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  1. Player Name Thevshi Character Name: Synapse Power Level: 12 (241/250PP) Trade-Offs: -2 Def/+2 Toughness Unspent Power Points: 9 In Brief: Rebellious genius Englishwoman with mental powers. Alternate Identity: "Dee" Farrington; Lady Dawn Farrington Identity: Secret Birthplace: Bournemouth, England Occupation: Activist Affiliations: Ministry of Powers (not by choice), Vanguard Family: Lord Erasums Farrington (11th Earl Farrington (father)); Lady Margret Farrington (mother); Lady Susan Farrington (twin sister); Edward Farrington (Viscount Farrington (brother)); Erick Slone (Foreshadow II; Fiancé) Age: 29 (DOB: 5/18/1990) Gender: Female Height: 5' 7" Weight: 120 lbs Eyes: Blue Hair: Black, with green stripes (naturally blonde) Dee is slightly taller than average, with a slim build. Though an attractive young woman, that attractiveness is somewhat diminished by her generally irritable disposition. Her shoulder length hair is black, with a few colored streaks (the color of which varies from time to time between green, blue, magenta, purple and orange), though her natural hair color is blonde. Dee typically dresses in dark jeans, with T-shirts (typically with a band logo or some political statement on them) and a black leather jacket. Dee has a number of piercings in each ear, as well as tongue and bellybutton piercings. She also has gotten a few tattoos over the years. One is a grouping of Chinese characters on her left shoulder blade. The other is of a black circle made of twisted thorn branches on her lower back. Power Descriptions: Synapse's Telekinesis, Forcefield, Mental Blast and Paralyze attack all involve a manifestation of red psychic energy that are readily visible. Her Mind Control and Telepathy, are considerably more subtle in nature, making them somewhat more difficult to detect by either the target or others with mental awareness super-senses. History: Dawn was born into an aristocratic family in the United Kingdom. Much of her early life was spent in either London, where her father serves on the House of Lords, or at her family's estate in Dorset, most often in the care of nannies hired by her parents to help raise her and her siblings. The family's head butler, Arthur Winston-Smythe was also a prominent figure in caring for the Farrington children, traveling between London and Dorset with the family. Growing up, Dawn and her twin sister Susan were inseparable, as one would expect of twins. Their older brother, Edward, was somewhat distant, but it did not matter much as they had each other, particularly when their parents began to send them off to expensive boarding schools. In his position in the House of Lords, Dawn's father worked closely with the Ministry of Powers and was a strong supporter of Taskforce UK. In particular, Lord Farrington was a close associate of the team's mentalist, Headcase. When the Ministry revived its Powers Project, Headcase convinced Lord Farrington to include Dawn and her twin sister Susan in the Psi Initiative, confident he could induce psychic powers in the two girls. The two girls were subjected to the process, with Headcase himself directly involved. Over the course of several weeks over the summer when the girls were eleven, they underwent the process. When it was over, both girls had gained mental powers. However, something had gone awry in Susan's case, the process causing damage to her psyche, driving the girl insane. Headcase was forced to subdue her, and drugs were used to suppress her powers. Dawn's parents had no choice but to commit Susan to a private mental hospital, where she could be provided the best around the clock care, and carefully kept be out of the public eye. In Dawn's case, the process was far more successful, as her psyche had not been harmed, at least by the psi initiative process. The fate of her sister, and her parents reaction in quietly tucking Susan away, served to create a rebellious attitude in Dawn (who began refusing to acknowledge that name, insisting on being called "Dee" instead), as she blamed her parents, and in particular her father, for what had happened to Susan. Always an extremely bright girl, Dee began to do everything she could to act out against her parents. In addition to generally being as difficult as she could, Dee began dying her hair; eventually got additional body piercings and tattoos; and otherwise generally acting as unladylike as possible. During the times she was home (either in Dorset or London), she would regularly sneak out at night, either going to concerts or nightclubs. Unbeknownst to her, during those late night outings, she was often followed by Arthur, the family's butler, who had for a time served as an agent in MI6, as he did his best to keep her from coming to harm. Her behavior carried over to the boarding schools her parents sent her off to, including incidents such as mixing together a chemical formula to generate massive amounts of smoke in chemistry class (and thus causing an evacuation of the building) to repeated violations of school curfew and other rules. Among the prestigious boarding schools she got herself kicked out of were Brighton College, Queen Ethelburga's College (York), Wycombe Abbey, and Cheltenham Ladies' College. As much as Dee hated her parents, she despised Headcase even more. Unfortunately, over the years she was required to have regular meetings with the mentalist, as he helped her learn to use and control her ever strengthening powers. Despite her rebellious behavior and expulsion from several boarding schools, Dee eventually attended Oxford University. Dee's rebelliousness subsided somewhat, in large part due to the fact that the university was far less restrictive than her boarding schools, and the fact she wanted to be there. While she still enjoyed having a good time, she had little trouble maintain excellent marks. It was early during her time at Oxford that Headcase took Dee (despite her protests) to meet the other members of Vanguard. Unlike so many others, she was not overly impressed with Champion. Certainly he was powerful, but to her, he was just a figurehead for the status quo. Y Dderwen was rather inscrutable, and the young woman did not quite know what to make of him. Lucy on the other hand, she found to be rather cool, even if the older heroine was working with the government. After finishing her degree, Dee ignored her father's attempts to steer her towards going into research work with corporations at which he had connections or for the government. Instead, the young woman joined a human rights group and left England to spend a year teaching and working on aid projects in Africa. After returning from Africa, Dee was contacted by the Ministry of Powers to be part of a new Vanguard and help search for the whereabouts of the previous team. Dee’s life has gone through some radical changes since she joined Vanguard. At present she is the last remaining member of the new Vanguard team crated by the Ministry of Powers to replace the original, all of the other members having since been replaced by others for various reasons. But perhaps the most significant change was when Dee met Erick Slone (Foreshadow II) at the Winter Games in Sochi and the two immediately hit it off. The couple have been together ever since and are currently engaged and expecting their first child. Personality & Motivation: As a first impression, Dee generally comes off as rather irritable, though she can be generally pleasant as long as someone does not do anything to aggravate her. Unfortunately, it is not that difficult to aggravate her. For the most part, Dee is happiest when she is left alone to do what she wants. In addition to a rebellious streak, Dee is also something of a thrill seeker, one who loves racing motorcycles, or extreme snowboarding. Although there is a great deal of anger, and even hatred, directed at her parents (and to a lesser degree, her older brother), there is still a part of Dee that cares about them, though she is extremely reluctant to show it. Being a superheroine has never been anything Dee has strived for, particularly if it meant working with the Ministry of Powers. However, she reluctantly realizes that despite what she might feel about the government in general, and the Ministry of Powers in particular, choosing not to do anything could well lead to innocents being hurt. Powers & Tactics: Thus far, Dee has had little in the way of combat experience, and thus has not developed any particular tactics relating to her powers. She has learned to use her telekinesis to protect herself with a forcefield, and will almost always put up the forcefield if she gets into combat. She also has generally sought to avoid using her powers in general. However, she learned to control her powers as they grew in strength over the years, in order to avoid them accidentally going out of control. Complications: Twin Sister: Susan is still perhaps the single most important thing in Dee's life and the young woman is determined to take care of Susan the rest of her life. Dee hopes that someday she might be able to find a way to repair Susan's psyche and restore her sanity. The "bad girl": A number of tabloids have carried pictures of Dee over the years (and some of her wild antics), so she has developed at least a small amount of fame (or infamy, depending on who you ask) as a result. There has to be a story here: Besides the general tabloid attention Dee occasionally gets, one investigative reporter, Billy Bunting, has heard some rumors about the Ministry of Powers having some sort of psychic powers program, and that it might be somehow connected to the Farrington family. He is determined to find out if there is anything to these rumors. Another reason to hate that guy!: For some reason, whether by accident or specific design, Headcase's tinkering with Dee's mind to induce her powers has left her particularly vulnerable to his abilities. If targeted by Headcase's powers, Dee automatically fails her saving throw for a HP. ABILITIES: 0 + 6 + 6 + 12 + 12 + 2 = 38PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 22/34 (+6/+12) Wisdom: 22/34 (+6/+12) Charisma: 12 (+1) COMBAT: 8 + 12 = 20PP Initiative: +12 Attack: +4 (+10 Telekinesis; +12 TK Blast) Grapple: +3 Defense: +6 base, +9 with Dodge Focus (+3 flat-footed) Knockback: -1/-6 w/Forcefield SAVING THROWS: 7 + 9 + 6 = 22PP Toughness: +14 (+3 Con, +11 Forcefield) Fortitude: +10 (+3 Con, +7) Reflex: +12 (+3 Dex, +9) Will: +18 (+12 Wis, +6) SKILLS: 124R = 31PP Bluff 6 (+7/+11 w/ Attractive) Computers 14 (+26) Concentration 4 (+16) Craft: Chemical 2 (+14) Craft: Electronics 6 (+18) Craft: Mechanical 6 (+18) Drive 10 (+13) Disable Device 15 (+27) Kn: Behavioral Science 1 (+13) Kn: History 2 (+14) Kn: Popular Culture 4 (+16) Kn: Philosophy and Religion 2 (+14) Kn: Physical Sciences 6 (+18) Kn: Technology 10 (+22) Medicine 1 (+13) Notice 4 (+16) Perform (Piano) 12 (+13) Pilot 4 (+7) Search 2 (+14) Sense Motive 9 (+21) Stealth 4 (+7) FEATS: 14 PP Attractive Benefit 4 (Wealth 2; Member of British Aristocracy; Member of Vanguard) Dodge Focus 3 Eidetic Memory Improvised Tools Inventor Luck 2 Speed of Thought POWERS: 13 + 4 + 12 + 12 + 11 + 53 + 2 + 9 = 116 PP Communication 4 (Mental, 1 mile radius; Extras: Affects Others, Area; Power Feats: Selective) [13PP] (Telepathic Linkup) Comprehend 2 (Understand All Languages, Speak Any One Language at a time) [4PP] Enhanced Intelligence 12 [12PP] Enhanced Wisdom 12 [12PP] Force Field 11 [11PP] Psychic Powers Array 24 (48PP Array; Feats: Alternate Power 5) [53PP] BP: Paralyze 12 (Extra: Perception) {48/48} AP: Mental Blast 12 {48/48} AP: Mind Control 12 (Feats: Mental Link, Subtle) {25/48} AP: Telekinesis 20 (STR 100 [hvy load 12,500 tons]; Feats: Accurate 3, Affects Insubstantial 2, Precise) {46/48} AP: TK Blast 12 (Feats: Accurate 4, Affects Insubstantial 2, Precise) {29/48} AP: Telepathy 12 (range 20,000,000 miles; Feat: Subtle) {23/48} Quickness 4 (x25; Flaw: Limited to mental tasks only) [2PP] Super-Senses 9 (Communication Link [mental] with Foreshadow II, Detect Minds/Mental Awareness [Very Common Descriptor; Extras: Accurate, Acute, Radius, Ranged]) [9PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Blast, Mental Perception DC 27 Will (Staged) Damage Blast, TK Ranged (1,200 ft. max) DC 27 Toughness (Staged) Damage (Physical) Mind Control Perception DC 22 Will Controlled Paralyze Perception DC 22 Will Slowed/Paralyzed Telekinesis Ranged (2,000 ft. max) Grapple vs. +30 Pinned/Bound TK, Thrown Object Throwing (STR 100) DC 27 Toughness (Staged) Damage (Physical) Totals: Abilities (38) + Combat (20) + Saving Throws (22) + Skills (31) + Feats (14) + Powers (116) = 241/250 Power Points
  2. Player Name: Arichamus Character Name: The Osprey Power Level: 10 / 11 (160/164PP) Trade-Offs: +2 Attack/ -2 Damage(Utility Belt), +2 Defense/ -2 Toughness Unspent Power Points: 4 Progress To Platinum Status: 14/120 (Gold earned with >King of Suits) In Brief: Test subject using his new-found powers to battle the criminal underworld and uncover the truth. Alternate Identity: Alden Richards Identity: Secret Birthplace: Southwark, London, England Occupation: Shipping warehouse employee, chemistry technician, superhero Affiliations: Ministry of Powers, Docklands, Eileen Rose(junior officer in the SAS), Order, Justice Family: Patricia Richards(Mother, Divorced), Russel Richards-Brown(Father, Divorced), Maria-Annabelle Richards(Sister), Frances Richards(Sister) Description: Age: 24 (DoB: 1989, February 9th) Apparent Age: Same as physical age Gender: Male Ethnicity: English Caucasian Height: 6' 2"/1.9m, 6' 11"/2m Weight: 200 Lbs/90.7kg Eyes: Brown/Yellow Hair: Brown/White & brown feathers Alden during everyday life wears sturdy, eminently practical clothes in dull colours. Thick jeans, heavy boots and tan jackets over long-sleeved grey cotton shirts feature prominently in his limited wardrobe, and his utilitarian glasses are hardened grey steel. On the job he wears the crisp green/white waterproof uniform coat and pants of his company. His hair is thick, curly and cut short, and he has a perpetual five-o'clock shadow around a frequently dour mouth below his thin high eyebrows, bright, lively eyes and broad nose. He's unusually pale from working mostly nights, and his recent start as a vigilante crimefighter has deepened that noticeably. Years of physical work has kept him trim and lean, and a dedicated exercise and martial arts regimen has hardened and bulked him up considerably more than most men his age. He speaks with a low, soft voice in an almost stereotypical English accent, though in times of stress, excitement or anger it takes on a rougher edge. Movements are loose-limbed and casual with considerable grace. In his disguise as Osprey he's a tall, imposing man in a mostly white costume with a dark brown cape cut to vaguely suggest wings(the result of weeks of work), the colors scattered like the fish eagle's plumage, and a white mask covering his head adorned with a short, sharp curved beak. On the chest in a patch of black is a white emblem of an osprey diving. A simple belt of weapons hangs on his waist. When he activates his powers Alden grows even taller as well as sprouting wings from his back, his skin is covered in feathers, his feet and hands turn into claws and his head mutates to adopt avian features including bright yellow eyes. Power Descriptions: Osprey's animal powers are quite obvious, as they appear when he transforms wholly into a giant bird-man. His altered biology lets him use powerful claws to cut through steel, fly under his own power, grip things with phenomenally power talons and briefly survive underwater and in icy cold. A couple of lingering affect of his mutation is that he has a bizarre ability to understand and communicate with birds, and see far further than most in the dark or underwater. Aside from that he has a small pool of highly specialized weapons, like a small acetylene torch for cutting through walls and doors, or a LED for temporarily blinding with light.. History: Alden Richards had admired heroes for a long time before Prof. Blackpool's invitation arrived. Since childhood he had watched on the television or out the window the exploits of Britain's mightiest heroes besides the Lioness Britannia: the strange and beloved Vanguard. Or the Royal Squadron or Crownguard or the Fab Four or whatever the papers called them that month. The country didn't have nearly as many heroes as the States or Canada so the sight of people who called Great Britain home and possessed extraordinary powers they used solely for the public good, not to mention their rumored association with the legendary and excitingly mysterious Ministry of Powers, was always something people came running to see. Alden rarely needed much excuse to leave the house anyway, since being there meant he had to endure the endless and furious arguments that erupted in the family as surely as the tides. There was always something for the resourceful to complain about, since even on the good days things were lean the apartment was too small for even the small family and winters were painful to get through on what little they could afford. Like most, the photogenic, handsome and upstanding Champion(Powerful melding of man and alien machine! Sworn defender of the British Isles and the world!) had the lion's share of his heart, and when the hero came in person to deal with what would have been a devastating fire on the Richard's street during a battle against aliens, stopping just long enough to make sure nobody else was in danger, Alden's boyhood reverence for superheroes rivaled just about any other devotions he had. They didn't have problems, they SOLVED them for other people. By his mid teens however the young man had other things to think about. His parents' marriage had always been a little unsteady, but at last in 2005 they divorced after Patricia was fired from the plant she had worked at for well over a decade, more than halving the family income. Alden frequently spent time with his mother in eastern Southwark, not least because of the hard-won jobs he got in the area that let him help support her. Walking and biking to work brought him again and again up against the crime and poverty eating away at sections of the city, the misery that everyone seemed helpless to stop, It was partially because of that that he took up martial arts training for self-defense, practicing every day he could so that when the time came he could make the difference between life and death for someone. His twenties rolled around, and by 2009 the only real results of his training was a stray bullet from an abortive mugging breaking his rib and making friends with an athletic young woman named Eileen Rose, someone made of sterner stuff than him and who bent herself inexorably to a job in the military. Both of them were starting to lose hope in their dreams when Professor Thomas Blackpool contacted them. He was doing biochemistry research to test out a mutagen with possible military applications, and wanted volunteers. To sweeten the deal he offered the pair close to a thousand pounds each to go through a series of clinical trials, happily assuming legal responsibility for whatever happened. Both leaped at the chance, Alden especially eager for what sounded like the perfect way to get real actual superpowers(and help support his parents), Eileen gleeful for the chance to get known by whatever higher-ups had ordered the study. The trials took several weeks of regular checkups, injections with the formula code-named Osprey, observation of the slow change in them and the other trial subjects' chemistry and a host of other strangely mundane ways of checking the progress of super-science. Alden and Eileen got more and more uneasy as months passed and they weren't seeming to change at all. During a stay at the lab to test sleeping patterns everything went utterly wrong. Alden didn't remember what happened but he awoke to find himself strapped down, spattered with blood and Eileen being rushed to the hospital with serious injuries. A distraught Blackpool explained that the young man had transformed into a man-bird in the night and attacked his friend, but that she was almost bound to live and the charges against him weren't likely to end in jail time. However, Thomas sadly told him that this was the last straw and his lack of progress meant he would need to be taken out of the trials. Given a prescription of serum to help get the chemicals safely out of his system, Alden left with only a fraction of what he had been offered, and thankful for it. That night, after breaking the painful news to his mother about what had happened, he was jolted awake by the sound of a distant cry for help. Gulping down the pills Blackpool had given him, Alden raced out to see what had happened...and crashed in an agonized heap as the transformation began. In the next few months he worked on triggering the changes by sheer effort of will, managing to make his new power more of a help than a hindrance. Knowing that downtown London would be hard to hide in he practiced out in the countryside, flying by nights to and fro across the green hills and valleys. During his cross-country training he ran into a stranger eerily like himself, a half-crazed owlman whose ravings held several declarations that he had once been like Alden, and wanted to save him from the 'true threat'. This was the release, the power and world he had always dreamed of! He wasn't the mighty protector of the weak he wished he could be, though swooping down to save the helpless from the guns and knives of criminals satisfied him deeply, the fear and shock in their eyes making every painstaking hunt worth every rain-soaked hour. On top of it all, the Osprey Treatment had opened the world of chemistry up to him, and he managed to get enough training to start work as a technician at a small chemistry lab in eastern Southwark that supplemented his income from the dockside warehouse. From his studies he learned something troubling: the medicine Blackpool had been supplying him with before he vanished back into the world of academia, his Osprey Formula a qualified success, wasn't actually cleansing him of it, and in fact was slowly increasing its potency. Alden was shocked, horrified that he had been lied to like that and instantly suspicious...but on the other hand, it let him fight against evil in the world, so was it really best for him to give it up? And why had he had such a violent reaction when Eileen had returned to the study with such(as she enthused to him) astounding success, with even some rumors that she was being considered for the special forces? Whatever the case, his friend's wish was soon granted as well, being selected for a prestigious(and amazingly grueling, she confided) position in the Service attached to the Ministry of Powers, a branch of the armed forces composed of people with supernatural abilities to deal with rare yet dangerous rogue powers. Surprisingly enough, they've remained each others' confidante on personal matters, and the strong-hearted Eileen gladly agreed to give him whatever help he asked for, though she did warn him that it would count as a favor. Taking his mind off of those problems Alden flung himself into the world of costumed crime-fighting, dedicating himself to becoming a true superhero at last, his 'look' and focus inspired heavily by the Raven and the fearsome Scottish archer known as Arrowhawk. Between putting together his disguise, gathering materials for weapons so he wouldn't have to rely on his power to win his battles, teaching himself how to solve crimes that had already happened, his work and meeting with his friends, the next year passed all too quickly, until at last the Osprey was ready to strike. Now, three years later, the Vanguard have mysteriously disappeared and the Osprey has gotten a pretty reputation as a menace to the underworld of Britain. Everyone from the fastidious Middleman to the common thug has at least heard a rumor about him. The Ministry of Powers has decided to extend an invitation to the young man, an offer to find out the truth of what really happened to Britain's strongest heroes, defend his home from greater threats than ever before, and join the ranks of the Ministry's greatest asset in the new Taskforce UK! Personality & Motivation: Alden is terse, patient, calm and quiet. Not to an extreme, but he won't babble on for twenty words when two will do and keeps his thoughts and feelings close to the vest. This often leads to him clamming up even more when under pressure as his mind races. He rarely truly rests and is almost constantly physically or mentally active, knowing all too well how impermanent most situations are. A long time in poverty has embittered him to people with fantastic wealth like the aristocracy and nobility and a corresponding liking for people who grew up like he did. Alden is polite and warm when meeting somebody for the first time, but unafraid to precisely speak his mind and unlikely to consider somebody a friend unless they really share something. Most days he carries himself freely and confidently, a composed young man still excited about where his life is going. He has a firm and absolute belief that everyone can change and can recognize what's right and wrong, and has a lot of compassion for the people he often battles. Not that he'll let anyone know that if he can help it. When disguised as Osprey he plays to a T the role of a dread figure of the night, talking only when necessary and doing his best to present a coldly enigmatic front. Body language shifts to slower and more dramatic motions and his tendency to loom ominously behind people skyrockets. Behind the harsh face of the eagle Osprey conveys the message that everyone, no matter how powerful they think they are, can be brought low before the forces of justice. Powers & Tactics: Osprey prefers not to use his powers, instead focusing on ambushes and strikes from above. His tactics shift quickly and depend largely on how many he's fighting. If a few he'll do his best to isolate them first, if many he'll try to cluster the majority together so he can keep track of them better as he picks off outliers, if one or two he sets up a simple ambush and leaps upon them. He tries to avoid physical combat when he can, but when he can't just knock foes out from hiding he turns into a blur of savage punches and brutal kicks, aiming with the utmost precision to decisively bring down his enemies. His transformation power is something he keeps for emergencies or when he needs to chase after someone and his grapple gun isn't enough. Complications: Adrenaline Requirement: A surge of adrenaline is the fastest way to activate the transformation agent, and while usually that's easy enough to spark it means while in human form Osprey's powers can be simply blocked. Animal Instincts: Osprey's nature frequently shines through his humanity, driving Alden to violence, making him irrationally protective of birds and giving a strong impression that something's 'off' about him, especially in his eyes. Blind Without 'Em: Alden is near-sighted while human, yet far-sighted when in bird-man form. Glasses and special goggles help with this, but he can always lose those. Clean-up: Osprey's combat arsenal is mostly re-purposed civilian tools or weapons made from more or less easily-accessed sources. If somebody manages to find them, they could be used to track him down. Destabilised: The Osprey formula coursing through his body makes him that much more susceptible to other drugs, and infections are very hazardous. Enemies: The London Mob and most criminal groups operating around the Docklands have deep grudges against the Osprey by now. Honour: Alden has a habit of leaving pragmatism on the wayside. Prejudice: Aristocrats, old and new money who "Don't do anything worth doing" with their wealth, the idle rich. Responsibility: Family. Alden's family is unaware of what he does, and he aims to keep them safe from his other life by whatever means necessary. Secret: Identity Twisting Body: For all of Alden's control, the chemical agents that let him transform are never totally in his hands, and turning into a monstrous bird-man in everyday life is a very real, if unlikely, danger. Abilities: 10 + 8 + 8 + 4 + 4 + 6 = 40PP Strength: 20/26 (+5/+8) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 20 + 12 = 32PP Initiative: +8 Attack: +10 Base, +12 Utility belt Grapple: +15/18 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -4/-7 Saving Throws: 4 + 6 + 4 = 14PP Toughness: +8 (+4 Con, +4 Armored Jumpsuit) Fortitude: +8 (+4 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +7 (+3 Wis, +4) Skills: 104R = 26PP Acrobatics 4 (+8) Bluff 5 (+8/+12 with Attractive) Climb 4 (+9/12) Computers 9 (+11) Diplomacy 5 (+8/12 with Attractive)) Disable Device 11 (+13) Escape Artist 9 (+11) Gather Information 5 (+8) Intimidate 10 (+13) Investigate 6 (+8) Knowledge(Streetwise) 6 (+8) Knowledge(Physical Sciences) 4 (+6) Medicine 5 (+7/+9 with Masterwork Medical Gear) Notice 6 (+8) Sense Motive 8 (+10) Stealth 6 (+10) Feats: 17PP Accurate Attack Attractive Contacts Dodge Bonus 6 Equipment 3 [15EP] Hide in Plain Sight Improved Initiative Power Attack Sneak Attack Startle Equipment 3 = 15EP [equip] Armored Jumpsuit(Protection 4)[4EP] Camera[0EP] Cell Phone[0EP] Grapple Gun(Super-Movement 2 (Swinging, Wall-Crawling 1) + Speed 1)[5EP] Handcuffs[0EP] Medical Gear(Masterwork)[2EP] Multitool[1EP] +3EP to Vanguard HQ The Haven for the Features Concealed, Defence System 1 and Holding Cells Powers: 16 + 2 + 12 + 3 = 33PP Alternate Form 3.2[16PP] Damage 2(Talons; Feats: Improved Critical(19-20), Mighty)[4PP] Enhanced Strength 6(Improved Musculature; Feats: Improved Pin)[7PP] Flight 2(Wings; 25MPH, 250ft. per Round)[4PP] Immunity 2(Altered Biology; Cold Environments, Drowning; Flaws: Limited(Half)[1PP] Comprehend 2(Animals, Speak to & Understand; Flaws: Avian Animals Only)[2PP] Device 3(15PP Device; Hard to Lose)[12PP] Utility Belt Array 6(12PP Array, Power Feats: Alternate Power 3)[15PP] Base Power: Blast 5(Eagle Talons; Power Feats: Mighty 2(DMG 7])[12PP] AP: Dazzle 4(Visual Senses; Extras: General Area Burst)[12PP] AP: Obscure 3(Visual Senses, Smoke, 50ft. radius; Extras: Independent, Total Fade)[12PP] AP: Snare 6[12PP] Super-Senses 4(Normal Visual: Counters Obscure(Limited: Water), Extended 1(100 Notice Increments), Low Light Vision)[3PP] Drawbacks: 2 =2PP No Fine Control(Can't use Device while in Alternate Form or manipulate small objects; Frequency: Common; Intensity: Minor)[2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20/23 Toughness (Staged) Damage (Physical) Dazzle Ranged DC14 Fortitude Blinded Snare Ranged DC16 Reflex (Staged) Entangled/Bound Strike Touch DC27 Toughness (Staged) Damage (Physical) Totals: Abilities (40) + Combat (32) + Saving Throws (14) + Skills (26) + Feats (17) + Powers (33) - Drawbacks (2) = 160/164 Power Points
  3. Player Name: Supercape Character Name: Rene de Saens Power Level: 12/15 (250/250PP) [264] Trade-Offs: -4 Defence, +4 Toughness Unspent PP: 0 Progress To Impervium Status: 144/150 (Platinum Status earned with Supercape) In Brief: Mystic painter. Aged French Antiquarian. Alternate Identities: None Identity: Public (but low profile) Birthplace: Paris Occupation: Artist, art dealer. Mage. Affiliations: Parkhurst Hotel, Halbediers of Paris Family: None alive! Age: 246 (DoB: 7th July, 1777) Apparent Age: 70 Gender: Male Ethnicity: French Caucasian Height: 5'7" Weight: 70 Kgs Eyes: Brown Hair: White Description: Slightly stooped with age, but not bent over, and has some wiry robust health. Has a white goatee and hair, wears a beret, glasses, and bohemian artist clothes. He looks, and feels pretty old. Power Descriptions: Rene is a powerful magician, who weaves his magic as if painting directly onto reality. This looks like brushstrokes that appear from nowhere. Common examples he uses are beams of light to dazzle, blasts of electricity, or webs of spidersilk. He can create nearly any effect although such physical distortions of reality are often transient. Whilst he is normally rather immobile, if he has a picture of an area he can use this to open up a mystic portal to that area and travel through it. Effectively, people (including himself) can “walk into†the picture, with all the space and volume bending that creates. Rene is extremely wise and insightful, and has committed much of his arcane strength into dreaming, to the extent that he can physically travel into the dream dimension. Having much of his psyche in this dimension, he is practically immune to mind control and mental influence. He is able to call about the dreamworld to induce sleep, influence dreams, and even bring creatures from that plane into this. Of particular note is Henri Zenon, also known as deadbeat, a man Rene helped rescue from infernal realms many years ago, and who took residence as guardian of the Dreamworld. When Rene summons the Dreamworld into the waking one, he becomes mentally vulnerable as his entire psyche (or at least most of it) is in the waking world. Alongside his great wisdom, Rene has been known, at times, to paint accurate representations of the past and the future, which is not something he is consciously able to do. He can mentally see his surroundings as if they were an impressionists painting, an ability that requires neither his eyes nor light to do so. Rene uses three magical items to help him. Firstly, he has a heavy ring of iron on his finger, that protects him from harm, making him highly resistant to injury. Secondly, his spectacles have magic lenses, allowing him to see magical effects and read any script. Lastly, he uses a magical paintbrush and ink to paint more detailed magical effects, such as light shades, illusions, or invisibility (all based around light and visual effects, understandably). History: As a young man, Rene fought in the French revolution and ended up helping Broken Crow, master mage of the time, track down and destroy an aristocratic necromancer. Broken Crow was impressed with the man's bravery and aptitude, and pointed him down the path of the mage. Since then, Rene has travelled throughout Europe as a mage, artist, antiquarian, and - at times - revolutionary. He has always remained a political, philosophical and passionate man. Through the ages he has had frequent contact and conflict with Gallia, the spirit of Aristocratic France. He has also been a member of the Halbediers of France, an organisation devoted to protecting France from magical threats. In the early 20th Century, Henri Zenon, a talented musician who was tricked into an infernal contract, managed to escape through Rene’s dreams. He blocked this event out for decades, losing it to the Dreamworld. However, with time, he has come to reconnect with the part of his psyche lost in the dreamworld, and became stronger through it. Rene has an art shop, and flat, in Freedom City. He is known to be a magician of sorts, but he seriously downplays his power, pretending to be nothing more than a wise old dabbler, when in fact he is of considerably greater power. His public persona is more of rumour than fact, and he keeps it this way. Personality & Motivation: Rene is an irritable classic "artiste". He can be grumpy at times, but this is part of his act to downplay his power and importance. In fact, whilst he is something of a snub to uncultured folk, he is loyal and passionate about liberty and freedom, and will fight hard for those principles. In addition, having been taught be Broken Crow and having a considerable amount of experience with Earth’s Master Mages, he is sworn to defend Earth from magical threats. Powers & Tactics: Rene's magical power revolves around art and dreams. As such, he tends to make his powers "poetic" or "artistic", which can often mean using sub optimal tactics to suit his sensibility. His main magical strength is the ability to "paint" onto reality, as if brush strokes slide across the scenery. He can summon up lines of fire, ice, electricity, blinding light, cobwebs or anything he chooses to think of. The lines are either precise and thin, coiling through the air and homing in on their target, or broad and vigorous, catching more targets at the expense of concentrated strength. Rene is able to take any picture or painting, and jump into it, instantly moving to the location shown. He is otherwise somewhat limited and slow in moving, which is a distinct vulnerability. Rene is a guardian of the gateway between Dreams and Reality. He can use this ability to draw things out of the dreamworld. He can create objects from people’s dreams (either others or his own). His psychic connection to this means he can both “sense†through the object, and will suffer psychically if the object is damaged. Henri Zenon, or Deadbeat, is a guardian of dream dimensions and Rene's friend (see below), Rene can use his psychic dream power to pull Deadbeat into this world, a valuable ally in any conflict. In a similar vein he can pull other dream creatures through, but this is more of a random effect. Rene can "see" the surroundings with his "Artist's eye". The world will appear to him like a dream, or impressionistic painting. This effect does not require his eyes or light. It may miss some detail, it may augment other's. Given time and inclination, Rene can sometimes paint scenes from the past or future. They are of course somewhat vague but may offer insight (these powers have the uncontrolled flaw). Rene uses a variety of devices he has made over the years. The most vital is probably a wrought iron ring, heavy, thick, simple but beautiful. The ring provides the wearer with incredible resilience. The most visible and fancy is his paintbrush and magic ink, which allows him to create more elaborate and long lasting visual effects. Finally, he wears a delicate pair of spectacles that (apart from correcting his vision) allow him to see any magical effects and read any text. Note: The Dream Dimension This is detailed on p105 of Freedom City Source Book. Rene has Dimensional Travel 2, which means he can travel to any dream dimension. Essentially this is to cover all bases. As he needs to sleep to enter these dimensions, the power has a limitation - he cannot use such dimensional travel to escape, and it takes some time to travel. Rene has constructed a part of the dream dimension as his own (taking a leaf out of the Lovecraft mythos). A French seaside village with his own cottage and vineyard. This area of the dream dimension has no HQ like qualities, it is merely an area he has shaped for himself. As the Dream Dimensions are somewhat fuzzy both in experience and mechanics, they are more for plot and story purposes, or possibly for inspiration or complications (and the flow of HP accordingly). Complications: Artists' Eye The rather dreamy and ephemeral nature of Rene's mental supersense could be used as a plot device, a source of the inspiration use of hero points, or a complication, missing some details or picking up on others as may help the narrative. Anything for Art Aside from a passion for objects d'art, he can use sub-optimal tactics purely because they would be more "artistic". Cracked Lens: Rene’s spectacles, whilst technically a device, are very fragile and will break/crack/smash with any force applied to them. Creaky Bones Has a variety of old age complaints, a bit hard of hearing, needs reading spectacles, joints hurt in the winter, and so forth. Heavy Sleeper As a result of age and his powers, if Rene is asleep, it takes an almighty effort to wake him up. He will not notice regular activity, and it is no effort to sneak up on him. The Ink well is dry His magic paintbrush needs magic ink, which takes time to make. His brush is good for several applications of magical effects, but is not inexhaustible. It comes out in the wash Whilst Rene’s ink has a continuous effect, it will come off with water or solvents. It is therefore virtually useless underwater, and will not last long in rain. (NB: This is not to applied for the Color Control, Morph and Concealment Attacks, i.e. on unwilling opponents, as continuous power attacks have an inherent way of being countered. It may apply in these situations if used underwater, as the power will probably not work at all) Beware the Id Rene’s connection to the dreamworld is not entirely conscious. The powers in his dream array may fail or work unexpectedly due to the essentially unconscious nature of dreaming – particularly if he conflicted about, or repressing something. Perchance to Dream Renes dream powers do require a certain sleepiness. If is he highly stimulated (from pain or drugs, including caffeine) he will be unable to connect the dream world to the real one. Abilities: -2 + -4 + 0 + 2 + 30 + 6 = 32pp Str 8 (-1) Dex 6 (-2) Con 10 (+0) Int 12 (+1) Wis 40 (+15) Cha 16 (+3) Combat: 8 + 8 = 16PP Initiative: +2 (-2 Dex, +4 Improved Initiative) Attack: +4 (+12 Magic Array) Grapple: +3 Defense: +8/+4 (+4 Base, +4 Shield from Ring), +2 Flat-Footed Knockback: -8 (0 without ring) Saving Throws: 10 + 6 + 1 = 17PP Toughness +16 / 0 (+16 Protection from Ring) Fortitude +10 (0 Con, +10) Reflex +4 (-2 Dex, +6) Will +16 (+15 Wis, +1) Skills: 92r = 23pp Bluff 8 (+11) Concentration 6 (+21) Craft (Artistic) 17 (+32) Diplomacy 8 (+11) Intimidate 6 (+9) Knowledge (Arcane Lore) 17 (+18) Knowledge (Art) 4 (+5) Knowledge (History) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Languages 10 (Arabic, Egyptian, English, French [Native], German, Greek, Italian, Latin, Portuguese, Russian, Spanish) Sense Motive 6 (+21) Feats: 21PP Artificer Assessment Beginners Luck (Remembering long forgotten skill) Benefit 1 (Replace WIS for INT for Craft [Art]) Benefit 2 (Wealth 2 [Rich]) Environmental Adaptation (Dream Dimensions) Equipment 3 Favoured Environment (Dream dimensions) Favoured Opponent (Dream creatures) Inspire 5 Improved Initiative Ritualist Second Chance (Art) Trance Equipment 3PP = 15EP Headquarters "Rene's House" [9EP]Size: Medium (Large House, Basement), Toughness: +10, Features: Laboratory (Arcane), Library, Living Space, Security System (DC 30), Workshop (Art), Workshop (Arcane). 5EP contributed to Parkhurst Hotel Masterwork Art Tools [1EP] Powers: 2 + 16 + 3 + 24 + 40 + 6 + 1 + 45 + 2 + 5 + 2 = 146 Comprehend 2 (Speak to, Understand Objects Flaws: Limited to Art) [2PP] Device 4 (20PP Container, Flaws: Hard-To-Lose) [16PP] (Iron Ring, Mystic) Protection 16 [16PP] Shield 4 [4PP] Device 1 (5 PP Container, Flaws: Easy-to-lose) [3 PP] (Spectacles, Mystic) Comprehend 1 (Read any language) [2PP] Supersenses 3 (Detect magic, visual) [3PP] Device 8 (40PP Container; Flaws: Easy-To-Lose; Feats: Restricted [Artistic Craft Skill bonus of +10 or higher needed]Drawbacks: Power loss -1, needs to gesture as if painting) [24PP] (Mystic Paintbrush) Mystic Ink Array 16.5 (33PP Array; Feats: Alternate Power 6) [39PP] Base Power: Obscure 10 (Visual Senses, 5000ft radius; Extras: Duration [Continuous], Range [Perception];Flaws: Action [Full]; Feats:Precise, Variable Descriptor 2 [Any Magic]) [33PP] Alternate Power: Animate Object 6 (90PP Minions; Extras: Animate Images Only (+0), Duration [Continuous], Range [Perception]; Feats: Progression [Minions] 4 [25 Objects]; Drawbacks Action 1 Full Round to animate objects]) [33PP] Alternate Power: Color Control 11 ( 11 x 5' cubes; Extras: Duration [Continuous], Range [Perception]; Flaws:Action [Full]) [33PP] Alternate Power: Concealment 2 (Normal Vision, Extras:Attack +self (Reflex), Area [General, Burst], Duration [Continuous], Range 2 [Perception], Selective Attack; Feats: Close Range, Progression [Area] 8 [10-5000ft radius], Progression [DC +2 =14] 2, Selective; Drawbacks: Action 3 Full round to activate) [24PP] (Invisible Ink) Alternate Power Illusion 8 (Visual Senses; Extras: Duration 2 [Continuous]; Flaws: Action [Full]; Feats:Progression [Area] 9 [5000ft radius]) [33PP] Alternate Power: Light Control 10 (5000ft radius; Extras: Duration [Continuous], Range [Perception]; Flaws:Action [Full]; Feats: Precise [Vary level of light], Variable Descriptor 2 [Any Magic]) [33PP] Alternate Power: Morph 4 (Any Form, +20 Disguise; Extras: Area (Burst, 20 ft radius), Attack + Self (Reflex DC 14), Duration [Continuous], Range 2 (Perception), Selective Attack; Drawbacks: Action 3 [Full Round]) [33PP] (Mystic Make-up) Quickness 3 (x10 speed; Flaws:Limited to painting only [-2]) [1PP] Dream Array (37 PP Array; Feats :Alternate Power 3) [40 PP] (Mystic, Dreams) Base Power: Summon 12 (180PP, Henri Zenon/Deadbeat; Extras: Fanatical, Heroic Feats: Mental Link Flaws: Feedback) [37/37 PP] Alternate Power: Create Object 10 (Extras: Movable, Range [Perception], Feats: Precise, Stationary, Subtle 2, Variable Descriptor 2 [Dreams], Flaws: Feedback, Limited [Requires Dream]*) [36/37PP] Alternate Power: Environmental Control 8 (Distraction [DC 10], Hamper Move [50%], 1000’ Radius, Feats: Variable Descriptor 2 [Dreams], Extras: Range [Perception], Selective, Flaws: Limited [Requires Dream]*) [34/37 PP] Alternate Power: Dream Control 12 (Feats: Triggered 1 [Falling Asleep]) [37/37PP] *NB "Requires Dream" means that Rene must be able to perceive a dream (normally either by dreaming himself, or by using Dream Travel to view another persons dream) Dream Travel 10 (Feats: Sedation, Flaws: Action [standard]) [6PP] Immunity 2 (Aging, Disease, Flaws: Limited [1/2 Effect]) [1PP] (Mystic) Magic Array 19 (38PP Array, Feats: Alternate Power 7) [45PP] Base Power: Astral Form 8 (2000 miles; Feats: Dimensional 3, Selective, Subtle 2, Flaws: Feedback) [38/38] Alternate Power: Blast 12 (Feats: Accurate 4, Affects Insubstantial 2, Homing, Indirect 3, Precise, Variable Descriptor 2 [Any Magic]) [37PP] Alternate Power: Blast 10 (Extras: Area [line]; Feats:Affects Insubstantial 2, Indirect 3, Variable Descriptor 2 [Any Magic]) [37 PP] Alternate Power: Dazzle 12 (Feats: Accurate 4, Homing, Indirect 3, Precise, Variable Descriptor 2 [Any Magic])[35PP] Alternate Power: Dazzle 10 (Extras: Area [line]; Feats: Indirect 3, Variable Descriptor 2 [Any Magic]) [35 PP] Alternate Power: Snare 12 (Feats: Accurate 4, Affects Insubstantial 2, Homing, Indirect 3, Precise, Reversible, Variable Descriptor 2 [Any Magic]) [38PP] Alternate Power: Snare 10 (Extras: Area [line]; Feats:Affects Insubstantial 2, Indirect 3, Reversible, Variable Descriptor 2 [Any Magic]) [38 PP] Alternate Power: Teleport 10 (200,000 miles per Full Action ["Anywhere On Earth"]; Extras: Accurate, Portal, Flaws:Limited [Long-Range], Medium [Picture of target area to paint onto]; Feats: Change Direction, Change Velocity, Progression [Portal Size 10’ x10’] 1, Progression [Cargo] 2 [500 lbss], Selective, Subtle 2) [38PP] Super Movement 2 (Dream Dimensions; Flaws: Limited 1 Needs to fall asleep to travel) [2 PP] Super-Senses 5 ( Artists Eye [Mental Sense], Extras: Accurate, Acute, Ranged]) [5PP] (Magic, Views surroundings as if they were an impressionist painting) Super-Senses 8 (Postcognition, Precognition Flaws: Uncontrolled [GM] Drawbacks: Limited 1 only visual sense, Power loss 1 cannot use if unable to paint) [2 PP] (Paint the future) Drawbacks: Vulnerability (Sleep Effects [common], +50% to DC) [-3PP] Vulnerability (Emotion Effects [common], +1 DC) [-2 PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness Damage (Physical) Magic Blast Ranged DC27 Toughness Damage (Varies) Magic Blast Line Ranged/Area DC25 Toughness Damage (Varies) Magic Dazzle Ranged DC22 Reflex Dazzled (Visual) Magic Dazzle Line Ranged/Area DC20 Reflex Dazzled (Visual) Magic Snare Ranged DC22 Reflex Entangled/Snared Magic Snare Line Ranged/Area DC20 Reflex Entangled/Snared Color Control Perception DC21 Reflex Transformed (Color) Concealment Perception DC14 Reflex Invisible (Normal Visual) Morph Perception DC14 Reflex Morphed (+20 Disguise) Totals: Abilities (32) + Combat (16) + Saving Throws (17) + Skills (23) + Feats (21) + Powers (146) - Drawbacks (-5) = 250/250 Power Points
  4. Player Name: Elegy Character Name: Gloaming Power Level: 10 (150/157PP) Trade-Offs: None Unspent Power Points: 7 Progress To Bronze Status: 7/30 In Brief: A young mage, displaced by death and time, commanding a power between Light and Shadow. Alternate Identity: Seth Syme Identity: Public (But Not Widely Known) Birthplace: Freedom City Occupation: Sorcerer Affiliations: Presently None Family: Long Deceased Description: Age: 339 (DoB: April 22, 1674) Physical Age: 20 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 163 lbs Eyes: Glowing Orange (Originally Blue) Hair: Brown Though rather tall in his day, Seth is of average height and build in the present. Indeed, he would hardly stand out in a crowd, neither muscular nor flabby, graceful nor clumsy, handsome nor ugly, if not for his stranger features. Deep orange light burns in his eyes, glowing through the cloth patch that covers the ragged socket on the right as well as from the healthy orb on the left, the eerie luminescence of his mage sight. His chosen attire turns heads just as surely. Spandex and battlesuits are familiar heroic attire in Freedom City, but the doublet and overcoat fell out of fashion long ago and never looked back. To Seth, however, the garments are familiar and somehow comforting. Made of sturdy leather, cotton, and canvas connected with crisscrossing straps and buckles, they allow Seth considerable freedom of movement while also holding up well in battle. To others, however, they can seem alien and off-putting. Few get close enough to him to observe any of his more hidden characteristics: the rope burn scars around his neck, half concealed by his collar; the brass bracelet, engraved with twining runes that clings to his left forearm; the constant but subtle movements of his hands and lips; the fact that, beneath it all, he is still very young, and that vengefulness, regret, and determination burn beneath the fire in his one good eye. Power Descriptions: Gloaming's base of operations is the old Syme family mansion, Havenglen House, once again inhabited by a scion of the family after centuries of abandonment. Seth not only reconstructed the building but also placed powerful wards on it: intruders who get past arcane-locked doors are faced with magic missiles, ghostly chains, a crushing sense of fear or despair, and the wrath of the ghostly caretakers. The house, even larger on the inside than the sprawling manor would suggest, also contains an excellent library and workroom. Seth wears a thick brass bracelet worked with runes on his left forearm, rumored to be a creation of the Dwarves of old. The magics woven into it provide some measure of protection to his mind and body, complementing skills honed in combat. The Soul Guard turns away attacks on his will, a constant threat to any mage, while runes of warding slow and soften deadly blows. The bracelet also sustains him in even the most hostile of environments. Far more obvious is the constant glow of Seth's "Second Sight", flickering pools of deep orange that sit atop his eyes. This allows him to "see" magic itself, its concentrations and manifestations, so that demons and sorcerers cannot possibly hide from him. The association with his eyes is only a mental crutch, a way of conceptualizing a sense he was not born with. Yet with magic the figurative can have literal implications; the symbolic act of covering his sight (with, say, a blindfold) negates his Second Sight as well. Yet the greatest power Seth wields, the Dusk sorcery that lies between purifying, healing Light and corrupting, violating Dark, is also the least apparent, at least when he is at rest. In time of need, however, this cosmic power comes roaring to his side, an unbound and unaligned force to be shaped to his will. With it he can open portals across vast distances, speak and learn mind to mind, lift and move great weights with a gesture, and strike down his foes in body and soul. And each manifestation is accompanied by the tremulous orange light of Dusk... History: The struggle between Light and Dark, they say, is timeless, a battle between countless entities of unknowable power that has raged since long before even the Lemurians of old first brought forth fire to warm their cold blood. Master Mages and Dark Lords, holy bastions and Netherworlds, angels and demons; it would seem that all of creation is at war for eternity. Yet there exist those entities who remain aloof, pursuing their own ends. Aloof, but not inactive. And their power, too, is great. In the Year of Our Lord 1674, the census would show, a branch of the prosperous Syme family (one of the First Families of Virginia) would relocate north. The head of the household, wealthy tobacco merchant Samuel Syme, worried about the effects of Jamestown's miserable climate on his wife Klara, who was then heavy with child. He had spent several years preparing a new home for his future family by building a roomy estate, Havenglen House, on the outskirts of Freedom. Samuel's carefully-judged timing proved worthy; not only was his son Seth born hale and healthy, with Klara surviving her labor, but Jamestown was put to the torch by Bacon's Rebellion only two years hence. Comfortably semi-retired, with his modest sized but lucrative trading company run largely through intermediaries, Samuel set out to raise his family. Six more children followed Seth, filling Havenglen's halls with laughter and the patter of feet. Samuel and Klara gave to each child all the time and love they could muster, doing their best to raise good Christians and foster clever, productive minds. On the last of these, however, Seth continued to frustrate them. The boy was bright, but far more a dreamer than a doer. It soon became obvious that a younger sibling should take over the family business, for Seth had no head for it. To him they offered two paths: a scholar or a priest. Seth was not interested in the priesthood, but even if he had been the choice would have been clear. His love for books, for knowing, was a voracious, consuming love that caused no small amount of expense; books were difficult to come by in the colonies, especially on the sorts of esoteric subjects Seth preferred. For Seth, despite wanting for nothing that he needed, was discontent with the world. He wanted excitement, knowledge, and (most of all) control of his destiny. There was some talk of sending him to England for schooling, but little came of it. Instead he joined a small circle of young scholars meeting in taverns and private houses alike. They discussed history, philosophy, theology, and myth, spending what money they could scrape together on new books (and the occasional curio) from the Continent. Most of them were only dabblers, laughing at the idea that any of what they discussed could be real. Most, but not all of them. Because that was where he met her. Emmaline Eyre wasn't much like the others. She was wild, with an infectious energy that sent lightning racing through Seth's veins whenever she touched him. And she believed, wholeheartedly, that there was truth in the old stories. More than that, she believed there were instructions. She bore the mockery of the others with fierce pride, and a combination of attraction, admiration, and fascination left Seth falling head over heels for her. It only intensified when she showed him that she was right. She cast a spell before his very eyes, and when the panic subsided the hunger for knowledge rumbled again. Bit by bit, morsel by morsel, she taught him, and as they drew closer he withdrew from all else. With her guidance he opened his mind and felt, for the first time, as magic flowed across his perception like the wind, sometimes gentle and sometimes fierce. All he had to do to ride it was to craft a sail. But that proved more difficult. Seth was not a man of incredible willpower, guile, or force of personality; he could not simply demand control and expect it to come into being, Emmaline gently explained. He needed to channel the might of an entity that could do so, and there was a cost to such things. But Seth was eighteen years old and full of confidence, and when he touched magic, however briefly, he knew in his heart that he had found his true calling. Almost any cost was worth that. And so, like Odin before him, he gave an eye to gain wisdom. Cosmic power raced to his side the moment the ritual was complete, cutting through the pain with a joy both savage and free. His first efforts were shaky, some uncertain, some overconfident; magic is energy, ever moving and impossible to contain, and it twisted away from him like a serpent when he handled it incorrectly. But with Emmaline as his guide he made steady progress, and in the span of a year he was capable of feats beyond his wildest dreams. The power, Emmaline explained, was called Dusk Magic. Conflict older than Earth itself had left the energies of Light and Shadow strewn across the world, and where they had mingled they had gradually became something else entirely. The result was a force that was inherently neither good nor evil, with equal potential to devour light with darkness or dispel darkness with light. The two young mages, however, had no interest in either possibility. Magic was simply their tool, and their joy. It was not to last, for their careless use of their powers drew the attention of the Reverend Elijah Prophet. The priest's witch hunt, which had seen the deaths of many innocents on the merest suspicion of sorcery, could hardly miss such blatant use of arcane powers, and when he came to Freedom in 1694 a mob soon followed to beat down Seth's door. The young man was terrified. He and Emmaline, for all their power, could not stand before Prophet, and if he resisted his family might be hurt, too. As the wood of the door, held by his magics, began to buckle and warp beneath the mob's blows, Emmaline hit upon a plan. They would bind their spirits to objects, Seth to the ancient Dwarven shield bracelet she had given him and she to an enchanted porcelain mask, and when the mob arrived there would be no sorcerers to find. Seth began the ritual she provided, working his magic as swiftly and skillfully as he could, and soon his beloved was sealed safely away. But the door burst inward before he could repeat the process for himself. Seized by Prophet and his men, Seth was bound and taken to the courthouse. Of the twelve people hanged in Freedom for witchcraft, he was the only one who pleaded guilty; there was no use denying it. He looked prosecutor Lucius Cabot square in the eye and told him, one hand on the Bible, that he had never hurt anyone with his power, and that it was not an evil force. That answer availed him nothing. Seth swung beside the others the next morning, and that might have been the end. When he awoke, he found himself in the void. Around him was an endless expanse of nothing. He could not feel nor see nor hear nor smell, only wait, alone with his thoughts. He waited for more than three hundred years, and would surely have gone mad if he had been allowed to do so. But that would have been a reprieve, a way of coping with his punishment, and it was not permitted to him. He could only think that he was in Hell, alone in the absence of God. But he was not entirely correct. After what truly seemed an eternity, Seth found that he was not alone. A being had materialized before him, a creature formed of the same deep orange energy as his magic. It explained that it was the Twilight Angel, born of the mingling of energies caused by the conflict between Abbridon the Light of Righteousness and Kar'Kradas the Whisperer in Shadows. Seth, it claimed, had been deceived. All his learning of magic had been the scheme of another. Emmaline, the Twilight Angel claimed, was not who Seth believed her to be. It was no accident that the beautiful young woman had chosen relatively homely Seth Syme, dreamer and provider of nothing, out of the group of young scholars. The ritual that had cost Seth an eye was a shortcut, not standard procedure. She had sworn her soul to the Twilight Angel in exchange for power, but when the time had come to collect Seth had sealed her away where she could not be reached, shunting the debt onto himself. Indeed, Emmaline was not even human, but something far older and stranger. The girl he'd loved had been nothing more than an illusion, a carefully-constructed facade behind which a malicious intelligence lurked. Once Seth would have simply refused to believe, but centuries of punishment had broken him of stubbornness, and the revelation broke him all the more. He could not deny that every piece of it made sense; years of his life has been masterfully played away. But the Twilight Angel made him a bargain: find the mask he had used the binding ritual on and destroy it, releasing the soul within to its rightful custody, and Seth's soul would be freed. There was no true choice; Seth knew not what it was to die with his soul unclaimed, but to live again and take the chance must be better than a bleak eternity of bitter loneliness. And so the Angel filled him with the knowledge he would need, both of the arcane and of the modern world, and raised him to life. Seth clawed his way out of a rotted coffin and an unmarked grave with a fire in his heart. Now he knew what it felt like to be hurt, to be used, and he swore that he would evermore use his power (now greater than ever) to prevent others from suffering such hurts and manipulations. Though Freedom has changed in ways that, had the Twilight Angel not warned him, he could not have imagined, he still works to protect its people from threats mundane and magical. To do so, he took on the name of Gloaming, Mage of the Cosmic Dusk. And ever he pursues rumors of an enchanted porcelain mask... Personality & Motivation: Since his return, Seth is a man with a mission. He is swift, decisive, and to-the-point without being rash, willing to adapt on the fly or power on through as the situation demands. His self-appointed task is deeply important to him, but he is careful to ensure that it does not become his only reason to be; having lost his life once, he appreciates every new experience all the more deeply, and enjoys the company of others thoroughly while he has the time with them. Betrayal, death, and torment have left their mark, however. Seth makes sure that he pursues every task with his whole heart and mind because he knows that, if he stops to contemplate too much, bitterness and hurt will worm their way to the surface of his mind. He is polite and respectful of everyone he meets, but finds it difficult to get close to anyone even when some large part of him wants to. His rejuvenated body is yet young; the age of his mind is more difficult to define. Powers & Tactics: Seth is not intrinsically a violent person, but he recognizes that violence is sometimes the only way to keep a situation from getting any worse. Armed with new knowledge from the Twilight Angel that far surpasses the simple cantrips he once cast, he is well-equipped to deal with any foe. Whether restraining or crushing with telekinesis or blasting away at mind or body, he is exceptionally deadly to just about any foe at range. All-comprehending telepathy and the ability to open portals provide him with excellent utility as well. Complications: Changed World: The Twilight Angel gave Seth enough information about the modern world to cope with it, but the sweeping changes from his own time to now still take his breath away at times. He was always open-minded for his time, but logic that seems simple by modern standards sometimes escapes him. Knowing that his whole family died long, long ago, and seeing the ruins or tourist traps that have become of places he knows, also tends to fill him with melancholy. Conditional Release: Seth's soul is free, but the Twilight Angel retains its hold on him until he shatters the enchanted mask. This is understandably a priority for Seth; if the Angel feels it wasn't a good investment, it may send servants to cut losses and collect. This looming possibility colors Seth's interactions; he would very much like to use his magic for solely selfless reasons, but if he doesn't look like he's making progress he may lose the chance to use his magic at all. Different Inside: Three hundred years of semi-Hell have not left as much of a mark as you might think on Seth; the Twilight Angel wanted him to be an effective agent, after all. It's as though he died one day and woke up centuries later the next, but fragments of the half-remembered nightmare still bounce around in his head. He has horrifying dreams and flashbacks from time to time, leaving him sleepless or momentarily paralyzed. If he was asked what he feared most, he would answer "eternity". Hatred and Hurt: Seth truly and honestly loved Emmaline; after all, she was created from his own subconscious desires. It would have broken him utterly to think that she betrayed him; to know that she was just an illusion instead fills him with deep hatred for the being that used him through her image, one that sometimes overpowers his good sense. And then there's Lucius Cabot, who saw Seth hanged; Cabot probably doesn't remember Seth after many lifetimes of misdeeds, but Seth sure remembers him. It's Called Second Sight!: Most mages train for decades before they are considered ready to face the world; Seth, for all his power, has only been slinging spells for two years, empowered by shortcuts few would dare or even want to take. As a result, his mind remains more limited than his true ability, forcing him to rationalize magic or go insane. He still thinks of his ability to detect magic, for example, as "second sight", meaning that the symbolic act of covering his eyes blinds that actually non-visual sense. Where'd That Come From?!: Havenglen House disappeared from its place on Lantern Hill the day that Seth was hanged, leaving only a hole in the ground; it was spirited away into the void by the Twilight Angel to keep safe as a future asset. The land on which it stood has resisted all attempts at replacement construction, justified with the sort of haunting stories that arise frequently in Freedom's oldest district. The house reappeared when Seth was reborn, but he doesn't actually own the land, and his new neighbors aren't exactly thrilled. Abilities: 0 + 2 + 4 + 4 + 2 + 2 = 14PPStrength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 12 + 10 = 22PP Initiative: +9 (+1 Dex, +8 [improved Initiative]) Attack: +5 Melee (+9 Magic), +2 Ranged (+10 Magic) Grapple: +5, +20 Telekinesis Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5, -2 Flat-Footed Saving Throws: 7 + 8 + 8 = 23PP Toughness: +10 (+2 Con, +6 [Defensive Roll], +2 [Protection]), +4 Flat-Footed Fortitude: +9 (+2 Con, +7) Reflex: +9 (+1 Dex, +8) Will: +9 (+1 Wis, +8), +12 vs Mental Effects (+3 [Mind Shield]) Skills: 80R = 20PP Concentration 11 (+12) Craft (Artistic) 13 (+15)Skill Mastery Diplomacy 11 (+12)Skill Mastery Knowledge (Arcane Lore) 13 (+15)Skill Mastery Knowledge (Theology and Philosophy) 10 (+12) Notice 11 (+12)Skill Mastery Sense Motive 11 (+12) Feats: 19PP Attack Focus (Ranged) 1 Attack Specialization (Magic) 2 Defensive Roll 3 Dodge Focus 4 Equipment 4 Fearless Improved Initiative 2 Ritualist Skill Mastery (Craft [Artistic], Diplomacy, Knowledge [Arcane Lore], Notice) Equipment 4PP = 20EP Headquarters: Havenglen House [20EP] Powers: 12 + 37 + 7 = 56PP Device 3 (Magic; Extra Effort applies to wielder; 15PP Container; Flaws: Hard-To-Lose) [12PP] (Shield Bracelet) Magic 16.5 (33 Point Array, Feats: Alternate Power 4) [37PP] (Cosmic Sorcery) Super-Senses 8 (Detect Magic 3 [Mental]: Accurate, Acute, Extended [100ft Increments], Ranged; Drawbacks: Noticeable) [7PP] (Second Sight) Drawbacks: (-3) + (-1) = -4PP Disability (One Eye [-4 to Ranged attacks]; Frequency: Common; Intensity: Moderate) [-3PP] Power Loss: (Magic [if unable to gesture]; Frequency: Uncommon; Intensity: Minor) [-1PP] DC Block ATTACK RANGE SAVE EFFECT Blast 1 Ranged DC25 Fortitude Damage (Magical) Blast 2 Ranged DC25 Will Damage (Magical) Confuse Ranged DC20 Will Confusion (Magical) Snare Ranged DC20 Reflex Snared (Magical) Telekinesis Ranged DC25 Toughness Damage (Physical) Unarmed Touch DC15 Toughness Damage (Physical) Totals: Abilities (14) + Combat (22) + Saving Throws (23) + Skills (20) + Feats (19) + Powers (56) - Drawbacks (4) = 150/157 Power Points
  5. Player Name: ShaenTheBrainCharacter Name: The Inspector Power Level: 12 (180/181PP) Trade-Offs: None Unspent Power Points: 1 Progress To Gold Status: 1/90 In Brief: Martian Manhunter with a lightsaber. Alternate Identity: Jol-Kroom Samak (Birth Name), Varies (Shapeshifter) Identity: Secret. It is not common or public knowledge that Samak is a Grue'tar, or an alien of any kind. Birthplace: Planet Gruen'tass, Andromeda Galaxy Occupation: None at present. Former Inquisitor of the Grue'tar Protectorate, then freelance bounty hunter, private detective, and mercenary throughout the Lor Republic and Stellar Khanate. Affiliations: None at present. Formerly the Grue'tar Protectorate. Family: Jol-Kroom Rojoss (Mother), Jol-Kroom Mooreedon (Father), Jol-Kroom Serta (Brother) DESCRIPTION In his native form, Samak is a blue-skinned humanoid with no body hair. His head is round on top, and his jaw extends to a long, narrow point. He has no nose, mouth, or teeth. He breathes through his skin. His skin is selectively permeable to fluids. When he drinks, the bottom half of his face, where a human's mouth would be, darkens in color and softens in texture, allowing him to absorb the water. He has digitigrade legs, which end in feet with two toes. His hands have two large fingers, and two thumbs on opposite sides of the hand (allowing him to grip objects more firmly than single-thumbed creatures). There is no way he would be mistaken for a human in any but the vaguest of silhouettes against the dimmest of light. Age: 300 (DoB: 1713)Apparent Age: N/A (Varies with Morph/Shapeshift) Gender: Born Male (Varies with Morph/Shapeshift) Ethnicity: Grue'tar Height: 6ft (Varies with Morph/Shapeshift) Weight: 180 lbs. (Varies with Morph/Shapeshift) Eyes: Orange (No Pupils) (Varies with Morph/Shapeshift) Hair: None (Varies with Morph/Shapeshift) POWER DESCRIPTIONS The Grue'tar are an innately psionic race. Samak's more powerful psionic abilities are only accessible when his brain is in its native configuration. Unless he chooses to suppress it, Samak's psionic powers create a slight glowing aura around his head and/or hands, and sometimes the target as well. The color of that aura varies, depending on the application of the powers. Telekinetic effects which move or manipulate physical objects will usually glow blue, while those which inflict physical harm usually glow red. Telepathic effects usually create a violet aura. The energy blade of his Star Sword follows the same color scheme. The Star Sword itself is a handle assembled from pieces forged from a nearly indestructible self-repairing alloy functionally identical to Impervium. It has been inscribed with psychic runes in the Grue'tar language, which further reinforce its structure. It contains a psycho-reactive crystal, functionally identical to the substance known on Earth as "Daka Crystal," which focuses and amplifies the wielder's magical or psionic energy into a blade which appears with a thought and glows as brightly as the Sun. Like any other Grue'tar, Samak's physical healing ability comes from his shapeshifting, which in turn is merely an alternate manifestation of his psionic abilties. He uses telekinesis, consciously or reflexively, to re-arrange his own molecules. When Samak uses his bio-telekinetic shapeshifting ability, his flesh ripples like water and molds itself like soft clay. The "clothes" he creates with his Morph ability are analogous to human hair and fingernails. They grow from his body, but they are mostly dead, and can be painlessly shed like a reptile's skin once their usefulness had ended. Even in his native form, his eyes tend to glow slightly, and both his eyes and skin tend to change color in reaction to his emotional state. If his shapeshifting requires him to gain or lose mass, then he expends psionic energy to fuel mitosis of his own cells, or he consumes his own cells to gain psionic energy. One half of the Grue'tar brain is "asleep" at any given point in time, allowing them to stay awake all the time. Most Grue'tar use the time that other creatures spend sleeping to join the shared psychic link with the rest of their race, or to reflect upon the experiences captured in their memory stones. The Grue'tar share their red-skinned brethren's ability to drain neural energy, but they abandoned this trait as a "food" source long ago, preferring to only use it as a weapon or interrogation device against other races. Instead, they used their shapeshifting abilities to become photosynthetic. They absorb ultraviolet rays from the stars in the sky. In turn, they developed the ability to see ultraviolet light, so that they could better keep track of their "food source," and so that they could function on a rogue planet with no "sunrise," only an enternal starry night. HISTORY Eons ago, the Grue of a single star system in the Empire managed to break free from the grasp of the Meta-Mind. These rogue Grue fled the Milky Way galaxy, eventually settling on a rogue planet in the (relatively) neighboring Andromeda. They christened this planet "Gruen'tass," The New World of The Free People, and re-christened themselves the "Grue'tar," or "Free People." They even changed the pigmentation of their own flesh and blood, to distinguish themselves from their former oppressor. (Other races who deal with them often refer to them as "Blue Grue," though never while the Grue'tar are present.) Out from under the Meta-Mind's control, the Grue'tar developed a new culture, emphasizing a balance between the collective good and the individual desires and sense of self. Every Grue'tar works toward the greater good of their people, but in their own chosen way, and not at the expense of their individuality. Instead, the people use their innate psionic powers to regularly create a temporary, voluntary communal psychic link with each other, renewing their connection to one another and drawing on each others strength. Outside of the link, every Grue'tar is encouraged to develop their own aptitudes, personality, and appearance. Unfortunately for their new neighbors, the Grue'tar grew just as expansionist and xenophobic as the Grue Empire they fled. Acting partially out of fear and greed, and partially out of a misguided, patronizing desire to "protect" the "lesser races" (both from outside threats and from their own inferior selves), the Grue'tar established an interstellar "Protectorate." In practice, the "mind-blind solids" are alternately exploited and ignored more than they are "protected" or "nurtured," and most of them were not given the choice of whether or not to "join" in the first place. Jol-Kroom Samak was a member of the Inquisition, the primary investigative body of the Protectorate government. He had a natural talent for investigation, both forensic and psychic, impeccable integrity, and an innate desire to help and protect those weaker and less fortunate than himself. There was no doubt in anyone's mind that he would bring great honor and glory to his family and race. It came as an unprecedented shock when he proved everyone wrong by betraying that family, that race, and everything they stood for. Samak's brother, Jol-Kroom Serta, had secured a position at the right hand of Karloom, the Gruetar governor of the Sobann system. The natives of Sobann had formed a rebellion against Gruetar rule, but the Sobann system contained rich deposits of the psychically reactive minerals humans call "Daka crystals," which were vital to Grue'tar technology. That technology was far superior to anything to which the Sobann natives had access, but like any other race, their numbers were superior to those of the chronically infertile Grue'tar. Even with psychically-controlled robot legions bolstering the Grue'tar numbers, the Sobann rebels were slowly but surely winning the war. Samak was called in to find out why, selected both because of his familial connection and his exceptional competence. It was those very qualities which made it so surprising when Samak, bribed and seduced by one of the rebel leaders, betrayed and murdered both of his fellow Grue'tar, leading directly to the Grue'tar loss of control over the Sobann system. Conflict and violence between Grue'tar was a taboo, but as with any other race made up of individuals, it did happen. Treason against the Protectorate was another matter. And violence between family members, in a race where the most exceptionally fecund of mated pairs might have a handful of children in a millenium, was almost unthinkable. By killing his brother and dishonoring himself, Samak wiped out the entire next generation of the Jol-Kroom family in one moment. As if his actions were not already horrifying enough, Samak even used his psionic powers to rip Serta and Karloom's imprints free from their memory stones. Their accumulated memories could not even be uploaded to the psychic Grue'tar gestalt. No one would ever benefit from their experiences; it would almost be as if they had never existed. Despite his efforts to cover up his obscene crimes, Samak was caught, and returned to Gruen'tass for judgement. Since his actions were so unprecedentedly vile, a full investigation was conducted. But all mind probes, and all examinations of both his memory stone and what little physical evidence remained, confirmed Samak's confession. It was decided that death was not punishment enough for his actions. Instead, Samak was condemned to The Void (known to humans as "the Zero Zone"). He would drift forever, unable to die, and cut off from the nourishing union with the minds of his fellow Grue'tar. They even sent him with his memory stone and his star sword, so that he could not lose himself in madness, and to emphasize the hopelessness of his situation by showing him how useless his powers and weapons would be from that day forward. It was only after he had been cast into The Void, only after he accessed the true memory stone he had hidden inside his own body, that Samak remembered what truly happened. Samak did learn the truth behind the success of the Sobann rebellion, when Karloom's mercenaries captured Thorgav, one of the Sobann rebel leaders. To spare Thorgav from interrogation and torture, Serta set her free, killing Karloom in the process. It had been Serta who was been feeding information to the Sobann rebels and sabotaging the Grue'tar conquest. Serta had fallen in love with Thorgav, and through his repeated telepathic connections with her, he had been swayed to her cause. Samak shared his brother's capacity for compassion, even for mind-blind solids, and did not personally approve of the treatment of the Sobann at the hands of the Grue'tar. He was fiercely loyal to his brother. He never would have committed his brother's treason, but he resolved to take the blame for it, and build a new life for his brother outside the Protectorate. It was indeed Samak who had cleansed the memory stones, but he did not murder his brother. (He did slice off his brother's arm, so that the Inquisition would assume he had killed Serta, but it grew back.) He used his psionic powers to erase his brother's very memory of being a Grue'tar, instead convincing both him and Thorgav that he was a Sobann mutant, fabricating for him an entire new life entrenched in the Sobann rebellion. After backing up his memories of the truth in a secret memory stone, he even seized control of his brother's mental powers and used them like a tool to perform psychic surgery on himself, replacing his own memories of the true events with his fiction of treason and murder. (Had the other Grue'tar known of his feat, they would have been as impressed as they were horrified.) Samak did not ask permission from Serta or his lover before altering their memories and setting them loose upon their new lives. He simply made the decision, and acted upon it, in typical Grue'tar fashion. Samak spent a century floating through the physical and psychic isolation of the Zero Zone, and the experience almost broke him. The Terminus Invasion of Earth in 1993 weakened dimensional barriers all across the multiverse, and created a crack in the Zero Zone which Samak was able to slip through. When he was finally free, dumped into the Milky Way, he unleashed a psychic scream which echoed throughout that galaxy and its neighbors, including the Magellanic Clouds...and Andromeda. Not every magically or psionically active individual felt it, but many of them did. The Grue'tar seers were alerted to the fact that the Great Traitor had escaped his prison, and the Grue Meta-Mind was alerted to the return of one of its wayward children. For the next couple of decades, Samak wandered around the Milky Way, acting as a private detective, bounty hunter, and mercenary, who specialized in rooting out and destroying Grue agents. Knowing firsthand the paranoia the Grue inspire, he made sure to guard his true nature carefully (with memory wipes, if necessary), and to never stay in one place for long. He worked off and on for both the Lor Republic and the Stellar Khanate. His attention was recently drawn to Earth by the Grue Empire's repeated invasion attempts. The more he learned, or tried to learn, about the pale blue dot at the edge of the spiral, the more it intrigued him. It was listed as a “nature preserve†and “developing world,†hardly worthy of mention, yet almost all information about it was classified “Top Secret†by the Lor government. After studying what little information he could acquire (not all of it acquired "legitimately"), Samak decided to adopt the appearance and methods of a "superhero," so as to better blend in. On his own world, he had been known as an “Inquisitor,†but on Earth, he would adopt a more benign title for one who brings secrets to light and finds that which is lost or hidden: “Inspector.†PERSONALITY & MOTIVATION Samak is only starting to realize that he embodies one of the worst flaws of his species. His compassion and his thirst for justice are formidable, but they is tangled up with a subtly patronizing lack of respect for the ability of others to make their own decisions. His solution for his brother's situation may have ultimately been the best one, but he didn't bother to ask for his brother's input before altering the path of his entire life. Some people may come to trust him, but first he'll have to give them the chance to, instead of deciding for them that they're better off not remembering him at all. He was alone for so long that he has forgotten how to not be alone. His manner tends to be laconic and reserved; most of the time, he prefers to avoid notice. He is a scholar at heart, and an appeal to his inquisitive mind is probably the key to drawing him out. POWERS & TACTICS Samak is a surgeon, not a blunt instrument. He prefers to observe the unfolding situation from concealment, and then to strike suddenly at one critical moment or one key foe to turn the tide of the entire battle. He is pragmatic and flexible, altering his tactics (and his own body) to match his foe or the terrain, engaging them at range or in melee, with his sword or his mind, whichever approach will exploit his foe's weakness and maximize his own advantage. COMPLICATIONS Alien: Samak is an alien in every sense of the word. He is subject to all of the usual inherent Complications of being a stranger in a strange land. He has only a passing familiarity with the people of Earth or their customs. However, because of his Disability (Grue) drawback, he should not gain any Hero Points for being considered a "Grue" for the purposes of certain power effects. Enemies: Samak is a hated enemy of two entire races of people: The Grue Empire of the Milky Way, and the Grue'tar Protectorate of Andromeda, both of whom know that he has escaped from the Zero Zone into the Milky Way. Feedback: Samak already has this flaw on his Mind Reading powers, so he shouldn't get any Hero Points when it comes into play (either because the subject was hurt or because he accessed a particularly intense memory). But the potential exists for other powers, such as his Mind Control, Postcognition, and/or Precognition, to cause the same "Feedback." He could receive a Hero Point if, for example, a particularly intense or traumatic past or future event causes him physical Damage. Infamy: Grue are mind-altering, shape-shifting psychic vampires who have repeatedly tried to take over the world. They are walking paranoia fuel. Samak has no illusions about the reception he would receive from anyone familiar with his "cousins," no matter what color his skin happens to be. Mind Control: If the GM doesn't want a use of the Mind Control power to be an all-or-nothing proposition, they can give Samak a Hero Point and make the Mind Control work as a staged effect. Here is an example: STAGINGFail by 1+: Dazed (You can take no actions, but you suffer no defense penalties). Fail by 5+ (or Fail by 1+ twice): Compelled (You can take no actions, and your controller can force you to perform one standard or move action per round). Fail by 10+ (or Fail by 5+ twice): Controlled (You can take no actions, and your controller can force you to perform any actions, up to your usual allotment). Power Loss: Lead: Lead blocks Grue'tar mental powers, such as Mental Communication, ESP, Mind Control, and Mind Reading. The GM can give Samak a Hero Point when the subject he attempts to communicate with is on the other side of a lead barrier, or if he attempts to use his mental powers on a foe who is wearing a lead-lined mask or helmet. Star Sword: Obviously, since it receives the Device discount on the cost, Samak will not gain any Hero Points if his Star Sword is taken from him. It is Indestructible, so he should receive a Hero Point if it is damaged or destroyed. Since the strength of the blade (the ranks of the attack powers) varies from one wielder to another, a foe who steals it from him and uses it against him may give him a Hero Point by accessing a higher powe rank than Samak himself can. Alternately, a comrade could get a complication for not being able to access as many power ranks as Samak can. Zeroed: Samak has no legal identity, financial history, or even a consistent appearance. On paper, he doesn't exist anywhere. He does not enjoy the protections of any laws, and no one would miss him if he was abducted or murdered. ABILITIES: 0 + 0 + 4 + 10 + 10 + 0 = 24PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 22/14 (+6/+2) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 10 (+0) COMBAT: 8 + 8 = 16PP Initiative: +9/+5 (+5 INT, +4 Enhanced Improved Initiative) Attack: +8/+4 Melee (+4 Base, +4 Enhanced Attack Focus), +4 Ranged, +10 Telekinesis Grapple: +8/+4, +14 Telekinesis Defense: +8/+4 (+4 Base, +4 Shield), +2 Flat-Footed Knockback: -6/-1 SAVING THROWS: 1 + 4 + 2 = 7PP Toughness: +6/+2 (+6/+2 Con [impervious 6/0]) Fortitude: +7/+3 (+6/+2 Con, +1PP) Reflex: +8/+4 (+0 Dex, +4PP, +4 Enhanced Reflex) Will: +7 (+5 Wis, +2PP) SKILLS: 56R = 14PP Concentrate 5 (+10)2nd Chance Disguise 0 (+0, up to +25 with Morph and/or Shapeshift) Investigate 10 (+15)Skill Mastery Knowledge (Galactic) 5 (+10, +15 Gruetar [Native]) Languages 6 (English, Galstandard, Grue, Gruetar [Native], Lor, Mandarin, Zultan) Notice 10 (+15)Skill Mastery Search 10 (+15)Skill Mastery Sense Motive 10 (+15)Skill Mastery FEATS: 16PP Attack Specialization (Star Sword) (+2 Attack) Attack Specialization (Telekinesis) 3 (+6 Attack) Benefit (Native [Gruetar]) Favored Enemy 2 (Psions, Shapeshifters) Jack of All Trades Move-By Action Precise Telekinesis Second Chance (Concentrate) Skill Mastery (Investigate, Notice, Search, Sense Motive) Speed of Thought Takedown Attack 2 Ultimate Save (Will) Enhanced Feats Attack Focus (Melee) 4 Elusive Target Evasion Improved Initiative Quick Draw POWERS: 17 + 8 + 1 + 2 + 3 + 2 + 3 + 3 + 18 + 29 + 1 + 10 + 6 + 8 + 1 = 112PP Device 5 (25PP Container [Passive, Permanent], Flaws: Easy-To-Lose, Feats: Indestructible, Restricted [Mages, Psions], Descriptors: Star Sword) [17PP] Environment Control 1 (5ft radius, Light [Daylight], Extras: Action 2 [Free], Flaws: Range [Touch], Descriptors: Glowing Blade, Psionic Energy) [3PP] Psionic Energy Blade 10 (20PP Array, Feats: Alternate Power 2) [22PP] Base Power: [13 + 7 = 20PP]Strike 6 (Extras: Linked [Trip], Feats: Critical Strike, Improved Critical, Knockback 6 [DMG 12], Drawbacks: Inaccurate [-2 Attack], Descriptors: Blue Blade, Telekinetic Energy) [13PP] Trip 6 (Extras: Knockback, Linked , Flaws: Range [Touch], Feats: Improved Throw) [7PP] Alternate Power: [14 + 6 = 20PP] Drain Toughness 6 (Extras: Affects Objects, Linked , Feats: Critical Strike, Improved Critical, Slow Fade [1 minute], Drawbacks: Inaccurate [-2 Attack], Descriptors: Red Blade, Telekinetic Energy) [14PP] Strike 6 (Extras: Linked [Drain], Feats: Incurable, Drawbacks: Lethal) [6PP] Alternate Power: [8 + 12 = 20PP] Drain Will 6 (Extras: Alternate Save [Will], Linked , Feats: Critical Strike, Improved Critical, Slow Fade [1 minute], Drawbacks: Inaccurate [-2 Attack], Descriptors: Telepathic Energy, Violet Blade) [8PP] Strike 6 (Extras: Alternate Save [Will], Linked [Drain]) [12PP] Enhanced Constitution 8 (Descriptors: Alien Physiology, Bio-Telekinesis, Regeneration, Shapeshifting) [8PP] Features 1 (Memory Stone, Descriptors: Daka Crystal, Device) [1PP] A magically or psionically active character can make a DC15 Concentrate check to store their memories inside this crystal, or to experience the memories already stored within. At the GM's discretion, the character may be able to gain one or more benefits of the Eidetic Memory feat. At the GM's discretion, a character with the right descriptor can also make a DC20 power check to erase the stored memories.Features 2 (Internal Compartment, Two-Thumbed Hands [+5 circumstance bonus to resist Disarm attempts], Descriptors: Alien Physiology, Bio-Telekinesis, Shapeshifting) [2PP] Immunity 6 (Interaction Skills, Starvation/Thirst, Flaws: Limited [1/2 Effect, Starvation but not Thirst], Descriptors: Alien Physiology [starvation], Mental, Psionic, Psychic, Telepathy [interaction]) [3PP] Immunity 2 (Aging, Sleep, Descriptors: Alien Physiology, Bio-Telekinesis, Regeneration, Shapeshifting) [2PP] Impervious Toughness 6 (Drawbacks: Power Loss 3 [Acid, Corrosion/Disintegrate, or Fire Damage], Descriptors: Alien Physiology, Bio-Telekinesis, Regeneration, Shapeshifting) [3PP] Probability Control 1 (Flaws: Limited 2 [Telekinesis Attack checks], Feats: Innate, Descriptors: Telekinetic Supremacy, Training) [3PP] Psionic Combat 8 (16PP Array, Feats: Subtle, Variable Descriptor [Dodge, Illusion, Parry, Precognition, Telekinesis, and/or Telepathy]) [18PP] Base Power:Enhanced Feats 8 (Attack Focus [Melee] 4, Elusive Target, Evasion, Improved Initiative, Quick Draw, Extras: Linked [Enhanced Reflex, Shield]) [8PP] Enhanced Reflex 4 (Extras: Linked [Enhanced Feats, Shield]) [4PP] Shield 4 (Extras: Linked [Enhanced Feats, Enhanced Reflex]) [4PP] Psionics 10 (20PP Array, Feats: Alternate Power 9) [29PP] Base Power: [18 + 2 = 20PP]Drain 6 (All Abilities At Once, Extras: Linked [Healing], Flaws: Limited [Mental Abilities], Feats: Insidious, Precise, Reversible, Slow Fade [1 minute], Subtle 2, Descriptors: Mental, Neural Energy Siphon, Psychic, Telepathic) [18PP] Healing 1 (Extras: Action [standard], Linked [Drain], Total, Flaws: Personal, Source [Drain]) [2PP] Alternate Power: Blast 4 (Feats: Improved Range 3 [1 400ft Range Increment], Indirect 3, Knockback 4 [DMG 8], Subtle, Variable Descriptor [Telekinetic Energy or Thrown Object], Descriptors: Telekinesis) [20PP] Alternate Power: Concealment 10 (All Senses, Flaws: Saving Throw [Will], Feats: Progression [Counter Rank / Save DC] 2 [Rank 12 / DC22], Descriptors: Mental, Mind Control ["Do Not See Me, Do Not Remember Me"], Psychic, Telepathy) [12PP] Alternate Power: Mind Control 6 (Extras: Conscious, Penetrating [4, Rank 10], Sensory Link, Flaws: Range 2 [Touch], Feats: Extended Reach [10ft], Mental Link, Subtle 2, Descriptors: Mental, Psychic, Telepathy) [20PP] Alternate Power: Morph 4 (Any Form, +20 Disguise, Extras: Duration [Continuous], Feats: Additional Sense Types 2 [Olfactory, Radio], Quick Change 2, Descriptors: Bio-Telekinesis, Shapeshifting) [20PP] Alternate Power: Move Object 4 (Lifting STR 20 [Heavy Load: 400 lbs.], Extras: Damaging, Feats: Improved Range 3 [1 400ft Range Increment], Improvised Tools, Indirect 3, Subtle, Descriptors: Telekinesis) [20PP] Alternate Power: Stun 6 (Extras: Penetrating [4, Rank 10], Sleep, Feats: Extended Reach [10ft], Reversible, Subtle 2, Descriptors: Mind Control ["Sleep"], Psychic, Telepathy) [20PP] Alternate Power: Transform 16 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous / Lasting], Flaws: Action [Full], Range [Touch], Feats: Extended Reach [10ft], Precise, Subtle 2, Descriptors: Mental, Mind Control, Psychic, Telepathy) [20PP] Alternate Power: [5 + 2 + 6 + 6 + 1 = 20PP] Communication 1 (Mental, Extras: Linked [Comprehend], Feats: Rapid 5 [x100,000], Subtle, Drawbacks: Not Two-Way, Range [Touch], Descriptors: Mental, Psychic, Telepathy) [5PP] Comprehend 1 (Languages 1 [speak Any], Extras: Linked [Communication]) [2PP] Mind Reading 16 (Extras: Action [standard/Move], Linked [super-Senses], Flaws: Duration [instant / Lasting], Feedback, Range 2 [Touch], Feats: Subtle 2, Descriptors: Mental, Psychic, Telepathy) [6PP] Super-Senses 6 (Detect Minds [Mental, Very Common Descriptor], Extras: Acute, Analytical, Linked [Mind Reading], Radius) [6PP] Super-Senses 1 (Analytical Detect Thoughts, Extras: Linked [Mind Reading]) [1PP] Alternate Power: [9 + 2 + 6 + 2 = 19PP] Communication 12 (Mental, 20,000,000 miles, Extras: Linked [Comprehend, Mind Reading, Super-Senses], Flaws: Limited [Not Two-Way], Feats: Insidious, Rapid [x10], Subtle, Descriptors: Mental, Psychic, Telepathy) [9PP] Comprehend 1 (Languages 1 [speak Any], Extras: Linked [Communication, Mind Reading, Super-Senses]) [2PP] Mind Reading 12 (Extras: Action 2 [Free], Mental, Linked [Communication, Comprehend, Super-Senses], Sensory Link, Flaws: Communication-Dependent, Duration [instant / Lasting], Feedback, Limited [surface Thoughts]) [6PP] Super-Senses 2 (Accurate Detect Thoughts, Extras: Linked [Communication, Comprehend, Mind Reading]) [2PP] Regeneration 3 (Recovery Rate 3: Bruised 3 [1/round, no rest], Feats: Regrowth, Drawbacks: Power Loss 3 [Acid, Corrosion/Disintegration, and Fire Damage is all considered Incurable], Descriptors: Bio-Telekinesis, Shapeshifting) [1PP] Shapeshift 1 (+5 Disguise, 5PP Variable Pool, Any Trait, Multiple Traits At Once, Extras: Action 2 [Free], Duration [Continuous], Flaws: Limited [Physical Traits], Descriptors: Bio-Telekinesis) [10PP] SAMPLE CONFIGURATIONS: Super-Senses 6 (Detect Thoughts [Mental, Very Common Descriptor], Extras: Acute, Radius, Ranged, Descriptors: Mental, Psionic, Psychic, Telepathy) [6PP] Super-Senses 8 (Danger Sense [Mental], Postcognition [Flaws: Uncontrolled], Precognition [Flaws: Uncontrolled], Psionic Awareness [Mental, Common Descriptor], Uncanny Dodge [Mental], Descriptors: Mental, Psionic, Psychic, Telepathy) [8PP] Super-Senses 1 (Ultravision, Descriptors: Alien Physiology) [1PP] DRAWBACKS: (-1) + (-2) + (-1) + (-1) + (-1) + (-2) + (-1) = -9PP Disability (Counts as a Grue, Frequency: Uncommon, Intensity: Minor) [-1PP] Disability (Fear: If the character is targeted by a Grue Mental effect, a Mind Control effect, or a Mental Transform effect, then in addition to saving against that effect, the character must save against an Emotion Control [Fear] effect of the same power rank, Frequency: Uncommon, Intensity: Moderate) [-2PP] Vulnerability (Acid Effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Alteration Effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Corrosion/Disintegration Effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Fire Effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability (Grue Mental Effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Totals: Abilities (24) + Combat (16) + Saving Throws (7) + Skills (14) + Feats (16) + Powers (112) - Drawbacks (9) = 180/181 Power Points DC BLOCK: ATTACK RANGE SAVE EFFECT UNARMED TOUCH DC15 TOUGHNESS (STAGED) DAMAGE (PHYSICAL) BLUE BLADE TOUCH DC21 TOUGHNESS (STAGED) DAMAGE (ENERGY) STR/DEX CHECK VS +6 PRONE, KNOCKBACK RED BLADE TOUCH DC21 FORTITUDE (STAGED) DRAIN TOUGHNESS DC21 TOUGHNESS (STAGED) DAMAGE (ENERGY, LETHAL) VIOLET BLADE TOUCH DC21 WILL (STAGED) DRAIN WILL DC21 WILL (STAGED) DAMAGE (ENERGY) BLAST RANGED DC19 TOUGHNESS (STAGED) DAMAGE (ENERGY OR PHYSICAL) DRAIN TOUCH DC16 WILL (STAGED) DRAIN ALL MENTAL ABILITIES MOVE OBJECT RANGED DC19 TOUGHNESS (STAGED) DAMAGE (ENERGY) MOVE OBJECT RANGED GRAPPLE CHECK VS +14 PINNED/BOUND CONCEALMENT PERSONAL DC22 WILL TOTAL CONCEALMENT, ALL SENSES MIND CONTROL TOUCH 10FT WILL vs +6 (STAGED) CONTROLLED MIND READING TOUCH WILL vs +16 MIND READING MIND READING PERCEPTION WILL VS +12 MIND READING (SURFACE THOUGHTS) MIND READING EXTENDED WILL VS +12 MIND READING (SURFACE THOUGHTS) STUN TOUCH 10FT DC16 WILL (STAGED) DAZED/STUNNED/ASLEEP TRANSFORM TOUCH 10FT DC26 WILL TRANSFORMED (MEMORY)
  6. Player Name: Gizmo Character Name: Set Power Level: 7 [15] (223/250PP)* [267] Trade-Offs: +3 Defense / -3 Toughness Unspent Power Points: 27 Theme: Mr. Hurricane by Beast *Despite his PP total, Set conforms to PL7 caps. In Brief: The mighty god of darkness, chaos and the desert reborn in teenage form with reduced power but undeterred ambition! Alternate Identity: 'Kid' Set, Seth Identity: Public Birthplace: Heliopolis Occupation: God, Superhero Affiliations: Ancient Egyptian Pantheon Family: Complicated. Osiris [brother], Horus [brother/Nephew], Isis [sister-in-Law], Nephthys [Ex-Consort] Description: Age: Millennia Apparent Age: Late Teens Gender: Fluid [Defaults to Male] Ethnicity: Egyptian Height: 5’7†Weight: 125 lbs. Eyes: Grey Hair: Dark Red By all appearances, Set is a strikingly handsome teenager with piercing grey eyes above high cheekbones framed by thick dreadlocks of brick red hair. What looks like heavy eyeliner adds to the slightly androgynous quality of his slim frame. His face is extremely expressive, usually dominated by a cocky, teasing grin but clouding over with anger at a moment's notice. Animated body language and a disregard for personal space give the impression that he makes himself at home wherever he happens to be but there is a definite sense that he hails from somewhere else entirely. That impression becomes a certainty when one regards his shendyt, a skirt of overlapping white and red cloth that reaches to just above his knee, his simple sandals contrasting with his assorted ornate golden bracelets. Set frequently goes shirtless when able - which is most of the time thanks to his affinity for inclement weather - but switches to a longer, belted robe that hangs over his shoulders when necessary. When presenting as female she gathers her dreadlocks in a golden cuff, matches her eye makeup with a rich, brown-black lipstick and adds a flattering front-cross halter in the same pattern as her shendyt. If attempting to blend in, the godling favours shorts and the sort of slogan emblazoned t-shirts sold at tourist attractions around the city, typically with sunglasses and a Comets baseball cap for good measure. At a whim, Set's head may go from human to that of an unidentifiable, ebony black animal with a long snout and tall ears, mixing features of canine, fox, anteater and giraffe. This is as much his true face as any other and simply part of his nature as a god of Heliopolis. Power Descriptions: Set may be much diminished in power even compared to his previous incarnation's time possessing a mortal host in the mid-20th century, but he is still an immortal with a formidable array of aspects at his control. The lightning bolts he summons are tinged with red, striking from the sky above at his command. Shadows become semi-solid and malleable when he wishes them to be so, allowing him to scoop up handfuls or engulf opponents in quicksand-like darkness. Neither pouring rain nor blistering heat seems to bother him in the slightest and he's not shy about stirring up a thunderhead or sandstorm for dramatic effect. A perpetual outsider among the Ennead, Set is also the patron of foreigners and as such understands all tongues perfectly. His mastery is such that he is able to pick up subtleties and implied meanings as if he were a native speaker himself. His shapeshifting talents further allow him to take any appearance he likes, although to his annoyance he has found himself unable to appear as anything but an adolescent. History: In the beginning there was nothing. Then Ra, the sun, willed himself into being and from himself shaped Geb the Earth and Nut the sky. From their union was born the Ennead: Osiris, handsome and well-loved, Horus, noble and strong of arm, Isis, wise and vengeful, Nepthys, flighty and doelful and finally Set. Set with his odd red hair, who laughed at jokes only he understood and turned every task into a competitive game. Although Nepthys eventually chose Set as her consort it was perhaps only Horus, in their constant sibling rivalry, who truly understood Set. Even if they thought him an odd one, all of the gods recognized Set’s cunning and power, in part because of his constant reminders. When Ra needed protection in his nightly journey through the underworld from the dread serpent Apep, a being of darkness and chaos and such appetites that he would destroy all of creation to sate it briefly, it was Set who stood at the prow of his barge and fought off the beast again and again. Though he never wavered, the nightly battles took their toll on Set. More and more he learned to use Apep’s own forces against the serpent, taking on aspects of darkness and chaos himself. His pride became harder to tolerate and his boasts took on a troubling edge. Eventually Ra relieved him of his post, much to Set’s rage. Horus agreed to take his brother’s place on the barge, intending it to be only a temporary replacement. The hawk god was a match for his sibling's power but was unprepared for Apep’s many tricks. In a wild confrontation, a desperate Horus was able to temporarily banish the snake at the cost of his own being. While all the gods mourned, Set did so bitterly, blaming Ra. Perhaps that terrible anger explains why Nepthys disguised herself to trick Osiris into bedding her, or why a resentful Set hated the more popular god all the more for his repeated apologies when the truth came to light, or why the gods of Heliopolis, grown by then to encompass every aspect of mortal life, quickly decided in whispers and gossip that the blame for the entire affair really rested with Set. The public humiliation was more than the desert god could stand. Through trickery he locked the overly trusting Osiris in an ornate chest and threw it in the Nile. When Osiris’ wife Isis retrieved the carved prison, Set instead unleashed the dark powers he had learned from Apep’s example and cut his brother to pieces, spreading them throughout the mortal realm. Even then, Isis and a tactfully remorseful Nepthys were able to retrieve the body parts and reassemble their mutual consort. When Osiris could not be properly restored, Ra instead deigned that he should become ruler of the underworld itself, king of the afterlife and chief among the gods above all but the solar deity himself. The final straw came when Isis used her mystic knowledge to rebirth Horus’ essence as her child with Osiris, raising him to loathe his ‘wicked uncle’. Set resolved that if all saw him as the villain, then Ra, Heliopolis and supposed brotherhood be damned, he would be a villain. His battles with the avenging Horus were waged across ages indescribable in mortal terms. That world marched on and when the Pact locked the various pantheons from directly traveling to Earth, Isis with Ra’s blessing was able to use it to banish Set the Destoryer to the wastes outside of Heliopolis. The dark god bid his time, testing the limits of his exile until in the 20th century a foolish cultist attempted to summon him. Consuming the hapless summoner’s soul and taking his body for his own, Set sought to conquer the mortal world as stepping stone to greater glory. Even then Horus sought to stop him, investing much of his might into an ankh which allowed him to merge with a willing host on Earth. Alongside the heroes of the age, Horus thwarted his uncle’s terrible designs time and again. Even as he raged against the repeated defeats, the part of Set which was the outsider, the perpetual ‘other’ relished this new world of fantastic powers, garish costumes and epic conflict, fully embracing his role. Even that came to end eventually. In a final conflict which would either see Set restored to his full might or forever vanquished both the Destroyer and the Avenger vanished from the world of mortals. Heliopolis mourned the loss of its truest champion for a second time and decade slipped by. The century turned and the Ennead had little to do with Earth until a grinning, red-haired youth appeared at the gates of the golden city claiming to be Set and demanding entrance. Isis demanded the boy be destroyed immediately against her more forgiving husband’s protestations but Ra’s judgement was more wary. The strange young man certainly had Set’s essence but like Horus before him this was a new creature entirely, without his predecessor’s long festering grudges. Ra knew well the duality of such things and Set’s rebirth with no sign of the hawk god reminded him of the merely temporary exile of his own opposite number, the terrible serpent. He would not cast the now meager godling into ruination just yet but neither would he allow him entrance into Heliopolis. This new Set’s weakened state allowed for a loophole in the Pact, sending the boy back to Earth with no way to return. Even then the sun god decided on caution, instructing one of his Eyes, the fearsome war goddess Sekhmet to accompany Set and watch him closely. Not wanting to entrust such a task to a melding of god and mortal, he instructed the frankly unenthused Sekhmet to leave much of her power behind, reducing her to a state similarly exempt from the Pact. Although annoyed at the setback, Set went about situating himself in the modern world with his rankled babysitter in tow. He was horrified to learn of his past self’s villainy - though he admired the theatrics and immediately began considering acquiring a cape. More interesting, however, was the way the mortals remembered Horus as a great and respected hero while the rest of the Ennead was forgotten by all but academics. This was the new worship, then, won not through temples and threats of plague but by great acts of daring and courage! The idea appealed to him immensely. Despite Sekhmet’s objections he resolved to earn back the mortal’s adoration and prove his good intentions to the other gods by becoming the greatest superhero of all! Personality & Motivation: Set's most immediately obvious character trait is arrogance, a mixture of the perceived invincibility of youth and the power of a force of nature. Almost as clear is his need for recognition. Set has ever been an outsider and doesn't seek acceptance but rather acknowledgement of his skill and hard work. The tension between that confidence and insecurity drives him to take chances and strive for the spotlight. In a city that idolizes its heroes and a time rife with social media and celebrity, he aims to join the ranks of the world's greatest champions. Quite competitive, he isn't the most graceful of losers but can usually be placated with the promise of a future rematch. He has a robust sense of humour with a fondness for pranks and a fascination with anything new or different. Although he retains smatterings of the knowledge and even memories of his past self, this Set is very much a new person, free of long festering grudges and resentment. Showboating aside, he legitimately wishes to do good and would never put fame over doing the right thing - although he might protest otherwise. In particular he looks to the example of his 'older brother' Horus for inspiration and his own soft spot for an underdog is ill hidden. Deep down, he recognizes that he is vulnerable to making the same mistakes again and worries that perhaps he is not entirely free of the corruption that brought his former self to his downfall. This sobering though lends an undercurrent of gravitas to an otherwise devil-may-care teenager. Powers & Tactics: When feeling confident Set prefers to draw upon the dramatic might of his storm and desert aspects, summoning lightning bolts and sandstorms with theatrical waves of his arms. When pressed, he dips into his dominion over darkness, flinging handfuls of inky black, stepping through one shadow to appear from another or even calling up the dark to envelop his opponents whole. Less obviously, his knowledge of chaos manipulates fortune against his targets. His razor sharp taunting and deep knowledge of ancient arcana are not to be underestimated, particularly if he has had time to prepare. More likely, however, he'll have jumped into the fray at the first sign of an audience or a chance to humiliate a deserving target. Naturally a believer in second chances, he will risk trying to talk a villain out of what they're doing if he suspects they're already feeling conflicted or remorseful. Complications: Dismemberment: Set’s Regeneration allows him to reattach severed body parts but not grow new ones. For his Resurrection to work, he needs to be properly reassembled. If his body is completely destroyed, he will instead Reincarnate. Exile: Both the Pact and the will of the other gods of Heliopolis prevent Set from returning there. Other pantheons allied with Heliopolis may be reluctant to deal with him. Reborn: Although he retains a fair amount of his past self’s memories and knowledge, Set still has a lot of gaps. On the other hand, those with past grievances aren’t likely to distinguish between their old enemy and the ‘new’ Set. Pride: Regardless of his defeats and misfortunes, Set is proud and stubborn to a fault. He’s prone to bragging and showing off and has trouble resisting a public challenge. Abilities: 2 + 6 + 4 + 8 + 6 + 12 = 38PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 22 (+6) Combat: 10 + 16 = 26PP Initiative: +3 Attack: +5 Base, +7 Deific Attacks Grapple: +6 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -2/-1 Saving Throws: 4 + 3 + 5 = 12PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+3 Dex, +3) Will: +8 (+3 Wis, +5) Skills: 88R = 22PP Acrobatics 7 (+10) Bluff 10 (+16) Computers 6 (+10) Diplomacy 5 (+11) Disable Device 1 (+5) Gather Information 10 (+16) Investigate 1 (+5) Knowledge (Arcane Lore) 11 (+15) Knowledge (History) 6 (+10) Knowledge (Popular Culture) 6 (+10) Knowledge (Theology and Philosophy) 6 (+10) Language 1 (Ancient Egyptian [Native], English) Notice 12 (+15) Sleight of Hand 2 (+5) Stealth 2 (+5) Survival 2 (+5) Feats: 49PP Benefit (Status [God]) Challenge 2 (Fast Feint, Fast Taunt) Defensive Roll 1 Distract (Bluff) Dodge Focus 2 Evasion 2 Fearless Jack-of-all-Trades Luck 2 (3 with Luck Control) Power Attack Ritualist Set-Up Sidekick 31 (155PP) Taunt Uncanny Dodge (Vision) Powers: 2 + 2 + 1 + 1 + 1 + 8 + 4 + 8 + 7 + 38 + 4 = 76PP Comprehend 1 (Languages [understand All]) [2PP] (foreign aspect) Environmental Adaptation 2 (Deserts, Stormy Weather) [2PP] (desert aspect, storm aspect) Feature 1 (Alternate ‘Set Animal’ Head) [1PP] (deific) Immunity 1 (Aging) [1PP] (deific) Immunity 2 (Environmental Condition [Heat], Starvation/Thirst; Flaws: Limited [Half]) [1PP] (desert aspect) Luck Control 2 (Negate HP Use/Fiat, Force Re-Roll; Power Feats: Luck 1, Ultimate Will) [8PP] (chaos aspect) Regeneration 2 (Resurrection [1 day]; Power Feats: Reincarnation, Regrowth) [4PP] (deific) Shapeshift 1 (5PP Variable Power; Any Power, Multiple Powers at Once, Move Action, +5 Disguise) [8PP] (chaos aspect) Sample Configurations Spoiler Additional Limbs 2 (+2 Limbs; Flaws: Duration [sustained, -0] [2PP] + Elongation 3 (25') [3PP] (lend a hand) Concealment 4 (All Visual; Flaws: Blending, Power Feats: Close Range) [5PP] (chameleon skin) Flight 3 (50 MPH; Drawbacks: Power Loss [Restrained]) [5PP] (raptor wings) Immunity 10 (Fire Effects; Flaws: Limited [Half]) [5PP] (scales) Insubstantial 1 [5PP] (sand form) Super-Senses 7 (Visual; Extras: Counters Concealment, Counters Obscure [All]) [7PP] (darkness aspect) Deific Aspects Array 17 (34PP; Power Feats: Alternate Power 4) [38PP] Base: Comprehend 3 (Rank 4 Total; Languages [Read/Write, Speak and Understand All Simultaneously]) [6PP] (foreign aspect) Mind Reading 7 (Extras: Action [Move Action], Area [General, Burst], Flaws: Limited [surface Thoughts], Sense-Dependent [Auditory], Power Feats: Subtle 2) [9PP] (subtleties of the language) Morph 7 (Any Humanoid, +35 Disguise; Power Feats: Precise, Drawbacks: Limited [Adolescents]) [14PP] Quick Change 2 (Extras: Affects Others, Flaws: Others Only, Power Feats: Precise) [3PP] Super-Senses 2 (Mental; Direction Sense, Distance Sense) [2PP] AP: Damage 7 (Extras: Autofire, Linked [+0], Ranged, Power Feats: Accurate 1, Affects Insubstantial 2, Homing 1, Indirect 2) [27PP] + Drain Toughness 7 (Extras: Affects Objects, Linked [+0], Ranged, Flaws: Limited [Electronics, -2]) [7PP] (lightning bolt; chaos aspect, storm aspect, electricity) AP: Dazzle 7 (Visual; Extras: Autofire, Power Feats: Accurate 1, Reversible) [23PP] (shadow globule; darkness aspect) Teleport 5 (500’; Extras: Accurate, Affects Others, Flaws: Medium [shadows], Short-Range, Power Feats: Turnabout) [11PP] (shadow walk; darkness aspect) AP: Environmental Control 10 (20PP, Mix-and-Match Environments; Distraction [precipitation, sandstorm], Hamper Movement [high winds], Heat, Visibility [sandstorm]; Extras: Action [Move], Independent [+0], Flaws: Range [Touch], Power Feats: Reversible) [21PP] (weather control; desert aspect/storm aspect) Move Object 6 (Heavy Load: 1600 lbs; Power Feats: Subtle) [13PP] (high winds; storm aspect) AP: Snare 7 (Extras: Area [General, Shapeable], Selective, Power Feats: Obscure Senses [All Senses], Variable Descriptor 1 [sand or shadows]) [34PP] (darkness aspect/desert aspect) Device 1 (5PP Container; Flaws: Easy-to-Lose; Power Feats: Restricted [Passcode]) [4PP] (smart phone) Enhanced Feats 3 (Connected, Contacts, Well Informed) [3DP] (social media) Feature 1 (Video Camera) [1DP] Super-Senses 1 (Radio) [1DP] [table]DC Block: ATTACKRANGESAVEEFFECT UnarmedTouchDC16 Toughness (Staged)Damage (Physical) Lightning BoltRangedDC17 Fortitude (Staged)Drain Toughness [/td][td]DC22 [Autofire] Toughness (Staged)Damage (Energy) Sand/Shadow SnareRanged [shapeable Area]DC17 Reflex (Staged)Entangled/Bound Shadow GlobuleRangedDC17 [Autofire] ReflexBlind[/table] Totals: Abilities (38) + Combat (26) + Saving Throws (12) + Skills (22) + Feats (49) + Powers (76) - Drawbacks (0) = 223/250 Power Points
  7. Player Name: Electra Character Name: Fleur de Joie Power Level: 15 (244/250) [262] Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Unspent Power Points: 6 In Brief: A plant-controlling heroine who is rehabbing a planet and single-parenting a toddler in her spare time, Fleur de Joie believes in the power of networking to get the job done right. Alternate Identity: Stesha (Madison) Lumins Identity: Secret, but not well-kept Birthplace: Evanston, Illinois Occupation: A florist by profession, currently busy with planetary rehabilitation, parenthood and hero work. Affiliations: Sanctuary, Freedom League Auxiliary Family: Derrick Lumins (Dark Star): husband, Amaryllis Lumins: daughter, b. 06/03/11. Father: Paul Madison, Mother Annie (Lispzyanka) Madison, Sisters: Grace (b 1975), Chloe (1987), Brothers: Basil (1978), Jasha (1980), David (1983) Description: Age: 27 (DoB: May 1, 1985) Apparent Age: 27 Gender: Female Ethnicity: Caucasian Height: 5'3 Weight: 160lbs Eyes: Blue Hair: Green, thigh-length, kept up in braids and crowned with flowers Under normal circumstances, Stesha is about the most harmless-looking person you're ever going to see in your lifetime. Small in stature, with a soft-edged, curvy body and an open, guileless face, she's the person most likely to be ignored or overlooked in a fight. Her most distinctive feature is her extraordinarily long green hair, which she generally keeps in intricate braids pinned close to her head, and accented with a plaited ring of live flowers. In her civilian life, she favors blue jeans and sweatshirts or t-shirts, depending on the weather, with soft makeup whenever she can manage the time. Her costume is a loose green tunic and matching slacks, brown boots and gloves, a belt with many pouches, and a brown cowl-coat that buttons to the bottom of her rib cage in front and hangs to her calves in back. Power Descriptions: All Stesha's powers are of the magic descriptor, and can also be affected by anything that affects plants. History: Stesha's childhood wasn't idyllic, but it was reasonably close. She grew up in Evanston, Illinois, a suburb of Chicago and the home of Northwestern University, where her father was a professor of botany. Her mother was also an avid gardener, as well as a complementary medicine practitioner and midwife, so growing up, Stesha had plenty of exposure to the science any mysteries of plants. With five siblings, she also had plenty of company and competition in every walk of life. All those brothers and sisters meant someone was always around to share the work or the blame, to tell a secret to or take on an adventure. Most of the time she enjoyed her big family, but as she grew up, the problem of dating when one has three overprotective brothers became increasingly annoying. An avid learner, Stesha followed in her father's footsteps and studied plant biology at Northwestern. She enjoyed biology and did well, but soon discovered that her passion was elsewhere. Science was great, but she preferred the magic of a gorgeous flower in full bloom to the colorless data extracted from a crushed and dissected plant specimen. She got her degree in biology, but her minor was in art, and as soon as she graduated, she decided to become a florist. She was able to get an apprenticeship at a highly-regarded shop in Chicago, and discovered a knack for it that she'd never had for lab work. Before long, she was caught up in the life of her community, providing flowers for celebrations and consolations, gifts and gardens, parties and patios. It was very rewarding! She'd been working at the shop for about a year when a shipment arrived that would change her life. Called the Fleur de Joie blossom, the rare specimen was said to bloom only once ever hundred years, and then only for a matter of hours or days. In order to fully capture the event, Stesha and her coworkers set up round-the-clock watch to be on hand for the opening. When it did finally open, very late one night, Stesha happened to be standing right in front of it. The blossom heaved, then released a cloud of shimmering pollen, all over her! She choked and passed out, and when she woke, she felt... different. When her hair began turning green days later, it sealed the deal. The plant had given her powers, and she wanted to know what to do with them! After some cautious experimentation in Chicago, she decided that the best thing to do would be to move to Freedom City, where she could become a real superhero. It didn't take more than a few days in Freedom City for Stesha to realize she was in way over her head. Her powers were useful and fun, but they didn't take her very far if she got into trouble. Luckily, she started making friends almost immediately. With allies like Phantom and Divine, she didn't feel nearly so vulnerable in her hero work, and gradually became braver and more skilled. Divine also introduced her to a friend of hers named Dark Star, who in civilian life was a shy, gawkily handsome man named Derrick Lumins. Stesha and Derrick hit it off right away, an affection that quickly deepened into love. Stesha knew that Dark Star was a cosmic hero who did a lot of his work off Earth, but in those early days he took pains to be around as often as possible, and she convinced herself it wouldn't be a problem. Practice and training broadened Stesha's skills, and eventually she discovered the ability to reach other dimensions through the plant life common to each. While training with Phantom, she came across an Earth that was blasted and dead, obviously from some kind of war decades ago. She thought it looked like a great place to get away from Earth Prime and practice all the plant-growing techniques that just didn't work in the middle of a city. She christened it Sanctuary and made it her home-away-from home. It wasn't long before a situation arose where her nemesis, Beekeeper II, unleashed a swarm of giant bees on the population, then got himself promptly thrown into jail. Once pacified, the bees had nowhere to go, so Stesha took them in on Sanctuary, creating a meadow full of giant flowers for them and asking her friend Gaian Knight to build them a hive of earth to live in. Later on, she discovered a small group of human survivors on the planet as well, and began working with her friend and neighbor Gabriel to give them a better quality of life in a village on her reclaimed land. As the number of inhabitants grew, the Sanctuary project began to take up more and more of her time. Back on Earth Prime, things were busy for her as well. She and Derrick were engaged to be married, but a series of emergencies in deep space kept him off planet for months, to the point where she called off the engagement. He returned with promises that he wanted to be close to Earth and close to her, and the wedding was back on. A rather surprising result of their reconciliation was Stesha's pregnancy, but it was a good surprise for the most part. Stesha wanted children ,and when Derrick finished freaking out, he seemed very excited too. His missions off-planet continued calling him away, though, and his nights on Earth were few and far between. After calling off the wedding once, Stesha was too embarrassed to walk it back again, plus there was a baby to consider now, so despite some misgivings, everything went ahead. It was a lovely wedding and Derrick managed to attend, which was quite a relief. Stesha was surprised and honored to be tapped for membership in the Freedom League Auxiliary, along with her friends Ace Danger, Freedom Angel and Dr. Archeville. She had to dial back her participation in dangerous missions for awhile, but luckily she wasn't the sort to be mixing it up in combat anyway. Her participation in the League, as well as her ongoing project to beautify Freedom City's parks and bolster the spirits of the new heroes who could often be found patrolling there, were ties that kept her very active on Earth Prime, but eventually she moved her main residence to Sanctuary. She built herself a home of leaves and plants, with help from some friends on the fine work that couldn't be done with the local flora. It gave her space, peace and quiet, and most importantly a second bedroom for a nursery. Derrick's presence had decreased from "sporadic" to "all but nonexistent," but they still kept in touch by phone, at least. The work he was doing was very important, and she tried to be understanding. Stesha was haunted by a brief trip to the future she'd taken during a Freedom City timestorm, when a Derrick from a thousand years in the future wept to see her and told her he was sorry for what was going to happen between them. Futures are mutable things, but it didn't bode well. Stesha's daughter Amaryllis was born in June, 2011, after a memorable final encounter with Beekeeper II. Ammy had green hair and a sunny disposition like her mother, and despite Derrick's continuing near-absence, Stesha's many friends meant that she rarely lacked for a helping hand or a babysitter. Sanctuary continued to grow by leaps and bounds, and Stesha settled into a comfortable routine in both her worlds, content if not entirely all the way happy. Personality & Motivation: Stesha is a very sociable person with an optimistic outlook and a generalized desire to make the world a better place. She enjoys meeting new people and making friends, and takes particular pleasure in befriending and mentoring brand new heroes. She takes her many responsibilities seriously and works very hard taking care of them all, but she also tries to take time for fun and relaxation whenever possible. Although she makes herself available as a sounding board for others, she is reticent to discuss her own concerns, and is much more comfortable hiding her personal problems than sharing them with anyone but her closest friends. Powers & Tactics: A plant-controller through and through, all Fleur's powers involve the manipulation of greenery. Oftentimes she'll start out by throwing a handful of seeds wherever she wants to work, then growing them instantly into mature plants she can use. Her powers are often subtle and indirect; she is a fan of keeping a villain distracted with words while a vine creeps up behind them. Her first impulse is generally diplomacy, a fight avoided is a fight won in her book. If diplomacy doesn't work, she typically moves to attempting to clear the field with her snares and dimensional pocket. Despite her subdued fighting style, she can definitely put on a heck of a show when she wants to. In her element or on her planet Sanctuary, her displays of power can be awesome and landscape-changing as she raises forests in seconds or turns acres of scrub into piles of mulch with a wave of her hand. When she was pregnant with Amaryllis, she began forming fairy rings of flowers and mushrooms wherever she stood or sat, even indoors, but that has tapered off, much to her relief. Complications: I Need You, Baby: There are a lot of people counting on Stesha for their very survival. First and foremost is her little girl Amaryllis, who is still a toddler and wholly dependent on her mother. The giant bees also count on her to provide the giant flowers that are their primary sustenance, and the humans in their village need her healing powers and plant magic to help them survive and grow their small population. Getting away from it all is not really an option Caught in a Bad Romance: Stesha loves her husband Derrick, but he is literally never around anymore. This fact can be depressing and distracting, especially when she is reminded of it by seeing other happy couples. With Flowers in Her Hair: Stesha's long green hair is actually alive, and an important component of her powers. The last six inches or so are dead cells and can be cautiously trimmed, but anything above that is part of her body and will cause pain and damage if cut. If too much of her hair is damaged or lost, she will not be able to use her immunities to food and sleep, nor will she be able to regenerate her health. Where Everybody Knows Your Name: Stesha technically has a secret identity, but it's a very poorly kept secret. There isn't much she can do to hide her highly distinctive coiffure, and she's not great at maintaining an air of mystery. She doesn't always even need to be in uniform for people on the street to know who she is, one more reason she spends a lot of her downtime on Sanctuary. Let Them Not Pass Like Weeds Away: A naturally compassionate person, Stesha's first inclination is to safeguard all life, even of people who are trying to kill her. It is also very hard for her to accept that sometimes you can't save everyone. What You Give is What You Get Returned: Stesha is friends with many, many, many superheroes, and she knows that if she's in trouble, she can call on them for help. On the flip side, if one of them calls her for help, she will do anything she can to assist. She's also a member of the Freedom League Auxiliary, which carries a whole other set of responsibilities that she strives to live up to. But there are only so many hours in the day! Abilities: 0 + 0 + 14 + 4 + 4 + 10 = 32PP STR: 10 (+0) DEX: 10 (+0) CON: 24 (+7) INT: 14 (+2) WIS: 14 (+2) CHA: 20 (+5) Combat: 16 + 16 = 32PP Attack: +8 (+10 Flower Power) Defense: +10 (+2 Dodge Focus, +4 Flat-Footed) Initiative: +8 Grapple: +8, +28 w/Move Object Knockback: -10/-3 Saving Throws: 3 + 10 + 8 = 21PP Toughness: +20/+7 (+7 Con, +13 Protection) Fortitude: +10 (+7 Con, +3) Reflex: +10 (+0 Dex, +10) Will: +10 (+2 Wis, +8) Skills: 112R = 28PP Bluff 15 (+20) Skill Mastery Concentration 8 (+10) Diplomacy 15 (+20) Skill Mastery Gather Information 16 (+21) Skill Mastery Knowledge (Life Sciences) 8 (+10) Skill Mastery Medicine 8 (+10) Skill Mastery Notice 13 (+15) Skill Mastery Profession (Florist) 3 (+5) Skill Mastery Sense Motive 13 (+15) Skill Mastery Stealth 5 (+5) Survival 8 (+10) Feats: 28PP Accurate Attack Benefit (Freedom League Member) Connected Dodge Focus 2 Equipment 10 Improved Initiative 2 Inspire 5 Interpose Luck 2 Skill Mastery 2 (Bluff, Diplomacy, Gather Info, Knowledge (Life Sciences), Medicine, Notice, Profession (Florist), Sense Motive) Uncanny Dodge (auditory) Well-Informed Equipment 10PP = 50EP Headquarters: 47EP Size: Planetary (18EP), Toughness: +20 (3) Features: Animal Pens, Computer, Defense System 3 [blast 15 [bEES], Snare 15 (entangling vines), Stun 15 (stun flowers)], Gym, Holding Cells, Infirmary, Isolated, Living Quarters, Personnel, Pool, Power System, Sealed, Self Repairing, Think Tank, Workshops Powers: ESP (3), Impervious Toughness (1), Super Senses (1) ESP 9 (visual and auditory; Extras: Duration [Continuous], Simultaneous; PFs: Rapidx10, Subtle) Impervious Toughness 15 (Active/Sustained) [15PP] Super-Senses 1 (Communications Link w/ Fleur) Masterwork Commlink: [1EP] Masterwork Flashlight: [1EP] Masterwork PDA: [1EP] Powers: 2 + 63 + 3 + 3 + 14 + 2 + 6 = 92PP Feature 2 (Distinguish Seeds By Touch Instantly, Instantly Make Flowerpots) [2PP] Flower Power Array 24 (48 pp, PFs: Accurate, Alternate Powers 14) [63PP] BE: Snare 20 (entangling vines, PFs: Indirect 3, Obscures Senses 3 [Visual + Audio], Reversible, Subtle) {48/48} AP: Create Object 15 (plant shapes, Extras: Duration [Continous/Lasting], PFs: Precise, Selective, Subtle) {48/48} AP: Dimensional Pocket 5 (inside Flora, Extras: Duration 3 [Continuous/Lasting], Range [Ranged], Feats: Indirect 3, Progression [Cargo] 10 [1,000 tons], Subtle) {44/48} AP: Damage 13 (Extras: Linked +0, [Drain], Range 2 [Perception], Flaw: Limited 2 [plants]) {13/13} + Drain Toughness 13 (Extras: Affects Objects +1 Linked +0, [Damage], Range 2 [Perception], Flaw: Limited 2 [plants]) {26/26} (PFs: Incurable, Precise, Reversible, Split Attack, Subtle) {13+26+5=44/48} AP: ESP 8 (Flora's gaze, Visual + Audio Senses, 2,000 miles ["Same Continent"], Extras: Duration [sustained], No Conduit, Simultaneous, Flaws: Action [standard], Feats: Dimensional 3 [Any Dimension], Subtle) {44/48} AP: Healing 13 (medicinal plants, Extras: Action [standard], Total, Flaws: Distracting, Feats: Persistent, Regrowth, Stabilize) {42/48} AP: Healing 13 (plantsboon, Extras: Area [Targeted, Burst, 65ft radius], Range 2 [Perception], Total, Flaws: Distracting, Limited 2 [Plants], Feats: Persistent, Regrowth, Stabilize) {42/48} AP: Move Object 20 (mobile vines, Effective STR 100, Heavy Load: 12288 tons) (PFs: Indirect 3, Subtle) {44/48} AP: Nullify 10 (photosynthetic mastery, All "Air" Powers, Extras: Area [General, Burst], Effortless, Selective, Flaws: Range [Touch], Feats: Progression [Area] 3 [500ft radius], Subtle) {44/48} AP: Snare 15 (nature's grasp, Extras: Area [General, Shapeable], Selective, Flaw: Distracting) {45/48} AP: Stun 20 (stunflower, Extra: Range [Ranged], Flaw: Action [Full], PFs: (Indirect 3, Sedation, Subtle, Variable Descriptor 1 [any plant]) {46/48} AP: Super-Movement 3 (plant dooors, Dimensional Movement 3 [Any Dimension], Extras: Duration 2 [Continuous], Portal 2, Feats: Change Direction, Change Velocity, Easy, Progression [Portal Size] 5 [250ft x 250ft], Turnabout, Subtle) {28/48} AP: Teleport 9 (plant doors v.2, 900ft per Move Action, 20,000 miles per Full Action ["Anywhere On Earth"], Extras: Accurate, Affects Others, Flaws: Medium [Plants], Feats: Change Direction, Change Velocity, Easy, Progression [Cargo] 12 [500 tons], Turnabout, Subtle) {44/48} AP: Teleport 9 (plant doors v.3, 900ft per Move Action, 20,000 miles per Full Action ["Anywhere On Earth"], Extras: Accurate, Linked [super-Movement], Flaws: Medium [Plants], Feats: Change Direction, Change Velocity, Easy, Progression [Cargo] 14 [2,500 tons], Progression [save DC] 5 [DC24]) [40PP] + Super-Movement 2 (Dimensional Movement 1 [To/From Earth-Fleur], Extras], Flaws: Medium (Plants)) [4PP] {40+4/44/48PP] AP: Transform 10 (plant mastery, 1,000 lbs., Extras: Duration [Continuous/Lasting], Feats: Innate, Subtle) {42/48} Immunity 3 (ambrosial, Aging, Disease, Poison) [3PP] Immunity 2 (plant physiology, Critical Hits, Sleep) [3PP] Immunity 1 (photosynthesis, Suffocation [CO2], Extra: Affects Others) [2PP] Protection 13 (lignin skin, PF: Subtle) [14PP] Regeneration 2 [ambrosial, Resurrection 2, 48 hours] [2PP] Regeneration 10 (botanical rejuvenation, Recovery +2 [+9], Recovery Rate: Bruised 3 [No Action], Staggered 1 [20 minutes], Injured 2 [5 minutes], Disabled 2 [1 hour], Flaws: Source [sunlight], Feats: Regrowth) [6PP] 32 + 32 + 21 + 28 + 28 + 93 = 244/250PP ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Dissolve Plants Perception DC23 Fortitude (Staged) Drain Toughness Perception DC28 Toughness (Staged) Damage Entangling Vines Ranged DC30 Reflex (Staged) Entangled/Bound Grow Plants Ranged DC20 Fortitude Transform Magic Flower Ranged DC20 Reflex Dimensional Pocket O2 Burst Ranged/Area DC20 Reflex 1/2 Effect Ranged/Area Contested vs Power Rank/Will Nullify Step Through Plants Touch DC24 Reflex Teleport Stun Flower Ranged DC30 Fortitude (Staged) Dazed/Stunned/Unconscious Vines (Thrown Object) Ranged DC35 Toughness (Staged) Damage
  8. 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
  9. Player Name: Trollthumper Character Name: Cavalier Power Level: 10/13 (166/232PP) Trade-Offs: None Unspent Power Points: 66 In Brief: Alien abductee turned troubleshooter for the rough end of the universe turned Star Knight. Alternate Identity: Kyle Steward Identity: Public Birthplace: Freedom City, NJ Occupation: Unemployed Affiliations: Rygar's Runabouts (troubleshooter band), the Star Knights Family: Jenny Steward (mother, reporter), Alan Steward (father, aeronautics engineer), Guy Steward (brother, college student) Description: Age: 23 (DOB November 11, 1989) Apparent Age: 23 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 180 lbs. Eyes: Brown Hair: Brown Appearance: Still getting used to Earth clothes for the first time in forever, Kyle usually wears sturdy, industrious clothes when he's about, stuff that sits well and offers a measure of protection. He keeps his hair relatively well-trimmed, but is okay with letting his facial hair grow out for a day or two - a side effect of the Cloud having many clippers for the more furry species, but a lack of good razors for operation by humanoid hands. When his armor deploys, it grows to cover almost all of his body, taking on a bright green coloring. Power Descriptions: All - Device, Technological Blast - Energy Enhanced Strength - Physical (Bludgeoning) Snare - Energy, Entrapment History: Kyle Steward had a plan for his life. He was going to go to HIT, study engineering, and find work in aerodynamics. But before he did any of that, he was going to go across the country with some of his high school friends, a chance to see the country and let loose before the responsibility of college pressed down on them all. When the car sprung two flats outside a cornfield in Kansas and the rest of the group waited for AAA, Kyle stepped into the field to take care of some business. No one remembers exactly what happened next, but by the time the tow truck arrived - a time none of Kyle's friends could ever fully recall - he was nowhere to be found. He had stepped into the cornfield and simply vanished. From Kyle's perspective, it was an entirely different story. After witnessing a strange light and feeling the world spin, he passed out. When he came to again, he was naked, strapped to a plinth, and being examined by something that looked like a cross between a jellyfish and a centipede. He wasn't the only captive, though he really couldn't tell what any of the others were. The tests were extensive, painful, and seemingly without any motivation. Right before it seemed his captors were about to cut him open, the ship was boarded by Rygar's Runabouts, a team of mercs hired to retrieve the abducted son of the Magistrex of Volanus. They quickly managed to take the ship, but the strange aliens chose suicide over surrender and completely wiped the ship's data banks in the process. As the Runabouts retrieved Kyle from his plinth and established a telepathic link for ease of communication, a few things became clear. First, with the ship's databanks wiped, there was no clear map back from wherever he was to Earth. Second, the ship had taken him to the edge of the Large Magellanic Cloud, well outside the Milky Way. Third, none of the names of stars or planets he had translated directly to the astronomical knowledge of his companions. For the time being, he was stranded in the universe, unable to make his way home. With no other options, he crewed with the Runabouts, aiding them in their jobs and learning the ins and outs of the new galaxy. From Jellana, the weaponsmaster, he learned how to manage himself in a firefight, a situation that popped up more often than he liked. From Moritus, high priest of the Divine Engine, he learned how starships ran, from majestic cruisers to their old rust bucket. From Gelar, the ship's layabout and self-appointed "diplomat", he learned all about the various species of the Cloud. For three years, he shared in their exploits - that is, until their charter got revoked following a diplomatic incident ("you blow up one gray goo-infested military outpost..."). The various Runabouts went their separate ways, and Kyle was left working as an independent troubleshooter, solving issues for the highest bidder. It was eighteen months into his new career that he heard a set of words that sounded all too familiar - "Star Knight." Mentor's recruitment efforts had finally expanded into the edges of the Cloud, and Kyle had a possible way back home. He tracked down the first Star Knight in the Cloud, Hal'aste of Renosa, and gave him his story. Hal'aste, of a charitable heart, said that once his latest tour of his sector of the Cloud was done, he'd take Kyle to Citadel and make sure he got home. During the tour, however, Kyle and Hal'aste visited a world that came under attack by an expeditionary force of the Khanate. As the two helped the locals to drive the Khanate back, Hal'aste suffered a mortal wound. The planet still at risk, Kyle fought to save Hal'aste's life, but to no avail. But with no other Star Knights in the sector and the Khanate still bearing down, Mentor issued an emergency override, and Hal'aste's armor jumped to the closest candidate - Kyle. After the agents of the Khanate had been driven from the planet's skies, Kyle was instantly taken to Citadel, where he was trained in the ways of the Star Knights. Maria Montoya was recalled to Citadel for brief stretches to oversee his training, as well as get him used to all that had happened on Earth. With the course recently concluded, Kyle - taking the name "Cavalier" to distinguish himself from Earth's standing Star Knight - is ready to come home. He has no idea what he's in for... Personality & Motivation: Kyle's seen a hell of a lot, and it's changed him. He keeps up a joyful demeanor most of the time, but snark and hostility sneak out more often than he'd like. On some level, though, he knows he's seen things most people never will, and has a deep appreciation of that. He wants to put all the things he learned in the Cloud to good use on Earth, while also serving as an upstanding example of a Star Knight. Powers & Tactics: Blast - Cavalier's armor molds to form a blaster-style attachment in his hand that launches bolts of concussive force in great volume. Enhanced Strength - The armor redirects ambient power into the muscles and outer carapace, allowing for heightened resilience and strength. Snare - The blaster shifts loads to produce a hard-light construct that entraps its target, using a Von Neumann principle to maintain full operational strength unless sufficiently disrupted. Complications: Close Encounters of the WTF Kind - Kyle still doesn't know what sort of aliens dragged him off of Earth, or for what purpose. That wouldn't be such a big deal, but it appears Mentor didn't even know what sort of aliens they were. What was their agenda, and what might happen if they return? Friends in Low Places, Enemies in High Ones - Kyle's old buddies in the Runabouts are making sure to keep in touch with him through the wonders of quantum communication, and may give him reason to return to the Cloud. That, and he's made a number of enemies in both the Cloud and the Milky Way, the Khanate among them. "Oh, Right, That's Still An Issue Here..." - Kyle is gay, and has spent five years in a part of the universe where sexual orientation is not usually that big of a deal (mainly because the number of genders and orientations ranges anywhere from one to double digits amongst any given species). He knows to be more discreet on Earth, but coming face-to-face with direct homophobia might trigger a reaction. "So, Did They Ever Get Off the Island?" - Kyle may have gotten the Cliff's Notes on the past five years from Maria, but he's still been gone from Earth for a while. Recent changes in politics, pop culture, and the superhero scene might catch him off guard. Abilities: 4 + 4 + 4 + 6 + 4 + 4 = 26 PP Strength 14 (+2) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 14 (+2) Combat: 14 + 14 = 28 PP Attack: +7 (+10 Star Knight Armor) Defense: +11 (+7 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +2 Grapple: +22/+8 Knockback: -11/-5/-1 Saving Throws: 6 + 6 + 6 = 18 PP Toughness: +11/+2 (+2 CON, +9 Protection) Fortitude: +8 (+2 CON, +6) Reflex: +8 (+2 DEX, +6) Will: +8 (+2 WIS, +6) Skills: 84r = 21 PP Bluff 10 (+12) Computers 9 (+12) Diplomacy 10 (+12) Disable Device 8 (+11) Gather Information 6 (+8) Investigate 4 (+7) Intimidate 6 (+8) Knowledge (galactic lore) 5 (+8) Knowledge (physical sciences) 7 (+10) Notice 6 (+8) Search 6 (+9) Sense Motive 7 (+9) Feats: 13 PP All-Out Attack Challenge (Fast Feint) Dodge Focus 4 Evasion Luck 2 Power Attack Skill Mastery (Bluff, Disable Device, Knowledge (physical sciences), Notice) Taunt Uncanny Dodge (auditory) Powers: 60 PP Star Knight Armor, 75 PP Device (Hard to Lose) [60 PP] Offensive Capabilities, 33 PP Array (Power Feats: Accurate 2, Alternate Power 3) [38 PP] Base: Blast 11 (Extras: Autofire 1) [33 PP] AP: Enhanced Strength 18 [18 PP] + Impervious Toughness 11 [11 PP] + Super-Strength 2 (Effective Lifting Strength 40) [4 PP] AP: Snare 11 (Extras: Regenerating) [33 PP] AP: Nullify Technology 11 [33 PP] Comprehend 2 (Languages) [4 PP] Enhanced Feat 1 (Quick Change) [1 PP] Flight 1 (10 MPH, 100 ft/round) [2 PP] Auxiliary Thrusters, 8 PP Array (Power Feats: Alternate Power 1) [9 PP] Base: Enhanced Flight 4 (250 MPH, 2500 ft./round) [8 PP] AP: Enhanced Space Flight 8 (500c) [8 PP] Immunity 9 (life support) [9 PP] Protection 9 [9 PP] Space Travel 1 (1c) [1 PP] Super-Senses 2 (Communication Link [Mentor], Radio) [2 PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Ranged DC26 Toughness (Staged) Damage (Energy) Snare Ranged DC21 Reflex 1/2 save DC21 Reflex (Staged) Ensnared Enhanced Strength Unarmed Touch DC26 Toughness (Staged) Damage (Physical) Nullify Technology Ranged DC21 Will Nullify Totals: Abilities (26) + Combat (28) + Saving Throws (18) + Skills (21) + Feats (13) + Powers (60) - Drawbacks (0) = 166/232 Power Points
  10. Nicki Dee Power Level: 10 [14] (165/219PP) Trade-Offs: None Unspent PP: 54 In Brief: To help her brother she become a criminal, now she trying to make up for that time. Alternate Identity: Merge Trois Identity: Secret Birthplace: Lincoln, Freedom City Occupation: Student Affiliations: Camera Obscura Family: Cheryl Dee (Mother), Tony Dee (Father), Dwayne Dee (Brother) Description: Age: 26 (DoB: December 9, 1992) Gender: Female Ethnicity: African-American Height: 5'4" Weight: 112 lbs. Eyes: Brown Hair: Black Nicki is an unremarkable looking woman, an image she works hard to maintain. Her clothes are fashionable, but off the peg, her hair cut helps hide her features and she taken to wearing glasses, though she doesn't need them. Power Descriptions: With a few moments concentration Nicki can call up her alter ego, Merge Trois, who can create copies of herself. Despite her name Merge Trois can produce an almost unlimited number or copies, though she often limits herself to three initially to confuse her foes. Whilst the Nicki and Merge are mentally linked, and Merge is driven by Nicki's desires, Merge can carry on independently of Nicki for an almost indefinite period. History: Growing up was often hard for the Dee family with her parents struggling to make end meets, this tension often led to heated arguments between Nicki parents. To escape this she created imaginary friends who she would spend hour happily playing with, her brother however escaped into alluring world of gangster rap and gang culture in general. Whilst Nicki studied hard to try and make a better life for herself and her family Dwayne fell into a life of petty crime and violence. Despite this Nicki care deeply for her brother who in his own way was always trying to look after and protect his little sister. For a while however things were okay the gang Dwayne ran with were pretty minor, happy to commit relatively low key crimes staying out of the way of the more powerful and violent gang and the notice of Lincoln resident supers. Then one day this all changed when a strange man offered the gang a chance for one big score. Nicki has never been sure exactly what happened as Dwayne came back changed. All of the gang were granted powers of some sort but Dwayne, who had volunteered to be lookout, came off the worst. As well as gaining the power to conceal him from all senses, he also gained the power to monitor and control all electronic devices as well as receive and transmit all broadcast frequencies. The problem was he can't turn the signals off and is constantly bombarded with the chatter of the electronic devices that fill our world. Whilst he can look after himself and following simple instructions, apart from occasional flash of his old self, Dwayne has been lost in the constant electronic noise. Her parents couldn't cope with what happened to their little boy and it fell on Nicki to take care of her big brother. Whilst doing that, and trying to complete her studies, she also started to make subtle inquiries about a cure for her brothers condition. Eventually she found somebody who was willing to help, but he warned her it would take massive amounts of money to achieve a cure. Luckily for her he could offer her powers, safe ones at that, which would allow her to gather this necessary money, for only a tiny addition to the total. Having exhausted all other options for a cure she reluctantly agreed asking for the type of power that would allow her to be in several places at the same time. Then she carefully began planning ways to earn the money necessary for his cure. Her short criminal career was successful and she managed to put by quite a bit of money for herself, her brother and her family. But it was with the help of the cities heroes that she managed to fine the help that her brother needed. Whilst her brother was recovering she retired from her brief criminal career, she even stopped being Merge for a while. But she missed the thrill of being Merge Trois and when the Freedom City was in crisis she decide to come out of her brief retirement and help her community. She hadn't consciously made the decision but now Merge is going to try to help Freedom City. Personality & Motivation: Whilst Nicki can come over as introverted she anything but shy and has, over the hard years of high school, learned to stay in the background and subtly manipulate people to get what she wants. Though Nicki is still inclined to use her abilities to just be left in peace she does now try to use them to help other people. Nicki has always had a strong moral code, she could never harm or kill anyone, and her career as a criminal hasn't changed her attitudes. She does however have a dim view of large corporations and banks, something her criminal career has only helped but be reinforce (though there are rare exceptions), she’ll make sure that people aren’t harmed but wouldn’t attempt to reduce property damage or the loss of earnings. Powers & Tactics: Whilst Merge prefers to use guile and cunning to avoid conflict if trouble starts she tend to rely in sheer strength of numbers to defeat her foes flooding the area with as many duplicates as she can. She also tend to avoid bringing Nicki into direct contact with the plan in hand, if possible she will remain a safe distance away and allow Merge to handle the situation herself. Complications: Freedom: No one knows that Nicki is Merge Trois, something that she works very hard to maintains. As far as possible they've try to maintain that they don't know each other, or at least only vaguely aware of each other. Right by My Side: Nicki feel responsible for her brother and will try to keep him safe and out of danger. Whilst she sometime uses him in her plans, if he's put into immediate danger she will put all her energies into protecting him. If made to choose between helping her brother and helping other's she naturally inclined to protect him first. Pound the Alarm: As far as law enforcement is concerned Merge Trois is still a wanted criminal, as well as a few of the Superhero community. Here choice of target's means she has little hassle for most beat cop's and detectives, but there always a few. Beez in the Trap: Merge's method of using other villains of for her own gain, as well her habit of getting revenge on those who tried to burn her, means that she has made quite a few enemies. The foundry in particular wish to get revenge on her for ruining one of their operations. Abilities: 0 + 6 + 4 + 8 + 6 + 8 = 32PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 12 + 8 = 20PP Initiative: +3 Attack: +6 Base, +10 Unarmed Grapple: +10 (base 10, Str +0) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -1 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +2 (+2 Con) Fortitude: +8 (+2 Con, +6) Reflex: +9 (+3 Dex, +6) Will: +9 (+3 Wis, +6) Skills: 56RP = 14PP Acrobatics 9 (+12) Bluff 12 (+16) Diplomacy 8 (+12) Drive 2 (+5) Gather Information 2 (+6) Intimidation 7 (+11) Notice 8 (+11) Sense Motive 8 (+11) Feats: 17PP Attack Specialization (Unarmed) 2 Benefit (Wealth) 2 Contacts Dodge Focus 6 Luck 1 Minions (Camera Obscura) 4 Well-Informed Powers: 19 + 45 = 64PP ESP 6 (all senses, 1 mile, Flaw: Medium [Merge Trois], Rapid (x10)) [19 PP] Summon 11 (Merge Trois, Extra: Fanatical, Heroic, Duration [Continuous]; Feat: Mental Link; Flaw: Feedback) [45 PP] Totals: Abilities (32) + Combat (20) + Saving Throws (18) + Skills (14) + Feats (17) + Powers (64) - Drawbacks (0) = 165/219 Power Points
  11. Glamazon Power Level: 15/12 (216/231PP) (PL 15 with the Trident, PL 12 without it) Trade-Offs: None Unspent Power Points: 15 In Brief: Atlantean Demigoddess Alternate Identity: Princess Thalassa 'Thaelia' of the House of Atlan Identity: Public Birthplace: Atlantis Occupation: Atlantean Ambassador Affiliations: Atlantean Royal Family, The Olympians, Next Gen II (Former Member) Family: Poseidon (Father), Theseus (Uncle), Nereid (Cousin) Description: Age: 23 (DoB: January 03, 1997) Gender: Female Ethnicity: Atlantean Height: 6'0 Weight: 160 lbs. Eyes: Blue Hair: Black Thaelia is a muscular young woman with raven black hair and soft blue eyes that always give the feeling of an ocean's view. Her skin is slightly olive in complexion. The Glamazon's forma battle attire is old decorated Atlantean battle armor and mesh-wear. Runes and gems are strewn all about, with the cloth just loose enough to adjust to all manners of aerodynamic friction underwater. The attire doesn't offer the girl any added protection that her flesh doesn't already give but Thaelia simply likes how it appears. History: When Thaelia was born she was brought to the Atlantean royal palace by none other than Poseidon himself. Poseidon informed Theseus that he was to watch over his daughter, Thaelia, and that she was the King's blood as well. Her mother, the younger sister to Theseus, Despina. Apparently Despina had been killed by surface dwellers, and the Greco-Roman Sea God whom she spent her last moments with had used the last of his summoned power before returning to Olympus to transport the child and send the Atlantean Royal home . However Atlanteans have been known for, if nothing else, their ability to adapt and the king rolled with the punches raising her as a member of his own family. Formally declaring her as his niece and princess of Atlantis far as actual status was concerned. Growing up Thaelia was always known as a bit of a troublemaker, her recklessness leading to multiple incidents. Including one event in which ended with a pillar crashing through a public library. Hoping to instill a sense of discipline into the girl, Theseus had military officers teach her how to wield a blade running combat drills every day. Not that it prevented her from running wild, just skewed her focus to picking fights with barbarians. Occasionally needing to be rescued from overestimating herself. An experience she much preferred to culture and diplomacy lessons. When Thaelia came to sixteen years of age, Theseus invited her to accompany to a ball being held in Freedom City. They would be acting as emissaries for Atlantis rubbing elbows with local politicians and strengthen the sometimes tenuous relationship sea had with the surface. At least that was the plan. But, even being accompanied by her land-faring cousin and custom tailored cocktail dress would not add to the lack of comfort levels at the social function. As curious as she was to see the surface world that Nereid often spoke of, Thaelia had never been one for formal events. Sneaking out during the ball she was able to catch sight of a driver falling asleep behind the wheel of a 16 wheeler and losing control heading straight towards a scared little girl in the center of the road. Before the thoughts could even form in her head, Thaelia simply reacted leaping forward directly in front of the girl and stopping the truck head on. Her heels dug into the road, dress collecting more dirt than it had ever seen in its life, and the smell of rubber filled the air. Of course the only thing that mattered to Thaelia was that the girl was alright at the end. The next day the event became a spectacle. One which was deemed a media hit as the press dubbed the youth 'The Glamazon', a name that she wasn't too fond of. Images of Thaelia stopping the truck in a cocktail dress and heels flooding papers and news stations. Theseus simply found the event amusing noting that she should probably wear more practical footwear on any other outings. The family chose not to publicly comment on the matter. The king did take it upon himself make arrangements for Thaelia much like he once did with his own daughter to attend Claremont and learn to better use her ever growing abilities under their direct supervision. Much to the girl's delight. Life After Claremont Upon Graduating from Claremont, after being sidetracked by a kidnapping, princess Thaelia petitioned both her family and the Atlantean senate to allow her to act as Atlantis ambassador to the surface. Though Atlantis relations with the surface remained tumultous, especially with frequent conflicts with foreign navies while Thaelia studied abroad, they eventually relented on a trial basis. Whilst waiting for the Atlantean Embassy to be built in Freedom City, Thaelia spent a few months living in Freedom League Special Circumstances Housing. Personality & Motivation: Thaelia's extremely compassionate willing to fight for anyone in need with little to no regard for her personal safety. Wearing her heart on her sleeves, the Atlantean princess' emotions are always an open book to those willing to read. While her Atlantean leanings would suggest the worship of various sea gods, Thaelia is actually solely a Hellenist. Even giving piety to the gods after defeating particularly dangerous foes. Thaelia is short on impulse control, she finds herself often acting without thinking. She's never been lacking in hubris or overconfidence. Furthermore coming from a warrior culture Thaelia loves the thrill of battle. Priding herself on the opportunity to overcome any opponent in combat. She can't, however, stand for cruelty. Villains who choose to torture their victims rather than kill them quickly earn her deepest ire for such a grave injustice. Thaelia lives by a code of honor that would set her right at home with a Homeric Hero. Believing a hero's duty was to fight for those in need, and that the only way of gaining glory and immortality is through committing heroic acts on the battlefield. In her case leaving some truth to the mythology as a demigoddess. Living up to her honorable ideals is the top priority for Thaelia. This pursuit of honor is placed with a value even above her own life, refusing to retreat when in overwhelming danger. Powers & Tactics: Thaelia traditionally relies on a mix of pankration with modern boxing and grappling techniques on the surface. Underwater her fighting style is akin to a graceful cruise ship missile, swimming around and charging into her foes with absolute ease. Those who underestimate her are quickly made aware of her superhuman strength. Thaelia is strong enough to lift an ocean liner with minimal effort. When sufficiently pushed she'll prove herself her father's scion and use her strength to create miniature earthquakes to knock her opponents off their feet a tactic that allows her allies to take advantage of their foes loss of footing. As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, faster even. That's if her opponents can injure her in the first place, as even for an Atlantean royal Thaelia is particularly strong and durable. Lacking her grandfather's affiliation with turning into a liquid form she's had to train her body to directly trade blows with all manners of foes. Thaelia is armed with Undertow, a sentient trident created out of a foul miasma and tempered by her ichor. The trident allows her to make manifest the godly power her mortal half could not call upon otherwise. With Undertow, Thaelia can walk on water, call upon the ocean water to heal her from physical harm, or even. The trident increases her strength and durability to the point that most conventional weaponry cannot even scratch her unless the blow is directly aimed to her solar plexus. Whilst holding Undertow Thaelia's ability to move through the sea is even faster, almost as if the trident was pulling her forward. Undertow can also glow as In Atlantean writing the trident's handle bears the inscription. "Should one be worthy to wade through the Undertow, he shall bear the weight of the POWER POSEIDON." Complications: Undertow: Thaelia's prized trident is a sentient, telepathic being granting her access to both of its vast knowledge and her godly gifts. But, it is also in part a malevonent entity. The miasma that gives it life is entertained by bringing stryfe to its bearer. GM's are encouraged to play the trident up in a way that is actively antagonistic to her. Competitive: Thaelia strives to win any contest she is in, regardless of the nature of the contest. Her honor forbids her from turning down a challenge. Even if doing so would be in her best interest Diplomatic Responsibility: Thaelia isn't free to act as she pleases, her actions can be considered a reflection on Atlantis to the public. At all times her role as an ambassador should be in the back of her mind. And if it's not it certainly will be for those that would wish to take advantage of this fact. Family Issues: Taking aside her earthly relationships, her family on Mount Olympus is a potential source of a great deal of strife. One thing that holds true to the myths the Greek Gods are not the most stable family. Ichor of the Gods: Divinity is in the blood. Literally. Thaelia's blood glows a golden color (although it is still mostly red). Which could make for easy tracking of her once injured. In the case of blood transfusion her blood is poisonous to humans and could theoretically be weaponized by a non magical villain. The magical properties of her blood also are enticing for a villain who knows of her parentage and want to make use of her as an ingredient for some dark arcane art. Truth Teller: Thaelia isn't just a bad liar. She's a disastrous one. The GM is encouraged to make any attempt at deception with Thaelia involved end up with disastrous results. ABILITIES: 24 + 2 + 24 + 4 + 2 + 0 = 56PP Strength: 40/34 (+15/+12), effective lifting STR 115/79 Dexterity: 12 (+1) Constitution: 40/34 (+15/+12) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 10 (+0) COMBAT: 24 + 10 = 34PP Initiative: +1 Attack: +15+/12 Grapple: +45/+33 (+15/+12 Base Attack, +15/+12 Strength, +15/+9 Super-Strength) Defense: +15/+12 (+8/+5, +7 Dodge Focus), +5/+4 Flat-Footed Knockback: -15, -7 vs. Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic; -6 without Trident SAVING THROWS: 0 + 0 + 9 = 9PP Toughness: +15/+12 (+15/12 Con, Impervious 15 [Not vs. Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic]) Fortitude: +15/+12 (+15/+12 Con, +0) Reflex: +1 (+1 Dex, +0) Will: +10 (+1 Wis, 9) SKILLS: 44R = 11PP Diplomacy 7 (+7) Knowledge (Arcane Lore) 13 (+15) Knowledge (Theology & Philosophy) 8 (+10) Language 4 (Atlantean [Native], English, Greek, Latin, Lemurian) Perform (Singing) 5 (+5) Ride 4 (+5) Swim 3 (+18) FEATS: 20PP Accurate Attack All-Out Attack Benefit (Status 2 [Atlantean Royal, Olympian Demigoddess]) Chokehold Dodge Focus 7 Environmental Adaptation (Aquatic) Favored Environment (Underwater) Interpose Instant Up Power Attack Ritualist Stunning Attack Takedown Attack Enhanced Feats Quick Change (from Trident) Veteran Reward Equipment 5 HQ: The Aquarium [25EP] Location: Bottom of the Atlantic Ocean, in the Miwlaukee Deep Appearance/Details: Size: Huge Sized [3EP]; Toughness: +20 [3EP]; Features: Animal Pens, Combat Simulator, Communications, Computer, Concealed 2 (DC+15), Defense System, Dock, Fire Prevention System, Gym, Holding Cells, Infirmary, Isolated, Library, Living Space, Pool, Power System, Security System x2 (DC 25) [19EP] POWERS: 37 + 51 + 3 = 91PP Atlantean Physiology ( 36PP Container; Feat: Innate ) [37PP] Immunity 3 ( Cold, Pressure, Suffocation [Drowning] ) [3PP] Super Senses 1 ( Low-Light Vision ) [1PP] Super-Strength 9 ( +45; Effective lifting STR 79 [Heavy Load= 1.6k Tons]; Feats: Groundstrike, Shockwave, Thunderclap ) [21PP] Swimming 10 ( 2500 mph, 25000 ft./rnd; Feat: Alternate Power 1 ) [11] Speed 6 ( 500 mph, 5000 ft./rnd ) + Leaping 4 ( Jumping Distance x25 [Running Jump 625', Standing Jump 315', High Jump 156') [6+4]={10/10} Device 16 ( 80PP Container; Feat: Indestructible, Restricted 2 [Only the Worthy may Lift; Worthiness is defined by embodying the Homeric heroic code]; Flaw: Easy-to-Lose) [51PP] All Effects have the Divine Descriptor Comprehend 2 ( Animals [Speak to, Understand]; Flaw: Limited to Equines ) [2DP] Damage 0 ( Feats: Extended Reach, Improved Critical, Mighty; Extra: Penetrating 3) [6DP] ( Undertow's prongs ) Enhanced Attack 3 [6DP] (Deftness of Atalanta) Enhanced Constitution 6 [6DP] (Invincibility of Achilles) Enhanced Defense 3 [6DP] (Deftness of Atalanta) Enhanced Feat 1 ( Quick Change ) [1DP] (Outlandishness of Periclymenus) Enhanced Strength 6 [6DP] (Strength of Heracles) Features 1 ( Sentience [The trident is sentient, telepathic, and prefers to be called Undertow] ) [1DP] Impervious Toughness 15 ( Flaw: Limited [Not Impervious vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic]; Drawback: Weak Point ) [7DP] (Invincibility of Achilles) Light Control 1 ( 10' ) [2DP] (Glowing Trident) Regeneration 10 ( Bruised 3 [No Action], Injured 6 [No Action]; Flaw: Source [Water] ) [5DP] (Nourishment of Triton) Super-Movement 1 ( Water-Walking ) [2DP] (Oceanography of Orion) Super Senses 14 ( Vision Penetrates Concealment, True Sight ) [14PP] (Eyesight of Lynceus) Super-Strength 6 ( +30 Effective lifting, total STR 115 [Heavy Load= 104.9k Tons] ) [12DP] (Strength of Heracle) Swimming 4 ( [Stacks with Swimming 10 for a total of 14]; 50,000 mph 500,000' per round ) [4DP] (Deftness of Atalanta) Immunity 3 ( Aging, Disease, Poison ) [3PP] (Ambrosia) DRAWBACKS: -1-2-2 = -5PP Vulnerable (Desiccation Effects; Frequency: Uncommon, Intensity: Minor) [-1] Vulnerable (Fire/Heat; Frequency: Common, Intensity: Minor) [-2] Vulnerable (Electricity; Frequency: Common, Intensity: Minor) [-2] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC30/27 Toughness Damage (Physical) Groundstrike 150’/120' Explosion DC25/22 Reflex Trip Shockwave 150’/120' Cone DC25/22 Reflex DC30/27 Toughness Damage (Air) Stunning Attack Touch DC 25/22 Fortitude Stun Thunderclap 75’ Burst DC25/22 Reflex Dazzle (Deafened) Undertow’s Prongs Touch +5’ DC30 Toughness Damage (Piercing) TOTALS Abilities (56) + Combat (34) + Saving Throws (9) + Skills (11) + Feats (20) + Powers (91) - Drawbacks (5) = 216/231 Power Point
  12. Tsunami Power Level: 12/15 (237/250 PP) [254] Trade-Offs: Unarmed: -3 damage/+3 attack; Cone of Water: -2 damage/+2 attack Unspent Power Points: 13 In Brief: Asian water controller on the run from her criminal family. Alternate Identity: Giang Trang; Xian Lou Khan Identity: Secret Birthplace: Unknown Occupation: Governess Affiliations: Claremont Academy Alums, Unofficial Seafaring Heroes coalition (Glamazon & Temperance); Socotra Royal Family Family: Kong Zi Khan (father); Murjana al-Darsha (mother); four half-siblings; Nina al-Darsah (Monsoon, Aunt) Age: 27 (DOB: 10/4/1995) Apparent Age: 22 Gender: Female Height: 5' 3" Weight: 102 lbs Eyes: Light Brown Hair: Black Giang has a light build and is very petite, standing about 5' 3" and weighing a little over a hundred pounds. She has shoulder length black hair that is usually worn in a ponytail and light brown eyes. She has a somewhat youthful beauty. Growing up in Vietnam, she wore rather plain clothing. Since being relocated to Freedom City, she has been provided more typical American teen clothing, though she tends to stick with nondescript and functional attire. She has not yet selected a costume for superheroics. Though not regularly visible, Giang has a series of >tattoos that cover much of her upper back. In the center is the I Ching trigram for water, Kan. Four pinyin characters are arranged around the trigram. Directly above the trigram is Shui, the pinyin character for Water. To the left and right are the pinyin characters for the two Celestial stems associated with Shui, ren and gui. Directly below the trigram is the pinyin character for Xuan Wu, the Black Tortoise, the Celestial creature associated with Shui. Arranged around these central tattoos are the seven pinyin characters for the seven “mansions†(or Chinese constellations) associated with Xuan Wu. Giang has had these tattoos for as long as she can remember, and they have remained clear and precise as if they were freshly applied. Power Descriptions: Giang has the ability to control water. In addition to being able to move up to 50 tons of water, she can project powerful blasts of water, create objects of "solid" water and even dehydrate people by removing water from their bodies. She is also able to breathe underwater and survive the cold and extreme pressure of the ocean depths. Water Control Giang's ability to control water is subtle, only visible to those with Magic or Mental supersenses. Forcefield Giang's forcefield is a shimmering sheen of water that covers her. Friction Control Giang covers an area in a sheen of very slippery water. Create Object (solid water) Giang is able to create objects formed from water. The objects are very clearly made of water, but they are solid enough to stand or sit on, and touching them does not disturb their smooth surface. History: Giang grew up in a small remote village on the banks of the Dan river in the northern part of Vietnam, though she often felt that she and her parents were somewhat out of place in the village. While most of the villagers' lives involved the constant toil of farming, her parents did not seem to do any work, and had a much larger home than the rest of the village. In addition, while she learned to speak Vietnamese, along with English and Cantonese, the primary language spoken in her family's home was Mandarin. Giang's parents kept her generally isolated from the other children in the village. Instead, her life was a regimented series of private lessons and training. In addition to her language training, she studied the works of Sun Tuz, the history of China and Southeast Asia (with particular focus on the history and tactics of Genghis Khan), as well as the teachings of Confucius, Buddhism and Taoism. She received martial arts training in Vovinam (the national martial art of Vietnam) and Wushu. When her abilities to control water emerged during adolescence, her training helped to provide her focus and control of her powers. Shortly after her seventeenth birthday, Giang's parents took her out of the village, and Vietnam, for the first time. They traveled to Hong Kong, where Giang was introduced to a man who claimed to be her true father, Kong Zi Khan. Kong Zi told her that their family were descendants of Genghis Khan, settling in China during the Yuan Dynasty established by Kublai Khan. After the end of the Yuan Dynasty, the family's fortunes had waxed and waned, at times they were advisors to emperors, at others outcasts and members of the criminal underworld. In the early part of the twentieth century, her great-grandfather had been the head of a major criminal organization in southern China. When Dr. Sin began his rise to power, Yu Qian Khan choose to voluntarily join the Doctor's organization, becoming one of his chief lieutenants. The family's service to Dr. Sin continued over the next ninety years. However, the family never forgot their own aspirations or desire for power. Kong Zi informed Giang that she was part of the family's plans to recover its former glory. Giang and her four older half-siblings represented the five phases (or elements) of the Wu Xing: wood, fire, earth, metal and water. Now that Giang was old enough to join her half-siblings, together they would be a formidable force to advance the family’s ambitions. Giang, or Xian Lou Khan as Kong Zi addressed her, was shocked by these revelations. Not only had she learned that the Trangs were not her parents, instead merely Kong Zi's operatives tasked with raising her, but her "father's" ambitions and goals were counter to much of what the teenager had internalized during her years of training. While she knew she should respect her elders, she did not want to be part of any plans for conquest or criminal activity. Initially playing the role of the submissive daughter, Giang was soon able to escape from Kong Zi. She managed to stow away aboard a cargo ship bound for Singapore, where she managed to survive on the streets for a number of weeks. Eventually, some of Kong Zi's other operatives caught up with her. Giang attempted to escape again, and fortunately, Raven intervened helping to defeat Kong Zi's men. After hearing Giang's story, Raven was suspicious, not entirely certain this was not part of some plot by Dr. Sin. However, Raven ultimately decided she could not just leave the teenager to survive on her own and took Giang back to Freedom City with her. While neither Raven nor Headmaster Summers fully trust Giang, they placed her at Claremont to give her a chance to prove herself, and allow them to keep a close eye on her. Personality & Motivation: Giang generally projects a calm and thoughtful demeanor. Years of meditation and study have taught her to be centered and focused. She seeks to follow the main principle of Vovinam, expressed by the common salutation for its students: “Iron Hand over benevolent heart,†striving to better herself and her control of her powers in order to not only help herself, but also be able to help others live in peace and harmony. Powers & Tactics: Giang often concentrates on fighting defensively initially, providing her an opportunity to study the situation. She will then use her various powers as appropriate to the circumstances. Complications: Family Legacy: Giang's family has a long history as part of the Asian criminal underworld. There are many who could be aware of some of her family's activities, or alleged activities, and be hesitant to trust her because of that. Wayward Daughter: Giang has rejected and fled from her father and family. They would very much like to find her and attempt to bring her back into the fold. It is Just Business: Dr. Sin has often allowed some degree of in-fighting between his key lieutenants, both to help keep them from plotting against him and to weed out those unworthy to serve him. As such, some of the Dr's other lieutenants could see capturing Giang as a way to gain leverage against her father, or a way to weaken him if they were to kill her. The Doctor is in: There is always the possibility that Dr. Sin might take an interest in Giang, either to determine what her father has been up to, or for reasons entirely his own. Abilities: 6 + 10 + 8 + 4 + 10 + 6 = 44PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 16 + 16 = 32PP Initiative: +4/ +12 with Kn: Tactics Attack: +8; +15 Melee; +12 Blast; +12 Dehydrate; +14 Cone of Water Grapple: +18 Defense: +12 (+8 base +4 Dodge Focus)(+4 flat-footed) Knockback: -5/ -3 w/o Forcefield Saving Throws: 5 + 7 + 6 = 18PP Toughness: +12 (+4 Con, +2 Defensive Roll, +6 Force Field) Fortitude: +9 (+4 Con, +5) Reflex: +12 (+5 Dex, +7) Will: +11 (+5 Wis, +6) Skills: 132R = 33PP Acrobatics 10 (+15)Skill Mastery Climb 7 (+10) Concentration 10 (+15) Drive 5 (+10) Kn: History 6 (+8) Kn: Earth Sciences 8 (+10) Kn: Tactics 10 (+12) Kn: Philosophy and Religion 8 (+10) Kn: Streetwise 3 (+5) Languages 7: (Mandarin native): Arabic, Atlantean, English, Cantonese, Japanese, Soqotri, Vietnamese Medicine 5 (+10) Skill Mastery Notice 10 (+15) Search 4 (+6) Sense Motive 16 (+21)Skill Mastery Stealth 10 (+15)Skill Mastery Survival 5 (+10) Swimming 8 (+11) Feats: 25 PP Attack Focus: Melee 7 Benefit (use Kn: Tactics for Initiative Checks) Defensive Attack Defensive Roll Dodge Focus 4 Environmental Adaptation (Water) Evasion Improved Block Improved Throw Improved Trip Luck 2 Move By Action Power Attack Skill Mastery (Acrobatics; Medicine; Sense Motive; Stealth) Takedown Attack Powers: 6 + 14 + 8 + 2 + 9 + 9 + 40 = 88 PP Force Field 6 [6PP] Immunity 13 (All water effects [Selective]; Aging, Pressure; Cold environmental condition) [14PP] Martial Arts Training 3.5 (7 PP array; 1 Alt Power) [Martial Arts, Training] [8 PP] BP: Strike 4 (Feat: Mighty; Improved Critical 2 [18-20]) {7/7} AP: Trip 10 (Feats: Improved Critical 2 (Trip) [18=20]; Flaw: Touch Range) {7/7} Super Movement 1 (Water Walking) [2PP] Super-Sense 9 Detect: Water (mental) (Ranged, Accurate, Analytical, Acute, Extended, Radius) [9PP] Swimming 8 [500 MPH] (Feats Alternate Power 1)[9PP] Flight 5 [250 MPH] (Flaw: Platform (water spout) {5/8} Water Phase of the Wu Xing 17 (34 PP Array; Feats: Alternate Power 6) [40PP] BP: Water Control 16 [Able to move up to 800 tons of water as heavy load] (Feats: Subtle; Precise) {34/34} AP: Blast 12 (Extras: Penetrating 2; Feats: Knockback 2; Accurate 2; Homing; Precise; Improved Critical 2 [18-20]) {34/34} AP: Dehydration Damage 10 (Extras: Ranged; Alt Save: Fortitude; Feats: Accurate 2) {32/34} AP: Create Object (solid water) 14 (Feat: Precise) {29/34} AP: Trip 11 (Extras: Area [General, Burst, 50' radius]; Selective) {33/34} AP: Cone of Water (Blast) 10 (Extras: Targeted Area [Cone ]; Selective; Flaws: 0 Range; Feats: Accurate 3, Precise, Improved Critical 1 [19-20]) {34/34} AP: Time Stop 4 (20' radius) (Extras: Selective; Flaws: 0 Range; Feats: Progression: Area 2 (100' radius)) {30/34} Drawbacks: -3 PP Vulnerable: Earth/Rock Effects (Common/Mod +50%) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed (normal) Touch 17/Toughness Bludgeoning Damage Blast Range 27/Toughness Damage (Water) Dehydration Range 25/Fortitude Damage (Dehydration) Friction Control Range 20/Reflex Trip Totals: Abilities (44) + Combat (32) + Saving Throws (18) + Skills (33) + Feats (25) + Powers (88) - Drawbacks (3) = 237/250 Power Points
  13. Player Name: Supercape Character Name: Bloody Mess Power Level: (10/15) (229/235PP) Trade-Offs: None (In alternate form: +2 Attack, -2 DC, +2 Defence, -2 Damage) Unspent Power Points: 6 Progress To Silver Status: 55/60 In Brief: Mutant Pugilist blood controller. Alternate Identity: Fred 'Freddy' Furlong Identity: Public Birthplace: Freedom City Occupation: Hero for hire (Ex Pugilist) Affiliations: Bloodhound Investigations Agency, Revenant Family: Alex Furlong (father), Dasha ‘Mam’ Furlong (mother) Description: Age: 28 (DoB: 01/01/1985) Apparent Age: 28 Gender: Male Ethnicity: Caucasian Height: 5’2†Weight: 140 Kgs Eyes: Green Hair: Brown Fred Furlong looks like a brick. He is only 5’2†but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder. As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is, an equally red eye mask. Power Descriptions: Fred is a mutant with a powerful affinity to control blood – as part of this mutation his own blood is exceptionally potent. As a result of this his body is extremely strong and powerful. History: Fred grew up in a poor Immigrant family (from Eastern Europe). His father was always keen for his son to be able to ‘look after himself’ and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bare knuckle boxer, and got mixed up with the mafia. When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power – the ability to control blood. His wound’s stop bleeding and he arose stronger than ever. The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero… Personality & Motivation: Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred don’t believe in killing, or knives, or guns. Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him ‘in business’, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance. Powers & Tactics: Fred is exceptionally strong and tough, with a body that has adapted to blunt force. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. He is quite comfortable with using improvised weapons such as lamp-posts in combat. If he has time, he will “pump upâ€, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heart beat. Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high ‘homunculus’ of his own blood that can then act, retaining most of Fred’s strength. He uses his homunculus form when he needs to be stealthy or creep into places he could not normally access. Whilst his homunculus form has certain advantages in terms of resilience, it does of course leave his dessicated body very vulnerable... Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations. Complications: Cowardly Dog: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him... Crude: Fred lacks many social graces and is happiest in the gutter with streetlife. He ain’t going to fit in with polite society. Don’t Hit Dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame. Enemy: Fred still has some enemies in the mafia from his youth. Illiterate: Fred can’t read or write, although he has learned a crude signature. Iron Man: To maintain his powers, Fred needs a vast amount of iron in his diet. He eats vast quantities of red meat and spinach. Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but its easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling... Old and Rusty: The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp. Abilities: 12 + 6 + 20 - 2 + 1 + 1 = 40PP Strength: 22/26 (+8) [up to 30 (+10) if boosted] [18/22 (+4/+6) in alternate form] Dexterity: 16 (+3) Constitution: 30 (+10) Intelligence: 8 (-1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +7 Attack: +10 [+2 in alternate form from size] Grapple: +18/+20 [+8/+10 in alternate form, up to +4 total if boosted] Defense: +10, +5 Flat-Footed [+2 in alternate form from size] Knockback: -6 Saving Throws: 2 + 6 + 5 = 13PP Toughness: +10 (+10 Con) [+8 in alternate form from size] Fortitude: +12 (+10 Con, +2) [up to +20 from Endurance feat if applicable] Reflex: +9 (+3 Dex, +6) Will: +6 (+1 Wis, +5) Skills: 44R = 11PP Bluff 4 (+5) Craft [Mechanical] 2 (+1) Drive 2 (+5) Handle Animal 2 (+3) Intimidate 8 (+9) [+5 total in alternate form from size] Gather Information 2 (+3) Knowledge [streetwise] 10 (+9) Notice 4 (+5) Search 2 (+1) Sense Motive 4 (+5) Stealth 4 (+7) [+15 total in alternate form from size] Feats: 49PP Challenge: Fast Feint (No -5 penalty for Move Action Feint) Equipment 5 Fearless Fighting Style: Boxing All-Out AttackDefensive Attack Elusive Target Improved Block Power Attack Takedown Attack 1 Fast OverrunImproved Overrun Improved Sunder Improved Trip Improved Critical 1 [unarmed Attack] Improved Initiative 1 Second Chance (Toughness save vs Unarmed Strike) Sidekick 28 Ultimate Effort (Fort Saves) Equipment 5PP = 25EP Headquarters: The Bloodhound Detective Agency [12EP]Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Kennels (Houses Dogs), Living Space, Security System 3, Workshop [10EP] Vehicle: Modified Chevvy [13 EP] Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Hidden Compartments 1, Oil Slick, Smoke Screen [4EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP] Powers: 9 + 36 + 4 + 1 + 3 + 15 + 2 + 2 + 4 +2 = 78PP Boost 4 ( All strength powers [Enhanced Strength, Leaping, Speed, Super-Strength, Endurance]; Flaws: Personal; Feats: Slow Fade 1 [1 minute]) [9PP] (pump blood) Blood Control Array (32PP Array; Feats: Alternate Power 4) [36PP] Control Bleeding : Healing 10 (Extras: Range 2 [Perception]; Flaws: Limited (Damage causing blood loss or blood effects only); Feats: Stabilise) {31/32} Bloody Mess Form : Alternate Form 7(35PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {32/32} Blood Attack : Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception]; Flaws: Action [Full]; Feats: Sedation, Variable Descriptor 1 [blood]) {32/32} Thin Blood : Fatigue 10(Extras: Range 2 [Perception]; Flaws: Action [Full]; Feats: Reversible, Sedation) {32/32} Drain Blood: Damage 10 (Extras: Alternate Save [Fortitude], Vampiric; Feats: Improved Critical 1, Sedation) {32/32} Enhanced Strength 4 (turbo powered blood) Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood) Immovable 1 (Extras: Unstoppable; Feats: Innate) [3PP] (squat body) Immunity 30 (Bludgeoning and Impact effects Flaws: Limited (half effect only)) [15PP] (pugilistic mutant adaptation) Leaping 2 (Running jump 90’, standing jump 45’, high jump 22’) [2PP] (mighty pumped up legs) Speed 2 (25mph / 220’ rnd) [2PP] (mighty pumped up legs) Super Strength 2 (Effective lifting strength 32/36) [4PP] Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs) Drawbacks: (-0) + (-0) = -2PP Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP] DC Block[table] ATTACKRANGESAVEEFFECT UnarmedTouchDC 23* ToughnessDamage (Physical) Blood ControlPerceptionDC 25 FortitudeDamage (Physical) Blood ThinningPerceptionDC 25 FortitudeFatigue Blood SuckingTouchDC 25 FortitudeDamage[/table]*Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted. Totals: Abilities (40) + Combat (40) + Saving Throws (13) + Skills (11) + Feats (49) + Powers (78) - Drawbacks (-2) = 229/235 Power Points
  14. Velocity Power Level: 15 (243/250PP) [325] Trade-Offs: -2 Toughness/+2 Defense; -4 Damage/+4 Attack with Rapid Fire and Rapid Attack Unspent Power Points: 7 Old character sheet is >here. In Brief: Archetypical speedster. Alternate Identity: Megan Howell Identity: Secret Birthplace: Freedom City Occupation: Socialite Affiliations: Freedom League Reservist Family: Donald Howell (father); Erin Howell (mother); Samantha Howell (sister); Jason Howell (brother); Lawrence Harrow (son); Robert Harrow (fiance) Age: 22 (July, 1991) Gender: Female Height: 5' 5" Weight: 110 lbs Eyes: Blue Hair: Blonde (in costume wears a brunette wig) Megan has always been an attractive girl, one of those lucky ones who seemed to completely skip the awkward teenage stage. Now she has matured into a very stunning young woman, with a lean and tone body that still has plenty of curves. While she has long had a taste for the more expensive end of fashion, since attending Yale, she began wearing more moderately priced clothes around campus and has continued to do so in more general casual situations since returning to Freedom City. As Velocity, her costume is a yellow, form-fitting bodysuit with thin black and white checkered strips running down the arms and legs. She also wears yellow gloves and boots, and a small utility belt in which she carries a few things, such as steel ball bearings which she throws at supersonic speeds. In addition, she covers most of her head in a yellow mask, leaving only the lower part of her face exposed. To further conceal her identity, a brunette wig extends out of the back of the mask. Hi-tech, mirrored goggles cover her eyes and part of the upper half of her face. Power Descriptions: Megan has the ability to move at many times the speed of sound, her speed allowing her to run across water, up the sides of buildings, and even vibrate fast enough to pass through walls. Her speed goes beyond just movement, with Megan able to perform tasks that might take a normal person an hour in a few seconds. History: Megan is the youngest child of Donald and Erin Howell, both parents coming from old money families (Donald's is from Boston while Erin's is from Freedom City). Her father is currently the chair of the corporate law practice group of Hartford, Grayson & Cole, Freedom City's largest law firm. Her mother is a well known philanthropist, involved in a number of charitable foundations around the city. Megan grew up in North Bay, where her parents have a very large home. Her childhood years were filled with numerous gymnastics and dance classes, which lead her to cheerleading when she attended the exclusive private high school, North Bay Academy. Early in her Sophomore year, Megan was on a field trip to Astro Labs when a supervillain tried to steal some invention or another. During the chaos of the battle with a superhero that arrived to stop the theft, Megan was exposed to some chemicals which granted her superspeed. It was not long before Megan was using her new found powers to help people and fight crime under the identity of Velocity. While her activities were initially restricted to North Freedom and parts of downtown, in her Senior year of high school Velocity found herself involved in more and more encounters with supervillains. At the same time she began teaming up with more of the other superheroes in Freedom City, even having chances to work with some of the members of the Freedom League. After stumbling across a plot by the Tyranny Syndicate to replace various key and influential people in Freedom City with their duplicates from the Syndicate's dimension, Velocity teamed up with Raven to put a halt to the Syndicate’s plan, and in the process took down Johnny Speed, the Syndicate's version of Johnny Rocket. Velocity was extended an invitation to join the Freedom League and accepted the invitation, even as she finished high school and began attending college at Yale University. While easily able to quickly travel from New Haven to Freedom City when needed, the stress that being called away to missions, often in other parts of the world, placed on any attempt to have even a semblance of a "normal" college experience began to wear on Megan. She had herself placed on reserve status with the League, and briefly associated with a group of Freedom City based heroes, the Interceptors, but that proved short lived, as she soon choose to try to focus more on college. However, Megan soon found she could not so easily set aside her identity as Velocity. Attempting to live life at a more normal pace (save for studying) soon had Megan feeling as if she was going to go insane from boredom. Once again she began making outings as Velocity, generally basing her activities around New York City to keep any attention off New Haven. As most of these outings were random good deeds and non-superpowered crime stopping, it was easier to develop the balance in her life that had existed at the start of her career. Last year Megan had the opportunity to spend a year abroad, studying at the University of Cambridge. While in England, Megan reconnected with Robert Harrow, a young member of the British nobility with whom she had had a brief fling in Ibiza during her pre-college European vacation with a pair of high school friends. By Megan's standards, their renewed relationship was a long one, but it came to its inevitable end when Megan was unable to explain a several day absence when Velocity had been called up by the Freedom League to help with a mission. After finishing her year at Cambridge, Megan has returned to the United States, and is now in her last year at Yale. She managed to arrange that the bulk of her credits for her last semester at Yale would be covered by a internship with Summit Transnational Group’s corporate headquarters in Freedom City. She has a couple of seminars, which she mainly attends via teleconference, and really only has need to be up in New Haven once or twice a week. Personality & Motivation: Megan has always been something of an overachiever, exactly what one would expect given her highly successful parents, not to mention two accomplished older siblings. While certainly one to have fun when she can, Megan has a strong work ethic along with a desire to help others. Outgoing and confident, she has little trouble in most social settings. As Velocity Megan has a chance to cut loose and be more carefree and impulsive. Begin a superhero gave her the opportunity to stop bad guys, crack jokes while doing so, and help people along the way. While time and experience has tempered this with a bit more seriousness, she still presents an overly energetic and free spirited persona. Powers & Tactics: Speed is Megan's primary tactic, allowing her to almost always react before anyone else, make an attack, and be gone and out of sight before most would even realize she has even moved. Her powers provide her an array of offensive abilities, from being able to throw punches at supersonic speeds to being able to generate a localized sonic boom that can be rather destructive. While speed and agility are Megan's primary defense, she is much tougher than she looks, a side effect of her body having adapted to being able to move at such high speeds. Complications: Secret Identity: Megan has long sought to keep her identity as Velocity secret to protect those she cares about. Fear the Future: Megan has recently learned that in some timelines, she and Robert Harrow have a son named Collapse who is capable of shredding the time/space continuum. As Velocity, she has also run into agents from an organization in the future working to stop Collapse in as many timelines as possible. Relationship: Despite learning about Collapse, Megan and Robert Harrow have renewed their relationship. Abilities: 0 + 10 + 8 + 6 + 2 + 10 = 36PP Strength: 10 (+0) Dexterity: 30 (+10) [20 (+5)] (Enhanced Stat) Constitution: 28 (+9) [18 (+4)] (Enhanced Stat) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 20 (+5) Combat: 14 + 20 = 34PP Initiative: +50 Attack: +7, +15 w/Strike, +19 w/Rapid Fire, Rapid Attack Grapple: +6 Defense: +17 (+10 base, +7 Dodge Focus)(+5 flat-footed) Knockback: -6, -4 flat-footed Saving Throws: 4 + 6 + 9 = 19PP Toughness: +13 (+9 Con, +4 Defensive Roll); +9 flat-footed Fortitude: +13 (+9 Con, +4) Reflex: +16 (+10 Dex, +6), Evasion 2 Will: +10 (+1 Wis, +9) Skills: 104R = 26PP Acrobatics 14 (+24) Bluff 6 (+11, +15 w/ Attractive) Concentration 9 (+10) Diplomacy 8 (+13, +17 w/ Attractive) Drive 2 (+12) Gather Information 8 (+13) Kn: Business 10 (+13) Kn: Civics 4 (+7) Kn: Current Events 2 (+5) Kn: History 2 (+5) Kn: Physical Sciences 2 (+5) Kn: Pop Culture 5 (+8) Notice 9 (+10) Sense Motive 7 (+8) Perform: Dance 15 (+20) Pilot 1 (+11) Feats: 22 PP Attractive Benefit 3 (Wealth 2/Rich; Freedom League Member) Connected Defensive Attack Defensive Roll 2 Dodge Focus 3 Elusive Target Equipment 6 (free from Gold Award) Evasion 2 Improved Initiative Luck 3 Move By Action Power Attack Uncanny Dodge (sight) Well Informed Equipment 6PP = 29EP Freedom Leagues Communicator Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP] Communications Link 1 (Freedom League HQ) [1EP] North Bay Estate Headquarters: Size: Huge; Toughness 10; Features: Communications; Computer; Dock; Fire Prevention System; Garage; Grounds; Gym; Laboratory; Library; Living Space; Pool; Power System; Security System 2 (DC 25); Stables; Staffed; Workshop [21EP] Alternate HQ: Compound in Fiji [1EP] Alternate HQ: Country Estate in England (Robert's family home) [1EP] Note: Grounds increases size to Colossal for purposes of gardens, estates, etc (used in 3E); Stables function as a garage for horses and the like. Powers: 4+10+10+13+11+11+3+1+43 = 106 PP Device 1 (Visor; 5PP Container; Flaws: Hard-to-lose) [4PP] Super-Sense 5 (Extended for normal vision, Infravision, Ultravision, Radius for all vision) {5/5} Enhanced Constitution 10 [10PP] Enhanced Dexterity 10 [10PP] Enhanced Feats 13 (Dodge Focus 4, Improved Initiative 9 (10 total) [+40]) [13PP] Quickness 11 (X5,000) [11PP] Speed 11 (25,000 MPH) [11PP] Super Movement 3 Wall Running 2 [Flaw: Only while moving]; Water Running [Flaw: only while moving]) [3PP] Super Strength 1 (Flaw:Limited only to carrying capacity up to heavy load; Hvy Load: 200 lbs) [1PP] Super Speed Array 19 (38PP Array; Feats: Alternate Power 5) [43PP] BP: Strike 15 (Feats: Accurate 4 (+8 hit), Improved Critical 2 [18-20], Takedown Attack, Stunning Attack) {23/38} AP: Sonic Boom (Blast) 15 (Extra: 75-ft. Area Burst; Flaw: Range/Touch; Feats: Progression 2 (x5 Area (150-ft or 375-ft radius area)) {32/38} AP: Maximum Velocity: Quickness 6 (17 total: x500,000) and Speed 6 (17 total: 2,500,000 MPH) and Super Movement 5 (Permeate 3; Sure-Footed 2) and Concealment 4 (all Visual Senses; Flaw: only while moving) {26/38} AP: Insubstantial 4 (Affected by Vibration effects)and Concealment 4 (all Visual Senses; Flaw: only while moving) {24/38} AP: Rapid Fire: Blast 10 (Extra: Autofire; Feats: Accurate 6 (+12 hit); Improved Critical 2 [18-20]) {38/38} AP: Rapid Attack: Damage 10 (Extra: 250-ft. Targeted Area Burst; Selective; Feat: Accurate 6 (+12 hit); Progression 2 (x5 Area)) {38/38} Drawbacks: 0 DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch 15/Toughness Bludgeoning Damage Strike Touch 30/Toughness Damage (crit 18-20) Rapid Fire Ranged 25/Toughness Damage (up to DC 29 w/autofire, crit 18-20) Sonic Boom Touch 30/Toughness Sonic Rapid Attack Touch 25/Toughness Bludgeoning Damage Totals: Abilities (36) + Combat (34) + Saving Throws (19) + Skills (26) + Feats (22) + Powers (106) = 243/250 Power Points
  15. Player Name: Curious Key Character Name: Warp Power Level: 10/12 (156/184) Trade-Offs: +4 Defense / -4 Toughness, +3 Attack / -3 DC Unspent Power Points: 28 In Brief: A college student and emergent mutant of Terminus energies trying to prove she has what it takes to be a hero. Alternate Identity: Katharine Lilly Shade Identity: Secret Birthplace: Normal, Illinois Occupation: Student Affiliations: Claremont (Alumni), FCU Family: Rose Shade (Mother), Alexander Shade (Father), Lyle Shade (Brother) Age: 20 (DoB: 1997, 3rd of August) Gender: Female Height: 5'4" Weight: 135lb Eyes: Red Hair: Red Kat's face is rounded and heart-shaped, with a pointed nose and eyes a little too wide for her face. Her rust-red hair, when left free, falls to her shoulders, but usually she ties it with hairband into a tail behind her; her skin is fair and lightly freckled and her eyes are a fiery, almost luminous red. Kat has thin shoulders and a slight, whipcord build, maintained with deliberate effort and supernatural potency. Tiny . . . But fierce! During day-to-day activities, Kat has a wide variety, but tends to lean more in toward comfortable sameness, sticking with leggings, boots, shirts and a vest, perhaps shorts instead during warmer months. She favors browns and reds. While in her capacity as a costumed heroine Kat lets her hair fall free; she sports a close-fitting black full body suit, extending from neck to wrists to ankle, with red boots and dark gloves to top it off. Warp wears a red vest over the rest, with a wavy spiral insignia emblazoned in white across its back. Power Descriptions: Warp's namesake directly relates to her connection to the Terminus, the heart of entropy which lies between all dimensions. She breaks through the barrier between them and moves along the edge where they meet, where distance means something much different, before breaking through the other end. It's painful to watch. It looks like she is ripping open flesh of reality and leaping through. With a red glow and threads of light-eating darkness Warp can cross great distances, tear open portals and draw reality-dissolving energies out of the void to hurry the end of things. When Warp uses her powers, she is rending the fabric of space time. Inherently destructive, she teleports by ripping holes of the universe and stepping through it, she creates her pocket space by ripping objects out of the universal fabric and putting them in a pocket. Rather than manipulating space, Warp breaks it in her hands. Her abilities seem to react more potently when turned to wholly destructive purpose. Overall, Kat's powerset would seem to better fit a villain than a hero. History: " . . . Look at these records. See the way they flare up? That's terminus energy." "Why didn't we pick this up beforehand? Does no one remember the invasion?" "Whoever did this, they did it right. Subtle. Somewhere no one would look too close. It was pegged as ordinary cosmic radiation until they found the Shade girl. More important, look at where it's centered on." ". . . The maternity ward, it's centered on the maternity ward." "It's no invasion, but the Shade girl is proof at that strength and proximity, mutations can still occur, if rarely. Fascinating." "T-babies. Someone's been making more." "That much is obvious, doctor. What we really need to know is . . . Why?" ~o~o~o~o~ There was no clear, dramatic moment when Katharine realized she was special. No epiphany, no realization in the face of adversity. It came in fits and starts, surfacing and falling back below by turns as her nature fought to exert itself more fully. Kat sleep-walked. Sometimes, she woke up in absurd places that she could not explain. Her hands were quick and clever and no sickness kept her down for long. She grew up in Illinois, in Normal Illinois, far from Freedom city. Metahumans and superheroes existed, of course, but they were something that happened to Other People, like hurricanes, like miracles. They didn't come to Normal. Perhaps this explains why no one came to the obvious conclusion. She played in martial arts tournaments in her father's dojo and won a great deal. It was something she did because it made her father smile and she enjoyed the challenge, while it was a challenge, and she learned the strength that comes to people who practice fighting their whole lives. She tried out in plays with the AbNormal Children's Acting troupe, and loved it. Loved the nervous feeling in her gut before walking out onto a stage, loved looking at the smiling crowd, loved that it was hard. One day, the AbNormal troupe was going to perform a depression era piece, and Kat was going to play a major role as street urchin in Chicago, working her way up. She dreamed of it the night before, and when she woke up she was in a dumpster. In downtown Chicago. In her pajamas. Kat was terrified. Back at home, her parents were terrified. A missing children's report was filed and some generous soul lent Kat their phone to call 911. The problem was solved before it could make too many waves . . . but Claremont has special sources that kept an eye on these impossibilities. ~o~o~o~o~ "I'm afraid so, Mr. Shade. As she is now, your daughter is a potential threat. Not just to herself, but everyone around her. She doesn't know what she is, she doesn't know how to control it, and one day she'll hurt someone badly enough that 'I'm Sorry' won't be enough." "Don't make that face; I know you're a good girl. And you can fix this. You just need to learn how." "I represent Claremont Academy. We teach many gifted children like Kat every year; to control their blessings, to be safe, and then go back to living normal lives, if that's what they want." "Thank you. You'll find that your daughter will receive the very best of care. Please sign here." ~o~o~o~o~ Day after day, Kat struggled to bring her power under control, working day in and day out with specialists to help master herself. Kat's parents made noise about moving to Freedom city and finding new jobs to be there for their daughter. But they never did. Heroes were something that just didn't happen in Normal, but in Freedom . . . they were everywhere. One by one the Kat's irregularities were singled out and brought under her control, and she wondered, surrounded all the while by young superheroes making a name for themselves . . . what would she do with it? Fail, it turns out. Her heroing career was promising enough, to begin. As a student at Claremont, she made ties. She worked with other heroes and built bonds. Listless and lost, Kat felt she had found some purpose in being Warp. When the Day of Wrath came, she served through it. As students died, she served through it. As her school was burned, she served through it. At the end, she seemed to be one of the students that had fared better. Kat was a very good actor. It was her powers that betrayed her, in the end. They did not care how good a face she put on it. Her emotional control helped keep it in check and she was falling apart. She pushed too far one day while patrolling as Warp and overloaded. The core of terminal power fed on her negative emotions and cascaded, rolling out of her body in waves and into the pavement. She did a great deal of property damage, nearly did harm to other heroes and barely kept from disintegrating herself alive. Her advisers at Claremont gently insisted she hang up her cape for now. And perhaps consider that, if her power could be so unstable, that she should consider living life as a normal person. It took years of treatment in the Claremont facilities for her to totally restore the facilities faith in her ability to use her powers without spilling over, but by the time her teachers were willing to allow her to try on the cape again she was too disheartened to try. ~o~o~o~o~ Claremont had ties to a lot of powerful schools. With their help and with decent grades, Kat had little trouble getting into FCU, following their program to help give metahuman kids integrate into normal life. She gave up on being a hero and cut ties with her powered friends and tried to fall into the rhythm of a normal life. She lived her life. She took exams, like a normal student would. Tried to ignore the capes flying overhead. Changed the channel when something superheroic came up on television. It wasn't anything specific or dramatic that brought her back. Just another cape, just another work of magic, just another metahuman being themselves and Kat couldn't take pretending any longer. Unceremoniously, without fanfare, Warp returned. Personality & Motivation: Dubious, weary cynicism. The flare and enthusiasm that Kat wore so openly on her sleeve when she came to Freedom City and joined Claremont has been . . . Not stamped out, but tempered. The events of the day of wrath . . . affected her. The fire and death were a great blow, and her powers failing the last pillar left, knocked aside. But . . . In the end, she has not changed so much. The younger Kat hid her insecurities behind a deliberate veil of optimism and energy. Today, Kat's countenance hides her optimism. In an way, Kat feels that she let herself down. Let Freedom down. Let the world down. Part of her insists that she was always a kid playing at heroism in a suit that didn't fit. That it was Not For Her. Nonetheless . . . Kat wants to believe she can. Wants to try. Powers & Tactics: The way Kat makes use of her powers depends mostly on how she conceptualizes it; as part of her body. She unleashes bursts from punches and kicks. In any engagement Warp prefers getting up-close and personal and striking down her targets with her bare hands, which her powerset makes quite simple, and when that isn't ideal she can always fall back to hitting hard with entropic blasts from a distance. Complications: All The World's A Stage: Kat has a flare for the dramatic even when restraint should hold her in check. As Warp she's even worse. Secret Identity : Warp's identity as Katharine Shade is not widely known, and she would prefer it stay that way. But I Have Exams! : Professors at FCU do not write exceptions on assignments for heroism. Terminal Terror : Kat has had curiously accurate nightmares about the Terminus for as long as she can remember. She remains quietly, horridly worried that her dreams are more than nightmares. That her powers connect her to the Terminus in a way above and beyond other T-babies. It Was One Time! : During her Claremont days, Kat's powers threatened to overwhelm her in a cascade of energy that threatened those around her. She has since recovered much of her control, but there remains an earmark next to Warp's name which is only exacerbated by her powers' known connection to the Terminus. Power Overwhelming : The way Kat's powers work revolve around strictly controlling and directing her own negative feelings. When that is compromised, so is her control, causing her powers to work in unpredictable ways. When an intense negative emotional state causes Warp's powers to go haywire a GM may offer a hero point. Abilities: 6 + 8 + 6 + 0 + 8 + 8 = 36PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +12 Attack: +5 Base, +13 Unarmed, +13 Entropic Bolt Grapple: +8 Defense: +14 (+5 Base, +9 Dodge Focus), +3 Flat-Footed Knockback: -3/-1 Saving Throws: 4 + 6 + 4 = 14PP Toughness: +6 (+3 Con, +2 Defensive Roll +1 Armor), +4 Flat-Footed Fortitude: +7 (+3 Con, +4) Reflex: + 10 (+4 Dex, +6) Will: +8 (+4 Wis, +4) Skills: 64R = 16PP Acrobatics 8 (+11) Skill Mastery Bluff 12 (+16) Skill Mastery Concentration 8 (+12) Diplomacy 8 (+12) Disguise 6 (+10) Gather Information 4 (+8) Notice 8 (+12) Skill Mastery Perform [Acting] 4 (+12) Sense Motive 6 (+10) Skill Mastery Feats: 32PP Attack Specialization (Unarmed) 4 Challenge (Fast Feint) Defensive Attack Defensive Roll Dodge Focus 9 Elusive Target Evasion 2 Equipment 1 Improved Critical (Unarmed) 2 Improved Initiative 2 Luck 2 Power Attack Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Stunning Attack Takedown Attack Taunt Uncanny Dodge (Auditory) Equipment: 1PP = 5EP Commlink [1EP] Flashlight [1EP] Handcuffs [1EP] Reinforced Costume: Protection 1 [1EP] Powers: 5 + 35 = 40PP Strike 4 (Power Feats: Mighty) [5PP] (Martial Arts Training) Prime Terminus Array 17.5 (33PP Array; Power Feats: Alternate Power 3, Drawbacks: Power Loss [Daka Crystals, -1) [35P] BP: Disintegration 7 (Flaws: Action [Full]; Power Feats: Accurate 4, Incurable, Slow Fade [5 rounds]) [33/33PP] (Entropic Bolt) AP: Teleport 8 (2000 Miles; Extra: Portal, Accurate; Flaws: Long-Ranged), [32/33PP] (Tear) AP: Teleport 14 (1400' / 2 Billion Miles; Power Feats: Turnabout, Change Direction, Change Velocity, Progression 2 [500lbs]) [33/33PP] (Slip) AP: Dimensional Pocket 10 (100000lbs [50 Tons]; Flaws: Limited [No Attack]; Power Feats: Quick Change 2) [12/33PP] (Pocket) Drawbacks: -2 Vulnerability (Daka Crystals, Frequency: Uncommon, Intensity: Moderate [x1.5 DMG]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness Damage (Physical) Martial Arts Strike Touch DC22 Toughness Damage (Physical) Stunning Attack Touch DC17 Fortitude Stun/Daze/Unconscious Entropic Bolt Ranged DC17 Fortitude Drain Toughness DC22 Toughness Damage (Energy) Entropic Shroud Aura DC17 Fortitude Drain Toughness Totals: Abilities (36) + Combat (20) + Saving Throws (14) + Skills (16) + Feats (32) + Powers (40) - Drawbacks (2) = 156/184 Power Points
  16. Player Name: horngeek Character Name: Stronghold Power Level: 10 (152/160PP) Trade-Offs: None Unspent Power Points: 8 Progress To Bronze Status: 15/30 (6 earned pp pre bump/ 1 earned post bump) In Brief: Student who managed to impress Cobalt Templar enough that he gave her the Orange Ring of the Protective Builder. Alternate Identity: Haukea Kawena Identity: Secret Birthplace: Hawaii Occupation: Student! Affiliations: Claremont Academy, Next-Gen Family: Kalea Kawena (Mother), Mikala Kawena (Father) Description: Age: 17 (DoB: September 28, 1997) Apparent Age: 17 Gender: F Ethnicity: Mainly Hawaiian, with some other ethnicities mixed in. Height: 5'6" Weight: 120lbs Eyes: Brown Hair: Black Haukea is a fit-looking young woman, who's quite attractive (although awkward at times due to a lack of real social skill). She wears her hair fairly short, which means it doesn't get in the way too much, and tends to dress casually, in jeans and a t-shirt. She almost never wears 'designer' clothes- it's not that she can't afford them or anything, she just plain doesn't see the point of doing so. As Stronghold, Haukea dons an orange bodysuit, with a black section over the shoulders and dipping down her chest, and an orange domino mask protecting her identity. She could easily create a cape using the ring... but again, she doesn't see the point of doing so. Sure, capes LOOK dramatic, but do you really need to take the time to do that? Power Descriptions: Haukea holds the Orange Ring of the Protective Builder. This allows to create various constructs (indeed, her costume is one of said constructs), and allows her control over earth, although she's focusing on the constructs right now. This is similar to Cobalt Templar's ring, but on a much larger scale (and at much longer range)- Stronghold could hold off a large force for a certain amount of time. She can also make smaller constructs to quickly block attacks, and bind enemies (she's experimenting with different forms for these bindings- at the moment, it's quite likely that each binding will take a different form). The ring also enhances her strength to an impressive degree, although not to the level of a powerhouse. Finally, she can also create and fling various projectiles using the ring. History: Mikala and Kaela were... an unlikely couple, to say the least. Mikala was a member of AEGIS, working in his home state, and Kaela ran a web design business. The pair met at a lunch organised by a mutual friend, and became good friends immediately, although it took a few years for them to fall in love and marry (Mikala saving Kaela during the Terminus Invasion had a lot to do with it, to be honest). And a few years later, they had a daughter, Haukea. Haukea... took after her mother more in a lot of ways. Quite intelligent, she wasn't the most skilled at social interaction (in fact, she was diagnosed with high-functioning Asperger's Syndrome shortly after starting school). Her father was still proud of her, though- and he pushed her to train to keep fit. Overall... school was a mixed experience. Sure, she did well, but being socially awkward never helped at school, even if she did learn. Haukea gained a strong sense of loyalty and a protective instinct during this time, as well as a strong interest in knowledge- especially geology, but she'd pretty much try to learn everything she could about interesting things. In particular, she read about seven magical rings created in ancient Israel. But she couldn't find any more information on them, so she shelved that bit of knowledge. As she came towards the end of middle school, her father received orders from AEGIS- he was to move to Freedom City, which had a need for officers. The family wasn't completely happy about it, but they could keep in contact with friends and relatives, so the prepared to move. Haukea started reading up on Freedom City... and the various superheroes there. Reading about Cobalt Templar, she noticed that he seemed to wield a magical... blue ring? Haukea was immediately reminded of the passage she'd read a while ago... and revisited it. And found a couple more interesting tidbits. About a few other figures, who seemed to have rings of their own. So, shortly after arriving at freedom city, she put in a message to the Freedom League on the off chance Cobalt Templar might speak with her... Personality & Motivation: Haukea is loyal, smart, and she's a kind person above all. Unfortunately, she's not all that good at meeting new people for the most part, and not good with dealing with new situations in social terms. She doesn't mind being out in public... just not good at actually meeting new people. Or being crowded. That said, if people she cares about are in trouble, she's very good at standing up for them- underneath the awkwardness lies a strong protective instinct and an iron will. She also reads a LOT of books, and has a love for epic fantasy novels. In terms of music, she has a fairly eclectic taste, although her favorite composer is Yuki Kajiura. Powers & Tactics: Stronghold tends to use her constructs tactically, making walls to funnel crowds and snare opponents. She very specifically tends not to strike first (if she does, she's furious, in fact). Overall, she's a very defensive fighter, and a supporter rather than a frontline striker. And she's a fair tactician, too. Complications: Asperger's: Stronghold has high-functioning Autism Spectrum Disorder (or Asperger's Syndrome). While she's high-functioning and has learnt how to compensate most of the time, she can be plagued by indecision when hit by a seriously unexpected event, will sometimes not get why someone is doing something, and would not cope well if someone seriously betrayed her trust, likely starting to harbor a long-standing grudge against whoever did so. My Father is an AEGIS Agent: Mikala Kawena follows a career path that can be dangerous at times. As an agent of AEGIS, he's had plenty of opportunity to gather enemies, and it's entirely possible that someone might target Stronghold in her civilian identity. Where she can't really use the Ring for fear of revealing her identity, which leads to... Secret Identity: Haukea's identity is not known to the public. For any number of reasons, she'd really rather keep it that way. New To The Whole Hero Thing: Stronghold hasn't been a hero for very long, and in some ways, has dived in the deep end of the pool. It's rather likely that she might be faced with a hard choice- and if she's pressed for time to make it, she may well just... freeze up. I Got This Ring For A Reason: To protect people. Haukea will prioritize protecting bystanders from danger over a number of other concerns, including chasing after villains, and her own safety. Orange Ring of the Protective Builder: The Ring has history. Wearing it includes Haukea in a fairly select group, and may give her an association with the rest of the Ring-Bearers. Given that sometikmes, the Ring-Bearers have been not-nice people, this may be... problematic. On the other end of the scale, the other known Ring-Bearer is Cobalt Templar, who has his own claims to fame- it's not outside the realm of possibility that someone might strike at the 'weaker' Ring-Bearer instead of Templar. Well, if I Can Keep It Safe...: And then there's the other problem with the Rings. The sometimes-nagging temptation to keep things precious to her safe by locking them away. While Stronghold's desire to protect people in general normally keeps this well down, if she was called to sacrifice something very important to her to save people... well. Abilities: 4 + 6 + 4 + 10 + 4 + 0 = 28PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 12 + 20 = 32PP Initiative: +3 Attack: +6 Melee, +6 Ranged (Active Array +10) Grapple: +0 Defense: +10 (+10), +5 Flat-Footed Knockback: -5 Saving Throws: 6 + 5 + 7 = 18PP Toughness: +10 (+10 Impervious) (+2 Con, +8 Impervious Force Field) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+3 Dex, +5) Will: +10 (+3 Wis, +7) Skills: 40R = 10PP Computers 4 (+9) Concentration 4 (+6) Diplomacy 3 (+3) Escape Artist 4 (+7) Knowledge (Civics) 2 (+7) Knowledge (Earth Sciences) 6 (+11) Knowledge (Physical Sciences) 4 (+9) Knowledge (Pop Culture) 2 (+7) Knowledge (Tactics) 6 (+11) Language 1 (English (Native), Hawaiian) Swim 4 (+6) Feats: 7PP Accurate Attack Jack-of-All-Trades Luck 1 Master Plan Precise Shot 2 Uncanny Dodge [sight] Equipment: 0PP=0EP Powers: 57 = 57PP Device 14.2 (Orange Ring of the Protective Builder; Descriptors: Holy, Magic, Earth; Flaws: Hard To Lose) [57PP] Burrowing 4 (10MPH) [4PP]Flight 3 (25 MPH) [6PP] Enhanced Strength 4 (to 18/+4) [4PP] Enhanced Feats 2 (Quick Change 2) Immunity 9 (Life Support) [9PP] Impervious Force Field 8 (Costume) [16PP] Impervious 2 [2PP] Super-Strength 1 (Effective Lifting Strength: 23, Max Carrying Capacity: 1,200lbs) [2PP] Active Powers 10 (21PP Array; Feats Alternate Power 3, Accurate 2) [26PP] Base Power: Create Object 10 (Force Constructs, 10 5-foot cubes, Toughness +7, 10 100-foot range increments/1,000ft Max Range; Feats: Precise) [21PP]Alternate Power: Create Object 7 (Rock Constructs, 7 5-foot cubes, Toughness +5, 10 70-foot range increments/700ft Max Range; Extras: Duration (Continuous)) [21PP] Alternate Power: Blast 10 (Flinging Constructs, +7 Damage bonus, 10 70-foot range increments/700ft Max Range; Feats: Indirect) [21PP] Alternate Power: Snare 10 (Construct Bindings, +7 Reflex difficulty, 10 70-foot range increments/700ft Max Range; Feats: Reversible)[21PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness Damage (Physical) Blast Ranged DC35 Toughness Damage (Magic, Holy) Snare Ranged DC20 Reflex Snare (Magic, Holy) Totals: Abilities (28) + Combat (32) + Saving Throws (18) + Skills (10) + Feats (7) + Powers (57) - Drawbacks (0) = 152/160 Power Points
  17. Errant Power Level: 7/10 (105/152PP) Trade-Offs: None Unspent Power Points: 47 In Brief: Refugee from New Freedom, thrust into the world on his own, trying to find his way, and answers to questions about his parents. Alternate Identity: Elias Silvestri (Birth name: Hector Aguayo III) Identity: Secret Birthplace: New Freedom Occupation: Student, Costumed Adventurer Affiliations: Claremont Family: Hector (Father, Haywire), 'Elizabeth' (Mother, Cattavaria), and 'Uncle' Corso (Courser) Description: Age: 16 Apparent Age: 16 Gender: Male Ethnicity: Causcasian [italian], Hispanic, Vietnamese. Height: 5'9 Weight: 154 Eyes: Hazel Hair: Shaved (Dark Brown) Errant is an austere fellow. His expression serious and severe, his eyebrows seemingly in a perpetual scowl. Though when he smiles it almost night and day in contrast, looking more his age when that is the case. He has an olive complexion, with startling contrasting eyes. Generally he keeps his hair buzzed or shaved off entirely. His clothes follow that utilitarian outlook. He wears the standard Claremont uniform. The only addition being a a full mask over his features, and the Israeli military boots. When he is not dressed as a Claremont uniform, and 'on duty' he favors clothes that blend in to his surroundings, and adopting a mask still, where necessary. Power Descriptions: His telepathic powers have little to no manifestation, and seem to be tied to his Ego and Super Ego. And seems to be far more refined versions of what his father had. Thus far his telekinetic powers manifestations have been more instinctual, relating to the id, thus far, existing as an additional passive sense. His ability to telekinetically parry is a refined defensive reaction to stimulus, it visually is represented as a localized distortion of force to intercept attacks. His powers are growing and evolving. After all the program's result was to breed someone with abilities that comprised both of his parents powers. Thus far he seems to have developed a more focused version of his father's abilities. Though refining his powers was not a goal of his mother as she raised him, afraid of the potential outcomes, however his telepathic powers arrived too early and too strongly to be denied. However, now that he is out in the world the changes are speeding up, as his preternatural prowess seems to let him adapt and seems to be related to whatever wiring in his mind that supplements his psionic powers. If not being derived from his mothers abilities. History: His backtory is tied, in part, to that of New Freedom, and to a large degree how the shadows of his parents decisions fell onto his life. His parents were selected by the Harper regime to be 'matched' so as to produce a child with a more likely chance to possess abilities. His father, Hector, was a Marxist revolutionary with fascist leanings who came from a family sympathetic to the Psions methods, and later was a loyal man for Jade Harper. His mother, Elena, was the daughter of a U.S. expatriate, and his Vietnamese wife, who fled to New Freedom during the late 60's. While Hector bought wholesale into Jade Harper's aims, Elizabeth's parents did not and that reflected on the girl, who managed to just pay lip service to the indoctrination desired by Harper. Eventually Elena and Hector were paired in the hopes they would bring forth children that would be possessed of useful abilities. Elena being an operative with considerable protential who adapted to the harsh realities of New Freedom, particularly after her parents' demise, and Hector one of the established stars of the new regime. Elena, had no desire to further these particular plans and desires of her superiors, even if it meant she didn't have to do missions. Fortunately for her, it seemed as those she was barren, and rather than terminate the marriage as a source of embarassment, it was allowed for Hector be allowed to dally, so as to not kill a resource like Elena. It was something Elena could contend with. That changed after the Terminus invasion. Something happened to Hector during that time, the specifics are unclear, but whatever Hector experienced changed him. Already something of a ruthless man, he became prone to psychotic rages, and became obsessed with continuing 'his line.' And saw Elena's inability to bear children as an affront to him. During that time Elena spent most of her time overseas, until it seemed as though her had calmed down. He waited for less than a week after she returned. The news of his wife's pregnancy seemed to calm him down tremendously, though he ruled over her coldly and mercilessly. It was when she felt her son's dawning psychic consciousness that she new she could not stay. After the birth of the boy, he calmed greatly, though it seemed as though Hector was firmly incapable of feeling emotions in teh same fashion most did, and the man's submersion deeper into the New Freedom indoctrination offered some stability to him, or at least it prevented him from lashing out at the boy. Elena bided her time and gathered her favors together, and her resources, and made her escape with her son while Hector was in a meeting. He returned home to be greeted by an explosive. Using most of her favors owed to her, as well as incurring some debts, Elena managed to take her son, who she called Lorenzo, and managed to find succor, albeit temporarily, in Singapore. Paying off her debts through a few missions, with the aid an old ally, Courser, she stayed there several years, until she could barter her way back to the United States. Once there, she went out into the high desert of Eastern Oregon and hid, with only Courser (Uncle Corso) being a link to the world at large. There she raised her son, unfortunately it was done with her paranoia over being found in place, and so his childhood was largely stemming from the circumstances that led to that. His mother reinforced, early on, boundaries on her telepathically precocious son, as she desired to not have him end up like his father. This was a lesson that he took to heart, as his mother allowed him to access her memories about those events, and he got to feel those events from her perspective. It did work, driving into him an aversion of the kind of victimizing behavior Elena was worried he might inherit. The only constant figure in his life, besides her, was Uncle Corso, who helped round out the boy's education, who often came to visit when Elena had to go and continue to pay her debts. This status quo lasted for over a decade, until there came a point where Lorenzo started to chafe under these restrictions, knowing there was more than what he had been exposed to. Then it happened, Corso appeared, bloodied and explained to Elena that her husband was coming. Hurriedly thrusting into Lo's hands things she had prepared for this occasion before her husband appeared, along with several armed men. Elena started exchanging gunshots to buy them some time, before Corso exerted himself greatly to teleport the boy onto a rooftop in Freedom City. Lo was able to snatch up some thoughts as this was happening, getting some information, and an the last thing he heard was his mother telling him to be better, and to get to the Claremont academy and then... He was alone. In an unfamiliar place, reaching out to his mother's thoughts only to be overwhelmed by the sheer number of people around him. Once he was able to push out all the extra thoughts, he set about doing what his mother had trained him to do: survive, adapt, flourish. However the context was entirely new. Personality & Motivation: Lorenzo is a serious and somewhat withdrawn guy. Amazingly well adjusted considering how he was raised, he just doesn't know how to interact sometimes, and he is a little awkward. Though as he learns, that is not terribly unique, he is just lagging a bit behind others in his age group. His arrival into Freedom City gave him a bit of a shock, as he was exposed to innumerable number of minds, and it was more than overwhelming, and while he is primarily driven by the selfish urge to resolve the questions he has, his ability to feel the pain of others in the almost literal sense gives him an immediate temper to that drive. He knows, full well the suffering of others, it is a weight he is aware of, and he cannot ignore it. Which is opposite to his normal preference to avoid open conflict. Or so he believes, as he had a surprising competitive streak just waiting to get out, which might be a manifestation to passive adaptive abilities, and his desire to challenge himself and to spur himself further allows them to escalate. Powers & Tactics: Given the nature of his powers, he prefers, currently, to list back avoid direct confrontation. Currently he is able to provide a good bit of support and that is where her prefers to be. His mother's lessons on avoidance still in his mind. And truthfully, he knows he is not able to hang in the front, though he does know that his abilities give him quite an edge in relaying information to others. Complications: Secret: Identity. If who he is got out could be a political issue, and certainly his father is still after his son. Awkward Teenage Blues: Not being properly socialized growing up, his abilities, and due to circumstance he is a little distrusting of others, plus he is incredibly candid, and as such, has issues with normal social interactions. Fish out of Water: Being around all these people... it's a new experience (and a bit of a system shock to his powers). While smart enough to adapt, there are still going to be things that blindside him for awhile. Secrets Comes Home to Roost: His final moments with his mother and Corso garnered him an info dump that is still jarring. Now he has more and more questions. And he wants answers. Principled Refusal: Learned early on that he had the ability to twist thoughts and hearts about. While he will use his powers to influence others a little, he felt his mother's revulsion at what his father did, and as such he refuses to do lasting changes to others' psyche (Will never use Mental Transform, Mind Control, or Mind Switch off his array, even if it might be beneficial). Red Rage of Compassion: Errant's empathy is not the intellectualized synthesis of another's emotions, he experiences those feelings, fully, and in context of the associated memories. As such, it takes effort for him to abide suffering, and he is apt to lash out at the abuser, no matter his involvement with the abusee. Abilities: 0 + 4 + 6 + 4 + 6 + 0 = 20 PP Strength 10 (+0) Dexterity 14 (+2) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 16 (+3) Charisma 10 (+0) Combat: 6 + 8 = 14 PP Attack: +3 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Initiative: +10 Grapple: +3 Knockback: -3/-1 Saving Throws: 2 + 3 + 3 = 8 PP Toughness: +7/+3 (+3 CON, +4 Enhanced Defensive Roll) Fortitude: +5 (+3 CON, +2) Reflex: +5 (+2 DEX, +3) Will: +6 (+3 WIS, +3) Skills: 52r = 13 PP Concentration 7 (+10) Craft (Mechanical) 2 (+4) Craft (Structural) 2 (+4) Knowledge (Life Sciences) 2 (+4) Knowledge (Tactics) 4 (+6) Medicine 4 (+7) Notice 7 (+10) Search 4 (+6) Sense Motive 12 (+15) Stealth 4 (+6) Survival 4 (+7) Feats: 10 PP Dodge Focus 3 Eidetic Memory Evasion Improved Initiative 2 Improvised Tools Jack of All Trades Luck Powers: 31 + 2 + 7 = 40 PP Telepathic Array 14 (Power Feats: Alternate Power 3) [31 PP] (All Psionic, Telepathic) Base: Damage 7 ( Extras: Alternate Save [Will], Range 2 [Perception]) [28 PP] (mental blast; psychic crush) Alternate Power: Emotion Control 7 (Extras: Area Burst (35'), Selective Attack) [28 PP] (Empathic) Alternate Power: Paralyze 7 (Extras: Range [Perception]) [28 PP] 'synaptic feedback loop' Alternate Power: Communication 7 (Extras: Area) [14 PP] (telepathic broadcast) + Mind Reading 7 (Extras: Area, Sensory Link; Flaws: Feedback) [14 pp] (telepathic scan) Enhanced Feats 2 ([Defensive Roll 2) [2 PP] 'telekinetic parry' Super-Senses 6 (Tremorsense [Penetrates Concealment], Uncanny Dodge [Tremorsense]) 'Telekinetic web.' [7 pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Mental Blast Perception DC22 Will (Staged) Damage (Psionic) Paralyze Perception DC17 Will (Staged) Paralyzed/Slow (Psionic) Emotion Control Burst (35') DC17 Will Emotion Mind Reading Perception DC17 Will Mind Reading/Mental Grapple Abilities (20) + Combat (14) + Saving Throws (8) + Skills (13) + Feats 10) + Powers (40) - Disadvantages (0) = 105/152 PP
  18. 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
  19. Willow Power Level: 13/15 (188/250 PP) [264] Trade-Offs: None Unspent PP: 62 In Brief: An ancient guardian of life discovering what it means to live while rooting out threats to the world and those that inhabit it. Alternate Identities: Minerva "Min" Salix, Guardian Willow Identity: Complicated ("Secret") Birthplace: Prehistoric Earth Occupation: None Affiliations: The Interceptors Family: The Gorgon (Sister), Eden Espadas (Daughter) Description: Age: Ancient Apparent Age: 26 Gender: Female Ethnicity: Preserver Engineered Life Form ("Dryad") Height: 5'7" Weight: 130 lb. Eyes: Amber Hair: White Tall and slender and appearing as though she were in her mid twenties, Willow possess piercing amber eyes and a wild mane of snow white hair, which she usually wears in a long flowing ponytail. This, combined with her unblemished copper-hued skin, fine bone structure and slightly pointed ears enhance her exotic appearance. She movement is practiced and serene, and brings to mind the lightness and grace of a dancer. Willow frequently has a faint smile, as though amused at some secret joke, and watches the world through eyes that are far older than her apparent young years. Willow tends to favor natural hues, favoring greens and browns, though the colors tend to trend with the seasons. Her dress is always comfortable, though she often opts to go barefoot, preferring to feel the ground under her feet. History: Many millennia ago, the Preservers embarked upon a bioengineering project on Earth, one of many they seeded across the cosmos. In this case, they began with a human template but wandered far afield, adding new powers and abilities that would permit these creatures to be guardians of the biosphere and protect the growth of the nearly-untouched planet. One of these creatures came to be known as Willow. Willow and her siblings watched the rise of the human nation of Atlantis with interest, maintaining distant contact and intervening in their development only when absolutely necessary for at the guardians were more concerned with checking the destructive power of Lemuria. When Lemuria and Atlantis started to wage war the attitude of the Guardians shifted; containing and repairing the damage of the conflict was proving too costly. Willow and her fellow Guardians concluded that drastic measures had to be taken for the good of the planet and fell upon Atlantis and Lemuria. In the end both nations were shattered, their people scattered to the four winds and with a deep scarring of their racial memory. As humanity slowly climbed back up from barbarism, Willow and her fellow guardians forgot about their creators and started to think of themselves as Gods of Nature. Inevitably this brought the bioengineered guardians into conflict with the new (and actual) Gods of Humanity and they were soon subjugated and subordinate. It was at this time that the guardians were given a name that stuck; nymph (and the various subclasses). Reduced in influence, Willow, like many of her fellow guardians gradually withdrew from the Preservers mandate, only stepping in when directly asked or when the need was great. As the Gods withdrew and humanity forgot about her kind Willow found herself entering periods of hibernation; sleeping away years, then decades and finally centuries. Each time she was awoken her power had diminished and her memories were more fragmented. The last time Willow woke, the world was recovering from the Terminus invasion. The dryad worked herself to exhaustion, doing what she could to clean up the residual Terminus energy affecting the natural world though she slipped back into hibernation before she could finish. Recent disturbances in Wharton State Forest have woke her up before she had completely recovered from the energy expenditure. Personality & Motivation: Willow is a complicated woman, with certain aspects of her personality becoming enhanced or subdued with the changing of seasons though the core of her being remains the same. In her youth Willow was ready to answer any slight to nature with the full might of her righteous anger, though as time marched steadily onward she adopted a softer approach. She does not despise the rapid advancement of the humans, for it is instinctual on their part, and instead she merely seeks to moderate their impact on the world around them. Willow is a believer in balance, and as such has extended her stewardship beyond the forests. In spring, Willow is almost perpetually happy, laughing and whimsical, even a bit seductive. She possesses a near rapturous joy of life, and seeks to encourage that feeling in others. During this season, Willow's optimism is enhanced, almost to the point of naiveté, believing there is good in everyone. During the summer, Willow's whimsical nature, along with her optimism is subdued somewhat. During these months her protective instincts are heightened, planning with contingencies in mind to ensure the safety of others. For Willow, the summer is a time of long term planning and intense focus. On the heels of summer, Willow's autumn aspect leaves her quiet and introspective. She thinks deep thoughts and takes great pleasure in long puzzles that could take a long time to work out. She rarely acts hastily and be easily overlooked at any party or gathering due to her standoffish nature. Winter is the time of culling, of winnowing, of separating the young from the old. At this time Willow is at her most secretive, since she tends to evoke a faint sense of dread. Serious and firm, Willow does not do well with long debate and discussion during this time, for as far as she is concerned things are black or white. Despite her generally bright outlook, there is a faint sense of sadness about the dryad. She misses her sisters, and while she believes they are still alive, she does not know where they might be. Willow also finds herself in a strange place, and though she would dearly love to return home her sense of duty compels her to stay in the new world. Powers & Tactics: Willow's powers have declined over the millennia however she still retains some measurable influence over plant life, passing unhindered through even the densest foliage without a trace, rapidly changing her location by traveling through the root network and even communicating with the flora around her. The dryad can even alter the fundamental nature of the plants around her, often using this to grow a suit of living armor. Overall, Willow's tactics are fairly straightforward; she uses her strength to pound her opponent into submission. Her regenerative capabilities are enhanced when in forested areas. Complications: Enemies: Guardian Willow is at odds with her sister, the planet preserving Gorgon. In addition, as an agent of the Preservers, she has the enmity of the Terminus Identity: Willow has recently, with the aid of the Freedom League, adopted a civilian identity. She understands full well the importance of blending in. Relationship: Willow is exceptionally fond of %5Burl=%5Burl=]Erik Espadas (Jack of all Blades), thinking with her heart rather than her head where he is concerned. She is also fiercely protective of the Espadas clan in addition to her teammates on the Interceptors. With the rest of her siblings dead, Willow is determined to not lose her new family. Responsibility: Willow is a mother which comes with a whole host of responsibilities. She is also the last of her kind (it is uncertain, yet, if Eden will express any of her mother's traits) and bears the weight of the Preserver mandate on her shoulders. Abilities: 8 + 4 + 8 + 4 + 6 + 4 = 34PP Strength: 34/18 (+12/+4) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +2 Attack: +12 Melee, +8 Base Grapple: +26 Guardian Strength, +16 Base Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6 Saving Throws: 4 + 6 + 2 = 12PP Toughness: +12/+4 (+4 Con, +8 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +5 (+3 Wis, +2) Skills: 72R = 18PP Acrobatics 8 (+10) Climb 8 (+12, +20 Guardian Strength) Concentration 12 (+15) Handle Animal 8 (+10) Knowledge (Life Sciences) 8 (+10) Medicine 2 (+5) Notice 12 (+15) Sense Motive 7 (+10) Survival 7 (+10) Feats: 13PP Animal Empathy Attack Focus (Melee) 4 Dodge Focus 4 Favored Environment (Forest) Fearless Interpose Equipment 1 Equipment: %5Burl=%5Burl=]Interceptor HQ contribution [5EP] Powers: 22 + 4 + 1 + 4 + 11 + 9 + 5 + 8 + 1 + 4 + 2 + 6 = 79 Ancient Guardian 10 (20PP Array, Feats: Alternate Power 2) [22PP] BP: Enhanced Strength 16 (Strength +16 [34, +12]) linked Super-Strength 2 (Effective Strength 44; Heavy Load 5.6 Tons) [20PP] AP: Environmental Control 3 (25 ft. radius, Distraction [DC 15], Hamper Movement [25% Speed], Visibility, Extras: Action [Move], Independent, Selective Attack, Flaws: Limited [Forests], Range [Touch], Feats: Slow Fade [1 Minute]) [19PP] AP: Snare 12 (Extras: Area [Targeted, Burst, 60 ft. radius], Flaws: Medium [Plants], Range 1 [Touch], Feats: Improved Critical 1 [19-20], Indirect 3, Obscure Sense 2 [Auditory, Visual], Reversible, Tether) [20PP] Comprehend 2 (Plants 2 [speak To and Understand]) [4PP] Concealment 1 (Olfactory, Flaws: Limited [Misleading (Smells Like Strawberries)], Permanent [+0]) [1PP] Concealment 4 (All Visual Senses, Flaws: Limited [Forests]) [4PP] Immunity 11 (Aging, Disease, Environmental Conditions [All], Poison, Starvation & Thirst, Suffocation [All]) [11PP] Leaping 2 (x5, Running Long Jump: 110 ft., Standing Long Jump: 55 ft., High Jump 27 ft.) [2PP] Protection 8 (+8 Toughness, Extras: Force Field, Feats: Subtle) [9PP] Regeneration 6 (Recovery Rate: Staggered 5 [standard Action], Resurrection 1 [1 Week], Flaws: Source [Forest], Feats: Persistent, Regrowth) [5PP] Regeneration 8 (Recovery Bonus 5 [+5 to Recover], Recovery Rate: Bruised 3 [No Action]) [8PP] Speed 1 (10 mph, 100 ft./round) [1PP] Super-Movement 4 (Permeate 3 [Full Speed], Trackless, Flaws: Limited [Vegetation]) [4PP] Super-Senses 2 (Danger Sense [Auditory], Uncanny Dodge [Auditory]) [2PP] Super-Senses 6 (Extended 2 [Auditory, 1000 ft.], Extended 2 [Visual, 1000 ft.], Low-Light Vision, Ultra-Hearing) [6PP] Drawbacks: -0PP None DC Block:[table]ATTACKRANGESAVEEFFECTUnarmedTouchDC 19 Toughness (Staged)DamageUnarmed (Guardian Strength)TouchDC 27 Toughness (Staged)DamageSnareTouch (60 ft. Radius)DC 22 Reflex (Staged)Snare[/table] Totals: Abilities (34) + Combat (32) + Saving Throws (12) + Skills (18) + Feats (13) + Powers (79) - Drawbacks (0) = 188/250 Power Points
  20. Player Name: Arichamus Character Name: Red Moon Power Level: 11 (168/174PP) Trade-Offs: None Unspent Power Points: 6 In Brief: A Farsider scientist and one-time spy against humanity who accidentally transformed herself into a vampire. Alternate Identity: Atraxia Falkaet Identity: Secret, her history and nature are anything but obvious or common knowledge. Birthplace: Farside City, the Moon Occupation: Preserver technology researcher, superheroine, Affiliations: Farsiders, Truth, Family: (Seda)Mother and (Placil)father(deceased), 3 sisters and brothers. Description: Age: 67 (DoB: 1929 ) Apparent Age: 20, age at transformation. Gender: Female Ethnicity: Farsider Height: 6ft. 2in. Weight: 80Lbs., 120lbs. with the terrasuit Device. Eyes: Icy blue Hair: Black Atraxia outside her specialized costume is a towering and spidery woman with black hair streaked with white, and unblinking eyes that are solid white save for a blue core where the pupil ought to be. Her skin is so pale that the dried, blackened veins and shriveled muscles under it are clearly visible, and it is pulled taut around her bones, producing a singularly morbid appearance. The fangs and claw-like hands don't help, and the harshly croaking voice seals the ugly effect. The 'terrasuit' she wears does a great deal to hide this, a grey & red mostly skin-tight affair filled out to resemble a normal example of her kind, with a large, opaquely-black helmet covering her head and allowing her to see without being exposed to ultraviolet radiation or the eyes of others. It is studded with small pouches and pockets to accommodate its wearer's impulsive tendency to collect samples of things. Power Descriptions: (Descriptors: Psionic, Mutation) After being blasted by her attempted recreation of the mysterious Moon Stone, Atraxia's body was effectively killed at the same time her soul(or psychic expression) was partially released from it. As a result, she is basically a ghost possessing her deceased body out of both a lack of desire and power to leave it and the desperate hope that this can be permanently reversed somehow. This had the side-effect of unlocking her bizarre latent mutations: the power to attack a living being's soul by partially transferring herself to another dimension(currently she is unaware that this is the realm of Earth-bound spirits), the power to make herself all-but impossible for the unaided eye or ear to observe her as well as being difficult for psychics to detect, a paralytic toxin secreted in her fangs, and the ability to fly through walls, scale any surface, and walk without leaving a trace and temporarily turn her mass into coherent energy for space-flight. Her eyes can penetrate almost any attempt to deceive her, and she has a weak power to tell if psychics are nearby. Her terrasuit has a built-in translator that enables her to speak and understand any language spoken around her, though its power to translate the written word is a work in progress. The program gives her a slightly more normal voice, though it injures that by the breathy translation and disconcerting background noise. Her transformation has not been without ill effects(Atraxia being of the opinion that ALL of the effects it has had are ill), mainly that now she has to contend with dead nerves, the knowledge that if she reveals herself to the light of any sun she will be burned to ashes, an all-consuming need to drink blood. History: One of the rare children of Farside City to take an active interest in their austere metropolis, Atraxia developed at a young age into a remarkably adept physicist and engineer, particularly intrigued by the Moonstone, the Preserver artifact(or discovery) that maintained their quiet, peaceful world. In this time of the former king and queen of Farside City, such experimentation was welcomed and the woman was given all the help and equipment she could need. Attempting to discover more about the energy radiating from the chunk of crystal, the Farsider attempted to re-create the object using Lunar science, deciphering the long-lost language of the Preservers in the course of her research. When the replica was complete, Atraxia activated it, triggering a devastating reaction. She, somehow, survived the surge of power but was horribly twisted by exposure to the radiation, transformed into a pseudo-energy being shackled to a bloodthirsty, monstrous corpse. After years of experimentation and failure to return herself to normal, Atraxia exiled herself from Farside City, unwilling to live as she was. On her lonely trek to the near side of the Moon, hoping to burn herself in the sunlight, she stumbled upon a cave system on the lip of the Farside crater. Within she found elaborate pictograms and carvings detailing the miseries of what she realized were creatures just like herself. In ages past, others had attempted to unlock the secrets of the Moonstone, all either killed or hideously changed. Even while reeling from the shock, Atraxia was puzzled: why had she never heard about this? Why hadn't the king and queen known or warned her? But that was brushed aside. She wasn't a freak but the logical conclusion of interacting forces, and it was her duty to find out as much as she could about this new state, for the good of all who might suffer like her! Pushing to the limits her new powers, she spent months testing her body, her new senses and all the ways they intersected. At last, sure she had gotten as far as she could without the right tools, she returned to Farside City. She found it under the reign of the maddened Princess Selene. While immune to the princess' new powers and more than a match for her army, Atraxia's transformation was still her weakness. Selene offered her a cure that the royal physicians had been working on in exchange for her service and loyalty. The sensation of normalcy after years of being a monster was more than enough to sway the scientist. But the 'cure' was only temporary, and as her body began to dessicate again the promise of more doses and Selene's harping on the violent and rapacious nature of the humans was enough to win over Atraxia, every inch the respectable, peaceable Farsider. Throughout the 1970's and 80's, the lunar vampire was kept busy spying on humanity's movements, slipping through walls to read plans, listening invisibly to conversations and gathering reams of data. However, she was forbidden to attack anyone both as a means of control over where she got her vital blood and to keep her tracks clean. Thus, when Prince Mentac returned with his Atom Family and defeated his sister and her followers, the harmless record and pitiable story of the vampire was enough to get her a royal (if grudging) pardon. After doing her part to repair Farside City and even improve some parts of it, Atraxia struggled with conflicting desires as she moved to the caves outside her old home. She longed to get away from her past and explore the universe, especially given her natural ability to move faster-than-light, but the lingering homebody tendencies of Preserver conditioning and the pull of her duty to future scientists risking their lives to explore the Moonstone won out. Earth's vampire menace and and wealth of weirdness, her constant work improving her Moon base and work (via correspondence) with Farside scientists keeps her busy as her long unlife plays out, searching tirelessly for answers. Personality & Motivation: Atraxia was never what one would call a people person. The focus of her life's work was almost always on things, how they work and what they do. Years alone and then working as a spy did nothing for her social skills, leaving her quick-tempered and prone to speaking impulsively when not sullenly holding her tongue. She is deeply self-conscious about her condition and does all she can to disguise what she really is from others. The mysterious, complicated place that Earth has proven to be piques her interest, but as a thing to be studied and understood before anything else. When meeting others for the first time they get to experience the joys of a suspicious and haltingly-spoken woman who feels deeply ill-used by the world. Despite all that Axtraxia is earnestly committed to trying to help make the human's world a better place in any way she can, and doesn't hesitate for an instant if there seems to be anything of use she can do. The mystical villains that "exploit the superstition of the ignorant" are to her mind the primary obstacles to human progress, and she devotes herself to combating them. Powers & Tactics: Sneaking up behind someone and hitting them from surprise is the only combat tactic Red Moon knows, so she does that. Complications: Enemy: Lady Lunar Habit: Needs blood plasmas to keep at the level of health she considers normal. As well, suffers cravings for it. Myth...busted?: Driven to try and disprove magic and magic-related phenomena as anything but entirely misunderstood 'normal' forces. Reputation: Willing collaborator with the Moon's despot. Secret: Vampire Secret: Identity Abilities: 2 + 6 -10 + 12 + 2 + 0 = 12PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: - Intelligence: 22 (+6) Wisdom: 12 (+1) Charisma: 10 Combat: 10 + 8 = 18PP Initiative: +3 Attack: +10 Melee, +5 Ranged Grapple: +11 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 Saving Throws: - + 6 + 8 = 14PP Toughness: +11 (- Con, +10 Protection (Hardened Skin), +1 Protection (terrasuit)) Fortitude: Immune Reflex: +9 (+3 Dex, +6) Will: +9 (+1 Wis, +8) Skills: 40R = 10PP Computers 5 (+11) SM Craft(Electronic) 4 (+10) SM Disable Device 6 (+12) Knowledge(Galactic Lore) 4 (+10) Knowledge(Physical Sciences) 6 (+12) SM Knowledge(Technology) 6 (+12) SM Language 2(Galactic Standard, Farsider(Native), Preserver) Stealth 7 (+10) Feats: 20PP Attack Focus(Melee) 5 Dodge Focus 6 Eidetic Memory Equipment 5(25EP) Improvised Tools Inventor Skill Mastery(Computers, Craft(Electronics), Knowledge(Physical Sciences), Knowledge(Technology)) Powers: 12 + 40 + 2 + 24 + 10 + 2 + 2 + 11 = 103PP Device 3(Hard to Lose, 15PP Device)[12PP] Terrasuit Comprehend 3(Languages; Read, Speak & Understand all)[6PP] Feature 1(Buys off the No Sense of Touch Disability)[1PP] Feature 6(Buys off the Sunlight Weakness)[6PP] Protection 1[1PP] Super-Senses 1(Tracking(Infravision)[1PP] Immunity 40(Fortitude Saves, Mental/Psychic powers)[40PP] Flight 1(10 MPH)[2PP] Lunar Vampirism Array 10(20PP Array, Power Feats: Alternate Power 4)[24PP] Base Power: Strike 10(Extras: Alternate Save(Will)[20PP](Ghostly Claw) AP: Concealment 7(All Visual Senses, Normal Auditory, All Mental Senses)[14PP](Insidious Step) AP: Drain Constitution 9(Extras: Linked(Paralyze)[9PP]+Paralyze 10(Extras: Linked(Drain); Flaws: Slow Only)[10PP]=[19PP](Blood-Drain) AP: Mental Transform 10(Change Memories/Recollection; Extras: Continuous)[20PP] AP: Super-Movement 6(Permeate 3, Trackless, Wall-Crawling 2)[12PP](Spectral Infiltration) Protection 10[10PP](Hardened Skin) Regeneration 1(Resurrection 1/week, not when staked through the heart or beheaded)[1PP] Super-Movement 1(Space Travel 1: Local System)[2PP](Mass-Energy Transfer) Super-Senses 12(Visual Senses: Counter Concealment, Counter Illusion, Counter Obscure(All Descriptors); Psychic Awareness; Infravision)[12PP] Drawbacks: (-1) + (-6) + (-2) = -9PP Disability(No sense of Touch)[-1PP] Weakness(Sunlight, Destroyed in 10 Rounds; Frequency: Very Common; Intensity: Major)[-6PP] Vulnerability(Cosmic Energy damage; Frequency: Uncommon; Intensity: Moderate(+1.5 DC))[-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness(Staged) Damage(Physical) Drain Touch DC19 Fortitude Constitution(Drained) Mental Transform Perception DC20 Will Transform Paralyze Touch DC20 Fortitude Slowed Strike Touch DC25 Will(Staged) Damage(Physical) Totals: Abilities (12) + Combat (18) + Saving Throws (14) + Skills (10) + Feats (20) + Powers (103) - Drawbacks (9) = 168/174 Power Points
  21. Character Name: Comrade Frost Power Level: 12/13 (205/205PP) Trade-Offs: None Unspent PP: 0 Alternate Identity: Dr. Dimitri Ivanovitch Peshkov, the "Ice Commissar" Identity: Public, though the fact that he is a vampire is not known to the general public Birthplace: Moscow, Russia Occupation: Liaison between People's Heroes and Freedom League Affiliations: People's Heroes, Freedom League Family: No blood relatives living In Brief Ex-Soviet cryokinetic vampire supersoldier turned occult investigator Description Age: 100 (Born August 1, 1913) Apparent Age: 30 Gender: Male Ethnicity: Caucasian [turns extremely white when using his powers] Height: 5'8" Weight: 150 lbs Eyes: Light blue [pink when using his powers] Hair: Light blond [white when using his powers] Comrade Frost these days dresses in a blue, white fur-lined parka over a dapper white suit. He wears a blue domino mask with black eyepieces and usually keeps the hood up, and white gloves in situations where he knows he'll need to use his powers (using them for any length of time generally makes his hands very cold to the touch). His skin turns extremely white while using his powers. In more formal occasions, he loses the parka and mask and simply rocks the suit. In very formal occasions, he'll don the modified blue and white uniform he wore as a zampolit in World War II. That's also the only time you'll see him wear his medals, and between one thing and another he's got a lot of those. Power Descriptions Comrade Frost is a cold manipulator only, unlike many other cryokinetics who can summon large amounts of ice and snow. He can drain the heat out of large groups or individuals, as well as brittly freezing solid objects or paralyzing someone's muscles with a touch. He can heal his own injuries by draining the heat from the environment around him, but only when he focuses his attention on a single target: otherwise the heat becomes lost to him. He can fly by transforming himself into icy fog; he can make himself tougher by freezing himself solid. His eyes turn an albino's pink when he's actively using his powers, and his hair frosts white like snow. Personality and Motivations Surprisingly warm for a century-old Communist vampire, Comrade Frost has an avuncular relationship with young people, especially young heroes. He's ultimately a gentle man who enjoys a joke, even one at his own expense, and is only really roused to anger by Nazis, pseudonatural creatures, and other unholy monsters. His decades of unlife have taught him to respect magic, but he fears it in the wrong hands, and won't be afraid to utterly destroy some mystic artifact rather than let it fall into the hands of evil. History Born in a small town outside Moscow in 1913, Dimitri Peshkov was not an attractive man in life. A bright student, he grew up lazy and a little jaded, convinced of his own intellectual superiority over his fellow students in high school and college. He became a veterinarian, tending to the animals in collective farms, out of a mild interest in helping those less fortunate but mostly for the chance to be the smartest and best-educated man in the room. When war threatened his country in 1941, he joined the NKVD, not the Red Army, not out of a special patriotism, but because he thought it would keep him away from the battlefield. He was wrong; and that would be the death of him. The old Dr. Dimitri Peshkov died beneath the sacrificial blade of the Thule Society in the spring of 1942. The NKVD doctor had been captured on the Arctic front during the defense of Murmansk and had, under the Commissar Decree, been handed over by the Wehrmacht to the SS for execution. He might simply have been shot, but a passing group of Thule mystics needed him for a special task. Operating in the far north under Kantor's commnd, the Thule circle had found an ancient Norse altar, consecrated to Hel and her father Loki, and had learned they needed human blood to open the gateway to another world. And so they did. But as Peshkov fell into darkness, a voice came to him. The life-long atheist found himself floating before Hel, the guardian of Niflheim and ruler of the Norse underworld, one of the first new arrivals in her realm in a long time. Hel explained to Peshkov, as one would to a child, that she could not be summoned to Earth by such powers the Nazis had. In the heart of the greatest war the world had ever known, Death already stalked the land, and no wizard could hope to control it. But she had seen the capture of her haughty uncle Donar, and knew the plans of the Thule Society for the world of men, and she loathed them for the blasphemers they were. So she offered Peshkov a choice. He was a descendent of Rurik and had died at the hands of her enemies; if he stayed in Niflheim in her palace, he could have a place at her side to tell her about the world above, and perhaps as master of those few Thule sorcerors who had fallen into her hands when they had died of disease or accident after taking up the worship of the Asgardians. Or he could walk the Earth again as a draugr, a being of great power and might, with the heart taken from him by the Nazis replaced by a gateway to the icy realm of Niflheim. Given the choice, Peshkov chose to live. If you could call it living. Dimitri awoke on the altar and froze his captors solid, burning their shrine down behind him and feeding on the heat within as he began the long, painful walk back to Soviet lines. He learned how to control his powers and feed from the heat of the sun, from burning fires and life's heat rather than life's blood, and when he arrived back among his own people (and immediately, wonderfully, was plunged into a hot bath...that he immediately froze solid), Dimitri Peshkov was ready to begin his new identity: Comrade Frost, costumed defender of the Soviet Union! But of course it wasn't that easy. Dimitri was the only one of his allies familiar with magic, something which his own government denied the existence of. Comrade Frost rapidly became the Peoples' Heroes' magic expert, a role he had to play very subtly. He took every chance he could to team up with the Allies of Freedom and the Liberty League, desperately trying to pool his resources with those better-connected and better-educated in these matters as he tried to stave off the threat of magical darkness at home. And there was the war, grim and terrible. Comrade Frost was one of the first Soviet super soldiers into Berlin, and was there for the last great convulsion of the Reich. His superiors denied his request to join the hunt for Kantor, and so he wasn't there when the Allies of Freedom were betrayed and murdered by the forces of darkness. It was a hard blow for the super-soldier and he slipped into a deep depression after the war. Only a battle against the snake-cultists of Lithuania roused him from his funk in 1948, the mystic-trained hero recognizing the cultists of Yig for what they were! If the cultists of the Unspeakable One and his dread allies had come to the Soviet Union, there were urgent matters to deal with indeed. His war wasn't over. Comrade Frost was not one of the better-known Soviet super-soldiers to the general public; he was just there in the various engagements with American heroes, German holdouts, Baba Yaga, and the other famous battles of the Peoples' Heroes but he was well-known to superheroes. Sometimes he was an enemy to mystic heroes in the United States and elsewhere, stealing mystic artifacts out from under their noses for the Soviet Union's use but for the most part he was an ally: a fellow enemy of darkness who could always recognize that there were threats to the universe as deadly as any nuclear missile. Briefly imprisoned in 1953, he was freed after Stalin's death. He was a busy man in the 1960s as Stalinist controls lapsed and the world of magic became more and more powerful in the Soviet Union, taking time out to fight Superior in Cuba in 1962 and war against the forces of Baba Yaga in the 1970s. Dispatched to Afghanistan in the late 1970s to help battle undead warriors summoned to life there by Muslim clerics, Peshkov was horrified at the violence and pointless waste of yet another war; when he returned home in the 1980s, he let others take over his role as magical champion while working to support Gorbachev's reforms. With the fall of the Soviet Union, Peshkov resumed his work as a defender of the world against magical threats, for the first time working regularly in countries besides the land of his birth now that he was free to travel. There was a whole world out there! Peshkov is currently assigned to Freedom City to act as the liaison between the Peoples' Heroes and the Freedom League, as well as deal with the worrisome reports he's heard about magical activity in Freedom City. Barriers he helped erect many, many years ago now are beginning to melt. Complications: Is very old [a hundred year old Russian] Is an Ice Vampire [a terrible ice monster, albeit one who can pass for men] Has made a lot of enemies over the years [has fought a lot of terrible monsters from beyond space] The ladies (can't touch this!) [very solicitous towards women whose powers might let them actually have a relationship with him, though he is capable of dimming his cold aura] Niflheim's Champion [What else does Hel want with him?] Abilities: 0 + 0 - 10 + 10 + 4 + 2 = 6PP Strength: 10/24 (+0/+7) Dexterity: 10 (+0) Constitution: --- Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Ranged/+8 Melee, +8/12 w/ Thermovore Array (Ranged/Melee) Grapple: +15, +18 w/ Frozen Armor Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -6, -11 w/ Frozen Armor -4, -7 w/ Icy Armor vs. blessed/holy, magic, or silver Saving Throws: 5 + 7 = 12PP Toughness: +12 (Impervious 10 w/ Icy Armor) +8 (Imp 6 w/ Icy Armor) vs. blessed/holy, magic, or silver Fortitude: --- Reflex: +5 (+0 Dex, +5) Will: +9 (+2 Wis, +7) Skills: 60R = 15PP Bluff 9 (+10)SM Concentration 3 (+5) Handle Animal 4 (+5) Knowledge (Arcane Lore) 5 (+10)SM Knowledge (History) 5 (+10) Knowledge (Theology and Philosophy) 5 (+10)SM Languages 6 (English, German, Greek, Latin, Old Church Slavonic, Old Norse, Russian [base]) Medicine 7 (+9)SM Notice 8 (+10) Sense Motive 8 (+10) Feats: 18PP Attack Focus Melee 4 Benefit (Security Clearance [Russian]) Dodge Focus 8 Eidetic Memory Jack of all Trades Ritualist Skill Mastery (Bluff, Knowledge [Arcane Lore], Knowledge [Theology and Philosophy], Medicine) Uncanny Dodge (Infravision) Powers: 1 + 14 + 3 + 8 + 5 + 13 + 30 + 20 + 8 + 4 + 3 + 2 + 4 + 29 = 144PP Comrade Frost's thermovore powers have the descriptors 'cold', 'dimensional', and 'magic'. His vampire powers have the description 'vampiric' Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Enhanced STR 14 (Vampiric, to STR 24/+7) [14PP] Environmental Control 1 (Cold 1 [severe], 5 feet; Extra: Action 3 [Reaction]; Flaw: Range [Touch]) [3PP] Gadgets 1 (5PP, magical trinkets, Extra: Action [Move], Flaw: Hard-to-Lose) [8PP] Healing 1 (thermovore; Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Fire/Heat Attacks]) [5PP] Icy Body 6 (12PP Array; Power Feat: Alternate Power) [13PP] BE: Flight 1 (10 mph/ 100 feet per Move Action, Extra: Linked [insubstantial]) {2PP} + Insubstantial 2 (icy fog; Extra: Linked [Flight]) {10PP} {12/12PP} AP: Impervious Toughness 6 (frozen armor; Extra: Duration [sustained,+0]) {6} + Super-Strength 3 (Effective Str 39) {4} {6+6=12/12} Immunity 30 (Fortitude Effects) [30PP] Immunity 40 (energy vampire; lethal energy damage) [20PP] Protection 8 (icy flesh) [8PP] Protection 4 (vampiric flesh; Extra: Impervious; Flaw: Limited [not against blessed/holy, magic, or silver]) [4PP] Regeneration 6 (Recovery +0 [5], Resurrection 1 [1 week]; Flaw: Source [blood or heat 37°C/98°F]) [3PP] Super-Senses 2 (Infravision [Enhancement: Tracking 1]) [2PP] Super-Senses 3 (feel magic, Detect Magic 3 [tactile; enhancement: Ranged ) [4PP] Thermovore Array 12 (24PP Array; Power Feats: Accurate 2, Alternate Power 3) [29PP] BE: Drain Toughness 12 (brittle cold; Extras: Affects Objects, Range [Ranged]; Flaw: Limited [Objects Only]) {24/24PP} AP: Damage 12 (mass heat drain; Extra: Area [120 ft. Cone, Targeted]) {24/24PP} AP: Paralyze 12 (freezing grasp; Extra: Alternate Save [Fortitude, +0] ) {24/24PP} AP: Strike 12 (thermovorous touch; Extra: Vampiric) {24/24PP} Drawbacks: -4PP Vulnerable (Cold [Common], Major [x2]) [4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Brittle Cold Ranged DC 22 Fort (Staged) Drain Toughness Freezing Grasp Touch DC 22 Fort Slowed/Paralyzed Mass Heat Drain Touch [Area] DC 27 Toughness (Staged) Damage (Physical) Thermovorus Touch Touch DC 27 Toughness (Staged) Damage (Physical) Totals: Abilities (6) + Combat (16) + Saving Throws (10) + Skills (15) + Feats (18) + Powers (144) - Drawbacks (4) = 205/205 Power Points
  22. Player Name: Electra Character Name: Wander Power Level: 12 (232/250pp) [374] Trade-Offs: None Unspent Power Points: 18 Older Version In Brief: A survivor of plague and apocalypse in her home universe, Wander began as a shell-shocked dimensional refugee, but has worked hard to recover and make a place for herself among the heroes of Freedom City and the people of Earth Prime. Alternate Identity: Keeley Erin White, Erin Keeley White (her original name, legally changed to distinguish her from her Prime-native counterpart) Identity: Secret, though she does little to protect it. Birthplace: Seattle, Washington, Earth EZO1(e) Occupation: Head of Security at Halloman Advanced Experts (HAX) Affiliations: Liberty League, Young Freedom (alumnus) Family: Father: Roger White (1962-2007), Mother: Clarissa (Anderson) White (1967-2007), Sister: Megan White (1999-2007), Paternal Grandparents: Martin and Cecily White (1937-2007)(1942-2002) Maternal Grandparents: Donald and Eileen Anderson (1942-2007, 1945-2007) Description: Age: 19 DoB: November 11, 1992 Apparent Age: 19 Gender: Female Ethnicity: Caucasian Height: 5'8 Weight: 175 Eyes: Brown Hair: Auburn Tall and solidly built, Erin's average appearance allows her to blend into the background more easily than many superheroes. Her eyes are medium brown, her hair auburn and shoulder-length, held back by a band when she works. Her physical invulnerability gives her the pale, smooth skin of someone who's never gone out in the sun or worked with her hands, but it also means she never gets acne or freckles anymore. Most people would say Erin looks and moves like an athlete, but anyone who's been in a theater of combat would say she moves like a special-forces veteran, a somewhat dissonant description for a girl still on the cusp of adulthood. Erin's wardrobe consists mainly of classic pieces in interchangeable styles. She does not dress to stand out, but has finally managed to acquire more clothes than she can wear in a week. Her uniform is a purple and black bodysuit with a partial face mask to conceal her identity. When she is on duty at HAX, she wears a simple gray jumpsuit with an identifying patch on the arm and a badge. Power Descriptions: Wander's powers are less flashy than many of the heroes of Freedom City, but nonetheless quite effective. She is strong and resilient, healing quickly from injuries and with a metabolism that allows her to do a lot with very little. She is a superlatively trained fighter, either barehand or with her specialized bat, and is able to leap great distances, either horizontally or vertically. She runs at tremendous speed, and when going all-out can even run up walls and across water. History: Erin was born in an Earth-variant universe that would eventually be classified Earth-EZO1(e). Her universe split off from Prime in 2006 when a contagious and fast-acting disease arose that began wiping out huge swaths of the world population. A vaccine was quickly developed and widely distributed, but instead of curing victims, it destroyed the higher brain functions of all vaccinated individuals and rendered them superpowered and homicidal zombies. Erin, who at the time time vaccine was distributed was sequestered on the ranch of her eccentric genius uncle, was protected from its ravages. Instead she received a vaccine her uncle devised, one that gave her enhanced immunities and superpowered strength, speed, and endurance. It was enough to keep her alive, even as the rest of her family and her world died. Eventually she reached Freedom City and was able to contact Prime, with the help of Doctor Atom, and was brought over as a refugee. Once on Prime, Erin was placed into quarantine for several months, then spent more months trying to acclimate to the world. She was introduced to the Prime counterparts of herself and her family, but although they are on cordial terms, the decision was made that she should not live with them permanently. Instead, she was given a place at the Claremont Academy, where she worked very hard to catch up on a year and a half of missed schooling, as well as training her powers for a world where survival usually didn't require lethal force. She made friends at school and joined Young Freedom, the second Claremont superteam, where she has had many adventures. At the climax of her career with Young Freedom, Wander was part of a mission that required them to face off with Omega, Lord of the Terminus. Wander went toe to toe with him and, against all the odds, not only survived but came away triumphant. In the aftermath of the battle, her cat Oliver revealed his true nature as a sorcerer and a guardian of the multiverse, who had chosen and empowered her as a champion specifically for the battle she had just fought. With the battle won, he offered her the choice to go with him to fight battles throughout the multiverse against the powers of the Terminus, or to stay and take advantage of the life she had earned for herself, but without the powers he had granted her. Erin chose to stay, and gradually learned to live with the loss of many of her powers. It took a long time for her to disclose her “disability†even to those closest to her, which resulted in more injuries and stress than if she'd come clean to start with. Just as she was becoming acclimated to her powers, a fight with Madrigal's Hounds for the amusement of the Terminus resulted in a nearly life-threatening injury. The Furions healed her, and in the process, revitalized her with some new abilities that she is still trying to get used to. At the same time, she is continuing her long-term relationship with Trevor Hunter, Midnight II, and working full-time as chief of security at HAX. Personality & Motivation: Erin is a serious young woman with a strong tendency towards single-mindedness, though she shows occasional flashes of an offbeat sense of humor, especially around her friends. Her reputation as a vicious fighter is well-earned, though it brings with it an unflattering characterization as a loose cannon. In reality, she is extremely concerned with not hurting anyone who doesn't deserve it, and trains constantly and thoroughly to ensure she is battle-ready on all counts. The past year has been a difficult one for her, losing many of her powers and questioning her own fitness as a hero, but by overcoming her own doubts and learning she could still be a hero without Oliver's loaned power, she's turned a corner in her self-perception. Erin is a grown-up hero now, for good and bad. She's less plagued by doubts and nagging feelings of worthlessness, but beginning to perceive greater problems in the world outside herself. Luckily, she is a hero and can try to do something about it. Powers & Tactics: Wander's style has mellowed from her school days, partly from necessity as her powers have fluctuated over time. Rather than rushing headfirst into combat, she will usually look for ways to get a tactical advantage, whether that's sussing out the situation with surveillance or reconnaissance, or by using her impressive acrobatic skills to confuse her opponent before delivering a blow. If a teammate is threatened, she's generally the first to throw herself in the path of danger, and when pressed into a corner, will fight with uncompromising ferocity. Complications: Triple Threat: Erin is an extra copy on Prime, there is already one perfectly serviceable Erin Keeley White going about her non-powered business in Seattle. Legally, Erin has new papers as Keeley Erin White, but there's still tons of room for confusion. Things have only gotten more complicated now that the Erin White who was trapped on Anti-Earth, codenamed Singularity, is also on Prime, and may even be released into Freedom City eventually. Overprotective: After one miserable failure to protect someone she cared about, Erin isn't about to let it happen again. She will step in front of a teammate or a civilian whenever possible, even if it would be objectively unwise or unnecessary. She may also underestimate peoples' abilities to take care of themselves, something that can cause friction when working with her peers. Post Traumatic Stress: Violence and death in Erin's past has resulted in PTSD that tends to express itself mostly in combat situations. Therapy has allowed her to overcome the worst of her instinctive reactions, but when her life or the life of a friend is threatened, or when she is very afraid, she may lose the ability to modulate her attacks or correctly read situations. Growing Up: Wander has a secret identity as Keeley Erin White, one that's gotten more important now that she needs it to do grownup things like pay rent and bills. She has neighbors now, and a cat who can't fend for himself. She's also got a full-time job that, while flexible with the needs of her hero career, demands lots of energy and attention. That comes with subordinates to worry about, and a whole new potential rogue's gallery. Love and Loyalty: Loyalty is extremely important to Erin, and for those people who have earned it, she will extend herself far beyond convenience or even practicality. There is virtually nothing that Erin would not do for her boyfriend Trevor, (Midnight II), whether he would want her to or not. She also has deep and abiding loyalty to her friends from Young Freedom and her Liberty League teammates. She takes her job at HAX very seriously as well, and would give her life to protect Dragonfly or Jill O'Cure in particular, and to protect the facility as a whole. Abilities: 6 + 4 + 6 + 2 + 2 + 2 = 22PP Strength: 34/30/20/16 (+12/+10/+5/+3) Dexterity: 20/14 (+5/+2) Constitution: 34/30/20/16 (+12/+10/+5/+3) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +9 Attack: +10 Base, +12 w/Cosmic Power Grapple: +27/+13 Defense: +12 (+10 Base, +2 Cosmic Power), +6/+5 Flat-Footed Knockback: -11/-9/-1 Saving Throws: 0 + 4 + 6 = 10PP Toughness: +12/+10/+5/+3 (+3 Con, +7 Enhanced Con, +2 Cosmic Power) (10/8/2 Impervious, Reflective 2) Fortitude: +12 (+3 Con, +7 Enhanced Con, +2 Cosmic Power) Reflex: +9 (+2 Dex, +3 Enhanced Dex, +4) Will: +7 (+1 Wis, +6) Skills: 96R = 24PP Acrobatics 12 (+17) Skill Mastery Craft (Electronic) 4 (+5) Craft (Mechanical) 6 (+7) Drive 10 (+15) Knowledge (Tactics) 6 (+7) Intimidate 10 (+11) Skill Mastery Notice 14 (+15) Skill Mastery Perform (Dance) 6 (+7) Sense Motive 13 (+14) Stealth 6 (+11) Survival 9 (+10) Skill Mastery Feats: 19PP Acrobatic Bluff All-Out Attack Challenge (Fast Acrobatic Feint) Defensive Attack Equipment 2 (10EP) Evasion 2 Improved Initiative Interpose Luck 2 Move-by Action Power Attack Quick Draw Skill Mastery (Acrobatics, Intimidate, Notice, Survival) Takedown Attack 2 Uncanny Dodge (Audio) Equipment: 2PP = 10EP Share of Midnight Manor [10EP] Powers: 18 + 11+ 16 + 3 + 14 + 6 + 14 + 1 + 2 + 1 + 8 + 5 + 2 + 6 + 2 + 2 + 6 = 117PP Cosmic Power 3.6 (18PP Container [Passive, Permanent]) [18PP] Enhanced Attack 2 (to +12) [4PP] (cosmic speed) Enhanced Constitution 4 (to CON 20 [+5] or 34 [+12]) [4PP] (cosmic toughness) Enhanced Defense 2 (to Defense +12 [+6 flat-footed]) [4PP] (cosmic speed) Enhanced Impervious 2 (to Impervious 2 or 10) [2PP] (cosmic toughness) Enhanced Strength 4 (to STR 20 [+5] or STR 34 [+12]) [4PP] (cosmic power) Cosmic Power Array 5 (10PP, Power Feat: Alternate Power 1) [11PP] Base: Damage 0 (Extra: Autofire [10]) {10/10} AP: Enhanced Speed 3 (to Speed 7 [1000 MPH/10000' per move]) {3} + Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Limited [Only While Moving]) {3} {3+3=6/10} Device 5 (Wander's Bat; 25DP, Flaws: Easy-To-Lose [-2], Power Feats: Subtle [Collapsible]) [16PP] Damage 0 (Power Feats: Extended Reach 2 [15'], Improved Critical 2 [18-20], Improved Throw, Stunning Attack, Drawbacks: Non-Lethal Only) [5DP] Impervious 0 (Extras: Duration [sustained, +0], Reflective 10 [2, all ranged]) [20DP] Device 1 (Sunglasses and Earrings from Midnight; 5DP, Flaws: Easy-To-Lose) [3PP] Immunity 2 (Auditory Dazzles) [2DP] Super Senses 3 (Infravision, Visual Counters Obscure [fog/mist]) [3DP] Enhanced Constitution 14 (to 30 [+10]) [14PP] (chemical enhancement) Enhanced Dexterity 6 (to 20 [+5]) [6PP] (chemical enhancement) Enhanced Strength 14 (to 30 [+10]) [14PP] (chemical enhancement) Features 1 (Temporal Inertia) [1PP] (dimensional refugee) Immunity 2 (Disease, Poison) [2PP] (chemical enhancement) Immunity 2 (Sleep, Starvation/Thirst, Flaws: Limited [1/2 Effect]) [1PP] (chemical enhancement) Impervious Toughness 8 [8PP] (chemical enhancement) Movement Array 2 (4PP; Power Feat: Alternate Power) [5PP] Base: Speed 4 (100MPH/1000' per move) {4/4} AP: Leaping 4 (x25, Running Long Jump: 550', Standing Long Jump: 275', High Jump: 137') {4/4} Quickness 4 (x25, Flaws: Limited [Physical Tasks]) [2PP] Regeneration 6 (Recovery Rate: Bruised 3 [1 round/no action], Injured 3 [1/minute]) [6PP] Super-Senses 2 (Normal Hearing, Extras: Accurate [+2]) [2PP] Super Movement 1 (Safe Fall) [2PP] Super-Strength 3 (effective STR 49; Heavy Load: ~12 tons) [6PP] Drawbacks: 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC27 Toughness (Staged) Damage (Physical) Bat Touch DC27 Toughness + Autofire (Staged) Damage (Physical) Abilities (22) + Combat (40) + Saving Throws (10) + Skills (24) + Feats (19) + Powers (117) - Drawbacks (0) = 232/250 Power Points
  23. Player Name: Raveled Character Name: Blue Jay Power Level: 10/14 (186/218 PP) Trade-Offs: +5 Attack / -5 Damage Unspent Power Points: 32 Progress To Platinum Status: 68/120 In Brief: A refugee from the Terminus, fighting for a beautiful world as hard as she can. Alternate Identities: Antoinette Baudin, Tona Identity: Secret Birthplace: Maine, North America, Earth-Pastoral (Terminus) Occupation: Student, superhero Affiliations: Claremont Academy Family: Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father) Description: Age: 18 (DoB: March, 1996) Gender: Female Ethnicity: French/Native American Height: 5' 2" Weight: 120 lbs Eyes: Blue-green Hair: Brown Antoinette Baudin is a short, compact woman with a lithe, muscular frame. Her skin is smooth and tanned, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. She normally wears urban camouflage: monochromatic athletic tees devoid of logo or phrases, and pants bearing many, many pockets. When trouble threatens she pulls on a sleeveless Claremont uniform, complete with gloves that leave her thumb bare. Her bow is a matte-black length of carbon fiber, balanced blackened-steel pulleys, and monofilament drawstring. It can fold to a third of its overall length or unfold with a quick jerk. Her mask is molded to fit over her eyes and forehead, and features an elongated 'nose' where most of the active sensors reside. Power Descriptions: Blue Jay has no actual superpowers. Her equipment is a wonder of modern engineering courtesy of ASTRO Labs. Her bow is a length of carbon fiber composite with an artificial spidersilk drawstring that can fold down to a third of its overall length for concealment, but fully deployed it can maintain a seventy-pound draw. The arrowheads can deploy bodkins, broadheads, blunt tips, or frog-catchers as needed, all selectable from a dial near the fletching. She even has a few specialty arrowheads for when she needs to do more than hurt people. Her mask is a mass of active and passive sensors, bouncing IR and UV information off her surroundings, allowing her to zoom in on distant situations, and even tapping into local radio bands. History: Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds. Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray. In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war. Personality & Motivation: Antoinette is a withdrawn, private, intense woman. For most of her life silence meant survival, and even if that is not technically true she still falls back on old habits. She can be rather brusque, even rude to others; she grew up in a tight-knit community where social graces were not greatly valued. She will treat individuals with talent respectfully, but she usually demands to see that talent demonstrated, first. Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. She works intently to make up for her lack of super-powers, secretly afraid of not living up to her own notion of this world's heroes. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failure at something she deems important. Powers & Tactics: Blue Jay knows she can't really stand toe-to-toe with most superopponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as far away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and either open up with full Power Attack, or hit them with a couple acid arrows. Complications: Secret Identity Tona strives to keep her life separate from her actions as Blue Jay. Hatred Tona hates the Terminus like only one who has lived there can. Luddite Upbringing Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her. Ammunition Without arrows, Blue Jay's bow is useless. While she tries to make sure she always has enough on hand, in an extended fight she could run out. Wrathful Blue Jay was one of the heroes replaced by the Curator in preparation for the Day of Wrath. While she has been officially declared free of all charges, her public image may not be so easy to repair. Abilities: 5 + 14 + 8 + 0 + 6 - 2 = 31PP Strength: 15 (+2) Dexterity: 24 (+7) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 8 (-1) Combat: 14 + 12 = 26PP Initiative: +15 Attack: +7 Base, +15 Strike, +15 Bows Grapple: +10 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5, -2 Flat-Footed Saving Throws: 4 + 5 + 4 = 13PP Toughness: +10 (+4 Con, +6 Defensive Roll), +4 Flat-Footed Fortitude: +8 (+4 Con, +4) Reflex: +12 (+7 Dex, +5) Will: +7 (+3 Wis, +4) Skills: 172R = 43PP Acrobatics 8 (+15) Skill Mastery Climb 12 (+15) Skill Mastery Concentration 7 (+10) Craft (Mechanical) 5 (+5) Disable Device 10 (+10) Escape Artist 13 (+20) Intimidate 12 (+11) Knowledge (Life Sciences) 5 (+5) Languages 2 (Algonquin, French [Native], English) Medicine 7 (+10) Notice 12 (+15) Skill Mastery Perform (Dance) 2 (+1) Search 15 (+15) Skill Mastery Sense Motive 12 (+15) Sleight of Hand 3 (+10) Stealth 17 (+24) Survival 17 (+20) Swim 13 (+15) Feats: 45PP Accurate Attack Acrobatic Bluff All-Out Attack Attack Specialization (Bows) 4 Attack Specialization (Strike) 4 Benefit (Native: Terminus) Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff) Critical Strike Defensive Attack Defensive Roll 3 Dodge Focus 4 Equipment 1 Evasion 2 Favored Enemy (Robots) Favored Environment (Forest) Hide in Plain Sight Improved Critical 2 (Bows) Improved Initiative 2 Improvised Tools Luck Move-By Action Power Attack Ranged Disarm Ranged Pin Skill Mastery (Acrobatics, Climb, Notice, Search) Takedown Attack Track 3 (Full Speed; Visual) Uncanny Dodge (Auditory) Equipment: 1PP = 5EP Camera [1EP] MW Rope [1EP] MW First-Aid Kit [1EP] Handcuffs [1EP] Mini Tracer [1EP] Powers: 13 + 8 + 1 + 4 + 3 = 29 PP Device 4 (20 PP, Easy to Lose, Feat: Subtle [Collapsible]) [13PP] (Bow & Quiver) Bow Array 7.5 (15 PP, Feat: Alternate Power 4, Improved Range 1 [x2]) [20PP] BE: Blast 3 (Extra: Autofire [5], Feat: Improved Range 1 [stacks for 2 (x5 for 150 ft)], Mighty 2, Variable Descriptor [slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Flurry) AP:]/u] Blast 3 (Extra: Area [Targeted, Shapeable] Feat: Mighty 2, Progression [Area, 2 5' Cubes per Rank], Variable Descriptor [slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Against the Crowd) AP: Drain Toughness 5 (Extra: Affects Objects [+1], Ranged) [15/15PP] (Acid Arrow) AP: Snare 5 (Extra: Contagious) [15/15PP] (Glue Arrow) AP: Leaping 1 (x2, Move action, Extra: Linked [speed, Super-Movement, +0]) [1PP] + Speed 1 (10 MPH, Extra: Linked [Leaping, Super-Movement, +0]) [1PP] + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [Leaping, Speed, +0]) [4PP] [6/15PP] (Magnetic Grapple Arrow) Device 2 (10PP, Hard to Lose) [8PP] (Mask) Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3PP] Super-Senses 2 (Distance Sense, Time Sense) [2PP] Super-Senses 1 (Radio) [1PP] Communicate 3 (1 000 ft, Radio, Feat: Subtle) [4PP] Feature 1 (Temporal Inertia) [1PP] Strike 3 (Feats: Mighty) (4PP) (Espadas Self-Defense) Super-Strength 1 (Effective Str 20, Feat: Innate) (3PP) (Grueling Training) Drawbacks: 0 = 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Arrow Flurry Ranged DC 20 Toughness + Autofire (Staged) Damage (Physical) Arrow Against the Crowd Ranged/Area (Shapeable) DC 20 Toughness (Staged) Damage (Physical) Acid Arrow Ranged DC 15 Fortitude Drain Toughness Glue Arrow Ranged DC 15 Reflex Ensnared Abilities (31) + Combat (26) + Saving Throws (13) + Skills (43) + Feats (45) + Powers (29) - Drawbacks (0) = 186/218 Power Points
  24. Silver Spider Power Level: 9/10 (145/153PP) Trade-Offs: +2 Attack, -2 Damage (unarmed), +1 Attack, -1 Damage (Web) Unspent Power Points: 8 In Brief: Young genius with minor gravity warping powers after a lab accident. Alternate Identity: Jennifer Owens [Adoptive], Sierra Thomas [Actual] Identity: Secret Birthplace: Freedom City, USA Occupation: Lab Tech, Adventurer-scientist Affiliations: Owens Enterprises Family: James (adoptive younger brother), Judy (adoptive younger sister), Marcus (adoptive father), Karen (adoptive mother), Alisha Thomas (Biological Mother, [captured by Omegadrones] deceased), Unknown Biological Father. Description: Jen sticks to blue jeans and t-shirts most of the year for her casual outfits, when she's in the lab she usually wears a black pantsuit with a light colored blouse and pumps. She lets her hair hang straight to about shoulder length but when she's in the lab it usually gets tied up in a bun. Her heroic outfit is a silver and blue costume with a web motif across it. Age: 20 (DoB: January 1st, 1992 [given by Child Protective Services], November 30th, 1991 [Actual]) Apparent Age: 20 Gender: Female Ethnicity: Black Height: 5'9†Weight: 160lbs Eyes: Green Hair: Black Power Descriptions: Her gravity altering powers don't give off any visible sign (lights, sounds, etc) when she uses them. History: Jennifer's first year on earth was spent with her mother, living in a one-room apartment in the Fens. Her mother worked two jobs to make ends meet. Their life was difficult given she didn't know who the father of her child was and her parents had died years earlier. Still, Alisha felt all she needed was her daughter and everything would be alright. That dream of hers came to an abrupt end in early fall 1993 when Omega invaded Freedom City. Alisha had been on her way back home with her daughter after a day at the Hanover Zoo when the bus was attacked by Omegadrones. Sierra was stuck near her eye by some of the broken glass as they made their escape. Seeing people dragged away and having caught the attention of one of the drones, Alisha did her best to hide her child in the hollow of a rubble pile before she was dragged away. When Sierra was found, no records of fingerprints could be found and her mother, having no close friends, didn't have anyone who could identify her. She was entered into the system as 'Doe, Jane' and remained there for several weeks before being adopted by Marcus and Karen. Her parents own a powerful and successful company, Owens Enterprises, having contracts with dozens of other companies, law enforcement, government, the military, and more researching everything from medicine to weapons to gravitons and their applications. From a young age Jennifer showed an interest in science and technology. Growing up she routinely won her school's science fairs, as a child she built a robotic cat out of old VCRs and a box of scraps from her dad's company. During the summer break, she'd accompany her father and sometimes her siblings on 'field trips'. By the age of 16 her custom built motorcycle could hover off the ground and had a force field but due to it being horribly fuel inefficient it was mothballed. At 18 she had a near doctorate education in multiple scientific fields and had been inducted into the Order of the Engineer. At 20 she was splitting her working hours in the labs at O.E. and on various field assignments with her father. During the Mutagenic outbreak in March 2012 one of the security guards, Steven Barrett, in her wing of the labs had downloaded an assortment of blueprints and stole a few prototypes from the vault. When she tried to stop him she was blasted by a weaponized graviton emitter into a shelf full of chemicals. After a few days in the hospital she was cleared to go home and resume her routine. The first morning after being released, while practicing her rock climbing for an upcoming field assignment in the Andes in Chile, she jumped to reach one of the higher handholds she liked to use to pull herself up with and ending up clinging to a smooth patch of the wall some fifteen feet up. After an overwhelming mix of fear and excitement ran their course through her mind, she finally dislodged herself several minutes later. Spending the rest of the day experimenting with her new powers she found what she believed to be her limits. Over the next week she learned how to control the power and made a point during this time to tell no one, going so far as to keep her recordings in a plain notebook. Planning to keep her powers a secret, she went about her life until some members of The Brotherhood tried to mug her, using weapons obviously made (poorly) as close to the specs from the stolen blueprints. Using a prototype polymer spray and it's launcher she had signed out to work on at home, she tied up the thugs in what looked like a silver spider's web, destroyed their knockoff-weapons, and made an anonymous phone call to the cops from a payphone. It was there she got the idea to use her abilities and scientific ideas on a more localized level. Personality & Motivation: Jennifer is normally a friendly soul, lots of smile and jokes. Her motivation for going out and fighting crime is based on a mixture of guilt over her failure to keep Steven from making off with a bunch of her family's tech and her having taken the Engineer's Oath to heart. Powers & Tactics: Silver relies heavily on her web launchers as her gravity altering abilities generally aren't very useful in direct conflict. She also relies on her enhanced speed and agility to quickly find an opening to exploit with her enhanced strength or webs. Aside from her metahuman abilities, Jenni is a genius and skilled in my scientific fields. With access to the right tools and materials, she can likely whip up an invention to aid in nearly any situation. Complications: Enemy: Some of the border patrols around New Freedom were not happy with her and her father's team taking a spacecraft that had crashed close to (but not within) their territory. The leadership might send mercs to take out their frustrations. Fame: Jennifer Owens is fairly famous, being the oldest child of billionaire, genius, adventurer, philanthropists. It can make her civilian identity a target for kidnappers among other things. Secret: Identity. Abilities: 14 + 10 + 12 + 14 + 2 + 2 = 54PP Strength: 24 (+7) Dexterity: 20 (+5) Constitution: 22 (+6) Intelligence: 24 (+7) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +9 Attack: +4 Base, +5 Melee, +10 Web-array, +11 Unarmed Grapple: +10 Defense: +9 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -4 Saving Throws: 0 + 1 + 4 = 5PP Toughness: +9 (+6 Con, +3 [Costume]) Fortitude: +6 (+6 Con, +0) Reflex: +6 (+5 Dex, +1) Will: +5 (+1 Wis, +4) Skills: 68R = 17PP Acrobatics 4 (+9) Bluff 8 (+9) Computers 2 (+9) Craft (Chemical) 2 (+9) Craft (Electrical) 2 (+9) Craft (Mechanical) 2 (+9) Disable Device 2 (+9) Investigate 4 (+11) Knowledge (Earth Sciences) 2 (+9) Knowledge (History) 2 (+9) Knowledge (Life Sciences) 2 (+9) Knowledge (Physical Sciences) 2 (+9) Knowledge (Technology) 2 (+9) Medicine 2 (+4) Notice 9 (+10) Search 4 (+11) Sense Motive 8 (+9) Stealth 8 (+13) Survival 1 (+4) Feats: 27PP Acrobatic Bluff 2 Attack Focus: Melee Attack Specialization: Web-array 3 Attack Specialization: Unarmed 3 Benefit (Wealth) Dodge Focus 5 Eidectic Memory Equipment Evasion Improved Initiative Improvised Tools Inventor Luck 3 Move-By Action Quick Change Powers: 2 + 1 + 6 + 1 + 16 = 26PP Leaping 2 (x5) [2 pp] Speed 1 (10 MPH / 100ft/move action) [1 pp] Super-Movement 3 (Slow Fall, Wall-Crawling 2) [6 pp] Super-Senses 1 (Danger Sense (mental)) [1 pp] Device 4 (Web Shooters, 20pp of traits, Hard to Lose) [16PP] (all powers chemical) Synthetic Webbing 8 (16pp of traits, Power Feats: Alternate Power 2) [18PP] BP: Snare 8 (Web cocoon) [16PP] AP: Trip 8 (Power Feats: Improved Trip) (Web line) [16PP] AP: Dazzle 8 (visual) (Webbing in the Eyes) [16PP] Super-movement 1 (swinging) [2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Snare Ranged DC18 Reflex (Staged) Entangle/Bound Dazzle Ranged DC18 Reflex (staged) Blinds Totals: Abilities (54) + Combat (16) + Saving Throws (5) + Skills (17) + Feats (27) + Powers (26) = 145/153 Power Points
  25. Player Name: SpicyWaffle Character Name: The Bee-Keeper III Power Level: 11/12 (175/178PP) Trade-Offs: None Unspent Power Points: 3 Progress To Bronze Status: 26/30 In Brief: An unlikely heir seeks to revivify the zanily tarnished Bee-Keeper legacy in the name of justice. Alternate Identity: Baxter Bowles Identity: Secret Birthplace: Bayview, Freedom City Occupation: High School Student, Superhero Affiliations: Franklin D. Roosevelt High School Family: Barry Bowles (Uncle; Incarcerated), Benny Bowles (Father), Samantha Bowles (Mother) Description: Age: 18 (DoB: May 15th, 1995) Apparent Age: 18 Gender: Male Ethnicity: African American Height: 5'10" Weight: 154 Lbs. Eyes: Hazel Hair: Black Appearance: Once a wiry sort of teenager, Baxter has since made the transition from tindertwig into that of a young man in the prime of his life, boasting a toned physique brought on through a combination of earnest exercise and his heroic hobby, though he still manages to come off as rather plain, making him capable of blending in with a crowd easily; a trait he's found somewhat useful amidst the high school crowd and would-be gumshoes trying to decipher his secret identity. When not in costume, Baxter keeps his dark hair short and simple, preferring a crew cut style to prevent any irritating interference with his vision. Typically found dressed in casual clothes purchased from Bayview Mall, the secret apiary adventurer is practically indistinguishable in terms of any other teen walking the streets... save, perhaps, for the unusual backpack often found strapped along his shoulders. In costume, however, is a wholly different matter. Once the armor goes on, Baxter becomes the Bee-Keeper (III), an up-and-coming albeit prematurely tarnished young hero of Freedom City. The armor in particular stands out, stylized more after the European Dark Bee, showing off a large pair of metallic, insectile wings of a silvery-black, a full-body battlesuit recently painted by Baxter himself with black-and-yellow stripes, and a helmet affixed to the rest of the heavy-looking ensemble which bears both a pair of antennae and faux compound eyes. More streamlined than the Bee-Keeper Armor 2.0, the 1.6 Eco-Edition is a lighter, but less versatile model that lacks many of the finer points than its crafter's final version, more so for practicality than an intended sacrifice for gain elsewhere. Unlike the more famous model worn by the Bee-Keeper II, however, this one doesn't actually host an army of living bees inside its whirring form. Rather, the Eco-Edition suit carries within itself an assortment of miniscule robo-bees, designed by Barry in the event he didn't wish to bring harm to his buzzing brothers and sisters; hence, ecologically sound for the bees, but not so much for everything else. Power Descriptions: Descriptors: Bees, Technology With no powers to speak of himself, Baxter relies on the various gadgets and gizmos his now-incarcerated uncle built into this particular streamlined, collapsible backpack-shaped model of iconic armor to get the job done. Once unpacked and donned, the armor functions as intended: physically augmenting servos with enough strength to lift a cargo jet, functional retractable wings for flight, and a plethora of self-replicating robo-bees programmed to act just like the real things, it's certainly a scientific marvel brought to life. If it weren't for the fact Uncle Barry was one too many workers short of a hive, it might have been one of the greatest inventions in the last decade; but alas, its only use now is to put fresh whelts on criminal scum before locking them up in the clink, all of which are powered by the busy little robo-bees who collect electricity like normal bees collect pollen. The most often used tools of the Bee-Keeper Armor 1.6e are no doubt the various blasters. Within the right palm of the metallic exoskeleton is a small energy converter capable of projecting a beam of golden-hued energy generated by the busy bees housed inside the suit, using them as a sort of living battery; the other hand bears a similar compartment, though this one fires super-sticky synthetic (and surprisingly delicious!) honey alternative, capable of stopping any man in his tracks while being wholly nutritious. A pair on the wrists jut out ever so slightly, but bear similar functionality, firing toxic stingers coated in synthesized bee venom which can cause illness in victims. While many of these things are insidious inventions by a distraught Barry Bowles, he wasn't a heartless inventor, and left a few failsafes just in-case things got out of hand. As such, most of the armaments carry a triggerable anti-toxin when signs of serious danger rear their head, such as an allergic reaction or the like. History: Born and raised in Freedom City's Bayview district, Baxter Bowles had always been fascinated with superheroes. After all, Freedom City was the proverbial mecca therein, and between their constant exposure on television, in comic books, and on billboards all over the city after the Terminus Invasion, it was no wonder that the young boy found himself awe-stricken by them. They were icons; people to look up to, who went out of their way to make things safer not just for the city, but for the world as a whole. As a kid, he would often fantasize about those farfetched dreams; swinging from skylines like the Raven, duking it out as Captain Thunder, and all other manner of such thoughts that children had a propensity to conjure. Such thoughts, however, faded for a time as he grew older; coming to terms that such a thing wasn't possible in his own future. Baxter grew into an energetic boy nonetheless, and things were well amongst the family. That is, until it turned out crazy ol' Uncle Barry really was crazy. He was all over the news, going around doing heinous things in a bee-suit, causing no end of grief for everyone. While Baxter was certainly shocked at this revelation, his father and Barry's younger brother was even more infuriated, having become the laughing stock of his lawfirm. For Baxter though, this shifted to life at school. No longer was he the unassuming teenage kid who slept in math class; no, he'd henceforth been demoted to 'the kid who hung out with that crazy bee guy on TV,' despite his protests that he did not, in fact, associate with his uncle. Suffice it to say that school became substantially rougher soon thereafter. Things changed though when that mysterious letter arrived, heralded by a cadre of small robo-bees. Curious, Baxter sneaked a peek at its contents, and in it contained the location of a storage unit located in the Fens, as well as a key. After the onset of Uncle Barry's criminally-insane breakdown, Baxter felt intrigued to investigate; the errant letter and its contents clearly important. It wasn't long after arriving on the scene that he found the prototype suit hidden amidst his uncle's old salvaged knick-knacks from his electronics shop, and took it as a golden opportunity - a one-of-a-kind battlesuit of his very own. He tinkered with it, figured out how it worked, and said nothing to his parents; going so far as to hide the cryptic letter he'd gotten that was probably meant for his father. But this suit? This was his chance to live the dreams he'd all but given up on; to do something more than just be himself. Like in the comics, he could be something greater; and as he discovered the secrets of the suit and how to work its robotic denizens, he felt like he could be just like his heroes on the Freedom League. Weeks turned to months whilst Baxter secretly trained away from prying eyes outside of class whenever he could, growing in confidence as he did so and studying how the mechanics of the apiary outfit worked, adamant about his goals and eager to at least make an attempt at defending the down-trodden and putting a damper on the criminal element still rampant amidst Freedom City. Now? Now, Baxter was ready. Ready to take his shot at being a real superhero, just like he'd always dreamed. Ready to take this one chance and put it all on the line in reckless abandon in order to do something for the city and its denizens as a protector. Ready to redeem his family name from his insane uncle, and fix what he'd wrought. With a fresh coat of paint, some idealism of youth, and a desire to make an impact, Baxter took up the mantle of the Bee-Keeper anew, eager to take his shot at what he believed he was meant to be. Not for fame, or fortune, but for the opportunity to rise above his station and do his part for the community as a real superhero. Personality & Motivation: Much like how there are two sides to every coin, this is no exception for Baxter. Outside of the armor and high-tech gizmos, he's just your average, everyday teenager, complete with all the problems that come along with that package. Despite his laid-back, almost idyllic facade at school and with his friends, Baxter still has to deal with all the stress of balancing a life of superheroics and secret normalcy. Things aren't always peaches and chocolate chips, but he gets by, and retains a relatively happy-go-lucky albeit somewhat reserved disposition; the latter more in part due to exhaustion than an earnest endeavor to come off that way. He's a sharp enough lad, able to work out this-and-that on his own without any hand-holding, but he's certainly no prodigy. What he lacks in physical and mental faculties, he makes up for with a strange sense of charm; that relaxed friendliness in the face of adversity and laid-back optimism that's earned him at least some indifference if not acceptance from the local cliques in school. A silver tongue helps, having had lots of practice wrapping mom and dad around his little finger with honeyed words and careful omission. Sure, he might lie on occasion, but that doesn't mean his morals are flippant things to be tossed around. His compass, while skewed, is nevertheless pointed soundly towards that of good. On the flip side as the Bee-Keeper III, Baxter is a wholly different fellow. Behind the mask and within the hardened metallic suit of insectile inspiration, he feels changed; empowered and confident, nearing the point of arrogance, some might say, and emboldened by a desire to do good. Often found spouting horrible bee-related puns and making grandiose speeches in a truly voluble manner, it almost seems comical by comparison. Yet, despite his charmingly goofy routine as a wise-cracking, apiary-themed adventurer, the newest Bee-Keeper takes his self-appointed job quite seriously, adamant in his fight against injustice. Ever since he was a kid growing up in Freedom City, he'd watched superheroes on TV and read comic books, but Baxter never thought he'd had the stuff to really be a hero; saving people from the criminals and bringing them to justice were just farfetched dreams that were crushed before they'd began. That is, until he found his Uncle's old suit of armor. Given a chance to actually live the dream and redeem the good name of his family after his uncle's tumultuous decent into madness, Baxter felt compelled to take up the mantle. After all, it was a once-in-a-lifetime opportunity; to be something more than average or an associate of a crazy bee-themed loon, helping people in a way that most might consider unachievable on a personal level. This was his chance to be a real superhero and redeem his good name, whilst putting villainous vagrants in their place in the process! Powers & Tactics: Hit hard and hit fast. This is the grand strategem the young bee-themed hero has relied on for the last few months, utilizing the armor's various features and augmented capabilities to put evil-doers in their place through brute force, superior mobility, a little crowd control, and the (relative) safety the battlesuit provides from conventional arms. Having never been officially placed in a position of cooperation with other heroes yet, the newest incarnation of the Bee-Keeper isn't quite sure what he'll do when thrust into such a circumstance, but thus far things have been going swimmingly. Complications: Bee Amazzzzing! (Obsession): While he wasn't always as such, Baxter has begun to harbor a newfound interest in bees. Sure, he doesn't have any live ones at the moment, but its quickly becoming a fascinating study for the boy that's no doubt been spurred on by his discovery of Uncle Barry's decidedly denounced prototype battlesuit. When he can find the time, Baxter seeks out knowledge regarding these busybodies in an endeavor to unlock his - and the suits - full potential, like his misguided uncle before him. Homeroom by Nine O'Clock (Responsibility): While the Bee-Keeper's sting might always be within reach of lawbreakers everywhere, Baxter isn't always so fortune to be suited up to do so. After all, he has things he must attend to on a regular basis; and of these things, the bane of them all is his curricular studies. As a high school student, Baxter must attend (and slip out only when it's easy to get away with) his classes regularly, relegating the majority of his crime-fighting activity to the late night variety. Failure to show up... well, hopefully there won't be another parent/teacher conference any time soon. Who is that Masked Apian Weirdo? (Secret): As a would-be superhero, Baxter does his best to keep his identity a closely guarded secret. While supervillains, mooks, and various other misguided miscreants might prove a perilous sort of ordeal for the aspiring apiary protege, there is one thing he fears more: his parents finding out he's been sneaking out to fight crime on the side. Abilities: 6 + 6 + 6 + 4 + 0 + 8 = 30PP Strength: 34/16 (+12/+3) Dexterity: 16 (+3) Constitution: 26/16 (+8/+3) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +7 (+4 Improved Initiative, +3 Dex) Attack: +5 Base, +7 Unarmed, +11 Bee-Keeper Armor Attacks Grapple: +27/+8 [w/o Beesuit] Defense: +11 (+5 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -6/-4 [w/o Protection]/-1 [w/o Beesuit] Saving Throws: 5 + 7 + 8 = 20PP Toughness: +11/+11 [w/o Protection]/+7 [w/o Defensive Roll] (+8/+3 Con, +4 Defensive Roll, +3 Protection) Fortitude: +13/+8 [w/o Beesuit] (+8/+3 Con, +5) Reflex: +10 (+3 Dex, +7) Will: +8 (+0 Wis, +8) Skills: 72R = 18PP Bluff 6 (+10) Craft [Electronic] 8 (+10) SM Craft [Mechanical] 8 (+10) SM Diplomacy 8 (+12) SM Knowledge [Life Sciences] 8 (+10) Knowledge [Pop Culture] 6 (+8) Knowledge [Technology] 8 (+10) Notice 10 (+10) Perform [Dance] 8 (+12) SM Feats: 26PP All-Out Attack Attack Specialization [unarmed] 1 Defensive Roll 2 Dodge Focus 6 Fast Overrun Grappling Finesse Improved Grab Improved Initiative 1 Improved Overrun Improved Throw Improved Trip Interpose Luck 3 Move-By Action Power Attack Precise Shot 2 Skill Mastery 1 (Craft [Electronics], Craft [Mechanical], Diplomacy, Perform [Dance]) Powers: 65PP Device 16 (Bee-Keeper Armor 1.6e; 80PP Container, Flaw: Hard to Lose; Power Feat: Subtle) [65PP] Communication 4 (Radio) {4DP} Comprehend 2 (Speak & Understand Animals; Flaw: Limited [bees]) {1DP} Enhanced Constitution 10 {10DP} Enhanced Feat 3 (Blind-Fight, Ultimate Save [Toughness], Uncanny Dodge [Auditory]) {3DP} BE: Enhanced Strength 18 + Super-Strength 10 (Effective Carrying STR 84; Power Feats: Alternate Power 4, Groundstrike) {43DP} - The Proportionate Strength of a Bee! AP: Blast 11 (Extra: Autofire, Power Feats: Accurate 3, Improved Crititcal 2, Richochet) [39PP] - The Sting of Justice! AP: Nauseate 11 (Extra: Ranged; Power Feats: Accurate 3, Reversible) [37PP] - Toxic Stingers! AP: Snare 11 (Power Feats: Accurate 3, Tether) [26PP] - A Sticky Situation! AP: Strike 11 (Extras: Autofire, Penetrating; Power Feats: Accurate 2, Improved Critical 2, Mighty) [38PP] - A Mighty Beeting! Flight 5 (250 MPH/2,500') {10DP} - Flight of the Bumblebee! Immunity 1 (Bees) {1DP} Protection 3 {3DP} Super-Senses 5 (Darkvision, Direction Sense, Distance Sense, Ultra Hearing) {5DP} 4 + 1 + 10 + 3 + 43 + 10 + 1 + 3 + 5 = 80DP Drawbacks: -4PP Normal Identity (Full-Round Action) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Unarmed in Suit Touch DC26 Toughness (Staged) Damage (Physical) Strike Touch DC26 Toughness (Staged) Damage (Physical) Blast Ranged DC26 Toughness (Staged) Damage (Energy) Nauseate Ranged DC21 Fortitude (Staged) Sickened/Nauseated/Helpless Snare Ranged DC21 Reflex (Staged) Entangled/Helpless Totals: Abilities (30) + Combat (20) + Saving Throws (20) + Skills (18) + Feats (26) + Powers (65) - Drawbacks (4) = 175/178 Power Points
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