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  1. Eclipse Power Level: 10 [15] (180/250PP) Trade-Offs: +3 Attack / -3 Damage; +5 Defense / -5 Toughness Unspent Power Points: 70PP In Brief: Tried 'good'; tried 'bad'. Took a third option. Residence: The Horizon. Alternate Identity: Captain Talisyn "Eclipse" Alar Identity: Public Birthplace: Lor space Occupation: Freelancer Affiliations: Horizon crew, Lor military (retired), Khanate pirates (retired) Family: parents (no contact), brother (little contact) Description: Age: 83 Apparent Age: early thirties Gender: female Ethnicity: Alarian Height: 5'10" Weight: 150lb Eyes: black sclera & glowing purple irises (artificial) Hair: black w/ purple bangs Like all of her people, Talisyn sports dark gray skin, gently pointed ears, a subtly-ridged jawline, and an extra set of canine teeth. Like most, she also has a certain fondness for bi-colored hair and tends toward a lean, flexible build that's more agility than raw muscle. Her species' notable regenerative abilities leave her remarkably free of scars, considering the life she's led. Somewhat less standard is her extensive cybernetic work - while sporting nothing so crude as the large metal plates and oversized replacement limbs seen in the poorer districts of less civilized space, Talisyn has clearly been on the table once or twice. Whatever her eyes used to look like, they've long-since been replaced with a mechanical pair, glowing purple irises on black sclera; here and there across her body and upper limbs run symmetric lines of chrome, betraying deeper augmentations. None of those, of course, are more notable than the tail - her spine has clearly been replaced, an interplay of matte metal and skin running down her back until it becomes a narrow, segmented tail longer than she is tall. Power Descriptions: The only power Talisyn can truly claim as her own is her species' not-insignificant regenerative powers, which have some difficulty dealing with deeper wounds but takes care of minor damage with speed and efficiency. Her blaster is a well-worn, but equally well-maintained military-spec weapon, issued mainly to Lor military special operations: twin-barrelled and held close to center-of-mass, it's designed for fast response and a stubborn refusal to compromise between accuracy and close-quarters reliability. It's been heavily customized, linking to Taliysn's eyes for enhanced targeting and alternate fire modes. The sword, on the other hand, would look new if the grip and scabbard weren't showing their age - resembling a long and only lightly-curved Earth scimitar, the edge shows no signs of wear and the flat of the blade bears a multi-winged design that could have been engraved yesterday. History: The Alarian empire was a force to behold...or, so the history books say. Among the first truly great space-faring civilizations seeded by the Precursors, the citizens of Alar developed curious technologies, established bases across the systems under their control...and collapsed. The destruction of their home worlds broke the back of their empire, leaving as memories only undiscovered caches of wonders and a surviving population with neither the numbers nor the knowledge to maintain their hold. That was all well before Talisyn's time, though - the dawn of modern history. Her people are still scattered, nearly-cultureless, and (by reputation) unable to maintain even basic family units for long - something she did little to disprove. As soon as she was old enough she left to find her own way through the universe. A short but successful stint in the Lor military taught her skill and discipline, but chafed at her sense of accomplishment and freedom - the bureaucracy and red tape made actually doing anything nigh-impossible in her eyes. The relative freedom of the pirates she'd worked against turned out to be too tempting to resist, but while she could accomplish more the actual goals forced on her were, while often exhilarating, too often unacceptably distasteful. And so she found herself somewhere in the middle, skills cheerfully for hire to anyone with a cause that was worthy or lucrative enough. When what should have been a simple theft was complicated by the revelation that they weren't stealing artifacts, but rather components of a weapon too dangerous to allow anyone to hold, cirumstances found her with a new ship, a new crew, and new enemies. She felt it was a pretty good outcome, all told. Personality & Motivation: Talisyn values independence above almost anything else - she has a severe dislike for being in debt, and an acquired distaste for taking orders from anyone she doesn't already respect. She recognizes the abstract importance of a larger machine of law and government, but has yet to find a specific example that meets her standards - very little grinds her teeth like people suffering under the abuse of the system, or people with no good recourse because the bad guy's better at politics and bribery. She insists that she's a strictly independent agent looking for profit and fame, but can usually be found on the side of the underdog: the little person in need, the side that stands up against the overpowered bully trying to become the next big thing. None of which, of course, she'd tell you about if you asked. She is flippant, irreverent, sharp-tongued and cocky. She'll say half of what's actually true in twice as many words, smiling the whole way. Life, she'd insist, is for fun, for enjoying as you can - even when you live as long as she will (assuming she doesn't get herself killed first). Powers & Tactics: Talisyn has confused and/or frustrated everyone she has ever served under for her inconsistent response to danger - if she's taking things seriously and the stakes are high enough, she has a keen mind for planning and will approach a problem surgically, methodically, and with caution. If she doesn't, or if she's thrust into a situation without warning, she instead swings the other way entirely and jumps in feet-first, laughing and taunting all the while. She's a highly-skilled markswoman and sword-fighter, and an experienced and well-trained pilot, though she won't fight or fly fair if she can help it - rules are for people who haven't survived as many scrapes as she has. An unfortunate few have discovered that she's hardly safe when unarmed, as well; her tail, already a surprisingly efficient blunt instrument, hides a long, sharp spur perfect for those times when someone thinks a little rope (or a guard or two) will hold an enemy agent. Complications: Artifact Hunter - Despite her best efforts, Talisyn has a certain fascination with her people's old artifacts - the bits and baubles left behind when the ancient empire fell, and by extension old forgotten machines and cosmic constructs in general. If the first-best way to draw her out is to tread on the helpless, the second-best is to leak information on a newly-discovered cache or device on some backwater planet. And even if it's real, one simply has to find out what it does.... Helping the Helpless - Talisyn holds a severe weak spot for the downtrodden and people being taken advantage of by the system they live under. She'll go well out of her way to lend them a hand, offer some leverage, and try to even the scales. My Crew - Don't mess with her crew. Playing Both Sides - Talisyn has a history with both the law and the lawless, and while this leaves her with contacts on both sides it also leaves her with a lot of people who see her actions as betrayals and signs of a general lack of trustworthiness. Political Currency - Her people have none. They are the remaining descendants of a ancient and long-broken empire, a people without much organization, culture, or representation in darn near anything. Priorities - Talisyn has a ship to run, a crew to support, and a life to lead. Living isn't free, and balancing helping someone vs. getting paid isn't always easy. Regrowing Pains - Talisyn's healing factor is effective and efficient but can be slowed or stopped by starvation, and frequent or extensive healing leaves her drained and hungry. Abilities: 4+8+4+4+2+6= 28pp Strength: 14/16 (+2/+3) Dexterity: 18 (+4) Constitution: 14/20 (+2/+5) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 14+10= 24pp Initiative: +8 Attack: +7 (+13 melee, +13 blaster, +7 ranged) Grapple: +16 (+19 w/ tail) Defense: +15 (+5 base, +10 dodge bonus, +3 flat-footed) Knockback: -2 Saving Throws: 2+5+5= 12pp Toughness: +5 (+5 Con) Fortitude: +7 (+5 Con, +2) Reflex: +9 (+4 Dex, +5) Will: +6 (+1 Wis, +5) Skills: 19pp Skills boosted by ECHO are noted as such. Skills granted entirely by ECHO are italicized. Acrobatics 2 (+6 / +10 w/ tail) Bluff 11 (+14 / +18 w/ attractive) Computers 3 (+5 / +10ECHO) Craft (Mechanical) 3 (+5) Diplomacy 7 (+10 / +14 w/ attractive) Gather Information 1 (+4) Knowledge (Art) 3 (+5)ECHO Knowledge (Civics) 3 (+5)ECHO Knowledge (Current Events) 3 (+5)ECHO Knowledge (Galactic Lore) 1 (+3 / +10ECHO) Knowledge (History) 3 (+5)ECHO Knowledge (Tactics) 8 (+10) Knowledge (Technology) 4 (+6)ECHO Knowledge (Theology and Philosophy) 3 (+5)ECHO Knowledge (Streetwise) 3 (+5) Languages 1 (native, galstandard) Medicine 4 (+5) Notice 9 (+10) Pilot 10 (+14) Search 3 (+5) Sense Motive 9 (+10 / +15ECHO) Stealth 1 (+5) Feats: 28pp Ambidextrous Attack Focus (Melee) 6 Attractive Connected Dodge Bonus 10 Equipment 13 (+13 from Vet Award) Fast Task (Taunt) Improved Initiative Luck Master Plan 2 Power Attack Precise Shot Quick-Draw Taunt Equipment: 1+4+6+54= 65ep Handcuffs [1ep] Smoke Grenade (Obscure 2 (10' radius)) [4ep] Ship Communicator (Communication 5 (Radio; Extras: Area [5 miles]; Flaws: Limited [other ship communicators]) + Super-Senses 1 (Communication Link [ship, radio])) [5+1= 6ep] The Horizon (spaceship) [54ep] An old but faithful spaceship from a forgotten age, the Horizon is a testament to the people who built her and the dedication of her crew and engineer. Size: Awesome (-12 atk/def; STR 60; Toughness 15) [5ep] Strength: +10 (STR 70) [2ep] Features: Hidden Compartments Navigation System Computer Defense System Fire Prevention System Hangar Library Living Space Security System Workshop Blast 10 [20ep] Flight 4 (100mph) [9ep] Super-Movement 3 (Space Travel 3) [6ep] Super-Senses 2 (Communication Link [ship communicators, radio], Radio Sense) [2ep] Powers: 10+6+2+2+1+1+7+10+14+6+10= 69pp ECHO 2 (10pp container; Flaws: Hard-to-Lose; Feats: Restricted 2 [responds only to Eclipse & known allies]) [10pp] A dry-humored AI originally designed for information processing and dissemination; accompanies Eclipse via a small device on her belt, capable of projecting himself or appearing on her cyber-eye 'HUD'. He responds poorly to the uncivilized and the violent. Enhanced Feats 1 (Online Research) [1dp] Enhanced Skills 9 (Computers 5, Knowledge (Art) 3, Knowledge (Civics) 3, Knowledge (Current Events) 3, Knowledge (Galactic Lore) 7, Knowledge (History) 3, Knowledge (Technology) 4, Knowledge (Theology and Philosophy) 3, Sense Motive 5) [9dp] Enhanced Con 6 [6pp] (cybernetics) Enhanced Str 2 [2pp] (cybernetics) Immunity 4 (Aging, Disease, Poison, Radiation; Flaw: Limited [half]) [2pp] (alien biology) Leaping 1 (x2) [1pp] (cybernetics) Speed 1 (10mph) [1pp] (cybernetics) Super-Senses 7 (Analytical Vision [all], Extended Audio [normal], Extended Vision [normal], Infravision, Ultra-Hearing, Ultravision) [7pp] (cyber-eyes, ear implants) Cyber-Tail 2 (10pp container) [10pp] A long, segmented, cybernetic tail; when grafted onto a subject, it grants a prehensile appendage capable of grasping, enhancing balance, and combat. Additional Limbs 1 [1pp] Enhanced Skill 1 (Acrobatics +4) [1pp] Elongation 2 (+10ft; Extras: Action [Free]; Flaws: Limited [Tail]) [2pp] Strike 4 (Feats: Mighty, Variable Descriptor (blunt, slashing, piercing)) [6pp] (retractable tail blade) Blaster 3 (15pp device; Flaws: Easy to Lose; Feats: Accurate 3, Restricted 2) [14pp] Military SpecOps-issue personalized blaster; old, scarred, but reliable. Fire Mode Array 7 (14pp array; Feats: Alternate Power 1) [15dp] BP: Blast 7 [14/14pp] AP: Damage 7 (Extras: Area [Cone, Targeted], Selective; Flaws: Action [Full-Round]) [14/14pp] Sword 2 (10pp device; Flaws: Easy to Lose) [6pp] Star-metal swords are so much easier to come by in the stars. Strike 4 (Extras: Penetrating 3; Feats: Improved Critical 2, Mighty) [10dp] Regeneration 10 (Recovery Bonus +4 [+9], Bruised 3 [no action], Injured 3 [1 minute]) [10pp] (alien biology) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness Damage (Staged) Blaster (single) 10x 70' DC22 Toughness Damage (Staged) Blaster (area) 70' cone DC22 Toughness Damage (Staged) Sword Touch DC22 Toughness Damage (Staged) Tail 10' DC22 Toughness Damage (Staged) Totals: Abilities (28) + Combat (24) + Saving Throws (12) + Skills (19) + Feats (28) + Powers (69) = 180/250PP
  2. Rock Power Level: 12/13 (199/217 PP) Trade-Offs: -5 Attack / +5 Damage; -5 Defence / +5 Toughness Unspent Power Points: 18 Theme: Rock and Roll Band by Boston In Brief: Rock. Birthplace: Some Rock Residence: The Horizon Occupation: Rock for Hire Affiliations: Captain Eclipse, Nae-Dae Family: Rocks Description: Age: Old as Rocks Gender: Rock Ethnicity: Rock Height: 8'7" of Rock Weight: 1.5 Tons of Rock Eyes: Molten Rock Hair: Rocks At first glance Rock appears to be a crude humanoid statue pieced together from ill-fitting stones, a towering stack of grey and brown punctuated by patches of faded green moss and veins of ferrous ore. Two spots of glowing molten rock set in cavernous eye sockets are the first signs of life, followed by an uneven though surprisingly expressive maw similarly lit from within. Although he has little need for clothing Rock does wear a broad sash across his chest which supports a saddlebag, a concession to the practical need to carry various items and woven from green fibers with the texture of reptilian scales. All of his movements are accompanied by the scraping grate of stone against stone, even changes in expression. Power Descriptions: Rock is every bit the pile of stones that he appears. An internal core of molten rock provides him with noticeable body heat and functions similarly to connective tissue. He does not have any internal organs as such, brain included, animated instead by some diffuse intelligence. This allows him to daily reattach severed limbs or even rebuild his entire body provided raw materials. Unbeknownst to Rock himself, he is in fact the juvenile stage of an intelligent living planet with a life cycle billions upon billions of years long. Given enough time he will continue to accrue mass, likely spending millennia as an island then continent on a more mundane world or perhaps as an self-propelled asteroid before reaching maturity. History: Rock doesn't entirely remember from where he came. He doesn't consider himself particularly old on the rare occasions he's inclined to consider the matter. He does know that he's outlived every friend and every enemy he’s ever had, that he's seen great powers have risen and fallen only to be replaced by someone or something else often enough to have stopped counting. In all that time he's never encountered another being like himself. Non-carbon based life, certainly, even symbiotic stone creatures of a sort. They still were not whatever he was, nor he one of them. That uniqueness seemed to bother the occasional scientist or law enforcement agent who took an interest in him more than it did Rock himself but searching for answers was as good a reason as any to continue rolling from world to world. Currency is the axis upon which the galaxy spins, as they say, and while Rock has few material needs the adage still holds true. For the past few decades at least he's been finding work as hired muscle, or whatever passes for sinew in his imposing frame. Some of those jobs have been upstanding, many of them have not been but Rock maintains the same philosophical perspective on legality as most other topics. His dealings with the galaxy's criminal underworld introduced him to many for whom the day to day struggle for survival was a more dire affair. He watched time and time again as those with power took advantage of those without, surprisingly often with the law on their side. Relaxed as he was about his own concerns the fiery temper unleashed by harm done to others coupled with an inability to adequately explain himself earned him a lengthy record and a reputation as less than reliable. Things reached a turning point when Rock was recruited for a job by Talisyn Alar, better known as Captain Eclipse. The stony titan's strength was instrumental in getting past the security of the private art collection Eclipse had been hired to invade. When the crew reached their target, the final piece in a collection of ancient artifacts sought by their employer, a moment of clumsiness on Rock's part accidentally revealed it as a component of an alien weapon capable of creating a black hole. Agreeing that it was too destructive a power for anyone to possess, Rock and Eclipse destroyed the artifact, earning the wrath of their employer and the rest of the crew. Partnering up first out of necessity and then because of how well they found they worked together, the pair adopted a new policy. There was no reason doing the right thing couldn't also be profitable, after all, not when so many of the beings deserving of comeuppance had so much to steal. And if it also felt pretty good, well. Only a fool would accuse the battle-hardened cyborg and the towering pile of rocks of being sentimental. Personality & Motivation: Rock is generally happy to go with the flow, leaving most of the decision making to more vivacious allies such as Eclipse. He is rarely shy about making his opinions known, however, and his calm demeanour belies a fiery temper that is not easily cooled once roused. He feels generally protective of those smaller than him, which is a broad category, and strives to be helpful without expecting much in return. He is far more easily motivated by the mistreatment of others than slights against himself. Powers & Tactics: Rock is well versed in throwing his considerably weight around. In battle he charges into the fray with little regard for his own durable form, grappling or knocking about multiple opponents at once. He tends to target the most physically imposing target first given the choice, glad for the opportunity to let loose without needing to hold back. When fighting alongside allies, however, his priorities shift and Rock uses himself as mobile cover, attempting to place himself between his friends and the worst danger. If things do not appear to be going well he is not too proud to scoop them up bodily and beat a hasty retreat. When suitably enraged, Rock's molten core can erupt through any of his body's surfaces, usually either his mouth or the palms of his hands. The wave of liquid stone is scalding and indiscriminate and takes Rock a moment to recover from as he rebuilds his internal reservoir. Complications: Faulty Hardware: Galactic civilization just isn't designed with giant rock people in mind. From squeezing through doors to trying to use tools intended for smaller, fleshy digits, his difficulties are multitude. Rock tends to leave a lot of shattered monitors and bent chairs in his wake. Geological Record: Not all of Rock's exploits have been strictly legal by local - or universal - standards. He has more outstanding warrants for destruction of property, disturbing the peace and more than he can reasonably keep track of and it's tough to remember where he might not be welcome. Making a Mountain: Rock is generally calm and contemplative by nature but when his ire is raised his temper is literally fiery. Tending to extremes, any perceived threat to his friends or a similar trigger will unleash a juggernaut with the strength and inexorable momentum of an avalanche. Rock and a Hard Place: Rock's willingness to use his body as a living bulwark for his friends often outweighs his awareness of his own limits. While he can take a staggering amount of punishment by most standards, he is not invulnerable and can easily overestimate his own durability. Taken for Granite: Between his appearance and limited vocabulary many beings underestimate Rock's intellect and insight. Apart from his Eclipse and Nae-Dae he has difficulty making others take his opinions seriously or even convincing some that he is a legitimately sentient creature. Abilities: - 10 - 4 - 10 + 4 + 8 + 4 = - 8PP Strength: 44/20/- (+17) Dexterity: 6 (-2) Constitution: - Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: -2 Attack: +7 (+8 Base, -1 Growth) Grapple: +32 (+7 Attack, +17 Strength, +2 Density, +4 Growth, +2 Super-Strength) Defense: +7 (+8 Base, -1 Growth), +3 Flat-Footed Knockback: -16 Saving Throws: 0 + 5 + 8 = 13PP Toughness: +17 (+12 Protection, +3 Density, +2 Growth; Impervious 3) Fortitude: - (Immune) Reflex: +3 (-2 Dex, +5) Will: +12 (+4 Wis, +8) Skills: 64R = 16PP Bluff 3 (+5) Computers 3 (+5) Intimidate 11 (+15) Knowledge (Galactic Lore) 8 (+10) Knowledge (Physical Sciences) 3 (+5) Knowledge (Technology) 3 (+5) Language 1 (Galstandard, Phaesti [Native]) Medicine 1 (+5) Notice 6 (+10) Pilot 12 (+10) Sense Motive 11 (+15) Survival 2 (+6) Feats: 33PP Improved Grab Improved Pin Interpose Equipment 2 Sidekick 24 Startle Stunning Attack Takedown Attack 2 Equipment: 10EP = 2PP Binoculars; Super-Senses 4 (Visual; Extended 2 [1000' Range Increment], Infravision, Tracking) [4EP] Ship Communicator; Communications 5 (Radio, 5 miles; Extras: Area, Flaws: Limited [Other Crew Communicators]) + Super-Senses 1 (Communication Link [ship, Radio]) [6EP] Powers: 91 + 25 = 116PP Rock Person Physiology 18 (90PP Container [Passive, Permanent]; Power Feats: Innate) [91PP] Density 6 (+12 Strength, +3 Toughness [impervious], +2 Immovable, +2 Super-Strength, x5 Mass; Extras: Duration [Permanent, +0]) [18PP] Immunity 32 (Critical Hits, Fortitude Effects) [30PP] Immunity 10 (Electricity Damage, Fire/Heat Damage; Flaws: Limited [Half]) [5PP] Growth 4 (Large, +8 Strength, +2 Toughness; Extras: Duration [Permanent, +0]) [12PP] Protection 12 [12PP] Regeneration 10 (Recovery Bonus 5 [+0], Resurrection 1 [1 Week]; Flaws: Source [Rocks], Power Feats: Persistent, Regrowth) [5PP] Super-Strength 2 (Effective Strength 69, Heavy Load ~200 tons; Power Feats: Bracing, Countering Punch) [6PP] Molten Core 12 (24PP Array; Power Feats: Alternate Power 1) [25PP] Base: Enhanced Strength 24 [24PP] AP: Damage 12 (Extras: Area [General, Cone], Secondary Effect, Flaws: Action [Full]) [24PP] (eruption) Drawbacks: -3PP Geologuistics (Can Only Vocalize 'Rock' in Galstandard, DC 15 Sense Motive Check to Discern Meaning; Frequency: Very Common; Intensity: Minor) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC32 Toughness Damage Eruption Area [General, Cone] DC22 Reflex Half Damage DC27 Toughness Damage [Secondary Effect] Totals: Abilities (-8) + Combat (32) + Saving Throws (13) + Skills (16) + Feats (33) + Powers (116) - Drawbacks (3) = 199/217 Power Points
  3. Player Name: KnightDisciple Character Name: Sun Walker, Exceedingly Prime Savant-Warrior Power Level: 10/11 (150/161PP) Trade-Offs: +5 Attack / -5 Damage (Unarmed); +2 Defense / -2 Toughness Unspent Power Points: 11 In Brief: A Chinese-American man imbued with a fragment of power from Sun Wukong, the Monkey King, Sun Walker now walks the Earth and travels the cosmos, championing the defenseless and often causing trouble for those uptight villainous sorts! Theme: Thunderball, Johnny Cash Catchphrase: "Pardon me." Alternate Identity: Daniel Jeremiah Lee Identity: Secret (On Earth); Semi-Secret (In Space) Birthplace: Seattle, Washington, USA Occupation: Electrical Power and Energy Engineer at Diablo Canyon Power Plant (Earth/Terra); Wandering Adventurer and Hero, Occasional Electrician (Galaxy Beyond Terra) Residence: San Luis Obispo, California, USA (Earth/Terra); *To Be Determined* Base of Operations: *To Be Determined* Affiliations: California Polytechnic State University (alma mater); Diablo Canyon Power Plant (employer); Institute of Electrical and Electronic Engineers (IEEE) Power and Energy Society (member); IEEE Power Electronics Society (member); Association of Energy Engineers (member); *To Be Determined* Family: Brian Lee (Father; Deceased); Alison Lee (Mother, Deceased); Heng Lee (Paternal Grandfather; Deceased); Bao Lee (Paternal Grandmother; Deceased); Chun Zhang (Maternal Grandfather; Deceased); Mei Zhang (Maternal Grandmother; Deceased); Sun Wukong (Distant Ancestor) Description: Age: 34 (DoB: August 21, 1980) Apparent Age: Late 20s to Early 30's Gender: Male Ethnicity: Chinese Height: 5'8" (normal); 6'3" (transformed) Weight: 160lbs (normal); 200lbs (transformed) Eyes: Brown (normal); Gold (transformed) Hair: Dark Brown (normal); Black (transformed) Daniel Jeremiah Lee is a man of fairly average, if athletic, height and build. His brown hair is kept in a simple and fairly short haircut of no real distinction. When working at Diablo Canyon, he is typically found in one of the rugged blue work jumpsuits all the technicians, electricians, and engineers seem to sport. On occasion he dons a suit (primarily for important meetings), but more commonly he wears well-kept jeans and a nicer shirt. This same style tends to blend over into his (self-admittedly limited) social life. When at martial arts practice he wears a fairly traditional black-with-white-accents outfit. When off in space, Daniel tends to wear more casual clothing, with jeans and a t-shirt being his most "formal" in most cases, and often wearing worn, rugged work pants, or some iteration of sport-style clothing, when living and working on the ship. Sometimes he is seen wearing his martial arts practice outfit. When in the form of Sun Walker, he is a radically different person, at least as far as looks go. His overall body grows several inches and gains several pounds of pure muscle. His build is still lean and favors speed and flexibility over raw power, but it's undeniably the physique of a warrior. His hair turns black, becomes rather spiky and wild, and grows to the point it gains some volume and reaches almost to the bottom of his shoulder blades. It also includes sideburns that blend into modest mutton chops; this stretch of his hair is even more pronounced, having a definite bristly texture to it. His brow becomes ever-so-slightly more pronounced, in a way that gives him a primal look without detracting from the sharp intelligence that shines in his eyes. His jaw and cheeks seem to gain thicker, harsher lines as well, giving a faintly simian air to his appearance. His canines become a bit longer and more pronounced. Much of his body becomes covered in a fine dark red fur, though his fingers, neck, and face are left bare. From the base of his spine sprouts a tail (just like a monkey) that he normally keeps wrapped snugly around his waist, though it can quickly and easily extend to surprising lengths. His outfit in this form is just as unique and flashy as his general appearance. His feet bear open-toe leather sandals that look to be quite sturdy. He wears pants that are a dark golden color, with a sash at the waist of a matching fabric and shade, the two ends sitting on the left side of his waist, hanging down about a foot or so. Over his torso is only a vest, bearing patterns depicting monkeys and apes frolicking about. At his wrists and ankles he bears bronze circlets, each about an inch wide overall. Recessed just a bit and held firmly in place by the raised "lip" of the circlet is a blue ribbon about 3/4" wide. This ribbon seems to be made of glossy silk. Power Descriptions: Daniel has been imbued with a fragment of the power of Sun Wukong, the Monkey King. However, at this time his mortal body cannot handle that power around the clock, and so it will lie "dormant" unless he calls upon it. When he does call up his power, it takes him a few moments of meditative concentration. Once transformed, Daniel, or Sun Walker as he prefers to be called in that guise, is a specimen of physical power. While certainly not as strong and tough as some of the true powerhouses of Earth (and beyond), he is more than capable of holding his own, with his bare hands, against any number of foes. The supernatural level of skill in martial arts he seems to possess certainly contributes to this. Of course, this strength is coupled with a body that is also much hardier and agile, as well. And with that agility comes a superhuman speed, one that lets him match a high-performance car. Coupled with his natural ability to crawl and move about on most surfaces, and the three-dimensional movement options his incredibly strong tail brings, and while Sun Walker cannot fly, he can come quite close to it in most circumstances. His skin is tough enough he can often shrug off small arms fire, and his system actually needs very little in the way of oxygen input. In effect, he can "hold his breath" for huge amounts of time, surviving in hostile enough conditions that he might as well not need to breath at all. Further, the same power and vigor that lets him move and fight long and survive more lets him laugh off extreme pressures, either high or low. In effect, he could walk on the floor of an ocean or the surface of an airless rock and not really care that much. It might chap his lips a bit. History: All of Daniel's grandparents immigrated to the United States with their families at a young age. Circumstances and coincidence (Heng often called it "fate") meant that even as they all worked hard to make it in the "Land of Opportunity", they ended up finding each other. The two couples were, at first, separated quite a bit, but time and children meant they all ended up in the same town. Then Brian and Alison met, and the rest, as they often say, is history. While Daniel's grandparents all worked blue-collar jobs of one stripe or another (with Chun doing a bit of teaching in a local martial arts dojo for a long time on the side), Brian was an accountant, and Alison an up-and-comer in the rapidly-growing Silicon Valley industry. While neither of them became truly rich, they were both quite comfortable, and more than able to provide for their only child, Daniel, who ended up pursuing an engineering degree, which certainly has never been cheap. Daniel found himself excelling in the engineering program at California Polytechnic State University. In particular, he found that he had a strong knack for working with electrical systems; he noted more than once that it just came naturally to him. His excellence in academics meant it wasn't overly trying for him to find work once he graduated. His first job was a fairly minor one at a power plant not far from CPSU, but between his outstanding performance and his membership in multiple professional societies, it wasn't too long before he began working at a nearby nuclear power plant. However, things inevitably weren't perfect. While he certainly wasn't anti-social, Daniel had trouble creating deeper connections with most people, coworkers or otherwise. Some part of himself always felt a bit restless, but he could never pin down over what. So he settled for just being the friendly, helpful guy at work who was really, really good at his job. But just a few years ago, Brian Lee was involved in a car accident that left him partially crippled and in ill health. Daniel helped pay for his parents to move in with him, and he did what he could to help both his father and his mother (who was partially retired, but was herself having some health problems). Unfortunately, the damage from the accident took its toll, and within a year, Brian passed away. Daniel coped, barely, but his mother wasn't quite the same afterwards. She tried, and for a while things were going better, but she contracted a bad case of the flu that morphed into a case of pneumonia. Just under two years after Brian passed away, so did Alison, leaving Daniel with no living family in the country. His second cousins and more distant uncles and other family all lived in China, with many of them in Hong Kong. Daniel took an extended trip (he had quite a bit of vacation saved up) to see them and try to connect, but ultimately felt more comfortable back home in the States. He and his family continued to exchange the occasional letter, but it was definitely a case of "living in different worlds". Of course, sometimes it’s the more distant relations that bring the most interesting times to your life. Daniel learned that all too well the night he laid down for sleep like normal, and awoke to meet his distant ancestor. It was about a month after his mother passed away that he “woke up†one evening sitting in the lotus position on a rock in a clearing in the midst of a beautiful forest. It took him a few moments to realize there was another person sitting across from him. A person who seemed an odd blend of monkey and human. Before Daniel could connect the dots himself, the “visitor†introduced himself: Sun Wukong, the Monkey King, the Great Sage Equal To Heaven. And Daniel’s many-times-removed grandfather. Sun had apparently taken an interest not only in Daniel himself, but just as importantly in the things Daniel would be doing with his life soon enough. So Sun had decided to grant Daniel a small fragment of his own mighty power, an infusion that would latch onto Daniel’s blood relation to the King to make him powerful in his own right. Daniel had to take a bit of time to consider, but he ultimately accepted. Sun Wukong leveled no charge or demands on how Daniel would use his power, but the ancient being’s eyes glittered with amusement (and perhaps a touch of pride?) when Daniel stated his intent to use this offered power to help others. Though the belly laugh Sun gave when Daniel said he would protect the people in “his area†was a bit unnerving. Daniel awoke from that dream feeling mostly the same. For about a week. And then, somehow, he knew just how to change his form to the more powerful one granted to him. And more than that, he knew, at least in general, the limits of this new form. Still, he took the soonest opportunity to go out to the forest and test his abilities. He found a new thrill in them, and took a couple of months to not only grow familiar with his powers, but also to try and sharpen his personal fighting skills. His ancestor’s gifts certainly gave him a boost to his skills, but he wanted to ensure that as much as possible was his own. Finally, not that long ago, Sun Walker debuted on the scene in California as an up-and-coming superhero. Though he has denied actually joining the Champions, he did make sure to maintain friendly contact with them. Sun Walker has been showing up all over, his flashy style and unique appearance a bit at odds with his calm and quiet demeanor. Still, he’s the sort of sight to inspire hope in anyone not committing a major crime. Now if only Daniel could shake that sense of needing to still be on the move without a solid sense of where to move to... Personality & Motivation: Daniel is a fairly quiet, humble sort of guy. He likes his job as an electrical engineer, takes joy in it. He’s friendly enough with coworkers and friends, but isn’t really close to anyone since his parents passed away. If left to his own devices, Daniel might read a book, tinker with an electronics board or some other electrical knick-knack, or perhaps watch a movie. He tends to be a man of few words, but when he does speak, it carries a bit of gravity, as if each word is carefully weighed and measured before being offered up. That’s not to say he never engages in small talk or friendly chats; rather, in work-related meetings or other more serious contexts, Daniel isn’t always talking, but if he is, he’s doing so for a reason beyond hearing his own voice. When out and about as Sun Walker, Daniel is...actually still pretty quiet. He’s learned that this can unintentionally unnerve some criminals. After all, a lot of heroes tend to be pretty talkative, even in a fight. When Sun Walker wades in with fist, foot, and tail, a slight smile on his face but barely more than a short call for surrender or a few words with the authorities, it makes them wonder what’s going on in that head of his. That’s not to say he purposefully sets out to scare criminals in the same way some heroes do; instead, it’s a byproduct of his naturally quiet and friendly personality that has an unexpected result. With that said, Daniel can be as serious as any other hero if innocents are placed under mortal threat. On a less serious vector, he can prove to be something of a “neat freakâ€, and tends to “zone out†others if he’s working on an engaging electrical problem or project. He isn’t quite a perfectionist, but he’s close enough that all those tendencies combined make him a bit testy if there’s a lot of overtime going into a huge deadline project at the Plant. Or if something else is going wrong that gets dumped in his lap. He’s the sort who simply has to finish a project, so he can get a bit touchy if he thinks others are shirking duty altogether. On the flip side, he has a tendency to apologize even when he doesn't need to, or politely excuse himself as he wades through the midst of a metahuman brawl. Powers & Tactics: When stripped down to basics, Daniel’s powers ultimately make him really, really good at two things at this time: fighting with his bare hands, and moving around. With the former, his general physical fitness, finesse, and strength are boosted to the high end of peak human, and he is able to comfortably survive any pressure conditions, breath any atmospheric condition, and even walk unaided in the vacuum of space. His skin is superhumanly tough, though compared to many heroes some might consider him rather vulnerable. Of course, just landing a hit on him can be a trying thing; the infusion of power from Sun Wukong also brought with it an infusion of skills, leaving him not only much better at a related forms of fighting. In particular, he possesses notable skills in Xingzhemen, Nanhouquan, Da Sheng Pi Gua Men, and Ng Ga Kuen styles. He is not at the level of a true Master yet, but he has more skill than even his years of practice with his grandfather could have given him. Combined with this potent increase in skill in attacking an opponent is an increase in the ability to avoid even being struck in combat; Sun Walker proves himself a canny opponent and slippery target to all but the most skilled of foes. More obviously supernatural is his incredible speed, sufficient to match the fastest cars in the world, but on foot! Further, he can call up enough of the supernatural cloud-walking that his progenitor possessed to keep himself from falling easily to his death. That same inheritance makes it easy for him to clamber on all but the slickest of surfaces. Of course, the extendable prehensile tail he sprouts at the base of his spine makes it even easier to get around. It is deft enough to aid him in combat, either as an additional striking limb, or a way to disturb an opponent’s footing. Yet it is strong enough to carry his body weight, such that he can easily move about many environments as if swinging on the grapnel of a darker, more brooding hero. Combined with the tail itself is his ability to morph the appearance and structure of his body to show a different, more “royal†look. Not only does it mark him as the get of the Monkey King, and as an appointed champion of that mischievous demigod, it also changes his appearance enough that anyone who knows Daniel Lee would have a great deal of trouble figuring out that he was also Sun Walker. A less combat-oriented gift is his ability to speak to any being whose biology/nature/essence is that of stone and rock, owing to the Monkey King’s origins as a statue of rock. As well, that same heritage allows him to naturally speak to monkeys, apes, and other beings of similar nature (but not extending quite so far as to speak any humanoid or hominid languages). His most subtle power is that of fortune. In particular, misfortune visited upon his foes, causing them to suffer mishaps at critical moments. It’s not as potent or as powerful as some who wield the winds of fate and chance, but in a critical moment of a fight it might be just the thing someone needs to survive. As for tactics in a fight, thus far Sun Walker has found that “move around a lot and punch guys really hard in the face or other appropriately vulnerable point†is a pretty solid tactic. Other than his mastery over the whims of luck, Sun Walker doesn’t have any “fancy tricksâ€. He’s just really good at moving around and fighting unarmed, and thus he tends to do a multitude of variations on that particular theme. Complications: That's A Bit Slick: While many surfaces are able to be scaled by Sun Walker's power, surfaces that are sufficiently smooth and seamless may prove difficult or impossible for him to properly scale. This may vary depending on the situation, and should be up to the discretion of the GM whether it's impossible, or imposes a penalty to his climbing speed and ability, and thus merit the award of a Hero Point. Not Much Of A Swimmer: Sun Walker can breathe under water just fine, and could conceivably move and run about on the floor of a river, lake, or ocean. And technically he's got positive buoyancy. But he's just not very good at moving and fighting under the waves, a legacy of his ancestor's stony nature and even more severe weakness to water-based combat. A GM might award a Hero Point for applying penalties to Sun and his combat while moving about under water, even if he wears a diving suit or the like (as the issue is something less tangible than just "I can't float" or "I can't breath"). Shady Heritage: Sun Wukong was a bit of a scamp while he walked the Earth, and his ascension meant he could, on occasion, spread that wanton delight in jokes and pranks to other places in the cosmos. Sun Walker might be recognized, in one way or another, as related to the Monkey King, and thus the GM might award a Hero Point if social situations or the like are complicated by the rather mixed reputation of Sun's fore-bearer. He's a Damn Dirty Ape: Some folks might find Sun Walker's nature as a (seeming) human-ape hybrid objectionable, and thus be disinclined to acquiesce to his requests or otherwise prove even minutely helpful. Whether on Earth or abroad among the stars. A GM might provide a Hero Point if Sun's simian nature provides trouble in one way or another for himself and/or his companions. Lots of Nits to Pick: Sun Wukong was generally a good-ish guy while he walked the Earth, but he certainly stirred up trouble. More than that, he laid low quite a few rather nefarious sorts who didn't quite go all the way to "dead", or have nasty habits of reversing that condition. Even the intervening champions between the King and Sun Walker who fought some of those folks couldn't get them all put down. So it's quite possible various demons, sorcerers, and other ill-doers of all manner of stripes might crop up in Sun Walker's life. A GM might award a Hero Point if one or more of these old foes of the Great Sage try to take down Sun Walker in lieu of striking down his ancestor, and thus bring trouble (and probably a fight) to the door of Sun and his friends and allies. Abilities: 4 + 4 + 4 + 2 + 6 + 0 = 20PP Strength: 20/14 (+5/+2) Dexterity: 22/14 (+6/+2) Constitution: 20/14 (+5/+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +6 Attack: +15 Unarmed, +9 Melee, +7 Ranged (+3 Base, +4 Enhanced) Grapple: +24 Defense: +12 (+3 Base, +3 Enhanced, +6 Dodge Focus), +3 Flat-Footed Knockback: -1/-4 Saving Throws: 3 + 4 + 5 = 12PP Toughness: +8/+2 (+5/+2 Con, +3 Protection) Fortitude: +8/+5 (+5/+2 Con, +3) Reflex: +10/+6 (+6/+2 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 52R = 13PP Acrobatics 4 (+10/+6) Computers 6 (+7) Craft (Electronics) 9 (+10) Disable Device 6 (+7) Escape Artist 4 (+10/+6) Knowledge (Physical Sciences) 6 (+7) Knowledge (Technology) 6 (+7) Language 3 (English [Native], Cantonese Chinese, Mandarin Chinese, Galstandard) Notice 8 (+11) Feats: 7PP Attack Focus (Melee) 2 (1) Attack Specialization (Unarmed) 3 (1) Defensive Attack Dodge Focus 6 (3) Improved Block Improved Critical (Unarmed, 19-20) Luck 5 Power Attack (Italics indicated a feat with 1 or more ranks purchased as a power or part of a power. The cost is reflected under "Powers," below.) Powers: 22 (8+6+8) + 5 (2+3) + 8 + 10 (6[1+1+2+2]+4) + 10 (4+6) + 35 (6+8+6+4+3+8) = 90PP Fighting Buddha 4.4 (22PP Container [Passive, Permanent]) [22PP] (Celestial) Enhanced Attack 4 [8PP] Enhanced Defense 3 [6PP] Enhanced Feats 8 (Attack Focus (Melee) 1; Attack Specialization (Unarmed) 2; Dodge Focus 3; Improved Block; Improved Critical (Unarmed, 19-20)) [8PP] Gifted Tongue 1 (5PP Container [Passive, Permanent]) [5PP] (Celestial) Comprehend 2 (Speak to and Understand Animals; Flaws: Limited [Monkeys and Apes]) [2PP] Comprehend 3 (Speak and Understand All Languages at Once; Flaws: Limited [Languages of Stone/Rock-Based Life-Forms]) [3PP] Luck Control 1 (Force Re-Roll [Take Worse Result; Hero Point or GM Fiat to Cancel]; Feats: Luck 5) [8PP] ("Monkey's Paw") Royal Countenance 2 (10PP Container [Passive, Permanent]) [10PP] (Celestial) Additional Limbs 1 (Prehensile Tail; Extras: Linked [Elongation, Enhanced Feats, Super-Movement]) [1PP] + Elongation 2 (10 feet; Extras: Linked [Additional Limbs, Enhanced Feats, Super-Movement]; Flaws: Limited [Prehensile Tail]) [1PP] + Enhanced Feats 2 (Improved Trip 2 (+8 Bonus to Trip); Extras: Linked [Additional Limbs, Elongation, Super-Movement]) [2PP] + Super-Movement 1 (Swinging; Extras: Linked [Additional Limbs, Elongation, Enhanced Feats]) [2PP] Morph 4 (Single Form; Disguise Bonus +20) [4PP] (Celestial) Swift As A Horse 2 (10PP Container [Passive, Permanent]) [10PP] (Celestial) Speed 4 (100mph/1,000 feet per Move Action) [4PP] Super-Movement 3 (Slow Fall, Wall Crawling 2) [6PP] Vigor of the Sage 7 (35PP Container [Passive, Permanent]) [35PP] (Celestial) Enhanced Constitution 6 [6PP] Enhanced Dexterity 8 [8PP] Enhanced Strength 6 [6PP] Immunity 4 (All Suffocation, High Pressure, Vacuum) [4PP] Protection 3 [3PP] Super-Strength 4 (Lifting Strength 40 [Heavy Load 3 tons]) [8PP] Drawbacks: Normal Identity [Full Round Action] (-4) = -4PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (12) + Saving Throws (12) + Skills (13) + Feats (7) + Powers (90) - Drawbacks (-4) = 150/161 Power Points Normal Identity: Daniel Jeremiah Lee Power Level: 4 Tradeoffs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness Power Points: 64 Abilities: 4 + 4 + 4 + 2 + 6 + 0 = 20PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +2 Attack: +6 Unarmed, +4 Melee, +3 Ranged Grapple: +6 Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -1/-4 Saving Throws: 3 + 4 + 5 = 12PP Toughness: +2 (+2 Con) Fortitude: +5 (+2 Con, +3) Reflex: +6 (+2 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 52R = 13PP Acrobatics 4 (+6) Computers 6 (+7) Craft (Electronics) 9 (+10) Disable Device 6 (+7) Escape Artist 4 (+6) Knowledge (Physical Sciences) 6 (+7) Knowledge (Technology) 6 (+7) Language 3 (English [Native], Cantonese Chinese, Mandarin Chinese, Galstandard) Notice 8 (+11) Feats: 7PP Attack Focus (Melee) Attack Specialization (Unarmed) Defensive Attack Dodge Focus 3 Power Attack DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (12) + Saving Throws (12) + Skills (13) + Feats (7) = 64/64 Power Points
  4. Player Name: ca_lazerdwarf Character Name: Dragonid Power Level: 10/11 (157/164PP) Trade-Offs: -2 Attack / +2 Damage Unspent Power Points: 7 Progress To Bronze Status: 14/30  In Brief: An alien warrior from a race of fire-breathing dragonlike creatures.  Alternate Identity: Slivar Drash Identity: Public Birthplace: Dragos Occupation: Former Praetorian of the Delaztri Empire Affiliations: Praetorians Family:Disowned Catchphrase: Fires of the Fathers!  Description: Age: 32 Gender: Male Ethnicity: Red Dragonid (Warrior caste) Height: 6' 2" Weight: 280 pounds Eyes: Black Hair: None   A large reptilian looking humanoid with scaly red hide and green horns, wears a gold-colored harness and belt and often wears a jetpack designed to resemble small wings.  Power Descriptions: The Dragonids are naturally stronger and more resilient than humans and their scaly skin provides them with extra protection. They are a warrior race, taking pride in both their hand to hand combat skills and their fire breath.  Dragonid can breath fire as well as any of his race, either in a short blossom of fire cast out at a single target or a thin burning past multiple opponents. Unique to Slivar Drash is the ability to mentally control fire once he creates it. He can bend it to his will so well that it forms solid objects that burn without heat. He can also will fires (natural or otherwise) to extinguish.  Dragonid also carries a jetpack styled to resemble dragon wings. These provide fast transport in the atmosphere, and can even take him to space and around the solar system. In space, the jetpack can extend a life support field around him to allow him to breath and survive in the vacuum.  History: Silvar Drash was born to the warrior caste of a primitive pre-spaceflight warrior race, but his lack of wings condemned him to the worker class. Even his mutant pyrokinetic abilities did not prevent the warriors from shunning him. He labored for many years in the mines before he got fed up with his mistreatment and decided to reclaim the honor that he felt was his birthright. He found other workers who were unhappy with their plight and convinced them to rise up against their masters in revolution. Though Silvar himself had great talent as a warrior, most of his allies did not and the revolution was brutally crushed. Silvar was captured and sentenced execution. While he waited his fate, representatives of the Delzatri empire visited the planet. The planet's leaders were awed by the technologically advanced visitors and decided to impress them by inviting them to mass executions. Silvar used this opportunity to fight his way to escape his executioners, and the Delzatri found him, offered him freedom and a way off the planet. Silvar gratefully accepted.  After leaving the planet, Silvar quickly proved his worth as a warrior and was trained to join the Praetorians. He took the name Dragonid after the Delzatri word for his people. When the Praetorians finally fell, the Dragonid was captured by the Collector and kept in stasis for thousands of years until awaking recently.  Personality & Motivation: Dragonid is the product of a warrior culture, and he values and respects martial prowess. He feels he has now earned his status as a warrior and must use that status to defend those who are weaker than him. Defending the weak makes him feel strong, and reminds him of the unfair treatment he grew up with.  He enjoys the challenge of a good fight and often overestimates his own abilities.  Powers & Tactics: Dragonid prefers to hang back in battle, breathing fire at his enemies from afar, while he lets his allies engage the enemy up close. He can use his hard fire constructs to create choke points, or to provide additional cover to allies under fire. He's not afraid to get in brawling range when necessary, though, and often prefers to fight weaker opponents this way.  Complications: Not just a scary face: Dragonid is a fearsome looking creature and often creates fear and revulsion where he would like to invoke trust.   Abilities: 6 + 4 + 8 + 0 + 2 + 4 = 24PP Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2)   Combat: 16 + 12 = 28PP Initiative: +2 Attack: +8 Melee, +8 Ranged Grapple: +11 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5   Saving Throws: 7 + 8 + 6 = 21PP Toughness: +10/+8 (+4 Con, +4 Protection, +2 Defensive Roll) Fortitude: +11(+4 Con, +7) Reflex: +10 (+2 Dex, +8) Will: +7 (+1 Wis, +6)   Skills: 28R = 7PP Intimidate 12 (+14) Language 2 : Dragonic (Native), Galstandard, Delaztri Notice 8 (+9) Sense Motive 2 (+3) Survival 4 (+5)  Feats: 7PP Defensive Roll 1 Dodge Focus 4 Equipment 1 (5 ep to Praetorians vehicles/HQ) Precise Shot 1  Powers: 25 + 28 + 16 + 4 = 70pp  Fire Breath ( 24pp Array Feats Alternate Power 1 ) [25pp] Base Power Damage 12 (Fire Breath; Extras: Range (ranged)) {24/24} Alternate Power Damage 10 (Sizzling Line; Extras: Area (line, 5x500 ft), Feats: Progression: Increase Area  2(areax5)) {22/24}  Pyrokinesis ( 26pp Array Feats Alternate Power 2 ) [25pp] Base Power Create Object 7 (Hard Fire; Extras: Moveable, Feats: Selective, Tether) {23/23} Alternate Power Damage 5 (Flame Objects; Extras: Area(General, Shapeable), Duration (Sustained +2), Feats: Progressive 2 (Increase to 25 5' cubes) {22/23} Alternate Power Nullify 10 ( Extinguish, Any power of type Fire Extras: Duration(Concentration)) {20/23} Device 4 ( Rocket Pack, Technology; 20pp Container; Flaws: Hard to Lose ) [16pp] Flight 6 (500mph) [12pp] Immunity 6 (Atmosphere Bubble; Environmental Conditions (All), Suffocation(vacuum) ) [6pp] Super-Movement 1 (Space Travel 1) [2pp]   Protection 4 (Scaly Hide)  DC Block    ATTACK      RANGE     SAVE             EFFECT Unarmed     Touch     DC18 Toughness (Staged)   Damage (Physical) Fire Breath   Ranged    DC27 Toughness (Staged)   Damage (Fire) Sizzling Line  Area(line)  DC25 Toughness (Staged)   Damage (Fire) Extinguish    Ranged    DC20 Will          Nullify (Fire) Flame Objects         DC20 Toughness (Staged)   Damage (Fire) Totals: Abilities (24) + Combat (28) + Saving Throws (21) + Skills (7) + Feats (7) + Powers (70) - Drawbacks (0) = 157/164 Power Points
  5. Elite Power Level: 10 (150/156 PP) Trade-Offs: Variable Offensive, +0 Defense/+0 Toughness Unspent Power Points: 6 In-Brief: Delaztri noble and officer, who has now outlived her society. Alternate Identity: Lady Tatiana Gaius Libera Identity: Public Birthplace: Muras Occupation: Praetorian Affiliations: Ancient Delaztri Empire Family: None Living Description: Age: 37 Gender: Female Ethnicity: Murian Height: 5'7" Weight: 160 lbs Eyes: Gray Hair: Blonde Tatiana is a powerfully built, human-looking women with weathered features and a commanding presence. Her wavy blonde hair is usually worn down, and on the job, she is most often seen in the uniform of an officer of the ancient Praetorian Empire. She bears a jagged scar along her eye, and her left arm has been replaced by a sleek, mechanical replacement, the most glaring costs of her military life. In addition, she keeps the Sword of the Elite at her back, A compact weapon which erupts into a golden sword of light, and at her shoulders, the Wings of Muras, an armor of sorts, which projects a shimmering energy field to protect its wearer. History: The Sword of the Elite. A mighty relic of the ancient Delaztri Empire, forged by a mad genius of a swordsmith. Entrusted to a series of the empire's mightiest leaders, the weapon was enough to allow one warrior to single-handedly take on a legion. It turned great generals into unstoppable conquerors. And they liked it. The Elites- successors to the sword- earned great glory for their conquests, but also great infamy for their slow descent into brutality and bloodlust. An acceptable cost, by Delaztri standards. Until Elite Ragnus Carn Ferox, after tearing his way through a Vishnari garrison, and continued fighting until he realized his opponents were armed with small arms, sticks, and their bare hands in defense of their children and elderly. The true battle won, he left. Left the world, and for a time, left the empire. On official pretext, of course. There were many worlds an races marked for conquest, but Elite Ragnus chose one in particular. Muras. A peaceful planet, whose culture valued communication, arts, and learning, and according to Delaztri intelligence, their military upheld a rigid form of martial pacifism. Functional and defensive, and a respectable code of honor. Upon reaching the planet, he made himself known to the planet's leadership. A terrifying announcement, but the locals met it with admirable stoicism and resolve. He challenged the Murian high commander, General Valora Lumina, to a duel, with conventional arms. The pair fought to a draw, and Ragnus deemed Muras adequate. So, he negotiated peaceful integration of the Murian people into the Delaztri Empire, one of the cornerstones of the agreement was declaring General Valora his successor as the Elite, and declaring the Murian people as the keepers of the sword, as their society could be trusted to wield it without letting its power consume them. And so, life went on for generations, with the Elite serving as stalwart defender of the Empire. This is the world to which Lady Tatiana Gaius was born, heir apparent to one of the great military houses of Muras. Groomed from birth for leadership, for command, and for war. Upon graduating the Murian military academy, she was stationed to her first command, and began climbing up the ranks through honorable service, all the way up to becoming a general, as was her birthright. In their expansion, the Delaztri came into conflict with the Qi'tar, who formed one of the few alliances capable of giving the empire a true challenge. In the war, they seized Cena V, a major Murian agricultural outpost, and a strong potential staging ground for an assault on Muras itself. At the time, there were four Murian generals, including their Elite, She Whose Name Was Purged From History, the leader among the four. Despite all protests, the Elite received orders to deploy Murian forces in defense of more 'vital' targets. This was deemed unacceptable. So, she did the unthinkable to the piously honest Murian people. She falsified orders for the other three generals to liberate Cena V, while she and her strike group held the line personally. It was a bloody conflict. The Elite's defense held, and Cena V was wrested from Qi'tar control, but of the three generals sent to liberate the world, she was the only one to survive. In the aftermath, the Elite was forced to retire for her deception, outcast from her world, and simply for being involved, Tatiana received equal parts praise and contempt. She received the title Tatiana Gaius Libera, yet lost her commission. However, the queen, respecting her honor and strength as a warrior declared her successor as the new Elite, and nominated her for membership in the Praetorian guard, once she had trained the next generation of generals, continue her service in defense of the Empire, even if politics necessitated an end to her military career. Powers & Tactics: Tatiana herself is not a powered individual. Though highly trained and capable both mentally and physically, she is not, in fact, superhuman. However, she is armed with superior alien technology. The lesser of the two, the Wings of Muras, is a protective shield, both from attacks and environment, which can also enable flight and serve as a power supply. The greater is the Sword of the Elite. While disabled, it looks like a particularly clunky short sword in a bulky sheath. Active, it is a sword of light, varying in quality from a tightly focused golden blade to a raging pillar of energy to a fine cord, or even changing in substance to fire or electricity or a kinetic field. [br] Complications: As Good as Your Word: Among Murians, you are as good as your word. The higher your station, the higher the expectations of honesty from you. Honesty is deeply ingrained in the culture, and as a highborn, Tatiana strives to be infallibly honest, as a matter of basic self-respect and honor. She understands the concepts of deception, tries not to judge other races for it, and knows how to spot a lie more often than not, but she does not, herself, lie. Rules of Engagement: As the Elite, Tatiana holds herself to some unreasonable standards of what does and does not constitute honorable combat. She will not attack an opponent unawares (though planting an explosive charge on them to detonate should they attack is fair game), she will not decline a duel, and will generally conduct herself at the highest standards of honor in combat even if it puts her at a disadvantage or her opponent does not extend the same courtesy. A Sword To Protect: The Sword of the Elite was once a tool of indiscriminate slaughter, its raw power corroding the honor and basic humanity of its wielders. High-ranking Murian officials were educated in the standards required if they were ever called upon to take up the blade. The most sacred among them is that the sword exists to protect, not destroy, and it exists in service to others, not to self. She will never draw the sword except to defend another, not even to defend herself. If her motivations would be impure, if drawing the sword would mean drawing it in anger or revenge, then she won't draw the sword. Incoming: It is generally frowned upon to go about daily life carrying an ancient super weapon, and wearing the equivalent of power armor on your back. As such, she spends more time without her equipment than with. While she can call them by remote, it can take some time for them to arrive. How she holds out until then is another matter. Stupid Batteries: The Wings of Muras are a tremendously powerful source of energy, but without it, she only has so much to work with. Her sword can only operate so long on internal power, and even her arm can run dry without a power source. Mechanical Arm: Tatiana's left arm is not flesh and blood. Instead, it's very obviously robotic, making disguises rather difficult, but also having its own drawbacks, such as requiring power, not being able to recover naturally, and being susceptible to EMPs and the like. Abilities: 8 + 8 + 8 + 14 + 10 + 10 = 58PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 8 + 8 = 16PP Initiative: +4 (+4 Dex) Attack: +8 Melee, +4 Ranged (+4 Base, +4 Attack Focus: Melee) Grapple: +12 (+18 with Sword of the Justicar) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 (-3 flat-footed) Saving Throws: 3 + 1 + 3 = 7PP Toughness: +10 (+4 Con, +4 Defensive Roll, +2 Protection) Fortitude: +7 (+4 Con, +3) Reflex: +5 (+4 Dex, +1) Will: +8 (+5 Wis, +3) Skills: 92R=23PP Acrobatics 1 (+5) Computers 3 (+10) Diplomacy 5 (+10) Escape Artist 1 (+5) Gather Information 5 (+10) Intimidate 5 (+10) Investigate 1 (+8) Knowledge: Tactics 13 (+20) Knowledge: Galactic Lore 3 (+10) Language 2: Delaztri (Native), Galstandard, English Notice 15 (+20) Pilot 6 (+10) Ride 1 (+5) Search 1 (+8) Sense Motive 15 (+20) Craft: Artistic 3 (+10) Perform: Stringed 5 (+10) Perform: Dance 5 (+10) Knowledge: History 1 (+8) Knowledge: Art 1 (+8) Feats: 15PP Attack Focus: Melee 4 Defensive Roll 2 Dodge Focus 6 Eidetic Memory Master Plan 2 Powers: 16 + 15 = 31PP Device 4 (Wings of Muras; 20PP Container, Flaws: Hard-to-lose) [16 PP] Feature 3 (Communicator, Power Supply, Remote Control) [3PP] (Standard Equipment, Tech) Flight 3 (50 MPH/500 fpm) [6PP] (Hover, Tech) Immunity 9 (Life Support) [9PP] (Environment Field, Tech) Protection 2 [2PP] (Energy Shield, Tech) Device 5 (Sword of the Elite; 25PP Container, Flaws: Easy-to-lose) [15 PP] Sword of the Elite (Tech, Laser; 20PP Array Feats: Alternate Power 5) [25PP] Base Power: Damage 10 (Extra: Area [100' Cone]) {20/20PP} (Sword of the Conqueror, Laser, Tech) Alternate Power: Damage 2 (Extra: Autofire [6], Penetrating [6]; Feats: Accurate 3, Homing 2, Mighty) {20/20PP} (Sword of the Legion, Laser, Tech) Alternate Power: Damage 6 (Feats: Accurate, Extended Reach 5, Knockback 5, Mighty, Subtle, Triggered: Target Attacks) {20/20PP} (Sword of the Diplomat, Tech, Kinetic) Alternate Power: Damage 6 (Feats: Accurate, Improved Range, Mighty; Linked: Elongation 4 [Extra: Projection; Flaw: Limited: Sword], Super-Strength 2 [Flaw: Limited: Sword]) {15/20PP} (Sword of the Justicar, Tech, Laser) Alternate Power: Damage 8 (Feats: Affects Insubstantial 2, Improved Critical 2, Mighty, Variable Descriptor 2) {15/20PP} (Sword of the Master, Tech, Variable) Alternate Power: Drain Strength 12 (Feats: Slow Fade 4 (1 hour)) {16/20PP} (Sword of the Merciful, Tech, Electric) DC Block: ATTACK RANGE SAVE EFFECT Unarmed +8 Touch DC19 Toughness (Staged) Damage (Physical) Sword of the Conqueror 100' Cone DC20 Reflex/DC25 Toughness (Staged) Damage (Laser) Sword of the Legion +14 Touch DC21 Toughness (Staged) Damage (Laser) Sword of the Diplomat +10 Touch DC25 Toughness (Staged) Damage (Kinetic) Sword of the Justicar +10 Touch DC25 Toughness (Staged) Damage (Laser) Sword of the Master +8 Touch DC27 Toughness (Staged) Damage (Variable) Sword of the Merciful +8 Touch DC22 Fortitude (Staged) Drain Strength (Electric) Totals: Abilities (58) + Combat (16) + Saving Throws (7) + Skills (23) + Feats (15) + Powers (31) - Drawbacks (0) = 150/156 Power Points
  6. Player Name: ShaenTheBrainCharacter Name: The Newt Power Level: 10 (150/150PP) 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: 6ft 2in 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. Abilities: 4 + 8 + 8 + 0 + 0 + 10 = 30PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 30/18 (+10/+4) Constitution: 20/18 (+5/+4) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 20 (+5) 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: 5PP Toughness: +10/+4, Impervious 10/0 vs Physical Damage Fortitude: +5/+4 [0PP] Reflex: +10/+4 [0PP]Evasion Will: +5 [5PP] Skills: 28R = 7PP Acrobat 2 (+20/+6) Bluff 15 (+20) Escape 0 (+10/+4, +20 with Elongation, Automatic with Insubstantial) Knowledge (Pop Culture) 4 (+4) Notice 5 (+5) Stealth 2 (+20/+6) Feats: 17PP 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 Move-By Action Takedown Attack Powers: 10 + 28 + 2 + 12 + 7 + 4 + 1 + 10 + 5 + 5 + 1 = 85PP Bouncing 9 (x1,000, Max Distance 12,000ft [2.4 miles], Flaws: Limited [No Protection Effect], Feats: Ricochet) [10PP] Elasticity 14 (28PP Array) [28PP] Base Power: [9 + 12 + 5 + 2 = 28PP] Damage 8 (Feats: 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 1 (Wall-Crawling) [2PP] (Human Cling-Wrap/Silly-Putty) Enhanced Constitution 2 [2PP] (Elasticity) Enhanced Dexterity 12 [12PP] (Elasticity) Enhanced Feats 7 (Elusive Target, Evasion, Hide In Plain Sight, Improved Grapple, Interpose, Move-By Action, Takedown Attack) [7PP] (Elasticity) Enhanced Skills 16 (Acrobat 8, Stealth 8) [4PP] (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) Protection 5 [5PP] (Elasticity) Super-Senses 1 (Extended Vision [100ft Notice Increments]) [1PP] (Stretched Eyeballs) Drawbacks: (-3) + (-1) + (-3) + (-3) = -10PP Vulnerability (Cold, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] Vulnerability (Corrosion/Disintegrate, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Electricity, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] Vulnerability (Fire, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Spring-Loaded Strike Touch DC25 Toughness (Staged) Damage (Physical) Totals: Abilities (30) + Combat (16) + Saving Throws (5) + Skills (7) + Feats (17) + Powers (85) - Drawbacks (10) = 150/150 Power Points
  7. Queenie Player Name: Eternal Phoenix Character Name: Queenie Power Level: 11 (173/189 PP) Trade-Offs: +3 Toughness, -3 Defense Unspent PP: 16 In Brief: World’s finest chef also has a power ring. Alternate Identites: Maybelle McQueen Identity: Open secret/semi-public Birthplace: Charleston, South Carolina Occupation: Head Chef at the Southern Queen Affliations: None Family: Maynard and Ellen (parents), Simon and Carlyle(brothers), Rose (sister), various extended family members Age: 30 Apparent Age: early 20s Gender: Female Ethnicity: Caucasian Height: 5’ 6” Weight: 125 lbs. Eyes: Blue Hair: Dirty blonde Description: Maybelle is an attractive woman that appears to college age, although she’s a bit older. She dresses most often in jeans, sneakers, a button down, and a vest. That said, she is not averse to dresses, skirts, and most other articles of clothing. She doesn’t bother with a costume or mask, preferring to just start throwing down in whatever she’s wearing at the time. It’s…a little hard on her wardrobe. History: Maybelle McQueen never intended to be a hero. Her passion was and is cooking. Specifically, making the fruits of world class culinary skills affordable to the masses. She was a culinary student, and a gifted one at that. Then, one day, a silver ring appeared on her dresser as if it had always been there. Thinking it was a gift from her fiancé, Steven (make your jokes now), she picked it up. The virtual intelligence inside started to explain what it and the ring were. Another woman might have panicked at the sudden voice in her head, but Maybelle listened, curious. She listened as it explain about it’s master, the future’s heroine Aura. About how the ring’s power depended on her heroic spirit. And about how there were two other rings somewhere in the world. Again, another woman might have jumped (or adamantly refused) the call to heroism. Maybelle’s answer was a dull “Meh.” Totally uninterested in anything but her dream, she put the ring in her dresser drawer and promptly forgot about it. Unbeknownst to her, the Ring of Aura is part of a stable time loop. History says Aura made three rings and a staff and sent them back in time. Between the four items and her amulet, the world shattering power the maniac known as Auric once had remains sealed away. Aura, a member of the Freedom Legion, knows that if she deviates from history in the slightest, Auric will have access to his full power and thus be able to destroy entire star systems just to spite her. Auric himself was once a man. Somehow (repeated time travel has fuzzed out the details) he became magic incarnate and utterly insane. Aura, with her amulet and its do anything Anti-Magic energy, was the only one in the universe able to stand against him. But with every battle, his power grew until Aura’s amulet hit its limit defeating him again. The battle was…catastrophic. Entire star sectors lay in ruins, testament to Auric’s power and Aura’s failing ability to stop him. There was one chance. Just one. While he recovered, his power was dispersed. If it could be collected and sealed away, he would pose much less threat. Taking some of the unique material from her amulet, Aura made the rings and staff. Together with her amulet, she sealed the power he had not yet regathered away. Even hobbled, Auric would be a potent threat. He had called upon allies before, and there were lunatics who thrived on destruction other than he. Not to mention the ones who might think they could claim his power. She had to get them away. Other dimensions were too dangerous. With a heavy heart, she prepared to cast them back in time. She did take precautions, in the form of the VI. It would attempt to keep the items away from the selfish and greedy and push them towards the noble and heroic. They would have a portion of her power as well, just in case Auric or someone else went chasing after them. Her history wouldn’t change. New timelines would be born. Some would be good, and some would be bad. She knew all of that. But…the next time, Auric would kill her. The Freedom Legion would fall. There was no choice left. The time loop began. A different Aura learned what the original had done, and figured out why it must continue to be done. Steven and Maybelle set a wedding date. Shortly after their graduation. He was training to be a pastry chef at the same school, and that was how they had met. Graduation loomed. Then Auric appeared. He sought to destroy Aura’s legacy and free his power. He knew the ring was in that certain city. He knew the kind of person it would find to wield it. So he started blasting things. Somebody had to stop him. People were going to die. Maybelle balked. She wanted to be a chef, not a hero. The cops were helpless before him. She could help everyone. Just put on the ring and go. But her dream! Maybe if she gave him the ring, he’d leave. It wouldn’t be right. Back and forth, she wrestled against her own nature, the nature the ring had sought out in the first place. Eventually, ring in hand (but not on finger), Maybelle confronted Auric. He could feel the ring on her, and the kind of person she was. Noble. Compassionate. Heroic. It turned his stomach. She had to die, RIGHT NOW. Wait. Who was that who shoved her aside? Why is she screaming that one word? …did she just put on the ring? It wasn’t anger Maybelle was feeling. It was guilt. She had been selfish for once in her life, and now the city was damaged. People were hurt. And Steven…oh God, Steven. If she’d just taken up the responsibility when it had come to her, none of this would’ve happened. It was all her fault, but she refused to let it go one step further. Auric was going down. Except for the small part where she barely knew what she was doing and he very much did know what he was doing. After getting smacked silly, she flew away (God in Heaven, she was flying), knowing Auric would follow her out of the city. After getting to an abandoned area, she turned and fought. He nearly killed her before the thought of her classmates and everyone else at his nonexistent mercy fueled a power surge that broke through his defenses. Critically (but nowhere near fatally) injured, Auric teleported away. Maybelle collapsed into a heap. It should go without saying, but Maybelle finished culinary school. Graduated at the top of her class. She’s had a few adventures since them, but purposefully has no friends and minimal contact with family. Hero work is dangerous, and she’s never losing anyone again. Kind of hard to lose someone important to you if there isn’t anyone like that, you know? A few years after moving to Freedom, and Maybelle’s recovered from the trauma, mostly. She’s still a bit guarded with her personal life, but friends are no longer verboten. In fact, she’s started to look forward to making a few true pals. Or BFFs, as they apparently call them now. …oh, god. She’s getting old. Personality & Motivation: Maybelle is a gregarious type. She’s talkative, smiles easily and often, and is generally very pleasant to be around. She’s also one of the most paragon-y people on earth. She’ll defend others like the proverbial Mama Bear. She’ll stand and fight when all seems lost. She’ll never give up as long as there’s breath in her. Her integrity is unquestionable. Her courage undeniable. Her compassion unmistakable. Even her chef’s work is to make other people happy with impressively excellent food at an affordable price. She’s also a hardcore foodie. Sort of. She doesn’t have much patience with the fancy stuff. Sure, it’s delicious sometimes, but the pretentiousness of it all drives her nuts. It’s food. You eat it. Swear to Jeebus. Power Descriptions: Maybelle wields the Ring of Aura. It can do just about anything the wearer wants it to do…as long as the wearer knows it can do it. The color of all of them is a silvery gray. It has a virtual intelligence that will answer any direct question about the ring and will not sanction lethal force against living targets. Maybelle uses it for a force field, hard energy constructs, moving things, and blasting stuff. She can fly and communicate with any medium (as long as she knows which one it is). Passive effects include life support (barring food and drink-she’d die of despair without good food and wine), increased dodging abilities, and an increase in her awareness of her surroundings. As mentioned before, Aura power is literally Anti-Magic energy. As Maybelle does not yet know this, the effect on mages in her general vicinity presents as minor interference, and generally not noticed amidst the various other things that can cause such interference. However, Aura had powerful magic nullification at her disposal, to the point where weaker magic simply couldn’t function and it is not impossible that Maybelle could one day wield something similar. The two forces, should they be equal, will simply cancel each other out. If not, the stronger one “wins”. Additionally, Impervious of any variety is ineffective, not matter which force is attacking the other. Powers & Tactics: Maybelle’s a protector first. She’ll shield the defenseless, even if the bad guys get away this time or it’ll get her hurt. Property damage is also a thing she strives to prevent, although with less vehemence. Actually fighting? Blasts of energy or physical force. She’s been known to whip out various pots and pans, made with her constructs, to trap her enemies. Complications: Arch-iest of Enemies: Auric promised he’d come back. He despises Aura, maker of the ring, for sealing away the lion’s share of his power and for everything she stood for. Which just so happens to be everything Maybelle is. When he comes back, it’ll be a war. Maybelle hopes it’ll be a loooooong wait. He is ridiculously powerful compared to what she was. Somewhat less so now, but all the same. Not looking forward to the rematch. No So Secret Identity: Maybelle does use a codename, but she’s never worn a costume or a mask. Never saw much of a point in it, given how much footage there is on the internet of Auric kicking her butt across campus. Sooner or later, this one’s gonna bite her in the butt. She just hopes she can handle that when it happens. Chronic Hero Syndrome: Maybelle is completely incapable of leaving someone who needs help…unhelped. She stood aside once. Once. And a lot of people paid the price for it. So, if someone needs help, or just wants some, she’s all over it. To the detriment of her job, her social life (pitiful as it is), eating, sleeping, and everything else. She is fully capable of pushing herself to collapse, should the situation be dire enough. There are limits, obviously. She’s doesn’t intervene in non life threatening situations unless asked to, and she can prioritize. Taking down the bank robbers is a mite more important than getting that cat out of the tree, after all. Though…she will be back for that cat. Just A Chef From South Carolina: In the kitchen, Maybelle is a goddess. She’s assertive, confident, bold, and fully aware of just how good she is at cooking. Out of the kitchen, it’s like night and day. She’s humble and self-effacing to a fault. As aware as she is of her cooking talents, she is just as aware that she isn’t anyone in any other sphere and never thinks she will be. This includes the superheroic sphere. She will deflect any and all praise not related to her cooking skills in polite but firm fashion, and always refrains from even (in her mind) presenting the appearance of being better or knowing more than anyone else. Award ceremonies are skipped. Rewards are politely refused. She just happened to be in the right place at the right time. It’s no big deal. The ring did all the work, anyway. Etcetera. It’s not humility. She truly believes it. Fueled By Heroism: The Ring of Aura requires an exceptionally heroic and noble spirit to function. If Maybelle should for some reason partially or entirely stop being heroic, the ring may become weakened or unreliable. It may even cease to function entirely. If the situation persists, the ring could even seek a new wielder. Additionally, should the ring decide she is behaving heroically enough, it can temporarily give her more power. This manifests as GM-controlled extra effort, with all the costs implied therein. Food, Food, Food. Gotta Cook Some Food: Maybelle runs the kitchen at the Southern Queen, one of Freedom City’s hottest restaurants. They can make the place work without her, but she’s the star of the show. It’s her culinary mastery and budding star presence that have made the Queen’s name. So, she does have to be there sometimes. She does love the place, but life can…get in the way, sometimes. Cooking Is Art, Cooking Is Life: Maybelle loves cooking. Put simply, cooking is her religion. The kitchen, her church. The stove and oven, her altars. She does not know how to shut up about it either, to the eternal annoyance of whoever triggered her. She’s passionate enough when it comes to food that she will often lose all sense and take over a kitchen that served her a poor dish, just to prevent it from happening to anyone ever again. Wasted food is a tragic event. If she’s the one who cooked it, there will be a need for an irresponsible amount of wine. ABILITIES: 0+4+4+6+6+8=28 Strength 10 (+0) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 18 (+4) COMBAT:10+10=20 Initiative: +2 (+2 Dex) Attack: +5, +11 w/ Aura Force Array Grapple: +5 Defense: +8 (+5 Base, +3 Dodge Focus), +3 Flat Footed Knockback: -11 (w/ force field), -1 (w/out FF) SAVING THROWS: 7+2+8=17 Toughness: +14/+2 (+2 Con, + 12 Force Field [Imp 8]) Fortitude: +9 (+2 Con, +7) Reflex: +7/+4 (+2 Dex, +2; +3 Enhanced Reflex) Will: +11 (+3 Wis, +8) SKILLS: 48 SP= 12PP Bluff 0 (+4, +8 Attractive) Computers 0 (+3, +15 w/ Comprehend/Datalink) Concentration 8 (+11) Craft (Chemical) 12 (+15)Skill Mastery Diplomacy 7 (+11, +16 Attractive)Skill Mastery Gather Information 1 (+5) Knowledge (Physical Science) 12 (+15)Skill Mastery Notice 4 (+7, +15 w/ Aura Detection) Sense Motive 4 (+7, +15 w/ Aura Detection)Skill Mastery FEATS: 11PP Accurate Attack Attractive Dodge Focus 3 Interpose Luck Power Attack Precise Shot Skill Mastery (Craft [Chemical], Diplomacy, Knowledge [Physical Science], Sense Motive) Uncanny Dodge (Auditory) POWERS: 85PP Device 21 ("Ring of Aura", 105PP Container, Power Feat: Restricted [Those of exceptionally noble and heroic spirit]; Flaw: Hard to Lose) [85PP] 105DP Total Aura Force 12 [24 point Array; Power Feats: Accurate 3, Alternate Power 3] [30DP] Base Power: Blast 11 ("aura blast"; Power Feats: Variable Descriptor 2 [Bludgeoning/Energy]) {24/24} Alternate Power: Create Object 11 ("aura constructs"; Power Feats: Precise, Selective) {24/24} Alternate Power: Snare 11 ("aura bonds"; Power Feat: Indirect 2 [any point, directed away]) {24/24} Alternate Power: Comprehend 3 (Languages; Speak One At A Time, Understand All, Read All) {6} + Datalink 4 (Radio, 1 mile range; Power Feat: Rapid [x10]) {5} + Enhanced Skills 12 (Computers +12) {3} + Environmental Control 5 (Bright Light in 100 ft radius from target point) {10} {6+5+3+10=24/24} Aura Thrust 11 (22 point Array; Power Feats: Dynamic, Dynamic Alternate Power) [25DP] DBE: Flight 1-11 ("aura flight," 10-25,000mph) {2-22/22} DAP: Move Object 1-11 ("aura might," STR 5-55) {2-22/22} Communication 4 ("aura comms," Radio, 1 mile; Power Feat: Variable Descriptor 2 [Any Tech]) [6DP] Enhanced Reflex 3 ("Aura Avoidance") [3DP] Enhanced Skills 16 ("aura detection"; Notice +8, Sense Motive +8) [4DP] Features 1 (Aura VI -- Answers direct questions about the ring’s powers and selects new bearer if necessary, otherwise useless.) [1DP] Force Field 12 ("aura field"; Extra: Impervious 8 ) [20DP] Immunity 9 ("aura life support"; Life Support) [9DP] Super-Movement 2 (Space Travel 2 [Interstellar]) [4DP] Super Senses 3 ("aura compass"; Direction Sense, Distance Sense, Time Sense) [3DP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Aura Blast Ranged (1,100 ft. max) DC 26 Toughness (Staged) Damage (Energy or Physical) Aura Bonds Ranged (1,100 ft. max) DC 21 Reflex (Staged) Entangled/Bound Aura Constructs, Dropped Ranged (1,100 ft. max) DC 21 Reflex Avoided Ranged (1,100 ft. max) DC 26 Toughness (Staged) Damage (Physical) Aura Constructs, Trap Ranged (1,100 ft. max) DC 21 Reflex Trapped inside object Aura Might, Grappling Ranged (100-1,100 ft. max) Grapple vs. +6 - +16 Pinned/Bound Aura Might/Throwing Throwing (STR 5-55) DC 16-26 Toughness (Staged) Damage (Physical) TOTALS Abilities 28 + Combat 20 + Saving Throws 17 + Skills 12 + Feats 11 + Powers 85– Drawbacks 0= 173/189
  8. Nightingale Power Level: 8 / 13 (180/215PP) Trade-Offs: None Unspent PP: 35 In Brief: A thief turned religious sister turned vampire turned thief turned hero. Alternate Identities: Nicola "Nick" Cervenka Identity: Secret Birthplace: Prague, Czech Republic Occupation: Nurse Affiliations: None Family: None Age: 21 Gender: Female Ethnicity: Caucasian Height: 5'10" Weight: 135 Eyes: Grey Hair: Dark Brown, often dyed. Even before she was transformed into a vampire Nicola was a pale skinned brunette whose height, gray eyes and slender build would have turned more than a few heads. She carries herself with unshakable calm and moves with a preternatural--and almost predatory--grace that carries over as an uncanny stillness, though in manner she is warm and inviting. Nicola doesn't confine herself to one particular fashion or style, wearing what she feels like, and sometimes dying her hair to match (or as the mood takes her.) The one ubiquitous accessory that is nearly always in her possession is the rosary she held from her all-too-brief service to the church. Heroics, on the other hand, call for a certain look. Wearing dark clothing shrouded in a black long coat, Nightingale seeks to invoke the intimidating style of the eighties and early nineties, while also giving a nod to the fashions of private detectives. Sometimes she even wears sunglasses at night. History: My name is Nicola, and despite appearances to the contrary, I am not a monster. "Willful," the school administrators called me, which was a polite way of saying stubborn and opinionated, and though I wasn't fully aware of it at the time I knew it caused no end of frustration for my parents. That being said the first thirteen years of my life were fairly ordinary, and that chapter of my life closed with a fairly ordinary car accident. There isn't much to say about the time between the car accident to the time I felt I could do better or my own. That "willfulness" again I suppose, but by the age of 16 I was eking out a living on the streets of Prague doing an odd job here or there but mainly I was a thief. There were some hard lessons to learn, and the first I learned was that it was "safer" (relatively speaking) to be a boy, and with my frame it was certainly easy to disguise myself as one which worked well for a time. Then I met Kveta. She was a little older than me, a few years I think, and had been at the game longer than I was. She was also quick, smart, charming, and one hell of a thief and I found myself pulled into her orbit. She taught me a lot and, gradually I came to love her. In hindsight, that's probably not what it was, but I was young and convinced and, well, love is a weird thing--the one you love is either completely incapable of wrong and you don't dwell too much on their actions or you do the complete opposite. Writing that down, that sounds more like obsession. Which, yeah, fits. I never really thought about the other girls, and some boys, Kveta recruited. I didn't really think of it as recruiting, but sure enough there was soon a small gang of us. And some of the things we were doing changed and instead of being on our own we took jobs for the Bratva, petty theft started to give way to higher and higher stakes; picking pockets gave way to cracking safes and.. well.. I ended up in prison. My stay was comparatively short, most of the evidence against me turned up missing, but I started to have doubts about the direction of my life. I started talking to a Catholic deacon, and as terribly cliché as this sounds, I found a new path to follow. When I was released, with the help and recommendation of Deacon Anatoli I joined a local convent as a novice sister. The work was good, my life was in general looking better, and the other sisters did not judge me for my past. I say was, because one night a stranger came to our door seeking shelter from a storm. Something seemed off about the man, and my old instincts warned against allowing him in, but before I could say anything the man identifying himself as "МаÑтер," was invited in. Then all hell broke loose as he tore the throat out of the sister that invited him in. The other sisters scattered, terrified but I was, perhaps, a bit stupid. I kicked him, I punched him, I grabbed him and slammed his face against the brick wall and... and he laughed at me. Moving faster than I could follow, I felt a sudden impact before my vision went black. The state of the convent when I woke was the stuff of nightmares, and I'll spare you the details of the grisly scene and the discovery of my own changes, suffice to say that I still pray that God will one day reveal why he allows creatures such as I. I've had to resort to theft again, to eat, to live. The alternative is not an option I want to take. I'm not sure why I was spared (if you can call it that,) but I will find this "Master" and put an end to him. I've caught a trace of him in Freedom City, in America, which is in a way to my benefit. I might be able to find allies, even friends, and it is a city where I can do some good. Personality & Motivation: Nicola is... complicated. She is determined to find--and possibly unmake--the person who made her what she is, not for her sake but so that it doesn't happen to others. Though she hides it behind an aloof--sometimes cold--exterior, a strong altruistic streak runs through Nightingale; she doesn't have much but what she has she'll give to others if their need is great. Nicola isn't suicidal, in the eyes of the faith she still clings to such a thing is a sin, though she's prone to bouts of melancholy when she stops to consider what she has become which tends to make her a little eager to be the martyr. She still clings to her faith, if only by the fingertips, but she wonders why God would even allow creatures such as she. Powers & Tactics: As both a vampire and a blood mage, Nicola has a number of physical or magical means to track, subdue or otherwise function as a hero. She has a limited focus in her blood magic on manipulating the blood directly, preferring to concentrate on the more on the familial and social relationships of blood magic, and the breakdown of those relationships. Complications: I Never Drink... Wine: Nightingale can only survive off of blood, normal foods do nothing for her and in some cases make her ill! However if blood is mixed in with the foods she can eat them without being sick. She still gains no nourishment from it, though in the case of alcohol it'd at least allow her to feel the effects. Tarnished: Before she was a religious sister Nicola was a thief. Not a particularly good thief, nor a particularly bad one, but one that didn't quite respect international borders--and would occasionally work for those of dubious character, like the Russian mob for instance. Interpol has a file on her, and watches her movements. Literally A Monster: Vampire Blood Mage; not a combination of attributes that has the best of reputations. Sun Sensitive: While the sun isn't deadly to Nicola, she does find prolonged exposure to be uncomfortable and sufficiently long periods are painful with the headaches they produce. Sudden exposure to bright sunlight can also be particularly distracting though the effect can be mitigated somewhat with eye protection. Abilities: Strength: 26 (+8) Dexterity: 28 (+9) Constitution: - (-5) Intelligence: 18 (+4) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 24 PP Initiative: +9 Attack: +8 Grapple: +16 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -4 Saving Throws: 0 + 0 + 7 = 7PP Toughness: +8 (+8 Protection) Fortitude: Immune Reflex: +9 (+9 Dex, +0) Will: +8 (+1 Will, +7) Skills: 108 Ranks/27 PP Acrobatics 6 (+15) Bluff 9 (+12, +16 Attractive) Diplomacy 9 (+12, +16 Attractive) Disable Device 11 (+15) Drive 1 (+10) Gather Information 2 (+5) Investigate 6 (+10) Knowledge: Arcane Lore 6 (+10) Knowledge: Streetwise 3 (+7) Knowledge: Theology 3 (+7) Language 2 (Czech [Native], English, Russian) Medicine 4 (+5) Notice 9 (+10) Perform: Percussion 4 (+7) Search 6 (+10) Sense Motive 9 (+10) Sleight of Hand 6 (+15) Stealth 12 (+21) Feats: 14 PP All-Out Attack Attractive Dodge Focus 4 Evasion 2 Fascinate: Diplomacy Fearless Power Attack Ritualist Takedown Attack 1 Uncanny Dodge: Olfactory Equipment: None Powers: 68 PP Blood Magic 5 (10PP Array, Feats: Alternate Power 4) [14 PP] BP: Damage 8 (Extras: Alternate Save [Fortitude], Flaws: Distracting, Requires Grapple, Feats: Insidious, Subtle) linked Boost 12 (Single Trait [Regeneration], Extras: Affects Objects [Only], Flaws: Personal, Source [blood]) [10 PP] AP: Healing 8 (Flaws: Tiring, Feats: Persistent, Regrowth) [10 PP] AP: Move Object 8 (Strength 40 [Heavy Load: 3.2 tons], Extras: Range [Perception], Flaws: Limited [Objects/Individuals with Blood], Extra Save [Fortitude], Feats: Precise) [9 PP] AP: Sensory Link 8 (2000 Miles, Flaws: Distracting, Feats: Subtle 2) [10 PP] AP: Super-Senses 4 (Postcognition, Flaws: Source [blood]) and Mind Reading 8 (Extras: Action [Move/Standard], Flaws: Duration [instant/Lasting], Range 2 [Touch], Source [blood], Feats: Subtle 2) [6 PP] Immunity 30 (Fortitude Save) [30 PP] Protection 8 (+8 Toughness) [8 PP] Regeneration 6 (Recovery Bonus +5 [+0 Total], Resurrection 1 [week], Flaws: Unreliable [5 Uses, Blood Recharges]) [3 PP] Super-Senses 2 (Darkvision) [2 PP] Super-Senses 6 (Blood Awareness [Olfactory, Very Common Descriptor], Acute, Tracking 2 [Normal Speed]) [6 PP] Enhanced Physiology 1 (5PP Container [Passive, Permanent]) [5 PP] Leaping 1 (x2 [Running Long Jump: 30 ft.]) Speed 2 (25 MPH, 250 ft./rnd) Super-Movement 1 (Slow Fall) Drawbacks: -0PP None DC Block: [table]ATTACK RANGE SAVE EFFECTUnarmed Touch DC 23 Toughness (Staged) Damage Damage 8 Touch DC 23 Toughness (Staged) Damage Healing 8 Touch DC 18 Fortitude (Harmless) Healing Mind Reading 8 Touch DC 18 Willpower Mind Reading Move Object 8 Perception DC 18 Fortitude Move Object Sensory Link 8 2000 Miles DC 18 Willpower ESP [/table] Totals: Abilities (40) + Combat (24) + Saving Throws (7) + Skills (27) + Feats (14) + Powers (68) - Drawbacks (0) = 180/215 Power Points
  9. Player Name: Heritage Character Name: Deep Freeze Power Level: 9/11 (150/169PP) Tradeoffs: None Unspent PP: 19 In Brief: Cryokinetic engineer wearing an armored suit of her own design. Alternate Identity: Ana Kristina Plonsky Identity: Public Birthplace: Flint, MI Occupation: Engineer Affiliations: Ship's mechanic aboard the Xeno. Family: Caroline Plonsky (mother), Jurek 'Jack' Plonsky (father) Description: Age: 28 (DoB: July 14, 1986) Gender: Female Height: 5'5" Weight: 128 lbs. Eyes: Ice blue Hair: White-blonde Ana is an attractive young woman with a number of unusual physical attributes; her skin is extremely pale and noticeably cool to the touch, her blonde hair is so light that it's practically translucent, and she's typically surrounded by an aura of cold, at least when she's outside her 'snowsuit'. Normally she dresses in dark colors and shades, such as black, charcoal gray, eggplant and deep maroon or burgundy. She's very self-conscious about her pale skin, so she tries to cover it up with sleeveless coveralls and long-sleeved tops; she has to be very comfortable with a person to wear a T-shirt or halter top in front of them. Normally she wears lightweight, non-slip steel-toed boots. Her white and black 'snowsuit' is an armored protective garment of her own design, a modification of the one she developed for NASA; Ana's custom suit is lighter, more durable and built from the ground up to work with her cryokinetic powers. The full head helmet is constructed so that it can automatically fold up into a storage area between the shoulder blades. History: Ana grew up in the economically depressed town of Flint, Michigan; her father was a former employee of General Motors, who currently works as a car mechanic, and her mother is a grade school teacher. From a very early age she was fascinated by how things worked; she loved to visit her father at work, where he would explain what he was working on to her. He also brought home pieces of junk that he found, like old toasters and VCRs, that she would take apart and put back together again. Both her parents encouraged young Ana in her studies and she did very well in school, though she was shy and didn't make friends easily. With money in short supply, her family did a lot of shopping at Goodwill or the dollar store to make ends meet. Once in high school, Ana threw herself into her studies, intent on getting an academic scholarship to MIT or Cal-Tech; though her grades were excellent, she was still unable to gain admissions to either school, so she settled on Kettering University in Flint, where she obtained dual B.S. degrees in industrial and mechanical engineering. By the time she graduated, her academic performance allowed her to apply for and receive a full scholarship to Cal-Tech's graduate program. While there, Ana's designs for lightweight, impact-resistant protective gear caught NASA's eye, and by the time she received her Master's she was working for the space agency full time. She even had the privilege of being selected to go up to the International Space Station as a mission specialist to monitor field trials; Ana trained vigorously for two years for her mission and was very excited for her first Soyuz flight. However tragedy struck aboard the ISS; due to a mathematical error and a series of unforeseen events, Ana and two crewmen became trapped in a damaged airlock after an EVA. Realizing the mistake had been her own, the young engineer advised her fellow astronauts on how to escape while she stayed behind to fix the problem, which endangered everyone in their section of the station. After several hours of work which was tensely monitored by Mission Control, Ana discovered there was no way safe out; in a final radio message, she calmly explained what she'd done wrong and how to avoid such disasters in the future. She praised the crew for all their hard work and professionalism, and was in the middle of saying good-bye to her parents when the airlock explosively decompressed, hurling Ana and her experimental suit out into the depth of space. The crew believed her to be dead, but while several portions of the suit were destroyed, including the communications and biometric systems, most of the suit remained intact. Knocked unconscious by the force of the blast, Ana drifted further and further from Earth as her suit gradually lost power and grew ever colder... But she did not die; instead Ana slipped into a deep cryogenic sleep, sustained in a near-death state by the suit's damaged power cells operating at a mere 1% efficiency. Ana would have died for sure if she hadn't been picked up several months later by the Xeno, a space yacht operated by Oskar Otto, better known as 'Starshot'; he used the ship's infirmary to slowly revive her, which took several days. He quickly discovered her mutated body needed to stay below freezing or she would soon die! By the time she was conscious, it had been almost a year since the accident. Back on Earth, Ana was hailed as a hero; her junior high school is now named after her, Kettering now offers the Ana Plonsky Engineering Scholarship, and her parents are starting a new life thanks to the generous donations of the American people. On some level, Ana feels she's done more good dead than alive, at least back home. But now she has a new life in space; just think what she can accomplish out here! Personality & Motivation: Prior to her transformation, Anna was a fairly normal young woman, if a bit guarded; nowadays, the walls are definitely up. She doesn't make friends easily, but is fiercely devoted to them once the bond is created. Her sense of humor is fairly dark and sarcastic, and she's more likely to tease someone she likes than say it outright. She enjoys reading (mostly books on scientific subjects), tinkering, watching old movies and a spirited game of ping-pong. Powers & Tactics: Physically Ana is not very imposing, which is why she typically wears her snowsuit if she thinks there's going to be trouble; it allows her to take some fairly solid hits without fear of injury so she can focus on taking down her enemies. Her cryokinesis gives her several ways to drop a foe, trapping them in ice or striking them with icy blasts being the two most common. She can also whip up a localized ice storm to blind and confuse large groups of assailants. If Ana is forced fight outside her armor, she often creates cover with her cryokinesis to offer some protection while she continues with her ranged attacks or unleashes her arctic fury as a storm. She also uses her durable ice to create objects for casual use, such as furniture or backup tools; since cold has no affect on her, using these items is not a problem. Complications: "I thought you were dead!": As far as everyone on Earth is concerned, Ana died during the ISS accident; she has done little to challenge this version of events. The Big Chill: Her altered physiology doesn't make close personal relationships impossible, but it does make them much more challenging. "I'll have the salad.": Ana can no longer consume hot food or beverages; she does, however, get very creative with salads, sandwiches and cold soups, and eats lots and lots of leftovers. Low Battery Warning: While her snowsuit can function independently for days of moderate use, the internal batteries do not last forever; a poorly-timed power outage could be deadly. Abilities: 0 + 4 + 0 + 10 + 4 + 0 = 18PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 6 + 16 = 22PP Initiative: +2 Attack: 3, Melee +3, Ranged +5, Cryokinesis +9 Grapple: +4 Defense: 8, 4 Flat-footed Knockback: -8 (-0 without Suit) Saving Throws: 6 + 6 + 6 = 18PP Toughness: +10 (+0 Con, +10 Protection), +0 without suit (+0 Con) Fortitude +6 (+0 Con, +6) Reflex +8 (+2 Dex, +6) Will +8 (+2 Wis, +6) Skills: 92R = 23PP Bluff 0 (+0, +4 w/Attractive) Computers 10 (+15) Craft (Electrical) 14 (+19) Craft (Mechanical) 14 (+19) Craft (Structural) 10 (+15) Diplomacy 0 (+0, +4 w/Attractive) Disable Device 5 (+10) Drive 3 (+5) Investigate 5 (+10) Knowledge (Eidetic Memory) 0 (+5) Knowledge (Galactic Lore) 5 (+10) Knowledge (Physical Sciences) 5 (+10) Knowledge (Technology) 10 (+15) Languages 2 (Galstandard, Polish) Medicine 3 (+5) Notice 3 (+5) Pilot 3 (+5) Feats: 6PP Attack Specialization 2 (Cryokinesis) Attractive Eidetic Memory Improvised Tools Inventor Powers: 31 + 6 + 36 = 72PP Cryokinesis 14 (28PP Array, Feats: Alternate Powers 3) Base Power: Create Object 8 (8 10-foot cubes, Toughness +8, Lifting Strength 40 [Heavy Load: 3 tons], Extras: Duration [Continuous], Feats: Precise, Progression 2, Subtle) [28PP] AP: Blast 9 (Extras: Penetrating 6, PF: Improved Critical 2, Precise) [1PP] AP: Environment Control 6 (Cold 2, Hamper Movement 2, 250 foot radius, Extra: Selective Attack, PF: Precise, Flaws: Range [Touch]) [1PP] AP: Snare 9 (PF: Obscure Sense 5 [All Senses], Reversible) [1PP] Immunity 6 (Cold Damage, Cold Environment)[6PP] 'Snowsuit' (Device 9 [45PP], Removable) [36PP] Feature 5 (Buys off Weakness) [5PP] Flight 3 (50 mph) [6PP] Immunity 9 (Life Support) [9PP] Protection 10 (Impervious 6)[16PP] Radio Communication 4 (Range: 1 mile) [4PP] Super-Movement 1 (Wall-Crawling) [Limited: In Zero-G only ][1PP] Super-Senses 3 (Direction Sense, Distance Sense, Radio, Time Sense) [4PP] Drawbacks: (-4) + (-5) = -9PP Vulnerability (Heat, Frequency: Common, Intensity: Major [+100% DC]) [-4PP] Weakness (Heat, Frequency: Common, Intensity: Major, -1 drain all abilities per 5 minutes [50 rounds]) [-5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Blast Ranged DC 24 Tough Damage Snare Ranged DC 24 Reflex Snare Abilities 18 + Combat 22 + Saving Throws 18 + Skills 23 + Feats 6 + Powers 72 - Drawbacks 9 = 150/169 Power Points
  10. Player Name: HG Morrison Character Name: Roulette Power Level: 11/12 (181/186PP) Trade-Offs: -4 Attack / +4 Damage, +2 Defense / -2 Toughness Unspent Power Points: 5 In Brief: Conman who shoots optic blasts Alternate Identity: Stahnze Turk Identity: Public Birthplace: Zultas Occupation: Bounty Hunter Affiliations: The Voidrunners (Ruby Voxx and Bliss) Family: Leorio Turk (Father, Deceased), Sattara (Mother, Deceased) Description: Age: 28 (DoB: 1986 [April 22nd]) Gender: Male Ethnicity: Zultasian Height: 6'1 Weight: 205 lbs. Eyes: Blue Hair: Silver and Black Roulette is an purple skinned male with an athletic build. His short spiky silver hair is kept spiked owing to some dedicated time with hair care products. His typical clothing tends to favor exposing his arms to take in light better directly on the skin. On the job, Stahnze wears a custom made white jumpsuit that looks almost like militarized gear. He is known to wear a silver visor with a ruby lens. The visor an attachment system for Stahnze to add a portable rebreather. When either the rebreather or the environmental seal of the space suit are in use it appears much like a jade green transparent layer over his face. Power Descriptions: His Optic Blasts appear as if they were violet colored beams of coherent light. Appearing a bright red for those whom can see the infrared spectrum. And a dark blue for those who see under the ultraviolet spectrum. History: Stahnze Turk was born the son of a Star Knight and a lounge singer. The pair met while Leori (his father) was in the midst of an investigation and Sattara (his mother) was working in a bar in the seediest bit of Khanate claimed space. Leori was a rarity in that not many citizens of the Stellar Khanate were chosen as Star Knights. Few having deemed worthy by Mentor of having the strength of character required. Leori served his time as a Star Knight honorably, earning him about as many fans as could be expected in Kinan Kahn's empire. Which was to say none, at least none that could actively express much support publicly. At least until the Stellar Khanate went to war with the Lor. When Leori left to participate in the war, dying branded a traitor against the Khanate. When Stahnze was fourteen years old, his mother passed away from an untreatable coronary disease. Leaving him with no one left to care for him. Stahnze chose to spend his teenage years traversing the stars. Unfortunately living as a spacer required some sort of financial backing. Lacking a proper source of income he learned to rely on the kindness of strangers. Or rather manipulating said kindness to his own ends. Stahnze became an interstellar confidence man. Funding his travels by tricking others out of their hard earned gains. Stahnze actually began to get a taste for the luxurious as he began to accrue wealth. In response to his burgeoning craving of the high life his crimes began to get more extravagant attracting more unwanted attention his way. Such attention lead to Stahnze being captured by members of the Stellar Khanate crime syndicate as retribution for scamming one of their members out of a substantial sum. The crime syndicate handed Stahne over over to an underground military research team that worked directly for Star Kahn. Their research seeking to create living weapons for the glory of the Khanate. The researchers thoroughly modified and experimented on Stahnze. With tremendous results as Stahnze became able to metabolize photons around him into coherent beams of concussive force fired out of his eyes. Before any further research could be conducted on the full capability of his powers, Stahnze used his new ability to blast his way out of the facility. Leaving the entire location in shambles, with the research data fully destroyed. As a free man again, Stahnze resumed pulling off massive confidence jobs. Tricking criminal and lawman alike out of many a profit. For as good as he was at acquiring money with his scams, Stahnze was equally lacking in business savvy. Accruing a massive debt with some bad investments through various criminal contacts. His face became a common sight on many a bounty poster soon after. Bounty hunters were usually caught off guard by proper misdirection or a well placed optic blast. To Stahnze's credit, he never harmed a civilian while on the run. There was definite amounts of collateral damage as he destroyed the environment all willy nilly to escape capture. But, Stahnze kept enough control to avoid catching anyone he wasn't targeting in the crossfire. It became so costly to chase after him that Bounty hunters began to actively avoid going after Stahnze's bounty. With the notable exception of a bounty hunter by the name of Ruby Voxx. Stahnze considered her the most relentless bounty hunter to chase him down. If he lingered for too long, she would be hot on his heels soon after. Keeping the conman looking over his shoulder everywhere he went. This dichotomy continued on for years. Everything changing when Stahnze went to the planet Un-Sabnur. Stahnze lost a card game in a small bar and had to rely on his charm to avoid being bifurcated after admitting he did not have the money to pay the amount he owed. Ranark the winner of the game agreed not to kill Stahnze. Stahnze just had to return the payment in triplicate. With Ranark having already chosen the means for Stahnze to gain the money. Ranark was a former gladiator in the planet's famed coliseum. After retiring he became the cruel overseer of the current crop of gladiators on the planet. Seeking to earn a big pay day, he wanted Stahnze to drug the current gladiatorial champion's latest challenger. In all betting pools Bliss, the current champion, was the massive underdog going into the fight. So a bet in support of Bliss would have paid substantially had she won the fight. Rather than leave things up to chance, Ranark wanted Stahnze to provide him a guarantee. Before Stahnze could accomplish the poisoning he was caught in the act by Bliss. Barely managing to escape capture he made a run for it in the process alerting more of the gladiators of the commotion. Bliss was accused as Stahnze's co-conspirator by Ranark who spun the story around to cover himself. Disgraced gladiator Bliss sought to clear her name, escaping in the heat of night rather than face an undeserved punishment. Her plan to catch Stahnze and beat a confession out of him. While Bliss was chasing Stahnze through Space, so too was Ruby Voxx in hot pursuit of the two "partners in crime." A pursuit which ended with all of them crash landing on a remote planet called Slogth in the rim of Lor and Stellar Khanate territory. Though Voxx had technically caught her quarry upon landing, it left the three stranded on a planet they knew nothing about. The locals had actually intended on hiring a trio of famed warriors for hire named the Voidwalkers to defend them against the Nebula crime syndicate whom wanted to invade the village for its herbs that could be used to manufacture a new drug. Unbeknownst to the locals the Voidwalkers were merely characters in an old Earth sci fi show that had somehow streamed on to their planet. When Ruby Voxx informed them that her ship was called the Voidrunner, the locals jumped to the conclusion that these three were apart of the Voidwalkers. It didn't hurt that Stahnze looked like one of the cast members from the show whose character was known as Roulette. Compounded further by his willingness to propagate the lie. All three of them found it prudent to not get slaughtered by the invading force, so they played along. Bliss, Roulette, and Ruby Voxx worked together actually managing to fend off the criminal syndicate's invasion. Surviving with some parts ingenuity and more parts luck. Roulette actually rather enjoyed doing the right thing for once, and conceded with Bliss's request (threatening glare) that they refuse the payment for protecting the village. Voxx then put forward the idea that they not let the teamwork end there, and officially take upon the Voidwalkers banner. With Voxx agreeing to "handle" the issue of their prior crimes and bounties, so long as they didn't betray her in the future. And thus the Voidwalkers were formed Personality & Motivation: Roulette has spent most his life as an arrogant self-serving jerk. The only thing that has really changed is he's a bit less self serving. Roulette abhors violence, claiming it makes him look unprofessional and will always attempt to talk his way out of a fight if he can. A consummate liar preferring to use his silver tongue rather than a weapon. His more negative qualities are hidden behind a thin veneer of politeness. But, Roulette consciously chooses proper etiquette solely when it suits whatever his current needs. Preferring to rudely unnerve those around him. However, Roulette is not without his positive traits. He enjoys the feeling that comes from helping people, even if he'll never admit it. He has a massive soft spot for children. To the point that all one needs to do is tell them a child would be in danger and he's willing to be a hand. Despite his willingness to manipulate even his own teammates, there is a burgeoning sense of loyalty growing towards them. Powers & Tactics: Roulette's body is able to metabolize ambient energy from photons found in the environment around him. He is then able to release that energy in a coherent beam of light. The beam has no apparent heat or recoil to it relying on concussive force instead. The more power put into a beam the more concentration it takes to sustain, making more powerful blasts difficult to aim. Roulette prefers to avoid combat whenever possible. Relying on his wits and sharp tongue to manipulate foes. Feeling that a good con never need raise his hands. Acting as support for his teammates on the defensive instead. If pushed to the offensive Roulette eschews finesse for fire superiority to end things as quickly as possible. His Optic Blasts operate on principles similar to lasers. Making it possible for Roulette to refract the beam, fire it off with blinding speed, as well as taking advantage of reflective surfaces to hit multiple foes or attack from unexpected angles. Complications: Body Heat: While not running any hotter than normal, his body emits a far larger heat signature than normal. This can lead to issues in hiding from those able to track or distinguish heat signatures. Or worse heat seeking weaponry. Enemies: In Roulette's less than stellar days he accrued a large number of enemies. Even with his debts settled by Ruby Voxx, many of them still feel as if they have a reason to come after his head. Look where you're pointing that thing: Prolonged use of his powers has begun to erode Roulette's vision. If a GM feels like temporarily blinding him or sticking the Uncontrolled flaw on his optic blasts during a "blind" episode it would make sense. Mirror, Mirror on the Wall: Roulette's optic blasts take on many of the properties of lasers. Including being able to bounce of reflective surfaces. Unfortunately, this can be used against him with his own blasts being refracted or reflected in a direction he doesn't want if an opponent is prepared to deal with him. Power Loss: When away from a light source for too long, Roulette can use up his reserves of solar and ambient energy with repeated firings of his optic blasts. Leaving him with a lack available access to his energy source for a recharge. Furthermore, being low on his energy reserves can also make those last few shots an exhausting affair. Rose Tinted Glasses: Roulette is color blind. He sees everything only in shades of red. Although he has naturally adapted over time this still provides ample opportunity for the GM to be devious Abilities: 0 + 6 + 8 + 10 + 10 + 10 = 44PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 8 + 10 = 18PP Initiative: +3 Attack: +4 Base, +7 Ranged Grapple: +4 Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Knockback: -4 Saving Throws: 3 + 4 + 2 = 9PP Toughness: +9 (+4 Con, +5 Space Suit) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +7 (+5 Wis, +2) Skills: 80R = 20PP Bluff 14 (+19) Concentration 4 (+9) Diplomacy 5 (+10) Disable Device 5 (+10) Knowledge (Behavioral Sciences) 8 (+13) Knowledge (Galactic Lore) 4 (+9) Knowledge (Tactics) 10 (+15) Language 4 ( Galstandard, Grue, Jerreid, Khanate [Native], Lor ) Notice 5 (+10) Pilot 6 (+9) Sense Motive 10 (+15) Sleight of Hand 5 (+8) Feats: 37PP Accurate Attack Attack Focus (Ranged) 3 Beginner's Luck Benefit 2 (Use Tactics to Set up a Surprise Attack, or to Detect Ambush/Avoid Feint) Distract (Bluff) Dodge Focus 8 Equipment 5 Fascinate (Bluff) Improved Aim Inspire 5 Leadership Luck 3 Master Plan 2 Power Attack Set-Up Taunt Equipment: 5PP = 23/25 EP Lock Release Gun [1EP] Multi-Tool [1EP] Space Pod The ORPod [21EP]Size: Huge [2EP]Strength 30Toughness 9Defense -2Features: Alarm 1 (DC 20) , Communications, Computer, Living Space, Navigation System 1 (+5 Nav)Powers: [14] Flight 5 ( 250 mph ) [10EP]Super Movement 2 (Space Travel 2) [4EP] Powers: 12 + 1 + 37 + 1 + 2 = 53PP Device 3 (15PP, Hard to Lose]) [12PP] (Lor Spacesuit) Immunity 9 ( Life Support ) [9PP] Protection 5 [5PP] Super-Senses 1 ( Infravsision ) [1PP] Immunity 1 ( Own Powers ) [1PP] Optic Blast Array ( 34PP Array Feat: Alternate Power 3 ) [37PP] Base Power: Damage 15 ( Extra: Range [Ranged]; Feats: Improved Critical 2, Precise, Ricochet 1 [1 Bounce] ) (Optic Blast) {34/34} Alternate Power: Damage 11 ( Extras: Area [General, 60-110-220' Cone]; Feat: Progression, Decrease Area 5, Progression, Increase Area 1 )(Wide Angle Optic Blast) {28/34} Alternate Power: Damage 11 ( Extras: Area [General, 5x275' Line]; Feat: Progression, Decrease Area 5, Progression, Increase Area 1 )(Optic Beam) {22/34} Alternate Power: Damage 11 ( Extras: Area [General, 55-110' Burst], Range [Ranged], Selective Attack; Feat: Progression, Increase Area 1; Flaw: Action [Action] )(Optic Bank Shot) {34/34} Quickness 3 ( Perform Routine Tasks at x10 Speed; Flaw: Limited to Trigonometry [-2] ) [1PP] Super-Movement 1 ( Slow-Fall ) [2PP] (Optic Blast Landing) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC15 Toughness Damage (Physical) Optic Beam 5x275’ Line DC21 Reflex DC26 Toughness Damage (Bludgeon/Light) Optic Blast Ranged DC30 Toughness Damage (Bludgeon/Light) Optic Bank Shot 55-100’ Burst DC21 Reflex DC26 Toughness Damage (Bludgeon/Light) Wide Angle Optic Blast 60-110-220’ Cone DC21 Reflex DC26 Toughness Damage (Bludgeon/Light) Totals: Abilities (44) + Combat (18) + Saving Throws (9) + Skills (20) + Feats (37) + Powers (53) - Drawbacks (0) = 181/186 Power Points
  11. Player Name Thievish Character Name: Paradigm Power Level: 15 (244/250PP) [254] Trade-Offs: -3 Def/+3 Toughness; -3 Atk/+3 Damage (+3 Atk/-3 Damage for Heat Vision) Unspent Power Points: 6 In Brief: An alien paragon who defended an ancient space empire, recently revived after two millennium in suspended animation. Alternate Identity: Amara Val-Ren Identity: Public Birthplace: Naram Prime Occupation: Former Praetorian of the Delaztri Empire; Current Imperatrix of the Praetorians Affiliations: Praetorians Family: Daar Val-Ren (brother - deceased) Age: 49 (DOB: over 2,000 years ago, was 40 when taken out of stasis in 2014) Apparent Age: 20 Gender: Female Height: 5’ 8” Weight: 3,000 lbs Eyes: Yellow Hair: Dark Purple/Black Paradigm, like others of her race, has skin that is a dark orange in color. Her hair, which she wears down past her shoulders, is black mixed with dark purple and her eyes are a dark yellow. Slightly taller than average, she has a lithe build, which disguises her true strength. Paradigm's costume is a full length white bodysuit, with black diamonds on the shoulders, upper chest and back, which were surrounded by golden yellow trim. Black gloves go up almost the length of each forearms, and her black boots go halfway up her calves, both also having golden yellow trim. A long, black cape completes the outfit. Power Descriptions: Paradigm's already alien physiology was radically altered by the enhancement treatment she underwent over two thousand years ago. Her body's density was greatly increased, making her far stronger and tougher than the normal members of her species, but without any visible change to her appearance. History: Over two thousand years ago, the Delaztri Empire ruled an area of space encompassing hundreds of worlds. After more expansive conquests centuries earlier, the Empire’s growth had greatly slowed, the Empire turning away from aggressive expansion and instead focusing on governing the diverse races within its borders. What little growth that continued to occur was mainly the result of diplomacy, and planets choosing to peacefully integrate into the Empire, looking to gain the benefits of Delaztri rule. During this time, the greatest defenders of the Delaztri Empire were the Praetorians (the closest English/Lor translation of the original title), an organization consisting of hundreds of individuals of incredible power, recruited among the many different races within the Empire’s boarders. Amara Val-Ren was born on Naram, a planet long under the rule of the Delaztri. Amara's people were genetically stronger and tougher than many other humanoid species, with members of the species chosen to undergo genetic and radiation treatments to produce powerful members of the Praetorians. The numbers of Naram subjected to such treatments were usually kept low by the Delaztri, for fear of creating a force of superpowered Naram that might choose to depose them. Amara's older brother, Daar, had been selected to join the Praetorians when she was still a young girl, eventually rising to be one of the leading members of the organization. Inspired by her brother, Amara dedicated herself to trying to earn the right to undergo the enhancement treatments and become a member of the Praetorians as well. When Amara had reached her thirty-fifth cycle (roughly about eighteen for a human), she competed in a contest with other Naram for the honor of being selected for the enhancement treatment and membership in the Praetorians. Although the various trials were grueling, Amara managed to finish ahead of the other competitors, earning herself the chance to follow in her older brother's footsteps. Amara left Naram behind, traveling to the seat of the empire to undergo the enhancement treatment. The process was painful, but resulted in the young Naram's body density vastly increasing, with no outward change to her appearance. Her natural strength and durability were vastly increased, with Amara also developing the ability to fly, even through the cold expanse of space, and to survive unharmed in almost any environment. It was not long after that Amara was inducted as a member of the Praetorians, joining her older brother in defending the empire. For the next five years, she served loyally, facing numerous dangers as a Praetorian. Then, a new enemy appeared at the boarders of the empire, pushing quickly into Delzatri space, and swatting aside the initial responses from the Delzatri Navy and the Praetorians. Ultimately, the entire might of the Praetorians was thrown at this threat and following several climatic battles, the enemy was defeated and driven from Delzatri space. But the victory came at a high price. Just over three quarters of the Praetorians were dead before the enemy was finally repulsed, including Daar Val-Ren. As the few dozen weary and battered survivors made their way back from the front, the damaged Delzatri Naval ships they were aboard were intercepted by one of the Curator's museum ships. The ancient Preserver created AI had decided that the surviving Praetorians needed to be collected and preserved by him. The surviving Praetorians naturally resisted, but were overwhelmed by the Curator's drones and placed in suspended animation and brought back to his vast ringworld. The Delzatri Empire collapsed not long after, while Amara and the others have sat in suspended animation for millennia. When the Communion recently returned, overrunning parts of the Stellar Khanate and destroying Lor-Van, the Curator reviewed Amara and the other surviving Praetorians. Although initially shocked by how much time had passed and the fact the empire they had sworn to protect was no more, the Praetorians realized that the galaxy still needed protecting from the Communion. By the decision of her fellow Praetorians, Amara was made the new Imperatrix to lead them, taking the role her brother had once held along with a small group of others. Making contact with the Lor, the Grue and other galactic powers that were trying to resist the Communion, the Praetorians helped in organizing the Coalition and fighting against the Communion. As the leader of the Praetorians, Amara was not only involved in the fighting, but also attended meetings of the Coalition leaders, helping to provide a neutral viewpoint that was not clouded by allegiance or bias to any of the existing factions in space. Once the Communion had been defeated, Amara continued to lead the majority of her fellow Praetorians in serving as defenders for those Coalition governments that wished to accept their aid. The Praetorians came to work in concert with the Star Knights, who were working to rebuild their numbers following the Incursion, and added one of the interstellar protectors to their ranks as a representative from the group. Several other Coalition governments sent representatives to be members of the Praetorians, including the Lor. Personality & Motivation: A large portion of Amara’s life was spent in preparation for and then as a defender of the Delzatri Empire. She was driven to live up to the example of service set by other members of her race, including her older brother. Her powers tended to lead her to be confident and forceful, not relying on subtlety. Although Amara was just as shocked to learn that the Delzatri Empire had ceased to be, she quickly shouldered the responsibility of leading her fellow Praetorians against the returned thread of the Communion. Along with most of her fellow Praetorians, Amara has found new purpose in offering assistance and protection to those parts of the galaxy that request it. Having been thrown into working with leaders from the Coalition, the young Naram learned to hone her diplomatic skills, along with some guidance from Elite. Amara has settled into her role as the leader of the Praetorians, although part of her wishes she could share the burden as her bother had with several others two thousand years ago. While decisions may ultimately rest with her, she does not hesitate to seek counsel and advice from her teammates and even puts matters to a vote by the team when appropriate. Powers & Tactics: Paradigm’s powers make her very strong and durable, but she also spent years as part of a larger organization, so her tactics tend to reflect both these influences. Her natural instinct is too quickly to close with threats, relying on her durability to protect her. But years working with her fellow Praetorians has made Paradigm realize the importance of teamwork and understand the roles that all of her fellow teammates can play. Complications: Stuff of Legends Although the Delaztri Empire has long since ceased to be, there are still parts of the galaxy where the Empire and its Praetorians are legends. On some worlds, the Praetorians are recalled as legendary heroes, but on other worlds, history has come to paint them as oppressors and conquers. Abilities: 2 + 4 + 12 + 4 + 6 + 10 = 38PP Strength: 12/36/46 (+1/+13/+18) Dexterity: 14 (+2) Constitution: 22/34 (+6/+12) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 16 + 14 = 30PP Initiative: +10 Attack: +8; +12 Melee; +18 Heat Vision Grapple: +30/+35/+46 Defense: +7 base, +12 with Dodge Focus (+3 flat-footed) Knockback: -20 Saving Throws: 7 + 8 + 11 = 26 PP Toughness: +18 (+15 Impervious) Fortitude: +13/+19 (+6/+12 Con, +7) Reflex: +10 (+2 Dex, +8) Will: +14 (+3 Wis, +11) Skills: 60R = 15PP Diplomacy 14 (+19) Kn: Galactic Lore 10 (+12) Language 4 (Delaztri (native); Lor, Grue, Galstandard, English) Medicine 3 (+6) Notice 10 (+13) Pilot 1 (+3) Sense Motive 18 (+21) Feats: 19PP Attack Focus: Melee 4 Dodge Focus 5 Environmental Adaption 3 (Zero G, Low G, High G) Equipment 39 (free from Veteran Awards, for Praetorian spaceships and HQ) Grappling Finesse Improved Initiative 2 Interpose Luck 2 Move-by-Action Powers: 2 +39 + 11 + 8 + 5 + 6 + 9 + 1 + 38 + 3 = 122 PP Flight 1 (10 MPH) [2PP] Density 12 (+24 Str; Impervious Protection 6; Immovable 4; Super Strength 4; x25 Mass; Feats: Subtle 2; Buoyant; Extra: Permanent (+0)) [39PP] Enhanced Constitution 12 (Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [11 PP] Impervious Toughness 9 (Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [8 PP] Super Strength 1 (5 ranks total, up to 21; Effective Str: 61 to 141; Heavy Load: 60 tons to 3.84M tons; Feat: Shockwave; Counter Punch; Super Breath) [5 PP] Super Movement (Space Travel) 3 [6PP] Immunity 9 (Life Support: disease, poison, suffocation, cold, heat, high pressure, radiation and vacuum) [9PP] Immunity 2 (Aging, Sleep; Flaw: Limited [half]) [1PP] Paragon Array 16 (32 pp Feats: Dynamic; 3 Dynamic Alt Powers; Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [38 pp] BP: Enhanced Str 10 (Feats: Takedown Attack; Improved Crit 2 [18-20]) {0 to 13 pp} DAP: Super Strength 16 {0 to 32 pp} DAP: Flight 12 {0 to 24 pp} DAP: Blast (Heat Vision) 12 (Feats:Accurate 5; Improved Range 2 (600’ range increment); Progression: Range (3,000’ max range)) {0 to 32 pp} Super Senses 3 (Extended: Vision (100' increments); Extended: Hearing (100' increments); Ultrasonic Hearing) [3PP] Drawbacks: Weakness (Delaztri Crystals, Frequency: Uncommon [-1], Intensity: Major, cumulative -1 to all stats [-2 Plus -1 as effects CON], Time: every minute [-2]) [-6 PP] Totals: Abilities (38) + Combat (30) + Saving Throws (26) + Skills (15) + Feats (19) + Powers (122) - Drawbacks (6) = 244/250 Power Points Note: While the Delaztri Empire is no more, their artifacts are still present in various parts of the galaxy, allowing for Delaztri Crystals to turn up from time to time.
  12. CoronaPower Level: 10 [12] (168/182PP)Trade-Offs: +2 Tou/-2 DefUnspent Power Points: 14 In Brief: A Lor security officer empowered by weird cosmic experiments. She is assigned to work alongside ancient aliens and proven allies. Alternate Identity: Aya K'zan Identity: Public Birthplace: Firstdown, Hala Occupation: Agent of ALIENS Affiliations: Lor Republic, Allied Liaison/Intelligence Extra-National Service, the Praetorians Family: Genus K'zan (father, deceased), Mar'as K'zan (mother, deceased). Description Age: 32 Gender: Female Ethnicity: Lor, appears Hispanic Height: 5' 4" Weight: 135 lbs. Eyes: Brown/Gold Hair: Black Aya K'zan is a woman of average height but with a stocky, muscular frame. Her skin is brown and smooth, her dark hair is styled up in a faux hawk, and her eyes are deep and liquid. She moves with a confident, almost angry gait, and her round face is usually fixed in a scowl at whatever her latest problem is. She prefers to wear anonymous, sturdy clothes, usually a jumpsuit or trousers and a blouse. In a formal setting, she may instead wear rank-free set of Lor Navy dress blues. When acting as an official agent of the Lor Republic or when she expects a situation to be dangerous, she wears a Lor combat spacesuit. The suit is all hard angles and reinforced sections, painted a bright gold with a crimson starburst on her chest. The suit's paint is usually chipped, though, showing a neutral cream base. Power Descriptions: Corona can manifest a golden-tinged cosmic energy, which she can put to any number of applications. She naturally projects a forcefield micrometers above her skin, which offers better protection than any mortal suit of armor. She can use the energy to supercharge her muscles or focus it into a damaging ray of energy. She can even blast that energy behind herself to fly. Even her biology has been affected by these cosmic energies, as she longer has to breath or eat to sustain herself. She still possess a Lor-designed combat spacesuit, designed to withstand the rigors of combat while keeping one safe from the dangers of hard vacuum. It can preserve her life in any number of hostile environments, and after receiving modifications from Miss Americana it can safely channel Aya's cosmic energies. History: Aya K'zan was born on Hala, an old world of the Lor Republic, near the center of their galactic expanse. Her father was one of the Republic's top scientists and so she was raised as part of the upper class of the Republic, learning duty and loyalty and pride from a young age. When she came of age, instead of going into the Lor-Van Science Academy she joined the Republic Naval Academy. Her grades drew attention from higher-ups and upon graduation she was invited to join the Republic Investigative Patrol. The RIP is an investigation and enforcement group with extensive powers within the boundaries of the Republic. As an agent, Aya traveled to the outskirts of the Republic and the spires of powers, searching out corruption and treason. She took her job seriously, perhaps too much so; no matter was too small for her attention, and she pushed her authority to the limit pursuing her ideals of justice without regard to rank or connection. It was only a matter of time before she came up against someone powerful. It was a missing persons case -- a case of missing children, disappearing off the streets of a planetary capital. Aya took charge of the investigation and tracked the disappearances down to a particular corporate lab; she lead local law enforcement in raiding the structure. Inside were the children and other people, missing vagrants and adolescents written off as runaways. And there were mercenaries. Aya lead from the front, freeing the civilians and driving the hired guns back. Her zeal caused her to push too far ahead, and her group was ambushed; the local law enforcement agents with her were killed, but she survived. She found her way to the heart of the complex, where she discovered a Senator, hastily destroying the evidence of his involvement! Aya tried to arrest him, but the Senator hit her with a blast of weird cosmic energy from a laboratory projector. She came to in a hospital. There was no evidence of the Senator's involvement, but she reported it anyway and insisted on pressing the case. There was a brief trial, one word against another, and the Senator walked off a free man. Aya, having burned the last of her favors, was kicked out of RIP. After the destruction of Lor-Van and the battle against the Communion, Aya was tapped to form part of a new branch of the Lor government. The Allied Liaison/Intelligence Extra-National Service was designed to work with all militarily-significant, non-Republican forces in the galaxy, and in recognition of the service the Praetorians were assigned one of the first agents. Personality & Motivation: Aya K'zan is a direct, even forceful woman. She dislikes lies or even elaborate plans, preferring to live her life as a straight line between two point. Some people would claim that she's as graceless as a mad bull, but she prefers to think of herself as cutting through superfluous nonsense. She tends to come off as rather rough and she's not inclined to take less than 100%, but she can be surprisingly gentle to people who are genuinely out of her depth. Aya's greatest concern is justice, the simple notion that the rules apply to everyone and that everyone will get what they deserve. Trying to shirk your responsibilities or a just punishment is about the worst thing she can imagine. Powers & Tactics: Aya can talk about escalation backwards and forwards, and she follows it to a tee. She'll start by playing nice, then trying to scare opponents into surrendering, and only if that fails will she start fighting. Against baseline enemies she'll stick with grapples and Nauseate to get them to stand down, but against superpowered enemies she'll use every power she has. Once combat starts, though, she focuses on protecting civilians over and above everything else. Complications: For Great Justice! Whether it's the rule of the law, karma, or comeuppance, Aya has always been focused on balancing the scales. Responsibilities Aya is first and foremost an agent of the Lor Republic. It will take something extraordinary to get her to abandon her duty. Superior Lor Et Cetera Aya is loyal to the Republic through and through, and tends to trust Lor technology and Lor opinions above anything else. Like Pulling Teeth As a RIP agent Aya clashed several times with the Maw, a nasty group of smugglers and mercenaries without a moral between them. If they ran into her, it would inevitably descend into combat. Like a Shining Star Corona's powers all involve her glowing like a flashlight. Whenever she's actively using her powers, stealth is all but impossible for her. Prejudice Aya has worked for the Lor Republic all her life, and is extremely loyal to it. She will have a very negative reaction to any of the traditional enemies of the Lor, such as the Grue or members of the Khanate. Hatred Corona will go out of her way to fight, denigrate, or inconvenience the Communion any way she can. Neuvo Bureaucrats ALIENS is a new branch of the Lor government, and formed during a time of great uncertainty in the Republic. That means the exact extent of their responsibilities are unclear. That can be a boon and a burden Abilities: 8 + 6 + 8 + 2 + 0 + 6 = 30PP Strength: 30/18 (+10/+4) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 16 = 28PP Initiative: +7 Attack: +6 Melee, +6 Ranged, +10 Unarmed, +10 Blast Grapple: +10/+21 Defense: +8 (+8 Base), +4 Flat-Footed Knockback: -6/-24 Saving Throws: 4 + 5 + 8 = 17PP Toughness: +12 (+4 Con, +8 Protection, 0/10 Impervious) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +8 (+0 Wis, +8) Skills: 108R = 27PP Diplomacy 7 (+10) Gather Information 7 (+10) Intimidate 11 (+14) Investigate 11 (+13) Knowledge (Civics) 9 (+10) Knowledge (Galactic Lore) 9 (+10) Knowledge (Life Sciences) 4 (+5) Knowledge (Physical Sciences) 4 (+5) Knowledge (Streetwise) 9 (+10) Knowledge (Technology) 4 (+5) Language 4 (English, Galstandard, Grue, Lor [N], Mandarin) Notice 11 (+11) Pilot 7 (+10) Sense Motive 11 (+11) Feats: 7PP Accurate Attack Attack Specialization (Unarmed) Benefit (Native [Lor Space]) Improved Initiative Interpose Power Attack Startle Powers: 2 + 26 + 9 + 14 + 8 = 59PP Flight 1 (10 MPH) (Self-Propelled Flight) (Cosmic, Radiation) [2PP] Cosmic Empowerment Array 11.5 (23PP, Feats: Accurate, Alternate Power 2) (Cosmic) [26PP] BE: Immovable 13 (Extra: Linked [+0] [impervious Protection]) + Impervious Protection 10 (Extra: Linked [+0] [immovable]) (Shall Not Be Moved) (Cosmic, Mutation) [23/23PP] AP: Blast 10 (Feats: Accurate, Affects Insubstantial 2 [DAM 10]) (Cosmic Blast) (Cosmic, Radiation) [23/23PP] AP: Enhanced Strength 12 (Extra: Linked [+0] [Super-Strength]) + Super-Strength 5 (Str 55, Extra: Linked [+0] [Enhanced Strength], Thunderclap) (Strength of the Cosmos) (Cosmic, Mutation, Radiation) [23/23PP] Immunity 9 (Life Support) (Cosmic Genetics) (Cosmic, Mutation) [9PP] Lor Combat Spacesuit 3 (15PP, Hard to Lose, Feat: Restricted 2 [DNA Check]) (Alien, Technology) [14PP] Enhanced Feat 3 (Environmental Adaptation 3 [High Gravity, Low Gravity, Zero-Gee]) (Blood Flow Regulators) [3PP] Enhanced Feat 2 (Alternate Power 2 [On Cosmic Empowerment Array]) (Archetech Modifications) [2PP] AP: Damage 10 (Extra: Area/Cone [General], Extras: Progression 2 [Area] [50 ft per rank]) (Flat-Hand Blast) [22/22PP] AP: Flight 9 (Stacks with Flight 1 for Flight 10 (25 000 MPH), Extra: Linked [+0] [Super-Movement]) + Super-Movement 2 (Space Travel 2 [Interstellar],Extra: Linked [+0] [Flight]) (Cosmic Thrusters) [22/22PP] Communication 6 (Radio, 20 miles, Feat: Subtle) (Suit Comms) [7PP] Super-Senses 2 (Radio) (Radio Receiver) [2PP] Protection 8 (Skin-tight Forcefield) (Cosmic, Mutation, Radiation) [8PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (Staged) Damage (Physical) Strength of the Cosmos Touch DC DC25 Toughness (Staged) Damage Physical)/(Cosmic, Mutation) Cosmic Blast Ranged DC 25 Toughness (Staged) Damage (Cosmic, Radiation) Thunderclap Touch/Cone DC 20 Reflex/DC 20 Fort Deafened (Cosmic, Mutation) Flat-Hand Blast Touch/Cone DC 20 Reflex/DC 25 Toughness Damage (Cosmic, Mutation) Totals: Abilities (30) + Combat (28) + Saving Throws (17) + Skills (27) + Feats (7) + Powers (59) - Drawbacks (0) = 168/182 Power Points
  13. Player Name: Arichamus Character Name: Wave-Eye Power Level: 10/11 (152/170PP) Trade-Offs: -3 Attack/ +3 Damage (Conch) Unspent Power Points: 18 Progress To Gold Status: 50/120 (Gold Status earned with King of Suits) In Brief: De-powered and disgraced triton who has come to Freedom City hoping to gain entry to the Freedom League(believing them to be Siren 's retinue), and make amends for what he's done. Alternate Identity: Nochehuatl Identity: Public Birthplace: What is now the Rocas Atoll off the coast of Brazil. actual birthplace lost in geologic shifts. Occupation: Marine guardian, superhero. Affiliations: Atlantis, sea gods, marine creatures, Freedom City Coast Guard, Charity. Family: Chimali(biological father, long deceased), Tlaloc(stepfather) Chalchiuhtlicue(mother) Description:Age: 12,007 (DoB: 9989 B.C. Apparent Age: N/A Gender: Male Ethnicity: Red-scaled from waist to foot(when transformed), otherwise vaguely ruddy, with prominent facial features with no distinguishable analog to human ethnicity. Height: 7ft. Weight: 400lbs./181.4kg. Eyes: Blue. Hair: Dull green. Nochehuatl is an unusually tall, broad-shouldered, roughly human sort. His broad mouth full of sharp teeth, interconnected hairs, bulging eyes(a trait he inherited from his father), spined, claw-like hands and reddish, finely scaled skin proves otherwise however; not to mention the fact that he can transform his legs into a powerful tail, tipped with a dragon's arrowhead. A marker of his cultural origin, he retains the piercings, tattoos and ritual scars that cover most of his body from head to tail from his days in the armies he has fought with. In imitation of the heroes who protect the surface world he wears a costume in the form of light ornamental bronze armor decorated with carvings of sea life. Power Descriptions:None of his external powers have returned yet, though he can change his tail into a pair of scaled legs similar to a humans with a flash of light. History:A "triton" is one of two things: the oceanic deity and messenger of the sea, or one of the manifold children of sea gods who serve as guards and solders of the marine deities. Wave-Eye is one of the second. Born thousands of years ago off the coast of what was to become Brazil to the ancient human sailor Chimali, and Chalchiuhtlicue the Aztec goddess of water, Nochehuatl lived many years in the rush of constant training, eager to take his place in the serried ranks of the marine deities' armies. His adoption by the dreaded fertility god Tlaloc after his marriage to Chalchuihtlicue was a profound impetus in that direction due to the god's distinct disfavor on a half-blooded creature as his ward. In those days, the waves hurled and crashed over an immense, bitter struggle for control of the waters of the planet, into which he enthusiastically flung himself at the tender age of 56, an auxillary commander in the army of his mother. His motivation by filial affection was tempered somewhat by the ever-present fear of his father, who while he ruled a pastoral afterlife of ease and plenty, never lost his taste for blood. One of his first duties as a young triton was to gather the souls of those sacrificed to his father and bring them to the Tlalocan, which left an indelible impression on him, a mingling of fear at what the god demanded in return for his services, and awe that people would give so much for them. In contrast to his distant paternal relationship, he often saw and spoke with his mother in her murky home far below the surface, in the underground lakes and rivers that he spent much of his childhood in and learned the rudiments of morality in her care. At the age of 240 he obtained his parent's permission to leave his home, and travel abroad, where he fought for and against nearly every power in the waters, watching with curiosity as the Atlanteans built up their civilization after sinking beneath the waves. He tended to avoid them, as they had little love for creatures like him. By the time the majority of the war was over in 4000 B.C., he had been banished into the worming caves beneath the surface of the Earth, serving whatever dragons or small gods would have his power, deformed by a curse of the dragon Mizuchi to bear a mark of shame for his initial refusal to send deadly serpents into the boats and homes of fishermen who refused to worship him(an incident resulting from the stirrings of a late-born conscience), gnawing the bitter anger of his shaming for what he saw as a foolish and childish exercise. At length, as he slid and swam through the dark caverns of the world, he heard rumors of the slow changes, and he felt the shift of the dimensions at the sealing of the Pact. Encouraged by this though grieved that it would now be much harder to visit his parents, he ventured out into the wider world of the dimly-remembered waters in the year 1500 A.D. In the ensuing ages, he gave his strength to whatever cause seemed kindest and most likely to benefit humans. However, aside from bringing fish to people and driving away sea monsters, his efforts were distressingly limited. It was in the year 2004 A.D. that he first heard about Siren, from two Newfoundland fishermen. The paucity of truly beneficial work he could do led him to thinking: seeing as this Siren did good works all over the world, maybe he could make up for some of his evil actions towards humans if he got into her service. After deliberating for the better part of a decade, he finally set out for the Freedom City in 2010, taking care to reconnoiter the waters around the city as best as he could. In the centuries after the 1800's, he had done very little in the way of exercise or combat practice, and so had gradually retreated from battle altogether, leaving him in a state he knew was downright pitiable compared to his old glory. At last, in 2012, he ventured into the city itself, centuries since he had last walked among humans... Personality & Motivation:After all that's happened to him, Nochehuatl is grim. A life filled with endless struggle, battle and nearly ceaseless killing on the behalf of others has deeply embittered him to fighting after learning its real cost, but it's the only thing he's known or fully understood in eons, and old habits die hard. The ancient gods hold the majority of his awe(though he knows how selfish and cruel most of them can be), but humans he has much more indeterminate feelings about, a mingling of curiosity at what they'll end up doing in the physical world and envy that he'll never really be part of it. On the other hand, he bitterly regrets the evils he did to them in the past, and has been wondering how to make up for them in the eons after he was cursed. Ultimately he has no idea what he really wants to do, whether to remain in Siren's service if he gets into it, seek out something higher, or to find a way to become more human in his morals and thought. Powers & Tactics:The deterioration of his skills has reduced the once nigh-legendary warrior to a simple brute. He leaves finer combat to others, and simply lunges into the fray, relying on his diminished strength to win the day for him. Defensively, his skin is tough enough to repel small arms fire, and even the shots of a machine gun, so he rarely seeks cover unless he absolutely needs to. -------------------------------------------------------------------------------- Complications:Monster!: Nochehuatl looks quite fearsome to humans, and his appearance is likely going to get him into trouble sooner or alter. Reputation: Among magical circles, Nochehuatl's history as a a brutal mercenary is well-known, and finding allies amongst such beings might be that much more difficult. "This looks like a job for...!": He tends to assume he knows more about a situation than he really does, which translates to him attempting to take the lead on things he often knows next to nothing about. Abilities: 16 + 6 + 16 + 0 + 2 - 4 = 36PP Strength: 26 (+8) Dexterity: 16 (+3) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 6 (-2) Combat: 12 + 14 = 26PP Initiative: +3 Attack: +6 Base, +10 Unarmed Grapple: +20, 22 w/Move Object Defense: +10 (+7 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -9 Saving Throws: 2 + 2 + 6 = 10PP Toughness: +10 (+8 Con, +2 Protection, +8 Impervious) Fortitude: +10 (+8 Con, +2) Reflex: +5 (+3 Dex, +2) Will: +6 (+0 Wis, +6) Skills: 48R = 12PP Handle Animal 12 (+10) Intimidate 8 (+6) Knowldege (Arcane Lore) 8 (+12) Knowledge (History) 12 (+12) Knowledge (Theology) 8 (+8) Feats: 11PP Animal Empathy Attack Specialization 2(Unarmed) Dodge Focus 3 Environmental Adaption(Underwater) Improved Grab Improved Pin Interpose Power Attack Powers: 2 + 6 + 13 + 4 + 8 + 2 + 4 + 12 + 9 = 60PP Comprehend 2(Animals; Flaws: Broad Type(Sea Creatures))[2PP] Comprehend 3(Languages, All Spoken and Understood)[6PP] Device 4(Easy-To-Lose, Feats: Restricted(divine beings)[13PP] Conch of the Red Wave Wave-Forming Array 9(18PP Array, Feats: Alternate Power 2)[20PP] BP: Damage 12( Extras: Area(Targeted, Cone 1200ft), Selective; Flaws: Action(Full-Round), Distracting; Feats: Indirect, Homing 2, Progression(Area) 3)[18PP] AP: Create Object 12(120ft. cube; Extras: Continuous, Movable; Flaws: Action(Full-Round), Distracting, Fades; Feats: Innate, Progression(Size), Slow Fade, Stationary, Subtle, Tether)[18PP] AP: Move Object 18(Effective Strength 90, Heavy Load 32k tons, Grapple 22, Range 240-1200ft.; Flaws: Limited(Water)[18PP] Immunity 4(Aging, Cold(environment), High Pressure, Drowning)[4PP] Impervious Toughness 8 [8PP] Protection 2 [2PP] Super-Senses 4(Darkvision, Tremorsense)[4PP] Super-Strength 6(Light Load: 685Lbs., Medium Load: 1466Lbs., Heavy Load: 1840Lbs., Maximum Load: 3680Lbs.)[12PP] Tail Array 2(8PP Array; Feats: Alternate Power)[9PP] BP: Swimming 8 (500MPH, 5000' per rounf)[8PP] AP: Speed 3(50 MPH, 500' per round)[3PP] + Leaping 5 (x50 distance) [5PP] Drawbacks: (-3) + (-0) = -3PP Vulnerable(vs. Fire Attacks)(Common, Moderate)[-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Blast Touch DC27 Toughness (Staged) Damage (Physical) Create Object Ranged DC27 Toughness (Staged) Damage (Physical) Totals: Abilities (36) + Combat (26) + Saving Throws (10) + Skills (12) + Feats (11) + Powers (60) - Drawbacks (3) = 152/170 Power Points
  14. Player Name: Arichamus Character Name: El Heraldo ("The Herald") Power Level: 10 (159/201PP) Trade-Offs: -2 Defense / +2 Toughness, -1 Attack/ +1 Damage Unspent Power Points: 42 Progress To Platinum Status: 96/120 (Gold Status earned with King of Suits) In Brief: Son of recently-immigrated Puerto Ricans granted powers by the burgeoning national spirit of Puerto Rico, who uses his new-found abilities in defence of those most vulnerable to crime. A student at the Claremont Academy. Alternate Identity: Subito Sondo Identity: Secret Birthplace: Puerto Rico, Adjuntas Municipality, Guayo Barrio Occupation: Student, grocery store worker Affiliations: Claremont Academy, Labor Union (Grocers) Family: Pavor Sondo (Father), Broma Sondo (Mother), Galanta Sondo (Sister), Rodrigo Fuego (Cousin) Description: Age: 17 (July 5th, 1995) Apparent Age: 19 Gender: Male Ethnicity: Latin American Height: 5'6" Weight: 184 lbs. Eyes: Hazel Hair: Dark Brown A stocky fellow, Subito nonetheless manages to look taller than he actually is by the practice of good posture and carriage, which he augments with thick-soled boots and a baseball cap. His hair is thick and curly, and long enough to nearly reach his ears, his eyes are spaced close together and are often shaded out of sight by the cap, and in the midst of strangers they have a narrow, suspicious look, though in the presence of friends they widen and sparkle with enthusiasm. His nose is short and broad, while his mouth is often turned slightly downward to help convey the message given by the eyes. His limbs are short, and he has rather large hands and feet for his age. he frequently wears white t-shirts and blue jeans. In his guise as the gaudy El Heraldo, he wears a brilliantly-colored and heavily-padded jacket. His pants are blue-and-red gold-checkered tights, and his feet are covered with heavy leather boots. A broad cloth bandanna around his head suffices to conceal his identity, with a sky blue feathered hat hat completing the bizarre costume. He carries in this guise a large flagpole, to which is bound the flag of Puerto Rico. Power Descriptions: El Heraldo's powers are signaled by a glow around Subito's body, which takes the rough form of an immense flag made of golden smoke. His powers are an extension of the national spirit he is the host of, which increased his physical power and hearing, as well as the power of flight and a slowly increasing range of powers related to communication. Personality & Motivation: As El Heraldo, Subito acts as he thinks he ought to, doing his best to be just, kind, fair and honest as he knows how. He enjoys the anonymity of the mask, as it lets him be what he likes without repercussion on how he is viewed as Subito. Out of costume, he is loud, impetuous and full of gusto for whatever he does, having been brought up to see silence as suited only for holy or sorrowful occaisions. His morals are fairly straightforward, and he gives litle thought or time to the why of his ethics. He equates thinking with doing, incomprehending how somebody could think up things they might do, and never act on any of them, and has a hard time understanding how one philosophy or belief system being true doesn't negate the others' validity. On the other hand, he is loath to bring issues like that up in conversation, seeing them as interesting challenges to be overcome on one's own, and would never dream of trying to make people more like himself. Powers & Tactics: El Heraldo has limited resources and severe limits to his gifts, meaning he must take great care with whom and how he fights. As a profoundly heated individual, however, he is unlikely to do so, instead dashing into the fray with unmitigated aplomb and vigor, no matter how outmatched he might be, using the power of his standard to evoke hope for victory in any compatriots. Complications: Power Loss: Subito is granted his powers only so long as he uses them for the benefit of others. If he uses them for the sole purpose of bettering himself, they shall be revoked. Responsibility: Family. He feels honor-bound to serve his family's needs above his own. Secret: Identity. While he always has his powers, he knows his family is largely defenseless. Underaged: Subito isn't a legal adult, with all the restrictions that come with that condition. The Who-What Now?: Subito has almost no idea who's who or what's what in the complex world of jet-powered apes and time travel he's gotten himself into. Feel free to blindside him. What are you wearing?!: El Heraldo's garb is..distinctive, to say the least, and it's flashiness is fertile ground for misconceptions, easy recognition by enemies, and being nearly impossible to sneak in. Abilities: 10 + 4 + 10 + 2 + 0 + 8 = 34PP Strength: 30/20 (+10/+5) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 18 (+4) Combat: 10 + 8 = 18PP Initiative: +2 Attack: +5 Base, +9 Unarmed Grapple: +19/+14, +22 w/Super-STR Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -7/-2 Saving Throws: 2 + 3 + 10 = 16PP Toughness: +12 (+5 Con, +1 Protection (Costume), +6 Protection (Dame's Ward); [impervious 10/0]) Fortitude: +9 (+5 Con, +4) Reflex: +5 (+2 Dex, +3) Will: +10 (+0 Wis, +10) Skills: 36R = 9PP Diplomacy 6 (+10, +14 with Attractive) Intimidate 4 (+8) Knowledge (Civics) 2 (+3) Knowledge (Current Events) 4 (+5) Knowledge (Popular Culture) 4 (+5) Knowledge (Tactics) 2 (+3) Languages 2 (English, Latin, Spanish [Native]) Notice 4 (+4) Sense Motive 8 (+8) Feats: 20PP Accurate Attack Attack Specialization (Unarmed) 2 Attractive Dodge Focus 4 Interpose Inspire 4 Leadership Luck 3 Move-by Action Power Attack Quick Change 1 Powers: 2 + 22 + 31 + 4 + 6 = 65PP Comprehend 1 (Languages [understand all spoken]) [2PP] Device 7 (Bandera de la Victoria [banner of Victory]; 35PP Container; Flaws: Easy-To-Lose; Power Feats: Restricted 1 [Magic Users]) [22PP] Array 10(20PP Array; Power Feats: Alternate Power 2)[22PP] Base Power: Emotion Control 10[20PP] AP: Healing 10[20PP] AP: Immovability 10(Extras: Affects Others)[20PP] Feature 1 (Repair Clothes) [1PP] Impervious Toughness 10 [10PP] Protection 1 [1PP] (Costume)] Herald's Charge 6 (32PP Container [Active, Sustained], Drawback: Noticeable [banner of Light]) [31PP] Enhanced Strength 10 (to 30 [+10]) [10PP] Flight 3 (50mph / 500ft per Move Action) [6PP] Protection 6 (Dame's Ward) [6PP] Super-Strength 3 (Effective Str 43; Light Load: 1 1/2 tons; Power Feat: Super-Breath) [7PP] Strike 1(Power Feats: Affects Insubstantial 1, Mighty) [3PP] Immunity 4 (Cold, Drowning, Pressure, Poison) [4PP] Super-Senses 4 (Auditory; Accurate, Counters Concealment, Extended 2 [1,000' Notice Increments]) [6PP] Drawbacks: -2PP Vulnerability (Sonic Powers, Frequency: Common, Intensity: Moderate [x1.5]) [-2PP] DC Block: ATTACK RANGE SAVE EFFECTUnarmed Touch DC 24/20 Toughness (Staged) Damage (Physical)Bandera Perception DC 20 Will Emotion ChangedHealing Touch DC20 Fortitude(Harmless) HealedSuper-Breath Area [Cone] STR/DEX vs Opposed at +9 TripStrike Touch DC26/22 Toughness (Staged) Damage (Physical) Totals: Abilities (34) + Combat (18) + Saving Throws (16) + Skills (9) + Feats (19) + Powers (65) - Drawbacks (2) = 159/201 Power Points
  15. Player Name: ca_lazerdwarf Character Name: Coiled Lightning Power Level: 8 (116/119PP) Trade-Offs: +1 Attack / -1 Damage, +1 Defense / -1 Toughness Unspent Power Points: 3 Progress To Bronze Status: 13/30 In Brief: Retired soldier with an alien-tech energy whip. Coiled Lightning uses his whip to swing around town, shocking and entangling his opponents. Alternate Identity: Charlie Stevens Identity: Secret Birthplace: Freedom City Occupation: Mechanic / Self-defense teacher Affiliations: Family: Reed and Donna Stevens (Parents), Amanda Day (Older sister, Nurse at Freedom Medical Center), Jane Palmer (Girlfriend, coworker) Description: Age: 23 (DoB: 1991) Gender: Male Ethnicity: Caucasian Height: 6' 0" Weight: 190 pounds Eyes: Blue Hair: Short-clipped Brown Charlie is a tall, fit young men with short clipped brown hair. As Coiled Lightning, he wears a close fitting suit of dark blue, with electric blue lightning bolts running up his legs. A blue mask covers his face and hair from the nose up, and he usually wears a leather fedora. He is almost always seen wielding his signature energy whip, an 18 inch metal handle that when activated lets out a sparking cord of blue electrical power that can strike out his enemies or extend to grasp on to buildings to swing around town. Outside of his costume, Charlie tends to either his blue coveralls and white shirt while at work, or casual jeans and t-shirt. His right shoulder has a tatoo from his army days. Power Descriptions: The energy whip lets out a blue cord of energy. Usually Charlie just snaps it, flicking the energy cord out to strike his enemies. But he can charge up the electrical power so the tip delivers a series of tazer-like shocks to his enemy. Or he can wrap the ends around an enemy to wrap them up and subdue them. A flicker of energy courses over his body while he holds the whip as an electrical dampening field protects him from electrical powers, including the whip itself. History: Charlie grew up in Southside in a blue-collar family barely making ends meet. He worked a variety of odd jobs through high school to help support his family, finally being taken in by a local auto mechanic who gave him a lot of hands on training. After High School he served a tour in the army, excelling at close quarters fighting and earning medals for bravery and selfless acts. When he returned, his parents had moved in to a small studio apartment, so he briefly moved in with his sister Amanda and her husband until he got on his feat working at a local auto-garage. Things changed when he discovered a mysterious futuristic crate laying on the side of the road. Inside was a metal cylinder. Perhaps foolishly, he picked it up and immediately like the way it felt in his hand. When he got home he looked more closely at it, and tinkered a bit till he was surprised to find it emit a streak of electricity across the room. Further experimentation allowed him to use it as a whip, and then as a swingline. He spent some time experimenting with the device around the outskirts of Freedom, until he came upon mugging. He used the whip to handily capture the mugger and deliver him to the police. The profuse thanks of the victim somewhat went to his head, he'd always tried to help his neighbors out, his new ability to help out on a whole new level filled him with pride and excitement. Personality & Motivation: Charlie was raised believing you should always help out your community when you can. As well as his work as Coiled Lightning he's taken time teaching a self-defense class to students at his local high school. The technology in the whip fascinates him and he really wants to know all it can do. While he skilled with practical work with modern technology, comfortable with both the mechanical and electronic parts of automobiles and trucks, he's taking a few classes at an online college to get more theoretical backing to his knowledge. While he feels responsibility to help people, his current stint as a new super-hero is largely motivated by adrenaline and a love of the gratitude and fame he's received from the people he's saved. Powers & Tactics: Coiled Lightning's main attack is striking with the energy whip, but he can also use it like a taser to try to stun his opponents. If he uses his whip to snare his opponents, the whip must remain in contact with the enemy, preventing him from using the whip to do more than maintain the snare. When not in combat, Charlie can use the whip as a swingline to get around town, and can use it as a glorified flashlight, showering the area with glowing sparks. The whip is considerably more powerful and versatile than Charlie knows. With practice and experimentation he will be able to unlock other abilities and powers, and the whip will continue to alter Charlie for its own goals, whatever those are. Complications: Exotic Tech: Charlie doesn't really know how the whip works, or what it can do. Sometimes it doesn't do what he wants to dangerous effect, or stops working altogether. Where did he get that wonderful toy?: Charlie doesn't know where the whip came from or who it's real owner is. Someday, somebody is going to come looking for it. Glory Hound: Charlie loves to hear how much he's helped people, to the point that he'll make sure people know it was he who saved the day, even if keeping quiet might be wiser. Please don't tell my girlfriend: Charlie's current girlfriend, Jane Palmer, doesn't know about his hero life and she's criticizes Freedom City's Super Hero population for being just the sort of Glory Hound that Charlie is. Abilities: 2 + 4 + 6 + 2 + 4 + 2 = 20PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 14 = 22PP Initiative: +6 Attack: +9 Melee, +4 Ranged Grapple: +9 Defense: +9 (+7 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -3 Saving Throws: 5 + 5 + 3 = 13PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +7 (+2 Dex, +5) Will: +5 (+2 Wis, +3) Skills: 76R = 19PP Acrobatics 4 (+6) Climb 4 (+5) Computers 4 (+5) Craft(electronic) 8 (+9) Craft(mechanical) 8 (+9) Drive 8 (+10) Escape Artist 4 (+6) Gather Information 4 (+5) Intimidate 8 (+9) Knowledge (tactics) 4 (+5) Notice 4 (+6) Search 4 (+5) Sense Motive 4 (+6) Survival 8 (+10) Feats: 27PP All-Out Attack Attack Focus (Melee) 5 Defensive Attack Defensive Roll 2 Distract (Intimidate) Dodge Focus 2 Improved Defense Improved Disarm Improved Grab Improved Initiative 1 Improved Pin Improved Sunder Improved Throw Improved Trip Power Attack Quick Draw Startle Takedown Attack 1 Teamwork 1 Weapon Bind Weapon Break Powers:15 = 15PP Device 5 (Energy Whip; 25PP Container; Flaws: Easy-To-Lose) [15PP] Whip Attack Array (10pp arrayl Feats: Alternate Power 4) [14pp]Base Power Damage 7 (Electric Whip, Electricity; Feats: Extended Reach 3) {10/10} Alternate Power Stun 7 (Tazer Whip, Electricity; Flaws: Action(full); Feats: Extended Reach 3) {10/10} Alternate Power Snare 7 (Entangling Whip, Electricity; Feats: Extended Reach 3, Reversible, Tether; Flaws: Range(touch), Lockout: Whip cannot be used for other attacks while target is snared. Array remains locked on Snare.) {9/10}Alternate Power Damage 5 (Whirling Whip, Electricity; Extras: Area (Burst), Radius 25') {10/10} Alternate Power Super Movement 2 (Swinging, Wall Crawling; Extras: Linked) {4/10} + Speed 3 ( 50mph; Extras: Linked) {3/10} Environment Control 3 ( Brilliant Sparks, Light (Bright), Radius 25'; Flaws: Range(touch) ) [3pp] Immunity 10 (Electrical Dampening Field, Electricity (common); Flaws: Limited - Half Effect ) [5pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Electric Whip 15 ft DC22 Toughness (Staged) Damage (Electric) Entangling Whip 15 ft DC17 Reflex (Staged) Snare (Electric) Whirling Whip 25 ft Burst DC20 Toughness (Staged) Damage (Electric) Tazer Whip 15 ft DC16 Fortitude (Staged) Stun (Electric) Totals: Abilities (20) + Combat (22) + Saving Throws (13) + Skills (19) + Feats (27) + Powers (15) - Drawbacks (0) = 116/119 Power Points
  16. The Traveller Power Level: 11 [15] (200/250PP) Trade-Offs: None Unspent Power Points: 50 In Brief: A warrior-scholar who has spent millennia wandering the galaxy helping people. Residence: A citizen of the Universe Base of Operations: Space Catchphrase: "In all mine time wandering the Universe.." Alternate Identity: Sitara Shashikala Identity: Public Birthplace: Indus Valley, Earth Occupation: Soldier, Scholar and Explorer Affiliations: Praetorians Family: Long dead Description: Age: 5,000 Apparent Age: 30 Gender: Female Ethnicity: South Asian. Height: 5'8" Weight: 119 lbs. Eyes: Brown Hair: Black Though her biology has been massively altered by her masters on the outside she appears much as she did when she left Earth all those Millennia ago. She tend to go for simple comfortable clothing normally the jump suit she wears inside her armour. The armour itself if a thing of beauty appearing to be ceramic of some kind. It's a sparkling white with fine intricate engraving on its surface in Aztec or even Celtic style abstract forms, only the faceplate is unformatted just appearing as a black surface, which Sitara can cause to become opaque as needed. Underneath the armoured plates there seems to be a number of fine interlocking cog-like meshes that seems to move and shift as the armour moves about. The power pike that she carries is similarly designed with the intricate patterning on it's surface. The weapon is designed to be split into two parts but the join is so fine that it's almost impossible to tell. Power Descriptions: Sitara has had her biochemistry radically altered to such an extent that she's not technically human any more. Thanks to these alteration she is effectively immortal and can fight off any infections in the environment. Her biorhythmic field has also been altered, which synchs up with the armour and pike's own power systems, meaning that only she can use the equipment. History: Over four thousand years ago there existed a peaceful race of aliens, the mArttik Avata, who gave their time to peaceful pursuits to expand there knowledge of the universe. Unfortunately in their travels they came across another race, the Amitra, as advanced as themselves but with an interest in only violence and conquest. Unable to even consider committing violence against another creature the mArttik Avata could not bring themselves to fight the Amitra directly, but they knew that if they did not challenge the Amitra they would conquer and enslave, if not destroy, all the other fledgling races that inhabited the galaxy. So they decided that they would form a army from some of the more primitive races who would fight this vital battle for the future of the galaxy for them. One of the planets they choose was Earth. Sitara who lived among the flowering Indus valley civilization had always been curious, travelling many miles from her home city to see what was beyond the next hill. When the strangers from the stars came it was not long before she had travelled to visit these strange creatures from beyond. When they asked for volunteers to journey with them to fight among the stars she didn't hesitate, even though she had never raised even her voice in anger; she would do almost anything to explore the stars above her. They must have seen something in the young woman for she was one of the few chosen to serve these aliens. The mArttik Avata took her, along with many others, to their home planet where they radically altered the volunteers' biochemistry and began to teach them all that they knew. Not only did they train them to fight effectively with all the weapons available to them they also taught them about the sciences and the universe around them. Then they were set loose to fight in one of the most brutal wars of that era which took a massive toll on their forces, but they knew that they needed to fight on or all would be lost. Sitara doesn't know how the war was final ended, gravely injured in a battle she was placed in a healing pod. When she awoke thousands of years had passed and there was no sign of either the mArttik Avata her or the Amitra that they fought. After awaking she wandered the universe helping those in trouble where she could learning what she could about the galaxy she was now in, trying to find out what had happened to those she fought alongside. Eventually she fell into another group that was trying to protect the universe from threats and once again she was placed on suspension, from which she has only recently awoken. Personality & Motivation: Even after the millennia of wandering the universe Sitara's curiosity hasn't been sated, she still has a strong desire to explore and discover new things. There is always the next planet where something new can be found. Seeing the worst that the universe can offer has left Sitara a little jaded and slow to full trust others but she had also seen the best of the universe and has a guarded optimism about how things will pan out. She tend to hide her true feeling behind a confident bluster with a thick veil of humour, she lives her life hard as if all those centuries of travel could come to an end tomorrow. Powers & Tactics: Sitara was trained as a soldier and tend to try and break things down into an military encounter always looking for the best tactical advantage before striking. That said she can in the heat of battle become a little gun-ho. Complications: It was here last time... : Sitara has gained vast knowledge about the people and places of the universe. Unfortunately some of her information can be centuries, if not millennia out of date. We have plenty of time : After millennia of existence, plus a push towards perfection, means that Sitara finds difficult to rush things. Even if she has only seconds to disarm a bomb she will stay until the very last second. Distracted by the shiny: Sitara was taught by the raise that recruited her to find the beauty in the universe around her, sometimes she can get carried away and focus on the beauty, be it a sunrise or an intricate device, to the detriment of more important things going on around her. I am Legend: Those that Sitara fought for, both four thousand and a thousand years ago, have become legends among modern races. In some they are revered as heros, lifted up to god like presence, other however remember them as cruel conquerors or even evil destroying demons. Abilities: 4 + 4 + 6 + 10 + 6 + 2 = 32PP Strength: 14/20 (+2/+5) Dexterity: 14 (+2) Constitution: 16/24 (+3/+7) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 10 = 22PP Initiative: +6 Attack: +6 Base, +10 Combat Pike Grapple: +8/+11 Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 1 + 8 + 7 = 16PP Toughness: +7/+10 (+3/+7 Con, +3 Protection [impervious 4]) Fortitude: +4/+8 (+3/+7 Con, +1) Reflex: +10 (+2 Dex, +8) Will: +10 (+3 Wis, +7) Skills: 136R = 34PP Bluff 9 (+10) Computers 10 (+15) Craft (Electronic) 10 (+15) Skill Mastery Craft (Mechnaical) 10 (+15) Skill Mastery Diplomacy 9 (+10) Gather Information 14 (+15) Intimidate 9 (+10) Knowledge (Galactic Lore) 10 (+15) Knowledge (Tactics) 10 (+15) Skill Mastery Knowledge (Technology) 10 (+15) Skill Mastery Language 4 (Delaztri, English, Sanskrit [Native], Galstandard, Lor) Medicine 2 (+5) Notice 7 (+10) Pilot 13 (+15) Sense Motive 7 (+10) Survival 2 (+5) Feats: 17PP Ambidexterity Attack Specialization (Combat Pike) 2 Dodge Focus 5 Equipment 2 (10 EP to Praetorian spaceships and HQ) Improved Initiative 1 Improvised Tools Inventor Jack-of-all-Trades Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Tactics], Knowledge [Technology]) Uncanny Dodge (Auditory) Well-Informed Powers: 2 + 54 + 23 = 79PP Immunity 2 (Aging, Disease) [2PP] Power Armour 13 (65 PP Device, Hard to Lose, Feats: Restricted 2 [biorhythmic Field]) [54PP] Communication 2 (Radio 100 ft Extra: Area) [4PP] Comprehend 3 ( Read All, Speak All [One at a time], Understand All ) [6PP] Enhanced Constitution 10 [10PP] Enhanced Strength 6 [6PP] Flight 6 ( 500 mph, 5000 ft/rnd) [12PP] Immunity 10 (Life Support, Starvation & Thirst) [10PP] Impervious Toughness 5 [5PP] Protection 3 [3PP] Space Travel 1 (Interplanetary) [2PP] Super-Senses 3 (Darkvision, Direction Sense) [3PP] Super-Strength 2 (Effective Strength 30, Heavy Load: 1,600lbs) [4PP] Power Pike 7 (35PP Device, Easy to Lose, Feats: Restricted 2 [biorhythmic Field]) [23PP] Weapon Modes 12 (27PP Array, Alternative Power 8 ) [35PP] Base Power: Blast 12 (160ft increments; Feats: Improved Critical; Improved Range; Precise)) [27PP] Alternate Power: Blast 8 (160ft increments; Extra: Autofire; Feats: Improved Critical, Improved Range 1) [26PP] Alternate Power: Blast 8 (160ft increments; 40ft Bust Area; Extra: Area - General (Burst), Feat: Improved Range 1) [25PP] Alternate Power: Dazzle 9 (Visual Senses, 90ft range, 45ft Burst Area; Extra: Area - General (Burst)) [27PP] Alternate Power: Drain Toughness 8 (80ft increments; Extra: Affects Objects, Ranged, Feats: Precise, Reversible) [26PP] Alternate Power: Paralyze 8 + Strike 7 (Feats: Improved Critical, Improved Trip, Mighty) [26PP] Alternate Power: Stun 12 [24PP] Alternate Power: Stun 6 (Extras: Autofire, Ranged [60ft increments]) [24PP] Alternate Power: Stun 6 (Extra: Area - General (Burst), Ranged [60ft increments]) [20PP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Blast 11 Ranged DC 26 Toughness (Staged) Damage (Physical) Blast 6 Ranged DC 21 Toughness (Staged) Damage (Physical) Blast 7 Ranged DC 22 Toughness (Staged) Damage (Physical) Dazzle 7 Ranged DC 17 Fort Dazzle Drain Toughness Ranged DC 16 Fort (Staged) Drained Toughness Paralyze+Stun Touch DC 16 Fort (Staged) Paralyze DC 22 Toughness (Staged) Damage (Physical) Stun Touch DC 21 Fort (Staged) Stun Stun Touch DC 15 Fort (Staged) Stun Stun Ranged DC 15 Fort (Staged) Stun Totals: Abilities (32) + Combat (22) + Saving Throws (16) + Skills (34) + Feats (17) + Powers (79) - Drawbacks (0) = 200/250 Power Points
  17. Player Name: Arichamus Character Name: King of Suits Power Level: 15 (221/250PP) [258] Trade-Offs: +4 Attack / -4 Damage (Unarmed); +4 Defense / -4 Toughness Unspent PP: 29 Progress To Platinum Status: 108/120 Old sheet here. In Brief: French unpowered crime-fighter come to Freedom City to test and improve his abilities and help anyone he can. Alternate Identity: Marceau Suvou Identity: Secret Birthplace: Aude, France Occupation: Janitor, superhero Affiliations: House of Suits (European superhero alliance), Legio de Halberdiers (French magician's group, members include magical artist Rene de Saens) Closest Family: Masud Suvou (Father), Kioni An-Sallah-Suvou (Mother), Mossar An-Sallah (Maternal Uncle), Erran An-Sallah (Maternal Aunt) Age: 24 (November 2nd 1987) Gender: Male Ethnicity: Moroccan/Kenyan Height: 6'5" Weight: 178 lbs. Eyes: Blue Hair: Black Description: In his regular attire Marceau is a largely forgettable figure in drab earth-toned coveralls and work boots. In-costume, he wears a 'typical' black and red cape-and-cowl with the insignia of one of the four card suits emblazoned on the chest in attractive white shades. He keeps his hair short and at a remove from his face, giving him a high forehead, which combined with his far-spaced eyes gives him a look of constant apprehension. His nose is also short and blunt, his mouth is thin and often curved slightly upwards at some remembered joke, and he wears a a short, bristling beard. His voice is low, deep and resonant, with a slight French accent. Power Descriptions: Marceau's gadgets have a general trend of belying their efficacy through unassuming exteriors, mostly by making them look like cards from a standard playing deck, though a close examination quickly alerts the observer to the fact that they all are much thicker. His electricity-delivering Shock Rods are much less in line with the rest of his contraptions, and thus more obviously resemble some kind of weapon, looking like small nightstick with two copper and zinc wires meeting at the tip, which deliver the shock. Newest to his arsenal is a pair of chemically-powered Gauntlets that use the burst of a small explosion triggered by the puling of two levers on the palm to increase the force of a punch with a small ram. History: Marceau Suvou was born in the Aude river valley on the south coast of France, to a teacher at the College Varsovie in Carcassonne, and his bride, an electrical engineer. They lived in peace in an old stone house converted out of an ancient Roman villa. Nothing of note happened besides the quiet, introspective personality Marceau developed while living in the river valley. At the age of seven, his parents, having saved up enough money, embarked on a series of two-month long vacations throughout the Eurasian continent. The cumulative effect was for the boy's already deep interest in the smaller things of life to turn into a near-obsession. For hours when not in the rigorous schooling his parents took upon themselves to give him, he would watch ants walk under leaves, observe the movements of pebbles in the shallows of the river near his home, and stared in awe at a dust devil he happened across one night when he and his family were sleeping in the Afghanistan desert, entranced by the way it swirled the grains about itself. To his parents' relief, he made friends easily, and learned the languages spoken around him with a moderate effort. He wasn't immune to misfortune however, and suffered several potentially dangerous accidents, including one that rendered him permanently impotent. It took his move to Reims at the age of thirteen, when his mother got a job at the Chooze nuclear power plant, for him to take a wider view. One Saturday morning, while walking in the Jardin de la Patte-d'Oie with a Czech schoolmate of his named Aloysius Novak, when the Raven II and Bowman IV appeared, fighting a flying giant. As they stared in dumbfounded incredulity, the two unpowered heroes managed to lure the giant into a cloud of what turned out to be anesthetics, knocking it out and sending it crashing to the ground. Even back then the two were quick on their feet, and managed to speak for a few seconds with their new idols before the two left to rejoin the rest of the visiting Freedom League. Neither of the two young men took lightly the Raven's joking suggestion that they become heroes themselves to help out. For the next ten years whenever they had time from schooling, the two trained rigorously, offering their help to any who happened to need it. Their early successes were helped in no small part by the duo's enthusiastic acceptance of the smallest or largest of cases. Aloysius soon took on the role of leader due to the simple fact that as the dashing, swashbuckling sort, he assured others of their legitimacy more than the more subdued Marceau, and when the two set up shop in Serbia in 2007 it was Aloysius who drew up the ranking system and enthusiastically designed the guild's uniform, assenting to Marceau and the later King of Spades(a Romanian woman named Sabine Vaduva)'s wish for more concealing colors only after the Frenchman showed him how easily a competent gunman could track a target in the flashier garb the boisterous Czech loved. The two soon had well over a dozen allies, all of whom as enthusiastic about the kind of work the two often did(dealing with unsolved crimes, fighting the incursions of crime families, capturing supervillains), and all equally dedicated to the kind of training program the two required for all members. After becoming well-entrenched in the European superhero family as a reliable group of problem-solvers and competent fighters, Marceau and Aloysius began to discuss the idea of starting a branch in the U.S.A., a long-time dream of theirs on account of nearly mythical Freedom City. The discussion was finalized after Marceau uncovered and thwarted a wide-ranging conspiracy in the lower levels of the European Union's government, a long and maddening case that led to the resignation and jailing of a French politician that Marceau in civilian life had deeply admired. In the investigation the King of Suits had found links between the conspirators and numerous criminal families throughout the continent, including ones that previously had appeared totally self-sufficient. Embittered at this discovery at his work, he gladly took the chance for a change of scenery. Arriving in 2010, he unsurprisingly couldn't find much in the way of work on the New England coast, and found himself moving further and further south from his earlier landing point of Maine, ending up in Freedom City shortly after the Grue invasion in April. He found himself a job as a janitor at an office building used by the American Grant Conglomerate branch's accounting staff, performing sundry maintenance work whenever the place needs it for wages that could be charitably described as "Sub-optimal". As a result, he set up a delivery system to get needed supplies for his costumed adventuring from the base in Europe, which is maddeningly slow and often needs repair after arrival. Nonetheless, the Frenchman is eager to continue his work in his new home, and potentially help people get into his business, and fight the corporeal evils of the world on a level they otherwise would never have the chance to do. Personality & Motivation: Marceau is usually brisk and cheerful, seeing no reason to dwell on misfortune or become over-demonstrative of one's feelings, although he is still as vulnerable as any other human to irrational emotional responses. He tries to carry himself as he feels he should to inspire others, the knowledge that people follow the exploits of people in his line of work partially for encouragement an ever-present aspect in his mind. He doesn't have the charm that some others do, but he'll gladly try to live up to others' expectations, something he knows first-hand as a marvel to behold. Powers & Tactics: Marceau's favored tactic is to make his way to a suitable hiding spot and launch a sneak attack against any opponents he can manage, disarming any with firearms he can beforehand. If caught in the open he'll try to escape to a place where he can use his experience with ranged weapons to even the odds. If trapped, he'll use a smokebomb to blind his enemies before attempting to subdue all opponents around him with whatever will defeat them quickest and quietest. He finds lengthy battles increasingly difficult to fight, meaning he relies overmuch on quick defeats to win his battles. Complications: An Army Marches...: Marceau relies on shipments of supplies from Europe to operate at peak effectiveness, as he doesn't have nearly the resources to replicate the chemicals and metals he requires. A disruption of this lifeline would be dangerous for him. Bad Bosses: Marceau is blissfully ignorant of the Grant Conglomerate's misdeeds, and would probably severely overreact if he found out about them. Hatred: Conspiracies. Responsibility: Caring for the needy, especially his 'posse' of sundry homeless, harmless lunatics and underemployed vagrants who have latched onto him as their protector against street-gangs and minor organized criminals. If any threat comes against them, Marceau feels honor-bound to aid them. Secret: Identity. Struggling: Maintenance work doesn't pay much. Abilities: 8 + 10 + 8 + 8 + 0 + 4 = 38PP Strength 18 (+4) Dexterity 20 (+5) Constitution 18 (+4) Intelligence 18 (+4) Wisdom 10 (+0) Charisma 14 (+2) Combat: 20 + 18 = 38PP Initiative: +9 Attack: +10 Base, +14 Armaments Belt, +18 Unarmed Grapple: +12 Defense: +18 (+9 Base, +9 Dodge Focus), +4 Flat-Footed Knockback: -3/-2 Unarmored Saving Throws: 6 + 6 + 13 = 25PP Toughness: +8 (+4 Con, +4 Costume) Fortitude: +10 (+4 Con, +6) Reflex: +11 (+5 Dex, +6) Will: +13 (+0 Wis, +13) Skills: 168R = 42PP Acrobatics 10 (+15) Bluff 8 (+10) Climb 6 (+10) Craft(Chemical) 8 (+12) Diplomacy 9 (+11) Skill Mastery Disable Device 6 (+10) Drive 6 (+10) Escape Artist 5 (+10) Gather Information 13 (+15) Intimidate 9 (+11) Investigate 12 (+16) Skill Mastery Knowledge (Physical Sciences) 6 (+10) Knowledge (Streetwise) 10 (+14) Skill Mastery Knowledge (Tactics) 10 (+14) Languages 6 (Arabic, Cantonese, English, French [Native], Hindi, Russian, Serbian) Notice 12 (+12) Search 12 (+16) Sense Motive 10 (+10) Stealth 10 (+15) Skill Mastery Feats: 46PP Attack Specialization (Armaments Belt) 2 Attack Specialization (Unarmed) 4 Benefit (Can use Knowledge [Tactics] for Master Plan checks) Dodge Focus 9 Endurance Equipment 9 (45EP) Evasion Improvised Tools Improved Initiative Jack of All Trades Luck 2 Master Plan Power Attack Quick Change Quick Draw Set-Up Sneak Attack Skill Mastery (Diplomacy, Investigate, Knowledge [streetwise], Stealth) Startle 2 (Move Action) Takedown Attack 2 Throwing Mastery 2 Well-Informed Equipment: 9PP = 45EP 1 + 1 + 5 + 1 + 6 + 1 + 1 + 1 + 1 + 1 + 15 + 11 = 45 Binoculars [1EP] (Masterwork) Cell Phone [0EP] Concealable Microphones [1EP] Costume w/ Armored Underlay: Protection 4 (Power Feat: Subtle) [5EP] Gas Mask [1EP] (Masterwork) Grapple-Gun: Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling) [6EP] Handcuffs [1EP](Masterwork) Mini-Tracers [1EP] Multitool [1EP] (Masterwork) Night-Vision Goggles [1EP] (Masterwork) Re-breathers [1EP] Zultasian Grav-Cycle [15EP] Strength: 15 [1EP] Size: Medium [0EP] Toughness: +8 [3EP] Defense: 10 [0EP] Powers: Flight 6 (500 mph; Power Feat: Subtle, Drawbacks: Low Ceiling 2 [Maximum 15']) [11EP] Utility Belt 4 (8PP Array; Feats: Alternate Power 3) [11EP] BE: Blast 2 (10 20-ft. Range Increments / 200ft Max Range; Power Feats: Homing, Improved Ranged Disarm, Mighty 2 [as DMG 4]) (boomerangs) [8PP] AP: Dazzle 4 (Visual Senses) (flash grenades) [8PP] AP: Obscure 2 (Visual Senses; 10'. radius; Extra: Independent) (smoke card) [8PP] AP: Snare 4 (bolos) [8PP] Powers: 28 + 3 + 1 = 32PP Device 7 (Armaments Belt, 35PP; Flaw: Hard-To-Lose) [28PP] Armaments Array 14.5 (29PP; Power Feats: Alternate Power 6) [35PP] BE: Blast 6 (Extras: Autofire, Penetrating 6 [as DMG 14]; Power Feats: Improved Critical [19-20], Precise Shot, Improved Ranged Disarm, Mighty 2 [as DMG 8]) [29PP] (razor cards AKA Kings of Spades) AP: Blast 9 (Extras: Area [Targeted, Burst; 45' radius]; Power Feats: Affects Insubstantial 1, Knockback 1) [29PP] (explosive cards AKA Kings of Clubs) AP: Dazzle 14 (Visual Senses; Power Feats: Accurate) [29PP] (flash grenades) AP: Snare 14 (Power Feats: Tether [Max Range 1400']) [29PP] (coil cards AKA Kings of Hearts) AP: Strike 8 (Extra: Autofire; Power Feats: Improved Critical 2 [18-20], Improved Overrun, Improved Trip, Knockback 4, Mighty [as DMG 12], Split Attack, Weapon Break) [29PP] (ram gauntlets) AP: Stun 14 [28PP] (shock rods) AP: Obscure 14(Visual Senses) [28PP] Immunity 2 (Cold, Heat; Power Feat: Innate) [3PP] (training, conditioning) Speed 1 (10 MPH / 100' per Move action) [1PP] (training, conditioning) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 (21*) Toughness (Staged) Damage (Physical) Bolas Ranged DC 14 Reflex (Staged) Entangled/Bound Boomerang Ranged DC 19 (21*) Toughness (Staged) Damage (Physical) Coil Cards Ranged DC 19 Reflex (Staged) Entangled/Bound Explosive Cards Ranged DC 24 (26*) Toughness (Staged) Damage (Physical) Flash Grenade Ranged DC 24 Fortitude Blinded Gauntlet Touch DC 27 (29*) Toughness (Staged) Damage (Physical) Shock Stick Touch DC 24 Fortitude Stunned Razor Cards Ranged DC 23 (25*) Toughness (Staged) Damage (Physical); Penetrating [as DMG 14] *Sneak Attack Totals: Abilities (38) + Combat (38) + Saving Throws (25) + Skills (42) + Feats (46) + Powers (32) - Drawbacks (0) = 221/250 Power Points
  18. Player Name: Avorez Character Name: The Huntsman Power Level: 7 (105/105PP) Trade-Offs: +2 Attack /-2 Damage, -2 Defense / +2 Toughness (or "None") Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: British archer-hero come to America. Alternate Identity: Jonathan Ulster Identity: Secret Birthplace: Liverpool, England Occupation: Mechanical Engineer Affiliations: ASTRO Labs Family: Eric Ulster (Father, Deceased), Theodora Ulster (Mother, Alive), Henry Ulster (Older Brother, Alive), Jeanette Ulster (Younger Sister, Alive) Residence: Jonathan lives in an apartment out in the North End. Base of Operations: Southside/Lincoln Catchphrase: “The Hunt has begun!†Description: Age: 28 (April 15th, 1986) Apparent Age: N/A Gender: Male Ethnicity: Caucasian Height: 5’10 Weight: 157 lbs. Eyes: Green Hair: Black Jonathan is a quite lean, tall man, being quite lithe from years of acrobatics back home. He is light-skinned and sports a dashing goatee, his face and arms are pockmarked with scars due to the consistent trial and error process of crossbow work, as well as fighting crime. His black hair is short, staying above the ears, though it does have quite the thickness. In costume, he resembles the picture of a highway man, wearing a brown padded leather coat. Strapped around his torso is the quiver for his crossbow bolts as well as his general utility belt. Finally, he wears leather hunting boots and a domino mask, until he can…upgrade. Power Descriptions: Lacking really any powers of his own, Jonathan has had to sort of improvise, creating the persona of The Huntsman. As opposed to really any overt display of any real power, he utilizes a custom designed crossbow and specialty bolts to fight crime in the Greater Freedom City area. History: Born on April 15th, 1986 in Liverpool, the son of a lawyer and a nurse. He grew up practically living on the coast of the Liverpool Bay and the Waterfront area of the city. Jonathan had a relatively normal childhood, attending public primary and secondary schools, having the typical upper-middle class idea of life, vacationing in the cold winter months, travelling etc. Life was relatively easy, though; he did have some issues with authority, and had a few spats with other kids…the occasional fight here and there. As they typically do, stories tend to have some degree of tragedy in them. If they didn’t, no one would put on costumes and fight crime as a normal human being. Thusly, the cliché became a reality and Jonathan’s father died in a mugging during Jonathan’s second year at university in Birmingham. Being an industrious engineering student, Jonathan decided to get to work. His father had always loved the long-gone archers of days gone by. Of course, archery took a degree of training that Jonathan just didn’t have so, he did the next best thing: He built a crossbow. That first year was a bit…difficult, to say the least. He was a guy without much training, fighting crime with a crossbow and little else. The first year, and a good portion of the second year, was mostly trial and error, working on reflexes and on the continued development of his crossbow, of course, he did take some hits; the occasional baseball bat hit, brass knuckles, broken bones and bruises. It was fun, if more than a little bit difficult. Also, it was quite gratifying. Since those days, Jonathan has moved to America, going from Birmingham to Freedom City, and now he works for ASTRO Labs, being one of their researchers. With the well-paying job, and the access to oodles of free time, Jonathan takes to the streets of Freedom as The Huntsman once more, fighting crime the only way he knows how: With a crossbow. Personality & Motivation: Jonathan is a highly analytical individual, maintaining a relatively isolated personal bubble. He has issues with others, probably stemming from the fact that both of his parents were in jobs that really forced them to not be around as much. His general way of coping was to absorb himself in books and such. He does put on a pretty good front, now and again, though. Jonathan fights because he feels some degree of obligation to his father, seeing as how he wasn’t around when he died. Though, now that his father’s death is little more than a bitter memory, he merely continues to do his vigilante because it just feels right. Powers & Tactics: Given how he isn’t exactly the most powerful of the superhero scene, Jonathan has to compensate in battle utilizing his crossbow and trying to maintain the tactical advantage. Jonathan prefers to set up ambushes from a vantage point, however, it’s not like he exactly has the ability to predict the ebb and flow of combat, and so as a last resort he utilizes melee combat. When it comes to melee combat, Jonathan utilizes his crossbow in a manner not too dissimilarly to a mace, though he utilizes his quickness and agility to avoid being wounded in combat. Complications: Secret: Identity Family First: Jonathan, though unpowered, will come after anyone who threatens people that he views as family. Unresolved Daddy Issues: Jonathan and his dad always had problems with one another, and they never really had the chance to work things out before he died. Abilities: 4 + 6 + 2 + 8 + 6 + 4 = 30PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +3 Attack: +5 Base, +5 Ranged, +9 Crossbows Grapple: +7 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -3 / -0 Flat-Footed Saving Throws: 3 + 1 + 2 = 6PP Toughness: +7 (+1 Con, +6) Fortitude: +4 (+1 Con, +3) Reflex: +4 (+3 Dex, +1) Will: +5 (+3 Wis, +2) Skills: 72R = 18PP Acrobatics 5 (+8) Craft (Mechanical) 8 (+12) Craft (Electrical) 8 (+12) Climb 3 (+5) Escape Artist 4 (+7) Gather Information 3 (+5) Intimidate 6 (+8) Investigate 3 (+7) Knowledge (Physical Sciences) 6 (+10) Knowledge (Technology) 6 (+10) Notice 4 (+7) Search 4 (+8) Sleight of Hand 4 (+7) Stealth 8 (+11) Feats: 21PP Acrobatic Bluff Assessment Attack Specialization (Crossbows) 2 Defensive Roll 3 Dodge Focus 3 Elusive Target Equipment 5 (25 EP) Improved Aim Improved Pin Inventor Precise Shot 1 Ranged Pin Equipment: 5PP = 25EP Headquarters (Isolated Cabin, The Huntsman's Lodge)Toughness: +5 (0 EP) Size: Small (0 EP) Features: Computer, Garage, Infirmary, Isolated, Library, Living Space, Power System (Geothermal), Security System, Workshop (9 EP) Vehicle [Motorcycle, 0 EP] Huntsman's Mask (Night Vision Goggles, Flash Goggles), [2 EP] Utility Belt (14 EP) Bolos (Snare 4) [8 EP]Torch (Damage 1 + Drain Tou 1) [1 EP] Multi-Tool [1 EP] Power Knuckles (Strike 4 + Mighty) [1 EP] Smoke Pellets (Obscure 2 (Visual)) [1 EP] Throwing Blades (Blast 2) [1 EP] Concealable Microphone [1 EP] Powers: 12PP = 12PP Device 4 (20 PP Container, Crossbow, Flaws: Easy-to-Lose, 12 PP) Specialty Bolts (10 PP Array, Power Feats: Alternate Power 5) [15 DP] Base Power: Blast 5 [10/10PP] "Basic Bolts"Alternate Power: Dazzle 3 (Visual, Hearing) [9/10 PP] "Flash Bang Bolts" Alternate Power: Super-Movement 3 (Swinging, Wall-Crawling, Slow-fall) [6/10 PP] "Line Bolts" Alternate Power: Snare 5 [10/10PP] "Net Bolts" Alternate Power: Stun 4 (Extras: Sleep (+0), Feats: Sedation) [9/10 PP] "Knockout Poison Bolts" Alternate Power: Obscure 5 (100' Radius, Visual, Extras: Independent [+0]) [10/10PP] Super-Senses 5 (Scope; Low-Light Vision, Extended 2, Distance Sense, Ultravision 5 PP) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Basic Bolt Ranged DC20 Toughness (Staged) Damage (Physical) Dazzle Ranged DC13 Reflex Blind, Deaf DC13 Fortitude Recover Power Knuckles Touch DC21 Toughness (Staged) Damage (Physical) Snare (Bolo) Ranged DC14 Reflex (Staged) Entangled/Bound Snare (Bolt) Ranged DC15 Reflex (Staged) Entangled/Bound Stun Touch DC14 Fortitude (Staged) Dazed/Stunned/Unconscious DC14 Fortitude Recover Throwing Blades Ranged DC17 Toughness (Staged) Damage (Physical) Totals: Abilities (30) + Combat (18) + Saving Throws (6) + Skills (18) + Feats (21) + Powers (12) - Drawbacks (0) = 105/105 Power Points
  19. Player Name: Eternal Phoenix Character Name: Samaritan Power Level: 7 (105/112 PP) Trade-Offs: None Unspent PP: 7 Progress towards Bronze: 7/30 In Brief: Inexplicable Human Totem, capable of amazing physical feats and aware of every physical object around him. Alternate Identites: Vonnie Murray Identity: Secret Birthplace: New York City Occupation: Freelance Journalist Affliations: None, barring Claremont Academy in general Family: Vina Murray (sister), Elena Veracruz (mother, deceased), Laquiesha Janine Parker Age: 16 Apparent Age: 16 Gender: Male Ethnicity: Half African-American, Half Puerto Rican Height: 5’ 9†Weight: 170 Eyes: Dark Brown Hair: Dark Brown Description: Vonnie is dark skinned and a little skinny. He shows zero outward sign of being anything other than a normal mixed race teenager. However, to those with mystic senses, his soul shines brighter than the sun. His costume, such as it is, is a white T-shirt with a cross in the center and a blindfold style mask. History: Vonnie Murray was an ordinary teenager in the Bronx who had brains to spare and a slight gadgeteering bent. One day, when he was 14, one of his inventions went haywire, spraying both him and his sister with unknown energies. He soon found he was stronger, faster, and tougher than everyone on the block. Like most kids his age, he idealized super heroes. Now that he had super powers, what better idea than to give it a go? It was a smashing success. He saved people. Punched out thugs. Street level stuff, but Bronx, Brooklyn, Queens, and Manhattan began to take notice of his presence. Meanwhile, his personal life had begun to improve. Gail Verner, one of his classmate and just about the most idolized girl in school (not that she catered to that impression, mind), started hanging out with him and his small circle. Small meaning Vonnie and a rotating cast of neighborhood kids. Most notable were Darrell (moderately wealthy), Tonio (meathead with a good heart), Carmen (fulfilling that tough Latina stereotype unironically), and Laquiesha Janine AKA LJ (fulfilling that airheaded party girl stereotype apparently unironically). As time went on, Vonnie and Gail even started dating. Young love is a beautiful thing. That said, The Labyrinth has a vested interest in new super heroes, as some of them can be…useful. However, Vonnie (now being called Samaritan by the media because of his cross t-shirt and borderline reckless devotion to getting people out of harm’s way), had no detectible super powers or special training, despite his tremendous physical gifts. A lesser DNA Ascendant was sent to capture him. It…didn’t go well. The man was an idiot, and a thug. Not to mention somehow his combat programming didn’t take, so he couldn’t fight any better than the thug he started out as. He went smashing through Vonnie’s home, and managed to murder his mother and Gail (who happened to be visiting) before Vonnie arrived. Vina was on the floor, clearly next. Seeing two of the three people he loved most in the worst broken like dolls, and the same about to happen to the third…something in the back of Vonnie’s mind broke loose. His vision grayed, and he attacked the monster who’d stolen almost everything from him. They almost killed each other in a savage brawl across what seemed like half the Bronx. The thug was strong, but for every hit he got on Vonnie, Vonnie hit with two or three. They fought until neither could stand up. Doctors still aren’t sure if the thug will ever walk again, but Vonnie recovered with remarkable speed. A neighbor (LJ’s dad, as it happened) took the devastated siblings in afterward. As it turned out, LJ was not an airhead. It was just a phase, and the shock of seeing her friend in physical and emotional agony shook her out of it pretty hard. As Darnell, Tonio, Carmen and the rest drifted away, she drifted closer. Gail was a good person, no doubt about it, but LJ possessed a decidedly larger heart. Vonnie slowly rebuilt his life. The NYC press blaming Samaritan for the whole affair didn’t help, but he refused to quit hero work. His mother and Gail, had they known he was Samaritan in the first place, would not approve. His reputation was ruined. So what? He didn’t do this for praise. Eventually his friends drifted back to him. By that time he and LJ had been going out for a month already. The press moved on. 10th grade was wrapping up. It had been an entire year. The memories still hurt, but on the whole...life was good again. He even felt confident enough to confide his life as Samaritan to LJ. She took it well, all things considered. And then another DNA Ascendant attacked. This one was smarter and could actually fight, but there was something wrong with her. She was a bird analogue with razor feathers, only she seemed very, very sick. There was an air of desperation about her as she launched an assault on Vonnie as he was swinging home. The combination made her sloppy, not that Vonnie noticed. The collateral damage added up, but he couldn’t do anything more to take her down than he already was. He couldn’t do anything but watch as people were injured. His people. And then he saw LJ, holding her fallen father. He was going to meet them at the corner store. Something in the back of his mind broke loose, and his vision grayed out. He was stronger, faster. The bird woman couldn’t dream of stopping him. He hit her again. And again. And again. Her razor feathers dug into his flesh, but he didn’t feel it. It was when he hadn’t been hit back in a while that he backed off. Blood loss abruptly caught up to him, but before he passed out he saw her. Broken, like a doll. Vonnie was horrified, but something in the back of his mind was well satisfied. The bird woman’s still in a coma. This time, Duncan Summers took a personal interest in the young man who’d garnered so much interest from a unknown party. However, Vonnie flatly refused to go alone. For one, his sister was starting to demonstrate powers similar to his own and that quite frankly scared him to death. Second, there wasn’t a way on this earth that he’d leave her or his orphaned girlfriend behind. That said…LJ told him off HARD. The language was both colorful, vicious, and tinged with just enough grief to hit what her anger couldn’t. Vonnie just took it. Meekly. It was, after all, all his fault. His fault for having the arrogance to think he could just put on a mask and save people. His fault for the accident that triggered his powers. His fault for being born in the first place. All the death and all the pain around him were all his fault. She finally ran out of steam. He nodded. Said one thing. And walked away. LJ watched him go, emotions warring. He wanted to return the favor from a year ago? When she’d been there for him when he’d lost his only parent? Who did he think he was? But…he could’ve asked for anything or even nothing at all. He didn’t even have to come see her again. But he did. He knew she’d be mad, but he took the verbal beating without a word in his own defense. All he did was ask if he could help her. Stupid @#$%^&. She ran to him. @#$% straight he’d return the favor. Thus, Vonnie, Vina, and LJ came to Freedom City, and Samaritan joined the student body at Claremont Academy. Personality & Motivation: Vonnie is a good kid. He was idealistic starting out, but reality has tempered that some. That said, he’s a hero. He firmly believes that because he has power, he should use it to help people. He’s no boy scout, though. He remains very much a teenage boy, and he’s definitely got that rebellious, angry loner thing down pat. However, he’s more often just earnest and caring. It’s just that great loss can take a toll on even the strongest of psyches. Power Descriptions: Neither Vonnie nor anyone else knows it, but his powers are mystic in nature. He’s a animal totem, but his animal is the human animal. At the moment, that means he has peak physical strength, agility, and stamina. He’s faster than the fastest of sprinters. However, the thing that sets him apart is his Spatial Awareness. He can sense anything with a physical presense around him. Neither walls, doors, or any kind of concealment short of magical can block it. As such, he’s rarely surprised. Powers & Tactics: Samaritan only has one tactic. Get the civilians out of harm’s way, then hit the bad guy in the face. He’s quite predicable in that regard, actually. What helps with this is his Wrist Mounted Grapples. They’re essentially wrist mounted grapple guns that he uses to swing through the city. He does require a fairly ready supply of hooks to put on the ends of the cables so that they’ll stick. He’s also been known to use them as a tether to pull or swing things around. Complications: Your Powers, How Do They Work?: As Samaritan’s powers can’t be detected by ordinary methods, The Labyrinth wants him badly. So they can dissect and study his physiology and learn how exactly his powers work. Got People Depending On Me, Man: Vonnie’s sister Vina and his girlfriend LJ are the most important people in his life. He’ll defend them more viciously than anyone else. Toeing The Line: When pushed hard enough, Samaritan can and has abandon heroic combat mores and start fighting with a vicious and savage bent. He regrets it later, but descending into savagery when stressed seems to be a part of his powers. Honestly? It scares the crap out of him. .I Can Handle It: Vonnie’s been in a lot of fights. Some of them went badly for him, but he’s never truly lost a fight. This, and being a teenager has led to a feeling of nigh invincibility that will come back to bite him someday. The Price Of Fame: Samaritan’s two brawls with the DNA Ascendants (flawed as they were), along with a few assorted other battles, have made him somewhat famous in super villain circles. Someone could try to take the kid out to make a name for himself. It’s not like Vonnie’s about to turn down a fight against a villain, after all. Abilities: 0+0+0+8+2+2=12 Strength 24 (+7) [10 (+0)] (Enhanced Statistic) Dexterity 24 (+7) [10 (+0)] (Enhanced Statistic) Constitution 24 (+7) [10 (+0)] (Enhanced Statistic) Intelligence 18 (+4) Wisdom 12 (+1) Charisma 12 (+1) Combat: 6+6=12 Initiative: +7 (+7 Dex) Attack: +3 (+7 Unarmed) Grapple: +10 Defense: +7 (+3 Base, + 4 Dodge Focus, +1 Flat Footed) Knockback: -3 Saving Throws: Toughness: +0/+7 (+7 Con) Fortitude: +0/+7 (+7 Con) Reflex: +0/+7 (+7 Dex) Will: +7 (+1 Wis, +6) Skills: 28 SP= 7PP Acrobatics 2 (+2/+9) Bluff 6 (+7) Craft (mechanical) 1 (+5) Knowledge (physical sciences) 1 (+5) Knowledge (streetwise) 1 (+5) Knowledge (technology) 1 (+5) Notice 9 (+10) Sense Motive 7 (+8) Feats: 9PP Attack Specialization (Unarmed) 2 Dodge Focus 4 Inventor Last Stand (use extra effort to ignore damage penalties for one round) Uncanny Dodge (mental) Powers: 14+14+14+1+3+6+8=59 Enhanced CON 14 [14PP] Enhanced DEX 14 [14PP] Enhanced STR 14 [14PP] Leaping 1 (running jump 34 ft., standing jump 17 ft., high jump 8 ft.) [1PP] Speed 3 [3PP] Super Senses 5 (Spatial Awareness [accurate, acute, radius, ranged mental sense]) [5PP] Device 2 ( 10 PP Container; Flaws: Hard-to-Lose ) [8PP] (Wrist Mounted Grapples) Snare 1 (Power Feats: Improved Range 2[50 ft incr], Reversible, Tether [100 ft.] [6DP] Super Movement 2 (Slow Fall, Swinging) [4DP] DC Block: Unarmed (+7 Hit, DC 22) Abilities 12 + Combat 12 + Saving Throws 6 + Skills 7 + Feats 9 + Powers 59– Drawbacks 0= 105/112
  20. Player Name: Supercape Character Name: Pitch Power Level: (10/15) (205/250P) Trade-Offs: None Unspent Power Points: 45 Progress To Gold Status: 70/90 In Brief: Daughter to a famous Black Magician and Hells Angel, with the power to bind the infernal. Alternate Identity: Secret Identity: Carmen Canto Birthplace: Mexico City Occupation: Rock Music Journalist Affiliations: Rock Report magazine, some biker clubs. 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: Green Hair: Brown (dyed to dark blonde, occasionally red) Carmen looks like a slightly scruffy but sexy rock musician / biker. 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 infernal metal, smoke, and fire. 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 bolts 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. 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 a 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. 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 souped up powerful motorcycle (adapted for her disability), which has a shotgun stored in it. She also carries a knuckleduster (or stores it in her motorcycle) as a weapon of a rock biker anarchist. Of course, she loses these weapons in more polite society or when police are around. 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 practicing occultist 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 offenses. 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 “Flame walkâ€, jump into fire and come out the other end, and her disability makes traveling otherwise even more difficult. 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. 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: Blaze walks with a noticible 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, and is easy to unbalance. Should she be without a cane or her callipers for her right lower leg, she would be very unsteady, unable to run. Pain and Addiction: The nerve damage her father caused has left her with intermittent neurological pains. This can make her tired and irritable, and misuse things like painkillers or sleeping pills or alcohol. Enemies: Demons, and perhaps even given her fathers’ fame, some mundane groups like rival biker gangs. 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 artifacts 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. Abilities: 2 + 4 + 4 + 2 + 4 + 8 = 24PP Strength: 12/22 (+1/+6) Dexterity: 14 (+2) Constitution: 14/24 (+2/+7) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 20 + 20 = 40PP Initiative: +6 Attack: +10 Grapple: +11/+16 Defense: +10, +5 Flat-Footed Knockback: -5 Saving Throws: 5 + 3 + 8 = 16PP Toughness: +4/+10 (+2/+7 Con, +3 Protection) Fortitude: +7/+12 (+2/+7 Con, +5) Reflex: +5 (+2 Dex, +3) Will: +10 (+2 Wis, +8) Skills: 72R = 18PP Bluff 8 (+12) Craft (Artistic) 2 (+3) Craft (Mechanical) 2 (+3) Diplomacy 2 (+6) Disable Device 2 (+3) Drive 4 (+6) Gather Information 4 (+8) Intimidate 8 (+12) Knowledge (Arcane Lore) 4 (+5) Knowledge (Philosophy and Theology) 4 (+5) 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 4 (+6) Survival 2 (+4) Feats: 9PP Attractive Benefit: Owns the Cantos Diaries (+4 to Knowledge rolls re: Infernal) Equipment 7 (Free from Orichalum Award) Fascinate (Bluff) Favoured Enemy (Infernal Creatures) Improved Initiative Power Attack Rage 2 (+4 Strength, +2 Fort, +2 Will, -2 Def, 10 Rounds) Ultimate Effort (Will Save) Equipment: 7PP = 35EP Multi-tool [1EP] Knuckleduster [2EP] Shotgun + Stun Ammo (Salt Rock) [14EP] Masterwork Camera [1EP] Vehicle: Supercharged Motorcycle Size: Medium; Strength 20; Toughness 10; Features: Hidden Compartments 3 [DC 30], Smoke Screen; Powers: Speed 5 (250mph) [17EP] Powers: 13 + 1 + 1 + 4 + 27 + 2 + 1 + 49 = 98PP All powers have the infernal and magic descriptors unless otherwise specified. Device 4 (Cantos Devil Stick, 20 PP Container, Flaws: Easy to Lose, Feats: Indestructible) [13PP] Comprehend 2 (Speak to, Understand Animals; Flaws: Limited to animals associated with devilry) [2PP] (E.g: Goats, Rats, Pigs, Snakes, Black dogs / cats / birds.) Devil Binding Array (11PP Array, Feats: Alternative Power 2) [13PP] Base: Mind Control 10 (Bind Devil; Extras: Conscious, Duration (Sustained); Flaws: Limited (Infernal Creatures), Range 2 (Touch); Feats: Mental Link ) [11 PP] AP: Animal Control 10 (Extras: Conscious, Sensory Link, Flaws: Limited to animals associated with devilry, Range 2 (Touch); Feats: Mental Link) [11 PP] AP: Nullify 10 (Exorcism, All Infernal Powers; Flaws: Range 1 (Touch) ) [10PP]Strike 2 (Feats: Mighty, Affect Insubstantial 1) [4PP] Supersenses 1 (Visual Detect Infernal) [1PP] Immunity 1 (Aging) [1PP] Immunity 2 (Poison, Disease; Flaws: Limited [Half]) [1PP] Immunity 5 (All Infernal Effects; Drawbacks: Power Loss [entirety of spinal tattoo is covered]) [4PP] "Spinal Tattoos" Infernal Forge Magic Array (22PP Array, Feats: Alternative Power 5) [27PP] Base: Snare 10 (Feats: Reversible, Tether) [22PP] “Infernal Chains†AP: Damage 8 (Extras: Cone Area, Feats: Decrease Area 6 [20-80foot cone] ) [22PP] “Breathe Fire†AP: Damage 10 (Extras: Ranged Feats:Affects Insubstantial 1, Variable Descriptor 1 (Metal/Fire) ) [22PP] “Infernal Blast†AP: Element Control 10 (Fire: Feats: Precise) [21PP] AP: Teleport 8 (800’ as Move Action, 2000 miles as full action; Extras: Accurate, Flaws: Medium (Fire), Feats: Change Direction, Change Velocity, Easy, Progression 3 [1000lbs]) [22PP] “Firewalking†AP: Suffocate 7 (Extras: Range) [21PP] “Smoke†Protection 3 (Drawbacks: Power Loss [entirety of spinal tattoo is covered]) [2PP] Regeneration 1 (Resurrection 1 / week) [1PP] Tazel the Demon Array (48PP Array; Feats: Alternate Power 1) [49PP] Base: Alternate Form 7 (35PP Container; Extras: Continuous) [42PP] "Demon rumbling in the belly" Comprehend 3 (Speak, Understand, Read All Languages) [6PP] AP: Summon 10 (150 PP; Extras: Fanatical, Heroic, Duration [Continuous]; Feats: Mental Link; Drawbacks: Full Round to Expel [-3]) (39PP) "Tazel expelled" DC Block ATTACK RANGE SAVE EFFECT Unarmed* Touch DC 16/21 Toughness Damage (Physical) Infernal Blast Ranged DC 25 Toughness Damage (Varies) Breathe Fire Cone DC 23 Toughness Damage (Energy) Infernal Chain Ranged DC 25 Reflex Snare Smoke Ranged DC 22 Fortitude Suffocation Devil Stick Touch DC 17 Strike Damage (Physical) Bind Devil Touch DC 25 Will Mind Control Bind Animal Touch DC 25 Will Mind Control Exorcism Touch DC 25 Will Nullify Totals: Abilities (24) + Combat (40) + Saving Throws (16) + Skills (18) + Feats (9) + Powers (98) - Drawbacks (0) = 205/250 Power Points
  21. Player Name: Fox Character Name: Dragonfly Power Level: 14 (187/233pp) Trade-Offs: +2 Defense / -2 Toughness Unspent PP: 46 Progress to Platinum Status: 123/120 In Brief: Bitter young genius out to apply her mind on her terms, and no one else's. Alternate Identity: Mara Hallomen Identity: Secret Birthplace: France (Dual-Citizenship, French/American) Occupation: Full-Time Inventor/Superhero Affiliations: Ironclad, Jill O'Cure, The Lab Family: Alexander "Hollow Man" Hallomen (Father) Age: 20 (DoB: December 1991) Gender: Female Ethnicity: Caucasian Height: 5'5" Weight: ~110lbs, ~160lbs in armor Eyes: Dark Blue Hair: Dirty-Blonde Description: On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Makeup is practically a foreign concept. Her power suit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are, relative to the rest of the outfit, bulkier and have plating that can shift and rearrange for the task at hand, including deploying a number of small tools; the back of the suit carries a smooth 'backpack'-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience (though this may, of course, invalidate the suit's life support functions, and there are safeties in place to try to avoid that happening). When not in use the suit is exchanged with a heavy, flexible metal choker that rests at the base of the user's neck; it has no visible clasp and does not look terribly valuable, being made of non-precious metal and what little detail there is being quite obviously glass. Power Descriptions: When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even through her helmet's lenses, which are otherwise not see-through from the outside). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts. Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit (especially at the gauntlets) emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial, if tingly, to the touch and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control). History: In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – 'hollow' – rooms. What customers only very rarely know is where most of the new and custom items came from. Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother's ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother was killed (something he calmly claims he had nothing to do with, of course) the daughter fell into his care. Little Mara Hallomen was indeed predicted to be brilliant when she grew older but that simply wouldn't be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information; her only human contact was a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways conventional science could not. Even this was cold comfort, however, as anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist. Kept docile, driven, and borderline insane as an intended side-effect of her constant "health treatments," the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings. Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms. Personality & Motivation: Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate (though continuing social exposure and her ongoing relationship are alleviating many of these problems). Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. It's occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism's just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets. Powers & Tactics: Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation. When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage. Complications: Enemy: The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items hasn't vanished the more and more flexible he gets as long as she's alive and her head's in one piece. Hatred: People taking advantage of or endangering children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers. HUD: The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc). Legacy: Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her. Relationship: With Jill O'Cure. Responsibility: Mara now owns and runs Hallomen Advanced Experts (HAX), and is responsible for being the boss and keeping the place going and its people employed, not to mention protecting the rather valuable projects and secrets therein. Secret: Identity. Side-Effects: Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her. Suit Lite: Dragonfly's suit, while in choker form, is severely limited in what it can do - generally speaking, it's capable only of the Dimensional Pocket, Force Field, Shield, and Teleport powers. The device is, of course, only Subtle when in choker form and not actively being used. Abilities: 2 + 4 + 2 + 14 + 2 + 2 = 26PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 24 (+7) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +7 Attack: +5, +11 Spatial Control Grapple: +4 Defense: +13/+5 (+5 Base, +8 Shield), +2 Flat-Footed Knockback: -6/-1/-0 Saving Throws: 6 + 5 + 7 = 18PP Toughness: +9/+1 (+1 Con, +5 Protection [impervious 5], +3 Force Field) Fortitude: +7 (+1 Con, +6) Reflex: +7 (+2 Dex, +5) Will: +8 (+1 Wis, +7) Skills: 92R = 23PP Computers 10 (+17)Skill Mastery Concentration 4 (+5) Craft (Electronic) 13 (+20)Skill Mastery Craft (Mechanical) 13 (+20)Skill Mastery Disable Device 8 (+15) Knowledge (Physical Sciences) 10 (+17) Knowledge (Technology) 8 (+15) Languages 4 (English [Native], French, Japanese, Russian, Spanish) Notice 4 (+5)Skill Mastery Perform (Stringed Instruments) 9 (+10, +12 Masterwork Instruments) Sense Motive 9 (+10) Feats: 15PP Ambidexterity Eidetic Memory Equipment 5 (25EP) Fearless Inventor Luck 2 Master Plan Online Research Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice) Speed of Thought Equipment: 5PP = 25EP 1 + 1 + 1 + 5 + 16 + 1 = 25EP Masterwork Double Bass [1EP] Masterwork Violin [1EP] Multitool [1EP] The Lab (HQ) [5EP] The Warehouse (PL10 HQ) [1 + 1 + 14 = 16EP] An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that.... Size: Medium [1EP] Toughness: +10 [1EP] Features: [14EP] Concealed (+10 DC) Computer Defense System (Blast 12) Fire Prevention System Garage Laboratory Library Living Space Power (Communication Link [Dragonfly's suit]) Power System Security System 3 (DC30) Workshop Alternate HQ [1EP] Hallomen Advanced Experts [2 + 1 + 13 = 16EP] A solid, simple lab building in the North End that houses one of Freedom City's newest up-and-coming technology consultant groups, with a little something extra hidden in a sub-basement that's not on the building plans.... Size: Huge [2EP] Toughness: +10 [1EP] Features: [13EP] Concealed (+10 DC) Computer Cover Facility Defense System (Blast 12) Fire Prevention System Laboratory Library Personnel Power System Security System 3 (DC30) Workshop Powers: 9 + 2 + 74 = 85PP Altered Brain 1.6 (8PP Container [Passive, Permanent], Feats: Innate) [9PP] Immunity 10 (Mental Effects, Flaws: Limited [1/2 Effect]) [5PP] Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP] Datalink 2 (Mental, 100ft) [2PP] (Mutation) Device 18 (90PP Container, Flaws: Hard-To-Lose, Feats: Restricted [Datalink], Subtle) [74PP] (Powersuit, Technology) A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted. When not in use it exchanges (via spatial technology and Quick Change) with a solid-looking metal choker that rests at the base of the wearer's neck. Auxiliary Power Array 4 (8PP Array; Feats: Dynamic Base Power, Dynamic Alternate Power) [11PP] Base Power (Dynamic): Flight 4 (100mph / 1,000ft per Move Action) [8PP] (Auxiliary Power Allocation: Flight) Alternate Power (Dynamic): Super-Strength 4 (STR 30 [Heavy Load: 1,600lbs]) [8PP] (Auxiliary Power Allocation: Strength) Communication 5 (radio, 5 mile range; Feats: Subtle) [6PP] Features 1 (Improvised Tools) [1PP] Force Field 3 (Feats: Selective) [4PP] (Spatial Control) Immunity 9 (Life Support) [9PP] Protection 5 (Extras: Impervious) [10PP] (Armor Plating) Shield 8 (Feats: Evasion 2) [10PP] (Spatial Control) Spatial Control 11 (22PP Array; Feats: Accurate 3, Alternate Power 3, Precise) [29PP] (Spatial Control [unless otherwise noted]) Base Power: Blast 11 (10 110ft Range Increments / 1,100ft Max Range) [22PP] Alternate Power: Strike 11 (Extras: Penetrating [DMG 22]) [22PP] (Spatial Blade) Alternate Power: Dimensional Pocket 10 (Feats: Progression [Cargo] 1 [100 tons], Quick Change) [22PP] Alternate Power: Stun 11 [22PP] (Electricity, "Taser-Hand") Super-Senses 6 (Analytical Visual Senses, Communication Link [warehouse HQ], Direction Sense, Infravision, Spatial Awareness [visual], Uncanny Dodge [Radio]) [7PP] Teleport 1 (100ft per Move Action, Feats: Turnabout) [3PP] (Spatial Control) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Dimensional Pocket Touch DC20 Reflex Trapped DC20 Will (+1 per round) Escape Spatial Blade Touch DC26 Toughness (Staged) Damage (Energy) Spatial Blast Ranged DC26 Toughness (Staged) Damage (Energy) Taser Hand Touch DC21 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (26) + Combat (20) + Saving Throws (18) + Skills (23) + Feats (15) + Powers (85) - Drawbacks (0) = 187/233 Power Points
  22. Player Name: Fox Character Name: Dragonfly Power Level: 12 (15) (234/250pp) [261] Trade-Offs: +2 Defense / -2 Toughness Unspent PP: 18 In Brief: Bitter young genius out to apply her mind on her terms, and no one else's. Alternate Identity: Mara Hallomen Identity: Secret Birthplace: France (Dual-Citizenship, French/American) Occupation: Full-Time Inventor/Superhero Affiliations: Ironclad, Jill O'Cure, The Lab Family: Alexander "Hollow Man" Hallomen (Father) Age: 22 (DoB: December 1991) Gender: Female Ethnicity: Caucasian Height: 5'5" Weight: ~110lbs, ~160lbs in armor Eyes: Dark Blue Hair: Dirty-Blonde Description: On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, quiet blues and dark purples being runners-up). Make-up is practically a foreign concept and generally not worth her time. Her powersuit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are bulkier, relative to the rest of the suit, and have plating that can shift and rearrange for the task at hand - including deploying a number of small tools. The back of the suit carries a smooth backpack-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience. When not in use the suit is exchanged with a heavy, flexible metal choker that rests at the base of the user's neck; it has no visible clasp and, while clearly well-made and tasteful, does not appear to be especially valuable. Power Descriptions: When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even through her helmet's lenses, which are otherwise not outwardly transparent). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts. Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial to the touch, if tingly, and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control). She can call up a number of small drones for a variety of purposes; each is a bit smaller than a football, with one end flattened into a 'face' dominated entirely by a single large eye capable of projecting images and high-energy lasers. Though they lack grasping limbs, they can carry light loads by way of the same gravity manipulators that let them fly. History: In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to disposal or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty rooms. What customers only very rarely know is where most of the new and custom items came from. Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was beginning to show superhuman traits – signs of high intelligence and her mother's ability to communicate with electronics. Now and only now was the girl useful to him and when the mother was killed (something he calmly claims he had nothing to do with, of course) the daughter fell into his care. Little Mara Hallomen was indeed predicted to be brilliant when she grew older but that simply wouldn't be enough for the Hollow Man – no, anything good can be made better, results could be obtained faster. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information; her only human contact was a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways conventional science could not. Even this was cold comfort, however, as anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist. Kept docile, driven, and borderline insane as an intended side-effect of her constant "health treatments," the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of an insect, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was - to escape and feel the wind under her metaphorical wings. Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms. Personality & Motivation: Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and distrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate...though continuing social exposure and her ongoing relationship are alleviating many of these problems. Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. Powers & Tactics: Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation. When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage. Complications: Drones: Powers with the 'drone' descriptor only function when Dragonfly can deploy and command her drones. She has a decent but not inexhaustible stock to call up, and if her radio communication to them is cut off they are left with only their most recent instructions and a dog-like AI - which only tells them to finish their current task (to the best of their now-reduced ability) and then return to safety. Enemy: The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items hasn't vanished the more and more flexible he gets as long as she's alive and her head's in one piece. Hatred: People taking advantage of or endangering children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers. HUD: The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc). Legacy: Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her. Relationship: With >Jill O'Cure. Responsibility: Mara now owns and runs Hallomen Advanced Experts (HAX), and is responsible for being the boss and keeping the place going and its people employed, not to mention protecting the rather valuable projects and secrets therein. Secret: Identity. Side-Effects: Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her. Suit Lite: Dragonfly's suit, while in choker form, is severely limited in what it can do - generally speaking, it's capable only of the Dimensional Pocket, Force Field, Shield, and Teleport powers. The device is, of course, only Subtle when in choker form and not actively being used. Abilities: 2 + 4 + 2 + 18 + 2 + 4 = 32PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 28 (+9) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +10 Attack: +6, +12 Suit Offense Grapple: +7 / +11 Super-Strength Defense: +14/+6 (+6 Base, +8 Shield), +3 Flat-Footed Knockback: -7/-2/-0 (full defense / force field only / base) Saving Throws: 8 + 7 + 11 = 26PP Toughness: +10/+1 (+1 Con, +5 Protection [impervious 5], +4 Force Field) Fortitude: +9 (+1 Con, +8) Reflex: +9 (+2 Dex, +7) Will: +12 (+1 Wis, +11) Skills: 100R = 25PP Computers 11 (+20)SM Concentration 4 (+5) Craft (Electronic) 15 (+24)SM Craft (Mechanical) 15 (+24)SM Disable Device 8 (+17) Knowledge (Business) 1 (+10) Knowledge (Physical Sciences) 11 (+20) Knowledge (Technology) 8 (+17) Languages 4 (English [Native], French, Japanese, Russian, Spanish) Notice 4 (+5)SM Perform (Stringed Instruments) 10 (+11, +13 Masterwork Instruments) Sense Motive 9 (+10) Feats: 15PP Ambidexterity Benefit (Wealth) 1 Eidetic Memory Equipment 4 (20EP) Fearless Inventor Luck 2 Master Plan Online Research Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice) Speed of Thought Equipment: 5PP = 25EP 1 + 1 + 1 + 16 + 1 = 20EP Masterwork Double Bass [1EP] Masterwork Violin [1EP] Multitool [1EP] The Warehouse (PL10 HQ) [1 + 1 + 14 = 16EP] An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that.... Size: Medium [1EP] Toughness: +10 [1EP] Features: [14EP] Concealed (+10 DC) Computer Defense System (Blast 12) Fire Prevention System Garage Laboratory Library Living Space Power (Communication Link [Dragonfly's suit]) Power System Security System 3 (DC30) Workshop Alternate HQ [1EP] Hallomen Advanced Experts [2 + 1 + 13 = 16EP] A solid, simple lab building in the North End that houses one of Freedom City's newest up-and-coming technology consultant groups, with a little something extra hidden in a sub-basement that's not on the building plans.... Size: Huge [2EP] Toughness: +10 [1EP] Features: [13EP] Concealed (+10 DC) Computer Cover Facility Defense System (Blast 12) Fire Prevention System Laboratory Library Personnel Power System Security System 3 (DC30) Workshop Powers: 9 + 2 + 2 + 98 = 111PP Altered Brain 1.6 (8PP Container [Passive, Permanent], Feats: Innate) [9PP] Immunity 10 (Psionic Effects; Flaws: Limited [1/2 Effect]) [5PP] Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP] Comprehend 1 (Electronics) [2PP] (mutation) Datalink 2 (Mental, 100ft) [2PP] (mutation) Device 24 (120PP Container, Flaws: Hard-To-Lose, Feats: Restricted [Datalink], Subtle) [98PP] (powersuit) A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted. When not in use it exchanges (via spatial technology and Quick Change) with a solid-looking metal choker that rests at the base of the wearer's neck. Auxiliary Power Array 5 (10PP Array; Feats: Dynamic Base Power, Dynamic Alternate Power) [13PP] BP (Dynamic): Flight 5 (250mph / 1,000ft per Move Action) [8PP] AP (Dynamic): Super-Strength 5 (STR 35 [Heavy Load: 1.5 tons]) [8PP] Communication 5 (radio, 5 mile range; Extras: Area; Flaws: One-Way; Feats: Selective, Subtle) [7PP] Features 1 (Improvised Tools) [1PP] Force Field 4 (Feats: Selective) [5PP] (spatial control) Illusion 1 (Auditory, Visual, 5' radius; Extras: Duration [sustained, free action to maintain]) [4PP] (drone projection) Immunity 9 (Life Support) [9PP] Primary Array 20 (40pp array; Feats: Accurate 3, Alternate Power 6, Precise) [50PP] BP: Blast 12 (Extras: Secondary Effect) [36/40PP] (spatial blast) AP: Blast 12 (Extras: Autofire 1; Feats: Homing, Indirect 2, Split Attack) [40/40PP] (drone beamspam) AP: Dazzle 12 (Visual; Extras: Linked [Nauseate]) + Nauseate 12 (Extras: Linked [Dazzle], Range [Ranged]; Flaws: Sense-Dependent [Visual], Limited [sicken]) [24+12= 36/40PP] (drone strobe) AP: Dimensional Pocket 12 (1250 tons; Feats: Progression [Cargo] 2, Quick Change) [27/40PP] AP: Drain Toughness 12 (Extras: Linked ) + Strike 12 (Extras: Linked [Drain], Penetrating 12 [DMG 24]) [12+24= 36/40PP] (spatial blade) AP: ESP 6 (Auditory, Visual, 20 mile range; Extras: Simultaneous, Action [Free]; Flaws: Limited [reachable by air drone]; Feats: Rapid 1 [10x search speed], Subtle [cloaking; DC26]) Communication 6 (Auditory, 20 mile range; Extras: Area; Flaws: Limited [reachable by air drone], One-Way; Feats: Selective, Subtle) Move Object 2 (STR 10; Extras: Action [Move], Range [Perception]) [26+5+8= 39/40PP] (drone search & rescue) AP: Stun 12 [24/40PP] (taser hand) Protection 5 (Extras: Impervious) [10PP] (armor plating) Shield 8 (Feats: Evasion 2) [10PP] (spatial control) Super-Senses 8 (Analytical Visual Senses, Communication Link [warehouse HQ], Direction Sense, Infravision, Radio Sense, Spatial Awareness [visual], Uncanny Dodge [radio]) [8PP] Teleport 1 (100ft per Move Action, Feats: Turnabout) [3PP] (spatial control) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Dimensional Pocket Touch DC22 Reflex Trapped DC20 Will (+1 per round) (escape) Drone Blast Ranged DC27+autofire Toughness (Staged) Damaged (Energy) Drone Strobe Ranged DC22 Reflex Blind +DC22 Fortitude Sickened DC22 Fortitude (recover) Spatial Blade Touch DC22 Fortitude (Staged) Drain Toughness (22 - roll pp) DC27 Toughness (Staged) Damage (Energy) Spatial Blast Ranged DC27 Toughness (Staged) Damage (Energy) Taser Hand Touch DC22 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (32) + Combat (24) + Saving Throws (26) + Skills (25) + Feats (15) + Powers (111) - Drawbacks (0) = 233/250 Power Points
  23. Wayward Power Level: 10/11 (161/165 PP) Trade-Offs: +2 Attack/-2 Damage, -2 Toughness/+2 Defense Unspent Power Points: 4 In-Brief: Psychic rock star buttkicker. Now fighting crime on prime time! Alternate Identity: Valerie Cain (celebrity name), Margaret Carter Jr. (birth name), Emily Walker (civilian disguise) Identity: Stage: Public, Birth: Secret, Civilian disguise: Secret Birthplace: Yonkers, NY Occupation: Rock star Affiliations: Excelsior Records, Super-Vision Family: Margaret Carter Sr. (Mother), Walter Carter (Father), Catherine Carter (Younger Sister) Description: Age: 22 (September 13th, 1991) Gender: Female Ethnicity: Caucasian Height: 5'9" Weight: 145 lbs Eyes: Green Hair: Black (naturally brown) Val is a tall, lean woman as lithe as they come, with shaggy black hair mostly concealing her green eyes, and an athletic build most would have to work their tails off to get. It turns out, when you become a mask professionally, you don't need to wear one on the heroing job. In terms of crimefighting attire, Wayward sports nothing more than her celebrity persona, fighting crime in street clothes, favoring things that are dark, spiky, and show plenty of skin, in support of her rough stage presence. History: Margaret Carter Jr. was born to a middle class family in Yonkers, New York. Her mother was a police officer, and her father was a stage magician. She had everything she really needed, and went to a safe public school. It was a decent life. And boring as Hell. She wanted more. She wanted to shine, to be great, and she knew her old hand-me-down guitar was her ticket to fame. Her parents didn't see it that way, when she started neglecting her studies in favor of her music. There was a lot of yelling. When her parents decided grounding her would include taking away her guitar, it got worse. At fifteen, she ran away. She stole enough money to buy a top-of-the-line guitar, plus cab fair to the city proper, and made her own. Lucky for her, she was as good as she thought, and managed to keep herself fed and housed by performing on the street in Central Park under a new name, Valerie Cain; she could work a crowd like nobody's business, and rock like the best of them. In time, she got picked up by an agent, quickly going through the ranks, first as a backup guitarist, then an opening act, before exploding as a star in her own right, going on her first national tour at twenty. But when she got back, a nagging guilt for the way she ran out grew in the back of her mind. She took some time off decided to go home to Yonkers. While wandering her old home, trying to decide how to say hello after being away for five years. The question was answered for her, when she came on a mugging. The police became involved, and it turned into a shootout. An officer went down. One Officer Margaret Carter. That moment was the first time Valerie's powers became undeniable. There had been subtle, suspicious things before, but when her mother was shot in the leg, she could see it, feel it in every vivid detail as the flurry of emotion in that alley forced itself on her mind as the thug escaped. She was reunited with her family at the hospital. An awkward event, but the circumstances set grudges aside. Yet the scene kept haunting her; Val couldn't just let the situation lie. Stress, fear, bad judgment, and a heaping spoonful of fury sent her into action. A few sly questions here and there to some members of the force who knew her as a kid, and she has as much information as the cops do. Plus, a head start and a speed advantage in the form of a lack of forward thinking. The man, Caleb Donnel, was part of a small gang with a hangout in the back of some rundown bar. A little charm, and she was invited right in, where she took every last one of them down with a pool cue. The police weren't exactly happy about her methods, nor the risk she took, but they thanked her all the same. When she got back to her life as a musician, however, the experience put a bug in her ear. She had powers. And she could fight. And her new label was based out of Freedom City. And she never wanted to let something like what happened in that alley again. She could be a hero. At first, her agent hated the idea, but with some insistence, and a little training with some professionals, an idea was born. A new image; not Valerie Cain, but Wayward. Guitarist. Superhero. TV star. With a co-op with Super-Vision and an advanced hovercam rig, they could catch her crimefighting on camera, and make a mint. Powers & Tactics: Wayward is one of the world's weaker psychics, with only limited control over more limited powers. A subconscious rapport with those around her has benefited her career greatly, and she can makes some conscious contact, but her mental powers are at their most extensive when turned inward. Subconscious manipulation of her own biochemistry has allowed her to maximize benefit from training and nutrition, gaining an Olympian-level body with limited training in bursts far more intense than she would normally manage, an almost-natural array of physical gifts she only suspects might be linked to her powers. letting her focus her real efforts on her music. Likewise, her fighting style relies more on instinct, intuition, luck, and brashness rather than any form of polish, favoring a collapsible staff as her weapon of choice. And given the limits of her mental powers, her work as a hero tends to come down to the physicality and creativity available to mere mortals. Complications: Smile for the Camera: As it turns out, hovercams filming your every move and transmitting them wirelessly can have an effect on delicate crime-fighting situations. Especially when trying to be sneaky. And sometimes, a hovercam getting in the way isn't an accident. Gotta get the ratings, after all, so if things start getting boring beyond the magic of editing? Time for an 'accident.' And if the cameras lose our lovely heroine? Well, there's a bad day right there. Sensitive: Untrained latent telepathy is not necessarily all sunshine and roses. Intense emotion and sensation can influence Wayward as much as the person experiencing them, and sometimes even lingering psychic impressions are enough to get to her. What's more, due to her lac of training, her psychic abilities leave her more open to mental influence, rather than less. Only Human: Through a form of self-hypnosis, Wayward can go well beyond her body's normal physical abilities, but this doesn't change her body's limits, and if she pushes herself like that for too long, she will find the point where her body simply says no. Vertigo: Sharing the senses of another is a disorienting experience, especially when Wayward jumps from one body to the next. She's barely aware of herself when doing it, and when she returns to herself, be it by choice or by force, she needs time to recover. In the Limelight: Fame has a price. As much as she loves her fans, crime fighting is a sensitive business, and it can be a dangerous time for an audience. What's more, she has an image to protect. Tarnishing her reputation can hurt her career. Sucker for a Pretty Face: Looks can be deceiving. A lesson Wayward learned when she was still a kid. However, everyone has their soft spots, and a pretty face playing innocent can find it easy to get past Wayward's better judgment. Mindwarp: Wayward has learned the hard way that her powers make a long-term intimate relationship impossible. The last time she tried, her powers started reaching out more and more for her partner's mind without her willing it until the mental disturbance wouldn't let either of them sleep. Ever. no matter how far apart they were, until they were both hospitalized for exhaustion. With time apart, the effect eventually faded, but it made a continued relationship impossible. Ever since, she's had many relationships, quite a few promising, but all cut short before long. She doesn't give the real explanation, and not all of her many exes are entirely understanding. Amateur Psychic: Though technically a psychic, Wayward's powers are weak and inherently unstable. There are a few things she can use them for reliably, but when she tries to push her abilities in new ways, it rarely goes smoothly. Right to the Head: While a psychically optimized metabolism keeps her in peak physical conditions, it is not without its drawbacks. The perk is a subconscious manifestation of Wayward's own desires. However, this is not without drawback, particularly when it comes to alcohol. When she drinks, she wants to get where she's going, so her body does everything it can to accommodate, making a little alcohol go a long way. Entourage: A rock star is never alone. Whether she's giving a reporter some time, she's giving her input on a project, or she's showing a fan a good time out on the town, when things go south, there's usually someone around that Wayward has to look out for on top of dealing with the crime. Open Channel: The first thing many a budding young psychic learns is how to filter out which thoughts and sensations one sends over telepathic communication. Wayward never learned to do this. When she makes a mental connection with someone, she broadcasts everything she thinks and feels, and the openness of her connection makes it difficult for even seasoned psychics to filter her out. Abilities: 6 + 14 + 12 + 0 + 4 + 14 = 50PP Strength: 16/22 (+3/+6) Dexterity: 24 (+7) Constitution: 22 (+6) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 24/34 (+7/+12) Combat: 16 + 8 = 24PP Initiative: +11 (+7 Dex, +4 Improved Initiative) Attack: +8 Base, +12 Melee Grapple: +15/+19 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -4 (-3 flat-footed) Saving Throws: 0 + 0 + 5 = 5PP Toughness: +8 (+6 Con, +2 Defensive Roll) Fortitude: +6 (+6 Con, +0) Reflex: +7 (+7 Dex, +0) Will: +7 (+2 Wis, +5) Skills: 100R = 25PP Acrobatics 3 (+10) Bluff 7 (+14, +19EC, +22A, +27Total) Skill Mastery Climb 2 (+5, +8ES) Diplomacy 7 (+14, +19EC, +22A, +27Total) Skill Mastery, Ultimate Effort Disguise 1 (+8, +13EC) Escape Artist 3 (+10) Gather Information 3 (+10, +15EC) Intimidate 1 (+8, +13EC) Investigate 5 (+5) Knowledge (Art) 5 (+5) Knowledge (Popular Culture) 5 (+5) Knowledge (Streetwise) 4 (+4) Languages 1 (English [Native], French) Notice 12 (+14) Perform (Dance) 3 (+10, +15EC) Perform (Strings) 13 (+20, +22M, +25EC, +27Total) Skill Mastery, Ultimate Effort Perform (Singing) 3 (+10, +15EC) Perform (Theater of the Mind) 3 (+10, +15EC) Search 5 (+5) Sense Motive 8 (+10) Skill Mastery Sleight of Hand 3 (+10) Stealth 3 (+10) A - Attractive, EC - Enhanced Charisma, ES - Enhanced Strength, M - Marianne (Masterwork Guitar) Feats: 38PP Acrobatic Bluff Attack Focus: Melee 4 Attractive 2 Benefit 3: Status (Celebrity), Wealth 2 Connected Defensive Roll Dodge Focus 8 Elusive Target Equipment 1 Evasion Fascinate 2: Diplomacy, Perform Grappling Finesse Improved Initiative Luck 3 Skill Mastery: Bluff, Diplomacy, Perform (Strings), Sense Motive Takedown Attack Teamwork 3 Ultimate Effort 2: Diplomacy, Perform (Strings) Well-Informed Equipment: 4EP = 1PP Collapsible Staff (Damage 2 [Feats: Mighty, Subtle]) [4EP] Marianne (Masterwork Guitar) [1EP] Powers: 1 + 4 + 14 = 19PP Immunity 1 (Aging) [1PP] (Psychic) Burst Motion Array (3PP; Power Feats: Alternate Power 1) [4PP] Base Power: Speed 3 {3/3PP} (Psychic) Alternate Power: Leaping 3 {3/3PP} (Psychic) Psychic Array (11PP; Power Feats: Alternate Power 3) [14PP] Base Power: Enhanced Charisma 10 {10/11 PP} (Rapport, Psychic) Alternate Power: Mind Reading 10 (Power Feat: Subtle, Extra: Sensory Link, Flaw: Limited to Sensory Link) {11/11 PP} (Sense Hop, Psychic) Alternate Power: Communication 3, Linked: Comprehend 3 (Languages, Objects) {10/11 PP} (Telepathy, Psychic) Alternate Power Enhanced Strength 6 {6/6 PP} (Adrenal Burst, Psychic) DC Block: ATTACK RANGE SAVE EFFECT Unarmed +12 Touch DC18/21 Toughness (Staged) Damage (Physical) Staff +12 Touch DC20/23 Toughness (Staged) Damage (Physical) Mind Reading Perception DC20 Will Sensory Link Totals: Abilities (50) + Combat (24) + Saving Throws (5) + Skills (25) + Feats (38) + Powers (19) - Drawbacks (0) = 161/165 Power Points
  24. Player Name: horngeek Character Name: Vector Power Level: 11 (155/161PP) Trade-Offs: -2 Attack / +2 Damage (For close-combat attacks only), +/-variable Defense / +/-variable Toughness (A Dynamic Alternate Power array allows changing of this on the fly) Unspent Power Points: 6 Progress To Bronze Status: 11/30 In Brief: Vector-manipulating Australian mutant who's the daughter of a rich businessman. Alternate Identity: Catherine Fields Identity: Secret Birthplace: Sydney, Australia Occupation: University Student Affiliations: None Family: Michael Fields (Father), Opal Fields (Mother) Description: Age: 22 (DoB: 12 July 1990 Apparent Age: 22 Gender: Female Ethnicity: Caucasian Height: 152 cm (5'0") Weight: 46 kg (approx. 100 pounds) Eyes: Bright Emerald Hair: Brown Catherine Fields is a small figure. Her bright emerald eyes make her stand out from a crowd, and her looks, with fair skin, brown hair, a rounded face and a certain level of fitness all serve to make the young university student quite attractive. In her civilian identity, Catherine generally wears casual clothing, not at all expected from the daughter of a multibillionaire. Jeans and a t-shirt are most common, and she's well-known among the social newspapers for almost always wearing an akubra hat- indeed, she only takes it off it it's inappropriate to wear a hat. Vector, on the other hand, wears a body-hugging suit (made out of Dr. Atom's morphic molecules- her father is not above recognising when someone else beats him hands-down on something), almost all blue, except for a white cross on the chest and a golden seven-pointed star on the chest. It should be noted that the blue is the same shade that appears on the Australian (and British) flags, and the star is a direct copy of the Commonwealth Star. Power Descriptions: Vector's powers revolve around, appropriately enough, changing the vectors of forces acting on objects. She can only do this for object's she's touching, but it's still a very flexible power- she can propel an attack away from her body, use it to fling objects at opponents (or drastically increase the force of her own punches), and even propel her own body and enhance her leaping ability. History: To fully understand Catherine, you first need to know a bit about her father. Michael Fields was born in Sydney in 1960, and developed mutant powers in his teens- the young man had a mind uniquely suited to understanding and developing technology, and his mind worked incredibly quickly. A self-made man, he created several inventions, the funds from which made him a multi-billionaire. His powers could have made him a superhero... except he never went through with it, although his company, Fields Technology, has always sold equipment to superheroes at discount. Michael wasn't a coward by any means, he... just wasn't a martial man, and had no taste for fighting. He was content to help his company. And... he eventually married his childhood sweetheart, Opal Aiken (and the pair still joke about how cliched the whole relationship is). And then, in 1990, they had a child, Catherine Fields. The birth went fine, with the only real unusual thing being Catherine's pure white hair. As she grew, they realised that Catherine had inherited a part of her father's mind, the young girl excelling at maths and science (especially material sciences). They didn't realise she had... more... until she put a hand on her bike one day when she was 17 and accidentally propelled it across the room. The Fields had some decisions to make after that happened. Michael knew his daughter needed teaching how to control her powers- and he had a favor to call in with the Claremont Academy, so he could certainly arrange that- but he didn't want to pull her away from her Higher School Certificate. Ultimately, they decided that she'd stay at school in Australia... but during school holidays, she went to the Claremont Academy and learnt some control over her budding powers. And once she graduated from high school, she went to Freedom University. Now, she's working to gain her degree, on a stipend from her parents... and she's starting to learn the whole Superhero business. I mean, sure, she doesn't have to... but she figures that she might as well use the powers she has. Personality & Motivation: For the most part, Catherine doesn't have a radically different persona for Vector- she's cheerful, sometimes frighteningly intelligent, and loves coming up with new solutions. As Vector, she's a lot more physical, moving around a lot more, although always being careful, and she honestly loves being a superhero. The fact that dad's so, so proud of her helps too. Her primary motivation, however, is simply a way to help people, and a way to use her powers responsibly. Powers & Tactics: Vector is largely a Powerhouse, using her powers instead of brute strength. She fights intelligently, and tries her hardest to protect civilians. Complications: Name: [Description] Example: Secret: Identity. While this wouldn't be a massive disaster for Catherine if it was revealed she was Vector, it would be... enough of a nuisance that she'd really rather it remain under wraps. Funds: Or rather, lack of. Catherine has immediate access to enough funds to sustain her, for the most part, at a middle-class standard of living without having to find a job. Accessing her full wealth represented by her Rich Benefit requires contacting her father and telling him exactly why she needs the funds. This Complication only awards a Hero Point if the reason doesn't satisfy Michael (rare- the request would have to be completely frivolous for this to happen) or if the lack of immediate funds is an issue. Enemy: Michael's open support of the hero community has made him several enemies. His daughter, right in Freedom City? More than a few supervillains might be unable to resist the chance to strike at her. Not Actually Telekinesis: While Vector's powers are a fair stand-in for touch telekinesis in most circumstance, they aren't actually telekinesis- while she is capable of amplifying fairly small 'force vectors' and is fairly adept at doing so, she does actually require something to be moving relative to her within her (rather short) range of vector manipulation. As such, if she is immobilised, her powers are effectively neutralised. Abilities: 0 + 4 + 2 + 12 + 8 + 8 = 34PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 22 (+6) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 16 + 10 = 26PP Initiative: +6 Attack: +8 Melee, +10 Ranged Grapple: +8, +20 w/Move Object Defense: +15 w/Enhanced Defensive, +5 Base, +3 Flat-Footed Knockback: -12/-2 Saving Throws: 6 + 6 + 7 = 19PP Toughness: +15/+5 (+1 Con, +4 Defensive Roll, +10 Force Field) Fortitude: +7 (+1 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 32R = 8PP Computers 5 (+11) Diplomacy 3 (+7) Investigate 6 (+12) Knowledge (Physical Sciences) 4 (+10) Knowledge (Technology) 4 (+10) Knowledge (Business) 4 (+10) Knowledge (Streetwise) 2 (+8) Sense Motive 4 (+8) Feats: 9PP Attack Focus 2 (Ranged) Beginner's Luck Benefit 2 (Rich) Defensive Roll 2 Improved Initiative Luck 1 Powers: 23 + 3 + 4 + 3 + 24 = 57PP Vector Control Array 10(PFs: Alternate Power 2, Subtle) [23PP] Base Power: Move Object 10 (Effective STR 50, Heavy Load: 12 tons) (Redirect Gravity, Physical) [20pp] Alternate Power: Deflect 10 (Vector Deflect, All Physical) [20pp] Alternate Power: Strike 12 (Vector Punch, Physical) [12pp] Quickness 6 (x100, Flaw: Limited [Mental Tasks Only]) [3 pp] Immunity 4 (Disease, Environmental Conditions [Cold, Heat, Radiation]) [4PP] Leaping 3 (x10- running long jump: 100', standing long jump: 50', high jump 25') [3PP] Speed 2 (20MPH) [2PP] Vector Control: Reflect Array 10 (Feats: Dynamic Alternate Power 2) [24PP] Base Power: Force Field 10 (Vector Shield, Physical; Extras: Impervious) [20pp] Dynamic Alternate Power: Enhanced Defense 10 [20pp] DC Block ATTACK RANGE SAVE EFFECT Gravity Control Object Throw DC25 Toughness (Staged) Damage (Physical) Vector Punch Touch DC27 Toughness (Staged) Damage (Physical)Totals: Abilities (34) + Combat (26) + Saving Throws (19) + Skills (8) + Feats (9) + Powers (59) - Drawbacks (0) = 155/161 Power Points
  25. Change to Non Canon and Retired PC post counts. Aka "Special Edition / Guest Starring..." By default, using a retired PC, or being involved in a non-canon post (such as "What if" or "Alternative Versions of...") means that posts are worth 1/2 of normal. The reason for this has been to stop over-use of such threads. Unfortunately, despite them being a comic book staple, the effect has been to effectively completely stop them. Therefore, each month, you are allowed to nominate one, and only one of your threads as either a "Special Edition" (For a non-canon thread), or "Guest starring..." (when featuring a retired PC) and have it counted for full. This can be a different thread every month. If you have more than one thread that is non-canon or features a retired PC, you can still have these posts counted, as previously, and they will be worth 1/2 of normal. For "What if" or non-canon special edition threads, posts should be allocated to the PC (or alternative version) you are using for that thread. When using a retired PC in a Guest Edition thread, nominate one PC that all the posts are transferred to as a block. For GM posts in a special edition thread, posts are added to the total GM count (Which can be split and divided as you wish)
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