to situations that prey upon his baser emotions. Powers, skills, or situations that threaten his territory or his belongings, are a clear challenge, or appeal to his wants and desires are more likely to sway him, and under pressure he is more likely to default to heeding these drives. n00b: Very new to the world of heroing, with only a handful of outings under his belt, Felix is prone to making rookie mistakes and lacking what is considered 'common' knowledge among the supers crowd. This will, of course, change with experience, but for now he can't be counted on to 'know better'. Secret ID: He does, as is common, try to keep his heroic identity a secret from his public one, to keep himself and those he cares about from harm. One of Us: Animals tend to react to Felix as if he were more beast than man. Dogs growl or whine, cats hiss, many prey animals may freeze, flee, or threat display as appropriate. Suffice to say, this can be...awkward. Attributes: 6 + 6 + 8 + 2 + 2 + 0 = 24PP Strength: 16/24 (+7) Dexterity: 16/20 (+5) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 14 + 14 = 28PP Initiative: +9 Attack: +7 (+8 Melee) Grapple: +15 Defense: +10 (+7 Base, +3 Dodge Focus), +4 Flat-Footed Knockback: -2 Saving Throws: 5 + 5 + 6 = 16PP Toughness: +6 (+4 Con, +2 Defensive Roll) Fortitude: +9 (+4 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +7 (+1 Wis, +6) Skills: 36R = 9PP Acrobatics - 5 (+10) Climb - 5 (+12) Knowledge: Current Events - 2 (+3) Knowledge: Popular Culture - 2 (+3) Knowledge: Streetwise - 2 (+3) Languages - 1 (English [Native], Italian) Notice - 8 (+9) Search - 2 (+3) Sense Motive - 4 (+5) Stealth - 5 (+10) Feats: 13PP Attack Focus: Melee 1 Defensive Roll 1 Dodge Focus 3 Elusive Target Evasion 1 Improved Initiative 1 Takedown Attack Throwing Mastery 2 Uncanny Dodge Well Informed Powers (Mutation): 8 + 4 + 2 + 2 + 2 + 7 + 4= 29PP Enhanced Strength 8 [8PP] Enhanced Dexterity 4 [4PP] Super Strength 1 (Effective Strength 29, Heavy Load 1,400lbs) [2PP] Leaping 2 (85/42/21ft per Move Action) [2PP] Speed 2 (25mph/250ft per Move Action) [2PP] Enhanced Senses 7 (Extended Vision 1, Extended Hearing 1, Ultra-Hearing, Accurate Hearing, Acute Tracking Scent) [7PP] Regeneration 3 (Bruised 1 [Round], Injured 1 [20 Minutes], Staggered 2 [5 Minutes] ) [4PP] Drawbacks: (-0) + (-0) = -0PP Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC22 Toughness (Staged) Damage (Physical) Throwing Mastery Thrown DC17 Toughness (Staged) Damage (Physical) Totals: Abilities (24) + Combat (28) + Saving Throws (16) + Skills (9) + Feats (13) + Powers (29) - Drawbacks (0) = 119/122 Power Points
  9. Player Name: ShaenTheBrain Character Name: Kingsnake Power Level: 12(10) (180/184PP) Tradeoffs: None (+2 Attack / -2 Damage, +2 Defense / -2 Toughness) Power Points Unspent: 4 Progress To Gold Status: 4/90 (Silver Status earned with >The Scarab) Bronze Reward: 7PP of Equipment for >The Scarab, 2PP of Equipment for Kingsnake, 6PP of Equipment/Minions/Sidekick unclaimed Silver Reward: Bump PL7/105PP PC to PL12/180PP (Kingsnake) In Brief: Huntress gets Daredevil's powers from Captain America's super-soldier serum. Residence: A modest townhouse in the Southside neighborhood of Freedom City. Base of Operations: The hidden basement of his townhouse. Alternate Identity: Brian Markus Brubaker Identity: Secret Birthplace: Freedom City, New Jersey, USA Occupation: Freelance Transcription Translator Affiliations: Shambala Temple (former student), Freedom City University (former student) Family: Frank Brubaker (Father), Ann Miller-Brubaker (Mother, Deceased), Wade Brubaker (Younger Brother, Deceased), Simona Nocenti (Ex-Girlfriend) Description: Age: 26 (DoB: 1989) Apparent Age: 26 Gender: Male Ethnicity: Caucasian (Anglo/Celtic/Germanic mutt) Height: 6ft 2in Weight: 200 lbs. Eyes: None (Grey prosthetics) Hair: Black streaked with Grey His face still bears some scars from being penetrated and lacerated by several pieces of superheated shrapnel. He wears a set of acrylic prosthetic eyes which mimic his original grey eye color. When out in public in his civilian identity, he wears the dark sunglasses and wields the white cane which universally mark him as a blind man. Power Description: 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, or hear a tear sliding down their cheek. 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 gently carress an object and feel any fingerprints left on it without disturbing them, and he can perceive enough detail to compare them to other prints. His nose mimics the function of a gass 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 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 lines coating and illuminating the space and/or objects around them. Scents appear in his mind's eye as whisps of mist or smoke, some translucent and some opaque, in various colors, 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 one sense he possesses which is entirely new and not an enhancement of one of his existing senses is his echolocation. 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. He "sees" just as a normal human would see in the visual light spectrum, only in 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. Brian's weapon of choice is a custom double kusari-gama called "The Fangs of The Serpent." A length of fine chain links two batons, similar to escrima sticks. The batons each house two retractable folding scythe blades. Switches on both batons allow one or both blades on either baton to be deployed or retracted by radio signal. The blades can also be pulled out or pushed back in manually if the remote controls fail. When deployed, a single blade folds out at a 90-degree angle, turning the baton into a kama. When both blades on a baton are deployed, it resembles a pick-axe, which Brian uses as a grappling hook. One blade can also fold out at a 180-degree angle, turning the baton into a knife or short spear. History: Brian Brubaker didn't see things clearly until 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." 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 for months, 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. 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 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 to near peak physical condition for a non-powered human, but his eyes 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. 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 trust fund sat untouched. 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. Five years later, Brian Brubaker quietly returned to Freedom City. His father employed coyotes and snakeheads, who preyed upon the innocent and the desperate, as vipers prey upon the smaller, weaker animals in their path. But there is a snake who hunts the vipers...the Kingsnake. Personality: Brian grew up idolizing his father, and 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 you force it to. The monks showed him that the world can be a better place than it is, without vipers like his father poisoning it. But they will, unless a kingsnake comes along to eat them first. So much of the world he thought he knew is a dirty lie, he's not even sure it's worth saving. But he'll die before he stops trying. 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. He rarely engages in conversation at all, and even when he does engage, he remains laconic and withholding. 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. Powers & Tactics: Brian is an expert martial artist, and a world-class detective, and inflitrator. The DNAscent process left him at peak physical condition, just shy of 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, his fighting style is primarily defensive, focused on avoiding or parrying incoming attacks until the enemy leaves an opening for one finishing blow or series of rapid strikes, or until he can lure the enemy into overextending themselves and creating that opening. He will remain in constant but relaxed motion, saving his strength, circling back and forth around his target while moving closer and/or farther from them. When he finally does lash out, he does so almost faster than the eye can follow. Above all, his fighting style is rooted remaining unpredictable. He often moves or strikes in unexpected directions, such as 45-degree angles relative to his opponent. His favored weapon, a custom kusari-gama called "The Fangs of The Serpent," allows him to strike foes at a distance from a variety of angles and directions, either by swinging one of the batons in an arc toward them or by launching it directly at them. He can confuse and intimidate opponents by spinning the chain or whipping it back and forth. Shifting his grip on the chain allows him to vary the length, making his strikes unpredictable. The chain can wrap around an opponent's limb or weapon, allowing him to pull the weapon free from their grasp or pull them down to the ground. He can strike with the hard surface of the batons, or he can slash or stab with the retractable blades, which can be deployed in an instant, even mid-swing. While keeping the foe at a distance, he will have one hand on a baton and the other on the chain. While in close quarters, he will most likely have one hand on each baton, with the chain either coiled up in one or both hands, wrapped around his opponent, or left to dangle on the ground below, to be jerked up at an opportune moment. Complications: 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, shape, and texture, but not color. This limits his ability to read text or view pictures to touch-range. 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 to feel the heat from it, if it emits heat at all. Anything in his surroundings which depends on light, text, or color is invisible to him once it is physically out of reach. His echolocation allows him to "see" a person's face, but their eyes just look like ping-pong balls. And legally, it would be impossible for him to obtain a license to operate any vehicle or heavy machinery. 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 vast game. On the last leg of his trek home, Brian also ran afoul of a splinter sect of Katanarchists who have been corrupted by the Schattenwelt, and they now count him among their targets. Lost Love: Brian had a girlfriend in college, Simona 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 Super-Senses (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. Power Loss (Echolocation): Sensory power effects, such as Dazzle or Obscure, which interfere with auditory senses, or specifically with Ultra-Hearing, may also interfere with Brian's Echolocation, if they absorb, obscure, misdirect, or otherwise interfere with the travel of the ultrasound waves, or his ability to receive them. Sonar countermeasures can similarly ruin his day. "Sound-proof" objects may reduce the effective range of the echolocation, or block it entirely. Secret (Identity): Brian may be superhuman, but he's not invincible. One sniper bullet could be the end for 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 due to loud noise, or a Nauseate due to a noxious gas. Brian may also suffer Damage or another attack effect just by being in close proximity to the source, target, or area of any power with a relevant sensory descriptor, such as "Sonic" Abilities: [8 + 12 + 12 + 6 + 6 + 4 = 48PP] Strength: 18 (+4) (Heavy Load: 300 lbs.) Dexterity: 30/22 (+10/+6) Constitution: 22 (+6) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: [8 + 8 = 16PP] Initiative: +10/+6 (+10/+6 Dex) Attack: +4 Base, +10 Melee, +12 Kusari-Gama Grapple: +20/+16 (+10 Attack, +10/+6 Dex) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-FootedUncanny Dodge Knockback: 4, 3 Flat-Footed Saving Throws: [0 + 0 + 7 = 7PP] Toughness: +8 (+6 Con, +2 Defensive Roll), +6 Flat-Footed Fortitude: +6 (+6 Con, +0PP) Reflex: +12/+6 (+10/+6 Dex, +0PP, +2 Enhanced Reflex)Evasion Will: +10 (+3 Wis, +7PP)Ultimate Save Skills: 108R [27PP] Acrobatics 5 (+15/+11)Skill Mastery Climb 5 (+15/+11)Skill Mastery Disable Device 8 (+15/+11) Escape 0 (+10/+6)Ultimate Skill Gather Information 13 (+15) Intimidation 13 (+15) Investigation 12 (+15) Knowledge (Streetwise) 7 (+10) Languages 7 (Braille, English [Native], Italian, Japanese, Mandarin, Morse Code, Russian, Spanish) Notice 9 (+20/+12)Skill Mastery Search 9 (+20/+12) Sense Motive 9 (+20/+12)Skill Mastery Stealth 5 (+15/+11) Swim 6 (+10) Feats: [26PP] Acrobatic Bluff Agile Climber Attack Focus (Melee) 6 Attack Specialization (Kusari-Gama) Defensive Roll (+2 Toughness) Dodge Focus 8 Equipment 2 (10EP) (Veteran Reward) Evasion Grapple Finesse Hide In Plain Sight Quick Change (Costume) Skill Mastery (Acrobatics, Climb, Notice, Sense Motive) Sneak Attack Takedown Attack Ultimate Effort 2 (Escape Skill, Will Save) Well-Informed Equipment: 1 + 1 + 7 = 9/10EP = 2PP Digital Audio Recorder [1EP] Smoke Pellets [1EP] Obscure 2 (Visual-Type Senses, 10ft radius, Extras: Independent, Total Fade, Flaws: Limited [Normal Vision], Unreliable [5 Uses], Feats: Subtle, Slow Fade [1 minute], Drawbacks: Full Power, Reduced Range 2 [2 20ft Range Increments / 40ft Max Range]) [1EP] Townhouse with Secret Basement (PL12 HQ) [7EP] Size: Tiny [-1EP] Toughness: +10 [1EP] (Bulletproof Windows, Earthquake-Proofing) Features: Concealed (+10DC), Fire Prevention System, Gym, Laboratory, Living Space, Power System, Security System (DC20) [7EP] Powers: [6 + 50 = 56PP] Device 2 (10PP Container [Passive, Permanent], Flaws: Easy-To-Lose) [6PP] (The Fangs of The Serpent) Kusarigamajutsu 4 (8PP Array, Feats: Alternate Power 2) [10PP] Base Power: [8PP]Damage 2 (Feats: Extended Reach 2 [+10ft], Improved Disarm, Improved Trip, Mighty, Variable Descriptor [bludgeoning, Piercing, or Slashing Damage]) [8PP] Alternate Power: [0PP] Snare 6 (Flaws: Range [Touch], Feats: Extended Reach [+5ft], Tether) [8PP] Alternate Power: [2 + 6 = 8PP] Speed 2 (25MPH / 250ft per Move Action, Extras: Linked [super-Movement]) [2PP] Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling [1/2 Speed], Extras: Linked [speed]) [6PP] Enhanced Senses 10 (50PP Container [Passive, Permanent]) [50PP] [8 + 2 + 2 + 7 + 3 + 6 + 5 + 5 + 4 + 1 + 7 = 50PP] Enhanced Dexterity 8 [8PP] Enhanced Feats 2 (Evasion, Skill Mastery [Acrobatics, Climb, Notice, Sense Motive) [2PP] Enhanced Reflex 2 [2PP] Enhanced Skills 28 (Disable Device 4, Notice 8, Search 8, Sense Motive 8) [7PP] Immunity 6 (Fear, Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] Super-Senses 6 (Danger Sense 3 [Types: Auditory, Olfactory, Tactile], Uncanny Dodge 3 [Types: Auditory, Olfactory, Tactile) [6PP] Super-Senses 5 (Normal Hearing [Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Analytical, Extended 2 [1,000ft Notice Increments]) [5PP] Super-Senses 5 (Ultra-Hearing [Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Analytical, Extended [100ft Notice Increments]) [5PP] Super-Senses 4 (Normal Smell/Taste [Type: Olfactory, Default Extras: Radius, Ranged], Extras: Acute, Analytical, Extended [100ft Notice Increments], Tracking [1/2 Speed]) [4PP] Super-Senses 1 (Normal Touch [Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Analytical) [1PP] Super-Senses 7 (Sonar [Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Extended [100ft Notice Increments], Penetrates Concealment, Ranged) [7PP] (Echolocation) Totals: Abilities (48) + Combat (16) + Saving Throws (7) + Skills (27) + Feats (26) + Powers (56) - Drawbacks (0) = 180/184 Power Points Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19(21*) Toughness (Staged) Damage (Physical) Fangs of The Serpent Damage Touch+10ft DC21(23*) Toughness (Staged) Damage (Physical)** Snare Touch+05ft DC16(18*) Reflex (Staged) Entangled/Bound *Sneak Attack **Variable Descriptor (Bludgeoning, Piercing, or Slashing)
  10. Player Name: ShaenTheBrain Character Name: The Scarab Power Level: 15(10) (232/234PP) Tradeoffs: None Power Points Unspent: 2 Progress To Gold Status: 84/90 Bronze Reward: 7PP of Equipment for The Scarab, 2PP of Equipment for >Kingsnake, 6PP of Equipment/Minions/Sidekick unclaimed Silver Reward: Bump PL7/105PP PC to PL12/180PP (>Kingsnake) In Brief: Phenomenal psionic power contained in a fragile mortal shell. Alternate Identities: Elena Guerrero (Current Incarnation), Alexander Rhodes (Previous Incarnation), Prince Heru-Ra of Egypt (Original Incarnation) Identity: Secret Birthplace: Santa Lucia, California, USA Residence: Pyramid Plaza Base of Operations: Freedom City, New Jersey, USA Occupation: Freelance Legal Consultant, Philanthropist Affiliations: Freedom City Historical Museum (Donor), Freedom City Ledger (Lifetime Subscriber), Freedom City Public Library (Donor), Freedom City University (Alumnus, Donor), Law Office of Nelson & Bannerly (Pro Bono Consultant), Rhodes Foundation (Board of Directors, Shareholder) Family: Josefina Vasquez de Guerrero (Mother, Deceased), Eduardo Guerrero (Father, Deceased) Description: Age: 34 (DoB: 1979) Ethnicity: Latina Height: 5'7" Weight: 135 lbs. Hair: Black Eyes: Brown Unlike the bright scarlet and yellow tights worn by her "predecessor," the "new" Scarab's costume consists of menacing armor plates overlapping in subdued shades of crimson and gold. The massive cape extending from under the shoulder plates never ceases to flow and billow dramatically behind her, subtly guided by her telekinesis. Careful observers will quickly realize that, even when she chooses to walk rather than fly, her feet never quite touch the ground. She cultivates an unsettling mystique with these subtle details. Out of costume, Elena Guerrero blends in with millions of other upwardly-mobile female professionals in law or big business. She tends toward tailored skirtsuits, sweaterdresses, and other outfits which could be described as "understated; feminine and elegant, but unremarkably so." She tends to wear combinations of different shades of red and gold, so as to provide convenient color-coding for the imaginary readers of the Freedom City PBP comic books. When it comes to clothing, she believes in paying for quality, rarely to the point of extravagance. Elena focuses on cerebral and scholarly pursuits to the exclusion of physical ones, and her body suffers for it. She is quite healthy, with a robust immune system, but she is not athletic. She is fortunate enough to have been born with genes which make weight more difficult to put on than to keep off, but what flesh she does carry lacks muscle tone. Her physique is petite, but doughy. Her facial features are conventionally pretty, but not exceptionally so. Power Description: The Scarab’s powers do not usually manifest visibly in their use, only in their effect. If she does choose to make them visible, then glowing auras of gold and/or scarlet appear around her (usually her head and/or hands) and/or the target(s) of the power. Sometimes, these auras take the form of spectral scarab beetles swarming over her target. History: Heru-Ra In approximately 3,000 B.C.E., Heru-Ra was the crown prince of the Egyptian Empire. He lacked interest in politics, neglecting matters of the physical world in favor of the philosophical and theological. Through a unique combination of meditation, contemplation, self-denial, physical exertion, and self-flagellation, he managed to achieve a measure of Enlightenment, thousands of years before the bodhisattvas and messiahs who would follow him. Heru-Ra awakened the part of his soul the Egyptians called the ka, gaining the power to exert his will directly upon the world around him. Heru-Ra's closest friend was the sorcerer-priest Tan-Aktor. The two young men shared an interest in the study of the paranormal, and they fought together often to defend Egypt from the supernatural threats of the ancient world. In their greatest victory, they prevented the evil sorcerer Ka-Khemet from using the stolen Milk of The Sun to help the minor god Sobek usurp control of the Egyptian pantheon. Ka-Khemet and his minions had sought to transfer their essences into the eggs of the crocodile god, emerging as immortal hybrid monsters. But the combined might of Heru-Ra and Tan-Aktor defeated the sorcerers, trapping them within the eggs for all eternity. Unfortunately, Tan-Aktor's lust for power soon overshadowed his loyalties to his friend and his pharoah. Along with his treacherous lieutenant Khar-Hotep, he tried to murder the royal family and seize the throne. His coup-d'etat failed, and both he and his former comrade Heru-Ra died striking each other a death blow. With Tan-Aktor dead, punishment for the failed treason fell squarely upon Khar-Hotep, who was cursed with eternal unlife and buried alive with a horde of flesh-eating scarab beetles. When Heru-Ra and Tan-Aktor stood before their gods for judgement, Heru-Ra demanded that no other but he be allowed to punish Tan-Aktor for his treachery. Impressed with his courage but insulted by his arrogance, the gods chose to punish Heru-Ra in the manner gods have always preferred above all: They gave him exactly what he asked for. Heru-Ra and Tan-Aktor were both doomed to a cycle of unending reincarnation, constantly dying and being reborn like a pair of scarab beetles from the dung. They would chase each other around the wheel of life and death, locked in eternal battle. In every new life, Heru-Ra fought to protect the innocent and uphold justice, while Tan-Aktor sunk deeper into brutality and depravity in his twofold quest to accumulate personal power and to rid himself of his eternal foe. Alexander Rhodes Alexander Rhodes was a wealthy financier and philanthropist, the C.E.O. of the Rhodes Foundation, the financial powerhouse his family had built. Rhodes had always been fascinated with Ancient Egypt, collecting every relic he could get his hands on. It wasn't until 1961 that he understood why. Like many before and since, Rhodes underwent hyponotic regression on a lark. Although meant "for entertainment purposes only," the attempt to remind Rhodes of past lives was a resounding success, revealing to him his true nature as the reincarnation of Prince Heru-Ra and reawakening his ka. With his newfound power, he put on a mask and cape and helped to usher in the resurgence of costumed superheroes as The Scarab. The Centurion and The Scarab were the the longest-running members of the original Freedom League. The Scarab’s psychic powers and diplomatic nature helped him to fulfill the role of peacemaker on the team, settling conflicts and facilitating teamwork. For nearly 20 years, he was a leader, mentor, comrade and friend to the world’s greatest heroes. Although Rhodes never personally met the Nazi sorcerer Wilhelm Kantor, he clashed frequently with agents and pawns directed by the reincarnation of his eternal nemesis. Kantor, now calling himself "OverShadow," immediately recognized The Scarab's iconography as the heraldry of Heru-Ra, and over the next two decades, he wasted countless resources in single-minded attempts to destroy his old foe. But time and time again, The Scarab and the Freedom League foiled OverShadow’s attempts at world conquest. In 1979, seeking to rid himself of his eternal foe once and for all, OverShadow recovered Sobek's eggs and removed his curse, allowing them to hatch and unleash the Scions of Sobek upon the world. OverShadow then manipulated the crocodile-headed sorcerers into hunting down The Scarab. The Scions clashed with the Freedom League at the newly-christened Pyramid Plaza, with all but The Scarab falling prey to their mind control powers. The Scarab managed to break their hold over the League with the aid of the rookie psionic hero Brainstorm, but the effort cost both heroes their lives. The general public believes that Alexander Rhodes suffered a fatal brain aneurysm. This was technically true, although the public does not know that it was related in any way to the incident at Pyramid Plaza. Daedalus fulfilled the previously agreed-upon contingency plans regarding The Scarab’s corpse. Decoy bodies were cloned. One was buried in the public grave of Alexander Rhodes, while the other was interred in a fake burial chamber in The Scarab’s Lair, the underground base Rhodes had constructed beneath the site that would eventually become Pyramid Plaza. The real body was hidden in a secret chamber of The Lair. Brainstorm was posthumously inducted into the Freedom League, and iconography depicting both him and The Scarab can be found on Heroes Knoll and all around Pyramid Plaza. In accordance with Rhodes' last will and testament, his controlling interest in the Rhodes Foundation passed to his trusted assistant, Maria Hernandez. She also inherited the secret responsibility for tending to The Scarab's Lair. Maria eventually she passed this sacred trust to her daughter, Sofia Cruz, who also eventually took her mother's place as C.E.O. of the Rhodes Foundation. Elena Guerrero Adrian Eldritch also had a role in the contingency plans for The Scarab’s death. He cast a spell which obscured any attempt to locate the next reincarnation of Heru-Ra. This protected that next incarnation from OverShadow, but also hid her from any of The Scarab’s allies. Left to her own devices, it would be nearly 30 years before she of Heru-Ra became fully aware of her own destiny. Elena Guerrero was conceived in 1979, at the moment of Alexander Rhodes’ death. Physicians had told Josefina and Eduardo that they would never conceive a child, but the soul of Heru-Ra overcame all biological barriers. Subsequent attempts by the couple to provide Elena with siblings were not successful. Josefina and Eduardo were illegal Medican immigrants, who made it over the border just in time for Elena to be born in Southern California, becoming an American citizen by default. The family settled in Santa Lucia, a small city with a large, poor Latino population, and an affluent Caucasian minority. Some children are born with a silver spoon in their mouth. Elena's parents would say that instead she was born with a sword in one hand and a shield in the other. As a child, her play consisted of fantastic games of make-believe featuring brave warrior-princes clashing with evil sorcerers on ancient battlefields. There was no schoolyard bully she wouldn’t confront, and no poor child with whom she wouldn’t split her sandwich at lunch. As childhood gave way to adolescence, childish games stood aside to make room for a revolving door of “noble causes.†Elena’s parents indulged her pickets and protests with equal parts amusement and pride. An above-average student, Elena managed to win a scholarship to Freedom City University, where she earned both her undergraduate degree and her juris doctorate. As a lawyer, she planned to use “the system†to oppose injustice and oppression, to fight for those who couldn't fight for themselves. During her studies at FCU, Elena was amazed how Freedom City felt more like "home" to her than Santa Lucia ever did. Sometimes, she would spend hours just standing on the observation deck of Pyramid Plaza, daydreaming about flying across the skyline. Unfortunately, her graduation from FCU was a bittersweet occasion, as both of her parents had succumbed to cancer mere days before the ceremony. And these were not isolated incidents. Many people in Santa Lucia were either having difficulty conceiving children, or were dying premature, cancer-ridden deaths, as a direct result of illegal toxic waste dumping by Locusta Pharmaceuticals, a joint venture between subsidiaries of Delphic Industries and Grant Conglomerates (which are ultimately pawns of The Labyrinth). a wholly-owned subsidiary of Grant Conglomerates. Specifically, it was the poor Latino residents who were dying, while the upper-class Caucasian minority looked the other way. Bribing them cost Locusta less than cleaning up the dump sites and enacting new safety procedures. The townspeople finally organized a class-action lawsuit against Locusta, but they couldn't afford a lawyer. Elena, fresh out of law school, volunteered to try the case pro-bono. Despite her lack of experience, the townsfolk were enthusiastic about a local-kid-done-good spearheading the effort. They had a lawyer they could trust, a mountain of evidence, and a line of credible witnesses. It appeared to be an open-and-shut case, which is why everyone was so surprised when they lost. Witnesses either disappeared or recanted their testimony. Existing evidence was lost or destroyed, while new evidence on behalf of Locusta “appeared.†The jury didn't even bother to deliberate before handing in a verdict in favor of Locusta Pharmaceuticals. The *crack* of the judge's gavel echoed like a thunderclap in Elena's head, setting off explosions behind her eyes. Suddenly, everything became clear to her. She started hearing the thoughts of other people, some who weren’t even present at the trial. She saw past events as if they were happening right then and there in front of her. She saw the bribes, the blackmail, and the violence, all threads in the grand tapestry of atrocity Locusta had woven around Santa Lucia. Overwhelmed and demoralized, she staggered out of the courtroom, drank herself to sleep, and caught the first bus out of town. It would be her first and last case as an attorney. Her defeat completely disillusioned Elena regarding the entire legal system. It wasn’t a shield with which she could protect the innocent and defenseless. It was a bucket in which the rich and powerful could drown those people to save a few dollars on their bottom line. If the system was so easily and thoroughly subverted by Evil, then she needed to restore the balance. Elena spent the next few months learning how to control her new powers, and how to profit from them. Precognition helped her make a killing on the stock market (and in one state lottery). Telepathy paved the way for a new career as an "independent legal consultant." Her powers helped select jury members who would render a favorable verdict, and who would be resistant to coercion from the opposing side. Those same powers could verify or refute testimony, and leave no evidence uncovered. No matter what dirty tricks the opposing legal teams or their employers used to obscure the truth or distract from it, Elena’s powers let her stay one step ahead of them. None of the law firms she worked alongside knew about her superhuman abilities; they thought she was "just that good." Most of those firms paid top dollar for her services, though she would aid “underdog†causes free of charge. The money piled up faster than she could spend it. She donated most of it to charity, or gifted it anonymously to the individual victims the system had failed. But no matter how many cases she helped win for “the good guys,†or how much money she gave away, her sleep was tormented with nightmares. She couldn't rid herself of the nagging feeling in the back of her mind that it wasn't enough, that she had to do more. Several years after her crushing defeat in that first courtroom, Elena found herself back in Freedom City. The closer she got to the downtown area, the clearer the visions became. By the time she reached Pyramid Plaza, she remembered the location of the secret entrance into the underground complex. She realized that the daydreams and nightmares were memories. Once inside The Scarab’s Lair, her lair, everything finally made sense. Minutes later, Sofia Cruz crept down into The Lair, shotgun in hand, responding the to the alarms reporting a security breach. She was skeptical of Elena at first, but Elena passed every test. She identified the fake tomb of Alexander Rhodes for what it was, and guided Sofia unerringly to his true resting place. She was able to tell Sofia things, about herself, her mother, and about Rhodes, that no one else would or could know. Eventually, Sofia was convinced, and pledged her renewed support. At long last, almost thirty years since his death, The Scarab was reborn, and all the pieces were in place to make up for lost time. Personality & Motivation: Each incarnation of Heru-Ra is an individual, with their own experiences and quirks, shaped by whatever bodies, families, cultures and time periods into which they happened to be born. But they are also connected to the experiences of every other lifetime that soul has lived. The first and the most recent incarnations tend to be the loudest, clearest voices in the choir, but all the voices come through, even if only as a dull roar in the background. Some traits remain constant in every incarnation. At its core, the soul of Heru-Ra is an unbreakable spirit, courageous, generous, and unflinchingly self-sacrificing, often to a fault. In and out of costume, Elena carries herself with an air of serene, almost unflappable nobility. She walks tall, speaks deliberately, and looks everyone directly in the eye. What some mistake for indifference or repression is in fact the calm confidence of someone who really has “seen it all.†The Scarab’s powers force her to be empathic. They allow her to see the best in others even when they cannot see it in themselves. They force her to see the world as others see it, to feel their joy and pain as if it were her own. This drives her to begin every conflict by seeking peaceful resolution, striving to turn today’s enemy into tomorrow’s ally. However, once a foe exhausts her formidable patience, there is no gradual progression between “understanding counselor†and “ruthless warrior.†Her trigger has a heavy pull, but once pulled, the result is as sudden and decisive as any other gunshot. She always gives her enemies a chance, but she rarely gives them a second one. Having both five millenia of accumulated life experience and one of the most powerful telepathic minds in the history of the world tends to make The Scarab almost uncomfortably blunt in social interactions. She usually manages to stop short of insulting people or hurting their feelings, but she also speaks frankly about taboo subjects, and gives voice to matters others leave unspoken. She has little patience for engaging in deception or manipulation, or indulging it in others. When it comes to matters of the heart and the flesh, Heru-Ra has always been open-minded, in any incarnation. This soul has lived at every point along the spectrums of ethnicity and gender identity, all the while seeing into the minds and souls of so many others. After a hundred lifetimes of watching the fickle human standards of beauty change from one culture and generation to the next, very little importance is placed upon upon the particular body those souls come wrapped in. When Elena puts on the mask of The Scarab, she changes her persona to match. Her speech pattern and word choice leans harder toward the dramatic and formal, even archaic. Like most heroes from the Silver Age, she is prone to grand gestures, long-winded moralizing, and downright “hammy†speeches. The Scarab does not "speak;" she proclaims, and occasionally, she quips. Powers & Abilities: The Scarab is the archetypal "Psionic" superhero, able to exert her will directly on the world around her, both the physical objects and the minds of other sapient beings. She can move objects from a distance, without touching them, at amazing speeds. She perceives the thoughts of those around her, and the psychic echoes those thoughts leave behind, without the normal constraints of time or space; past, present, and future events are all potentially open to her. She can also project her own thoughts into the minds of others. If she chooses, she can project her thoughts into the minds of others so forcefully that she overwhelms them, seizing control or inflicting injury. She is also able to tap into the experiences of her past lives, although the process of sifting through those memories is neither complete nor consistent. When she makes contact with the mind of another, the “voice†they “hear†is often a choir made up of the distinct voices of a hundred different lifetimes, all speaking in unison. These powers come at a cost. Even the “enlightened†human mind has limits to the amount of information it can take in and process, and The Scarab’s mind receives a staggering amount of input. She has had to develop almost superhuman levels of concentration and willpower to compensate, and even still, the strain of her powers frequently cause painful migraines, fatigue, and many nights of restless sleep, as visions of lives lived and events yet to come seep into her dreams. Complications: Addiction: Elena ingests copious amounts of caffeine and over-the-counter painkillers, to compensate for the migraines, fatigue, and loss of sleep caused by her powers. Occasionally, she must even resort to prescription-strength amphetamines and painkillers to keep herself going. If she is denied access to these medications, then she can suffer penalties as if she had a “Weakness†drawback, with the interval and severity of the cumulative penalties at the GM’s discretion. Enemy (The Labyrinth): The Labyrinth is not currently aware that Elena Guerrero is behind so many of the lawsuits and indictments that Delphic Industries and Grant Conglomerates have failed to repel in the last few years, nor are they aware that Elena Guerrero is The Scarab. However, Taurus does know that The Scarab is the reincarnation of Heru-Ra. Constantine Urallos, Jonathan Grant, Elena Guerrero, and Sofia Cruz all live at Pyramid Plaza in close proximity to one another. The corporate offices for both Delphic Industries and Grant Conglomerates are also based in Pyramid Plaza. Enemy (SHADOW): OverShadow is the reincarnation of Tan-Aktor, eternal foe of Heru-Ra. He does not know the identities of The Scarab (past or present), but he does know that both Scarabs are Heru-Ra reincarnated. Family & Friends: Sofia Cruz is both like a daughter and like a sister to Elena. Sofia is married, with children. Any threat to the safety of Sofia or any member of her family will consume the totality of Elena’s attention until it is dealt with. Feedback: If damage is inflicted on the target of The Scarab’s Mind Control or Mind Reading powers, then she may receive psychosomatic damage as well. She may also receive damage if her Mind Reading, Postcognition, or Precognition powers reveal particularly intense or traumatic memories. (See the “Feedback†flaw in the description of the “Mind Reading†power in Ultimate Power for details.) Legacy: The soul of Heru-Ra has walked the Earth for over a hundred lifetimes. In each one of them, friends and enemies were made, and debts were accumulated on all sides. Elements from any one of those lifetimes could come back to haunt Elena in the present. Nightmares: Elena’s telepathic and post/pre-cognitive powers and past-life memories tend to slip into her dreams, robbing her of restful sleep and leaving her Fatigued. Power Loss (Lead): The Scarab’s psychic powers cannot penetrate a lead barrier of at least 5mm / 1/4 inch thickness. Any mental connection she has with a target will be immediately severed if that target retreats behind such a barrier relative to her. Power Loss (Teleport Beacon): Any power effect, such as Obscure Radio, which would interfere with Radio Communication or Radio-type Super-Senses, will also disrupt the teleport beacon’s signal to The Scarab’s Lair, making it impossible to open a teleportal at the beacon’s location. Prejudice: Elena is female, Latina, openly bisexual, and “new money.†Reputation: The Scarab has engaged in an on-again/off-again romantic relationship with the super-spy and cat-burglar known as Bombshell, in multiple lifetimes. Bombshell has found herself on both sides of the law in the past. Accusations of that relationship are now a matter of public record, and The Scarab has never publicly responded to those accusations. In the eyes of some, the rumors of that relationship call into question The Scarab’s status as a hero. Secret (Identity): It is not public knowledge that Elena Guerrero is The Scarab, or that The Scarab is the reincarnation of Prince Heru-Ra of Egypt. Abilities: 0 + 0 + 4 + 6 + 10 + 8 = 28PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 20 (+5) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +12/+0 (+0 Dex, +12 Enhanced Improved Initiative) Attack: +4 Base [8PP], +10 Telekinesis (+4 Base, +6 Accurate) Grapple: +4 (+4 Attack, +0 Str), +20 Telekinesis (Power Rank 10, +10 Attack) Defense: +10/+4 (+4 Base [8PP], +6/+0 Shield), +2 Flat-Footed Knockback: 10/1, 1 Flat-Footed Saving Throws: 3 + 4 + 15 = 22PP Toughness: +10/+2 (+2 Con, +8 Force Field [impervious 10]), +2 Flat-Footed Fortitude: +5 (+2 Con, +3PP) Reflex: +10/+4 (+0 Dex, +4PP, +6 Enhanced Reflex)Evasion Will: +20 (+5 Wis, +15PP) Skills: 56R = 14PP Concentration 10 (+15)Second Chance Diplomacy 11 (+15)Skill Mastery Knowledge (Business) 5 (+8) Knowledge (Civics) 5 (+8) Languages 2 (Egyptian, English [Native], Spanish) Notice 7 (+20/+12)Skill Mastery Search 9 (+20/+12)Skill Mastery Sense Motive 7 (+20/+12)Skill Mastery Feats: 7PP Beginners Luck Benefit 3 (Status [Legacy of The Scarab], Wealth 2 [Rich]) Connected Equipment 7 (35EP)Veteran Reward Evasion Improved Initiative 3 Interpose Jack of All Trades Quick Change Second Chance (Concentration) Skill Mastery (Diplomacy, Notice, Search, Sense Motive) Trance Italics indicate a feat which was purchased as a power or part of a power. The power point cost of these traits is listed under “Powers,†below. The Scarab's Lair (PL15 HQ) [35EP] The Scarab's Lair is an underground pyramid buried beneath the foundations of Pyramid Plaza. Though decorated with an Ancient Egyptian motif, the aged facades are purely cosmetic. Concealed behind them are the highly advanced technology which maintains the complex, courtesy of Daedalus and Doktor Archeville. The Lair is detailed in Freedom City Atlas #2, and it is updated in ?do=embed' frameborder='0' data-embedContent>>this thread. Size: Huge [3EP] Toughness: +15 [2EP] Features: [30EP] Communications ComputersMasterwork Concealed 2 (+15 DC) Defense System (Blast 15) (Scarab-Bots*) Fire Prevention System Gym Holding Cells (Nullify 15) InfirmaryMasterwork LaboratoryMasterwork LibraryMasterwork Living Space Personnel (Scarab-Bots*) Pool Power 2 (60PP) Power System Security System 5 (DC40) Self-Repairing (Scarab-Bots*) Treasure** WorkshopMasterwork *The Scarab-Bots are tiny robotic scarab beetles, made from a gleaming gold/titanium alloy. Swarms of them scuttle throughout the Lair, guided by a rudimentary artificial intelligence. Each Scarab-Bot is equipped with a powerful miniaturized energy blaster, used as much for utility as for combat. Their primary function is to maintain, repair, and defend the Lair, though they are capable of other basic tasks. **This Feature is for the chamber in The Scarab's Lair described in Freedom City Atlas #2 as follows: The vaulted Great Hall is home to many of Alexander Rhodes’ prized ancient artifacts and trophies, including an entire Egyptian chariot, carved pillars and statues from Giza and other parts of Egypt, glass cases of jewelry, frame papyrus scrollwork, and archeological curiosities from other time periods, associated with his other lifetimes. Powers: [52/60PP] Teleport 10 (200,000 miles ["Earth To The Moon"], Extras: Accurate, Duration 2 [Continuous], Portal 2, Flaws: Limited [Others], Limited [To/From HQ], Feats: Change Direction, Progression [Portal Size] 1 [10ft x 10ft]) [52PP] The Scarab's teleportals appear to be giant glowing golden ankh-shaped holes in space. The portals are lined with crackling lightning. Air in the immediate vicinity rushes into the portal, creating a light wind. In order to open a teleportal, the subject must either be in the teleporter junction room of The Scarab's Lair, or else they must have a Scarab's Lair Teleport Beacon, a small device about the size of a quarter which sends a radio signal to the computer controlling the teleporter. Any power which interferes with Radio Communication or Radio senses can block the signal, in which case the character should receive a Hero Point for the Complication. Possession of a beacon requires that the character pay 1PP for a Benefit or Feature, and that the character be on ?do=embed' frameborder='0' data-embedContent>>the list of characters to whom The Scarab has granted access. Powers: 10 + 6 + 2 + 2 + 12 + 3 + 17 + 49 + 8 + 4 + 7 + 25 = 145PP Enhanced Reflex 6 (Feats: Evasion, Improved Initiative 3) [10PP] (Precognition, Telepathy) Enhanced Skills 24 (Notice 8, Search 8, Sense Motive 8) [6PP] (Precognition, Telepathy) As stated in the "Power Loss" Complication (see above), these skill bonuses do not apply to checks made to notice or locate anything or anyone which is hidden behind a barrier of lead at least 5mm / 1/4 inch thick.Features 2 (Beginners Luck, Jack of All Trades) [2PP] (Past-Life Memory) Features 2 (Quick Change [Psi-Reactive Morphic-Molecule Costume], Teleport Beacon [The Scarab's Lair]) [2PP] (Technology) See “Equipment,†above, for details regarding the teleport beacon.Flight 5 (250MPH / 2,500ft [1/2 mile] per Move Action, Feats: Interpose, Subtle) [12PP] (Telekinesis) Immunity 6 (Fear, Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] (Telepathy) Psionic Defense 3 (15PP Container [Active, Free Action, Sustained Duration], Feats: Selective, Subtle) [17PP] [4 + 5 + 6 = 15PP] Force Field 8 (Flaws: Limited [Not While Flat-Footed]) [4PP] Impervious Toughness 10 (Extras: Force Field, Flaws: Limited [Not While Flat-Footed]) [5PP] Shield 6 [6PP] Psionics 22 (44PP Array, Feats: Alternate Power 5) [49PP] Base Power: [15 + 29 = 44PP] Concealment 10 (All Non-Mental Senses, Flaws: Phantasm, Feats: Progression [Counter/Save DC] 5 [Rank 15 / DC25]) [15PP] (Mind Control, Telepathy) ESP 4 (Mental Senses, 1 mile, Extras: Action [Free], Duration [sustained], Simultaneous, Flaws: Saving Throw [Will], Feats: Progression [Counter/Save DC] 11 [Rank 15 / DC25], Rapid 5 [x100,000], Subtle [DC35 Notice]) [29PP] (Telepathy) Normally, a search check for an area 1 mile in diameter takes 1 hour, and taking 20 on that check takes 20 hours. With Rapid 3 (x1,000), The Scarab can take 20 on that Search check and hit DC40 in 0.72 seconds, or a free action.Alternate Power: [42PP] Damage 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception], Feats: Precise, Subtle) [42PP] (Mental Blast, Psychosomatic Damage, Telepathy) Alternate Power: [42PP] Mind Control 10 (Extras: Conscious, Instant Command, Mental, Sensory Link 2 [simultaneous], Flaws: Action [Full], Staged [Dazed/Compelled/Controlled], Feats: Mental Link, Subtle) [42PP] (Telepathy) Staged Power Effects:Fail by 1-4: Dazed. Victim uses all their actions to resist the control. Fail by 5-9 (or by 1-4 while Dazed): Compelled. Victim can be forced to take one standard or move action per round. Victim uses their other action each round to resist the control. Fail by 10+ (or by 1-9 while Compelled): Controlled. Standard Mind Control effect. This flaw is suggested as an option for Mind Control in Ultimate Power. The "Compelled" condition is adapted from Mutants & Masterminds 3rd Edition. Alternate Power: [43PP] Move Object 10 (1,000ft Max Range, Lifting Strength 50 [Heavy Load: 12 tons], Extras: Damaging, Feats: Accurate 3 [+6 Attack], Improved Critical 2 [18-20], Improved Range 3 [1 1,000ft Range Increment], Indirect, Precise 2, Subtle 2) [43PP] (Telekinesis) Alternate Power: [42PP] Stun 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception], Feats: Subtle, Variable Descriptor [Pain or Sleep]) [42PP] (Mind Control, Telepathy) Alternate Power: [32PP] Transform 15 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous/Lasting], Mental, Range [Perception], Flaws: Action [Full], Distracting, Feats: Precise, Subtle) [32PP] (Mind Control, Telepathy) Super-Senses 10 (Danger Sense [Type: Mental], Postcognition, Precognition [Flaws: Uncontrolled], Uncanny Dodge [Type: Mental]) [8PP] Super-Senses 4 (Mental/Psionic/Psychic Awareness [Type: Mental, Frequency: Common Descriptor], Extras: Radius, Ranged [10ft Notice Increments]) [4PP] As stated in the "Power Loss" Complication (see above), this sense cannot perceive the use of a power effect if the user is hidden behind a lead barrier at least 5mm / 1/4 inch thick. This sense cannot perceive an ongoing power effect if the subject of that effect is hidden behind such a barrier.Super-Senses 7 (Thought Awareness [Type: Mental, Frequency: Very Common Descriptor], Extras: Acute, Extended [100ft Notice Increments], Radius, Ranged) [7PP] As stated in the "Power Loss" Complication (see above), this sense cannot perceive thoughts from the minds of beings which are hidden behind a lead barrier at least 5mm / 1/4 inch thick.Telepathy 12 (24PP Array, Feats: Alternate Power) [25PP] Base Power: [6 + 2 + 15 + 1 = 24PP] Communication 8 (Mental, 2,000 miles / Continental, Extras: Linked [Comprehend, Mind Reading, Super-Senses], Flaws: Limited [Not Two-Way], Feats: Rapid [x10], Subtle) [6PP] As stated in the "Power Loss" Complication (see above), this power cannot be used to initiate contact with the mind of a being who is hidden behind a lead barrier at least 5mm / 1/4 inch thick. Ongoing contact with the mind of a being who moves behind such a barrier is immediately severed.Comprehend 1 (Languages 1 [speak Any Language], Extras: Linked [Communication, Mind Reading, Super-Senses]) [2PP] Mind Reading 15 (Extras: Action 2 [Free], Linked [Communication, Comprehend, Super-Senses], Mental, Sensory Link, Flaws: Communication-Dependent, Duration [instant, Lasting], Limited [surface Thoughts]) [15PP] Super-Senses 2 (Accurate Thought Awareness, Extras: Linked [Communication, Mind Reading, Super-Senses], Flaws: Limited [Mind Reading]) [1PP] See the standalone “Thought Awareness†Super-Sense, above.Alternate Power: [16 + 6 + 1 = 23PP] Mind Reading 15 (Extras: Action [Move/Standard], Linked [super-Senses], Flaws: Duration [instant, Lasting], Feats: Subtle) [16PP] Super-Senses 6 (Mind Awareness [Type: Mental, Frequency: Very Common Descriptor], Extras: Acute, Analytical, Linked [Mind Reading, Super-Senses], Ranged [10ft Notice Increments]) [6PP] Super-Senses 1 (Analytical Thought Awareness, Extras: Linked [Mind Reading, Super-Senses]) [1PP] See the standalone “Thought Awareness†Super-Sense, above. Totals: Abilities (28) + Combat (16) + Saving Throws (22) + Skills (14) + Feats (7) + Powers (145) - Drawbacks (0) = 232/234 Power Points Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Concealment Personal DC25 Will Total Concealment ESP Extended (1 mile) DC25 Will ESP Memory Alteration Perception DC25 Will Transformed Mental Blast Perception DC25 Will (Staged) Damage (Energy) Mind Control Perception Will (Staged) vs +10 Dazed/Compelled/Controlled Mind Reading Perception Will vs +15 Mind Reading Stun Perception DC20 Will (Staged) Dazed/Stunned/Unconscious Telekinesis Ranged (1,000ft Max) DC25 Toughness (Staged) Damage (Energy) Telekinesis (Thrown Object) Ranged (1,000ft Max) DC25 Toughness (Staged) Damage (Physical)
  11. Player Name: Avorez Character Name: Black Jaguar Power Level: 10 (150/150PP) Trade-Offs: -2 Attack /+2 Damage, +2 Defense / -2Toughness Unspent Power Points: 150 Progress To Bronze Status: 3/30 In Brief: Crime Scene Investigator moonlighting as a crime-fighter Residence: Tomas lives in Southern Freedom, in the Lincoln neighborhood. Base of Operations: Tomas primarily operates in Southern Freedom, but he operates throughout the city. Catchphrase: “Time to pounce!†Alternate Identity: Tomas “Tom†Nunez Identity: Secret Birthplace: Fresno, California Occupation: Crime Scene Investigator Affiliations: Freedom City Police Department Family: Felipe Nunez (father; dead) Rogena Nunez (mother; alive) Hector Nunez (older brother; alive) Jorge Nunez (older brother; alive) Alicia Nunez (younger sister; alive) Cinthia Nunez (younger sister; dead) Description: Age: 29 (DoB: June 6th, 1985) Apparent Age: N/A Gender: Male Ethnicity: Hispanic. Height: 5’9 Weight: 170 lbs. Eyes: Brown Hair: Black Tomas looks like a rather average man, his body being athletic, but being of a below-average height. He is a Mexican-American, and he has the features to reflect that, his skin being a light shade of brown, his eyes being a rather dark and muddy color of brown, and his hair being black. During his nightly patrols, Tomas wears a black spandex suit that he typically wears underneath his day clothes during the cooler months, usually eschewing it during the summer months. The black suit conceals the entirety of his face and his body, and utilizes a cat motif reflecting his name as the “Black Jaguarâ€. Power Descriptions: Tomas’ powers manifest themselves as a heightened degree of muscle control, as well as enhanced olfactory, auditory, and visual senses. Due to his exposure to the altered manaka root compound, Tomas also has enhanced speed and strength capabilities that allow for a greater degree of mobility during combat. History: Tomas was born and raised in Fresno during the 80s and 90s, his mother and father both being poor Mexican immigrants from Jalisco. The family was one cohesive unit during that time, but Fresno was a brewing cauldron of violence as he grew and matured. The Fresno Bulldogs and the other Hispanic gangs of the area were still waging wars against each other during the 80s and 90s that was tearing at the very fabric of the Hispanic community in Fresno. Brother fought against brother, and blood was shed. Members of La Eme and the Bulldogs bled and died in the streets of Fresno, and anyone associated with either group was a target. When Tomas was 13, his father and younger sister were claimed in a drive-by shooting, the unintended victims of gang violence. Afterwards, Tomas absorbed himself in his physical activities such as gymnastics and boxing, as well as his school work. His eldest brother Hector joined the Marine Corps the year following their father’s death, sending a portion of his wages back to his family to sustain them. As time passed, and Tomas grew, the family became even closer knit than before, his brother Jorge eventually moved on to Freedom City, becoming a cop patrolling the streets. Tomas eventually moved out from his house, attending college at USC on a full-ride scholarship, graduating with a degree in Biology. He then moved on to Freedom City alongside his brother, picking up a few odd jobs here and there before becoming a part of the CSI squad with the FCPD. Of course, this would be an average tale of some athletic boy losing his father and sister to gang violence on the streets of Fresno. Of course, that was until the incident at Astro Labs. At the time, Astro Labs was working on a compound similar to the serum that bestowed the Patriot with his powers, albeit with a degree of variation from the norm. Tomas was exposed to the serum through a lab accident that granted him his powers. Since then, Tomas has taken up the mantle of the Black Jaguar, fighting street crime in all its forms, with the occasional foray into battling masked villains. Personality & Motivation: Tomas fights crime for a variety of reasons, he has seen what gang violence and what an endless cycle of revenge and murder can perpetuate, as well as a high degree of exposure to the drug culture that is permeated by the gang culture. Tomas also fights for the memory of his father and sister, bearing in mind that they lost their lives to street crime, and he never will again. Personality wise, Tomas is a decent and upstanding individual despite his harsh and uncouth demeanor while patrolling the streets of Freedom City at night. He is almost like any other person on the street, he enjoys ice cream, walks in the park and the occasional movie. During the day time, Tomas is a somewhat talkative man that keeps his nose stuck in a book when he isn’t working on a crime. At night, Tomas keeps himself quiet while he stalks his prey like the jaguar that he has named himself after, occasionally roughing thugs up to extract information from them. Tomas sees the criminals that he fights against as a symptom of the larger disease affecting cities like Freedom across the globe, but he has decided that someone needs to fight the symptoms while men such as Langston Albright and the Beaumont clan. He views the masked villains that traipse around the city as little more than jumped up, and often supped-up, gang members like those that claimed his sister and father so many years ago. To him, they are little better than those whom they use, and he will beat them the just the same. Powers & Tactics: Given the abilities that he has been granted by the altered manaka compound, Tomas utilizes his fighting training to good use on the streets. He uses his boxing knowledge to give himself an edge against the fighters of the streets who lack the finesse and discipline that had been instilled in Tomas since a young age when he began boxing all those years ago. He uses his enhanced sensory and movement capabilities to grant himself a tactical advantage in comparison to those he fights. His increased strength allows him to utilize many objects as improvised weapons, while at the same time using his newfound strength to shatter bones and walls. Such is the life of a spandex-wearing vigilante. Complications: Secret: Identity Honor thy Family: Tomas will go out of his way to protect his brother and his family, no matter the cost. To him, family is everything, and any threat to them will be eliminated with extreme prejudice. No matter the cost. No Collateral Damage: At the same time, Tomas does not condone violence against the innocent. He will protect civilian life as much as he can, tending to take the longer route if it avoids civilian death, he himself having known the loss of a loved one. Abilities: 14 + 14 + 12 + 4 + 6 + 4 = 54 pp Strength: 24 (+7) Dexterity: 24 (+7) Constitution: 22 (+6) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 12 = 24 pp Attack: +6 (+10 Melee) Defense: +10 (+6 Base, +1 Dodge Focus, +3 Shield, +3 flat-footed) Initiative: +15 Grapple: +17 Knockback: -5/-3 Saves: 1 + 3 + 5 = 9 pp Toughness: +7 (+7 Con) Fortitude: +8 (+7 Con, +1) Reflex: +10 (+7 Dex, +3) Will: +8 (+3 Wis, +5) Skills: 95 r = 23 pp Acrobatics 8 (+15, SM) Bluff 8 (+10) Climb 9 (+15, SM) Diplomacy 8 (+10) Escape Artist 8 (+15, SM) Intimidate 13 (+15, SM) Investigate 13 (+15, SM) Languages 1 (Spanish, Native: English) Notice 12 (+15, SM) Sense Motive 7 (+10) Stealth 8 (+15, SM) Feats: 23 pp Accurate Attack Acrobatic Bluff All-Out Attack Attack Focus: Melee 4 Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff) Dodge Focus Defensive Roll 2 Evasion Elusive Target Improved Initiative 2 Move-By Action Power Attack Skill Mastery 2 (Acrobatics, Bluff, Climb, Investigate, Intimidate, Notice, Sense Motive, Stealth) Startle Takedown Attack Uncanny Dodge (olfactory) Powers: 8 + 1 + 3 + 5= 17PP Device 2 (10PP Container; Feats: Hard to Lose) [8PP] Power Claws (4PP Array; Feats: Alternate Power 1) [5DP] Base Power: Strike 3 (Feats: Mighty) [4PP/4PP] Alternate Power: Super-Movement 2 (Feats: Wall-Crawling, Slow Fall) [4PP/4PP] Shield 3 [3DP] Super Strength 1 (Heavy Load: 1400 lbs.) [2DP] Leaping 1 (x2 distance [using Skill Mastery Acrobatics: running long jump 52', standing long jump 26', high jump 13']) [1PP] Speed 3 (50 MPH, 500 ft. per round) [3PP] Super-Senses 5 (Enhanced Sensory Glands; Feats: Danger Sense, Darkvision, Scent, Ultra-Hearing) [5 PP]
  12. Player Name: ShaenTheBrainCharacter Name: The Newt Power Level: 12 (10) (180/180PP) Tradeoffs: None Power Points Unspent: 0 Progress To Gold Status: 0/90 (Silver Status earned with >The Scarab) In Brief: Johnny Storm got stretching instead of fire powers. Alternate Identity: Keahi Kekoa Identity: Public Birthplace: Honolulu, Hawaii, USA Residence: Riverside Base of Operations: Freedom City, New Jersey, USA Occupation: Superhero Affiliations: The Newt, LLC; University of Hawaii at Monoa (former student athlete) Family: Haunani Kekoa (Mother), Akamu Kekoa (Father), Leilani Kekoa (Younger Sister) Catchphrase: “FIIISSST!!!†Description: Age: 21 (DoB: 1993) Apparent Age: N/A Gender: Male Ethnicity: Polynesian Height: 5ft 10in Weight: 185 lbs. Eyes: Green Hair: None Out of costume, Keahi usually wears a bandana or durag over his bare scalp, which he is still somewhat self-conscious about. He favors a casual but mainstream style, involving a lot of polo shirts and cargo pants. While "on the job," he wears a dark skintight jumpsuit with yellow splotches, vaguely reminiscent of a fire salamander, made from morphic molecules which stretch and bend with his body. He hasn't let his physical fitness dip since his athletic career ended, so his muscles are still lean, rock-hard and well-defined. Power Descriptions: The Newt can stretch, compress, or bend any part of his body, as if it were made of rubber. When his body strikes a solid surface, it bounces. The tensile strength and malleable nature of his flesh makes him virtually immune to physical harm. He is, however, vulnerable to sudden temperature changes, exposure to corrosive acidic and alkaline substances, and electrical discharge, as though his body were made of unvulcanized rubber. History: Keahi Kekoa grew up in Kalihi, a working-class industrial neighborhood in Honolulu. His family scraped by on his father’s salary as a schoolteacher while his mother stayed at home until he and his sister were old enough to become latch-key kids, after which she got a job at one of the resort hotels. Keahi was never better than an average student, but he was a “class clown†with plenty of natural athletic talent, so he was popular despite being a bit of a “weirdo.†Having a younger sibling forced him to learn a little empathy, so he managed to be popular without being a bully. Keahi’s family wouldn’t have been able to afford to send him to college on their own, but luckily, the University of Hawaii at Manoa offered him a “full-ride†basketball scholarship. As one of their Rainbow Warriors, he proved to be one of the most promising young point guards in the NCAA. Unfortunately, he drew the attention of a Yakuza fixer, who tried to convince him and several of his teammates to participate in a point-shaving scheme, and to use a new version of the designer-drug "Max" as a performance-enhancer. Keahi adamantly refused, and thought he’d convinced his teammates to do likewise. But behind his back, some of them accepted the fixer’s bribes, and his "help." The fixer decided to make an example of Keahi, hoping the rest of the chosen players would then fall in line. Unbeknownst to Keahi, some of the Manaka residue from the Yakuza's new Max strain that he'd handled the previous day had been absorbed through his skin, and reacted unpredictably with his physiology. The next morning, Keahi awoke to find his bed full of hair. He ran his hand over his scalp, and it felt smooth. What didn’t fall out overnight sloughed off in the shower. His friends and fellow students complimented “his new look,†but he was terrified. He showed up to his favorite coffee shop that evening as usual, just as one of his teammates had told the fixer he would. Subdued and distracted by his sudden hair loss, Keahi didn’t notice the Yakuza hitman’s car until his partner started firing. The hitman emptied the clip of his submachinegun into Keahi. The bullets pressed a few inches into Keahi’s flesh without breaking his skin. A second later, the slugs bounced back and clattered onto the sidewalk. The hitmen idled in front of the coffee shop for a few moments while Keahi stood there, all of them staring dumbfounded at the bullets. Then the Yakuza wheelman slammed on the gas pedal and laid a strip of burned rubber down onto the pavement. Without thinking, Keahi angrily ran after the hitmen, and, to his surprise, kept pace with their car. It took him a few more moments to notice that his arms and legs grew longer with every step, and that his feet weren’t so much striking the asphalt as they were bouncing off of it. He reached out toward the car, and his arms stretched forward until his fingers grasped it. Then the rest of his body snapped forward like a rubber band, launching him up onto the moving car. A frantic brawl erupted between Keahi and the two hitmen. Their struggle caused the car to crash into a nearby lamp post. The police arrived to find Keahi sitting on the curb, without a scratch on him, with his elongated arms wrapped around the hitmen like coils of rope. The failed assassination attempt kicked off an investigation that went higher and farther than anyone involved would have suspected. The low-level gangster bribing athletes and coaches and betting on fixed games was the tip of the iceberg. His operating funds came from money that the Yakuza had embezzled from the dues of one of the largest labor unions in the country, a union which included workers from all over the Pacific Rim and the American West Coast. Dozens of people were arrested and indicted. Layer after layer of gangsters and corrupt officials testified against those above them. The failed hit against Keahi turned out to be the one loose thread that unraveled an entire international crime syndicate. Unfortunately for Keahi, no good deed goes unpunished. He swore that his powers had first manifested on that day, but with no way to conclusively prove it, UH Manoa was forced to forfeit the entire season. And since he was barred from any future athletic competitions, Keahi lost his scholarship and had to leave the university. He went from big man on campus to pariah and pauper. He felt like he needed a fresh start, so he decided to move as far away as possible, all the way to Freedom City. He hoped that, if any of the people he helped put in prison ever came back for revenge, this would also move their target away from his family. He spent three months working a minimum-wage part-time job while attending classes at a community college before quitting both in frustration. He doubted he would have been able to keep up the balancing act even if he wasn’t also superheroing on the side. And with his newfound powers, his studies seemed pointless. What career was he going to achieve that would compare to being a superhero? (The idea that he might lose his powers, or that they might fade, did not occur to him.) One of the few college friends who would still acknowledge his existence was an economics major who had interned for a venture capital firm the previous summer. He managed to get Keahi in to see them, and helped him put together his proposal: The V.C. puts up some seed money in exchange for a partial stake in Keahi's new "brand," his superhero identity, and when profits from merchandise sales, endorsements, and public appearances start rolling in, they take a cut. Everyone involved gets to make money by making the world a better place. The pitch swayed the investors. They hired an advertising/marketing professional to come up with a family-friendly, non-threatening name and look. The initial seed money was enough to set Keahi up with an apartment, basic living expenses, and even a couple of employees for The Newt, LLC, who manage his website, social media accounts (which those in need can use to ask for his help), and print-on-demand online merchandise store. The Newt took to the streets looking for some wrongs to right, and some cameras to watch him do it. Personality & Motivation: Keahi is a basically good person who wants to use his newfound gifts to help people. But since his efforts at work/life balance have failed so far, he wants to make "being a superhero" his career instead of his hobby. That depends upon public adoration, so he is acutely aware that fame and image are of paramount importance. But he would be lying if he tried to claim that his striving for the limelight was entirely pragmatic. On the contrary, he is quite comfortable being the center of attention. He is young, immature, brash, cocky, impulsive, and sarcastic, which is potentially a recipe for thorough unpleasantness. But he tempers it with a calm confidence and natural panache which usually manages to make him charming instead of obnoxious. He isn't anything close to a deep thinker, and he has no head for strategy. But he won't hesitate to throw himself into harm's way to help a total stranger, and he won't leave until he's managed to put a smile back on their face. Complications: All About The Benjamins: The Newt is an investment, and Keahi's backers expect to make a profit on it. If his actions in public damage his brand, and thus, his profitability, then his investors could make his life more complicated. Cursed With Bald of Awesome: When his powers started manifesting, all of Keahi's body hair fell out, including his eyebrows, eyelashes, nosehairs, fingernails and toenails. A GM can give him a penalty to checks which require tactile sensitivity or dexterity, or to saving throws against effects which target his eyes or nose (especially if they involve the invasion of foreign matter). Additionally, while he is handsome overall, his condition may appear unsettling enough to some to warrant a penalty on certain social interaction checks. Family: Because of his public identity (see below), a villain may decide to hurt Keahi through his parents or his sister. Because they live on the other side of the planet, he would be unable to respond quickly. Glory Hound: The GM can demand that Keahi take a foolhardy course of action for the sake of his public image, or impose a penalty on a check or saving throw to resist or recognize a foolhardy course of action which could yield public adoration. Public Identity: Keahi's identity is not secret. He wears a mask as a nod to superhero tradition, and to reduce the chance that he’ll be recognized out of costume. But his real name is easy to find (it’s on his website), which makes other information about him (like his home address) accessible to those with the right skills and/or resources. This also makes him an easy target for lawsuits. Sucker For A Pretty Face: Keahi's libido has a tendency to override his rational brain. The GM can give him a penalty to checks and saving throws which involve resisting the allure of the opposite sex. The GM can also demand that he take a foolhardy course of action which may result in female attention. Vulnerabilities: Keahi's flesh is similar to un-vulcanized rubber. He is vulnerable to extremes of temperature and extreme changes in temperature (hot or cold). His body is not as good a conductor of electricity as that of a normal human, so electricity causes more damage when it comes into contact with him. His flesh is also less resistant to corrosive substances, such as highly acidic or alkaline chemicals. A GM can give him a penalty on saving throws against attacks with those descriptors, or force a degree of automatic failure. Abilities: [6 + 8 + 8 + 0 + 0 + 8 = 30PP] Strength: 16 (+3) (Heavy Load: 230 lbs.) Dexterity: 30/18 (+10/+4) Constitution: 30/18 (+10/+4) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 18 (+4) Combat: [8 + 8 = 16PP] Initiative: +10/+4 Attack: +4 Base, +10 Melee Grapple: +20/+14, +30 with Elongation Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: 5/2, 10/2 vs Physical Damage Saving Throws: [2 + 0 + 6 = 8PP] Toughness: +10/+4 (+10/+4 Con), Impervious 10/0 vs Physical Damage Fortitude: +12/+6 (+10/+4 Con, +2PP) Reflex: +10/+4 (+10/+4 Dex, +0PP)Evasion Will: +6 (+0 Wis, +6PP) Skills: [44R = 11PP] Acrobat 6 (+20/+10)Skill Mastery Bluff 16 (+20)Skill Mastery Escape 0 (+10/+4, +20 with Elongation, Automatic with Insubstantial) Knowledge (Pop Culture) 5 (+5) Languages 1 (English [Native], Hawaiian) Notice 10 (+10)Skill Mastery Stealth 6 (+20/+10)Skill Mastery Feats: [28PP] Acrobatic Bluff Attack Focus (Melee) 6 Benefit (Wealth) Connected Distract (Bluff) Dodge Focus 6 Elusive Target Evasion Grapple Finesse Hide In Plain Sight Improved Grapple Interpose Luck 2 Move-By Action Quick Change Skill Mastery (Acrobatics, Bluff, Notice, Stealth) Takedown Attack Taunt Powers: [85 + 1 + 1 = 87PP] Elastic Body 17 (85PP Container [Passive, Permanent]) [85PP] [10 + 31 + 12 + 12 + 2 + 1 + 10 + 5 + 2 = 85PP] Bouncing 9 (x1,000, Max Distance 12,000ft [2.4 miles], Flaws: Limited [No Protection Effect], Feats: Ricochet) [10PP] Elasticity 15 (30PP Array, Feats: Alternate Power) [31PP] Base Power: [9 + 12 + 5 + 4 = 30PP] Damage 7 (Feats: Knockback [Damage 11], Mighty) [9PP] (Spring-Loaded Strikes) Elongation 10 (5,000ft [1 mile] Max, 500ft per Move Action, Feats: Improved Range 2 [500ft Range Increments for Melee Attacks) [12PP] (Stretching) Insubstantial 1 [5PP] (Human Clay) Super-Movement 2 (Wall-Crawling 2 [Full Speed, Not Flat-Footed]) [4PP] (Human Cling-Wrap/Silly-Putty) Alternate Power: [30PP] (Pinball Attack) Damage 5 (Extras: Area [Targeted, Burst] [8], Selective [8], Feats: Indirect 3, Mighty 3, Progression [Area] 3 [50ft/rank = 250ft radius]) [30PP] Enhanced Constitution 12 [12PP] (Elasticity) Enhanced Dexterity 12 [12PP] (Elasticity) Enhanced Skills 8 (Acrobatics 4, Stealth 4) [2PP] (Elasticity) Immunity 2 (Critical Hits, Flaws: Limited [Physical Damage]) [1PP] (Homogenous Elasticity) Immunity 10 (Impact Damage [Falls, Knockback, Slams]) [10PP] (Bouncing, Elasticity) Impervious Toughness 10 (Flaws: Limited [Physical Damage]) [5PP] (Elasticity) Super-Senses 2 (Extended Vision 2 [1,000ft Notice Increments]) [2PP] (Stretched Eyeballs) Features 1 (Quick Change) [1PP] (Morphic-Molecule Costume) Immunity 2 (Despair, Fear, Flaws: Limited [1/2 Effect]) [1PP] (Heroic Spirit) Totals: Abilities (30) + Combat (16) + Saving Throws (8) + Skills (11) + Feats (28) + Powers (87) - Drawbacks (0) = 180/180 Power Points Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Spring-Loaded Strike Touch DC25 Toughness (Staged) Damage (Physical) Pinball Attack Touch/Area DC23 Toughness (Staged) Damage (Physical)
  13. Starlight Power Level: 11 [12] 164/183 PPTrade-Offs: -1 Attack/+1 Damage, -1 Defense/+1 ToughnessUnspent Power Points: 19 In Brief: A former heroin addict and neglectful mother, now trying to use her newfound powers to make up for her past. Residence: Greenbank, Freedom City Alternate Identity: Samantha Lawrence Identity: Secret Birthplace: Freedom City Occupation: Employee at Silberman’s Books Affiliations: Grimalkin, Miras, Narcotics Anonymous Family: Seven-year-old son (Arthur), younger sister (Rebecca), brother-in-law (Omid), all estranged Description: Age: 26 (DoB: November 2nd, 1988) Gender: Female Ethnicity: Caucasian Height: 5' 8" Weight: 120 lb Eyes: Grey Hair: Blonde Samantha Lawrence is a thin, lean woman of medium height, with short blonde hair and a faraway look in her silver-grey eyes. When in her civilian identity, she typically wears jeans, a T-shirt, and a leather jacket, along with studded metal earrings. She almost always has a toothpick dangling casually in her mouth, a habit she picked after she stopped smoking (or, rather, became physically incapable of smoking). As Starlight, her ensemble consists of a utilitarian black bodysuit, a pale grey jacket, a utility belt, and a lightly reinforced mask that covers the lower half of her face. Power Descriptions: Starlight’s light-based powers manifest as brilliant white radiance, which she can form into powerful laser-like blasts of light. She can also imbue herself with protective energy, which causes her skin to shimmer and glow softly, which it also does when she’s flying. Her invisibility is a tad more subtle: when she activates it, she simply seems to fade away in an instant. Her eyes glow brightly whenever she uses any of these abilities. Conversely, using her darkness-controlling powers makes her eyes darken into twin orbs of featureless blackness, a rather unnerving effect. The shadows in the area animate and assume whatever shape she wills, whether it be grasping tentacles or protective shields. History: Growing up wasn't easy for Samantha and Rebecca Lawrence. When Sam was 8 and Becky was 5, their father stormed out in the middle of the night and never came back, leaving them to be raised by their alcoholic mother. Sam was forced to grow up, quickly, in order to protect her younger sibling - every stinging slap she took was one Becky didn't have to. Throughout their early years, the sisters relied on each other for strength and companionship, escaping the reality of their lives by devising elaborate fantasies in which the two of them were super-powered crimefighters, joining the ranks of the shining heroes they saw in the news every day. As they grew older, however, the two gradually began to drift apart. When she entered high school, Sam lost interest in what she now saw as childish games, instead filling her days with parties and drinking, most of it with people she hardly even knew. Becky, however, was determined not to take the path of their mother, and studied hard, quickly excelling in all of her classes. In this way, the two became the classic "good girl and bad girl," and their relationship suffered for it. In her last years at high school, Sam's life began to spiral out of control. A "friend" introduced her to the wonders of drugs. It started innocently enough - a quick joint behind the school after class, but soon one thing led to another and she was taking Oxy, and, finally, cocaine. Then, at age 19, she got pregnant. To this day, she isn't sure who the father is. All she cared about at the moment was that suddenly she had a red-faced, squalling bundle of terror to contend with, making her life even more complicated as she tried to keep him quiet while also feeding her ever-growing drug habit. By the time she was in her mid-twenties, she was living in a hole-in-the-wall apartment in the Fens, hadn't spoken to her sister in years, and was incapable of holding down a job for more than a few months. And what little money she did earn, she quickly snorted. Her son Arthur was terrified of her; all he ever got from her was a cold shoulder, or, if she hadn't used in a while, the back of her hand. At long last, Child Welfare got wind of the situation, and Sam found herself serving a short prison term for child abuse and neglect, while Arthur was adopted by his aunt Becky (now a medical student) and her new husband, Omid. And still, Sam didn't care. Because prison introduced her to something she couldn't believe she'd been missing until now: heroin. All the other drugs she'd used previously seemed to pale in comparison, and was assured by her fellow inmates that this was nothing compared to the undiluted stuff available on the outside. As soon as she was released, she scraped up all the money she could, bought, and prepared for the high of her life. Her overdose should have killed her. Instead, the trauma awakened something that had been lying dormant inside of her for her entire life. When next she opened her eyes, her entire body was blazing with light, and she felt better than she had in years. Her body's addiction to chemicals was just...gone. First came shock, then fear, then excitement. And then, she looked back and realized what she'd been doing with her life. She had alienated the only person who had ever actually loved her, and worse, she had utterly destroyed the formative years of her own child's life. It didn't take long for her despair to drive her back to the needle, only to face an unexpected surprise - she couldn't get high anymore. Whatever her new body was, it couldn't be affected by any sort of chemicals, leaving her in junkie's hell - dying for a fix, but unable to get one. With no choice but to face reality, Sam finally, at long last, realized what she had let herself become. Through a haze of shame and regret, she made herself a promise: she would make this right. While she knew her son was better off without her, she could still find other ways to try to atone for her past. She abandoned the name Samantha Lawrence, becoming instead Starlight. She vowed to make the world a better place for her son to live in, and never once look back. Personality & Motivations: The purpose that drives every moment of Starlight’s day is a burning need to prove to herself that she can do better. She needs to know that she isn’t just another screwup junkie mom, that she can actually do something good with her life, maybe even make a difference. She looks back on her previous life with a mixture of disgust and shame. She will never forgive herself for how she treated Arthur, and still feels humiliated at how far she let herself fall. Her primary goal now is to ensure no one else can screw up their life like she did, which she is trying to accomplish by doing everything she can to disrupt Freedom City’s drug trade. She destroys shipments, scares off buyers, and is not above leaving the occasional pile of unconscious dealers for the police to find. However, she also promised herself she would never kill an opponent, for fear of starting down an even darker road. Personality-wise, she seems at first remote and withdrawn. She seldom smiles and almost never laughs. The most that can usually be extracted from her is a wry observation or snort of amusement. Beneath her aloof veneer, however, she feels emotions keenly - she’s simply terrible at expressing them. She feels out of place and overly self-conscious whenever she finds herself in a purely social environment, resulting in moments of almost childlike awkwardness. Powers & Tactics: Starlight can channel and manipulate light. She can fire destructive blasts of radiance from her hands, or trigger quick, blinding flashes to blind her opponents, or simply illuminate an area. She can also make light pass through her instead of hitting her, rendering her invisible (although she cannot attack while concealed). Her abilities aren’t limited to controlling light, however - she can also generate and manipulate darkness, shaping it into solid objects made of pure shadow. She is no longer made of flesh and blood – her body is comprised of solid light, allowing her to imbue herself with a shimmering field of protective energy, fly, or even transform herself into a beam of light for nigh-instantaneous transportation. As an energy being, she has no need for food, water, rest, or oxygen. Extreme cold and heat (or even vacuum) don’t bother her in the slightest (which she found out the hard way when she accidentally teleported herself into space while experimenting with her powers). The best - and worst - part of her new state of being is that she is completely immune to all diseases, poisons, and toxins - including the drugs that she relied on her entire adult life to get her through the day. She could snort a five-pound sack of cocaine without feeling a thing. While it also rid her of her body’s physical addiction, nothing can satiate her constant psychological craving for the old highs. Which certainly doesn’t help her mood. Complications: Enemy: Unbeknownst to her, a ruthless and highly intelligent drug lord is getting a little tired of her harassing his business. He's begun carefully trying to connect the dots and figure out her true identity, in hopes of finding some weapon to be used against her. Overconfidence: Starlight's comparative lack of experience means she is sometimes a little too sure of herself when it comes to a fight. If she continues on like this, life might still have a few more hard lessons to teach her. Secret: While she never uses it anymore, she still keeps her previous identity a closely-guarded secret, for fear of what might happen to her family. Abilities: 0 + 4 + 4 + 2 + 6 + 2 = 18PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +6 (+2 Dex, +4 Improved Initiative) Attack: +5 Melee, +10 Ranged Grapple: +5 (+5 Attack) Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -11 Saving Throws: 4 + 6 + 7 = 17 Toughness: +12 (+2 Con, +10 Force Field) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 68R = 17PP Bluff 8 (+9) Concentration 9 (+12) Intimidate 13 (+14) Knowledge (streetwise) 13 (+14) Notice 9 (+12) Sense Motive 8 (+11) Stealth 8 (+10) Feats: 13PP Attack Focus 5 (ranged) Dodge Focus 5 Improved Initiative Luck Power Attack Powers: 2 + 4 + 2 + 20 + 11 + 5 + 33 + 2 = 79PP All of Starlight's powers have the Mutant descriptor. Concealment 2 (visual; Flaws: Passive) (Bend Light) [2PP] Environmental Control 3 (bright light; Flaw: Range [Touch], Power Feat: Alternate Power 1) (Create Light) [4PP] Alternate Power: Obscure 3 (visual; Flaw: Range [Touch]) (Banish Light) {3/3PP} Flight 1 (10 MPH/100 feet per move action) [2PP] Force Field 10 (Extras: Impervious) (Photon Shield) [20PP] Immunity 11 (life support, need for sleep, starvation and thirst) [11PP] Immunity 10 (light effects; Flaw: Limited to 50% effectiveness) [5PP] Light and Shadow 12.5 (25 PP Array; Feats: Alternate Power 8) [33PP] Base Power: Enhanced Environmental Control 11 + Feature 3 (Buys off Range flaw on Environmental Control) {25/25PP} Alternate Power: Blast 12 (Power Feat: Precise) (Photon Blast) {25/25PP} Alternate Power: Blast 8 (Extras: Area [Targeted, Shapeable], Power Feat: Progression [16 5-ft cubes]) (Laser Beam) {25/25PP} Alternate Power: Create Object 12 (Extra: Moveable, Flaw: Distracting, Power Feat: Stationary) (Shadow Shapes) {25/25PP} Alternate Power: Dazzle 12 (visual) (Photon Flash) {24/25PP} Alternate Power: Enhanced Flight 12 (to Flight 13 [100,000 MPH/1,000,000 feet per move action]) {24/25PP} Alternate Power: Move Object 12 (heavy load: 50 tons; Power Feat: Precise) (Shadow Tentacles) {25/25PP} Alternate Power: Snare 12 (Power Feat: Obscures Sense [sight]) (Shadow Bind) {25/25PP} Alternate Power: Teleport 10 (1,000 ft or 200,000 miles; Feats: Change Direction, Change Velocity, Progression 2 [500 lb], Turnabout) {25/25PP} Super-Senses 2 (darkvision) [2PP] DC Block ATTACK RANGE SAVE EFFECT Photon blast Ranged DC 27 Toughness (staged) Damage (energy) Laser beam 8 5-ft cubes (targeted) DC 23 Toughness (staged) Damage (energy) Photon flash Ranged DC 27 Reflex/Fortitude Dazzle (visual) Totals: Abilities (18) + Combat (20) + Saving Throws (17) + Skills (17) + Feats (13) + Powers (79) - Drawbacks (0) = 164/183PP
  14. Player Name: LordHamster Character Name: Mirror Power Level: 10 (157/157) Trade-Offs: None Unspent Power Points: 0 In Brief: A new, young hero that enjoys having fun on the job maybe a little to much. Alternate Identity: Alton Gotti Identity: Secret Birthplace: Corpus Christi, Texas, United States Occupation: Poorly paid Engineer Affiliations: Various Engineering Firms he's worked for, his roommates. (Janet Deedle, and Marcus Mink, they share a three bedroom house in Kingston, splitting bills, and rent as evenly as they can) Family: Father, Mother, and Younger sister all still live in Corpus Christi. On Mary: Mary is a spirit who claims to have lived in Victorian England, and her attire certainly reflects this. She appears to be roughly eighteen, and tells Alton that she has little memory of the time since she's died. Currently her spirit is weak from years without a suitable host, though she herself doesn't know the requirements of her hosts. She vaguely remembers at least one previous host being abusive, and using her as a tool, instead of treating her as a person, and has set rules down for her assistance. Without a suitable living host onto whose soul she can bond to, she will weaken, and fade, until she is just an echo a few people see before she fades back into obscurity. Though she can eventually latch onto a new host, at that point, it would no longer be a conscious decision to try and bond with the host. In exchange for her host supporting her, and keeping her sane, she influences their soul to bring forth powers buried within them. When separated from the host these powers return to dormancy, though she says it might be possible for the right person to bring them back out for good. For the time being she's bound rather close to Alton, and has none of the powers her spirit should be able to manifest, so her only source of socialization comes from Alton, and as such, she tends to bother him at seemingly random times. Alton has started leaving the TV onto a channel she likes late at night so that she can watch it, and keep herself entertained so he could sleep without interruptions. Despite this, she still commonly talks to him in his dreams, entering his mind to entertain herself, resulting in a rather odd social dynamic between the two. While he's at work, she does give insights to help him where she can, however limited it is, and a tentative respect has formed between the two. However, the ground rules she's established (Listed elsewhere) are just that, her own rules. She can concentrate and revoke the powers she provides, though she also stops getting support she needs from the host, if he breaks them, as an incentive for him to treat her right, and not abuse her power. Alton has considered spending a weekend every month educating her more about the modern world, but has long since dropped this as a hopeless dream because between work, and being Mirror, he rarely has a weekend to set aside for this. Instead, he's been letting her watch documentaries, and teaching her in his dreams, when she pops in. Despite the respect, Mary is still a bit...mischievous, and likes to trip him up at random times with random acts, sometimes just a snide comment, but it varies. She does, however, avoid doing this when his life is in danger, as he supports her existence, so messing with him at these times would be a poor idea. Description: Age: 22 (June 28, 1992) Gender: Male Ethnicity: Caucasian Height: 5'10" Weight: 135 lbs Eyes: Silver-Grey Eyes Hair: Shoulder length, light brown hair (usually in a ponytail) Alton is an average height, skinny, though still healthy, man that is lightly tanned. His grey eyes appear almost metallic, and has a thin ring of gold around the Iris. His hair is kept at a shoulder length, and is well cared for. He usually walks around in a shirt in jeans, what he's most comfortable in, but when he goes out to be a hero, he wears a rather.....noticeable outfit. (Hero Factory doesn't work for me for some reason, so I used Hero Machine, the models available there are a bit bigger than I imagine my hero, but it's close enough) '> Power Descriptions: All of his powers can contribute to one another in various ways, resulting in him commonly using them together when he can, even if it would be easier to do it directly. His suit on the other hand has no reason he can remember anymore, but he quite likes it (for reasons he can't quite understand) and as such, continues to wear it. Due to him not being to tough on his own, he wears a undercover vest beneath the suit in order to protect himself a little more. History: Alton had a relatively normal childhood. Fairly average parents, and sister (Who actually has manifested powers of her own, though he doesn't know this) in a rather flat, boring city. As soon as he could, he moved to Freedom City where he went to college to get his current Engineering degree, and now works cheaply due to being inexperienced, and young compared to most of the other engineers he knows of. His powers manifested during a robbery at a convince store where he was working (still in college) at the time. The duo of robbers accidentally smashed some glass as they were fleeing, taking Alton's girlfriend (at the time) hostage to get out. In his panic, he sent shards of glass flying at them, seriously injuring them, though no one was killed, and he wasn't implicated, though records of this event probably still exist. Since then he's learned to control his powers better, and does everything he can not to use lethal force, especially avoiding shaping glass in a way to cut, when dealing with criminals. However, ever since his powers manifested, he's been seeing a strange girl. Though she looks to be about 17, she claims to be far older, though she can't recall her original name. She asks only a few simple thinks of Mirror. One, that he never kill if he can help it. Two, that he dress at least semi-respectable when he desires to use the powers she claims to have granted him. Three, that he never forces her to do something she's uncomfortable with. Finally, four, that he doesn't outright tell anyone about her without her permission. So long as he follows these rules, though she did say there would be times where she would make exceptions, he would be granted as much power as she herself could spare. Personality & Motivation: Fairly laid back in his secret identity, but as Mirror he's a bit more outgoing, and is constantly using his illusions to cause pranks, and create jokes of his enemies. Alton speaks with a mild West Texas accent that grows stronger (up to moderate) as he becomes stressed or angry. Powers & Tactics: Alton isn't very tough, so he prefers to stay back, and his style of fighting reflects this. Using his light, illusions, glass, and teleportation, he keeps at a distance, and keeps his opponents confused, constantly second guessing what's real, what he's doing, and what's going on. His mask is actually glass (Like what they use in cars that shatters into cubes) that he repairs with his glass control, and to confuse his opponents. With one way glass eyes, and no signs of emotion, not even the facial contortions of pain, he doesn't let his opponents know what he's seeing, or thinking. At the same time, his cane he uses in combat is also made entirely of glass, once again shattering into cubes when broken, though he's compressed it to make that a little harder, so that he can fix it with ease, and have a slight edge in hand to hand, where he has had little experience, and no training. Complications: Secret Identity: Its a secret identity. Echoes of the Past: Whenever Alton witnesses lethal, or possibly lethal attacks against living beings, based on his point of view (If it appears lethal from where he is, even if it's not, ETC), he becomes enraged, and has a hard time stopping himself from focusing solely on the source of the attack. He has come to realize that this isn't something from his past, but a memory and emotion from Mary being shared across their bond, making him feel both her rage and his own from some primal part of his mind. Records: Records of his true identity, namely the first manifestation of his powers, still exist in the world. A smart criminal, agent, or what have you could track them down, and learn who Mirror really is. Hates seeing others hurt: Whenever Alton witnesses (Has to be there in person, though recordings/illusions could as trigger it) someone being injured badly enough to kill them, or be lethal if not treated soon, he is driven into a mad rage against the person that has done so, doing everything in his power to take them down (though never kill if he can help it) so that they can pay for what they have done. The origin of this rage is unknown to Alton, and he suspects that there's maybe something in his past that he has blocked to avoid the issue. Bound by Blood and Soul: The source of Mirror's actual powers, though not his physical abilities, comes from the spirit bonded to him named "Mary". Whenever she is too far away or cut off from him, he loses her power. However, because her soul rests bonded inside of his own, even if she's rendered unable to fight, move, or act on her own, he still retains his powers. Spark of Something More: Something has begun to stir inside of Mirror's very soul, something that feels alien, and yet, is not. Some part of his soul, small and forgotten, is not human in it's own right. Since his return after disappearing, this part of his soul has been growing, driving him forward. He fights it, not knowing what it is, or where it comes from, not even entirely sure it's his to begin with. It pushes him to strain his powers, to test his limits, and fling caution to the wind. Moreover, it pushes him to look into his family's past, and Mary's history/family, pushing him into studies he may never have cared for in the past. It swirls golden in the depths of his soul, pulsing, and growing, but into what, who knows? Unseen, or not: Anyone with an active power descriptor of Necromantic, Magical, or Divine (Be it innate, from a device, or temporary matters not) can see, and hear Mary. As her bond with Alton has grown stronger, her form has become ever so slightly more tangible, expanding the number of people that can see her greatly. Abilities: 0 + 8 + 4 + 0 + 2 + 0= 14 Strength: 10 (+0) Dexterity: 18/26 (+4/+8) Constitution: 14/24 (+2/+7) Intelligence: 10(+0) Wisdom: 12 (+1) Charisma: 10(+0) Combat: 12 + 16 = 28 Initiative: +8 Attack: +6 Melee, +10 Ranged Grapple: +6 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -5 Saving Throws: 1 + 2+ 6 = 9PP Toughness: +10 (+7 Con, +3 Undercover Vest) Fortitude: +8 (+7 Con, +1) Reflex: +10 (+8 Dex, +2) Will: +8 (+1 Wis, +7) Skills: 68 = 17PP Acrobatics 7 (+15) Bluff 6 (+6) Concentration 10 (+11) Escape Artist 2 (+10) Knowledge (Physical Sciences) 12 (+12) Knowledge (Theology) 5 (+5) Language 2 (English (Native), Greek, Irish) Notice 4 (+5) Sense Motive 4 (+5) Stealth 2 (+10) Swim 4 (+4) Craft (Structural) 6 (+6) Craft (Glass) 4 (+4) Feats: 13PP Attack Focus (Ranged) 4 Dodge Focus 2 Eidetic Memory Equipment 2 Evasion 2 Quick Change 1 Instant Up Equipment: 2PP=10EP Glass Cane (Damage +2 [4EP] Undercover Vest (Protection 3, Subtle) [4EP] Brass Knuckles (Damage +1[2 EP] Powers: 10 + 8 + 23 + 26 + 8 = 75PP Enhanced Constitution 10 [10PP] Enhanced Dexterity 8 [8PP] Glass Control 10 ( (Move Object 10 ( Feats: Precise, Subtle; Extra: Range [Perception]; Flaw: Limited to Glass; Feat: Alternate Power 1 ) Effective Strength: 50 Heavy Load: 12 Tons [23PP]) AP: Glass Weaponry (Damage) 10 (Variable Descriptor (Bludgeoning, Slashing, Piercing), DC 25 Accurate 2, Flaw; Source (Glass; Requires enough glass in melee range to be used, as per the GM) ) {7/22} Light Control 10 ( Improved Range 2 Feat: Alternate Power 4 ) [26PP] BP: Illusion 10 ( Affects Visual Sense; Progression, Area 2 (25 Ft. Radius) ) {22/22} (Light Control) AP: Dazzle 10 ( Affects Visual Senses; Feat: Improved Range 2 ) {22/22} (Light Flash) AP: Damage 10( Extra: Range [Range] Feat: Improved Range 2) {22/22} (Laser) AP: Flight 10 (10,000 MPH; 88,000 Ft./rnd ) {20/22} (Flight) Teleport 8 ( 800 Feet as a Standard Action, 2000 Miles as a Full Action; Flaw: Medium [Mirrors] ) [8PP] (Catoptric Teleportation) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Brass Knuckles Touch DC 16 Toughness (Staged) Damage (Physical) Cane Touch DC 17 Toughness (Staged) Damage (Physical) Laser Ranged DC 25 Toughness (Staged) Damage (Heat) Flash Ranged DC 20 Reflex/Fort Dazzle (Visual) Illusion Perception DC 20 Will Illusion Totals: Abilities (14) + Combat (28) + Saving Throws (10) + Skills (17) + Feats (13) + Powers (75) = 157/157 Power Points
  15. Mater Vyrdna Power Level: 10/11 (150/165PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent Power Points: 15 Theme: Good Fight (Main Theme), Alien Champion (Tension), Keep Moving (Fight), by Trocadero. In Brief: Alien engineer who fused with a spaceship, becoming capable of controlling machines in the process. Alternate Identity: Vyrdnaya Solnys-Kori Milareth Identity: Public Birthplace: Aetol City, Planet Akarnia 05 Occupation: Former Engineer Private Praetorian of the Delaztri Empire Affiliations: Praetorians Family: Solnys Radamathon-Kuros Milareth (né Astart) (Father - Deceased), Somna Aethalom-Kori Milareth (Mother - Deceased), Frethyn Solnys-Kori Milareth (Older Sister - Deceased), Haradam Solnys-Kuros Milareth (Younger Brother - Deceased), Jihiskh Mavon-Kuros Milareth (né Ainour) (Husband - Deceased), Solmav Jihiskh-Kuros Milareth (Son - Deceased, 25), Tormug Jihiskh-Kuros Milareth (Son - Deceased, 15), Triinareti Jihisk-Kori Milareth (Daugther - Deceased, 17). Description: Age: 92 (DoB: Over 2'000 years ago) Apparent Age: 27 Gender: Female Ethnicity: Meso-Akarnian Height: 5'5" Weight: 260 lbs Eyes: Hazel Green (Organic), Red (Mechanic) Hair: Hazel Green Mater Vyrdna's body has been fused with random mechanical parts, with various patches of blue colored flesh serving as proof that she once had been a purely organic lifeform. Especially standing out, half side of her kneck, and the upper-left part of her head, are comprised of machinery, while her fin-like ears and her blue tail betray her heritage as an Akarnian, and a Meso-Akarnian at that. Her medium-lenght hair is coloured Hazel Green, same as her eyes, and it is tied in a knot. She dons a pair of glasses, mostly out of habit. Mater Vyrdna's form, and specifically, the mechanical parts of it, is often subject to change, depending on the situation, such as materialising wings, transforming her limbs into weapons, or even her entire body melding into an external machine. Power Descriptions: Mater Vyrdna can control machines. This includes, but is not limited to, reconfiguring and transforming machines at the merest touch, granting them sentience, and exerting mental control over them. These powers apply even to her own body, allowing her to shapeshift her limbs into rayguns, hammers, laser swords, rocket launchers, drills, etc. She is able to meld with machines, allowing her to transfer her body through them. Finally, she can directly communicate with machines. History: Vyrdnaya Solnys-Kori Milareth was born into a relatively wealthy family in the Akarnia Planet of the now long gone Delaztri Empire. Despite having had all comforts available to her, Vyrdnaya had nevertheless managed to grow into a responsible young woman, and through her studies, she quickly developed an interest in engineering. While she'd frequently have arguments with her parents, who were far too oldfashioned for her liking, she held them both dearly. After graduating from college, she decided to enlist in the Delaztri Empire's military, wishing to join the exalted ranks of the Praetorians. Unfortunately, she couldn't meet the recruitment standards for the Praetorian guard, and instead was enlisted as a regular military personel instead. Service in the military wasn't easy. An unfortunate short-lived affair with a fellow officer left her pregnant, and her parents, who weren't very supportive of her being a lowly military officer, forced her a choice; either marry Jihiskh Mavon-Kuros Ainour (an old university colleague of Vyrdnaya who was making rounds in the field of interconnectivity), or refuse to give her any further support, lest she decided to quit the military. Caught between the proverbial rock and a hard place, Vyrdnaya aqcuiesced to the marriage, after reaching an understanding with Jihiskh, who was also being forced to the marriage by his own parents. The marriage finalized, the two returned to pursuiting their respective careers, and Vyrdanya eventually gave birth to Solmav. Despite all setbacks, Vyrdnaya's engineering talent didn't take long to shine through, and she was being steadily promoted in rank, eventually becoming Lieutenant Commander. Things were also looking up for her, vis-a-vis her marriage, as Vyrdnaya and Jihiskh found themselves warming up to each other, and eventually falling in love. Their newfound relationship led to the births of Triinareti and Tormug, and the five enjoyed the next 15 years, not as strangers who happened to be together out of necessity and convenience, but out of love and understanding. During this time, Vyrdnaya was eventually transferred at the ship that she would serve, remaining there for three years, before the Communion attacked. During the climactic battle, the Warp Engine of the Delaztri ship was severly damaged. Vyrdnaya ordered the other engineering crewmembers to evacuate the engine room, while she stayed behind to ensure that it would remain operational. A sudden explosion caused the warp to go haywire, and Vyrdnaya got caught in the surge of energy that teleported her inside the fusion engine. This was a death sentence... or it should have been one. Instead, Vyrdnaya's body was infused with the ship, deep inside its engines, and her consiousness was left wandering the ship's network, with no way to escape or interract with the outside world. Until one day, the Praetorians, not long after being revived in the present, discovered a strange subroutine that was running in the background of their ship. Personality & Motivation: Back in the days of the Delaztri Empire, Vyrdnaya was a dreamer, an inquisitive mind accompanying an adventurous spirit. Though her wish to join the Praetorians was rejected, on account of her lacking the proper physical conditioning, she was nonetheless a steadfast member of the Delaztri Navy, and her engineering expertise helped her serve well in every vessel she was assigned. She loved her parents, even when they disagreed, and always made sure her children were happy. Her relationship with Jihiskh was a bit more complicated, were at times she wasn't sure if they were lovers or great friends. Nevertheless, the two were always there for each other, through thick and thin. This, sadly, is no more the case. The Delaztri Empire fell two millenias ago, and Vyrdnaya's body spent that time in hybernation, while her consiouness was trapped in a digitalized state, never to see her children grow, never to share a kiss with her husband again. This realization has been slowly seeping in her, and in order to cope, she has started treating the surviving Praetorians as family. The Communion has already costed her one; she is not gonna give up another family, not so long as she has a say on the matter. Powers & Tactics: Depending on the situation and the terrain, Mater Vyrdna has a versatile range of options in order to engage in combat. When faced with machinery and robotic enemies, she will try to override them via her mental connection to them. If that fails, or if she isn't up against machines, she can still control whatever machines are around her, transforming them, bending them to her will, or even absorbing them in order to use them as spare parts. Finally, if neither of those are readily available, she is still capable of transforming herself, creating a vast array of weapons to use at any range, and she is capable for various modes of transportation. Having said that, however, Mater Vyrdna is not without her weaknesses. Electromagnetism can cause her greater pain than the average person, thanks to her nervous system being fused with circuitous machinery. Additionally, prolonged exposure to Terminus Tech can prove fatal, due to causing her a cancerous reaction. Complications: Half Machine: Thanks to Vyrdnaya getting fused with the Delaztri Naval Ship, she is now a techo-organic being. Pain of Loss: Losing your entire family, including your husband and children, is an entirely traumatic experience. As a result, Vyrdnaya is doubly protective of those she cares for. Ghost in the Machine: Vyrdnaya's body can be disorienting for her to control, and there's a certain amount of disconnect she feels from it, despite still retainning organic parts. The Unchosen One: Unlike the other Praetorians, Vyrdnaya was never officially knighted, serving only as staff engineer for the Praetorian spacecraft. Her powers came much later. As such, she is rather uncofident, when it comes to operating outside her engineering specialization. I'm In the Ship; I Am the Ship: Vyrdnaya melding into machines often has the result of her consciousness joinning with whatever she is currently fusing with. She has great affinity and empathy for whatever she joins with. Abilities: (-4) + 4 + 0 + 20 + 4 + 6 = 30PP Strength: 6 (-2) Dexterity: 14 (+2) Constitution: 10/26 (+0/+8) Intelligence: 30 (+10) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Melee, +4 Ranged, +8 Adaptive Arsenal, +8 Machine Reconfiguration Grapple: +2/+9 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6/-11 Saving Throws: 0 + 4 + 8 = 12PP Toughness: +12 (+0/+8 Con, +4 [Defensive Roll]) Fortitude: +8 (+0/+8 Con, +0) Reflex: +6 (+2 Dex, +4) Will: +10 (+2 Wis, +8) Skills: 80R = 20PP Computers 10 (+20)Skill Mastery Concentration 5 (+7) Craft (Electronic) 5 (+15)Skill Mastery Craft (Mechanical) 5 (+15)Skill Mastery Disable Device 5 (+15)Skill Mastery Investigate 5 (+15)Skill Mastery Knowledge (Technology) 10 (+20)Skill Mastery Knowledge (Physical Sciences) 5 (+15) Knowledge (Galactic Lore) 7 (+17)Skill Mastery Languages 3 (Delaztri[native], Lor, Galstandard, English) Notice 5 (+7) Pilot 5 (+7) Search 5 (+15)Skill Mastery Sense Motive 5 (+7) Feats: 15PP Defensive Roll 2 Dodge Focus 4 Eidetic Memory Equipment 4 Improvised Tools Inventor Skill Mastery 2 (Computers, Craft[Electronic], Craft[Mechanical], Disable Device, Investigate, Knowledge[Technology], Knowledge[Galactic Lore], Search) Powers: 24 + 39 + 4 = 67PP Enhanced Constitution 16 + Immunity 9 (Life Support; Drawbacks: Noticeable) [16 + 8 = 24PP] (Techno-organic Constitution) Technomorphing 15 (30PP Array; Feats: Alternate Powers 6, Dynamic 3) [39PP] Dynamic Base Power: Damage 12 (Feats: Accurate 2, Variable Descriptor 2[Any Technological]) [16PP] (Adaptive Arsenal: Melee) + Super-Strength 7 (Effective Strength 41, 3.68 tons Heavy Load)[14PP] Dynamic Alternate Power: Damage 12 (120-1200ft; Extras: Range[Ranged], Autofire, Flaws: Action[Full Round], Distracting, Feats: Accurate 2, Variable Descriptor 2[Any Technological]) [16PP] (Adaptive Arsenal: Ranged) + Damage 10 (50ft radius; Extras: Area[burst], Selective, Flaws: Action[Full Round], Medium[Machines], Feats: Indirect 2, Variable Descriptor 2[Any Technological]) [14PP] Dynamic Alternate Power: Flight 4 (100mph/1'000ft per Move Action)[8PP](Adaptive Arsenal:Transportation) + Burrowing 5 (25mph/250ft per Move Action)[5PP] + Swimming 5 (250mph/2'500ft per Move Action)[5PP] + Teleport 4 (Up to 400ft per Move Action/1 mile per Full Action; Extras: Accurate, Flaws: Medium[Machines], Feats: Change Facing, Change Velocity, Easy, Turnabout) [12PP] Alternate Power: Boost 6 (Any Mechanical Traits at Once[3]; Extras: Total Fade, Flaws: Action[Full-Round], Distracting, Others Only, Feats: Accurate 2, Slow Fade 2[12 Minutes]) [10PP] (Machine Augmentation) +Transform 6 (Machine to Machine, up to 2'500 pounds; Extras: Duration[Continuous], Flaws: Action[Full-Round], Distracting, Range[Touch], Feats: Accurate 2, Precise, Progression[Mass]5) [20PP](Machine Reconfiguration) Alternate Power: Healing 4 (500ft radius; Extras: Affects Objects, Area[burst], Restoration, Resurrection, Selective Attack, Total, Flaws: Distracting, Limited[Machines], Feats: Stabilize, Persistent, Progression[Area] 3, Regrowth) [30PP] (Machine Restoration) Alternate Power: Mind Control 10 (100ft radius; Extras: Area[burst], Conscious, Duration[sustained], Instant Command, Linked[Mind Reading], Flaws: Action[Full Round], Distracting, Limited[Machines], Range 2[Touch], Feats: Mental Link, Progression[Area], Subtle 2) + Mind Reading 10 (100ft radius; Extras: Area[burst], Linked[Mind Control], Flaws: Feedback, Limited[Machines], Range 2[Touch], Feats: Progression[Area], Subtle 2) [14 + 6 = 20PP] (Machine Control) + Datalink 6 (20 miles; Flaws: Action[Move], Feats: Cyberspace, Subtle) [5PP] + Quickness 10 (x2'500; Flaws: One Type[Mental Tasks]) [5PP] Alternate Power: Summon (Minion) 7 (105PP Minion, Up to 25 Minions; Extras: Fanatical, Horde, Type [Drones, +1], Flaws: Distracting, Duration[Concentration], Medium[Machines], Feats: Mental Link, Progression[Minions] 4) [19PP] (Machine Animation) + Impervious on Toughness 10[10PP] (Digital Forcefield) Comprehend 2 (Computers 2) [4PP] (De-cipher Protocol) Drawbacks: (-4) + (-6) = -10PP Vulnerable (Electromagnetism, Frequency: Very Common, Intensity: Moderate[x1.5]) [-4PP] Weakness (Terminus Tech, Frequency: Uncommon, Intensity: Major[Cumulative -1 on all Abilities], Once every minute[Dead in 26 Minutes]) [-6PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC13 Toughness (Staged) Damage (Physical) Adaptive Arsenal: Melee (Damage) Touch DC27 Toughness (Staged) Damage (Energy, Missiles, Blunt, Piercing, Slashing) Adaptive Arsenal: Ranged (Damage R) Ranged DC27 Toughness (Staged) Damage (Energy, Missiles, Blunt, Piercing, Slashing) Adaptive Arsenal: Ranged (Damage A) Area DC25 Toughness (Staged) Damage (Energy, Missiles, Blunt, Piercing, Slashing) Machine Control (Mind Control + Mind Reading) Area 1d20+10 vs Will (Opposed) Mind Control (Machine) Mind Reading (Machine) Machine Augmentation (Boost) Touch DC16 Fortitude (Staged) Boost (Machine) Machine Reconfiguration (Transform) Touch DC16 Fortitude (Staged) Transform (Machine) Totals: Abilities (30) + Combat (16) + Saving Throws (12) + Skills (20) + Feats (15) + Powers (67) - Drawbacks (10) = 150/165 Power Points
  16. Monkey Wrench (PL 10 - 150PP) - Ayen Player Name: Ayen Character Name: Monkey Wrench Power Level: 150/155PP Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None") Unspent Power Points: 5 Progress To Bronze Status: 5/30 In Brief: Genius in robotics seeking to bring justice to an imbalanced world by fighting crime through the use of droids. Residence: Modest 2 bedroom apartment, Freedom City Base of Operations: Outwardly abandoned car repair shop Alternate Identity: Alex Durham Identity: Secret Birthplace: Freedom City Occupation: Auto mechanic Affiliations: ArcheTech Family: Father Al Durham, 67, currently in Shady Grove Home for the Elderly (Alzheimers Ward). Mother died in childbirth, no siblings. Aunt (Al’s sister) Katie, 63, a retired baker. Description: Alex could be pretty if she tried, but she’s more content covered in grease and baggy clothes. Her hands are always dirty and she usually has smudges on her clothes. Her hair is past her shoulders and usually pulled back into a ponytail or pigtails. She tends to shop in the boys’ section of Target and wears square graphic tees in her daily life. When she goes out into the field, she dresses in black and wears a ski mask with a wrench painted in red on it with the word “Monkey†cut out. Age: 29 (DoB: August 1, 1986) Gender: Female Ethnicity: Caucasian Height: 5’6 Weight: 110 lbs Eyes: Blue Hair: Dirty blonde Power Descriptions: The air around her seems to crackle and spark as she reaches out with her mind to touch the workings of her machines. Nothing is visible, but the power is almost palpable. History: Al Durham was a police officer who loved his wife, Melissa, more than anything. She was his joy, his whole reason for doing anything. One night while Al was working, Melissa decided to go to the local convenience store for a late night milk run. She ended up on the wrong side of a robbery. She was shot and nearly died in the hospital. She recovered, but Al was tormented by the fact that he had failed to protect the one woman he loved more than anything. Al became obsessed with his work, serving long hours in the hopes that keeping the public safe just one more night would wash away the guilt he felt. When a top secret mission arose at the force, he was the first to volunteer. When they warned him he would need to take experimental drugs in order to improve his performance, he didn’t object. And when they turned him into a super soldier, he thought maybe he could finally make the world a better place. . Al wasn’t entirely sure he wanted kids, but on their fourth wedding anniversary, when Melissa told him pregnant, she was so happy and he couldn’t deny her that happiness. They were keeping it a surprise, but Al was certain it had to be a boy, a boy he planned on naming after himself. They did everything right, taking the right prenatal classes, eating special prenatal foods, but sometimes “everything right†just isn’t enough. Melissa died delivering a healthy baby girl. Al was devastated at the loss of his wife, but took being a father seriously, seeing the girl child as Melissa’s legacy to him. He named her “Alexandra Melissa Durham Junior†and set about the task of being a single father. He didn’t have a clue what to do with a girl. Where other girls had dolls, he gave her GI Joes. Where other girls played with glitter, he gave her Lincoln Logs. He enlisted the help of his sister, Katie Durham, to look after the girl. His career as a super soldier took off and as Commander Stars, he fought crime behind a mask. . Alex knew none of this. She knew she was being half raised in the bakery with her Auntie Katie, who insisted on pink and pigtails. She knew her father worked long hours, but that he loved her and he was making the world a better place. Katie tried to turn Alex onto the more girly things in life, but Alex was more interested in building and inventing than playing dress-up. Unbeknown to all, the drugs that Al continued to take to allow him to be Commander Stars had affected his daughter, blessing her with super intelligence and an innate understanding of and ability to communicate with machines. Alex built her first invention when she was four, a thermometer for Katie’s kitchen that remotely could tell her the temperature of the oven, no matter what room she was in. At six, she rebuilt the engine of her remote control police car to go 40 miles an hour. At eight, she broke into her father’s safe and rebuilt his gun in the night, optimizing its accuracy and range. Al saw her aptitude for machines and encouraged it, building with her whenever he could and praising her devices. Katie shook her head at all of the machines that Alex tinkered with, but Al saw genius in every twist of her wrench. Alex excelled in school, but had few friends. She tinkered every night until her father got home late. She got up early every morning to help in her aunt’s bakery. She dropped out of school at age 16 and got her GED. She worked full time in her aunt’s bakery, tinkering just on the side, until an accident involving a super-mechanical bread mixer almost destroyed the shop. Lacking purpose, friends, or a real job, Alex did the only thing she could think to do and enlisted. She was 18. She served the army for eight years as a tank mechanic, passing up promotions in order to keep her hands busy. She loved her work, but couldn’t stand the bureaucracy of the institution. She served tours in both Iraq and Afghanistan and always managed to stay out of harm’s way. Meanwhile, Commander Stars continued to serve his country. However, Katie’s prying and spying was getting to prove a bit much for Al, who continued to keep his identity a secret, even from his daughter, who he understood was an admirer of Commander Stars. He needed a place that would take care of him, but ignore him, a place that would give him the space he needed to continue his super life, while at the same time getting Katie off his back. Al did the only thing he could think to do. At age 60, he officially “sustained a knee injury†that forced him to publicly retire from the force. Content that he was no longer working for the police, Katie backed off. During her time in the army, Alex constantly worried about her father and his new life. She believed his injury kept him home most days and she knew it would only get worse with age. When Commander Stars was 65, he suffered a back injury in one of his battles. He recovered from it in time due to his super-human injections, but Alex blamed herself for not being home to take care of him in his time of need. She left the army and returned to Freedom City. At first she offered to live with her father and take care of his daily needs, but he insisted that they both needed their independence. She settled down in a nearby apartment where she could visit him regularly. Alex found a job as a local car mechanic while allowed her time to visit her father three times a week, but she was consumed by the need to invent and tinker. She bought a local, closed, car garage and devoted all her spare time to creating new machines to make life easier. At the same time, she was struck with the injustice of the situation. Here was her father, a loyal policeman who had done nothing but good, and he had been injured in the line of duty. The world was unfair and she wanted to make it a better place. One night, she decided to take a new drone of hers for a test spin. She flew it down to the corner, closely following it with her remote control. Just as she was about to turn back, she saw an old woman at the bus stop fighting to keep her purse from two teenage boys. Alex drove her drone straight into the boys, smashing into their heads until they ran off. Alex was intrigued at this new feeling, this feeling of justice that came from using her machines to help others. She wanted more and in that moment, a new woman was born. She continued working part time in the auto repair shop, but she dedicated her time and her focus to creating droids that could help her become a super hero. She knew she needed an army of “soldiers†and so she invented droids that could help her in combat against some of the villains she knew rampaged through Freedom City. She also began work on a body suit to protect her in the event that she was attacked herself. She took the name “Monkey Wrench†partially after her father, who often referred to her as a little monkey. Alex knew she was special and wanted to use her gifts to help others. She considered going to college, but she couldn’t decide what to study and found her college choices to be not very stimulating. Then she stumbled upon ArcheTech. She was inspired by the heroes she saw there and she wanted to be more like them, helping others in the name of all that is right. She applied and eagerly awaits a response... Personality & Motivation: Monkey Wrench believes in a fair and just world. She’s seen how unbalanced the world is and she fights to give the common man a safer place to call home. And hopefully she gets to invent something really cool along the way. Powers & Tactics: MW sends her droids and robots into a fight before she goes in herself. Standing on a nearby rooftop or hidden in the alley, she sends her minions into combat to fight for her. She tries to plan things out in advance, but she’s been known to throw caution to the wind and go in full force. When she can, she enjoys playing back-up for other heroes, providing them cover and surveillance with her machines. Once she gets her body suit fully operational, she may be more inclined to go in herself, but the thing still doesn’t work properly. Complications: Secret: Identity. Ward: Al Durham (MW is very protective of her father and goes to see him at least three times a week.) Education: Informal (having gotten a GED and army training only, MW missed out on many of the finer elements of education. She’s “street smart,†but not “book smart.â€) Interactions: Indelicate (MW has lived an odd mixture of sheltered and worldly life. Her time in the army showed her the rougher side of things and had her interacting as “one of the boys.†But she’s not entirely sure how to handle romance or the finer things in life. She would secretly love to have a boyfriend who supports her in everything, but she considers that about as likely as riding a cyborg unicorn into battle. Which she’s considered.) Abilities: 0 + 6 + 10 + 10 + 8 + 6 = 40 pp STR 10 (+0) DEX 16 (+3) CON 20 (+5) INT 20 (+5) WIS 18 (+4) CHA 16 (+3) Combat: 12 + 12 = 24 pp ATK: +6 (+10 Drones) DEF: +10 (+4 Shield, +3 flat-footed) Init: +3 Grapple: +6/+14 Knockback: -6/-2 Saves: 3 + 3 + 4 = 10 pp TOU +10/+5 (+5 Con, +5 Protection [4 Imp]) FORT +8 (+5 Con, +3) REF +6 (+3 Dex, +3) WILL +8 (+4 Wis, +4) Skills: 60 r=15 pp Bluff 12 (+15, SM) Computers 2 (+7) Craft (Artistic: Cooking) 4 (+9) Craft (Electronic) 10 (+15, SM) Craft (Mechanical) 10 (+15, SM) Knowledge (Technology) 10 (+15) Notice 6 (+10, SM) Sense Motive 6 (+10) Feats: 8 pp Eidetic Memory Equipment 2 Luck 2 Inventor Skill Mastery (Bluff, Craft [Electronic], Craft [Mechanical], Notice) Uncanny Dodge (auditory) Secret Laboratory [10 ep] Size: Medium; Toughness: 15; Features: Concealed, Laboratory, Library, Living Space, Personnel [Little Robot Guys], Security System, Workshop Cost: 1+2+7 = 10 EP equipment points Powers: 4 + 2 + 12 + 27 + 8 = 53 pp Comprehend 2 (speak to and understand machines) [4PP] Datalink 1 (10 ft, radio, PF:, Subtle) [2PP] Device 3 (Armored Costume, 15 PP, Flaw: Hard to Lose) [12PP] Enhanced Feats 2 (Interpose, Ultimate Save [Toughness]) [2DP] Protection 5 (magnetically stiffened fabric, Extra: Impervious 4) [9DP] Shield 4 (magnetic repulsion) [4DP] Drones Array 12 (24 PP, PFs: Alternate Powers 3) [27PP] BE: Blast 10 (PFs: Accurate 2, Variable Descriptor 2 [any technological]) [24/24] AP: Disintegration 10 (Flaws: Action [Full], Limited 2 [Electronics], PFs: Accurate 2, Improved Crit 2) [24/24] AP: ESP 4 (Auditory + Visual Senses, 1 mile, DC 14 Notice; Extras: Action [Free], Duration [sustained]; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area]) [24/24] AP: Move Object 7 (Effective STR 35, Heavy Load 1.5 tons, Extra: Range [Perception], PFs: Indirect 3) [24/24] Gadgets 1 (Hard to Lose; 5PP, Extra: Action [Move]) [8PP] 40+24+10+15+8+53=150PP/155 PP ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness Bruised/Injured Drone Blast Ranged DC25 Toughness Bruised/Injured Drone Move Object Perception Grapple check (Staged) Pinned/Bound
  17. Player Name: Arichamus Character Name: The Osprey Power Level: 10 / 11 (160/164PP) Trade-Offs: +2 Attack/ -2 Damage(Utility Belt), +2 Defense/ -2 Toughness Unspent Power Points: 4 Progress To Platinum Status: 14/120 (Gold earned with >King of Suits) In Brief: Test subject using his new-found powers to battle the criminal underworld and uncover the truth. Alternate Identity: Alden Richards Identity: Secret Birthplace: Southwark, London, England Occupation: Shipping warehouse employee, chemistry technician, superhero Affiliations: Ministry of Powers, Docklands, Eileen Rose(junior officer in the SAS), Order, Justice Family: Patricia Richards(Mother, Divorced), Russel Richards-Brown(Father, Divorced), Maria-Annabelle Richards(Sister), Frances Richards(Sister) Description: Age: 24 (DoB: 1989, February 9th) Apparent Age: Same as physical age Gender: Male Ethnicity: English Caucasian Height: 6' 2"/1.9m, 6' 11"/2m Weight: 200 Lbs/90.7kg Eyes: Brown/Yellow Hair: Brown/White & brown feathers Alden during everyday life wears sturdy, eminently practical clothes in dull colours. Thick jeans, heavy boots and tan jackets over long-sleeved grey cotton shirts feature prominently in his limited wardrobe, and his utilitarian glasses are hardened grey steel. On the job he wears the crisp green/white waterproof uniform coat and pants of his company. His hair is thick, curly and cut short, and he has a perpetual five-o'clock shadow around a frequently dour mouth below his thin high eyebrows, bright, lively eyes and broad nose. He's unusually pale from working mostly nights, and his recent start as a vigilante crimefighter has deepened that noticeably. Years of physical work has kept him trim and lean, and a dedicated exercise and martial arts regimen has hardened and bulked him up considerably more than most men his age. He speaks with a low, soft voice in an almost stereotypical English accent, though in times of stress, excitement or anger it takes on a rougher edge. Movements are loose-limbed and casual with considerable grace. In his disguise as Osprey he's a tall, imposing man in a mostly white costume with a dark brown cape cut to vaguely suggest wings(the result of weeks of work), the colors scattered like the fish eagle's plumage, and a white mask covering his head adorned with a short, sharp curved beak. On the chest in a patch of black is a white emblem of an osprey diving. A simple belt of weapons hangs on his waist. When he activates his powers Alden grows even taller as well as sprouting wings from his back, his skin is covered in feathers, his feet and hands turn into claws and his head mutates to adopt avian features including bright yellow eyes. Power Descriptions: Osprey's animal powers are quite obvious, as they appear when he transforms wholly into a giant bird-man. His altered biology lets him use powerful claws to cut through steel, fly under his own power, grip things with phenomenally power talons and briefly survive underwater and in icy cold. A couple of lingering affect of his mutation is that he has a bizarre ability to understand and communicate with birds, and see far further than most in the dark or underwater. Aside from that he has a small pool of highly specialized weapons, like a small acetylene torch for cutting through walls and doors, or a LED for temporarily blinding with light.. History: Alden Richards had admired heroes for a long time before Prof. Blackpool's invitation arrived. Since childhood he had watched on the television or out the window the exploits of Britain's mightiest heroes besides the Lioness Britannia: the strange and beloved Vanguard. Or the Royal Squadron or Crownguard or the Fab Four or whatever the papers called them that month. The country didn't have nearly as many heroes as the States or Canada so the sight of people who called Great Britain home and possessed extraordinary powers they used solely for the public good, not to mention their rumored association with the legendary and excitingly mysterious Ministry of Powers, was always something people came running to see. Alden rarely needed much excuse to leave the house anyway, since being there meant he had to endure the endless and furious arguments that erupted in the family as surely as the tides. There was always something for the resourceful to complain about, since even on the good days things were lean the apartment was too small for even the small family and winters were painful to get through on what little they could afford. Like most, the photogenic, handsome and upstanding Champion(Powerful melding of man and alien machine! Sworn defender of the British Isles and the world!) had the lion's share of his heart, and when the hero came in person to deal with what would have been a devastating fire on the Richard's street during a battle against aliens, stopping just long enough to make sure nobody else was in danger, Alden's boyhood reverence for superheroes rivaled just about any other devotions he had. They didn't have problems, they SOLVED them for other people. By his mid teens however the young man had other things to think about. His parents' marriage had always been a little unsteady, but at last in 2005 they divorced after Patricia was fired from the plant she had worked at for well over a decade, more than halving the family income. Alden frequently spent time with his mother in eastern Southwark, not least because of the hard-won jobs he got in the area that let him help support her. Walking and biking to work brought him again and again up against the crime and poverty eating away at sections of the city, the misery that everyone seemed helpless to stop, It was partially because of that that he took up martial arts training for self-defense, practicing every day he could so that when the time came he could make the difference between life and death for someone. His twenties rolled around, and by 2009 the only real results of his training was a stray bullet from an abortive mugging breaking his rib and making friends with an athletic young woman named Eileen Rose, someone made of sterner stuff than him and who bent herself inexorably to a job in the military. Both of them were starting to lose hope in their dreams when Professor Thomas Blackpool contacted them. He was doing biochemistry research to test out a mutagen with possible military applications, and wanted volunteers. To sweeten the deal he offered the pair close to a thousand pounds each to go through a series of clinical trials, happily assuming legal responsibility for whatever happened. Both leaped at the chance, Alden especially eager for what sounded like the perfect way to get real actual superpowers(and help support his parents), Eileen gleeful for the chance to get known by whatever higher-ups had ordered the study. The trials took several weeks of regular checkups, injections with the formula code-named Osprey, observation of the slow change in them and the other trial subjects' chemistry and a host of other strangely mundane ways of checking the progress of super-science. Alden and Eileen got more and more uneasy as months passed and they weren't seeming to change at all. During a stay at the lab to test sleeping patterns everything went utterly wrong. Alden didn't remember what happened but he awoke to find himself strapped down, spattered with blood and Eileen being rushed to the hospital with serious injuries. A distraught Blackpool explained that the young man had transformed into a man-bird in the night and attacked his friend, but that she was almost bound to live and the charges against him weren't likely to end in jail time. However, Thomas sadly told him that this was the last straw and his lack of progress meant he would need to be taken out of the trials. Given a prescription of serum to help get the chemicals safely out of his system, Alden left with only a fraction of what he had been offered, and thankful for it. That night, after breaking the painful news to his mother about what had happened, he was jolted awake by the sound of a distant cry for help. Gulping down the pills Blackpool had given him, Alden raced out to see what had happened...and crashed in an agonized heap as the transformation began. In the next few months he worked on triggering the changes by sheer effort of will, managing to make his new power more of a help than a hindrance. Knowing that downtown London would be hard to hide in he practiced out in the countryside, flying by nights to and fro across the green hills and valleys. During his cross-country training he ran into a stranger eerily like himself, a half-crazed owlman whose ravings held several declarations that he had once been like Alden, and wanted to save him from the 'true threat'. This was the release, the power and world he had always dreamed of! He wasn't the mighty protector of the weak he wished he could be, though swooping down to save the helpless from the guns and knives of criminals satisfied him deeply, the fear and shock in their eyes making every painstaking hunt worth every rain-soaked hour. On top of it all, the Osprey Treatment had opened the world of chemistry up to him, and he managed to get enough training to start work as a technician at a small chemistry lab in eastern Southwark that supplemented his income from the dockside warehouse. From his studies he learned something troubling: the medicine Blackpool had been supplying him with before he vanished back into the world of academia, his Osprey Formula a qualified success, wasn't actually cleansing him of it, and in fact was slowly increasing its potency. Alden was shocked, horrified that he had been lied to like that and instantly suspicious...but on the other hand, it let him fight against evil in the world, so was it really best for him to give it up? And why had he had such a violent reaction when Eileen had returned to the study with such(as she enthused to him) astounding success, with even some rumors that she was being considered for the special forces? Whatever the case, his friend's wish was soon granted as well, being selected for a prestigious(and amazingly grueling, she confided) position in the Service attached to the Ministry of Powers, a branch of the armed forces composed of people with supernatural abilities to deal with rare yet dangerous rogue powers. Surprisingly enough, they've remained each others' confidante on personal matters, and the strong-hearted Eileen gladly agreed to give him whatever help he asked for, though she did warn him that it would count as a favor. Taking his mind off of those problems Alden flung himself into the world of costumed crime-fighting, dedicating himself to becoming a true superhero at last, his 'look' and focus inspired heavily by the Raven and the fearsome Scottish archer known as Arrowhawk. Between putting together his disguise, gathering materials for weapons so he wouldn't have to rely on his power to win his battles, teaching himself how to solve crimes that had already happened, his work and meeting with his friends, the next year passed all too quickly, until at last the Osprey was ready to strike. Now, three years later, the Vanguard have mysteriously disappeared and the Osprey has gotten a pretty reputation as a menace to the underworld of Britain. Everyone from the fastidious Middleman to the common thug has at least heard a rumor about him. The Ministry of Powers has decided to extend an invitation to the young man, an offer to find out the truth of what really happened to Britain's strongest heroes, defend his home from greater threats than ever before, and join the ranks of the Ministry's greatest asset in the new Taskforce UK! Personality & Motivation: Alden is terse, patient, calm and quiet. Not to an extreme, but he won't babble on for twenty words when two will do and keeps his thoughts and feelings close to the vest. This often leads to him clamming up even more when under pressure as his mind races. He rarely truly rests and is almost constantly physically or mentally active, knowing all too well how impermanent most situations are. A long time in poverty has embittered him to people with fantastic wealth like the aristocracy and nobility and a corresponding liking for people who grew up like he did. Alden is polite and warm when meeting somebody for the first time, but unafraid to precisely speak his mind and unlikely to consider somebody a friend unless they really share something. Most days he carries himself freely and confidently, a composed young man still excited about where his life is going. He has a firm and absolute belief that everyone can change and can recognize what's right and wrong, and has a lot of compassion for the people he often battles. Not that he'll let anyone know that if he can help it. When disguised as Osprey he plays to a T the role of a dread figure of the night, talking only when necessary and doing his best to present a coldly enigmatic front. Body language shifts to slower and more dramatic motions and his tendency to loom ominously behind people skyrockets. Behind the harsh face of the eagle Osprey conveys the message that everyone, no matter how powerful they think they are, can be brought low before the forces of justice. Powers & Tactics: Osprey prefers not to use his powers, instead focusing on ambushes and strikes from above. His tactics shift quickly and depend largely on how many he's fighting. If a few he'll do his best to isolate them first, if many he'll try to cluster the majority together so he can keep track of them better as he picks off outliers, if one or two he sets up a simple ambush and leaps upon them. He tries to avoid physical combat when he can, but when he can't just knock foes out from hiding he turns into a blur of savage punches and brutal kicks, aiming with the utmost precision to decisively bring down his enemies. His transformation power is something he keeps for emergencies or when he needs to chase after someone and his grapple gun isn't enough. Complications: Adrenaline Requirement: A surge of adrenaline is the fastest way to activate the transformation agent, and while usually that's easy enough to spark it means while in human form Osprey's powers can be simply blocked. Animal Instincts: Osprey's nature frequently shines through his humanity, driving Alden to violence, making him irrationally protective of birds and giving a strong impression that something's 'off' about him, especially in his eyes. Blind Without 'Em: Alden is near-sighted while human, yet far-sighted when in bird-man form. Glasses and special goggles help with this, but he can always lose those. Clean-up: Osprey's combat arsenal is mostly re-purposed civilian tools or weapons made from more or less easily-accessed sources. If somebody manages to find them, they could be used to track him down. Destabilised: The Osprey formula coursing through his body makes him that much more susceptible to other drugs, and infections are very hazardous. Enemies: The London Mob and most criminal groups operating around the Docklands have deep grudges against the Osprey by now. Honour: Alden has a habit of leaving pragmatism on the wayside. Prejudice: Aristocrats, old and new money who "Don't do anything worth doing" with their wealth, the idle rich. Responsibility: Family. Alden's family is unaware of what he does, and he aims to keep them safe from his other life by whatever means necessary. Secret: Identity Twisting Body: For all of Alden's control, the chemical agents that let him transform are never totally in his hands, and turning into a monstrous bird-man in everyday life is a very real, if unlikely, danger. Abilities: 10 + 8 + 8 + 4 + 4 + 6 = 40PP Strength: 20/26 (+5/+8) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 20 + 12 = 32PP Initiative: +8 Attack: +10 Base, +12 Utility belt Grapple: +15/18 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -4/-7 Saving Throws: 4 + 6 + 4 = 14PP Toughness: +8 (+4 Con, +4 Armored Jumpsuit) Fortitude: +8 (+4 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +7 (+3 Wis, +4) Skills: 104R = 26PP Acrobatics 4 (+8) Bluff 5 (+8/+12 with Attractive) Climb 4 (+9/12) Computers 9 (+11) Diplomacy 5 (+8/12 with Attractive)) Disable Device 11 (+13) Escape Artist 9 (+11) Gather Information 5 (+8) Intimidate 10 (+13) Investigate 6 (+8) Knowledge(Streetwise) 6 (+8) Knowledge(Physical Sciences) 4 (+6) Medicine 5 (+7/+9 with Masterwork Medical Gear) Notice 6 (+8) Sense Motive 8 (+10) Stealth 6 (+10) Feats: 17PP Accurate Attack Attractive Contacts Dodge Bonus 6 Equipment 3 [15EP] Hide in Plain Sight Improved Initiative Power Attack Sneak Attack Startle Equipment 3 = 15EP [equip] Armored Jumpsuit(Protection 4)[4EP] Camera[0EP] Cell Phone[0EP] Grapple Gun(Super-Movement 2 (Swinging, Wall-Crawling 1) + Speed 1)[5EP] Handcuffs[0EP] Medical Gear(Masterwork)[2EP] Multitool[1EP] +3EP to Vanguard HQ The Haven for the Features Concealed, Defence System 1 and Holding Cells Powers: 16 + 2 + 12 + 3 = 33PP Alternate Form 3.2[16PP] Damage 2(Talons; Feats: Improved Critical(19-20), Mighty)[4PP] Enhanced Strength 6(Improved Musculature; Feats: Improved Pin)[7PP] Flight 2(Wings; 25MPH, 250ft. per Round)[4PP] Immunity 2(Altered Biology; Cold Environments, Drowning; Flaws: Limited(Half)[1PP] Comprehend 2(Animals, Speak to & Understand; Flaws: Avian Animals Only)[2PP] Device 3(15PP Device; Hard to Lose)[12PP] Utility Belt Array 6(12PP Array, Power Feats: Alternate Power 3)[15PP] Base Power: Blast 5(Eagle Talons; Power Feats: Mighty 2(DMG 7])[12PP] AP: Dazzle 4(Visual Senses; Extras: General Area Burst)[12PP] AP: Obscure 3(Visual Senses, Smoke, 50ft. radius; Extras: Independent, Total Fade)[12PP] AP: Snare 6[12PP] Super-Senses 4(Normal Visual: Counters Obscure(Limited: Water), Extended 1(100 Notice Increments), Low Light Vision)[3PP] Drawbacks: 2 =2PP No Fine Control(Can't use Device while in Alternate Form or manipulate small objects; Frequency: Common; Intensity: Minor)[2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20/23 Toughness (Staged) Damage (Physical) Dazzle Ranged DC14 Fortitude Blinded Snare Ranged DC16 Reflex (Staged) Entangled/Bound Strike Touch DC27 Toughness (Staged) Damage (Physical) Totals: Abilities (40) + Combat (32) + Saving Throws (14) + Skills (26) + Feats (17) + Powers (33) - Drawbacks (2) = 160/164 Power Points
  18. MirasPower Level: 10/12 (172/184PP)Trade-Offs: NoneUnspent PP: 12 In Brief: A hero trained in music and magic protecting those the world may have looked over. Alternate Identities: Asli Safiyyah Sadik, DJ Eclectic, Sophie Identity: Secret Birthplace: Los Angeles, California Occupation: Superhero, student, DJ, musician. Affiliations: FreeSA, FCU, Stone Soup Musical Group, Starlight Family: Father (Kemal), mother (Fehime), 2 brothers (Aydin, Mohammed). Age: 30 Gender: Female Ethnicity: Turkish/Djinn Height: 6' 2" Weight: 220 lbs Eyes: Blue Hair: Black Asli is a tall woman, with a solid, curvy frame. Her skin and hair are dark, and her eyes are a deep, unclouded blue. Her features are rounded and her teeth are very white against her skin; it's noticeable because she's usually talking or laughing. She deliberately avoids makeup, and she usually keeps her hair just long enough for a ponytail. She does like to use wilder styles for her stage show, though. Asli's everyday style is an urban-punk asthetic. She favors heavy boots, tight jeans, and layers that usually end in a hoody or a leather jacket. As Miras her clothes transform into a hooded robe of summer green, with a purple stole over her shoulders. The stole has white letters in Arabic script that always seems to be changing, and the robe's cowl manages to hide her features no matter what happens. She has a pair of green gloves that complete the look, with white stars on the back of her hands. Power Descriptions: Asli's power comes from two distinct sources. Her magic is rooted in the writings of Lord Deosil, a Master Mage who was skilled in time magic and prophecy. With that she can turn aside attacks, speed up her own passage through time, or freeze others in place. With a great deal of effort, she can even turn back someone or something's personal timeline. These spells are often accompanied by chiming bells, or gold or silver clock faces or meshing gears appearing in the air. Her other source is her own djinni heritage. Combined with her understanding of magic, she can do quite a lot to manipulate the world around her. She can throw bolts of magical fire, change one thing into another (if she concentrates), make the air solid enough to trap a man or fool the senses, or take a form as substantial as smoke. Using these powers often results in colored, geometric traceries appearing in the air. History: Asli was born in a small Turkish community in California, and her early days were filled with sun and surf and the same group of people she saw every day. She was a talented singer even as a very young child, and when she came of age and started sending out college applications, the Freedom School for the Arts offered her an impressive scholarship. She accepted FreeSA's invitation and moved out to Freedom City, studying dance and songwriting professionally for the first time in her life. It was an exciting, exhilarating time. It was also a scary, stressful time, as the girl was away from her family for the first time in her life. Sophie (she started going by that in college) tried drugs at a party first, and then started self-medicating for stress. Before she knew what had happened she was kicked out of FreeSA and working dead-end jobs, getting wasted at night and waking up the next day to start it all over again. Asli might have ended up another burn-out junkie, a cautionary tale for the next generation of students, if she hadn't gotten caught. She was buying for herself and all her friends and was charged with possession with intent to distribute, but her public defender pleaded down to a misdemeanor with rehab. The potential of a felony conviction scared her straight; she cleaned up her life, went back to school, and rediscovered her faith. She got a degree in Media Communications from FCU and started writing music again, taking an apartment in Greenbank. In a corner of the apartment she found an old cardboard box filled with yellowing journals. Asli began reading them, and discovered that they were the writings of a 18th century clockmaker named Hans Lorcano, who became the Master Mage Lord Deosil. She experimented with his style of magic at the same time as she was experimenting with her music. Her skill in both grew, and when a burglar tried to break into her apartment she froze his personal timeline in place, at least long enough for the police to respond. That emboldened the young woman, and she started venturing out at night in a mask. Around the same time she released her first album, and she hasn't regretted either decision. Personality & Motivation: There's very little that Asli doesn't have an opinion on, and it doesn't take much to get her to speak her mind. She's not argumentative exactly, but she does prefer to say something and hash out issues rather than letting them fester. Of course, sometimes not knowing when to shut her mouth can make problems worse. Asli tends to work off emotions rather than logic, reacting to things by her gut feeling rather than carefully reasoned considerations. She also tends to see issues in terms of how they'll impact individuals, and has a hard time balancing that against a larger picture. It means she can irrationally focused on one thing in a fight when her emotions get the better of her, but it also means she's less likely to get caught up her in own fame. Asli has a lot of reasons for doing what she does; zakat and sadaqah, the excitement and thrill of it, the chance to test her courage and her magic. The truth of it all, though, is that it would have been very easy for her to end up on the other side of things, under the thrall of some two-bit supervillain or crime syndicate, controlled by her addictions. If she'd had a hanging judge, or had washed out of rehab, or had gone for harder drugs, she might have not been saved. She fights in order to make sure that those borderline cases have a chance to turn their lives around. Powers & Tactics: Miras doesn't have a lot that could hurt a person. She'll normally use her Snare or Paralyze to lock an opponent down. Against a crowd of lesser enemies, she can weave impressive illusions to fool the group. Complications Fame Asli may not be a megastar, but she's had enough success that she could be recognized on the street. Prejudice Asli is a Mulsim woman trying to make it as a hip-hop artist. That's plenty of reasons for people to not like even the idea of her. Protector of Greenbank Asli lives in Greenbank, and works hard to make sure her neighborhood is as safe as it can be. Checkered Past Asli was not always on the side of the angels, and even now some of her friends are (minor) criminals. Deosil's Prophecies Asli is the current owner of the Locarno Dairies, which contain a number of enigmatic prophecies. She spends a good deal of time trying to decipher them and avoid any bad fate they predict. Hatred Asli reserves a special antipathy for drug dealers. Abilities: 0 + 4 + 0 + 4 + 8 + 8 = 24PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 8 + 12 = 20PP Initiative: +6 Attack: +4, +10 Ranged, +10 Paralyze Grapple: +4 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +10 (+0 Con, +10 Force Field) Fortitude: +6 (+0 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +10 (+4 Wis, +6) Skills: 128R = 32PP Bluff 8 (+12) Concentration 10 (+14) Diplomacy 11 (+15) Knowledge (Arcane Lore) 13 (+15)Skill Mastery Knowledge (Art) 13 (+15) Knowledge (Current Events) 8 (+10) Knowledge (Streetwise) 8 (+10) Knowledge (Popular Culture) 8 (+10) Knowledge (Theology and Philosophy) 13 (+15)Skill Mastery Language 3 (Arabic, English [Native], Latin, Turkish) Notice 8 (+12)Skill Mastery Perform (Dancing) 1 (+5) Perform (Singing) 16 (+20)Skill Mastery Sense Motive 8 (+12) Feats: 18PP Attack Focus (Ranged) 6 Challenge (Combat Diplomacy) Challenge (Fast Taunt) Dodge Focus 4 Ritualist Set-up Skill Mastery (Knowledge [Arcane Lore, Theology & Philosophy], Notice, Perform [singing]) Taunt Well-Informed Powers: 1 + 10 + 27 + 6 + 2 + 14 = 60PP All powers have the Magic descriptor Enhanced Feat 1 (Quick Change) (Air) (Illusory Robes) [1PP] Force Field 10 (Time) (Slow the Blow) [10PP] Ruh Kalit 12 (24 PP, Feats: Alternate Power 3) [27PP] BE: Flight 3 (50 MPH, Extra: Linked [+0] [Immunity, Insubstantial) + Immunity 5 (Environmental Conditions, Extra: Linked [+0] [Flight, Insubstantial]) + Insubstantial 2 (Extra: Linked [+0] [Flight, Immunity], Feats: Selective, Subtle) (Air) (Body of Smokeless Fire) [23/24PP] AP: Blast 10 (Feats: Affects Insubstantial 2 [DAM 10], Homing, Split Attack) (Fire) (Fling the Fires) [24/24PP] AP: Illusion 5 (All Senses, Feats: Progression 4 [50 ft radius]) (Air) (Weave the Wind Solid) [24/24PP] AP: Snare 10 (Feats: Obscure Senses 3 [Auditory, Olfactory, Visual]) (Air) (Cage of Smoke) [23/24PP] Super Senses 6 (Magic Awareness [Olfactory, Tactile]) [6PP] Super Senses 2 (+Ranged on Magic Awareness) [2PP] Working of Deosil 6.5 (13PP, Feat: Alternate Power 2, Drawback: Must have Hands Free) (Time) [14PP] BE: Speed 6 (500 ft, Extra: Linked [+0] [Quickness]) + Quickness 6 (x10, Extra: Linked [+0] [Speed]) (In the Blink of An Eye) [12/13PP] AP: Healing 3 (Extras: Action/Standard, Affects Objects [+1], Feat: Stabilize) (Reverse the Flow) [13/13PP] AP: Paralyze 10 (Feats: Accurate 3, Flaw: Action/Full) (Time Stop) [13/13PP] Drawbacks: (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Fling the Fires Ranged DC 25 Toughness (Staged) Damage (Magic, Fire) Time Stop Ranged DC 25 Fortitude (Staged) Helpless Weave the Wind Solid Perception DC 15 Will Illusion Cage of Smoke Ranged DC 20 Snare (Staged) Slowed Abilities (24) + Combat (20) + Saving Throws (18) + Skills (32) + Feats (18) + Powers (60) - Drawbacks (0) = 172/184 Power Points
  19. Player Name: RobRX Character Name: Rampart Power Level: 8/9 (132/142PP) Trade-Offs: -2 Attack / +2 Damage (Melee), +4 Attack / -4 Damage (Ranged), -2 Defense / +2 Toughness Unspent Power Points: 10 Progress To Silver Status: 37/60 In Brief: Terminus mutant tries to become a better paragon as she develop her powers. Alternate Identity: Cho Paige Lee Identity: Public (In the sense people know she has superpowers) Birthplace: Freedom City Occupation: Student Affiliations: Claremont Academy, WYRM Family: Ken Lee (Father, Deceased), Wanda Benjamin, née Paige (Mother), John Benjamin (Stepfather), Naomi Benjamin (Half-sister) Description: Age: 16 (1997) Apparent Age: 16 Gender: Female Ethnicity: Asian/African-American Height: 6'4" Weight: 190 lb Eyes: Black Hair: Black Cho is a growing girl, perhaps more so due to her Terminus mutation. For her age, she is very tall and strongly built, her mutation having developped a small yet wiry athletic physique into a more noticeably large and powerful one. She’s still in her awkward teenage years and this growth spurt only make her feel more awkward. Due to the recent development of her imperviousness to harm, she’s had trouble cutting her hair and wears it short and messily cut. While Cho doesn't really have a secret identity (only using the name Rampart on the basis that it's 'tradition' to be called something), she does wear a costume. Due to her molecular manipulation being too poorly understood, the costume is materialized with a wrist-attached morphic molecule device, which exist solely to focus her powers in a narrow, pre-determined way as a mean to quickly change between her civilian clothes and costume. A mask can be made with the costume but is generally unused. Power Descriptions: Infused by Terminus energies, Cho has recently developed superhuman strength, endurance and invulnerability. These powers stem from her barely-understood ability to alter and control molecules. The power generally doesn't work on living organic matter with one exception; Cho's own body. It's from this power that her restructured body and physique come from. History: Cho’s mother survived the Terminus invasion. Nothing all that out of the ordinary by itself, plenty of people had. The specific details she doesn’t speak about, being quite shaken by the ordeal. However, the Terminus exposure had altered her mother and this was passed on to Cho (and to her sister, however no one currently knows this). After falling on hard times, Cho’s father moved to Southside. He was killed only two years later in a gang shoot out. Cho then lived out with her mother and later her stepfather. While he’s far from a bad man (and indeed helped Cho’s mother quite a lot), Cho and him have a very strained relationship. Mostly, she just doesn’t agree with him and resent the man for not being her father. Life was harsh and Cho’s flaring temper often got her in trouble with some dangerous people. This all came to a change last year, however. Cho began to experience excruciating pain nearly constantly and grew from small to outright towering and powerful, much to her delight as it only made her even better at sports she enjoyed so much and scared bullies away. However, deep down, she also felt scared and did not understand what was going on with her. Answers came when, in a fit of anger with a local jock bullying a smaller kid, she accidentally vaporized a chunk of the school’s wall in a blast of Terminus energy. Ever since that, her powers have only kept growing in more painful spurts and functioning as a normal teenager is getting harder. Since then, Cho has joined Claremont and had many adventures, learning what it is to be a hero. And sometimes even failling at it. Personality & Motivation: Cho is desperate to prove herself and that her powers can be used for the greater good. She has good intentions but has poor judgment in how to proceed. While just as hot-tempered as before, she has matured since her early days but her naivety still remain. Powers & Tactics: More confident and aware of her powers now, Cho has a better range of options in combat. Despite this, she remain quite reckless and prone to resort to the typical tactic of 'hit it until it stop moving'. When harming her target is not an option, she instead resort to using her better-understood ability to alter molecules to restrain her target or alter the battlefield as best as she can. Complications:. Growth Spurts: Cho is still prone to painful growth spurts, both physically and power-wise.Matters of Power: Cho's snare can't work if there is nothing around to warp into restraints.Patching the Family Life: Cho had a strained relationship with her family. While things are working out better now, there are still cracks here and there.Split Allegiance: Cho is torn between her Claremont 'team' and the WYRMTemper: She’s very passionate but this also has plenty of downsides, especially when you can cause a lot of damage.The Conqueror WYRM: She's affiliated with the WYRM (World Youth Rescue Movement), which has a dark secret...Vendetta: Cho is after a supervillain who harmed her stepfather.Abilities: 4 + 4 + 4 + 4 + 2 + 0 = 18PP Strength: 30/14 (+10/+2), 70/30/14 Lifting (Heavy Load: 200 tons / 1,600 lbs. / 175 lbs.) Dexterity 14 (+2) Constitution 30/14 (+10/+2) Intelligence 14 (+2) Wisdom 12 (+1) Charisma 10 (+0) Combat: 12 + 4 = 16PP Initiative: +2 Attack: +6, +12 Disintegrate Grapple: +16/+8, +24 Super-Strength Defense: +6 (+2 Base, +4 Dodge Focus), +1 Flat-Footed Knockback Resist: 9/1 Saving Throws: 0 + 0 + 6 + 7 = 13PP Toughness: +10/+2 (+10/+2 CON) (Impervious 8/0) Fortitude: +10/+2 (+10/+2 CON, +0PP) Reflex: +8 (+2 DEX, +6PP) Will: +8 (+1 WIS, +7PP) Skills: 20R = 5PP Acrobatics 4 (+6) Diplomacy 4 (+4) Notice 6 (+7) Sense Motive 6 (+7) Feats: 14PP Accurate Attack Dodge Focus 4 Grapple Finesse Improved Grapple Interpose Luck 2 Power Attack Quick Change Takedown Attack Ultimate Save (Toughness) Powers: 16 + 16 + 19 + 7 + 9 + 7 = 74PP Enhanced Constitution 16 [16PP] Enhanced Strength 16 [16PP] Entropic Energy Control 8 (16PP Array, Feats: Alternate Power 3) [19PP] Base Power: Super-Strength 8 (Lifting STR 70 [Heavy Load: 200 tons]) [16PP] Alternate Power: Disintegrate 4 (400ft Max Range, Flaws: Action [Full], Feats: Accurate 3 [+6 Attack], Improved Range 3 [1 400ft Range Increment], Drawbacks: Full Power, Lethal) [16PP] Alternate Power: Transform 3 (30ft, 5lbs, Broad to Broad, anything inorganic) [15PP] Alternate Power: Snare 8 (80ft) [16PP] Entropic Energy Boost 3 (6PP Array, Feats: Alternate Power) [7PP] Base Power: Leaping 6 (x100 [Running Long Jump: 2,000ft]) [6PP] Alternate Power: Speed 6 (500MPH / 5,000ft [1 mile] per Move Action) [6PP] Immunity 9 (Life Support) [9PP] Impervious Toughness 8 (Drawbacks: Power Loss [Daka Crystal]) [7PP] Drawbacks: (-1) + (-7) = -8PP Vulnerability (Daka Crystal, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Weakness (Daka Crystal, Frequency: Uncommon, Intensity: Major [Cumulative -1 to all Abilities, 1/round) [-7PP] Abilities (18) + Combat (16) + Saving Throws (13) + Skills (5) + Feats (14) + Powers (74) - Drawbacks (8) = 132/142 Power Points DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC25/17 Toughness (Staged) Damage (Physical) Disintegrate Ranged DC14 Fortitude (Staged) Drain Toughness DC19 Toughness (Staged) Damage (Energy) Snare Ranged DC 18 Reflex (Staged)
  20. Phantasmo the Unliving "No performer should attempt to bite off a red-hot iron unless he has a good set of teeth." - Harry Houdini Power Level: 8 (150/161pp) Trade-Offs: -2 damage/+2 attack (Blast, Snare) Unspent Power Points: 11 In Brief: Chatty, friendly, and well-dressed revenant who uses his mystical and undead abilities to oppose those who would prey upon the unfortunate and destitute. Residence: “Lives†in an old abandoned clothing store in a bad part of Southside Base of Operations: the aforementioned clothing store. Catchphrase: “It’s magic!†Theme: “Venus of the Hard Sell†Alternate Identity: Henry Gibson Trent. Identity: Public, but is listed as “deceased.†Birthplace: London, England Occupation: Former stage magician, now drifter. Affiliations: the homeless population of Freedom City Family: Mother (Deceased) Brother (Alfred, 67) - Nephew (John, 30) - grand nephew and neice (Greg, 6, and Samantha, 4) Description: Age: 65 (DoB:6/12/1949) Apparent Age: Hard to tell due to decomposed state Gender: Male Ethnicity: Undead Height: 5’10 Weight: 180 Eyes: yellow (Glowing sockets) - formerly green Hair: None (formerly brown) Beard: Grey (formerly brown) Power Descriptions: He’s not your typical zombie. A good way to think of it is that he’s a ghost who’s possessing his own corpse - so long as his body is in good enough shape for him to inhabit, he can keep on ticking. He has superhuman-strength, unlimited stamina, and can survive without food, water, oxygen, or sleep...and as a bonus, so long as his spirit is in his corpse he doesn’t rot!...Any more than he already has. Plus - and this is cool - as long as his ghost is in his meat suit, any minor wounds are healed! It's like he's not even dead!...aside from the rot, the missing eyes, ears, nose, the missing lips, and whatnot. Aside from his standard zombie powers, he has minor mystical abilities - he can conjure doves, rabbits, scarves, coins, playing cards - you know, basic magic props - can also teleport (very short distances, mind you) via puffs of smoke. Now you see me, now you don't. History: Stop me if you’ve heard this one before: A little tyke sees a magic act when he’s five years old and is wowed - decides then and there he wants to be a magician. He wants to be up there with Houdini and all the greats, bless his little soul. He studies everything he can about magic. He pesters his mum and his dad every cChristmasfor magic stuff - kits, books, whatever. Learns, and practices, and learns, and books his first gig at the age of 24 to a small pub in Surrey. Poor sod does his best - pulls out everything he’s learned...only for every trick to go wrong. The milk in newspaper trick only gives soggy funnies. The damned rabbit escapes from the hat. The birds mess in his shirt and escape. Aforementioned bugger realizes something as he leaves the pub to the howls of laughter and boos from the inebriated crowd: He’s really, really bad at this. But what else can he do? It’s all he ever wanted. Enter mysterious old codger with massive smile and promises of dreams come true. The old codger sits on a park bench next to our hero who may or may not be bawling his eyes out. Our hero - daft bugger that he is - is taken in by this man when he says he can make him one of the greatest magicians in the world. Says he can give him genuine magic powers, and the knowledge to use them - only thing that he wants in return is our hero’s soul. He even admits he may just be pulling the boy’s leg and being nice - but what could it hurt just to humor him: Our boy decides to humor the man and says “Yes.†With one handshake, he finds he suddenly knows tricks that Houdini couldn’t dream of his lifetime. He goes back to the pub and begs for another chance - and this time everything goes great. He meets his agent and within six months, he’s one of the greats, and for the next 19 years, things go swimmingly. He plays Vegas. He plays Rome. He plays Paris - He’s made it. The Big time. He’s Copperfield. He’s Siegfried AND Roy. Dreams do come true - happy endings all around. Except...he’s so caught up in his success he completely forgets the old man’s price. On his 44th birthday, he drops down dead of a heart attack in the middle of a performance. Everyone’s shattered - he’s autopsied, buried, and gradually forgotten about...then six weeks later he wakes up his grave. Now, normally this would make anyone quite upset...but for some reason, he’s calm. Coherent. He’s able to dig his way out of his grave and finds he has enhance strength and doesn’t need to eat or drink! Huzzah! And bonus - he has genuine magical powers now. He’s not quite sure what the hell happened...did he escape, was he released?... But he’ll roll with it. ‘course, he realizes he can’t go back to his old life. He’s been dead - life’s over for him. His mum is dead, his brother’s in Florida, and he can’t really well book any more deals as a living chunk of corpse meat. Time to make a fresh start. So, he hops a boat to Freedom City - reasoning that they’ve probably seen weirder than him - and joins the local homeless population, who welcome him with open arms. He’s touched - so touched, that when a local small-time thug by the name of Billy the Bat decides to shake them down, he uses his powers - zombie, and magician - to literally scare him off. And...something odd happens. He realizes he LIKES doing good for others using his powers. Realizing that he should probably go with the crowd and be as theatrical and colorful as possible, he dons a magician costume a friend of his purchases from a thrift shop. Mystico the Magnificent may be dead and gone, but where he was...arises Phantasmo, the Unliving! Personality & Motivation: He’s very friendly and chatty in a somewhat sarcastic sort of way. He’s Very fond of joking around with people and is a bit of a troll with his undead nature. Generally tries to see the good in everyone...but if he thinks you are a jerk, he’ll point it out. Snarkily. The reason he likes to fight crime is quite simple - he hates those who would prey on the weak, would cause undue suffering, and - above all - would look down on someone just because they’re worse off in life. He literally got to escape what he suspects was Hell - he’s not gonna squander this second chance by being a jerk. Plus, you know - being a garishly dressed zombie, you have to do SOMETHING to let the more trigger-happy lads in tights know you’re on the up-and-up. Protecting a bunch of homeless chaps from vicious sods who’d hit them up for money seems a good way to do it. Powers & Tactics: He’s not a straight-up brawler, but you don’t grow up in London without learning some survival skills. He mainly uses his powers to disorient and confuse his opponents before going for the nadgers or pulling whatever other dirty trick he can think of - and he knows quite a few of them. His chatty nature and friendly disposition are also pretty good at catching opponents off-guard. Complications: One Ugly Bugger: Being of the undead persuasion makes it very difficult for others to really warm up to him at first...he’s been shot at, stabbed, and even mopped by an overzealous young man who’d seen too many movies and assumed the zombie apocalypse was coming. Exorcisms are no-one’s friend!: The right exorcism spell can send his soul out of his body and back to wherever it was before he came back...heaven, hell, whatever. Quit being a ham!: Though he is very friendly, he's also very fond of the spotlight...a bit of trouble when stealth and guile are required. It's got a mind of it's own, I swear!: Due to the unique nature of his resurrection, his soul is spread throughout his entire body... but not his mind. As such, while he is able to manipulate his limbs when they are removed (or fall off), if his head isn't attached to his body...it's like a car without a driver. Out of control. Abilities: 10 + 6 -10 + 8 + 10 + 4 = 28PP Strength: 20 (+5) Dexterity: 16 (+3) Constitution: -- Intelligence: 18 (+4) Wisdom: 20 (+5) Charisma: 14 (+2) Combat: 16 + 14 = 30PP Initiative: +3 (+3 Dex) Attack: +8 (Unarmed) +10 (Pick a Card, Scarves, Flock of Doves) Grapple: +16 Defense: +8 (+7 BDB +1 Dodge Focus) +4 Flat-footed Knockback: -4 Saving Throws: 0 + 4 + 3 = 7PP Toughness: +8 (+4 [Protection] [Defensive Roll 2](+2 impervious) Fortitude:-- Reflex: +7 (+3 Dex, +4) Will: +8 (+5 Wis, +3) Skills: 56R = 14PP Bluff 8 (+10), Concentration 5 (+10), Escape Artist 8 (+11), Knowledge (Arcane Lore) 5 (+9), Knowledge (Streetwise) 1 (+5), Notice 4 (+9), Perform (Oratory) 6(+8) Perform (Acting) 6 (+8) Sense Motive 5 (+10), Sleight of Hand 8 (+11) Feats: 17PP Accurate Attack, Ambidexterity, Defensive Roll 2, Distract (Bluff), Dodge Focus 1 Evasion 2, Fascinate (Perform Acting), Fearless, Improved Aim, Instant Up, Ranged Pin, Redirect, Skill Mastery (Bluff,Sleight of Hand,Escape Artist,Perform), Taunt, Uncanny Dodge Powers: 19 + 30 + 6+2+4+1= 62PP Alakazam! (Magic 7 - 14pp array) Feat: 5 extra powers [19pp] Base Power: Pick a card! (Blast 6, Razor sharp, abnormally large playing card is thrown at opponent; Feats: Accurate 1 (+2), Ricochet 1;) {14/14pp} Alternate Power: Flock of Doves...from my sleeves! (Stun 7, Descriptors; A flock of pecking, disorienting doves emerges from the sleeves Extras: Area: Cone (30 ft) Flaws: Dazed,) {14/14pp} Alternate Power: Levitation! (Flight 4, - He levitates himself and objects with the SHEER FORCE OF HIS MIND! 100mph Flaws: Levitation;) And (Move Object 4, Flaws: Direction - Up and Down,) {10/14pp} Alternate Power: Puff of Smoke! (Teleport 6, Vanishes in a puff of smoke to re-appear a few feet away; ; Flaws: Short Range (600ft) Feats: Change Direction, Change Velocity, Extra: Accurate ;) {14/14pp} Alternate Power: Hypnosis (Mind Control 7, mesmerizes opponents with a small, conjured pocket watch; Extras: conscious; Flaws: Sense-dependent - visual) {14/14pp} Alternate Power: Scarves Galore! (Snare 6, A length of scarves flies from his hands to entrap and ensnare baddies ;Flaws: Entangle; Feats: Tether (600ft), Accurate 1(+2)) {8/14pp} Immunity 30 (Save Effect (Fortitude) (30pp) Super Strength 3 (+15 Str Carrying Capacity, Heavy Load: 1.7 tons (6pp) Regeneration 2 (Recovery Bonus (+2); Flaw:Limited (Can't regrow limbs); ;Power Feature:Persistent) (2pp) Protection 4 (4pp) Impervious Toughness 2 (Flaw: Limited (Physical damage only) (1pp) Drawbacks: (-4) + (-4) = -8PP Noticeable (Zombie; Common, Major.) Vulnerable (Fire;Common,Major) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Pick a Card Ranged DC 21 Toughness (Staged) Damaged (Physical) Scarves Ranged DC 16 Reflex (Staged) Bound/Entangled Flock of Doves Area (Cone) DC 17 Reflex (Staged) Stunned/Dazed Totals: Abilities (28) + Combat (30) + Saving Throws (7) + Skills (14) + Feats (17) + Powers (62) - Drawbacks (-8) = 150/161) Power Points
  21. Player Name: AvengerAssembled Character Name: Citizen Power Level: 12 (250/250PP) [252] Trade-Offs: +3 DMG/-3 ATK, +3 TOU/-3 DEF Unspent PP: 0 In Brief: Robotic defender of two worlds Alternate Identity: Sharl Tulink Identity: Varies [Public on Earth, Secret in Tronik] Birthplace: Tronik Occupation: Superhero [Plankton Boat Tender] Affiliations: Tronik, Miss Americana, Young Freedom, Temperance Family: Mother, father, sister - back in Tronik Base of Operations: Emerald City Age: 21 Gender: Male Ethnicity: Caucasian [Lor] Height: 6'0 Weight: 180 lbs Eyes: Green Hair: Black Description: In his long black coat and dark sunglasses, with his pale skin and floppy black hair, Sharl Tulink looks like any other young citizen of Tronik - somebody utterly forgettable, albeit very personable when you actually talk to him. No one would ever peg the mild-mannered plankton boat tender as Citizen, Tronik's first and only superhero. In the air he uses his fantastic speed and his ability to manipulate 'reality' to avoid being holoed by the cameras that are otherwise omnipresent in the heavily secured, high-tech society that is Tronik. Power Description: Sharl is primarily a classic 'flying brick' - he flies, he punches things, he's nigh invulnerable, he sets things on fire just by looking at them! It's pretty badass. His 'heat vision' takes the form of brilliant red, white, and blue beams coming from his eyes in imitation of Miss Americana's finger blasts. History: Sharl Tulink grew up knowing there was something more than the world where he'd been born - the cold, sterile, overcrowded city of Tronik on the distant world of Neo, an isolate cut off from the Lor Republic, the only city on a watery world around a cold red star so close that it forever hovers in the sky over the city, whose location in the Halbmond means it is in one of the few habitable spots on the planet. He looked for adventure, followed rumors of aliens and strange visitors from other worlds, and dreamed of finding another world. And at the age of sixteen, falling through a dimensional portal, he did just that! Of course, that was when he discovered the truth about Tronik - his home was a computer program, a digitized city rescued by heroes of a primitive world decades earlier. He learned about those heroes - first Miss Americana and Dragonfly, then the friends he fought alongside at Claremont Academy, and became a hero in his own right: Citizen, Tronik's one and only superhero! He even rescued another Tronik from Erde, creating a parallel system now in the Centurion's Sanctum alongside his own city - his own not yet knowing about the rescued much-abused parallel. As he prepared to graduate from Claremont Academy, he joined Young Freedom in battle against the Curator, the mad Preserver construct who had kidnapped and digitized Tronik in the first place. And there he died... But death has little meaning for machines, much less those deeply skeptical about the supernatural. Revived from a backup by Miss Americana, he returned to Tronik to act as their native superhero after graduation. He took a job as a plankton boat tender to get some privacy - and so he could come and go at will as a hero. After over a year of study, using material sent by Miss A and the Freedom League, he came to believe that he had finally found a solution to the problems of both Troniks. The Lor had the technology, the resources, the power, to reconstitute his people! And so he went to Lor-Van as a special technical ambassador to try and be the hero Tronik deserved. Until the Incursion came. He fought in space and on Terra, defending both his homeworlds and the Lor Republic, from its enemies. Now back on Earth, he's recently moved out west to find his identity, taking advantage of his powers to let him commute back to Freedom City (not to mention Tronik!) when necessary. Personality & Motivation: Around Tronikians, Sharl is a boy scout of virtue and bravery, the true champion of justice his sometimes-corrupt city needs. Whether laughing off laser blasts to the chest or punching through a criminal's door, he really is the titanium titan they need! In his secret ID, he's just another mild-mannered plankton boat tender. But away from Tronik, whether in his own ID or among humans, Sharl is a little guarded, hiding his insecurity with snark, argument, and the occasional bit of attitude. He's not a jerk - but he's rather less the squeaky-clean paragon of virtue. When he forces himself to, he's still the champion he is among his own people, he's just a little odder and a little more out of place. This world is not his home - it never will be. Powers & Tactics: Sharl is a mighty paragon, throwing big punches to start a fight, picking things off with his heat vision when necessary. He falls back on the heat vision when angry as well. He takes big hits for his friends! Complications: Atheist - raised in a dogmatically materialist culture, Sharl refuses to accept the reality of the divine and magic. Worse, he has a lot of trouble keeping these thoughts to himself. Copy - Sharl also has to help protect the other Tronik - the one from Erde. Dutemps Building - Many of Sharl's old friends have settled in Freedom City's DuTemps Building. Family - Sharl's family is still back in Tronik. Home - Tronik is a higher priority than Terra. Machine - in every way that matters, Sharl counts as a robot - he has no soul. Miss Americana - Sharl is ever-loyal to his old patron. Not from around here - Sharl is new to Emerald City and the Pacific Northwest in general. Outlander - Sharl is a non-human from an alien civilization, and still doesn't understand a lot about Terran culture. Rogue - Sharl's arch-nemesis has inspired other rogue AIs - and is a threat herself. Temperance - Sharl loves his girlfriend. Flying-Brick-in-Tronik-Sharl Abilities: 10 + 0 + 10 + 10 + 0 + 10 = 40PP STR 40/20 (+15/+5) DEX 10 (+0) CON 40/20 (+15/+5) INT 20 (+5) WIS 10 (+0) CHA 20 (+5) Combat: 10 + 10 = 20PP Init: +13 ATK: +5 (+9 Unarmed) DEF: +9 (+5 Base, +4 Dodge, +2 flat-footed) Grapple: +10/+25 Knockback: -12 Saves: 0 + 5 + 10 = 15PP TOU +15/+5 (+5 Con, +10 Enhanced Con ([10 Impervious]) FORT +15/+5 (+5 Con, +10 Enhanced Con) REF +5 (+0 Dex, +5) WILL +10 (+0 Wis, +10) Skills: 104r=26PP Acrobatics 5 (+10) Bluff 8 (+13) Computers 5 (+10, SM) Concentration 5 (+5) Craft [Electronic] 5 (+10, SM) Craft [Mechanical] 5 (+10, SM) Diplomacy 8 (+13) Disable Device 5 (+10) Gather Information 8 (+13) Knowledge [Civics] 5 (+10) Knowledge [Cosmology] 5 (+10) Knowledge [Galactic] 5 (+10) Knowledge [Technology] 5 (+10, SM) Languages 5 (English, French, Grue, Lor, Swedish, Base: Galstandard) Notice 10 (+10, SM) Sense Motive 10 (+10, SM) Stealth 5 (+10) Feats: 32PP All-Out Attack Attack Specialization (Unarmed) 2 Benefit 1 (Benefit [It's Citizen!]) Connected Contacts Dodge Focus 4 Evasion Improved Initiative 2 Inspire 5 Interpose Leadership Luck 2 Move-By Action Power Attack Skill Mastery 2 (Computers, Craft [Electronic], Craft [Mechanical], Knowledge [Technology], Notice, Sense Motive) Quick Change 2 Takedown Attack 2 Uncanny Dodge (visual) Well-Informed Powers: 20 + 20 + 2 + 12 + 10 + 4 + 13 + 3 + 28 + 5 = 117PP Enhanced CON 20 (to CON 40/+15) [20PP] Enhanced STR 20 (to STR 40/+15) [20PP] Flight 1 (10 MPH/100FPM) [2PP] Immunity 12 (aging, life support, sleep, starvation and thirst) [12PP] Impervious Toughness 10 [10PP] Morph 1 (Extra: Continuous, Flaw: Limited [Requires Computers], PF: Innate, Metamorph [Citizen], Subtle) [4PP] Paragon Array 5 (10PP, PFs: Dynamic, Dynamic Alternate Power 1) [13PP] DBE: Flight 1-5 (10-250 MPH/100-2500 FPM) {10/10} DAP: Super-Strength 1-5 (Effective STR 45-65, Heavy Load 6-96 tons) {10/10} Regeneration 0 (Resurrection 1/week, PFs: Persistent, Regrowth) [3PP] Sharl's Array 12 (24 PP, PFs: Alternate Power 4) [28PP] BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 14 Notice; Extras: Action [Free], Duration [sustained]; PFs: Fast Task 4 [Full Action to search 1-mile-diameter area]) [24/24] AP: Insubstantial 4 ('stepping out, affected by dimensional) [20] + Super-Movement 1 (Dimensional, out of the system, Extra: Portal [+2]) [4] {20+4=24/24} AP: Healing 6 ('system repair', Extras: Total, Restorative) {24/24} AP: Move Object 7 ('telekinesis'; Str 35, Hvy Load 1.5 tons; Extra: Range [Perception]; PFs: Precise, Split Attack, Subtle)) {24/24} AP: Transform 4 (anything to anything, 6/rank, 100 lbs) {24/24} Super Senses 5 (Extended Normal Vision, X-Ray Vision, Power Loss [not vs. 'extra-dimensional' beings], Extended Normal Hearing 1) [5PP] Abilities (40) + Combat (20) + Saves (15) + Skills (26) + Feats (32) + Powers (117) = 250/250
  22. Bliss Power Level: 10/11 (153/169 PP) Trade-Offs: None Unspent Power Points: 16 In Brief: Cyber whip Wielding Space Gladiator turned outlaw. Alternate Identity: Identity: Public, more or less. Birthplace: Xu'ul Occupation: Rogue, Gladiator, Fugitive Affiliations: Roulette Family: No longer acknowledged Description: Age: Equivalent to 25 Sol years. Apparent Age: Approximately mid 20s Gender: Female Ethnicity: Xuli'pa Height: 5'11 Weight: Roughly 179 Eyes: Orange/red sclera with hourglass shaped pupils Hair: None, has ridge and semi-tendril like strunctures similar to hair. Bliss a skin color similar to a dark violet or indigo color. Matching her inhuman eyes, which indicates her species having a potential cephlopod-list ancestry. Though it is hard to say. She is long limbed, with an overall short torso. As in line with the females of her species, she is more androgynous than more humanoid races, and in a suit her gender might be difficult to determine. Though she looks more human-like than the rest of her species In part due to the augmentation and alteration she went through during her flight from her homeworld. Her hands and feet are noticable differt, each possessing four digits, with her hands having two fingers with a thumb structure on either side of her hands. What she has for hair, resembles a mohawk, in that it is a crest at the top, and is generally pulled back with a band. Her nose is flat, and a non-prominent feature. Her mouth is filled with teeth that were adapted from the cephlopod-like beak, in a land animal base. Despite the clear ancestry, she is warm blooded, though not mammalian. She is marked, extensively in red 'tattoos' that are also intertwined with what looks like circuitry under her skin that is visible. She favors heavy and obscuring clothing. Oftentime wearing her enviro-suit off ship. As she is largely uncomfortable around others. Power Descriptions: Her powers come from cybernetic and genetic augmentation. Some from her service to her people as a soldier, others in her flight from her homeworld with her 'savior.' There is noticeable subcutaneous circuitry in her form. As well as having enhanced muscle mass and structural reinforcement in her body, primarily with synthetic material woven into her muscles, connective tissues, and reinforcing bone. Her eye's structure in an evolutionary trait, allowing her to see deeper into the infrared. And while her nose is flatter than a humans, she has a complicated internal sinus cavity affording her greater sensitivity. Her tendrils are the primary modification and most visible ability, and while are techno-organic, then seem to use a strange material n them to be able to expand retain their strength. Which is substantial stronger than even her augmented strength. She is able to move them at trans-sonic speed to product loud, concussive sounds and shockwaves from impact. Additionally she has micro-forcefield generators that respond without her awareness, able to intercept attacks with a spray of orange light. She is often in her enviro-suit when off ship, due to ease, and utility. History: Bliss is not her name. She has given up her name. And her people. Not that is was entirely her choice, though it is, in part a consequence of her choices. The Xuli'pa (ZULL-ee-PAH) are a largely isolationist species in Khanate space. They are also a highly patriarchal society due to birthrates favoring a disproporionate amount of females. And while the females of the species are physically far more capable, the males possess a higher degree of abstract thinking, normally. And use pheromones to induce certain control methods in the females of the species. Not all females possess the same level of sensitivity, and Bliss possessed that resistance. A footsoldier in one of the armies of one of the various intercine states in the fractious people she killed several high ranking males in one of the leading religious castes. The reprisals were extensive, and led to her fleeing to one of the few spaceports. Unfortunately, the person willing to accept her on passage out was a scientist of possibly unscrupulous means, who's price was to be able to alter and augment her further. Given she faced a public execution for her crimes, she had little option but the accept such. Sometime afterwards she was left on another planet, Un-Sabnur. It was the best hub that could be found, and while she adjusted to her new state, she did so readily to the gladiatorial pits that exist there. There she had the benefit of her bred ferocity, cybernetic enhancements, and the appeal of a Xuli'pa fighting for pay outside of her homeworld. It was that or be some kept doxy, and such was not a choice in her eyes. The name came there, Bliss, from the tendrils she shot out of her forearms and was able to coil around her opponents, and strike at with force enough to break stone. Her climb was hardly impressive, as she had to struggle her way up, but then she was driven to leave this place as well, and go somewhere else. Somewhere farther away from anywhere a scout or bounty hunter who trafficked with her people would go. After two years, she had climbed enough to go for the champion. Spending all of her earnings on a gamble bet on herself. And along came Stanhze. That gambling, lying, little Zultasian ingrate ruined her bet, and her efforts to get out of the cesspool that was Un-Sabnur. He attempted to rig the championship fight in her favor, and she caught him, while not terribly honorable, this was not something she could accept as it could have stopped her efforts. So she attacked him, and gave chase. While the accusations, and her standing on the planet, and among the gladiators. The pursuit carried through into space itself, as she compounded her crimes with hijacking a smaller corvette to chase after him. Unfortunately a third party intervended, Ruby Voxx. And this resulted in their shared crash onto Slogth. Where hostilities promptly resumed between them all. Fittingly, it was a more hostile external force that merged them together. Well that an a misunderstanding, and Bliss' implied and overt threats, the three banded together under the guise of the Voidrunners, to defend the people of Slogth. Though Bliss would concede that their victory was as much luck as anything else. Though a victory was a victory, and since she was still walking afterwards and not limping, then she could still get farther from her people. Even if she doesn't trust Roulette with her money. Personality & Motivation: She is blunt, direct. And honestly nothing at all like her name (it was likely ironic). She is, however, driven to get further from her people, having no familial ties, certainly not in the way that others would understand. It is fear, but also, just not a desire to go back. Despite what she experienced at the hands of her savior, she still considers him/it's efforts fondly, though... she believes he did more than what he said. Unfortunately she is driven by a lot of fear and uncertainty. Though she is moving forward. And with how she feels after helping others, she might stop running away from her past, and towards her future. Powers & Tactics: She is a brute. Preferring hitting and run tactics. Where possible. Given she can keep distance, she will in the case of prudence, and then close, and try to weaken, distract, in other ways try to erode the standing of her opponents before ducking away, and then re-engaging. Complications: No Place Like Home: Her crimes are great on her home world. Enough to be considered one of the greatest criminals. While she underplays it, it doesn't mean that someone, or something may try to collect that bounty. And that's not counting all of those gladiators. Temper, Temper: Bliss has a short temper, and tents to try not to convince people, but yell at them until they agree with her or stop talking. Sidled Up Ne'er-Do-Wells: She and the rest of the Voidrunners follow morality, not legality. And they will sometimes choose expediency over following all the laws. As such she can't rely on. Senses are a little off: Her sense of smell is hyper acute, compared to other species. So she can be extra susceptible to olfactory base effects. Though she possess no extra sensitivity to Pheromonal control efforts. Additionally her range of vision tends more towards the red. As such she cannot distinguish colors other races can. As such when she conveys sensory information to other people it can be hard for others to grasp. Abilities: 10 + 6 + 10 + 2 + 4 + 4 = 36 PP Strength 20/30 (+5/10) Dexterity 16 (+3) Constitution 20 (+5) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 14 (+2) Combat: 12 + 12 = 24 PP Attack: +6/+10 Melee Defense: +10 (+6 Base, +4 Dodge Focus; +3 Flatfooted) Initiative: +3 Grapple: +20 (Base) /+28 (w/Tendrils) Knockback: -2/-5 Saving Throws: 2 + 4 + 5 = 11 PP Toughness: +10 (+5 Con, +5 Protection) Fortitude: +7 (+5 Con, +2 PP) Reflex: +7 (+3 Dex, +4 PP) Will: +7 (+2 Wis, +5 PP) Skills: 68r = 17 PP Acrobatics 5 (+8) Bluff 10 (+12) Craft (Mechanical) 4 (+5) Escape Artist 0 (+7/w Enhanced Skill) Intimidate 15 (+17) Knowledge (Galactic) 4 (+5) Knowledge (Technology) 4 (+5) Notice 6 (+8) Pilot 4 (+7) Sense Motive 8 (+10) Survival 4 (+6) Languages 4 ( Galstandard, Grue, Lor, Xuli'pa [Native], Zultasian) Feats: 24 PP Attack Focus: Melee 4 Ambidexterity Challenge 2 (Fast Feint, Fast Startle) Dodge Focus 4 Environmental Adaptation 2 (Low Gravity, Zero Gravity) Equipment 2 Grapple Finesse Luck 2 Move-By Action Power Attack Startle Stunning Attack Takedown Attack 2 Equipment 2 PP = 10 EP Skintight Space Suit (Life Support [Masterwork]) [10 EP] Powers: 20 + 3 + 10 + 1 + 5 + 2 = 41 PP Caress of Bliss 4 ( 20 PP Container, Cybernetics, Genetic Augmentation) [20 PP] Additional Limbs 2 ( Extendable biomechanical tendrils from arms; Extras: Sustained [+0]; Power Feats: Linked [+0]) [2 PP] + Elongation 4 ( 50'; Flaws: Limited to Additional Limbs [-1]; Power Feats: Linked [+0]) [2 PP] + Super Strength 2 ( Effective Str 30, 40 w/Enhanced Strength; Drawbacks: Limited to Additional Limbs [-1]; Power Feats: Shockwave. Thunderclap) [5 PP] [Total 9 PP] Enhanced Feats 5 ( Improved Critical 2 (Tendrils), Improved Grab, Improved Grapple, Improved Trip) [5 PP] Super Movement 3 (Swinging, Wall Climbing 2) [6 PP] Enhanced Movement 1 (All powers Cybernetic/Biomechanical Augmentation Array, PF: Alternate Power 1) [3PP] Base: Speed 2 (25 MPH, 250' per action) [2PP]AP: Leaping 2 (Running Long 75'/100', Standing Long 37'/50', High Jump 15'/25') [2/2 PP] Enhanced Skills 1 (Escape Artist 4; Alien Biology) [1 PP] Enhanced Strength 10 [10 PP] 'cybernetic augmentation' [10 PP] Protection 5 ( Cybernetics, forcefield)[5 PP] Supersenses 2 (Infravision, Scent; Alien Biology) [2 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch (+40') DC25/DC20 TOU (Staged) Damage (Physical) Shockwave Cone (100') DC20 Reflex/DC25 TOU (Staged) Damage (Physical) Thunderclap Touch Burst (50') DC20 Reflex Audiotory Dazzle Totals: 36 + 24 + 11 + 17 + 24 + 41 = 153/169 PP
  23. Galvanic Power Level: 12/13 (206/208 PP) Trade-Offs: -5 Attack / +5 Damage (melee); -4 Defense / +4 Toughness Unspent Power Points: 2 In Brief: Empowered paragon from a race of electrical aliens Residence: No fixed abode Base of Operations: None (wandering hero) Alternate Identity: Chlo'zel Elzak Identity: Public, although irrelevant outwith Tempest Birthplace: The planet Tempest. Occupation: Climate scientist/full-time superhero Affiliations: None formal Family: Mother, father and sister on Tempest Description: Age: 23 Earth years (born 1993) Apparent Age: Human equivalent of 20-25 Species: Tempestian Height: 5'1'' Weight: 95 lbs Eyes: Deep red Hair: White Chlo'zel is a Tempestian, and thus has the characteristic blue skin of her people. Hers is a darker, Cerulean hue. She is also of a Tempestian ethnicity which doesn't have the visible antennae on the forehead that most of the species do, although small circles under the skin can be seen glowing slightly when using her innate abilities. Her most prominent physical attribute is her height. She is very short, and slender but for some level of whipcord-thin muscle, belying the massive strength and durability her powers lend her. Her face is heart-shaped, with a somewhat sharp and pronounced chin and nose. Naturally excitable and inquisitive, her expression is usually set in a smile, frantic discussion, or a mix of both, red eyes literally sparking with intelligence. She wears her shoulder-length white hair loose and free, apparently Tempestian electric immunity extending to not frazzling her tresses. Off-duty, she usually wears a simple tunic and boots, customary to the oft-simple lifestyle enjoyed on Tempest. As Galvanic, she dresses a little more dramatically. She wears a gold-yellow coat with long floor-length tails, with blood-red trim on the cuffs, tail and front clasps. Beneath, she wears a leotard and leggings of a pale icy blue, and leather knee-high boots; made from the pale orange hide of the Tempestian wrackbeast. Power Descriptions: Chlo'zel is a Tempestian, and thus has innate powers to absorb and direct electrical energy in a variety of forms. While most of her people simply use this ability to redirect the lightning strikes from the storms which assail their planet, Chlo'zel is one of those who have applied effort and ingenuity into a variety of uses. Not only can she accurately direct bolts of lighting at her foes, she can wreath her body in it to harm enemies, produce blinding surges of arc lightning, and most impressively of all, convert her body into a seething mass of electromagnetic energy to propel herself through the hard vacuum of space. She can project her energy in an electromagnetic field that resists attack and dissipates some forms of energy entirely. If she focuses the field, she can disperse the effects of environmental conditions, and power the chemical reactions keeping her alive through stored electricity like a biological battery. Doing so, however, leaves her more vulnerable to assault. Her lightning takes on varying shades of blue and white, her projected blasts being the bluest, her energy fields much whiter, and her electromagnetic form somewhere in between. However, vulnerable is relative. The effects of the terraformer backlash extensively mutated her Tempestian physiology to impossible levels. She can lift and hurl phenomenal weights, resist massively heightened levels of physical stress and damage with little effect, and soar through the air at high speeds. She uses her powerful intellect to complement these powers, with such feats as turning into electricity so as to move unimpeded at even higher speeds through the air, or send shockwaves of displaced air rushing at foes. One weakness, however, is due to the properties of water. Pure water does not conduct electricity, whereas mineral deposits in impure water conduct it quite well. This means that, if soaked in it, she is unable to project the electricity past the water and is thus hampered from using her electrical powers. History: The world of Tempest is not one to produce galactic adventurers. It is riven by storms, its people surviving due to an ability to absorb and redirect the lightning. But the same storms also shred technology and make travel on and off planet fraught at best. As such, it's generally backwater and peaceful, not huge on technology, but developed in civilisation. There are few wars, as the sy itself rages against the planet. They are allies to the Lor Republic, and like them likely evolved from humans dispersed by Precursors. But beyond a few travellers and members of the Lor military and various mercenary bands, Tempestians are not big news on the galactic stage. Growing up on a small farmstead there, Chlo'zel Elzak was always a very bright girl. She delighted in the rocks, the soil, even in the perpetual storm in the sky. Despite the comparative poorness of the farm, her father and mother still arranged to send her off to the best schools, what money they lacked made up for in scholarships and grants for this intelligent, friendly young woman. She accrued great expertise in geology and climatology, and through her studies saw pictures and maps of other worlds brought during some of the limited contact the planet had with the Lor. And it amazed her. All this diversity and wonder, all these different species and worlds. It was just... remarkable, to a girl from a planet with a handful of biomes and one weather pattern: atrocious. So, upon graduation, she became attached to a project to do a limited terraforming, hoping to change the weather patterns which beget the perpetual storms. In doing so, the project hoped to manage to facilitate more contact with other worlds, to perhaps be more able to travel and share knowledge, and enrich the lives of the Tempestian peoples.They built a great terraforming tower, insulated and shielded, hoping to fire a directed pulse and disrupt the storm clouds. The loss of equilibrium would hopefully lead to periods of time where the storms were much weakened. It might have worked, were it not for one of the worst storms on record. As Chlo'zel and her colleagues laboured, one of the greatest storms in recorded history converged on the tower. Lightning struck again and again, melting the insulation, weakening the structural integrity of the entire project. Many scientists fled, but a hardbitten few tried to salvage some of the equipment, fighting to keep as much of it undamaged as possible. At the height of the assault, parts of the reactor began to melt down, driving the very last of the scientists away. Not Chlo'zel. She'd always wanted to see new worlds. To explore the universe. And so she stayed, and tried to activate the directed pulsar early. The reactor exploded, and the whole structure seemed to shake with the pulse, crumbling in on itself even as the storm abated. The scientists stood shocked as the dust cloud settled... to reveal Chlo'zel flying through the wreckage unharmed at great speed, give great powers by the irradiated chemicals and energy being driven into her system as the lightning has pummeled her. She found she could lift great weights, and didn't tire. At first, she used her abilities to help clear the wreckage and salvage the wounded or dead, and any equipment to perhaps, one day, try the project again. But she grew restless, increasingly pacing the clouds, experimenting with her limits by wrestling native beasts. This climaxed with her one day shooting up, and up, faster and faster, igniting her mass into electrical energy as she went, and bursting through the storm-hewn atmosphere... ... and she saw the stars. It was only a matter of time before, having sufficiently mastered fine control enough to attempt personal space travel, she left. To look for new worlds, new species. To study and to help them. To see the universe, and to, if one day it needed it, defend it. Personality & Motivation: Chlo'zel is a genuinely vivacious, friendly person. Hailing from a backwater world, she is still full of wonder at the wider universe and the people and places in it. Still young, yet also possessed of a keen scientific mind, she has both the unbridled enthusiasm of the young, and the excitement at small natural processes innate to climatologist and geologists. This does, however, often leave her rambling on and occasionally putting her foot in her mouth, or getting distracted by something when a larger issue looms. There is still a little of the farmgirl in her, and at times she can be painfully naive to things such as galactic politics and xenophobia. This can be a boon, as even the weirdest most tentacled gribbly alien doesn't disturb her, and she will merrily talk to it. It also means she's somewhat ignorant to the scale of the threat presented by the Khanate or Grue. Nonetheless, when she does recognise a threat, she can harden, unrelentingly defending those around her by charging into battle. What she lacks in experience or formal combat training, she makes up for in determination and raw power. What ultimately drives her is her past. Tempest is a storm-beset planet, which limits technology use. While they're aware of other worlds and people, space travel is unreliable given the difficulty in getting craft on and off the planet. Thus, when she soared above the raging storms and gazed upon the stars, she saw something wonderful and beautiful and terrifying. And she still finds it so, and will stand firm if it needs defending. Complications: Battery's Nearly Dead: Tempestians in general, while mainly absorbing and redirecting energy, aren't that limited off-world. Ambient static, the electric potentials their body produces, varying levels of innate aptitude for lightning bolts, there are various factors meaning they don't really need to 'charge up'. Galvanic has quite developed electrical powers, but isn't an unlimited font. Prolonged fighting won't really drain her, nor will long period uses of her powers. However, consistently using Extra Effort and Extraordinary Effort, especially when already wounded or tired, can lead to her powers reducing in rank or shutting off until she can regain her strength or find a power outlet or a friendly teammate with a lightning gun... Fun with Magnets: Tempestian electric powers can have some unforeseen magnetic effects, although Chlo'zel rarely consciously harnesses that due to her massive strength. However, use of her powers can sometimes disrupt or move magnetized objects, and on the flipside, concentrated and powerful magnetic fields can disrupt her attacks and if strong enough, shut down her ability to project electricity. Fzzzzt! Equipment on Tempest is made to last, as its air, animals and inhabitants are shooting, absorbing and redirecting lightning storms here there and everywhere. While Chlo'zel does have control over her powers, accidents do happen and it's possible she could flash-fry your food replicator. Let Me Strike This Awesome Pose: At heart, Chlo'zel is a bit of a showboat. She enjoys dramatically bursting onto a battlefield and hovering arms folded as laser shots bounce harmlessly from her force fields. However, this could prove a disadvantage when more superpowers come into play, as the posing and showboating makes her more vulnerable to attacks which can injure her. Oh My God, Fjords! A gifted geologist and climatologist from a planet with a quite singular biosphere, Chlo'zel finds alien environments simply fascinating. It's easier to divert her attention by showing her a beautifully clear starry night, a lush and not-at-all-wrecked-by-storms forest, a light rain shower not accompanied by explosive thunder... In Earth terms, she's the Australian who hasn't seen snow in person yet. Pollyanna: Chlo'zel is still new to the wider galactic realm, and is thus ignorant to many local customs, politics, enemies and dangers. As such, the issues she faces include a wide variety of problems, from accidentally offending your host or local political group, not realising she's talking to and possibly being manipulated by villains, or trying to pet the carnivorous death kitty of Zoltran VIIII. Rollin' On Into Town: Since leaving Tempest, Chlo'zel has had no fixed abode. She rolls into a planet/town/space station, helps with any troubles they may have, and then moves on. This has a number of effects. Firstly, her Wealth level is Impoverished. Secondly, due to the scarcity of Tempestians in the galaxy, and the fact she is very very often new to an area, the locals may not immediately trust her, even with her sunny disposition. Abilities: 4 + 0 + 6 + 8 + 2 + 4 = 24PP Strength 14/45 (+2/+17) Dexterity 10 (+0) Constitution 16/38 (+3/+14) Intelligence 18 (+4) Wisdom 12 (+1) Charisma 14 (+2) Combat: 12 + 8 = 20PP Initiative: +4 Attack: +6, +7 melee, +12 Electrical Control Grapple: +9, +25 with powers, up to +32 with full Super-Strength Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -1/-8, [-14 vs energy attacks] Saving Throws: 1 + 5 + 6 = 12PP Toughness: +3/+16 (+3/+14 Con, +2 Protection), [Impervious 12 vs energy attacks] Fortitude: +4/+15 (+3/+14 Con, +1) Reflex: +5 (+0 Dex, +5) Will: +7 (+1 Wis, +6) Skills: 48R = 12PP Computers 6 (+10) Concentration 7 (+8) Diplomacy 8 (+10) Knowledge ("Earth" sciences) 11 (+15) Knowledge (Physical sciences) 6 (+10) Language 2 (Galstandard, Lor, default: Tempestan) Notice 4 (+5) Sense Motive 4 (+5) Feats: 13PP All-out Attack Attack Focus (melee) 1 Dodge Focus 4 Environmental Adaptation (Zero-G) Improved Grapple Improved Initiative Leadership Luck 2 Power Attack Powers: 31 + 8 + 22 + 31 + 2 + 17 + 10 + 2 + 2 + 3 = 128PP Electrical Control Array 13.5 (27pp array, Power Feats: Alternate Power 4) [31pp] (alien, electric) Base Power: Blast 12 (Electrical Control, Power Feats: Accurate 3) [27pp] (alien, electric) Alternate Power: Insubstantial 3 (electrical form) [15PP]; Flight 5 (up to Flight 13 [100,000 MPH]) [10PP] and Super-Movement 1 (Space Travel 1>2 [interstellar]) [2PP] [total 27PP] (alien, electric, electromagnetic form) Alternate Power: Damage 6 (Extras: Reaction (to melee attacks against her) [+3]) [total 24PP] (alien, electric) Alternate Power: Blast 12 (ball lightning, Extras: Area - Burst [+1], Flaws: Action - Full -1] [24PP] (alien, electric) Alternate Power: Dazzle 12 (arc lightning, visual Dazzle, Extras: Area - Cone [+1], Flaws: Range - Touch [-1]) [24PP] (alien, electric) Electromagnetic Aura Array 3.5 (7pp array, Power Feats: Alternate Power 1) [8pp] (alien, electric, force field) Base Power: Immunity 7 (all environmental effects, and suffocation; Extras: Duration - Continuous [+1), Flaws: Duration - Sustained [-1]) [7PP] (alien, electric, force field) Alternate Power: Impervious Toughness 12 (Extras: Duration - Continuous [+1], Flaws: Duration - Sustained [-1], Limited to Energy attacks [-1]) [6PP] (alien, electric, force field) Enhanced Constitution 22 (superhuman endurance) [22PP] (genetic, mutant) Enhanced Strength 31 [31PP] (genetic, mutant) Flight 1 (10MPH / 100' per round) [2pp] (genetic, mutant) Paragon Powers Array 7 (14pp array, Power Feats: Dynamic, Dynamic Alternate Power 1) [17pp] (genetic, mutant) Base Power: Flight 7 (total of 8, 2500 MPH / 25,000' per round, Feats: Dynamic, 1 Dynamic Alternate Power) [17PP] (genetic, mutant) Alternate Power: Super-Strength 7 (total of 8, heavy load: 1,600 tons) [14PP] (genetic, mutant) Immunity 10 (electrical effects) [10PP] (alien) Protection 2 [2PP] (genetic, mutant) Super-Movement 1 (space travel [interplanetary]) [2PP] (genetic, mutant) Super-Strength 1 (Heavy load: 12 tons, Power Feats: Shockwave) [3PP] (genetic, mutant) Drawbacks: 3PP Power Loss (Electrical Control array and Force Field, when wet, Common, Moderate, -3PP) DC Block: ATTACK RANGE DC EFFECT Unarmed Touch DC32 Toughness (staged) Damage (Physical) Arc Lightning Touch Cone DC22 Reflex/Fortitude Visual Dazzle, Reflex is for Area, Fort for recovery Electric aura Reaction Touch DC21 Toughness (staged) Damage (Electricity) Shockwave Touch Cone DC23 Reflex/DC 28 Tough Damage, Reflex is for Area Blast Ranged DC27 Toughness (staged) Damage (Electricity) Ball Lightning Ranged Burst DC27 Toughness (staged) Damage (Electricity) Abilities (24) + Combat (20) + Saving Throws (12) + Skills (12) + Feats (13) + Powers (128) - Drawbacks (3) = 206/208 Power Points
  24. Ruby Voxx Power Level: 10/11 (163/170 PP) Trade-Offs: Ranged: +2 Attack / -2 Damage Unspent Power Points: 7 Theme: Iron Maiden - The Final Frontier In Brief: Abducted girl from earth who became one of the best Bounty Hunters in the Galaxy Residence: Star cruiser Voidrunner Base of Operations: Mobile Alternate Identity: Ruby Hawkins Identity: Public Birthplace:Birmingham, England, Earth/Terra Occupation: Adventurer / Mercenary / Bounty Hunter Affiliations: Zorla's Hunters (Formally) Voidrunners Family: Adam and Teri Hawkins (Parents) Zorla Voxx (Adopted Mother) Description: Age: 24 (May 12th, 1990) Apparent Age: Early 20s Gender: Female Ethnicity: Caucasian Terran Height: 5'7 Weight: 154 lbs Eyes: Blue Hair: Red Ruby is fairly attractive woman with short red hair and ice blue eyes. Extended periods of time on spaceships since she was a child have left her with exceptionally pale skin. While working Ruby wears her Modified combat armor, which appears to be form fitting black and gold armored suit with a collapsible helm that provides life support and visual augmentations. The armor plates do seems scratched and battle-scared however. Outside of that she wears a old, battered bomber jacket over a pilots flight suit. Power Descriptions: Other than a cybernetic translator augmentation, Rubys natural abilities are in line with a extremely fit human being and someone with a lot of heavy ordanance. History: On Earth, the disappearance of Ruby Hawkins remains a mystery to this day. Reports found that she seemingly vanished from her house in Birmingham without a trace. Although police searched for the girl, it was eventually called off. Her parents left devastated and the files to her case were eventually buried under others, left to be forgotten and presumed to be dead. What actually happened was far stranger. The little girl found herself teleported from her bedroom onboard a strange alien ship. It was not long before she was taken by the ships inhabitants into a cell and kept there. She found herself victim of notorious alien slave trader Tragrosh. Whether she would be sold off to left to rot in the cells, Young Ruby's fate was for a time left uncertain. It was not until a raid on the ship by mercenaries did things turn around. Lead by famed Bounty Hunter Zorla Voxx, they laid seige to the ship and eventually captured the slaver and his crew. They started working on the long process of helping the slaves relocated back to there native planets. Things hit a snag when it was time to send Ruby back home. The computer holding her information was damaged and Ruby was too young to actually identify her planet by name. She was left Stranded and alone in the universe. Taking pity on the her and not liking the alternatives put before her, Zorla elected to take the child with her. In time, she would start to care for Ruby and decided to teach her the ways of the hunt. From learning how to fight and protect herself by Zorla to Ship care and piloting from the engineers to gun use by the mercs, Ruby learned much from them. Life since that point was never dull for Ruby. As she grew older, she began taking part in jobs with the rest of them, from helping bring down dangerous gangs and criminals across star systems to exploring dead planets on the hunt for lost preserver technology. Eventually however she felt like she had to move on and make a name for herself. She parted from Zorlas company. Gifted with a sword, a gun and a spaceship to get her started, Ruby set forth to make a name for herself. With various jobs under her belt, she eventually settled for bounty hunting. Things took an interesting turn when she began the hunt for the bounty of notorious con man and gambler Stahnze Turk. The amount of collateral damage and chaos he caused made her hunt for him much more challenging and more fun. It also lead to the (likely unintentional) side effect of leading her to other high profile bounties which only added to her reputation and her bank account. This continued on and off for some time before finally catching him along with his latest associate Bliss, a disgraced gladiator. Unfortunately that involved crash landing on a backwater planet by the name of Slogth. A misunderstanding involving the mention of her ship the Voidrunner and a case of mistaken identity later she found herself fighting off Nebula crime syndicate alongside the same people she was suppose to capture. She was surprised by how much success they were having. Not many could stand up against such odds and win. Although at one point it seemed that her luck had finally ran out when she was trapped and nearly executed in an ambush, it was the Stahnze's timely intervention that saved her life. It was not long after that Ruby felt like she had to repay the man somehow. After everything was said and done, she ultimately agreed to help Turk and Bliss settle some of the debts and outstanding bounties on their heads. However she quickly found out that even with the small fortune she had acquired over the years, settling his debts would quickly bankrupt her and would run the risk of leaving her stranded on some remote world completely broke. Seeing how well they worked together against the syndicate, she brought up the possibility of running with the Voidrunners name. If she was gonna dig them out of their mess, she was gonna need their help. Personality & Motivation: Ruby is ultimately a bounty hunter for glory and excitement of the hunt, with making money from such a dangerous occupation being a close second. Whether its storming a pirate infested space station or navigating an asteroid field, very little can deter her once she had decided to hunt a target. Despite this reckless attitude, Ruby maintains a enough of a professional attitude to see any job to the end. Unless she feels shes backing something truly reprehensible she will cross the universe to capture quarry. She respects bravery and skill, part of the reason she decided to form the Voidrunners despite any public misgivings she might have for some of its members. Complications: Ammunition: Blasters run dry and one can run out of ammunition unexpectedly. Enemies: Ruby has made various enemies over the years, from two bit space gangs to infamous war criminals that would love nothing more than get revenge on the girl that locked them away. No Disintegrations: Ruby prefers to bring her targets back alive no matter how difficult that would be. She is a Bounty Hunter, not an Assassin. Reputation: High Profile Bounty Hunter raised and trained by Famed Mercenary Zorla Voxx Abilities: 6 + 8 + 8 + 4 + 4 + 4 = 34PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 16 + 8 = 24PP Attack: Base +8, Ranged +10, Melee +8, +12 Repeater Rifle Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Initiative: +4 Grapple: +12 Knockback: -8 Saving Throws: 4 + 6 + 8 = 18PP Toughness: +10 (+4 CON, +6 Protection) Fortitude: +8 (+4 CON, +4) Reflex: +10 (+4 DEX, +6) Will: +10 (+2 WIS, +8) Skills: 84R = 21PP Acrobatics 6 (+10) Bluff 8 (+10) Computers 3 (+5) Craft: Electronics 3 (+5) Disable Device 8 (+10) Gather Information 8 (+10) Intimidate 8 (+10) Knowledge: Galactic Lore 4 (+6) Knowledge: Technology 4 (+6) Notice 8 (+10) Pilot 11 (+15) Sense Motive 8 (+10) Survival 4 (+6) Stealth 1 (+5) Feats: 21PP Accurate Attack All-out Attack Attack Focus: Ranged 2 Attack Specialization (Repeater Rifle) Challenge: Fast Demoralize Dodge Focus 6 Equipment 17 (15+2) (Bronze Award) Evasion Fearless Luck Power Attack Uncanny Dodge (Auditory) Well Informed Equpiment: 3 + 79 =85/85EP Mundane Equipment Masterwork Hand Cuffs (+2 to escape artist attempts to get out, +2 toughness) [1EP] Multi-Tool [1EP] Wrist Mounted Computer [1EP] Clan Voxx Hunters Blade: Strike 2 (Extras: Mighty) [3EP] The Voidrunner [87EP] The Voidrunner is one of the oldest ships to be still flying across the galaxy. Years of repairs, modifications and the occasional rebuild have rendered the ship unrecognizable from its original form. Much of its history is lost and remains a mystery today... Size: Colossal [4EP] Strength 50 [0EP] Toughness 15 [10EP] Defense 5 Features: Alarm 1 (DC 20) , Communications, Computer, Holding Cells, Infirmary, Living Space, Navigation System 3 (+10 Nav), Remote Control, Workshop [11] Powers: [63] Blast 10 (Extras: Autofire) [30] Autogun Turrets Enhanced Dodge 3 [6PP] Deflector Shields Flight 9 (5,000 MPH) [18] Super Movement 3 (Space Travel 3) [6] Super Sense 4 (Accurate Extended Analytical Radar) Ship Scanners [5] Powers: 6 + 24 + 15 = 45PP Comprehend 3 (Speak, read and understand Languages) [6PP] Translator Implant Device 6 (Modified Combat Armor, Hard to Lose) 24PP Thruster Systems Array (1 Alternate Power) [5PP] Flight 2 (25MPH) [4PP] Jetpack AP: Leaping 4 (X25) [1PP] Immunity 9 (Life Support) [9PP] Life support systems Protection 6 (Extra: Impervious 6) [12PP] Armor Plating Super-Sense 4 (Infravision, Radio, Extended (100ft) Analytical-Normal Vision) [4PP] Suit Sensors Device 5 (Repeater Rifle, 25PP device; Flaw: Easy-to-Lose) [15PP] Blast 8 (Extras: Autofire) [24PP] AP: Snare 8 (Extras: Area (Burst)), [1PP] Cryo Rockets DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Repeated Blasts Ranged DC23 Toughness (Staged) Damage (Physical) Cryo Rockets Ranged DC23 Reflexive Snared (Ice) Totals: Abilities (34) + Combat (24) + Saving Throws (18) + Skills (21) + Feats (21) + Powers (45) = 163/170 Power Points
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