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  1. [floatr][/floatr]Player Name: GranspearZX Character Name: Arcturus Power Level: 12/14 (190/212 PP) Trade-Offs: +1 Attack / -1 Damage Unspent PP: 22 Progress To Gold Status: 62/90 In Brief: A typical teenager with an atypical beast living inside him. Alternate Identities: Marcus Irons Identity: Public Birthplace: Chicago, IL, USA Occupation: High School Student Affiliations: Claremont Academy, Parkhurst Mystics Family: Richard Irons (Father, 43, A.K.A. the supervillain "Khimera"), Lyrica Irons (Mother, 40, A.K.A. the supervillain "Runic"), parents married 20 years Age: 17 (DoB: March 1994) Apparent Age: N/A Gender: Male Ethnicity: African-American Height: 6' (8'4" in Bear Form) Weight: 225 lbs. (475 lbs. in Bear Form) Eyes: Brown (Red in Bear Form) Hair: Black (Black Fur in Bear Form) [floatr][/floatr]Description: In his normal form, Marcus seems like a normal kid. Tall and broad-shouldered, he's a bit on the heavy side, and looks like he was built for sports. His head is usually shaved bald, and his facial hair is trimmed into a nice, even goatee. Despite his size, Marcus is deceptively agile--he's no gymnast, but he's actually capable of more mobility than a tank. His brown eyes are often half-closed, and he always looks a little worn out--not that there's anything wrong with him. He simply looks disengaged from everything around him unless he's specifically focused on a person or a conversation... or even his studies. He has a notably brighter look about him when he's busy. Someone might actually catch him smiling on occasion. In his 'beast' form, he's a lot more intimidating. Standing well over eight feet tall, Marcus--or Arcturus, as he prefers--is a particularly grim-looking beast of a man. Largely resembling a brown bear, Arcturus's fingertips ending in vicious claws. Covered in black fur, his most notable marking is the white, crescent-shaped patch across his upper chest. History: Marcus Irons lead somewhat of a sheltered life. Being an only child, he couldn't remember a time when he wasn't in the company of at least one of his parents, and he never wanted for anything. That certainly wasn't to say that he was spoiled; Richard Irons was a gruff disciplinarian, almost military in his imposition of order on his only son. While both parents often had to go away on business from time to time, he more often than not spent that time with his father. Richard taught him all sorts of things--fishing, hunting, and even how to fight when he started getting bullied at school. His mother was a lot less heavy handed; she wouldn't let Marcus get away with just anything, of course, but she gave him considerably more freedom. It gave him plenty of chance to wonder why his parents had so many books on occult subjects, but he rarely acted on the impulse to read any of them. He had enough problems with just algebra. Marcus and his father had just come from celebrating his 15th birthday a few weeks early, watching a Blades game. He thought it would be an unforgettable night; the two of them stuck around the stadium and he managed to get Andre Leroux to sign his jersey. It was, in fact, a night he'd always remember, but not for the reasons that Marcus thought. They went home, and hours later he was awakened by the breaking of glass and a lot of yelling. Marcus arrived in the living room just in time to see a group of men tackle his father. Without thinking he rushed to try and help, leaping uselessly on one of their backs, only to get thrown off. The landing hurt, but something else in him snapped... Everyone was especially surprised when the 15 year-old boy came back at the SWAT-geared man, grabbing him by the collar with a clawed hand and slinging him across the room. The next few moments were a blur. The room flooded with more people and he remembered something giving him a nasty shock. He remembered his father's voice, sounding uncharacteristically desperate, and then... nothing. He woke up several days later in the hospital, with a strange man in his room, introducing himself as Duncan Summers. That was when he learned the truth--his parents were wanted supervillains. At first, he didn't believe it. His parents, as far as he knew, hadn't even had so much as a speeding ticket. Sure, his dad was over six and a half feet tall and intimidating as all hell, but imagining his father as a monster? No way. Seeing the evidence, however, was sobering. His father could transform, just as he had that night, only his form was... far less friendly on the eyes. He had a body count well into the triple digits, most before he was born. He wasn't sure he'd be able to cope with the reality that his father was even capable of the destruction of which he'd been accused. His mother's involvement was considerably more obscure. As the sorceress Runic, she had managed to suppress his father's transformation through the use of her knowledge and research on magical artifacts and symbols, allowing them to lead normal lives. She was wanted for hiding him, among other things... and Marcus was almost certain that it contributed to her not showing up when his father was carted off to jail. He wasn't stupid--he realized that his father never fought back, and that he'd plead guilty, skipping a trial entirely. Marcus wasn't sure what to do next... Summers provided him with an option. Personality & Motivation: Marcus is surprisingly mature for his age, often coming off as stand-offish, humorless, and far more serious than necessary. He's actually notoriously big-hearted and loyal to the people who actually earn his trust, and something of a pacifist at heart--contrary to the look and overall aggressive nature of the Beast Rune on his back. It's certainly not that he isn't capable; on the contrary, it's knowing that he could potentially lose control and seriously hurt someone that keeps him from doing anyone serious, crippling harm. Seeking largely to guard against the stigma of his parents' pasts, Marcus makes it a point to know as much as he can about both the magical and physical world and how they interact with one another. Powers & Tactics: Marcus is a brawler, plain and simple. Being especially good at it, his fists are often the first course of action for him. When he can actually plan ahead, he does so--more with a working knowledge of the situation than any real magical backup, other than his animal form. When especially pressed for a solution, he's been known to use the Beast Rune in its rawest form, able to transform into something other than his 'default' bear form. Complications: AAAAH! Bear!: Arcturus, in bear form, tends to give off an aura that screams 'predator'. As such, civilians have a tendency to panic when they see him. Aspect of The Beast: Marcus is exceptionally aggressive and blunt in his bear form, and finds it difficult to back out of a fight. Collateral Damage: When under the influence of the Beast Rune, Arcturus has an exceedingly difficult time gauging his own strength, potentially causing a notable amount of damage to his surroundings. Colorblind: In his bear form, Arcturus can't really distinguish colors; everything looks grayscale. Phobia: Marcus can't swim. It's less of a problem in his human form, but his fear of drowning causes him to avoid large bodies of water whenever possible. Secret: Marcus's mother, Runic, is an international thief and forger, and has crossed and double-crossed numerous heroes and villains in her career. His father, the previous holder of the Beast Rune, destroyed an entire town before the power was stripped from him. If anyone did a little digging, it would cause Marcus a colossal headache and earn him a lot of enemies and unwanted attention. Temper: Marcus has full control over his transformation... usually. Typically, however, pain causes his usually strict control to slip--whether it's physical, or seeing a friend get hurt. Abilities: 0 + 2 + 12 + 2 + 4 + 0 = 20PP Strength: 28/20/10 (+9/+5/+0) Dexterity: 12 (+1) Constitution: 26/22 (+8/+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 18 + 16 = 34PP Initiative: +5 Attack: +9 Ranged (+8 in Bear Form), +11 Melee (+10 in Bear Form), +12 Unarmed in Bear Form, +12 Claws Grapple: +16; +23 in Bear Form Defense: +10/+11 (+8 Base, +3 Dodge Focus, -1 Size [bear Form]), +4 Flat-Footed Knockback: -3, -9 in Bear Form, -18 Bracing Saving Throws: 5 + 8 + 10 = 23PP Toughness: +11/+6 (+8/+6 Con, +3 Protection) Fortitude: +13/+11 (+8/+6 Con, +5) Reflex: +9 (+1 Dex, +8) Will: +12 (+2 Wis, +10) Skills: 92R = 23PP Acrobatics 9 (+10)Skill Mastery Climb 3 (+3, +8 in Bear Form) Concentration 8 (+10) Craft (Artistic) 13 (+14)Skill Mastery Intimidate 7 (+7, +17 in Bear Form)Skill Mastery Knowledge (Arcane Lore) 13 (+14)Skill Mastery Knowledge (Earth Sciences) 3 (+4) Knowledge (Life Sciences) 3 (+4) Knowledge (Physical Sciences) 4 (+5) Languages 2 (English [Native], Greek, Latin) Notice 4 (+5) Search 4 (+5) Sense Motive 5 (+6, +14 in Bear Form) Stealth 9 (+10, +6 in Bear Form) Survival 5 (+6) Feats: 18PP Artificer Attack Focus (Melee) 2 Dodge Focus 3 Fearless Improved Grab Improved Grapple Improved Initiative Improved Pin Luck Quick Change Ritualist Second Chance (TOU checks vs. Unarmed) Skill Mastery (Acrobatics, Craft [Artistic], Intimidate, Knowledge [Arcane Lore]) Takedown Attack 2 Powers: 40 + 11 + 4 + 3 + 1 + 3 + 10 = 72PP Alternate Form 8 (40PP Container [Free Action, Sustained Duration]) [40PP] (Bear Form, Beast Rune, Magic) Enhanced Feats 11 (Attack Specialization [Claws], Attack Specialization [unarmed], Fearsome Presence 8, Powerful Intimidation) [11PP] Enhanced Skills 16 (Intimidate 8, Sense Motive 8) [4PP] Features 1 (Fur-Covered Hide [immune to Cold & Sunburns]) [1PP] Growth 4 (Large, -1 Attack, -1 Defense, +4 Constitution, +8 Strength, +4 Grapple, +2 Intimidate, -4 Stealth, +5 STR [Carry Capacity], Extras: Duration [Continuous], Flaws: Permanent) [12PP] Protection 3 [3PP] Strike 1 (Feats: Mighty) [2PP] (Claws) Super-Senses 7 (Danger Sense [Olfactory], Acute Extended 2 [1,000ft Notice Increments] Tracking 2 [Normal Speed] Smell, Low-Light Vision) [7PP] Enhanced Strength 10 (to 20/+5; PFs: Alternate Power, Variable Descriptor 1 [earth, fire, ice, thunder]) [11PP] Leaping 4 (x25 [Running Long Jump: 475ft]) [4PP] Regeneration 3 (Bruised 3 [No Action]) [3PP] Speed 1 (10 mph / 100 feet per Move action) [1PP] Super Senses 1 (Detect Magic [Olfactory]) [3PP] Super-Strength 4 (Lifting STR 40, 53 in Bear form, Heavy Load: 6 tons, 19.2 tons in Bear form; PF: Bracing, Groundstrike) [10PP] Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECTUnarmed Touch DC15/20 Toughness (Staged) Damage (Physical); variable descriptor Bear Form Touch DC24 Toughness (Staged) Damage (Physical); variable descriptor Bear Claws Touch DC25 Toughness (Staged) Damage (Physical); variable descriptor Fearsome Presence 40ft Burst DC18 Will (Staged) Shaken/Frightened/Panicked Groundstrike 90ft Burst Contested STR/DEX Prone Abilities (20) + Combat (34) + Saving Throws (23) + Skills (23) + Feats (18) + Powers (72) - Drawbacks (0) = 190/212 Power Points
  2. Power Level: 15 [12 combat w/o Gadgets, 15 skills/w/Gadgets] (241/250PP) [279] Trade-Offs: +0 Attack/+0 Damage, -0 Defense / +0 Toughness Unspent PP: 9 In Brief: A reclusive cyberkinetic who built herself a superpowered robot body for IRL heroic shenanigans. Alternate Identities: Robot Identity: Secret Birthplace: Freedom City Occupation: Superhero/Paperweight Affiliations: None Family: N/A Age: 3 years (Final version created June 2010) Apparent Age: Early 20s Gender: Female Ethnicity: Caucasian Height: 5'10" Weight: 180 lbs. Eyes: Blue Hair: Blonde, Long, Slightly Curly Description: Miss Americana is a beautiful and sparkling young woman who draws people in with both her looks and her confidence. Perfectly proportioned and with supermodel skin, hair and teeth to match, she looks a little bit like she stepped out of a comic book by one of the better artists. Curly blonde hair falls to the shoulders and over the red cape of her red, white and blue uniform, with a tiny circlet to keep it out of her face and accent her forehead. Fearless and nigh-invulnerable, she is a shining beacon in the heroic firmament. Power Descriptions: All of Miss Americana's powers are of the Technological descriptor, being as how she is a robot and all. Her scanner looks somewhat similar to a Star Trek: Next Generation medical tricorder. She's a nerd, sue her. History: Gina Evans was born the third of three children, and the only girl, to a lower middle class family in Blackwater, Missouri. Her father, Charlie, was a night shift supervisor at the paper products plant, while her mother Alice, called Lissy, stayed home to take care of the kids. To Lissy, her little Regina was her personal reward after birthing two boy children. At last she had her own little baby doll to play with and dress up and do all the things she wished she'd done herself. And Gina was undeniably a good looking baby, with her wispy blond curls and long fingers. At six months of age, Gina was entered into her first beauty pageant, the Missouri State "Show Me Smiles" competition, and inadvertently sealed her own fate when she gave the judges a huge gummy smile at just the right moment. She won Grand Supreme in the baby division, and Lissy saw a future that was studded with crowns and glory. Childhood got pretty weird from that point on, not that Gina had known anything different. While her brothers Pete and Charlie Jr. watched TV or played in the yard, from the time she was two years old, Gina spent at least thirty hours a week with her mother, getting her hair styled, practicing pageant walks, being fitted for costumes, and endlessly, endlessly smiling. She liked the attention from her mother, who left the boys to their own devices while she molded her daughter, and the pretty clothes, and seeing her little pageant friends on weekends. She also liked winning beautiful crowns and white sashes, and for awhile, she did pretty well at that. In the baby and toddler divisions, a lot of the winning was determined by who had hair, who got teeth in the right order, and most especially by how much money the parents were willing to spend on clothes. Lissy was of the firm opinion that money was no object when it came to winning. Charlie, a responsible if somewhat uncreative man, had set up college savings accounts for all three of the kids so they'd have a chance to get ahead in the world one day. Lissy thought nothing of continually spending whatever went into Gina's, on the rationale that once she was a champion, scholarships would be easy to come by, if she didn't go straight into modeling or acting, of course. Gina's frilly pink and white bedroom got a shelf full of little crowns and trophies, and her closet was stuffed full of thousand dollar dresses. As she got older, competition became more intense for Gina. Her baby teeth didn't come in as straight and white as they could have, so she got a "flipper" to cover them with the illusion of big white perfect teeth. She spray-tanned and got her eyebrows waxed every other week, holding tightly to her stuffed rabbit so she wouldn't cry and make it hurt more, and had extensions to fill out her less-than-lush dyed and permed blonde hair. By the time she was six or seven, Gina wasn't sure she wanted to do any of this anymore, but she knew her mama would be sick with sadness if she found that out, so she soldiered on anyway. When she got the chance, especially at school, she would sneak away from what she was supposed to be doing and play with the computers, which were wonderful and interesting. She taught herself about computers with the help of the internet, and got pretty good with them for someone from her age and background. Her pageant performance started suffering due to her ambivalence and growing distraction, though, and she stopped placing outside her age group nearly as often as she used to. When Gina only won her division, it usually made her mama so mad that she cried, and then wouldn't say anything for the whole way home. When they'd driven ten hours to a pageant, that was a long time. Gina brought books along to fill the silences, and eventually she started to enjoy that part of the trip the most of all. Gina hit puberty early, and it wasn't kind to her. Her adult teeth were as crooked as the baby teeth had been, and her features lacked the pleasing symmetry the judges looked for in the vital and ineffable "facial beauty" category. She didn't get much in the way of a figure, and her skin turned oily while her hair got dry from nearly a decade of being abused by chemicals. The other pageant girls had formed their cliques while she was busy reading, and at eleven she was an ugly duckling outsider without a hope of placing outside her division. She dreaded going to pageants anymore, but Lissy declared that this was just a phase that they would work through, and as soon as they got the acne cleared up and the braces came off, the winning would start again. She began looking into doctors who would do some facial work on adolescent girls, but for once Charlie put his foot down. Up to this point he'd been content to let his wife mold their little girl, but plastic surgery was a bridge too far. Gina was immensely relieved, even as a small part of her still hungered to be beautiful and bright like the other girls. At school all the kids thought she was weird because of the pageant stuff and how she would sometimes come to birthday parties in dresses and with her hair and face teased half to death because her mother had told her to. There were kids like her at school, kids who liked reading and computers and stuff, but they didn't think she was like them, and she couldn't seem to find a way to reach them. She was very lonely, but at least she could talk to people on the computer who didn't know who she was or what she looked like. She made friend there. By the time Gina reached high school, the pageant world was cutthroat and she was just not cutting it. No matter how many hours she practiced with her mom breathing down her neck, she wasn't coordinated enough to do the dancing and gymnastics routines, and she was too tone deaf to sing or play an instrument. She put on the fake teeth and the five pounds of makeup, did her pageant walk and smiled, smiled, smiled, but it just wasn't enough. The endless special diets to keep her weight down and manage her acne just added insult to injury, and between pageants and coaching, there wasn't enough time for homework, let alone trying to make any friends. Finally Gina had had enough and told her mother she was quitting pageants, only to have Lissy calmly drop the bombshell on her that she'd better not drop pageants if she wanted to have any hope of going to college, because there was no money for her to go anymore. Pageants were her future, and without them, there was no future. Gina was smart, but her dad made just enough money to squeeze her out of financial need scholarships, and there would be no good college without money to send her. Wretched, Gina retreated to her computer, pouring out her woes onto her Livejournal. Hardly anybody actually read her journal, since the site wasn't exactly popular anymore, but in a way she felt it was like screaming at the sky. Even if no one listened, there was something cathartic about putting the words out there, fingers flying across the keys as tears of anger and despair rolled down her face. She was surprised when her instant messenger chimed a message to her, and even more surprised when it was from someone she didn't recognize, but whose IM hadn't triggered a "Do you want to take this message?" window. As far as she knew, she hadn't ever talked to anyone named Gene_Elliot2U before. I read your sad story, the message read. Don't you ever get to do what you want? Okay, that was really weird, Gina thought, but was interested enough to respond anyway. The worst she could get was trolled. Not really, she typed back. My mom has always decided everything for me. I've got nothing that's my own. What do you want? her mysterious conversational partner asked. Cake? Gina typed back, adding a silly smiley face. I hear it's delicious. No, really, the text box insisted. If you could have anything, be anything, what would you want? Gina was taken aback by the question. "Gorgeous, duh," she muttered aloud, then shook her head just as quickly. Maybe if she could be beautiful it would make her win pageants, and make her mom happy, and get her a scholarship, but none of that would be hers, it would just be more of what other people wanted. I want to be good with computers and machines, she typed instead, catching her lower lip between her teeth as she worked. So good that I can do anything I want with them, and get any job I want with them. An interesting choice. Very well. Have fun! Suddenly, Gene_Elliot2U signed off, and an instant later, the chat window closed, and the name disappeared from Gina's instant messenger list. For all intents and purposes, the conversation might not have happened at all, according to her computer. "Hey!" Gina protested, leaning forward and grabbing for the mouse. "What the hell?" She focused intently on the computer, trying to figure out what had gone wrong, and suddenly she was inside the computer. It was an intensely disorienting experience that lasted only a few seconds, but it was the beginning of everything. Learning to use her new powers wasn't easy, but it was the most wonderful, most exciting, most fun thing Gina had ever done in her life. Finally she was special, finally she was really good at something she loved. That gave her the courage to tell Lissy where she could put her stupid pageants and the wherewithal to deal with the rage and tears and eventual estrangement that followed. Gina had never been close to the rest of her family, and she was happy to obey Lissy's edict and move out on her eighteenth birthday, since "she obviously didn't want to be part of this family anymore." Things were hard at first, and she had to take a crappy tech support job to pay the bills, but within a few months she'd come up with her first technology patent, a sweet little program that synchronized a half dozen distribution and bookkeeping programs and that sold like wildfire in the warehousing and trucking markets. With the money, and the money from several other patents she came out with after that, Gina moved to the suburbs of Freedom City and bought herself a house that was bigger than the one she grew up in. She sent Lissy pictures, but no address. When she wasn't working on ways to put her powers to good use inventing things, Gina put on her metaphorical white hat and went to save the world on the internet. There were bad people out there, and it was kind of fun to go out and slay malicious code and cage up malware before it could hurt innocent civilians. Now that she was making enough money to have her groceries delivered, her lawn mowed, and her upstairs dusted, there was nothing that kept Gina from burrowing into her basement lab and spending as much time online as she wanted. So she did. No one on the outside missed her. It actually took her a surprisingly long time to realize that fact, but when she did, it made her lonely. She didn't want to live and die in this basement, no matter what sort of valuable things she did down there. At the same time, she knew she was flabby and oily and gross and unsociable, and she didn't want to go outside, either. If she went outside, she wouldn't be admired or applauded or judged worthy. She'd still be an outsider, incapable of doing the brave deeds she did online, helpless as anyone else and perhaps more so than most. She didn't want to be that person. Then she realized she didn't have to be. It took months to gather the materials and craft all the parts, but at long last, Gina had her first robot. It was crude, boxy and inhuman, but it was proof of concept. Wearing the robot like a videogame character while her hateful human body lay motionless in the basement, Gina rocketed into the sky and performed aerial acrobatics, then returned to earth long enough to stop a purse-snatcher. It worked! Over the next year, she performed many tests and alterations, tweaking and planning, till finally she was ready. Miss Americana (similar to yet legally distinct from, of course), was ready to meet the world! Personality & Motivation: Miss Americana is pleasant and helpful to everyone she meets, except for villains, who she treats with all the outrage that they deserve! The world needs protecting, and she's just the hero to do it! Beyond that, Miss Americana is a mysterious creature, who seems to desire nothing beyond truth, justice, and the American way. Powers & Tactics: Miss Americana is strong and acrobatic, capable of leaping tall buildings in a single bound, or even flying a little when the situation calls for it. Bullets do not faze her, nor do many poisons or mental attacks that might stun other heroes. Villains cower in fear of the red, white and blue power beams that shoot from her hands to quell their evil schemes. Complications: Barbie Doll: With her costume on, Miss Americana looks amazingly human and can easily pass. With her costume off, however, she is Barbie-doll smooth, with none of the parts that would be expected on an actual working woman. This is bad for her cover, and precludes much of a social life. Kill Switch: If Gina is ejected from control of the robot and someone attempts to open the robot and get it working again or reprogram it, it is programmed to immediately wipe its programming banks and melt down its servo control switches. Miss Americana will be useless until brought into the lab for repairs. Abilities: 10 + 4 + (-10) + (-10) + (-10) + (-10) = -26PP Strength 34/20 (+12/+5) Dexterity 14 (+2) Constitution --- Intelligence ---, 40/24 (+15/+7) when piloted by Gina Wisdom ---, 20 (+5) when piloted by Gina Charisma ---, 30 (+10) when piloted by Gina Combat: 12 + 16 = 28PP Initiative: +6 Attack: +6, +12 Blast/Unarmed Grapple: +22/+11 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -15 Saving Throws: 0 + 8 + 0 = 8PP Toughness: +12 (+0 Con, +12 Protection) (Impervious 12) Fortitude: --- Reflex: +10 (+2 Dex, +8) Will: --- Skills: 16R = 4PP Acrobatics 16 (+18) Bluff --- (---); 20 (+30) when piloted by Gina Diplomacy 16 (---); 20 (+30) when piloted by Gina Feats: 61PP Attack Specialization (Unarmed) 2 Dodge Focus 4 Equipment 5 Luck 3 Improved Initiative Interpose Sidekick 45 (Gina, 225PP) Equipment: Headquarterses! 25 EP House Spoiler Size: Medium; Toughness: 10; Features: Computer, Concealed 2 (+15), Living Space, Personnel, Power System, Power, Security System. Workshop Cost: 11 equipment points. Lab Size: Medium; Toughness: 15; Features: Laboratory, Library, Personnel, Power System, Security System, Workshop. Cost: 9 equipment points. 5ep to The Lab Powers: 3 + 33 + 22 + 8 + 4 + 2 + 28 + 1 + 24 + 10 + 30 + 4 = 169PP Device 1 (Scanner, 5PP, Easy to Lose) [3 pp] Spoiler Super-Senses 5 (Analytical for All Vision {2}, Analytical and Ranged for Tactile {2}, Detect Weakness [visual] {1}) Energy Systems 15 (30 points; PF: Alternate Power 3) [33PP] BE: Blast 12 (laser fingers; PFs: Accurate 2, Improved Crit, Precise, Variable Descriptor 2[any electromagnetic]) {30/30} AP: Damage 12 (laser storm; Extras Selective, Targeted Area [Cone], Flaw: Action [Full], PFs: Accurate 2, Improved Crit, Precise, Variable Descriptor 2 [any electromagnetic]) {30/30} AP: Enhanced Strength 14 (to 34/+12) [14PP], and Flight 4 (total rank 5; 250MPH, 2,500ft per Move Action) [8PP], and Super-Strength 4 (effective Str 54; Heavy Load: 11.5 tons) [4PP] {14+8+8=30/30} AP: ESP 7 (200 miles, all senses; Flaw: Medium [machines]; PFs: Rapid 6 (1,000,000), Subtle) {28/30} Enhanced Charisma 22 (Extras: Affects Others, Flaws: Limited [Others]) [22PP] Enhanced Skills 32 (Bluff 16, Diplomacy 16, Extras: Affects Others, Flaws: Limited [Others]) [8PP] Features 4 (Alarm 2 [DC25], Eidetic Memory, Kill Switch) [4PP] (Alerts Gina when robot makes any unauthorized movement, either from moving or being moved. Built-in audio/visual recording equipment, Remote Deactivation) Flight 1 (10MPH, 100ft per Move Action) [2PP] Gadgets 4 (Assorted Devices; 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [28PP] Illusion 1 (biometrics field/Technology; All Senses; Flaws: Limited: "I'm a real boy!" 2; Drawbacks: Limited: Does not effect normal un-enhanced vision) [1pp] Immunity 30 (Fortitude Effects) [30PP] Immunity 10 (Mental [Psionic] Effects, Extras: Affects Others, Flaws: Limited [Others]) [10PP] Protection 12 (Extras: Impervious [12]) [24PP] Super-Senses 4 (Communication Link [Radio, Gina], Radar [Accurate Radio sense]) [4PP] Drawback: -3PP Vulnerable (magnetic effects; Uncommon, Major [x2]) [-3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Melee DC 27/20 Toughness Damage Lasers Ranged DC 33/DC27 Toughness Damage Abilities (-26) + Combat (28) + Saving Throws (8) + Skills (4) + Feats (61) + Powers (169) - Drawbacks (-3) = 241/250 Power Points Spoiler Default Allocation {12+8=18/20} Enhanced Blast 6 (to Blast 18) {12/12} Force Field 6 (Extra: Impervious 2 [to 14] {8}
  3. Power Level: 12 [15] (250/250PP) [280] Trade-Offs: None Unspent PP: 0 In Brief: Omegadrone turned Hero Name: Harrier Alternate Identities: Steven Murdock Identity : Secret Birthplace: Nihilor, the Terminus Occupation: Deputy Chief of Security at HAX Affiliations: HAX, Omegaorphans, the Americana Family, Deep One orphans Family: Dead Age: 100 Apparent Age: 40 Gender: Male Ethnicity: Terminus Height: 6'4" Weight: 600 lbs. Eyes: Black Hair: None Description: Murdock is a brown-skinned man with no visible body hair, just like all combat drones. His face is generally non- descript, save for the small, hair-thin lines that run over most of his body. They look like tribal tattoos, and he will not correct anyone who makes that assumption. He speaks in a flat monotone occasionally leavened by a wistful regret. Harrier is a monster. Clad in black and red armor that bursts out from his back to cover his whole body, he is clearly recognizable as an Omegadrone, fully armed and ready for battle beneath his faceless armor. He prefers to let his fists, and his power pike, do the talking for him if forced into his armor. He flies with the help of the red and black jetpack that erupts from his back with his armor, spewing hellish gouts of flame as it propels him into the stratosphere. Power Descriptions: Harrier is a wrecking machine, a goonsweeper capable of going toe-to-toe with some of the toughest customers in the World of Freedom. Unarmed, blasting or cutting with his pike, he's a powerful threat to almost anyone; a hard, cold blade designed to cut deeply and painfully. History: Once, there was an Earth. It was defended by the greatest heroes of the world, champions of justice and right, avengers of evil: Earth's mightiest superheroes. And then that world died, screaming, as its heroes died and it was sucked into the Terminus. Sally and Ben, survivors of that world, were part of the personal retinue of Steelguard, once friends who became slaves of Shadivan Steelgrave. Steelgrave liked having some around who remembered the old world, and enjoyed reminiscing with them as they tried not to weep at the slayer of billions that their friend had become. He forced them to take anti-aging drugs so they would live as long as he did, and denied them the quick deaths they craved after watching the deaths of their families and the assimilation and corruption of all they loved. When he began to mutter about what a shame it was that there were no more children from their world, in their terror they conceived and gave birth to a son. In one last act of defiance, they named him Stephen, after the man who had once been their captor and tormentor's best friend, then his first victim as Omega corrupted him. Steelgrave was...amused, and gave them something of what they wanted. Stripping them of their immunity to aging, he hurled them into the pits of Nihilor, where the once-favored slaves learned to scrape and fight like the proles they now were. After all, they lacked the courage to die if it meant the death of their son. Stephen Murdock grew up in the pits, the great black castle of Shadivan Steelgrave overhead, with memories of a dead world loud in his ears. He learned to survive in the grim surroundings of Nihilor, the hearthworld of the Terminus, to run and hide from drones, to fight for food, to survive in a world of pure death. When his parents died, Stephen assembled a gang of likely toughs and began doing what he could to make himself master of the pits: not to overthrow the drones, but simply so that the people there could live without having their neigbor as their enemy. When he came to the attention of Steelgrave, as all such visionaries do, he pleaded for mercy, begging for help from the last survivor of their world of marvels. He got that help, oh yes. The process of assimilation into the armies of Omega is a horror best not described in these pages. Bones are removed and replaced with black, terrible Terminus metal, parts of the brain replaced with transceivers to receive the VOICE of Omega, and the body itself is infiltrated with a thousand different pieces of nano-technology. The subject is conscious to the end, naturally, so that when the torment and mutilation ends, he will cling to the VOICE in his head as the voice of his god. Steve Murdock died that day. He became a combat drone, a specially augmented unit designed to fight superhumans. And that was precisely what he did in a dozen different worlds. He was in at the death of mega-billions, a cold, merciless killing machine and agent of assimilation. A particularly powerful and skilled unit, he was traded from Annihilist to Annihilist, even starring in several battles in the arena. His armor was an experimental variety, designed to burst from under his skin when necessary, something which he used to great effect in combat again and again. Until one day, when it all changed. He was leading a squadron of Omegadrones through the Hundred Worlds when an alien starship decloaked just above them and opened fire. The big combat drone at the lead took the brunt of the damage, the tremendous magnetic charge scrambling his circuits...and severing his connection with the Terminus. Heavily damaged and outnumbered, he managed to fight off the lesser drones who attacked him when he was severed from the VOICE, their blasts giving him the drive to escape. And from there he fled, deep into the Void, screaming. It was through great good luck that he stumbled across a Furion raiding party, and even better luck that they didn't kill him out of hand. And when Freedom Bird disarmed him and beat him to his knees, the former drone looked up at the Furion and screamed "I die free!" And that was when Freedom Bird and the others wept, because if a drone could be freed, who knew what freedom could do? The Furions took him in and taught him, teaching him something of himself and of what it meant to be a free man, but he really had no place among those shining symbols of virtue. They knew him too well, and had fought too many drones, to ever fully trust him. Luckily, Freedom Bird knew people who could help, and the former Omegadrone (now calling himself Harrier, after Harriet Tubman), was delivered to the Freedom League, who (after _extensive_ tests), delivered him to the world, with a fake ID and fake name, the better for him to learn about freedom. What better place than Freedom City? It's been quite a ride for the walking embodiment of pain and loss; embraced by some as the ultimate hard-luck hero and others as a symbol of all that is evil and horrible. He is still the monster people tell their children will come for them at night, but he's a hero too. It's a good feeling. He has a woman he loves and a job he cares about, friends and comrades with whom he would fight the worst of monsters with. But the road to redemption is a long one, and Harrier knows better than anyone the perils that lie along the way. After all, blood will tell. Personality & Motivation: Harrier is cold. It's not that he's unfeeling, by no means, but rather that the horrors of life as an Omegadrone have layered depths of memory and grief between himself and the rest of the world. He cares intently for the suffering of others, but shows this by action, not words. He speaks with a slow, deliberate monotone occasionally leavened by moments of wistful emotion. In his civilian ID, he keeps to himself, sometimes in a slightly creepy way. His small apartment has no decorations and sparse furniture. When he's not working, eating, or sleeping, he watches television, doing his best to absorb the reality of this world that's now his home. Otherwise he walks the streets, pike fastened subtly at his side, and tries to learn what he can about humanity. He opens somewhat around his close friends and his lover, but there is still no denying the fact that the scarred-faced drone is _other_, even if most people might not be able to sort it out. Powers & Tactics: Harrier prefers not to use his armor if the situation calls for it, and against many foes he can actually get away with that. Generally he fights silently, his face composed in a flat mask, but when angered by a particularly vile enemy his face contorts into a mask of utterly infuriated rage. He'll usually attack the strongest-looking enemy first, hitting them as hard as he can, not retreating unless absolutely necessary. His staff lets him hurt almost any foe, whether with blasts of Terminus energy or strikes with a devastatingly fast, powerfully charged blade at the head. If forced into his armor he's a terror on the battlefield. He usually fights from the air, blasting away at lesser foes, before landing to begin a slow, methodical elimination of the enemy. He'll allow weaker enemies to shoot him a few times, the better to spread _fear, before landing to begin their punishment. If forced into his armor, he does not linger, and will leave as soon as possible (or at least change back) so as not to attract attention. Complications: Enemy: This is something separate than just people being scared of him. There are people, a lot of people, who'd see a free Omegadone as an opportunity for some free payback. Friends: Wander, Jack of all Blades and company, Dragonfly, and the rest of the HAX and Interceptors crew are people Harrier would walk through fire for. Immigrant: Harrier is still adjusting to local customs and society in Freedom City. He's learned a lot as he's gone, but this is indeed a strange world. Love: Harrier loves Gina Evans, for all that it's a deeply fraught relationship. Double Secret: Harrier has more than one identity to worry about now that he has the Caradoc name. Job: Harrier is frightened of losing his job, as it's one of his connections to the world around him. Monster: Harrier is an Omegadrone. Cops will shoot at him on sight if he's in armor, civilians will run screaming or attack him if they're brave enough. Only a Mother: Even outside of his armor, Steve is no prize. Collector: Between the Omegaorphans that he rescued from a crashed Terminus ship, Yolanda Morales, and the Deep One babies he helped save during the Archevil invasion, Harrier is something of a collector of lost and bereft children. The World I Left Behind Me: The Terminus knows those who escape, and has terrible plans for them. Abilities: 14 + 6 + 14 + 0 + 6 + 0 = 40 pp STR 32/24 (+11/+7) DEX 16 (+3) CON 24 (+7) INT 10 (+0) WIS 16 (+3) CHA 10 (+0) Combat: 8 + 8 = 16 pp Init: +11/+3 ATK: +4 (+7 Melee) [+6 (+9 Melee) w/Armor, +12 Blast with Pike, +18 Blast/+16 Strike w/No More Holding Back] DEF: +9 (+3 Dodge Focus, +2 from Armor, +4 Base, +2 flat-footed) [+15 w/No More Holding Back] Grapple: +14/+22 Knockback: -13 Saves: 3 + 5 + 7 = 15 pp TOU +15/+11/+9/+7 (+7 Con, +2 Density, +2 Protection, +4 Force Field [10 Impervious]) FORT +10 (+7 Con, +3) REF +8 (+3 Dex, +5) WILL +10 (+3 Wis, +7) Skills: 68 r = 17 pp Disguise 0 (+0/+50) Intimidate 10 (+10/+20, SM) Knowledge (Cosmology) 10 (+10/+15) Knowledge (Tactics) 15 (+15) Knowledge (Technology) 10 (+10) Language 1 (English, Base: The Black Speech of the Terminus) Notice 7 (+10/+20, SM) Sense Motive 7 (+10/+20, SM) Stealth 7 (+10/+15, SM) Survival 1 (+4) Feats: 15 pp Attack Focus: Melee 3 Dodge Focus 3 Interpose Leadership Master Plan 2 Second Chance (Saves vs. Fear) Skill Mastery (Intimidate, Notice, Sense Motive, Stealth) Takedown Attack Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 6 + 14 + 30 + 31 + 13 + 30 + 1 + 2 + 1 + 12 + 1 + 2 + 8 = 151 pp Communication 4 (technological, 1 mile, radio, PFs: Selective, Subtle [Encrypted]) [6PP] Container 3 (15PP, No More Holding Back, training, Drawback: Power Loss [When Not Inflicting Lethal Damage, -1]) [14PP] Attack Specialization 3 (Terminus Blast Array) [3] Enhanced Defense 6 [12] 3+12=15 Container 5 (25PP, Terminus technological, Omegadrone Armor, Extra: Duration [Continuous]) [30PP] Enhanced ATK 2 [4] Enhanced DEF 2 [4] Flight 3 (50 MPH/500FPM, PF: Move-By Action) [7] Immunity 4 (disease, poison, sleep, starvation and thirst, Flaw: Limited [Half-Effect]) [2] Immunity 6 (Environmental Cold, Heat, Pressure, Radiation, Suffocation) [6] Protection 2 [2] 4+4+6+2+7+2=25 Container 6 (30PP, Terminus technological, Alpha Omegadrone, Extra: Duration [Permanent], PF: Innate) [31PP] Enhanced Feats 10 (Affects Insubstantial 2 [Unarmed], Challenge 3 (Fast Startle, Mass Intimidation, Powerful Intimidation), Improved Initiative 2, Luck, Quick Draw [Draw], Startle) [10] Enhanced Skills 40 (Intimidate 10, Knowledge [Cosmology] 5, Notice 10, Sense Motive 10, Stealth 5) [10] Impervious Toughness 8 [8] Super-Strength 1 (Effective STR 42, Heavy Load: 3 tons) [2] 11+10+8+2 Density 4 (Terminus technological, Permanent, PF: Innate [+8 Strength, Protection 2 (Impervious), Immovable 1, Super-Strength 1, x3 mass]) (13 pp) Device 9 (45PP, Terminus technological, Omegadrone Pike, Flaw: Easy to Lose, PFs: Restricted 2 [Harrier Only], Subtle [Collapsible]) [30PP] Concealment 2 (normal vision, Flaw: Passive) [2DP] Enhanced Feats 3 (All-Out Attack, Power Attack, Takedown Attack [2]) [3DP] Force Field 4 [4PP] Super-Senses 4 (Detect Weakness [3], radio, Enhancement: Analytical) [4DP] Terminus Blast Array 14 (28PP, PF: Alternate Power 1) [29DP] BE: Blast 12 (entropic blast, PFs: Accurate 3, Improved Crit) {28/28} AP: Strike 4 (blade strike, Extra: Autofire [10], Penetrating 5 [as DMG 20], PFs: Affects Insubstantial 2, Extended Reach 1 [5 ft], Improved Crit 2, Mighty, Precise, Variable Descriptor 2 [any technological]) {28/28} 2 + 3 + 3 + 4 + 4 + 29 = 45 Feature 1 (mutation, Temporal Inertia) [1PP] Immunity 4 (mutation, disease, poison, sleep, starvation and thirst) (Flaw: Limited [Half-Effect]) [2PP] Leaping 1 (mutation, x2, RLJ 34 ft, SLJ 22 ft, V 8 ft) [1PP] Morph 10 (Caradoc, technological, Disguise Bonus +50, PFs: Covers Scent, Precise) [12PP] Speed 1 (mutation, 10 MPH/100FPM) [1PP] Super-Senses 2 (Terminus technological, Darkvision) [2PP] Super-Senses 8 (mutation, Detect Terminus [3], mental: Enhancements: Acute, Extended 2 (1000 ft range increment), Radius, Ranged) [8PP] Drawbacks: -2PP Weakness (magnetism, uncommon, minor) [-2PP] Abilities (40) + Combat (16) + Saves (15) + Skills (17) + Feats (15) + Powers (139) - Drawbacks 2 = 250/250 pts
  4. Cobalt Templar Power Level: 14/15 (243/250PP) [250] Trade-Offs: 0 Unspent PP: 7 In Brief: An aspiring archeologist stumbles across an ancient artifact: a ring that grants him incredible power! Corbin became Cobalt Templar, and Alternate Identity: Corbin Alphonse Hughes Identity: Secret Birthplace: St. Louis, Missouri, USA Occupation: FCU Student Affiliations: Claremont (former student), Young Freedom (former member/leader), Liberty League (ally) Family: Albert Hughes (Father), Sarah Hughes (Mother); Quo-Dis (Fiancee/Lover) Age: 23 [Earth-Prime's Chronology] (DoB: October 27, 1993); 53 [Total Experienced Time between Earth-Prime and Earth-I-War-4] Apparent Age: 20's Gender: Male Ethnicity: Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French) Height: 6'6" Weight: 260 lbs. Eyes: Brown Hair: Black Description: Corbin is a tall, broad-shouldered teenage boy; he's grown to the point he could be mistaken for an NFL Fullback. His dark hair is worn in a fairly short cut, just above "buzz cut;" Corbin says he likes not having to mess with it. His face is clean-shaven. Whenever possible, he wears loose, plain-color t-shirts and cargo shorts. When the weather is colder, he'll throw on jeans, and eventually a hooded sweatshirt or the like when he's outside. His one indulgence is a peculiar-looking pocket watch that he says his father bought for him several years ago. Otherwise, all of his clothes seem to be the sort of thing you'd find in a Wal-Mart, rather than a Ralph Lauren. Cobalt Templar is decidedly more exotic-looking. His image evokes an armored knight, though one with plenty of colored paint; his costume is primarily cobalt blue, with maroon red trim (base layer, mask, and most of the armor is cobalt blue; armor has maroon red trim). The base seems to be a thick cloth, itself almost metallic-looking. Over that, he wears a what looks like a strong armored breastplate covering most of his torso, long armored gloves that go past his elbows, leg-plates that reach halfway up his thighs, and armored faulds that protect his upper legs and lowest torso. His identity is protected by a domino mask, with a simple helmet worn over his head. Much of the Templar's armor seems to have an odd mix of classical and futuristic lines, giving him a rather other-worldly appearance. Topping all of this off is a maroon cape that not only seems somewhat frayed, but is actually noticeably transparent; sometimes it will move as if flapping in the wind, even if there is no wind to move it. Power Descriptions: Cobalt Templar wields the Blue Ring of the Determined Leader, one of The Seven Rings. While he has not delved the full depths of its abilities yet, he has accessed a large well of power nonetheless. His costume is just for show; the ring reinforces his body with a sort of force field just around skin level, meaning he is always protected. The "armor" is just a construct of its power; the material feels like something between plastic and aluminum if examined more closely. The ring allows him to effortlessly and almost instantly shift between his "civilian" wear and his "work" attire, and in fact to virtually any outfit he imagines. Anything that isn't his "natural" clothes (which get shunted into a small pocket dimension in the ring) tend to carry a blue coloration, often with some red or maroon mixed in. As well, the the ring allow him to survive in the most hostile of environments, including space, and to see in even the deepest of darkness, and his vision can pierce magical and technological means to obscure oneself from visibility. It even helps him unconsciously sense danger, giving him an edge in combat. The ring enhances his body and stamina, His flight seems unsupported by any wings or other visible means of propulsion, simply lifting him into the air as if gravity were an option, rather than a law, though he often has an aura of blue, flickering flames (harmless) surrounding his body. He is able to reach speeds up to 10,000 miles per hour in-atmosphere, and once he exits the atmosphere, he has found he can exceed the speed of light, hitting up to 1,000c. Cobalt Templar's most obvious powers center around his control of the unearthly cobalt fire that the ring produces. Strangely enough, he is not limited to burning things with blasts of this fiery power. Not only can he form hand-held weapons out of it, he can also create various simple objects, including walls, chairs, and the like. And most amazingly, the ghostly flames can wrap harmlessly around people and objects, quickly moving them out of harm's way. His unique artistic streak shines through in his power usage here, as his attacks almost always look at least slightly different each time, manifesting the blasts and strikes of energy in unique ways. While his ability to create and manipulate independent objects (rather than constructs he channels his powers through to attack an enemy) have waxed and waned, it is still part of his ability set, though he typically uses it to help him move large objects or numerous smaller ones, or occasionally to reach otherwise hard-to-get things. Sometime during his tenure on Earth-I-War-4, he found he stopped aging. Even if the Ring was not on his finger, the grip of time had slipped loose. It seemed some small fragment of the Fire of the Blue Ring had seeped into his body. More recently, this Fire seems to have given him the strength he once only had with his Ring; now, he is superhumanly strong even with the ring locked in the Vault and him out in the forest (he tested this). Part of him is a bit worried about other long-term effects, but mostly he just enjoys the fact he's got a bit more ability even without his trusty Ring. History: Most of Cobalt Templar's history can be found >here. Recent Times: Currently Cobalt Templar is starting classes at Freedom City University while still trying to get some hero work in on the side. He's maintaining his relationship with Quo-Dis, which now often means traversing the USA on a weekend to spend some time with her. He's not in any team at the moment. From March to July 2013, Cobalt Templar was nowhere to be found on Earth-Prime, or indeed the entire Prime Universe. He had been flung through a portal of space, time, and dimension, landing himself on Earth-I-War-4, in the early 1980s of that world. He soon discovered that it was a strange mockery of his own, even with the time difference, as that world was in the grips of a decades-long on-and-off conflict between powers that mirrored the Axis and Allies powers of World War 2, but also remained radically different. It didn't take him long to get swept up in not only more "traditional" crime-fighting in his "homeland", but also eventually joining the actual war effort. Being in a war changed Corbin, but thankfully it didn't change him too deeply; while older, wiser, and more cautious in life, his idealism and determination remained intact. He finally departed that world with the aid of several of its scientific minds, not too long after having found all of the Seven Rings of that world, and gifting them to variants of his own world's Liberty League (plus a couple). He has returned home, and after a short time of dealing with another radical change in life (despite barely looking older than when it all started), he revealed his extended history and new ageless status to his old friends, and soon joined the Liberty League. Now engaged to be married to Quo-Dis and working hard on both his college degrees and his heroics, Corbin leads a rich, fulfilling life, even as the occasional shadow of the past rears its head. Personality & Motivation: Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archaeologist and historian. On top of that, he has a not-very-secret love of drawing and painting, something which he has some decent talent at (as demonstrated in gifts to his friends, and his love of reading is well known, at least to his friends. Corbin tends to read various sorts of suspense books, as well as alternate history fiction, classical epics, westerns, and sword and sorcery. His taste in movies tends to run similar to his literary tastes, with more allowance for individual films that he enjoys. As for music, he enjoys most blues and jazz, as well as soft, blues, folk, southern, and classic rock and roll. On a deeper level, Corbin has fully embraced his heroic path, a path now fully supported by his parents. He loves helping people, and some part of him (a part he doesn't always like to acknowledge) enjoys the fighting, too. He finds himself constantly working to balance his personal relationships, his education, and his hero work; none of them are things he wishes to abandon, but all take quite a bit of time. As well, he has found he has a distaste for death; even when fighting Omegadrones, a part of him hated what he had to do. Only against Omega himself was that reservation truly put aside. For all that he's a near-giant of a man tossing around bright blue fire, Corbin treasures life, and is shaken when it just snuffs out in front of him. Unfortunately, his time on Earth-I-War-4 has numbed this distaste; while Corbin could often get away with simply injuring or disabling opponents, there were times he had no other choice (typically against the most monstrous of his foes), and he fought in the company of those with fewer such compunctions. He's seen war for decades now, and it's changed him in subtle ways that are not always clear... Powers & Tactics: Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands). He will shift into his "giant form" when faced with a tough-but-slow opponent, or a large number of less-skilled opponents. Complications: The Fires of Hell Shall Not Prevail: Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him. Secret (Identity): While his parents and many of his friends know of his powers, Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult. With Great Power...: Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains. You Must Know No Fear!: Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring. Dethroner of Omega: Corbin, or "Cobalt Templar the Swordsman" as the Furions have dubbed him, is one of the members of the iteration of Young Freedom that faced off against Omega on a dead world, and helped "kill" the Knight of Entropy. While many would consider him a hero, this has obviously earned him the ire of the Terminus (or at least made him the target of ambitious Annihilists). A GM should feel free to give CT a Hero Point when his participation in the defeat of Omega brings the forces of the Terminus to him (perhaps attacking him unawares, or drawing him into a conflict he may have otherwise avoided). Relationship: Corbin Hughes and Quo-Dis (Ultiwoman) are engaged to be married. Their care for each other is deep, but her lagging unfamiliarity with the more nuanced parts of human culture causes friction. As well, she is (unknown to most) not only a member of the Ultima Thule community of Ultimen, but the daughter of Superior himself. A GM might award Corbin a Hero Point if his connection to Quo-Dis brings trouble to his door, be it an angry father, someone seeking a member of the Ultimen, or someone (or something) else. Young Veteran: Corbin looks like he's in his 20's, something like 25 at the latest. But in his actual collected experience, he's about 50 years old. His time on Earth-I-War-4 spanned a full 30 years, and it's only the combination of his Ring's powers slowly leeching into his body, and the strange portal he was first sent through that has kept him looking so young. And sadly, a fair bit of those 3 decades was spent in the world-spanning lukewarm war of that planet. Corbin is not who he was before his time on Earth-Milchamah (as he sometimes thinks of it). A GM should feel free to give CT a Hero Point when he might be subject to a "flashback" at an inconvenient point, or when his "mental age" being so different from his chronological age causes problems (in either identity), or when he reacts to an individual (such as a hero or villain) with too much familiarity (caused by his time fighting alongside or against many of them). Abilities: 12 + 6 + 10 + 4 + 4 + 2 = 38PP Strength: 28/22 (+9/+6) Dexterity: 16 (+3) Constitution: 28/20 (+9/+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 24 + 12 = 36PP Initiative: +7/+3 Attack: +14/+12 Grapple: +16, +30 Ring Defense: +13 (+6 Base, +2 Dodge Focus, +5 Enhanced), +3 Flat-Footed Knockback: -8/-1 Saving Throws: 2 + 5 + 8 = 15PP Toughness: +14/+5 (+10/+5 Con, +4 Protection) Fortitude: +13/+7 (+10/+5 Con, +1 Enhanced, +2) Reflex: +11/+8 (+3 Dex, +3 Enhanced, +5) Will: +12/+10 (+2 Wis, +2 Enhanced, +8) Skills: 88R = 22PP Acrobatics 10 (+13) Craft (Artistic) 10 (+12) Knowledge (Business) 8 (+10) Knowledge (Arcane Lore) 10 (+12) Knowledge (History) 10 (+12) Knowledge (Tactics) 10 (+12) Language 8 (Arabic, English [Native], French, German, Greek, Hebrew, Latin, Spanish, Japanese) Notice 12 (+14) Stealth 10 (+13) Feats: 9PP All-Out Attack Dodge Focus 2 Equipment 3 (15EP) [Veteran Award] Luck 3 Power Attack Precise Shot 2 Equipment 3PP = 15EP [Veteran Award] Headquarters (Underground Base; Templar's Forest Vault) Size: Large (2 EP) Toughness: +10 (1 EP) Features: Concealed, Defense System (Paralyze 12, Attack Bonus: +12, Extras: Targeted Shape-able Area, Flaw: Full-Round Action), Gym, Holding Cell (Extra Toughness, +15 Toughness Save), Isolated, Living Space, Power System, Security System (DC 20 Disable Device) (8 EP) Vault : Size: Fine (-3EP) Toughness: +20: (3EP) Features: Security System (DC 35 Disable Device) (4EP) Powers: 15 (1+6+8) + 94 = 109PP Internal Fire 3.8 (19PP Container [Passive, Permanent]) [19PP] [Magic] Immunity 1 (Aging) [1PP] Enhanced Strength 8 (to 30/+10) [8PP] Enhanced Constitution 10 (to 30/+10) [20PP] Device 25 (125PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [102PP] (Power Ring [blessed/Holy, Magic]) Enhanced Attack 2 [4PP] Enhanced Defense 6 [12pp] Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP] Enhance Fortitude 1 [1PP] Enhance Reflex 3 [3PP] Enhanced Will 2 [2PP] Immunity 9 (Life Support) [9PP] Protection 4 [4PP] Super-Senses 4 (Darkvision, See Invisibility [Vision Counters Obscure (Darkness) and Concealment]) [4PP] Super-Strength 8 (Lifting STR 70 [Heavy Load: 70 tons]) [16PP] Speed of Flame 4.4 (22PP Container [Passive, Permanent]) [22PP] [Magic] Flight 10 (10,00mph / 100,000ft per Move Action) [20PP] Super-Movement 1 (Space Travel 1 [interplanetary]) [2PP] Fires of Creation 6.5 (13PP Array; PFs: Alternate Power 1) [14PP] BP: Create Object 5 (5 5ft cubes, Toughness +5, Lifting Strength 25 [Heavy Load: 800 lbs.], 10 50ft Range Increments / 500ft Max Range; PFs: Precise, Selective, Tether) [13PP] AP: Move Object 6 (Effective Strength 30, Heavy Load: 1,600 lbs) [12PP] Holy Fire Control 14 (30PP Array; PFs: Affects Insubstantial 2, Alternate Power 1) [29PP] (Fires of Judgement) BP: Blast 14 (10 140ft Range Increments / 1400ft Max Range) [26PP]"Rain of Fire" AP: Strike 4 (Extra: Penetrating 12 [DMG 25], PF: Mighty) [17PP] "Unlimited Blades" DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC25/21 Toughness (Staged) Damage (Physical) Blast Ranged DC28 Toughness (Staged) Damage (Energy) Strike Touch DC28 Toughness (Staged) Damage (Energy) Abilities (38) + Combat (36) + Saving Throws (15) + Skills (22) + Feats (9) + Powers (121) - Drawbacks (0) = 243/250 Power Points
  5. Player Name: Trollthumper Character Name: Cannonade Power Level: 11/15 (169/249PP) Trade-Offs: -2 Defense / +2 Toughness Unspent PP: 80 Progress To Impervium Status: 138/150 (Platinum Status earned with Nick Cimitiere) In Brief: Would-be working class hero/anti-racist skinhead trying to live up to his WWII hero grandfather's legacy. Alternate Identities: Joe Macayle Identity: Secret Birthplace: Freedom City Occupation: Steelworker Affiliations: None Family: Greg Macayle (father, construction worker); Sandra Macayle (mother, hairdresser); Andy Macayle (brother, high school student) Age: 21 (DoB: Nov 11, 1988) Apparent Age: 21 Gender: Male Ethnicity: "British Isles Mutt" Height: 6'2" Weight: 220 lbs. Eyes: Brown Hair: Black, usually worn close-shaved Description: On the job, Joe doesn't dress that different from the other guys -- work boots, work shirt, jeans. When he goes to shows or is hanging out with his friends, he usually wears his gear -- jeans, Doc Martens, band T-shirt/polo shirt, braces, and a black flight jacket with a circular SHARP patch on the arm. As Cannonade, his style doesn't change much -- he trades his blue jeans for black, his black flight jacket for a red one, and his band T-shirts for a white T with a cannon firing a ball into the air as a logo. The only true adornment he wears is a project made from some of the leftover cast-offs at work -- a steel Trojan helmet, meant more to cover his identity and pay homage to his grandfather than to protect. History: "Always be proud of what you are." That was Greg Macayle's constant advice to his oldest son, Joe. Greg and his wife Sandra managed to eke out a pretty good living for their kids in Southside -- sure, money was tight sometimes, but they always managed to get by. Greg taught Joe the value of hard work, accepting others, and not letting the world grind you down. Most importantly, he taught Joe that it's important to stand up for what you believe in. Sometimes, Greg wondered if he taught Joe this a bit too well. The first real indicator was when he fell in with the punk scene in high school; from there, it was a short jump to the local SHARPs. Very few parents are especially thrilled that their son's become a skinhead. It took Joe a long series of explanations about the history of skins and how not all of them had white power sympathies -- hell, the ones he ran with positively loathed Nazis. While the issue was dropped, his folks always kept hoping he would grow out of it. The second indicator was when Joe decided to get a job at the steelworking plant right out of high school. Greg and Sandra had hoped he would think about college, but Joe pointed out that his grades weren't good enough to qualify for a scholarship, and Andy had a better chance of getting into a quality school. He'd just put aside what he could at work to pay for night school while studying in his free time. Joe quickly adapted to life at the plant -- getting along with the other guys, learning the ins and outs of the union, and always keeping his eye on the ball. One day three years into the job, however, there was a spill-over at the plant. Safety procedures went into effect, but Joe's hand got splashed by a stray glob of molten iron. The pain was immense... and then it mysteriously stopped. Joe looked down at his hand to find that it was burned, but not as badly as it could've been. In the days after the accident, Joe found that things could change. When a pen rolled under the couch, he went to retrieve it -- and ended up lifting it single-handed. Desperate to talk to someone about what he was going through, Joe went back to his parents and told them about the changes in his life. That was when Greg revealed to Joe a series of medical records dating back to when he was born, stamped with the AEGIS logo. Greg told Joe the truth about his grandfather, Paul Macayle. Paul had been a labor organizer with socialist tendencies during the Great Depression. He'd managed to get the auto plant he worked at unionized, but some of the guys at work questioned his patriotism. Paul loved America, but thought that it could lend a better hand to its poor. When Pearl Harbor was bombed, Paul signed up for service -- not to prove his patriotism, but to aid his country. Word of his sympathies caused a few hang-ups with officers left over from the post-WWI Red Scare, however, and the question of whether he was fit for service was bounced around the local brass. One officer, however, not only stood up for Paul, but submitted his name for a top secret program. Using knowledge of genetics retrieved from a German defector, Paul was altered to become an ideal fighting machine, a field operator who could break up heavy artillery and soften up enemy battalions for the other soldiers. The program had failed to take on many soldiers, and the number crunchers at the Pentagon were beginning to wonder if it was worth it. Paul, however, not only pulled through the regimen, but emerged with greater strength and resilience than any other soldier. He was the Legionnaire. Paul fought in the German theater from 1941-1944. During his time overseas, he met Laura, a composer working with the USO shows. The two fell in love, and got married in August of 1944. But as Legionnaire's unit approached convened on the Ardennes Mountains, they were assaulted by a strike group led by Superior. Legionnaire managed to get his men to safety, but at the cost of his own life. He was buried a hero, leaving behind Laura... and their son. Greg had been tested when he was born, and while Legionnaire's genetic profile had been passed on, it was latent. The chances were it would trigger if he was exposed to mortal peril, but Laura refused to let such a thing happen, even in a controlled setting. Greg himself didn't learn about the chance of trigger until Laura had died, and by that time, with Joe learning to talk and Andy on the way, he felt he couldn't take the risk. Joe was the first to inherit the mantle of his grandfather, the Legionnaire. After spending a few nights debating with himself on what to do next, he went with what he's always done -- stand up for what he believed in. Power Descriptors: Mutation (Legacy derived; the DCU term would be "metahuman") Personality & Motivation: Out of costume, Joe is warm, open, and friendly. He tends to lose himself in passion, whether it be joy or anger, and if challenged, will try to resolve things peacefully -- though if someone's being a jerk to him, he'll likely bring his anger to bear verbally. In costume, Cannonade tries to be stoic, calm and stalwart, the kind of man Joe thinks his grandfather was on the field. This works out better in theory than as practice as of now, as sometimes he manages to lose himself in the flow of battle -- especially when dealing with a foe he really, really hates. Complications: ...And The American Dream: Joe wants to represent the beliefs his grandfather stood for -- the idea that America is a land of ideals, a place where those who fall can expect a hand to guide them back up, a place where a person can take pride in what they do. He'll proudly stand up for these beliefs when challenged, and may let anger or despair take hold when he sees the flouting or failure of these ideals. Lurking In The SHADOWs: As far as Joe knows, most of the agents of Nazi Germany his grandfather fought against have been neutralized. Nacht-Krieger is missing, Superior is imprisoned, and Overshadow is dead. But a lot happened during the War, and a lot is still unknown. Who knows who may be still bearing a grudge over the failure of the Third Reich? Especially if they wish to take out that grudge on someone taking up the mantle of one of the very Allies who dogged their heels... "New Jersey Nazis...I Hate New Jersey Nazis": In addition to the bone-deep hatred for Nazis that most SHARPs bear, Joe's dislike for fanboys of the Third Reich is deepened by the knowledge of his grandfather's death at the hands of one of Hitler's supermen. This is a problem, as Joe knows he needs to live up to Legionnaire's legacy, and his old approach to dealing with Nazis usually contravened First Amendment regulations -- and assault laws. No, Not That Kind Of...: From his manner of dress to his declarations, Joe's still pretty clear about the fact that he's a skin. Of course, he'll usually follow this up with an explanation about the various subsets of the skinhead subculture and the general antipathy for white power "boneheads" in various street scenes, but, well, still doesn't change the fact that once you've introduced yourself as a skinhead, it may not win you any favors. A Working Class Hero Is Something To Be: Joe still works a 9-to-5 job that isn't exactly big on breaks, which means if there's danger afoot, it might not be easy for him to get out. And there's only so long his union rep is gonna cover for him... Abilities: 9 + 2 + 10 + 2 + 4 + 6 = 33PP Strength: 32/19 (+11/+4) Dexterity: 12 (+1) Constitution: 36/20 (+13/+5) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +5 Attack: +6 Ranged, +11 Melee Grapple: +24, +14 w/out powers Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -10/-2 Saving Throws: 0 + 5 + 6 = 11PP Toughness: +13 [imp 11]/+5 (+13/+5 Con) Fortitude: +13/+5 (+13/+5 Con, +0) Reflex: +6 (+1 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 80R = 20PP Acrobatics 8 (+9) SM Craft (Structural) 4 (+5) Diplomacy 8 (+11) SM Gather Info 8 (+11) Intimidate 8 (+11) SM Knowledge (Current Events) 8 (+9) Knowledge (History) 4 (+5) Knowledge (Pop Culture) 4 (+5) Knowledge (Streetwise) 8 (+9) Notice 8 (+10) SM Profession (Steelworker) 4 (+6) Sense Motive 8 (+10) Feats: 26PP All-Out Attack Attack Focus (Melee) 5 Challenge [Fast Startle] Dodge Focus 3 Improved Grab Improved Initiative Inspire 5 Leadership Luck 2 Power Attack Skill Mastery (Acrobatics, Diplomacy, Intimidate, Notice) Startle Takedown Attack 2 Well-Informed Powers: 16 + 13 + 11 + 2 + 2 + 11 = 55PP Enhanced Constitution 16 (to 36/+13) [16PP] Enhanced Strength 13 (to 32/+11) [13PP] Impervious Toughness 11 [11PP] Speed 2 (25mph / 250ft per Move Action) [2PP] Super-Movement 1 (Slow Fall) [2PP] Super-Strength Array 5 (10 points; Feat: Alternate Power) [11PP] Base Power: Super-Strength 4 (effective STR 50 [Heavy Load: 12 tons]; Feats: Shockwave [100-ft Cone], Super-Breath [100-ft Cone]) {10/10} Alternate Power: Leaping 10 (x2,500; Running Long Jump 50,000 ft., Standing Long Jump 25,000 ft., High Jump 12,500 feet at rank 10 [6 rounds]; Running Long Jump 500 ft., Standing Long Jump 250 feet, High Jump 125 feet at rank 4 [move action]) {10/10} Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 26 Toughness (Staged) Damage (Physical) Shockwave Touch/Area DC 21 Reflex 1/2 Effect DC 26 Toughness (Staged) Damage (Physical) Super-Breath Touch/Area DC 21 Reflex 1/2 Effect Contested STR/DEX vs +11 Prone Abilities (33) + Combat (24) + Saving Throws (11) + Skills (20) + Feats (26) + Powers (55) - Drawbacks (0) = 169/249 Power Points
  6. Player Name: KnightDisciple Character Name: Gabriel Power Level: 15 (250/250PP) (PL 12 Caps) [282] Trade-Offs: None Unspent PP: 0 Progress To Impervium Status: 126/150 Alternate Identity: Carson Finbar Keefe Identity: Secret Birthplace: Limerick, Ireland (Chalk it up to the Almighty's sense of humor) Occupation: Drama Teacher Affiliations: Freedom College, Freedom League (Reserve Member) Family: Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother) Age: 29 (DoB: March 21, 1984) Apparent Age: N/A Gender: Male Ethnicity: Irish Caucasian Height: 6' Weight: 170 lbs. Eyes: Blue Hair: Red Speech Color: Maroon Description: Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face. Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually flex with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch. Power Descriptions: At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter. (Further descriptions here. Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as. History: (Full history found >here.) Gabriel has proven himself a fearless hero of Freedom City, rightfully earning his place in the Freedom League. His soft skills, especially diplomacy, have marked him as something of a diplomat among heroes, as well as an unofficial "go-between" for the Catholic Church to the hero community in Freedom City (though it's not a role that's needed often). Though he is by no means an "elder statesman", Gabriel strives to build bridges, both between himself and others, and between other people in general. As one of the semi-official "protectors of Sanctuary", he can find himself stretched thin, but it's simply an occasion to rise to another challenge. He will continue to stand as a barrier between the innocents of Freedom City (and the world itself) and any evils that might prey upon them. Personality & Motivation: Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for. This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students. As Gabriel, his focus has often been on helping "the little guy," such that he still stops non-powered petty criminals, instead of focusing solely (or even mostly) on super-crime. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians. Even as his focus has broadened over the last couple of years, Gabriel's approach hasn't really changed; his heart still goes out to some criminals who he sees as victims of their own sickness (such as Bee-Keeper II). He will show a touch of wrath for the more hardened elements of the super-criminal world, though, especially the ones who deal in the more despicable trades. And his righteous anger in the presence of the Powers of Darkness can shake a building (if not quite the world). Powers & Tactics: Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast. Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in. Complications: Demons, Why Did It Have To Be Demons?: Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight. I Hate Faeries!: Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. As well, he has now repeatedly thwarted plans made by various factions among the Seelie and Unseelie Courts. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades), or if it brings down unwanted attention or diplomatic difficulties from various Fae factions upon him. Old Wounds: Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like. Responsibility: Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. At the same time, he is also a Reserve Member of the Freedom League. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict. Secret (Identity): Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult. Shepherd of The Flock: Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions. Abilities: 4 + 4 + 6 + 4 + 8 + 10 = 36PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 50/30/20 (+20/+10/+5) Combat: 16 + 16 = 32PP Initiative: +6 Attack: +8, +12 Spear, +12 Sonic Control Grapple: +11 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6/-4, -3/-1 Flat-Footed Saving Throws: 8 + 9 + 10 = 27PP Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed Fortitude: +11 (+3 Con, +8) Reflex: +11 (+2 Dex, +9) Will: +14 (+4 Wis, +10) Skills: 140R = 35PP Acrobatics 8 (+10) Bluff 10 (+40/+20/+15)SMUE Diplomacy 10 (+40/+20/+15)SMUE Gather Information 10 (+40/+20/+15)SMUE Intimidate 10 (+40/+20/+15)SMUE Knowledge (Arcane Lore) 8 (+10) Knowledge (Art) 8 (+10) Knowledge (Streetwise) 8 (+10) Knowledge (Theology & Philosophy) 8 (+10) Notice 12 (+16) Perform (Acting) 10 (+30/+20/+15) Perform (Oratory) 8 (+28/+18/+13) Perform (Singing) 8 (+28/+18/+13) Perform (Wind Instruments) 10 (+30/+20/+15) Sense Motive 12 (+16) Feats: 39PP All-Out Attack Attack Specialization (Sonic Control) 2 Beginners Luck Defensive Roll 2 (+4 Toughness) Distract (Intimidate) Dodge Focus 4 Equipment 6 (30EP) Fascinate (Bluff) Improved Initiative Inspire 5 Leadership Luck 5 Power Attack Rallying Cry Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate) Ultimate Bluff Ultimate Diplomacy Ultimate Intimidate Ultimate Gather Information Uncanny Dodge (Auditory) Well-Informed Equipment 6PP = 30EP Headquarters (>Monastery) Size: Colossal (5EP) Toughness: +10 (1EP) Features: Animal Pens, Chapel, Communications, Computer, Gym, Isolated, Masterwork Laboratory (+2 to checks to study/analyze and perform research), Living Space, Masterwork Library (+2 to Knowledge checks), Masterwork Infirmary (+2 to Medicine checks), Personnel (Monks), Power System, Masterwork Workshop (+2 to Craft checks) (17 EP) Powers: Super-Movement 1 (Dimensional Movement (Sanctuary<->Earth Prime), Extras: Portal, Duration (Continuous) Flaws: Limited (Others); Action (Standard)) (Dimensional Portal inside the Monastery) (1EP) Freedom League Communicator Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP] Communications Link 1 (Freedom League HQ) [1EP] Powers: 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP Device 2 (10PP Container, Flaws: Hard-To-Lose) [8PP] (Holy Armor) Features 1 (Quick Change) [1PP] Immunity 2 (Critical Hits) [2PP] Protection 5 [5PP] Super-Senses 2 (Darkvision) [2PP] Device 4 (20PP Container, Flaws: Easy-To-Lose, Feats: Feature [Transforms into Masterwork Trumpet], Subtle [Transforms into a Ring]) [14PP] (Heavenly Spear) Light Control 5 (25ft radius, Flaws: Range [Touch]) [5PP] Strike 10 (Feats: Accurate 2, Mighty) [13PP] (Blessed/Holy, Piercing, Silver) Super-Movement 1 (Dimensional Movement 1 [Earth-Prime and Sanctuary] ) [2PP] Enhanced Charisma 10 (to 30/+10) [10PP] Flight 1 (10mph / 100ft per Move Action) [2PP] Immunity 1 (Own Powers) [1PP] Sonic Control 12 (34PP Array, Feats: Alternate Power 9) [43PP] (Mutation) Base Power: Dazzle 12 (Auditory Senses, Extras: Area [General, Burst, 60ft radius], Selective) [34PP] Alternate Power: Blast 12 (Extras: Autofire ) [34PP] Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP] Alternate Power: Confuse 12 (Extras: Area [General, Burst, 60ft radius], Selective) [34PP] Alternate Power: Drain Toughness 12 (Extras: Affects Objects, Range [Ranged]) [34PP] Alternate Power: Enhanced Charisma 20 (Extras: Linked [Enhanced Skills]) [20PP] + Enhanced Skills 10 (40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 ) [10PP] [20 + 10 = 30PP] Alternate Power: Emotion Control 12(Extras: Area [General, Shapeable, 12 5ft cubes]) [34PP] Alternate Power: Flight 9 (Rank 10, 10,000mph / 100,000ft per Move Action, Feats: Moving Feint, Subtle) [20PP] Alternate Power: Nauseate 12 (Extras: Range [Ranged]) [34PP] Alternate Power: Paralyze 12 (Extras: Range [Ranged]) [34PP] Super-Senses 3 (Ultrasonic Hearing, Extras: Accurate) [3PP] (Echolocation) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Blast Ranged DC27 Toughness (Staged) Damage (Energy) Confuse Ranged DC22 Will Confused Dazzle Ranged+Area DC22 Reflex 1/2 Effect DC22 Reflex Deafened DC22 Fortitude Recover Drain Ranged DC22 Fortitude Drain Toughness Emotion Control Perception DC22 Will (Staged) Special Nauseate Ranged DC22 Fortitude (Staged) Sickened/Nauseated/Helpless Paralyze Ranged DC23 Will (Staged) Slowed/Paralyzed Spear Touch DC27 Toughness (Staged) Damage (Physical) Abilities (36) + Combat (32) + Saving Throws (27) + Skills (35) + Feats (39) + Powers (81) - Drawbacks (0) = 250/250 Power Points
  7. Character Name: Nick Cimitiere Power Level: 12/15 (218/250PP) [278] Trade-Offs: None Unspent PP: 32 Progress to Impervium Status: 130/150 In Brief: Slick psychobilly necromancer with an obligation to help the dead and the living alike. Alternate Identities: Eric LaCroix Identity: Secret Birthplace: Freedom City Occupation: Aspiring Singer, Coffee Slinger, Freelance Necromancer Affiliations: None Family: Jessica LaCroix (Mother), Peter LaCroix (Father), Mallory LaCroix (Sister) Description: Age: 25 (D.O.B. October 1987) Apparent Age: 22 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 170 lbs. Eyes: Blue Hair: Black [floatr][/floatr] Description: Eric looks like the consummate rockabilly aficionado -- tight jeans, clunky engineer boots, white T (sometimes covered up with a stylized work shirt), shining leather jacket, and hair that could repel a sledgehammer. Tattoos of flames, skeletons, angels, and other symbols of death, salvation and damnation run up and down his arms in full sleeves. He's always got a cocky grin and a demeanor that's relaxed, if not cheerful. As Nick Cimitiere, not much changes -- Eric trades in his normal colors for all black (save the T-shirt) and his standard leather jacket for one studded with occult symbols, with the veve of Baron Cimitiere displayed most prominently across the back. What changes most, however, is the trademark grin. Through use of stage makeup and prosthetics that help give his face a different shape, Nick wears the image of a skull, complete with rictus. He can still be cheerful, of course, and is definitely helpful to the ghosts he encounters. The crooks, well, that's another story... History: As a young man, Eric's obsessions weren't really that different from anyone else's -- sex, cars, rock and roll, the usual. He may have had a taste for the morbid and the arcane, but hey, everyone's gotta stand out somehow. Upon graduating from high school, Eric planned to move on to Savannah, Georgia, to attend SCAD and work on getting his degree in art. That summer, however, Eric ended up in a hideous car crash. He survived, but not before being declared clinically dead for three minutes. During his near-death experience, Eric found himself in a winding cavern deep in the earth. As he traversed the cavern, he got glimpses of other worlds -- a carnivale on the African plains under a moonlit sky, a dark desert stretching along a winding river, a cold world of twisted roots and lost souls, and fields and prisons separated by a river of swirling memories. As he approached the river Lethe and looked into its depths, a mysterious figure in a robe grabbed his arm and said, "Not yet." The cavern faded, and Eric woke up on the operating table. After recovering from his experience, Eric passed the rest of the summer in peace, and headed off to Savannah in August. He was willing to write up his experience on the table as a hallucination, the jumbled reassembly of a dozen texts on various afterlives. As the first semester wore on, however, Eric began to realize that something had followed him back. Rooms he slept in became unnaturally cold -- which says a lot for Georgia in late summer -- and objects seemed to keep breaking around him. He kept seeing people out of the corner of his eye who weren't there when he turned, and heard things no one else did. And when he slept, he would descend again into that cavern, if only for a few minutes. Eric met his first ghost while studying in the library at midterms. She was lost, lonely, and covered in blood. She didn't speak much, but she spoke enough. By combing old newspapers and working on her accounts, Eric was able to find the man who killed her. After the murderer ended up in the grips of the police (through an anonymous tip, of course), the girl passed on to her final reward. And Eric knew he had found a new meaning in life. While still remaining devoted to his more mundane studies, Eric started browsing the hidden corners of Savannah -- and from there, the South in general. He took frequent road trips to New Orleans, seeking out arcane secrets. During this time, he began his career as Nick Cimitiere, costumed avenger of the dead -- and quickly discovered that's hard to do when your powers mainly consist of, "See ghosts, and maybe talk them into doing things for you." Things began to change after a trip to Atlanta in his sophomore year, however. Trying to gather evidence on a crime lord on behalf of a snitch whose soul was still bound to the car trunk he was killed in, Nick ended up running into a few hitters. Cornered and desperate, he called on his will for an answer... and it appeared, with the shadows in that dark alley lengthening and binding the hitters to the spot. At first Nick thought a ghost had answered his cries... but then realized that he had control over the shadow. He had somehow managed to learn the arts of necromancy by studying the manifestations of the restless dead. Trying to find answers, he headed back to Freedom for summer break and sought tutelage at the hands of Eldrich. Eldrich helped him to get a grip on his burgeoning sorcery, while reminding him of the inherent perils of necromancy. "Death is not to be feared, but it is not to be trifled with, either." Now, Nick has returned to Freedom City to set up shop, searching for a haunt (actually haunted, if he can manage it) and keeping in touch with his mentor. He's got a head full of dreams, a heart that bleeds for the living and the dead alike... and a nagging concern about just why he's been clued into the ways of death. Personality & Motivation: When out of costume, Eric is unabashedly charming, slick and helpful, both on stage and in the coffee shop. He's got a nice, laid back demeanor that helps keep people relaxed, and if they open up, he's always there to lend them a hand. When in costume as Nick Cimitiere, he's still got a lot of the same charm, towards both his fellow heroes and the restless dead alike. But like the loa he takes his name from, Nick's charm tends to turn venomous around the wicked. He hounds, pursues and nips at their heels, bringing up past misdeeds and warning them of the perils of the grave. It's not like he's going to actually kill anyone, but it helps to convince them that maybe it'd be better if they went down to the police station and confessed. Complications: Binders of the Dead, Beware: Nick rarely gets along with other self-professed necromancers, mainly because a good chunk of them are the type who raise zombies or bind ghosts to their service. He really hates necromancers and other sorcerers who bind the dead, and occasionally jumps the gun if presented with evidence of the dark side of their actions (e.g., a ghost trapped in a binding circle). "Mom, Dad, I'm a Superhero...Just Kidding": Nick's kept his nature as a hero a secret from his family, viewing the stranger side of sorcery as something he really doesn't want his loved ones to get tangled up in. Resolving Unfinished Business Don't Pay the Bills: Nick works as a barista during the day, a necromancer at night. Sometimes his "hobby" tends to get in the way of work, though... Talking To Ghosts Is Not a Trade Skill: Nick may be experienced in the ways of necromancy, but he doesn't know why he is. If he was chosen for some divine or nefarious purpose, he has no idea what it is. If some answer is offered, for good or for ill, there's a chance he may end up falling for it. Abilities: 2 + 4 + 4 + 6 + 4 + 6 = 26PP Strength 12 (+1) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 16 (+3) Combat: 16 + 16 = 32PP Attack: +8 Base, +12 Gifts of the Dead Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Initiative: +6 Grapple: +24/+9 Knockback: -11/-1 Saving Throws: 6 + 6 + 10 = 22PP Toughness: +12/+3/+2 (+1 Con, +12 Work Jacket [impervious 12] OR +1 Leather Jacket) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +12 (+2 Wis, +10) Skills: 124R = 31PP Bluff 6 (+9, +13 Attractive) Computers 2 (+5) Concentration 8 (+10) Disable Device 6 (+9) Diplomacy 8 (+11, +15 Attractive) Drive 6 (+8) Gather Information 8 (+11) Intimidate 12 (+15) Investigate 4 (+7) Knowledge (Arcane Lore) 12 (+15) Knowledge (Art) 6 (+9) Knowledge (Life Sciences) 4 (+7) Knowledge (Pop Culture) 4 (+7) Knowledge (Tactics) 4 (+7) Knowledge (Theology/Philosophy) 8 (+11) Notice 10 (+12) Perform (Singing) 4 (+7) Search 4 (+6) Sense Motive 8 (+10) Feats: 21PP All-Out Attack Attractive Challenge (Fast Startle) Dodge Focus 4 Equipment 2 (10EP) Improved Initiative Luck 3 Master Plan 2 Power Attack Quick Change Ritualist Startle Uncanny Dodge (Mental) Well-Informed Equipment: 2PP = 10EP 1 + 1 + 1 + 2 + 5 = 10EP Cell Phone [1EP] Laptop [1EP] Leather Jacket (Protection 1) [1EP] Sap (Strike 1, Feats: Mighty) [2EP] Parkhurst Hotel (Shared HQ) [5EP] Powers: 2 + 20 + 1 + 51 + 12 = 86PP Descriptors: Magic, Mystical, Necromancy Comprehend 1 (Spirits) [2PP] Device 5 (25PP Container, Flaws: Hard-To-Lose) (Nick's "Work" Jacket, bathed in the waters of the River Styx) [20PP] Protection 10 (Extras: Impervious Toughness 12) [22PP] Immunity 3 (heat, cold, pressure) [3 PP] Features 1 (suite of minor necromantic rituals -- no major benefits, just several ritual offerings and last rites) [1PP] Gifts of The Dead (40PP Array, Feats: Accurate 2, Alternate Power 9) [51PP] Base Power: Darkness Control 2 (10ft radius, Extras: Linked [Dimensional Pocket]) [4PP] + Dimensional Pocket 12 (Extras: Linked [Darkness Control], Range [Ranged, 10 120ft Increments / 120ft Max Range]) [36PP] (Creeping Shade) [40PP] Alternate Power: Animate Objects 12 (150PP Minion, 1000ft Max Range, Flaws: Limited [Machines]) [24PP] + Comprehend 4 (Machines 2, Objects 2) [8PP] (One With the Rust) [32PP] Alternate Power: Astral Form 7 (200 miles, Feats: Dimensional 2 [underworlds], Selective, Subtle) [39PP] (Eurydice Calls) Alternate Power: Blast 12 (10 120ft Range Increments / 1200ft Max Range, Extras: Alternate Save [Will], Power Feats: Improved Critical, Indirect 1, Split Attack) [40PP] (Ignis Fatuus) Alternate Power: Disintegration 12 (10 120ft Range Increments / 1200ft Max Range, Flaws: Action [Full-Round], Affects Objects Only) ) [36PP] (Preparation of the Offerings) Alternate Power: [36 + 4 = 40PP] Emotion Control 12 (Extras: Area [General, Attached, 60ft Burst], Selective; Flaws: Limited [Fear]) (Banshee Wail) [36PP] Super-Senses 4 (Postcognition) [4PP] Alternate Power: Healing 12 (Extras: Total, Feats: Regrowth, Persistent) (Deny the Reaper) [38PP] Alternate Power: Nullify 12 (All "Dead/Death" Powers, 10 120ft Range Increments / 1,200ft Max Range, Extras: Effortless) (No Dominion) [36PP] Alternate Power: Strike 12 (Extras: Autofire 1, Penetrating [4]; Feats: Affects Insubstantial 2, Improved Critical [18-20], Incurable, Mighty, Reversible, Split Attack) (Ereshkigal's Talons) [34PP] Alternate Power: Telekinesis 12 (Lifting STR 60, 1200ft Max Range; Extras: Area [General, Burst, 60ft radius], Selective Attack, Flaws: Action [Full-Round]) (Poltergeist's Rage) [36PP] Super-Senses 12 (Death Awareness Extended 2 [1000 ft.], Detect Ghosts [Mental] Ranged 2 [100 ft.], Detect Magic Acute Ranged 2 [100 ft.]) 12 [12 PP] Drawbacks: 0PP None DC Block: ATTACK RANGE SAVE EFFECT Banshee Wail Perception/Area DC22 Will (Staged) Shaken/Frightened/Panicked Creeping Shade Ranged DC22 Reflex Imprisoned DC22 Will Escape Deny The Reaper Touch DC22 Fortitude (Harmless) Healing Ereshkigal's Talons Touch DC27 Toughness (Staged) Damage (Energy) Ignis Fatuus Touch DC27 Will (Staged) Damage (Energy) No Dominion Ranged DC27 Will Nullify Poltergeist's Rage Ranged/Area DC22 Reflex 1/2 Effect Grapple check (Staged) Pinned/Bound Preparation/Offerings Ranged DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy) Sap Melee DC18 Toughness (Staged) Damage (Physical) Abilities (26) + Combat (32) + Saving Throws (22) + Skills (31) + Feats (21) + Powers (86) - Drawbacks (0) = 218/250 Power Points
  8. Equinox Power Level: 11/15 (185/232 PP) Trade-Offs: None Unspent PP: 47 In Brief: Witch focused on fighting Earth's supernatural villains. Alternate Identity: Siobhan Drake (Shiv-awn, not See-oban) Identity: Public Birthplace: Freedom City, NJ, USA Occupation: Theology lecturer at FCU, Campaigner for the occult community Family: General Jonathan Drake (Father, 51), Jessica Drake (Mother, 46), Francis "Frank" Smith (Uncle, 39) Age: 28 (born 21st March 1983) Gender: Female Ethnicity: Caucasian Height: 5'9'' Weight: 130 lbs. Eyes: Grey (White when using powers) Hair: Brown (Black as Equinox) http://i98.photobucket.com/albums/l279/Ecalsneerg/melanie-laurent.jpg Description: Of average height and fairly slender, Siobhan Drake is not strikingly different from most people on the street. Her most distinctive features are her long brown hair, grown to half-way down her back, and her piercingly blue eyes. Typically, she dresses in plain t-shirts and jeans, eschewing dresses and high heels for more 'practical' clothing. That said, she can alter her clothing to any outfit of her choosing with a snap of her fingers. As Equinox, Siobhan's eyes become brilliant white due to use of her magic, casting enough light on her face to obscure her identity. In addition, she uses a simple temporary spell to dye her hair jet black. She wears a white long-sleeved t-shirt and trousers underneath a deep black floor-length coat. On her shirt is a logo on a black-outlined circle with one half completely black and the other white, representing the position of the sun during an equinox. In both identities, Equinox wears an elaborate silver pentagram, although usually hides it while not in costume. History: It's safe to say Siobhan Drake had a rough childhood. She grew up getting teased for the funny name her Gaelophile parents gave her, moved house a lot due to her father's profession as an Air Force General, and then being present for the Terminus Invasion when she was a little girl. After the trauma of the invasion, General Drake decided his family should stay in Freedom City with Siobhan's maternal uncle Frank. However, childhood petulance dictated that despite her parents trying to improve her life, Siobhan still resented them for her name, for the moving and even for moving to a city that gets invaded! Once she hit her teens, she started rebelling on a huge scale, sneaking out and drinking, smoking cigarettes, going through different goth/emo/fashion-obsessed phases, and then finally, to top off her parent's worries, she ran away from home. While travelling across the country, she fell in with a rough crowd of wannabe mages, who met nightly and tried out rituals they'd found from various old texts they'd dredged up. However, when it came down to it, they were just a bunch of talentless, pretentious teenagers using affected names. However, their leader (a man calling himself 'Keter'), had some talent, and was pleased to find that Siobhan had plenty of it. Therefore, while she showed interest in old pagan faiths and magic, Keter tried to manipulate and coerce her into demonic and necromantic rituals. She resisted for a long time, until in a frustrated rage, Keter went ahead without her and tried a summoning with his more lacklustre skills. He and his little 'coven' failed, and the summoning went awry, just as Siobhan's conscience finally snapped her out of it and she arrived to stop it from happening. Faced with a demon on the rampage, Siobhan used what little magic she knew to try and bind the monster, but to no avail. Sent reeling by the magical backlash of it shattering its bonds, it looked hopeless... until Adrian Eldrich appeared on the scene, effortlessly saving the day with a word and a gesture. While angered at her not stopping it before it happened, and at Keter's escape, Eldrich took pity on Siobhan, taking her home to her worried parents. From there, she set about turning over a new leaf. Spending the next five years studying theology at Freedom City University, she turned to Wicca and began living by its philosophy, using her magic responsibly. To aid in this, Eldrich instructed her a little until she was ready to stand on her own. Taking a job marking tests and teaching a few small classes, Siobhan decided to become the superhero Equinox, fighting off criminals, protecting people, and hunting rogue mages in order to make sure what she allowed to happen wouldn't repeat itself again. Personality & Motivation: Equinox is a driven, dedicated individual who has learned from her past mistakes. While her job as a superhero requires some degree of violence to protect people, she nonetheless maintains a peaceful attitude, attempting diplomacy and trying to talk out problems, not resort to violence. Trying to believe in the good side of people, nonetheless, she often upholds a perhaps unwarrantedly harsh stance on those starting out using magic, simply due to her bad experiences with rookie mystics in her youth. In addition, when stressed, she has a tendency to get a little snippy with people. Siobhan wants to make the world a better place, but predominantly, believes in protecting the innocent before drastically changing the world perhaps against other's wishes. She has the ability to do so, the drive to do so, and thus in her mind, must do so. Deep down, she hopes that being a superhero might also help her family to forgive her for her follies of youth. [floatr]http://freedomplaybypost.com/wiki/images/a/a0/EquinoxGlow.jpeg[/floatr] Powers & Tactics: Equinox is a highly trained and skilled mage. While deprived of much of her magical prowess without her wand to focus them, with it she is a veritable force of nature, with a wide variety of spells available to her. She is an expert elementalist, able to conjure up fire, wind, earth and air, although she tends to favour fire and wind as the more impressive-looking. She can also magically lift objects due to her control over the elements, create protective magical wards and fly on spectral white wings. When she wants to show off, she can also make her force field glow brightly, illuminating the area around her. With her wand and pentagram, her powers become more focused, and thus much more effective. In addition, they allows her to use the more difficult spells of controlling the weather and healing the wounds and fatigue of others. The wand also removes the need to speak and gesture in order to cast spells, requiring only flicks of the wand. Typically, she will try to negotiate with her foes rather than attack them outright. If pressed, she will prefer to bind and restrain foes rather than blast them with the elements, although if pressed to or if left with no other choice, she will use more outright offensive attacks. She is also aided by her familiar, a raccoon named Hayley. Through their mystic bond, they can communicate with thoughts, and Equinox can see through the small fuzzy animal's eyes if she so chooses. Hayley herself is somewhat more intelligent and powerful than a normal raccoon due to possessing traces of Equinox's residual magic. Complications: Addiction (Cigarettes): While aware it's a filthy habit, Siobhan nonetheless has a ten-a-day one. "An' It Harm None, Do As You Will": Equinox follows the Wiccan Rede, and thus is reluctant to use damaging spells except as a last resort, preferring to talk or use binding spells initially. She also loses access to her Magic array for 24 hours if she stunts mind-controlling powers like Emotion or Mind Control against a human being. "DAMMIT, I HATE MY NAME!": Siobhan is irritated by her Gaelophile parents giving her a Gaelic name noone can pronounce. She finds it hard to resist losing her temper when people get it wrong or make fun of it. Enemy (Keter): For all Equinox and Eldrich know, Keter is still alive, and might yet claim his revenge. Magical Gestures: Without her wand to focus her magic, Equinox must use gestures and words to use her innate Environmental Control, Force Field, Flight and Magic array. Prejudice (Openly Practicing Wiccan): While not usually an issue, Siobhan's unconventional choice of religion sometimes lead to difficulties. Public Identity: Siobhan has recently gone public with her secret identity, and as an openly practicing witch, in an effort to educate about the occult and protect young, impressionable practitioners from harm. Responsibility (Eldritch): While Adrian Eldrich knows that Siobhan did more to stop Keter than help him, nonetheless, he helped her, coached her in magic and helped her at a low point, and thus Siobhan feels she owes him a favour. Responsibility (Family): While still somewhat estranged from them, Siobhan's family still matter to her, and she strives to protect them. Responsibility (Magical Threats): Equinox feels obligated to focus on preventing magic from being misused, and thus spends much of her time fighting magical foes. In particular, she specialises in those creatures native to Earth, not other dimensions, as well as those mages misusing their powers. Responsibility (Job): Siobhan Drake lectures on theology part-time in Freedom City University, and really can't afford to lose her job, because... Struggling: ...She hasn't much money, spending a lot of what she does earn on mystic supplies. Abilities: 0 + 2 + 2 + 6 + 8 + 4 = 22PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 14 + 12 = 26PP Initiative: +1 Attack: +7, +11 Magic Grapple: +7, +21 Telekinesis, +24 Telekinesis + Wand Defense: +11/+6 (+6 Base, +5 Shield), +3 Flat-Footed Knockback: -5/-0 Saving Throws: 5 + 5 + 8 = 18PP Toughness: +11/+1 (+1 Con, +6 Force Field, +4 Pentagram) Fortitude: +6 (+1 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +12 (+4 Wis, +8) Skills: 76R = 19PP Concentration 12 (+16) Craft (Artistic) 12 (+15)Skill Mastery Diplomacy 9 (+11) Intimidate 4 (+5) Knowledge (Arcane Lore) 12 (+15)Skill Mastery Knowledge (Theology and Philosophy) 7 (+10)Skill Mastery Languages 2 (English [Native], Greek, Latin) Medicine 1 (+5) Notice 11 (+15) Sense Motive 6 (+10)Skill Mastery Feats: 22PP Artificer Attack Specialization (Magic) 2 Equipment 2 (10EP) Luck 3 Ritualist Sidekick 11 (Hayley the Raccoon) Skill Mastery (Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology/Philosophy], Sense Motive) Trance Powers: 4 + 8 + 36 + 2 + 8 + 11 + 8 + 1 = 78PP Device 1 (5PP Container, Flaws: Hard-To-Lose) [4PP] (Pentagram of Warding) Force Field 4 (Feats: Subtle) [5PP] (Magic Spells of Warding) Device 2 (10PP Container, Flaws: Easy-To-Lose, Feats: Restricted 2 [Equinox]) [8PP] (Wand of Spell Focus) Features 1 (Special Effect [turns into steel sword as free action]) [1PP] Magic 3 (Rank 17.5, 35PP Array, Increases Spell Ranks to 11 [Healing to 9, Obscure to 12, Telekinesis to 17, Weather Control to 7], Feats: Affects Insubstantial 2, Alternate Power 1 [8]) [9PP] Alternate Power: Nullify 11 (All Magic Effects, Extras: Effortless, Linked , Flaws: Range [Touch]) [22PP] + Strike 10 (Extras: Linked [Nullify], Feats: Improved Critical [19-20], Mighty, Variable Descriptor [Flaming Sword]) [13PP] (Blade of The Witch-Knight) [35PP] (Magic, Anti-Magic, Steel, Slashing) Magic 14.5 (29PP Array, Feats: Alternate Power 7) [36PP] (Elemental Magic) Base Power: Blast 9 (Extra: Penetrating, Feats: Variable Descriptor 2 [Any Natural]) [29PP] (Summon The Elements) Alternate Power: Blast 9 (Extras: Area [General, Burst, 45ft radius], Selective, Flaw: Action [Full], Feats: Variable Descriptor [Any Natural]) [29PP] (Wreak Havoc) Alternate Power: Healing 7 (Extras: Energizing, Total, Feats: Regrowth, Drawbacks: Action 2 [5 minutes]) [27PP] (Seal Wounds) Alternate Power: Obscure 9 (Visual Senses, 500ft radius [5,000ft with Wand], Extras: Independent, Feats: Variable Descriptor 2 [Any Natural]) [20PP] (Natural Barriers) Alternate Power: Snare 9 (Extras: Backlash, Feats: Reversible, Variable Descriptor [ice, Wood]) [29PP] (Binding) Alternate Power: Telekinesis 14 (STR 70, 85 with Wand [Heavy Load: 200 tons, 1,600 tons with Wand], Feats: Precise) [29PP] (Move The Elements) Alternate Power: Teleport 7 (200 miles per Full Action, Extras: Affects Others, Flaws: Limited [Long-Range], Feats: Progression [subjects] 2 [5 Passengers]) [16PP] (Mystic Teleport) Alternate Power: Weather Control 5 (100ft radius [500ft with Wand], 20PP of Mix-&-Match Environments [28PP with Wand], Extras: Independent, Total Fade) [25PP] (Call Down The Sky)Features 2 (Quick Change 2) [2PP] (Magic) Minor Magical Effects 3 (6PP Array, Feats: Alternate Power 2) [8PP] Base Power: Flight 3 (50mph / 500ft per Move Action) [6PP] (Air Magic, "Riding The Wind") Alternate Power: Impervious Toughness 11 (Extras: Force Field, Flaws: Duration [Concentration]) [6PP] (Armor of Earthen Will) Alternate Power: Sensory Link 5 (5 miles, Extras: No Save, Simultaneous, Flaws: Limited 3 [Hayley], Feats: Subtle) [6PP] Force Field 6 + Shield 5 (Extras: Linked) [11PP] (Magic Spells of Warding) Super-Senses 8 (Magic Awareness 3 [Mental], Extras: Accurate, Acute, Extended [100ft Notice Increments], Ranged) [8PP] (Magic) Super-Senses 1 (Communication Link [Mental, Hayley]) [1PP] (Magic) DC Block First DC is without wand, second DC is with it ATTACK RANGE SAVE EFFECT Unarmed Melee DC15 Toughness (Staged) Damage Area Blast Ranged DC19/21 Reflex (area), 24/26 Toughness (staged) Damage Element Blast Ranged DC24/26 Toughness (Staged) Damage Snare Ranged DC19/21 Fort (Staged) Entangled/Helpless Sword Melee DC25 Toughness (Staged) Damage, preceded by Nullify vs Will/power rank Abilities (22) + Combat (26) + Saves (18) + Skills (19) + Feats (22) + Powers (78) - Drawbacks (0) = 185/232 Power Points :arrow: Important notes on stacking: the two Force Fields stack as one power for all purposes (and thus the pentagram adds Subtle to the base Force Field). Similarly, the magic arrays stack, and the APs come from the whole array pp. Since it's Restricted 2, there won't be a situation where the wand's power alone gets used rather than with Equinox's. Hayley the Raccoon
  9. [floatr][/floatr] Character Name: Silhouette Power Level: 14 (202/209PP) Trade-Offs: None Unspent PP: 7 Progress To Platinum Status: 104/120 Bronze Reward: Equipment 4 for Silhouette, Equipment 3 & Minion 8 for Changeling Silver Reward: 3rd PC, PL8/120PP (Catalyst) In Brief: An ambush character and close ranger brawler with the ability to turn flat. Alternate Identity: Caroline Wendle Identity: Secret Birthplace: Athens, GA, USA Occupation: Freelancer Affiliations: None Family: Demarco, Marilyn, Alison, Trent Wendle Description: Age: 27 (DoB: April 20th 1986) Gender: Female Ethnicity: Caucasion/Hispanic Height: 5'4" Weight: 130 lbs. Eyes: Grey Hair: Brown The transition into superheroism has left an effect on Carrie's physique. She is no longer underweight, and far less skinny putting on a few pounds of muscle and training up. She's a lot more lean now, but her stance and figure is a lot more poise, and her posture and habits have improved. She looks a lot more healthy in that she has adjusted her sleep schedule to fit her new night job, and her eating habits have improved to compensate for her needing more energy. Her costume a form fitting leather one piece biker suit she spray painted back with a baclava sewn into the collar. Over that is a specially made mask(curtiousy of Dragonfly) with a built in radio feed and lenses that helps her see in the dark. The black out assemble is completed with leather gloves and boots which gives her really the look of a modern ninja. She has several pockets which usually contain things like business and phone cards, some zip ties, bandages, and her car key. History: Carrie's parents travelled a bit before they had her older brother Trent and her, but settled down into a college town when her sister was born. Her mother was ex military and just got off two six year terms to cover college expenses and put down the payments on a house as well as a lease on a coffee shop that she ran with her father who never managed to finish schooling. Growing up there, Carrie tended to hang out with an older crowd. When she turned seventeen, her parents sold their coffee shop to a competing franchise named after a character in Moby Dick and used the money to move to the suburbs outside of Freedom City. It was about a year earlier after hitting puberty that Carrie noticed her slight difference to everybody else in the family. Seeing as it was somewhat limited as a whole but not at all dangerous with some prompting from her sister she kept it the ability to herself. She went through life at a relative normal pace, until her sophmore year of college. While attending a field trip to a museum with her art history class the whole place was seized by some whack job and his minions as a way to call out some big time hero. The guy's mook promptly bound and blindfolded everyone present to chairs to use as hostages when whatever random hero he was trying to called. When said hero did show up, while everyone was distracted Carrie just slipped out of her restraints, hit the singular henchman who was suppose to watch the hostages on the head a chair and untied everyone else. By the time villian had tried to pull the hostage card after the hero had defeated him or whatever obstacle he had set up there were only empty chairs and a knocked out henchman. After that she didn't immediately jumping into the hero ring, but she thought it might be a possibility. After she graduated she found a similar situation when a regular guy was trying to hold up a convinience store. After turning 2D to avoid gunfire and hit him on the back of a head with a six pack of guinesse she started to look into seriously trying to help people with her abilities and started to experiment. What started as an experiment became a full on lifestyle, which Carrie adjusted too accordingly. It wasn't hard to change her sleep and work schedule to suit her going out at nights as she worked freelance anyway, and already had a penchant for sleeping in late. What really became hard was the fact that she had to effectly lie to everyone she met about that part of her life, which Fulcrum whom she befriended as a civilian and does custom tailoring for. Personality & Motivation: Carrie is a big believer in choice as the major decider of what happens to someone in life. Growing up in a college town she saw teenagers work hard and learn to do their dream jobs until they graduate, but she also saw the results of students who dropped out early because of pregnancy, accidents, arrest records, drug use, or just plain laziness. This makes her quite blunt and generally insensitive to most peoples situations when she sees a lot of self inflicted miseries throughout the city. She hates it when people complain about their situation and neither try to see what they can do to improve it or see how lucky they themselves are. She hates it even more when villians and sometimes even heros force their own plans on to innocent bystanders. This includes but isn't limited too, hostage situations, access property damage, and meaningless slaughter from either party. Though she tries to pass herself off as standoffish, she's a bit shy and tries very hard to avoid direct attention in any way possible. This being said, it's really just a self defense mechanism because she herself is very insecure about her own lack of power and is almost constantly comparing herself to others. However insecure she is about whether she is in fact a hero or not, it still doesn't stop her from working hard, and maintaining her own set of morals and ideals about how heroes should act, and about how people should act. This makes her especially hard on herself if she doesn't live up to it herself. Carrie outside of costume is a nerd, plain and simple. She loves works of fiction, any fiction, comics, movies, novels, she has shelves of these just lined up and well bent from rereading them. She also has a taste for the older styles, loving old cars, and older designs and cuts of clothing, as well as steampunk things and clothing (some of which she owns is geniune because of a visit to an actual steampunk alternate universe). If she had the choice she'd be driving some full on classic American muscle cars instead of her mini cooper, or a really nice old chopper, but the car was a gift, and it was better than what she had before, which was nothing. Powers & Tactics: Silhouette can turn flat, which sounds like a rather lame power, but she ultilizes it quite well. Her fingers and limbs are incredibly sharp, and she does not have to assume full form to use them making her able to brawl effectively both in and out of costume with little(or really less) suspect to her idenity. Her black costume allows her to masquerade as a shadow as she moves along walls, and her now more refined use of acrobatics makes her able to run circles around opponents easily before sneaking in for a hit. When alone, she usually relies on divide and conquer methods of attack, while in battle she'll both act as a distraction, and use the distraction of others while trying to maintain the safety of civilians or to catch the villians off guard. Complications: Bad Cravings: Carrie used to smoke in college, and quit afterwards because she couldn't afford to keep up the habit. As a result she gets very, very irratable near bars or clubs or anywhere else filled with cigerette smoke as it gives her cravings. Family: She is very much a family person and since they all live within or near the city limits she will almost always try to attend family gatherings and events. With the recent discovery (well recent to their parents) that her niece and nephew Emilia and Emmanuel are both magnetic metahumans, Carrie has gotten very involved in managing them. PTSD: A lot of really bad days has given Carrie some rather bad memories that can invoke anxiety attacks and incredibly violent flight or fight behavior (usually the later), the triggers being hospitals and mentioning of the Gorgon. No Weapons: She can't actively carry weapons with her because she can't carry make anything that isn't already naturally flat with her when she goes 2D. This has lead to her to improvise a lot. Secret: She does try her best to keep her identity secret by avoiding some of the hazards like her mask falling off(by sewing it to the rest of her suit) or distorting her features with her ability if she's ever caught without it. Struggling: Working freelance her general income is far from stable, coupled with student loans she has had to learned very quickly to live with the very bare minimum. She lives in the Fens near the border of the theatre district and will often take up jobs there painting sets and running theatre tech to help supplement her income. Weak Stomach: Carrie gets nausea very easy, and as such has to take ginger pills before getting in cars or on boats (unless she's driving). The same goes for teleportation, even by friendly parties. Abilities: 6 + 10 + 8 + 4 + 4 - 0 = 32PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 24 = 32PP Initiative: +13 Attack: +4, +12 Melee Grapple: +17 Defense: +12, +6 Flat-Footed Knockback: -5, -2 Flat-Footed Saving Throws: 6 + 9 + 5 = 20PP Toughness: +12, +4 Flat-Footed (+4 Con, +8 Defensive Roll) Fortitude: +10 (+4 Con, +6) Reflex: +14 (+5 Dex, +9) Will: +7 (+2 Wis, +5) Skills: 116R = 29PP Acrobatics 15 (+20) Computers 8 (+10) Crafts Artisitic 8 (+10) Disable Device 8 (+10) Gather Information 10 (+10) Knowledge (Art) 8 (+10) Knowledge (Behavioral Sciences) 4 (+6) Knowledge (Physical Sciences) 6 (+8) Knowledge (Popular Culture) 3 (+5) Knowledge (Technology) 4 (+6) Language 1 (English [Native], Spanish) Notice 8 (+10) Search 8 (+10) Sleight of Hand 10 (+15) Stealth 15 (+20) Feats: 45PP Accurate Attack Acrobatic Bluff Agile Climber All-Out Attack Attack Focus (Melee) 8 Challenge (Fast Acrobatic Bluff) Dazzling Attack Defensive Roll 4 (+8 Toughness) Equipment 3 (+4 Veteran Reward = 7 [35EP]) Grapple Finesse Improved Critical (Strike) 2 Improved Disarm Improved Initiative 2 Improved Grapple Improvised Tools Luck 2 Move-By Action Ninja Run Paralyzing Attack Power Attack Redirect Set Up Skill Mastery (Acrobatics, Disable Device, Notice, Stealth) Stunning Attack Takedown Attack 2 Ultimate Save (Reflex) Uncanny Dodge (Hearing) Well-Informed Equipment: 7PP = 35EP 2008 Mini Cooper [28EP] Stats: Size: Large [1EP]; Strength: 30 [2EP]; Defense: 9 [0EP]; Toughness: 11 [7 + 4EP] Features: Disguise, Navigation System, Remote Control [3EP] Powers: Concealment 6 (All Auditory & Visual; Flaws: Blending) [6EP] Immunity 5 (Falling Damage) [5EP] Speed 6 (500 mph) [6EP] Super-Movement 1 (Wall Crawling; Flaw: Only While Moving) [1EP] HQ (Underground Under Closed Down Video Store) [7EP] Stats: Size: Medium [1EP]; Toughness: 5 [0EP] Features: Computer, Concealed, Defense System (Blast 10), Garage, Living Space, Power System [6EP] Powers: 4 + 18 + 22 = 44PP Device 1 (5PP Container, Flaws: Hard-To-Lose) [4PP] (Armor, Mask) Immunity 2 (Dazzle [Visual]) [2PP] Super-Senses 3 (Darkvision, Radio) [3PP] Dimensional Control (2-D Form) 3 (15PP Container [sustained Duration], Extras: Action [Reaction]) [18PP] Concealment 4 (All Visual Senses, Flaws: Limited [side View]) [4PP] Enhanced Feats 7 (Defensive Attack, Elusive Target, Evasion 2, Hide In Plain Sight, Improved Defense 2) [7PP] Insubstantial 1 (Flaws: Limited [Width]) [4PP] Strike 9 (Extras: Linked [Drain Toughness], Penetrating 2 [DMG 14], Feats: Mighty) + Drain Toughness 5 (Extras: Affects Objects) [22PP] (Mutation, Training, Ultrasharp Fingers & Feet) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Bruised (Staged) Strike Touch DC 15 Fortitude Drain Toughness (Staged) DC 27 Toughness [Penetrating 2] Bruised (Staged) Abilities (32) + Combat (32) + Saves (20) + Skills (29) + Feats (45) + Powers (44) - Drawbacks (0) = 202/209 Power Points
  10. Ouroboros Power Level: 12/15 (250/250 PP) Trade-Offs: None Unspent Points: 0PP Alternate Identities: Jack Huang Faretti (Junior) Height: 6'1"" Weight: 180 lbs. Hair: Black Eyes: Blue (glows Red when angry) Description: Jack hopes to have inherited his fathers height though on a more fine boned frame though time will tell as he is still trapped in his sixteen year old body at this point. He tends to compensate for his lighter weight build with bulky or flowing clothing that can make him look larger than he is. He has his Mothers dimples and a distinctly Asiatic cast to his features though sharpened just enough to break out of really looking like a specific ethnicity of the region. His general avoidance of the sun has left him pale but it seems to suit him well and lacks the sickly or corpsen cast that many full vampires take on when underfed. His hair is dark and straight, styled simply back to keep it out of his face. Though he easily passes for human and living to casual examination he does had a significant tell in his elongated canines, while not extended to the full length of a vampire in feeding mode they are beyond the norm for human. The majority of his powers are basic hermetic magic the purely magical energy's usually taking on a blue-green tinge and more obvious elemental energies looking like normal examples thereof. The exception is his one spell drawing off the darker aspects of his nature and mirroring the effects of his bite enhanced with his own skill at spell-craft which is a spell of mottled red and black suffusing both his target as well as himself as he mystically feeds on their life force to restore his own injuries. History: Jack's birth was something that should not have been able to happen for many reasons and yet it did. The child of the nearly human Chosen of Heshem and a powerful vampire his birth was heralded by assaults from none other than Dracula himself. Needless to say as the child of two of Freedoms more potent Heroes his childhood was anything but normal. While they protected him from the worst of it and then some he was no normal child. His sitters even in infancy were often heroes in their own right and he never attended any normal form of schooling instead moving from one specialized school for the "gifted" to another until he began to attend the Claremont Academy. Despite his pedigree his powers were relatively minor. As an entity likely immortal he did not develop apace. None the less he was not suitable for normal schooling either. He did well in his studies however and received valuable training while attending Claremont. After graduation some strings were pulled and he began to study under Adrian Eldricht, perhaps in time to be come the master mages chosen successor. His skills with the arcane flourished under the Master mages tutelage and he really began to come into his own. It was then that disaster struck. The crime league attacked major cities the world over holding billions hostage with nuclear devices. Fast action from assorted heroes uncovered and disarmed all but one. In Freedom City the Hiroshima Shadow finally lost itself to its madness and supercharged the device detonating it before the heroes of the league could reach it. Behind the mystic portals of the master mages demesne Jack should have been safe but then something extraordinary happened. In the moment of the blast something else took hold of the city slicing through the careful wards and dimensional barriers of the Archmages home. As the strange effect began to take hold Jack slid reflexively into the void for safety. He found himself unable to return. Some force had locked that time and place away from him. With some effort he was able to trace some element of the effect and in time wrestle his way through the barriers between worlds as well as times and emerged nearly twenty five years earlier. He's uncertain what exactly happened in the future but he knows that it goes well beyond anything so mundane as a nuclear blast. Jack does not know what time he has emerged into and is still uncertain what this place will hold for him. His first order of business is to return to his families home from there perhaps he can reach Eldricht for advice or aid. When he discovers the world he has entered of course that may all change. Well that was what he told his parents at least when he found his way to the Mansion once more. The truth of a ritual misshap whilst working on spells he was forbidden to, was rather less mysterious and far more likely to result in grounding or worse a tightening of their already restrictive rules about his safety. Hiding behind a carefulyl crafted illusion and using what he knew of recent events in the city he crafted a new more mature persona. It lasted a good long while as he continued his studies in peace hoping to at the least undo the damage done by his initial botched ritual. However years later his ploy was revealed quite on accident when a Magic Eating beasty escaped his mothers care and in the course of its rampage destroyed his disguise. Revealed to be a boy of no more than sixteen the lies came charshing down along with rather harsh censure from his parents at the whole debacle. The worst of it is over and though he claims he is somehow time locked and not aging since his arrival there is no way to be sure it was not an errant tween with too much power that first arrived four years ago. He has been sent to attend Claremont much to his chagrin despite his protestations he would learn better at home or in the field. Update 07/2019: Having completed both his education at Claremont and the tutelage of Phantom Ouroboros has been elevated to replace the former in her role as Chosen of Heshem and Guardian of hte Void with Phantom stepping into the role of Master mage. He has grown as a magician and his knowledge of hte arcane and other dimensions has few rivals. The young Dhampir has embraced this new role with zeal while putting his own mark on the duties of extra-dimensional protector. His personal life has grown as well as he has made allies both among his fellow former students he might call upon in times of need and closer relations with other heroes as well particularly the returned Set. Personality & Motivation: Huang is still young and has a rather sharp wit and sometimes dark humor. He knows he's more intelligent then many and better trained in the arcane arts than most, his confidence has little hubris though as he knows enough to realize just how little he knows but doesn't let that stop him from taking a more active role in heroic events. Jack is a second (arguably third, if you count Hong Kong Harry of the Jungle Patrol) generation hero. In many ways its in his blood as much as his predators instincts and connection to the mystic realm of the void. His life thus far has been a relatively coddled existence. Due to his unique nature he grew up in very real danger of being assaulted or kidnapped by one faction or another or even as a strike at his parents and was thus kept from much of their activities. A fact he often resents. When he found himsel distimed he saw it as an opportunity to prove himself and resents that with the collapse of his disguise he is being sent off like an errant child to attend Claremont. Powers & Tactics: Huang is first and foremost a Mystic. He harnesses arcane forces to his command. In addition to his studies of magic he has developed several abilities of his birthright. As yet his Vampiric abilities are a lesser part of his arsenal but they serve as a dangerous surprise for any foe that makes the mistake of thinking him helpless without access to his spells. In a combat situation he prefers to remain hidden either with stealth or an invisibility spell before attacking where he can do the most good. He prefers to remain at range and utilize his magic to arm and hinder his foes or aid his allies. If cornered he'll try to escape either with mist form or attempting to flee to the void. He will use terrain and his abilities to control and move about the battlefield to his advantage and to disorient his enemies. Complications: Chosen: Being the Chosen of Heshem makes Ouroboros a target for those seeking to influence across the barriers between worlds. It also means he must put those duties ahead of many others, despite what his wishes might otherwise be. (Gain HP for being targeted when not the primary threat or when his duties demand he take actions for the good of the dimensions that may interfere with other goals in a thread.) Dhampir: Vampires want to kill or use him, and those who hunt vampires will still see him as an abomination. Fangs: He has them. They don't retract. It makes blending difficult. From the Future!: Jack knows the dangers of mucking with time, and while he'd like to go back to his time eventually, he'd rather it not be as a prisoner of the Time Keepers. The GM can say certain things "have to happen" and Jack will likely let them for the sake of the future. It Burns Like Hygiene!: Jack is very uncomfortable in direct sunlight. It causes him no real harm, and won't rob him of most of his powers, but he avoids it none the less. Parental Units: He has them. They will likely muck with his life, and their enemies will (of course) become his, one way or another. ABILITIES: 16 + 6 + 16 + 6 + 8 + 6 = 58PP Strength: 26 (+8) Dexterity: 16 (+3) Constitution: 26 (+8) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 16 (+3 COMBAT: 16 + 12 = 28PP Initiative: +3 Attack: +8 Base, +12 Eldritch Blast, Mage Hand, Vampiric Touch Defense: +12 (+6 Base, +2 Dodge Focus, +4 Forcefield), +3 Flat-Footed Grapple: +16, +24 Mage Hand Knockback: -6/-4 (with/without forcefield) SAVING THROWS: 0 + 0 + 8 = 8PP Toughness: +12 (+8 Con, +4 Force Field) Fortitude: +8 (+8 Con, +0) Reflex: +3 (+3 Dex, +0) Will: +12 (+4 Wis, +8) SKILLS: 108R = 27PP Bluff 3 (+6, +10 w/ Attractive) Skill Mastery Concentration 6 (+10) Diplomacy 3 (+6, +10 w/ Attractive)Skill Mastery Gather Information 2 (+5) Intimidate 17 (+20)Skill Mastery Knowledge (Arcane Lore) 17 (+20)Skill Mastery Knowledge (Cosmology) 17 (+20)Skill Mastery Languages 7 (Ancient Egyptian, Atlantean, Cantonese, English [Native], Latin, Lemurian, Mandarin, Old Slavic) Notice 6 (+10)Skill Mastery Search 7 (+10) Sense Motive 6 (+10)Skill Mastery Stealth 17 (+20)Skill Mastery FEATS: 14PP Attractive Dodge Focus 2 Eidetic Memory Equipment 2 Hide In Plain Sight Luck 4 Ritualist Skill Mastery 2 (Bluff, Diplomacy, Intimidate, Knowledge [Arcane], Knowledge [Cosmology], Notice, Sense Motive, Stealth) Equipment: 10EP = 2PP The Unbound Oubliette (HQ) Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Concealed, Isolated, Library, Living Space, Personnel, Power System, Sealed, Self-Repairing [8EP] - [Total 10EP] POWERS: 4 + 12 + 35 + 8 + 10 + 3 + 4 + 14 + 18 + 7 = 115PP Concealment 4 (No Reflection; All Visual Senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [4PP] (Vampiric) Immunity 12 (Child of The Void; Aging, Dimensional Effects, Life Support) [12PP] (Dimensional, Magic) Magic 15 (30PP Array, Feats: Alternate Power 5) [35PP] (Magic) Base Power: Blast 12 (Eldritch Blast; Feats: Accurate 2, Affects insubstantial 2, Variable Descriptor 2 [Any Magic]) [30PP] (Magic, Variable) Alternate Power: Create Object 13 (Force Constructs; Feats: Affects Insubstantial 2, Selective, Tether) [30PP] Alternate Power: Damage 12 (Vampiric Touch; Extras: Alternate Save [Fortitude], Vampiric, Flaws: Action [Full], Feats: Accurate 2, Affects Insubstantial 2, Extended Reach 2 [15ft])[30PP] Alternate Power: Move Object 12 (Mage Hand; Feats: Accurate 2, Affects Insubstantial 2, Precise, Indirect 1) [30PP] Alternate Power: Super Movement 3 (Banish; Dimensional Movement 3; Extras: Attack +0, Attack 13 [to DC 16]{26}, Continuous, Alt Save Will +0; Flaws: Limited [non-prime natives to home dimension only], Distracting; Feats: Affects Insubstantial 1 ) [30/30AP] (magic, dimensional) {0 net PP} Alternate Power: Teleport 10 (Void Portal; 2,000 miles, Extras: Accurate +1, Dimensional +1, Portal +2; Flaws: Long Distance Only -1, Action (Standard to Open Portal) -2) [30PP] (Magic, Teleportation) Protection 4 (Force Field; Extras: duration(sustained) +0; Feats: Dodge Focus4) [8PP] (Magic) Regeneration 8 (Child of The Void; Recovery 2 [+10], Bruised 1 [1 Round], Injured 2 [5 minutes], Staggered 1 [20 Minutes], Disabled 1 [5 hours], Resurrection 1 [1 week], Feats: Persistent, Regrowth) [10PP] (Dhampir, Dimensional, Magic) Super Movement 1 (Return To The Void; Dimensional Movement 1 [The Void], Feats: Innate) [3PP] Super Senses 3 (Mage Sight; Magic Awareness [Visual], Analytical 1, Tracking 1 [Half Speed]; Feat: Dimensional) [4PP] Super Senses 14 (Watcher at the Gates: Dimensional Awareness [Mental], Acute 1, Accurate 2, Analytical 1, Radius 1, Ranged 1, Tracking 3 [All Out Move], extended 4 (100,000'/19 mile Increments) [14PP] (dimensional) Vampire Array 5 (Vampiric Power; 10PP Array; Feats: Alternate Power 2, Dynamic Alternate Power 3) [18PP] (Vampiric) Base Effect: Drain Constitution 2 (Vampiric Bite; Extras: Linked [+0], Flaws: Requires Grapple, Feats: Insidious, Subtle 2) [4PP] linked Heal 2 (Extras: Linked [+0], Action [Standard]; Flaws: Limited [Self]; Feats: Persistent) [5PP] linked Emotion Control 1 (Euphoric Bite; Extras: No Save [+2], Linked [+1], Flaws: Range [Touch, -2], Limited [Euphoria], Requires Grapple) [1PP] Alternate Power: Flight 2 (25mph / 250ft per Move Action, Flaws: Limited [Night], Feats: Subtle, Drawbacks: Low Ceiling [30ft], No Swimming) [3PP] linked Insubstantial 2 (Gas, Flaws: Limited [Night], Drawbacks: Can't Speak or Gesture) [7PP] Alternate Power: Emotion Control 10 (Vampiric Mesmerism; Flaws: Sense Dependant [Visual; eye contact]) [10PP] Dynamic Alternate Power: Quickness 10 (Vampiric Speed) [10PP] Dynamic Alternate Power: Speed 10 (Vampiric Speed) [10PP] Dynamic Alternate Power: Super Strength 5 (Vampiric might) [10PP] Variable Power 1 (5PP any one power at a time; cantrips; Extras: Action 2 [Free]) [7PP] (magic) Drawbacks: 0PP [None] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness Damage Force Constructs Ranged DC22 Reflex Trapped DC27 Toughness Damage Eldritch Blast Ranged DC27 Toughness Damage Vampiric Bite Touch DC12 Fortitude Drain Constitution No Save Euphoria Vampiric Touch Touch [10'] DC27 Fortitude Damage Vampiric Mesmerism Perception DC20 Will Emotion Control TOTALS Abilities (58) + Combat (28) + Saving Throws (8) + Skills (27) + Feats (14) + Powers (115) - Drawbacks (0) = 250/250 Power Points
  11. Player Name: Fox Character Name: Dragonfly Power Level: 14 (187/233pp) Trade-Offs: +2 Defense / -2 Toughness Unspent PP: 46 Progress to Platinum Status: 123/120 In Brief: Bitter young genius out to apply her mind on her terms, and no one else's. Alternate Identity: Mara Hallomen Identity: Secret Birthplace: France (Dual-Citizenship, French/American) Occupation: Full-Time Inventor/Superhero Affiliations: Ironclad, Jill O'Cure, The Lab Family: Alexander "Hollow Man" Hallomen (Father) Age: 20 (DoB: December 1991) Gender: Female Ethnicity: Caucasian Height: 5'5" Weight: ~110lbs, ~160lbs in armor Eyes: Dark Blue Hair: Dirty-Blonde Description: On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Makeup is practically a foreign concept. Her power suit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are, relative to the rest of the outfit, bulkier and have plating that can shift and rearrange for the task at hand, including deploying a number of small tools; the back of the suit carries a smooth 'backpack'-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience (though this may, of course, invalidate the suit's life support functions, and there are safeties in place to try to avoid that happening). When not in use the suit is exchanged with a heavy, flexible metal choker that rests at the base of the user's neck; it has no visible clasp and does not look terribly valuable, being made of non-precious metal and what little detail there is being quite obviously glass. Power Descriptions: When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even through her helmet's lenses, which are otherwise not see-through from the outside). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts. Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit (especially at the gauntlets) emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial, if tingly, to the touch and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control). History: In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – 'hollow' – rooms. What customers only very rarely know is where most of the new and custom items came from. Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother's ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother was killed (something he calmly claims he had nothing to do with, of course) the daughter fell into his care. Little Mara Hallomen was indeed predicted to be brilliant when she grew older but that simply wouldn't be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information; her only human contact was a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways conventional science could not. Even this was cold comfort, however, as anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist. Kept docile, driven, and borderline insane as an intended side-effect of her constant "health treatments," the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings. Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms. Personality & Motivation: Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate (though continuing social exposure and her ongoing relationship are alleviating many of these problems). Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. It's occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism's just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets. Powers & Tactics: Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation. When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage. Complications: Enemy: The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items hasn't vanished the more and more flexible he gets as long as she's alive and her head's in one piece. Hatred: People taking advantage of or endangering children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers. HUD: The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc). Legacy: Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her. Relationship: With Jill O'Cure. Responsibility: Mara now owns and runs Hallomen Advanced Experts (HAX), and is responsible for being the boss and keeping the place going and its people employed, not to mention protecting the rather valuable projects and secrets therein. Secret: Identity. Side-Effects: Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her. Suit Lite: Dragonfly's suit, while in choker form, is severely limited in what it can do - generally speaking, it's capable only of the Dimensional Pocket, Force Field, Shield, and Teleport powers. The device is, of course, only Subtle when in choker form and not actively being used. Abilities: 2 + 4 + 2 + 14 + 2 + 2 = 26PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 24 (+7) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +7 Attack: +5, +11 Spatial Control Grapple: +4 Defense: +13/+5 (+5 Base, +8 Shield), +2 Flat-Footed Knockback: -6/-1/-0 Saving Throws: 6 + 5 + 7 = 18PP Toughness: +9/+1 (+1 Con, +5 Protection [impervious 5], +3 Force Field) Fortitude: +7 (+1 Con, +6) Reflex: +7 (+2 Dex, +5) Will: +8 (+1 Wis, +7) Skills: 92R = 23PP Computers 10 (+17)Skill Mastery Concentration 4 (+5) Craft (Electronic) 13 (+20)Skill Mastery Craft (Mechanical) 13 (+20)Skill Mastery Disable Device 8 (+15) Knowledge (Physical Sciences) 10 (+17) Knowledge (Technology) 8 (+15) Languages 4 (English [Native], French, Japanese, Russian, Spanish) Notice 4 (+5)Skill Mastery Perform (Stringed Instruments) 9 (+10, +12 Masterwork Instruments) Sense Motive 9 (+10) Feats: 15PP Ambidexterity Eidetic Memory Equipment 5 (25EP) Fearless Inventor Luck 2 Master Plan Online Research Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice) Speed of Thought Equipment: 5PP = 25EP 1 + 1 + 1 + 5 + 16 + 1 = 25EP Masterwork Double Bass [1EP] Masterwork Violin [1EP] Multitool [1EP] The Lab (HQ) [5EP] The Warehouse (PL10 HQ) [1 + 1 + 14 = 16EP] An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that.... Size: Medium [1EP] Toughness: +10 [1EP] Features: [14EP] Concealed (+10 DC) Computer Defense System (Blast 12) Fire Prevention System Garage Laboratory Library Living Space Power (Communication Link [Dragonfly's suit]) Power System Security System 3 (DC30) Workshop Alternate HQ [1EP] Hallomen Advanced Experts [2 + 1 + 13 = 16EP] A solid, simple lab building in the North End that houses one of Freedom City's newest up-and-coming technology consultant groups, with a little something extra hidden in a sub-basement that's not on the building plans.... Size: Huge [2EP] Toughness: +10 [1EP] Features: [13EP] Concealed (+10 DC) Computer Cover Facility Defense System (Blast 12) Fire Prevention System Laboratory Library Personnel Power System Security System 3 (DC30) Workshop Powers: 9 + 2 + 74 = 85PP Altered Brain 1.6 (8PP Container [Passive, Permanent], Feats: Innate) [9PP] Immunity 10 (Mental Effects, Flaws: Limited [1/2 Effect]) [5PP] Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP] Datalink 2 (Mental, 100ft) [2PP] (Mutation) Device 18 (90PP Container, Flaws: Hard-To-Lose, Feats: Restricted [Datalink], Subtle) [74PP] (Powersuit, Technology) A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted. When not in use it exchanges (via spatial technology and Quick Change) with a solid-looking metal choker that rests at the base of the wearer's neck. Auxiliary Power Array 4 (8PP Array; Feats: Dynamic Base Power, Dynamic Alternate Power) [11PP] Base Power (Dynamic): Flight 4 (100mph / 1,000ft per Move Action) [8PP] (Auxiliary Power Allocation: Flight) Alternate Power (Dynamic): Super-Strength 4 (STR 30 [Heavy Load: 1,600lbs]) [8PP] (Auxiliary Power Allocation: Strength) Communication 5 (radio, 5 mile range; Feats: Subtle) [6PP] Features 1 (Improvised Tools) [1PP] Force Field 3 (Feats: Selective) [4PP] (Spatial Control) Immunity 9 (Life Support) [9PP] Protection 5 (Extras: Impervious) [10PP] (Armor Plating) Shield 8 (Feats: Evasion 2) [10PP] (Spatial Control) Spatial Control 11 (22PP Array; Feats: Accurate 3, Alternate Power 3, Precise) [29PP] (Spatial Control [unless otherwise noted]) Base Power: Blast 11 (10 110ft Range Increments / 1,100ft Max Range) [22PP] Alternate Power: Strike 11 (Extras: Penetrating [DMG 22]) [22PP] (Spatial Blade) Alternate Power: Dimensional Pocket 10 (Feats: Progression [Cargo] 1 [100 tons], Quick Change) [22PP] Alternate Power: Stun 11 [22PP] (Electricity, "Taser-Hand") Super-Senses 6 (Analytical Visual Senses, Communication Link [warehouse HQ], Direction Sense, Infravision, Spatial Awareness [visual], Uncanny Dodge [Radio]) [7PP] Teleport 1 (100ft per Move Action, Feats: Turnabout) [3PP] (Spatial Control) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Dimensional Pocket Touch DC20 Reflex Trapped DC20 Will (+1 per round) Escape Spatial Blade Touch DC26 Toughness (Staged) Damage (Energy) Spatial Blast Ranged DC26 Toughness (Staged) Damage (Energy) Taser Hand Touch DC21 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (26) + Combat (20) + Saving Throws (18) + Skills (23) + Feats (15) + Powers (85) - Drawbacks (0) = 187/233 Power Points
  12. Gaian Knight Power Level: 13/15 (225/250 pp) [252] Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 25 In Brief: Young professor, given powers over the earth by unknown forces, just out to do some good in the world. Alternate Identity: Tarrant David McLeod Identity: Secret Birthplace: United States, West Coast Occupation: Professor of Earth Sciences, Freedom City University Affiliations: Sanctuary, Freedom City University, The Freedom League (reserve) Family: Parents (west coast), Brother (location unknown; estranged) Sidekick: Tiamat Description: Age: 29 (DoB: October 1984) Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 170 lbs. Eyes: Green (now flecked with Gold) Hair: Brown A tall man seeming to be in his early to mid twenties, Tarrant’s fit but not overly muscular: he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, t-shirt, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he’s wearing, his footwear is practical – “death before dress shoesâ€. His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side. Power Descriptions: Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends, attacking from various angles to surprise his enemies or attack around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of the things he makes, and if he's able he likes to add his own little artistic touches. His magic often causes a noticeable earthy-gold glow that becomes more and more apparent as he takes larger and larger actions, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to small rocks orbiting him or following him around in the air. History: Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his – an archaeology student – called him up to help with a gigantic, mysterious cave they’d unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting “the swordâ€, and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur. When returned to the cavern he found he’d been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none, and (unconsciously compelled to take it with him) made his way back outside more confused than enlightened. Since then he’s spent quite a bit of time learning to control his power, and took advantage of his new abilities to complete his schooling in record time. Offered a teaching job at FCU, he finally feels like he’s in a place in life where he can apply what he’s learned...in more ways than one. Personality & Motivation: Strange sense of humor and (sometimes forced) cheer; Tarrant’s a decent guy at heart, level-headed, stubborn, and somewhat 'salt of the earth' – he feels bad when he sees bad things happen, he wants to help when someone’s in need of help. He never paid much attention to superheroes growing up (something he regrets, now), but he genuinely enjoys helping people, even if he’s aware that may be occassionally naïve. He enjoys cheap magic tricks and carving/sculpting small art pieces in his spare time. Powers & Tactics: With his determination and power-reinforced body, Tarrant tends to be the proverbial immovable object in a fight; he won't walk heedless into danger, but if necessary he will stand and take his licks while giving as good as he gets. He's no master combatant or tricky fighter - he tends to fight as simply and as effectively as he can while minimizing the outright damage he's doing to most opponent. Complications: Honor (Chivalry): Respect and honor; he’s not an old-school knight, but even before getting his powers he was of the “won’t hurt a lady†sort. Though he’s not usually compelled to fight fair (since your average mook isn’t going to extend him the same courtesy) he can be easily convinced to listen to his opponent’s side of things... and to fight a fair battle against an enemy he knows (or thinks) is honorable. Responsibility: Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach. Secret: Identity. Teleportal: Gaian Knight's portals require an anchor - he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it. Abilities: 4 + 0 + 6 + 4 + 6 + 4 = 24pp Strength: 14 (+2) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 18 + 14 = 32pp Initiative: +0 Attack: +9 Base, +13 Earthshaping Grapple: +11 Defense: +10 (+7 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -8/-3/-1 Saving Throws: 10 + 8 + 7 = 25pp Toughness: +16/+7/+3 (+3 Con, +13 Protection or +4 Breastplate) Fortitude: +13 (+3 Con, +10) Reflex: +8 (+0 Dex, +8) Will: +10 (+3 Wis, +7) Skills: 72R = 18pp Climb 4 (+6) Concentration 12 (+15) Craft (Artistic) 8 (+10) Knowledge (Earth Sciences) 13 (+15) Notice 12 (+15, +11 Nightvision Goggles) Perform (Oratory) 5 (+7) Sense Motive 8 (+11) Sleight of Hand 10 (+10) Feats: 36pp Dodge Focus 3 Equipment 6 (30EP) Luck 2 Precise Shot Sidekick 24 + 15 (Veteran Award) = 39 Equipment: 6pp = 30ep Customized Platemail Chestpiece (Protection 4) [4ep] Goggles (Flash/Nightvision) [4ep] League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep] Masterwork Sculpting/Carving Tools [1ep] Flying Islands (PL12 HQ) [16ep] A handful of large land masses floating above the surface of Earth-Sanctuary. The largest, central 'island' has a very nice castle, of all things. Size: Colossal [5ep] Toughness: +10 [1ep] Features: [9ep] Holding Cells (Toughness +15) Infirmary Isolated Library Living Space Pool Power: Flight 8 (Extras: Duration [Continuous]) [24pp] Power System Sealed Workshop Powers: 1 + 6 + 54 + 3 + 3 + 13 + 10 = 90pp Burrowing 1 (1mph / 10ft per Move Action) (Earth, Magic) [1pp] Device 1 (5pp Container, Flaws: Easy-To-Lose, Feats: Indestructible, Restricted 2 [Current Knight]) [6pp] An old and ornate-looking masterwork sword. Strike 4 (Feats: Mighty) [5pp] Earthshaping 22 (44pp Array, Feats: Accurate 2, Alternate Power 8) (Earth, Magic) [54pp] Base Power: Create Object 13 (13 cubes, Lifting STR 65 [Heavy Load: 100 tons], Toughness +13; Extras: Duration [Continuous], Range [Perception], Flaws: Action [Full], Feats: Precise, Progression 3 [50ft cubes], Stationary) [44pp] Alternate Power: Blast 13 (10 130ft Range Increments / 1,300ft Max Range; Extras: Autofire, Feats: Indirect 2, Variable Descriptor [bludgeoning, Piercing, Slashing]) [42pp] Alternate Power: Blast 13 (1,300ft Max Range; Extras: Area [General, Shapeable], Feats: Indirect 2, Progression [Area] 2 [65 5ft cubes], Variable Descriptor [bludgeoning, Piercing, Slashing]) [44pp] Alternate Power: Burrowing 10 (1000mph / 10,000ft per Move Action; Extras: Affects Others, Area [General, Burst, 100ft diameter tunnel], Feats: Progression [Reverse Area] 10 [5ft-100ft tunnel], Subtle) [41pp] Alternate Power: Move Object 22 (Lifting STR 110 [Heavy Load: 50K tons]; Extras: Range [Perception], Flaws: Limited [Earth]) [44pp] (Earth Control) Alternate Power: Move Object 11 (Lifting STR 55 [Heavy Load: 24 tons]; Extras: Damaging) [33pp] (Earthen Hands) Alternate Power: [10 + 34 = 44pp] Obscure 5 (Visual Senses, 500ft Max Range, 100ft radius; Extras: Independent, Total Fade [10 rounds]) [10pp] Snare 13 (10 130ft Range Increments / 1,300ft Max Range; Feats: Indirect 2, Obscure Senses 5 [All], Reversible) [34pp] Alternate Power: Super-Movement 3 (Dimensional Movement 3 [Any], Extras: Linked [Teleport], Portal, Flaws: Action 2 [standard Action to open Portals]) [6pp] + Teleport 11 (2 million miles ["Earth To Past The Moon"]; Extras: Accurate, Linked [Dimensional Movement], Portal, Flaws: Action 2 [standard Action to open Portals], Feats: Change Velocity, Progression [Portal Size] 2 [25ft x 25ft], Complications: Medium [Anchor-Stones]) [33pp] [6 + 36 = 42pp] Alternate Power: Transform 10 (Earth Into Earth, 1000 lbs., 10 100ft Range Increments / 1000ft Max Range; Extras: Duration [Continuous/Lasting], Feats: Precise) [41pp] Flight 3 (50mph / 500ft per Move Action; Flaws: Platform) [3pp] (Earth, Magic) Immunity 3 (Aging, High-Pressure Environments, Suffocation [underground]) [3pp] (Earth, Magic) Protection 13 [13pp] (Earth, Magic) Super-Senses 10 (Detect Earth 2 [Mental, Extras: Accurate, Acute, Analytical, Radius, Ranged], Tremorsense [Tactile, Extras: Ranged]) [10pp] (Earth, Magic) [table]DC Block ATTACKRANGESAVEEFFECT UnarmedTouchDC17 Toughness (StagedDamage (Physical) SwordTouchDC21 Toughness (Staged)Damage (Physical) BlastRangedDC28* Toughness (Staged)Damage (Physical) Area BlastRanged/AreaDC23 Reflex1/2 Effect DC28 Toughness (StagedDamage (Physical) Create ObjectRangedDC23 ReflexTrapped Dropped ObjectRanged/AreaDC23 ReflexNo Effect DC28 Toughness (Staged)Damage (Physical) Earth ControlPerceptionGrapple checkPinned/Bound Move ObjectRangedDC26 Toughness (Staged)Damage (Physical) Thrown ObjectRangedDC28 Toughness (Staged)Damage (Physical) SnareRangedDC23 Reflex (Staged)Entangled/Bound Disabled (All Senses)[/table]*Up to DC34 with Autofire. Abilities (24) + Combat (32) + Saves (25) + Skills (18) + Feats (36) + Powers (90) - Drawbacks (0) = 225/250 Power Points Character Name: Tiamat Power Level: 11 (195/195pp) Trade-Offs: -4/+4 Attack/Damage, -4/+4 Defense/Toughness Unspent Power Points: 0 In Brief: A dragon stuck in the modern world, with a chance at a clean slate and a society with fewer torches and pitchforks. Alternate Identity: Teagan Delphyne Identity: Secret Birthplace: Europe, Alternate Earth Occupation: Part-Time Translator Affiliations: Gaian Knight, Sanctuary Family: None local. Description: Age: 297 Apparent Age: Mid-Twenties Gender: Female Ethnicity: Lizard (Caucasian, in human form) Height: 6' (human), up to 16' (dragon) Weight: 165lbs / ~6 tons Eyes: Red Hair: Dark red, down to her shoulder blades Tall and fit with dark red hair and red eyes, few would disagree that Teagan is attractive, but not the sort of attractive one finds on a runway or the cover of a magazine; where willowy supermodels may look like they'd be blown over by a strong wind, Teagan Delphyne is better described as the strong wind itself. Strong, pleasant features built on a (deceptively) strong frame, she wouldn't look terribly out of place in a suit of armor at the head of a medieval army. It's something she's likely well aware of, as when fighting crime she dons a dark grey and red chestplate and cape over dark red pants and sturdy boots, her hair pulled up and her identity hidden under a simple domino mask. When she changes to her true form, though, she looks like the thing the army rides against: large and truly powerful, a European-style quadrupedal, horned dragon straight out of myth and legend. Her hide runs dark along her underside but a deep crimson everywhere else, a huge creature of teeth and scales and awful beauty. But for all her savage glory, the intelligence behind her slitted red eyes mark her unmistakeably as above a common beast. Power Descriptions: Teagan's powers are typically either subtle or inherent to her being - the major exception to this is her fire breath, a directed storm of billowing red and orange flames. When changing shape her personal belongings disappear, clothes and mace simply lost from existence until she changes back. History: Once upon a time there was a dragon, living in a world where magic had never quite been traded in for science, and where the populace knew that dragons were something to be feared and destroyed, lest they destroy cities and eat livestock...or worse. And that's precisely what dragons did, too: difficult to gather together when your species is so competetive, and nigh impossible to blend into human society (even if you could disguise your eyes and hair and hide from too-clever wizards) when the magic that offered you human form left you marked with a symbol of what you truly were. It was simply the way of things. It was how Teagan was raised, and it was how she lived, until one day she encountered a dimensionally-displaced heroine from a far-away place called Freedom City. They fought, of course, but even a mighty dragon isn't prepared for modern technology; her last waking memory on her home was hitting the ground and assuming that the nearby peasants would take advantage of her weakness and finish her, once and for all. And then she woke up somewhere very different with a very strange man nearby. He smelled of earth and old magic, and patiently explained that this may have been the way of things, but circumstances had offered her a new way: a clean slate, in a new place, full of strange people and powers. A place where she could blend in, if she wanted. Where her kind was the stuff of unbelieved but fondly-remembered legends, where - if she chose, and wanted it badly enough - she could be respected, not feared...or at least, only feared by those worth being feared by. Where every day could be something new, and interesting, and carry fights to remember. Personality & Motivation: Teagan is proud, and she can be more than a little brash and hot-headed, but with a new chance and a clean slate her heart's in the right place. Helping people - and having them thankful to be helped! - is both novel and deeply gratifying, and the ability to fight truly worthy battles is the delicious icing on a delicious cake. She's loyal to a fault (once you earn that loyalty), enjoys a good challenge (and generally respects those who give her one), and willing to stand her ground, no matter the cost, for a good cause. She has a lot to learn about her new world, but she's not as thick-headed as she'd like to appear - she learns quickly, and looking foolish or out of place hurts her dignity enough that she puts real effort into trying to fit into modern day America. Powers & Tactics: No matter her form or the battle, her strategy is pretty straight-forward: hit it until it stops fighting back, and then stop hitting it. She's a little too used to being able to win by pure, overwhemling force, but she's a clever and experienced fighter (if largely self-trained) coming from a lifetime of conflict. Complications: Compu-whatnow?: Teagan's adjusted well enough to modern life, but where she's from they didn't have 'computers' and 'cars' and 'cell phones'. Dragon: Dragon. Secret: Identity. Abilities: 14 + 2 + 14 + 4 + 2 + 4 = 40pp Strength: 24 (+7) / 40 (+15) Dexterity: 12 (+1) Constitution: 24 (+7) / 32 (+11) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 8 + 8 = 16pp Initiative: +1 Attack: +4 Base, +5 Melee, +6 Mace, +9 Unarmed (human) / +7 Unarmed (dragon) Grapple: +16 / +30 / +40 (Super-Strength) Defense: +9 (+4 Base, +5 Dodge Focus) / +7 Dragon, +2 Flat-Footed Knockback: -3 / -15 Saving Throws: 3 + 7 + 9 = 19pp Toughness: +7 (+7 Con) / +15 (+11 Con, +4 Protection) Fortitude: +10 (+7 Con, +3) / +13 (+11 Con, +3) Reflex: +8 (+1 Dex, +7) Will: +10 (+1Wis, +9) Skills: 64r = 16pp Bluff 8 (+10) Intimidate 16 (+18, +22 dragon) Knowledge (Arcane Lore) 8 (+10) Language 1 (Draconic [native], English) Notice 10 (+10) Search 3 (+5) Sense Motive 8 (+8) Survival 10 (+10) Feats: 16pp Attack Focus (Melee) 1 Attack Specialization (Unarmed) 2 Dodge Focus 5 Equipment 1 Fast Task (Startle) Power Attack Ritualist Set-Up Startle Takedown Attack Uncanny Dodge (auditory) Equipment: 1pp=5ep League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep] Powers: 53 + 4 + 16 + 3 + 6 + 6 = 88pp Alternate Form 9 (45pp Container; Extras: Duration [Continuous], Drawbacks: Action [Move]) [53pp] (dragon form; magic, shapeshifting) Damage 3 (stacks with Damage 8 below; Extra: Area (General, Cone), Feats: Alternate Power 1) [7pp] Alternate Power: Super-Strength 10 (Heavy Load: 3,200 tons; Feats: Super-Breath, Thunderclap) (22/22) Flight 2 (25mph / 250 ft per move action) [4pp] Growth 8 (Extras: Duration [Permanent, +0], Feats: Innate) [25pp] Protection 4 (Feats: Innate) [5pp] (dragon hide) Super-Movement 1 (Wall-Crawling) [2pp] Super-Senses 2 (Auditory (Extended), Visual (Extended)) [2pp] Comprehend 2 (Speak Any, Understand Any) [4pp] (gift of tongues) Damage 8 (Extras: Area (General, Cone)) [16pp] (fire breath) Device 1 (Flaw: Easy-to-Lose) [3pp] A heavy, unadorned dull steel mace with a leather-wrapped handle and a hanging leather loop. Feature (Masterwork; +1 Attack) [1pp] Strike 3 (Feat: Mighty) [4pp] Immunity 11 (Aging, Fire Effects [Flaw: Half]) [6pp] Super-Senses 6 (Detect Magic [Olfactory, Extra: Acute], Infravision, Ultra-Hearing) [6pp] [table]DC Block ATTACKRANGESAVEEFFECT Unarmed (human)TouchDC22 Toughness (Staged)Damage (Physical) Unarmed (dragon)Touch (10')DC30 Toughness (Staged)Damage (Physical) MaceTouchDC25 Toughness (Staged)Damage (Physical) Fire Breath (human)80' coneDC23 Toughness (Staged)Damage (Fire) Fire Breath (dragon)110' coneDC26 Toughness (Staged)Damage (Fire) Thunderclap55' radiusDC21 ReflexDeafened DC21 Fortitude (-1/round)Recover[/table] Abilities (40) + Combat (16) + Saving Throws (19) + Skills (16) + Feats (16) + Powers (88) - Drawbacks (0) = 195/195 Power Points
  13. Player Name: Darksider42 Character Name: Riff Power Level: 12/13 (184/192PP) Trade-Offs: None Unspent Power Points: 8 In Brief: Super powered musician with the power to control sound, defending the world with the Power of Rock! Alternate Identity: Warren Wilder Identity: Public Birthplace: Freedom City, NJ Occupation: Musician Affiliations: Claremont Academy (alumni ) Family: Brian Wilder (Father) Elizabeth Wilder (Mother) Ozzy (Pet) Description: Age: 19 (DoB: January 5th, 1993 Apparent Age: Early 20's Gender: Male Ethnicity: Caucasian Height: 6'2 Weight: 160 lbs. Eyes: Brown Hair: Black Warren is a tall, slim young man with short black hair who always seems to look a little on the pale side. Warren always dresses for comfort, usually spotted wearing well worn jeans with a somewhat battered band t-shirt, sometimes with a a black jacket in colder weather. As Riff, he dons a Black long coat with stylized blue cracked glass patterns creeping up from his sleeves and the bottom of the coat and a dark blue domino mask complete with Dark blue fingerless gloves. He uses a similar cracked glass design for his guitar, which is always on hand or slung over his sholder. Power Descriptions: Riff is capable of directing and amplifying any sound to dangerous levels through mental manipulation, though he has a preference for using his abilities though his modified electric guitar to grant him better control over his powers. He is also capable of using ambient sound to create barriers and propel him into the air along with an enhanced sense of hearing that allows him to use a form of echolocation. History: Warren grew up in Southside. His Father was an electrician while his mother worked several part time jobs. Throughout Warren's childhood, there were a few strange incidents where glass would sometimes break whenever Warren threw a tantrum as a kid, but there was no real connection between the two as far as anyone could tell so it was always brushed off as a "freak incident" or an "accident" and forgotten. At some point he found his fathers old CD collection and developed a fascination with Music, Metal and Rock in particular. Though there were some fears he might become rebellious, he didn't seem any more different than he was before so they let him have the CD's. When he was 10 he was asking for a guitar and after saving up managed to get one on his 11th birthday. By the time he was 16, Warren was showing plenty of promise as a good musician as he spent almost all his free time devoted to practice. He tried getting into some school bands, but something always happened to cause them the dissolve or break up. It was frustrating for him that his rants and screams in private would leave cracks in glass and other objects, though he rarely noticed them until much later and by that time he couldn't make the connection. He also found out he had a knack for electronics (Something his father was proud of) and made a habit of mucking around with Amplifiers and anything he could get his hands on. Thanks to some help with his father who knew a few people across Freedom City, Warren was working part time at a few nightclubs whenever sound equipment needed fixing and got a bit of exposure to the music scene. Eventually though, things started to get a tough. His last band broke up when the lead singer and close friend Tomas died when a car crash that also took the life of of the singers father. It shook Warren and on some level left him wondering if he could have done something to stop it, though he knew rationally he had no way of helping even if he had the chance. His father broke his back on a job and needed several months of rest for it to recover before he could work again, requiring Warren to work more after school. The problem with that was that some of the clubs were cut down on requests to see him due to growing concerns about the teens age on their premises. Eventually, he was left working only at Midnight Hour and even then only occasionally. The last straw on top of everything happened on his first time with this new arrangement. The Maestro was taking control of several Club goers and forcing them to dismantle most of the sound equipment Warren spend weeks fixing up before this all happened. With all this happening, Warren finally snapped and started going after the conductor of Crime while screaming insults at him. It was then and there his latent sonic powers began to truly manifest as he went into battle. In the end, he was partially successful. He managed to break The Maestros mind control over the club goes and stop him from stealing the sound equipment, but he managed to escape and Warren was left battered and bruised. With the police swarming the area, a very confused and hurt warren slunk back home not really sure how or what he did even as his mind cleared from his temporary breakdown. before he reached his home, he was intercepted by Foreshadow who managed to calm Warren down and asked about what had happened exactly. He was able to ask the Hero's questions which would later on provide some help to the freedom league. He then explained that he knew people that could assist in learning how to control his abilities, and perhaps use them for good. Warren accepted his offer and was told to wait for an offer. Sure enough, a few days later he was offered a scholarship and a transfer to Claremont Academy. Which he took after some convincing from his parents. He did not stay as long as many of the other students however, being a senior by the time he joined. Still, he learned quite a bit there and worked with Young Freedom a few times. He eventually graduated, staying a little longer to help a few students and get better control over his abilities before leaving Freedom City to tour across the globe. Now he has returned home after so long, hopefully to continue defending his home from whatever seeks to destroy or take control over it and continue to prove his skills as a musician. Personality & Motivation: Warren appears as a calm but often distant individual wrapped in his own thoughts, guitar practice or whatever little project he has going on. Anyone that tries talking to him will find that he's quite friendly and has quite a sarcasm streak when annoyed. He has a tendency to think and plan as far ahead as possible, though it has been noted in the past he does grow increasingly stressed, nervous and/or aggressive when things start to fall apart, which may have contributed to the manifestation of his powers. He is a major music fan and pretty dedicated to Rock and heavy metal along with other musical genres, though he admits he finds Rap irritating. Powers & Tactics: Riff prefers ranged combat over up close and personal, using his abilities to assault his foes with painful sound blasts and other effects while while using flight to keep him out of reach. He will sometimes cook up traps or devices to help in any fight, given he has prep time to make them. Complications: Enemy: Riff and The Maestro do not get along Fame: Riff is a famous Musician with more than his share of Fans Public Identity: The world at large is aware that Riff and Warren are the same person. As a result, he rarely gets a moment to himself and worries about the safety of his family Abilities: 0 + 6 + 4 + 12 + 2 + 8 = 32PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 22 (+6) Wisdom: 12 (+1) Charisma: 18 (+4) Combat: 16 + 16 = 32PP Initiative: +6 Attack: +8 Melee, +12 Ranged Grapple: +9 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6 Saving Throws: 7 + 5 + 9 = 21PP Toughness: +12 (+2 Con, +10 Force Field) Fortitude: +9 (+2 Con, +7) Reflex: +8 (+3 Dex, +5) Will: +10 (+1 Wis, +9) Skills: 104R = 26PP Bluff 6 (+10, Skill Mastery) Computers 8 (+14) Concentration 8 (+9) Craft (electronics) 12 (+18, Skill Mastery) Knowledge (Physical Sciences) 8 (+14) Knowledge (Popular Culture) 4 (+10) Knowledge (Technology) 12 (+18) Notice 8 (+9, Skill Mastery) Perform (Singing) 12 (+17) Perform (Stringed Instruments) 17 (+21, Skill Mastery) Sense Motive 9 (+10) Feats: 16PP Attack Focus (Ranged) 3 Benefit (Wealth) Dodge Focus 3 Improvised Tools Inventor Luck 1 Move-by Action Power Attack Precise Shot Skill Mastery (Bluff, Craft [electronics] Notice Perform (Stringed Instruments) Speed of Thought Uncanny Dodge (Auditory) Powers: 12 + 10 + 28 + 5 = 55PP Flight 6 (500mph / 5,000ft per Move Action) [12PP] Force Field 10 (Sound Barrier, Sonic) [10PP] Sonic Control 12 (24PP Array, Feats: Alternate Power 4) [28PP] Base Power: Blast 12 (10 120ft Range Increments / 1,200ft Max Range) [24PP] Alternate Power: Dazzle 12 (Auditory Senses, 10 120ft Range Increments) Extras: Area [General, Burst, 60ft radius) [24PP] Alternate Power: Stun 8 (Extras: Range [Ranged], 10 70ft Range Increments / 700ft Max Range) [24PP] Alternate Power: Emotion Control 12 (Extras: Area [General, Burst, 60ft radius], Flaws: Sense-Dependent [Auditory]) [24PP] Alternate Power: Move Object 12 (Lifting STR 60 [Heavy Load: 100 tons], 10 120ft Range Increments / 1,200ft Max Range) Super Senses 5 (Ultrasonic Hearing, Extras: Accurate, Extended 2 [1,000ft Notice Increments]) (Sonar) [5PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Ranged DC27 Toughness (Staged) Damage (Energy) Dazzle Ranged/Area DC22 Reflex 1/2 Effect DC22 Reflex Deafened DC22 Fortitude (+1 per round) Recover Emotion Control Perception/Area DC22 Will (Staged) Emotion Control Move Object Ranged Grapple (Staged) Pinned/Bound Move Object (Thrown Object) Ranged DC27 Toughness (Staged) Damage (Physical) Stun Ranged DC18 Fortitude (Staged) Dazed/Stunned/Unconscious Totals: Abilities (32) + Combat (32) + Saving Throws (21) + Skills (26) + Feats (18) + Powers (55) - Drawbacks (0) = 184/192 Power Points
  14. Phalanx Power Level: 15 (250/250PP) [274] (31PP / 3 = 10PP carried over from pre-bump) Trade-Offs: -3 Attack, +3 Save DC (Energy vision +5 Attack -5 Save DC); -5 Defense, +5 Toughness; Unspent Power Points: 0 In Brief: Teen (Now adult) Paragon granted powers by the '93 Terminus invasion; A 'Terminus Baby' Residence: Aeon Penthouse Base of Operations: Freedom City Catchphrase: None yet Alternate Identity: Mike Albright Identity: Secret Birthplace: Freedom City Occupation: Elementary Teacher Affiliations: Liberty League, AEON, Claremont Academy (Former Student), Young Freedom ( Founding Member), Nicholson School Family: Only child. Mother and Father live in Hanover, His paternal grandparents have a farm 'upstate'. Wife is Alex Albright. Description: Age: 22 (DoB: August 16, 1993) Apparent Age: Early 20's Gender: Male Ethnicity: White Height:6'6" Weight:285lbs Eyes: Green Hair: Black Description: Mike has recently gotten what he hopes to be his last growth spurt topping him out well over six feet tall. He prefers baggy clothing still but given his most recent growth spurt he has difficulty finding anything that isn't relatively tight. He still prefers basic Jeans and t-shirt combos but has added some shirts with color or designs to his formerly black on black wardrobe as he comes further out of his shell. He towers over most of his fellow students and its not hard to place what exactly his powers are just from his appearance. In his efforts to clean up his image he has styled his hair into a short spit curl and usually manages to keep from going out with bed head these days. He moves with confidence much less uncertain and tentative then the boy who came to Claremont a few short months ago. In costume as Phalanx he shows he cleans up quite nicely. The high collar and shoulders of the costume are in Claremont gold dropping a deep V to his belt of bronzed plates, his Young Freedom Beacon acting as buckle, the rest of the form fitting suit is in deep blue. He pairs this with matching bracers and boots of burnished bronze, and a deep blue full length cape draped from his shoulders. Update 8/2015: The past few years have been good to Mike and his frame if anything has filled out as he has grown into full adulthood. Broad of shoulder and muscular he looks as if he works out regularly to obsesively with a strong squared jaw and well kept close cropped hair. His cloths are now rarely baggy and he carries himself with more confidence though still takes exceptional care not to intimidate or bully people with his size. History: If his parents hadn't been at odds over a natural home birth verses a hospital one Michaels life would have turned out very differently. As it was Melinda Harris found herself, alone thanks to Marvins workaholism, at the hospital birthing class when the invasion started. A portal to the terminus opened in the midst of the room bathing the expectant mothers in the strange energy of that place. Thanks to the quick reactions of her ad hock partner, who's husband also hadn't shown, she survived the assault and together managed to escape to safety. They became fast friends after that harrowing event and once they were born Michael and her daughter Alexandra soon were as well. Much to Marvin and Melinda's relief it at fist seemed the energies of the Terminus had had no effect on Michael, that was not to last however. He was certainly big for his age and strong too, though as doting parents they thought it well within the norm, then one day when Melinda was trying to get him to nap he floated up and out of the crib to continue his interrupted playtime. His parents made immediate efforts to make sure he would keep his abilities a secret they didn't know what else to do. When Melinda confided in her friend Rebecca she learned that little Alex had powers as well, the children spent even more time together from that point on as the parents could trust one another with each others secrets like they could few others When the children grew to school age it seemed as if the caution may have been overkill. both children were careful not to reveal that they were different even if they didn't fully understand why. Of course this was more responsibility than a young child really can be expected to bear. It was a normal schoolyard scuffle an older boy took a toy from Alex and Mike told him to give it back Things escalated from there too quickly and the next thing any one knew the other boy was across the room in a heap next to the crumbling wall. Mike was shocked and worried, and more than a little scared. He didn't know what had happened to the boy but he saw the reaction from the other students and the adults. When Alex gave voice to their thoughts his fears were confirmed he had done a very bad thing. The adults and his parents tried to tell him the boy would be fine but Alex had already given voice to their fears and he knew their comforting words to be lies. When the government men came he thought for sure they were gong to take him to jail. He didn't hear much of the conversation but Alex filled him in on the pertinent details. They were going to go to a special school now, a school where they would be tested to see the extent of the 'Terminus Effect' For the next ten years he was schooled at a secret ASTRO labs facility under the code name Phalanx. They Tested his abilities and make up charting his progress and trying to trace the energies that granted he and Alex their powers. Through either his mothers determined though limited grassroots campaign or Rebbecas old contacts the children as well as some others the unit had picked up were released to their parents once more and the obvious surveillance removed. Now at nearly sixteen years of age Michael is in a, comparatively, normal school for the first time. He's uncertain about this Claremont academy but happy to have a chance at something like normalcy. Update: Not long after beginning his studies at Claremont academy fate conspired to thrust him and several of his friends into action when a baseball stadium full of spectators was held hostage. After saving the day the groups nominal leader, and Mikes roommate, Edge declared them Young Freedom. They have had several other encounters together and separately with the cities criminal element and usually come out on top. The school sees to it that they are prepared for the journey before them and Mike had flourished under the training and camaraderie of the team. Update 8/2015: After graduating Claremnt Academy Mike went on to get a criminal justice AA and attend the police academy before joining the FCPD. His nature was revealed in short order in a rather spectacularly public manner. No longer able to pretend he can live the simple life Mike is at loose ends as he decides where to go from here. Update 07/2019: Mike has graduated with a bachelors in Education and Childhood Development and now works as a teacher at the Nicholson School, Usually Kindergarten and occasionally higher grades when a student or class might need his skills (or more likely durability) more. He has wed his long time sweetheart Alexandra Albright and taken her name putting more strain on his secret identity as she is already well known as the Heroine Psyche. It is only a matter of time before that secret is out and it may be an open secret to everyone else already. Personality & Motivation: Michael plays the part of the introvert and loner though he does desire companionship he has trouble trusting, both others and himself. He covers for this with acerbic humor and a generally sullen demeanor. Few have worked past his defenses in this regard, and fewer wish to bother, but those that have have made a friend for life. Michael is acutely aware of the destruction he is capable of, perhaps more so than even the testers are, and it terrifies him. He is a good person that truly does want to try and better the world but lives in fear of his own body. He lacks the confidence to embrace his potential instead hiding behind a facade of disinterest and sullenness. However when a friend is in danger, or even insulted, he will weather whatever the world will throw his way in their defense though he won't lash out physically even then. Mike steadfastly refuses to fight thus far, though he has yet to be truly tested in the real world. Update: Mike has come out of his shell with his participation in Young Freedom and he is much less somber when with the good friends he has made there. He still is usually the serious one in the group but will laugh with the others at a well told joke. this newfound camaraderie has strengthened his already strong protective impulse and woe be it to anyone who would threaten his friends. Update 8/2015: Mike has long dreamed of the simple normal life despite events conspiring to make such impossible. After leaving school this desire separated him from many of his school friends and has left him lonelier and more withdrawn. After the debacle of his attempt at being a police officer he is primed to give up the dream of normalcy and fully embrace his heroic identity. With little else left to identify with however he is at risk of losing himself to the job as it were. Update 07/2019: Mike has finally hit his stride with a balance in his life and work as a Hero and grown into a self assured and confident man in both parts of his life. He's devoted to giving back to the community that has helped him to grow and of course still to defending those weaker than himself. He no longer feels he stands in the shadows of the heroes of yesteryear but knows now he and the others of his generation reach high standing on their shoulders. He knows his powers and prowess draw comparisons to The Centurion and understand the responsibility that comes with that. He's now willing to shoulder that responsibility and be part of that symbol and legacy with the others following in earth's mightiest heroes footsteps. Powers & Tactics: Mike is a physical powerhouse but usually holds himself back. Since his training at Claremont with Young Freedom his abilities have improved drastically from their untrained state. He is still slow to put the full force of his powers into play but his control now allows him to unleash his full potential when it is most needed. He is always stalwart in defense of his comrades and innocents and takes care to keep collateral damage to a minimum. Phalanx always takes care to keep his strength in check. He will usually open with accurate attacks and against most foes utilize only a fraction of his might so as to make sure he doesn't injure anyone or cause too much damage. OOC he will often utilize less than his full strength bonus on attacks unless he knows the foe can take his full power. Complications: Heroes Code: Fully embracing his powers has left mike with feeling a responsibility to do so wisely and justly. Holding Back: Phalanx holds to the genre conventions that you do not open with your most powerful attack. He'll usually pull his early punches and try for non damaging attacks like disarms and grapples until a foe proves too strong or durable at which point he'll begin to ramp up. Secret Identity: One of the worst kept secrets but technically true. After his recent exposure out of costume the chances of being recognized increase. Registered: full records of who mike is are available to those with sufficient clearance. Responsibility: Alex (Psyche) and his family as well as his students and too the school particularly when working. Legacy: Following in the footsteps of the Centurion is no easy task, enemies may target him to prove their worth and he must constantly be the kind of example and symbol of hope the original Centurion came to be. Stats: 8 + 0 + 10 + 0 + 0 + 4 = 22pp Str: 18/46 (+4/+18) Dex: 10 (+0) Con: 20/50 (+5/+20) Int: 10 (+0) Wis: 10 (+0) Cha: 14 (+2) Combat: 16 + 12 = 28pp Attack: +8 (+12 Melee, +20 Energy vision) Grapple: +31 (Up to +42 with Super-Strength DAP) Defense: +10 (+6 Base, Dodge Focus 4), +3 flat-footed Knockback: -16 (Up to -27 with Immovable DAP) Initiative: +8 Saves: 0 + 10 + 15 = 25pp Toughness: +20 (Impervious 12) (+20Con, +0 other) Fortitude: +20 (+20 Con, +0) Reflex: +10 (+0 Dex, +10) Will: +15 (+0 Wis, +15) Skills: 32r = 8pp Investigation 2 (+2) Knowledge (behavioral sciences) 2 (+2) Knowledge (Civics) 2 (+2) Medicine 2 (+2) Notice 10(+10) Profession (teacher) 4 (+4) Sense Motive 10 (+10) Feats: 23pp Attack Focus: Melee 4 Benefit (Legacy: Centurion) Dodge Focus 4 Fearless Grappling Block Improved Block Improved Grapple Improved Initiative 2 Interpose Luck 4 Takedown Attack Ultimate Save (Fortitude) Ultimate Toughness Powers: 29+30+3+9+1+10+41+2+1+4+10+4 = 144pp Array 14 (28pp; Power Feat: Alternate Power 1) [29pp] BE: Enhanced Strength 28 (to 46/+18) {28/28} AP: Blast 10 (Energy vision; PFs: Precise, Accurate 6, Improved Range 1{200' Increments) {28/28} Enhanced Constitution 30 (to 50/+20) [30pp] Flight 1 (10 mph / 100 feet per Move action Feat: Subtle ) [3pp] Immunity 9 (Life Support) [9pp] Immunity 2 (Aging, Need for Sleep; Flaws: Limited: Half effect) [1PP] Impervious Toughness 10 [10pp] Paragon Array 12 (24pp; Power Feats: Dynamic, Dynamic Alternate Power x4) [33pp] Paragon Array 17 (34pp; Power Feats: Dynamic, Dynamic Alternate Power x3) [41pp] DBE: Flight +17 (to Flight 2 [25 mph / 250 feet per Move Action] to 18 [5 Million MPH / 5 Million feet per Move Action]) {2-34PP, 0-34 left to allocate} DAP: Immovable 17 (Extras: Unstoppable) {2-34PP, 0-34 left to allocate} DAP: Quickness + Speed 17 (rank 1 [x2; 10MPH] to 17 [x500,000; 2.5 Million MPH]) {2-34PP, 0-34 left to allocate} DAP: Super Strength 17 (to Super-Str 2 [str 28, 56 w/ Enhanced Str] to 18 [str 108, 136 w/ Enhanced Str]) {2-34PP, 0-34 left to allocate} Space Travel 1 (interplanetary) [2] Super Senses 1 (Communication Link [Mental] 1 [Psyche]) [1pp] Super Senses 4 (Normal Hearing, Enhancements: Extended 4 [20 mile Increments]) [4pp] Super-Senses 10 (Normal Vision, Enhancements: Counters Obscure 2 [smoke/Dust/Solid Particulates], Extended 4 [20 mile Increments], Penetrates Concealment 4 ) [10pp] Super-Strength 1 (Str 23, 51 w/ Enhanced Str; PFs: Shockwave, Super-Breath) [4pp] Drawbacks: 0pp DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 33 Toughness Damage (Physical) Energy Vision Ranged(200' Int) DC 25 Toughness Damage (Energy) Shockwave Touch(Cone Area) DC 33 Toughness(DC28 Ref 1/2) Damage (Physical) Super-Breath Touch(Cone Area) +19-30 Trip (DC28 Ref 1/2) Trip Costs: Abilities (22) + Combat (28) + Saves (25) + Skills (8) + Feats (23) + Powers (144) - Drawbacks (00) = 250/250 PP
  15. Psyche Power Level: 12 (14) (213/221PP) Trade-Offs: -1 Defense / +1 Toughness Unspent Power Points: 8 In Brief: Psychic super genius from birth thanks to being a T-baby Residence: The AEON Foundation, her parents still live in a Freedom City Suburb Base of Operations: Same as above Catchphrase: "Are you really sure that's what you want to do?" Alternate Identity: Alexandra Albright Identity: Public Birthplace: Freedom City Occupation: CEO of AEON Affiliations: - Family: Parents: Victor and Rebecca Albright (nee Caldwell), Fiance: Michael Harris Description: Age: 22 Apparent Age: Same Gender: Female Ethnicity: Caucasian Height: 5'3" Weight: 110 lbs Eyes: Hazel Hair: Strawberry blonde Its taken years, but Alex has emerged from her awkward teen years as a slender, poised young woman. Her eyes are still too large and her gaze will always be too direct, too intent but she makes it work for her, most of the time. The ambient glow of her powers is once more under her control but without that tell, she’s still well known as who, and what, she is. Her red hair is still long but often pulled up out of her face as she works and she’s taken recently to wearing glasses - an affectation that she hopes blunts some of the unease her too-direct gaze can engender especially among her employees. Quiet and but authoritative, Alex has never fully embraced business wear - she’s always got some sort of bright clashing colors somewhere although between employing a stylist and being a Fortune 500, her quirks have become not unpopular among a certain set of high society. Power Description: Alex's powers, when they have visible manifestations tend to show a sparkling burst of psychic energy. The older she gets and the more control over her powers she possess, the more subtle the manifestations become. Alex has plenty of raw power - that's never been an issue - but her life is a struggle for control over those potent abilities and the more she masters them, the less obvious they are. These days her telepathy and mental affects are much harder to discern and even her telekinetic might doesn't show to the naked eye unless she is truly straining at which point the sparks of the psychic energy from her Terminus based mutation might begin to show through. History: Alex's mother and father, Rebecca and Victor Albright, were relatively normal citizens of Freedom City. It's true that Rebecca once moonlighted as a bow-toting side-kick to a D-list hero, but those days were long behind her as she and Victor tried to start a family. After struggling to conceive, they were overjoyed when Alex was finally on the way. Unfortunately, the terminus invasion occurred while Rebecca was at the hospital's class on childbirth. The entire class was bathed in the energies of one of the portals but Rebecca and another pregnant mother escaped the escalating battle. It was little surprise that the two mothers-to-be became fast friends or that Alex and the other woman's son, Michael, were thrown together often. What was surprising was that when Alex, who had always been precocious, started to talk, she talked about everything. Including the thoughts other people had and things she couldn't possibly manage to see. Rebecca, a stay-at-home mother, spent her young daughter's early years trying to teach the clever child to keep her powers under wraps and, also, how impolite it was to go reading other people's thoughts. Reluctantly, but confident that she had impressed the importance of secrecy on her offspring, Alex was enrolled in school with her friend Michael. When Michael hit another boy and knocked him across the room and near through a wall, Alex couldn't help but volunteer - loudly and firmly - that they were all lying, the boy was badly hurt. She knew because she read their thoughts. She even went so far to prove it. Not because she hadn't listened to her mother but felt that if Michael was going to be in trouble, she ought to be in the same trouble as the fight was at least partially her fault. Both children were outed as 'supers', and Alex spent the next decade or so busing into a government contracted facility instead of a normal school environment and then home. Rebecca grew more and more concerned as Alex grew older and when Alex was around ten, began trying to get her out of the program and into Claremont instead as Rebecca, rightly or wrongly, was convinced that eventually the government would seek to turn her baby into a soldier. It took every contact Rebecca had from her long forgotten super-days but getting put into Claremont was the best thing that could have happened to Alex. Graduating with honors, after her school and life in the teenage super-hero group, Alex’s life was forever altered by her interactions with her time-displaced offspring. Rather than college, Alex founded the AEON foundation, a group focusing on ethical metahuman studies - coming out as a Terminus-child and former super-hero, the young billionaire has hung up her spandex and turned to a life of philanthropy and research. Of course, nothing lasts forever. Personality & Motivation: These days, the best word to describe Alex is ‘driven’, she’s turned AEON and its research into a force to be reckoned with, creating a billion dollar empire based on ethical research. Combining that with outing herself as a Terminus baby with the determination to prove the the entire world how good she can be, it’s a lot. Even for Alex’s super brain, it’s a lot. Without the team of Young Justice to balance her, Alex is deeply lonely but she buries it in her work. Although by nature a rule follower with a strong ethical code, her loyalty to her friends and family will always outweigh her other desires. She doesn't have much of a temper, but once riled can proving surprisingly stubborn. As Alex has grown up with powers, she has had to learn telepathic ethics the hard way. These days, Alex finds 'snooping' uncalled for in most circumstances. There are, of course, exceptions but Alex is never one to pry - especially with strangers - unless the situation requires it. The only exception is the friend with whom she shares a permanent communication link. She feels completely free to poke around in his brain when the mood strikes. Powers & Tactics: Alex has done many interviews about her powers and she often… edits her answers carefully. Telepaths make people uncomfortable and no one knows this better than Alex. Her psychic powers are formidable and expansive. She can read minds, alter memories, manipulate material with an ever increasing fitness and despite what she’s on the record about, internal tests at AEON show that she’s not yet plateaued on her growth and potential in opposition to what she’d believed as a teenager. Alex is without question a genius well above typical human capacity. Although she’s ostensibly no longer the costumed Psyche, that she was is a matter of record and she still keeps in practice at her own training ground, ‘just in case’. Her powers are more deft these days - Alex would still rather stop a conflict before its begun than smash someone with a ton of rocks. Alex can scan for thoughts miles away and extend her senses well outside her immediate presence. She's aware that she can even wrest control of a person's actions away from them but finds that both unsettling, and ethically distasteful although she’s done it in the past, and may very well in the future. She can also alter memories and emotions but is always cautious of not only the ramifications but the potential reaction to her actions. Complications: Famous: Not only is Alexandra Albright famous, but her alter ego is a matter of public record as are her origins as a Terminus baby. Alex does her best to keep her visible public identity as an advantage but there are many, many ways it can be used against her. Responsibilities: Alex has a small empire that she's built and while she considers her super-hero alter ego not a full time identity, there are the inevitable conflicts. She has friends and teammates that depend on her and family that are certainly not super heroes. Terminus Baby: Alex's power origin comes from being in utero as an infant during the Terminus invasion. Despite her best efforts to undo that damage, preconceptions and prejudice exists. Abilities: -2 + 0 + 0 + 26 + 26 + 8 = 58PP Strength: 8 (-1) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 36 (+13) Wisdom: 36 (+13) Charisma: 18 (+4) Combat: 8 + 10 = 18PP Initiative: +0 Attack: +4 Base Grapple: +3 (+4, -1 Str) Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flatfooted Knockback: -6 Saves: 2 + 2 + 0 = 4PP Toughness: +12 (+0 Con, +12 Protection) Fort: +2 (+0 Con, +2) Reflex: +2 (+0 Dex, +2) Will: +13 (+13 Wis, +0) Skills: 136r = 34PP Computers 9 (+22) Skill Mastery Concentration 9 (+22) Gather Information 11 (+15) Knowledge (Behavioral Sciences) 9 (+22) Knowledge (Business) 4 (+17) Knowledge (Civics) 4 (+17) Knowledge (Earth Sciences) 4 (+17) Knowledge (History) 4 (+17) Knowledge (Physical Sciences) 9 (+22) Knowledge (Life Sciences) 9 (+22) Knowledge (Technology) 9 (+22) Medicine 5 (+18) Notice 17 (+30) Skill Mastery Search 17 (+30) Skill Mastery Sense Motive 17 (+30) Skill Mastery Feats: 21PP Benefit 5 (CEO of AEON, Fame, Wealth 3) Dodge Focus 5 Equipment 6 (30 EP) Eidetic Memory Jack of All Trades Master Plan Skill Mastery (Computers, Notice, Search, Sense Motive) Well Informed Equipment: 30EP = 6PP AEON Foundation (HQ) Size: Gargantuan [4EP], Toughness: 14 [4EP], Features: Combat Simulator, Communications, Computer, Defense System 2, Fire Prevention System, Garage, Gym, Hanger, Holding Cells 2, Infirmary, Lab, Library, Living Space, Personnel, Pool, Power 2 [Teleporter], Power System, Security System, Worskhop [23 EP] - [Total 29EP] Power 2: Teleport 10 (20,000 miles; Extras: Accurate, Affects Others, Flaws: Limited [To/From Manor]; Drawbacks: Power Loss 2 [Teleport Beacon]) [28PP] Teleport Beacon (watch) [1EP] Powers: 4 + 12 + 1 + 6 + 55 = 78PP Flight 2 [4 pp] Protection 12 [12 pp] Psychic Array 22 (44PP; Feats: Alternate Power 11) [55PP] BE: Blast 11 (Psionic; Extra: Alternate Save [Will], Mental [+0], Range [Perception]) {44/44} AP: Communication 12 (Mental, 20,000,000 miles; Extras: Area, Linked; Feats: Subtle, Selective) + Comprehend 5 (Speak, Read and Write All Languages Simultaneously, Codes; Extra: Linked; Flaw: Duration/Sustained) {26 + 5 = 31/44} AP: Concealment 10 (All Senses; Extra: Affects Others, Area; Feats: Close Range, Selective) {42/44} AP: Create Object 11 (Extra: Impervious; Feats: Progression 5, Stationary, Selective) {40/44} AP: Emotion Control 10 (Extras: Area, Mental [+0], Selective; Feats: Subtle) {41/44} AP: ESP 12 (200,000,000 miles, Visual/Auditory; Extra: Duration [Sustained]; Flaw: Action [Standard]; Feats: Subtle, Rapid 6 [1,000,000 times faster]) {43/44} AP: Healing 10 (Extras: Affects Objects, Total; Feats: Persistent, Regrowth) {42/44} AP: Illusion 11 (All Senses; Extras: Mental [+0], Selective; Flaw: Phantasms) {44/44} AP: Mind Control 10 (Extra: Conscious, Duration [Sustained], Mental [+0]; Feats: Mental Link, Subtle) {42/44} AP: Mind Reading 11 (Extras: Action [Move/Standard], Area, Mental [+0], Selective) {44/44} AP: Move Object 11 (Str 70; Extra: Range [Perception]; Feats: Subtle, Precise) {35/44} AP: Mental Transform 10 (Alter Memories; Extras: Duration [Continuous], Mental [+0], Range [Perception] Feat: Subtle) {41} Super-Sense 6 (Psychic Senses; Normal Mental Sense: Accurate [2], Acute [1], Radius [1], Ranged [1]; Detect Mood [Mental]) [6PP] Super Senses 1 (Communication Link: Michael/Phalanx) [1PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness Bruise/Injury (Psionic) Blast 11 Perception DC26 Will Bruise/Injury Emotion Control 10 Perception DC20 Will Special Illusion 11 Perception DC21 Will Special Mind Control 10 Perception DC20 Will Special Mind Reading 11 Perception DC21 Will Special Mental Transform 10 Perception DC20 Will Special Costs: Abilities (58) + Combat (18) + Saves (4) + Skills (34) + Feats (21) + Powers (78) - Drawbacks (0) = 213/221 PP
  16. Phantom Power Level: 14 (15) (232/250PP) Trade-Offs: -5 Defense / +5 Toughness, + 2 Damage / -2 Attack Unspent PP: 18 In Brief: Interdimensional Guardian, chosen to keep the balance Residence: The Lair: A Haunted House in North Bay Base of Operations: In Freedom City, their haunted manor. Interdimensionally, the Void Catchphrase: Hrmmm.... Alternate Identity: Taylor Xiao Chun Faretti Identity: Secret Birthplace: Freedom City Occupation: Freelance Translator Affiliations: Knights of Freedom (Former), Midnighters (Inactive) Family: Immediate: Jack Faretti (husband), Jack Huang Faretti Jr/ JJ (son), Jack Huang Faretti Jr / Huang (son) Extended, still living: Parents, Four brothers, three sisters in law, several nieces and nephews - All Freedom local, Great Uncle Huang Chun Description Age: 26 in this timeline, chronologically, 30ish Apparent Age: 19 Gender: Female Ethnicity: Chinese American (biracial: Chinese and Caucasian) Height: 5'1" Weight: 135 lbs Hair: Thick and very straight black hair that falls to the middle of her back. Eyes: Brown Between Taylor's height, her reserved body language, and her dimpled cheeks, she still gets mistaken for a freshman at the University more often than not. Experience and increased comfort with herself have at least given her enough poise to generally correct that assumption. Having taken up jogging and working out with a sparring bag, Taylor has added some muscle to her curves. She is sturdily built and relatively fit. She still tends to dress like she's watched Indiana Jones just a few too many times, with rescued bomber jackets from the Salvation Army and fedoras that have seen better days but she's added some class to her wardrobe. Whether its her own preference or the fact that Ace has become her usual shopping buddy, most of her clothing has a 40s retro flair. As Phantom, Taylor is anything but average. In the cloak and cowl of her alter ego, Phantom is downright otherworldly. Her eyes glow white behind the three quarters black face mask. The folds of the inside of her ragged cloak crackle with eldritch energy and she flickers between solid and ephemeral states without conscious thought. Unlike most of the magically oriented, Phantom uses no arcane gestures or words of power but rather directs her fel energies with her eerie baleful glare. A creature of all dimensions and none, Phantom flickers through reality with disquieting ease. It's easy to mistake her cloak for her source of power as when she vanishes from sight, her cloak folds in first on her, and then on itself. Even stripped of the glittering Eye of Heshem at her throat, Phantom's powers are unhindered. History: Taylor was born to your average middle class Americans. Her mother was a typical wasp and her father was a Chinese American, both of whom were born and raised inside Freedom City. Taylor's childhood was a normal one. She was a studious, if shy, child that spent much of her time focused on schooling although she had her share of childhood friends. The only oddity in her normal life was her great-uncle on her father's side. The elderly gentleman was always filling her head with stories of his youth helping Johnny Danger on all those daring quests. This is undoubtably where Taylor picked up her tendency to dress like a bad pulp era character although with jeans and baseball t-shirts under her reclaimed, beaten jackets. When Taylor went into college, she was tempted to study archeology but had a natural flair for languages and instead went into the linguistics program. About this time, Taylor's beloved grandfather took ill and she received a package from him containing the Eye of Heshem, a glittering amulet with its gem larger than her thumb, and instructing her to keep it safe. For a time, the Eye travelled about in the pocket of her beaten leather jacket before, bored one night working the midnight shift at the library, she began to work on the translation of the inscription. The first time Taylor recited the ancient script aloud, she was knocked near senseless as the voice of Heshem herself thundered through her head, charging her with the defense of the pact. It’s been almost ten years now since Phantom appeared on the costumed crimefighter scene. She’s seen a lot and done more than most and still looks like she’s a college student outside of her cape. That’s especially frustrating when she’s got a dhampir offspring about to start kindergarten and his perpetually-sixteen dimensional doppelganger going to Claremont and immortal ex-vigilante vampire for a spouse. Well, things never get BORING. Personality & Motivation: Taylor is responsible in either persona. She really is the sort of person that her Great Uncle could trust to take care of that relic simply because she was asked to. She's still too young to see the world in shades of grey and that outlook is what makes her really quite good as an interdimensional police agent. As Phantom, she's the bouncer to Gateway's doorkeeper. She spends her costumed time finding and returning things that don't belong in their dimension. That's not to say that she's blindly devoted to the duties of her work. She's a bright young lady and can tell the difference between an Olympian that's setting up their own cozy little cult and a poor refugee but in either case she's going to find them a more appropriate local for their life. Powers & Tactics: The Eye has pulled Taylor Chun out of synch with this dimension. As a creature of all worlds and none, she is as likely to be ephemeral as solid and moves between the dimensions like a child would run through the rooms of the house. Her very body is the gateway to the holding dimension that she uses to transport creatures and objects back to where they once belonged and riding within the Phantom is an odd and distressing experience for even the most jaded. In addition to her odd and innate abilities, Phantom is an accomplished mage. She uses a dark crackling magic without either word or gesture to knock the more combatant individuals low before wrapping them in the ragged edges of her eldritch cape. Complications: Secret Identity: Although she's now out to her parents and siblings, Taylor still does her best to keep 'Taylor Chun' and 'Phantom' as disparate as possible. And although Taylor's life has certainly gotten complicated, that doesn't change the fact that Phantom is not 'out' but to a select few. Married to the Enemy: No matter how you slice it, marrying a vampire has consequences. Marrying a vampire who is not just any vampire, but the current king of the Freedom City vampires who moonlights as a masked vigilante is a whole 'nother level. Then you add starting a family to the mix, and things really start to ramp up. And Taylor's always been such a smart girl. Responsibilities: (Interdimensional Guardian, Family, Husband, Children) Taylor has a mandated responsibility to do her duties and while Heshem is not one to micromanage, the failure to use her gifts as required by the entity would likely have dire consequences. In addition, she's got multiple forces that demand a certain level of loyalty. Unfortunately, they're not always on the same side of any given issue Lost Time: Sometimes the fact that Taylor works across multiple dimensions makes trying to keep on top of things in this dimension difficult. Even the best mystics can end up with time differences across the dimensions. It also means contacting her in an emergency can be tricky if she's out of Prime Abilities: (0+0+10+8+10+4=32pp) Str: 10 (+0) Dex: 10 (+0) Con: 20 (+5) Int: 18 (+4) Wis: 20 (+5) Cha: 14 (+2) Combat: (12+10=22 pp) Attack: +6, +12 Blast/Stun, +12 Telekinesis Grapple: +6, +34 Telekinesis Defense: +5/+9, +3 Flat-Footed Knockback: -0, -16 Force Field Initiative: +0 Saving Throws: (5+0+11=16pp) Toughness: +19 (Impervious 12), +5 w/o Force Field Fort: +10 (+5 Con, +5) Reflex: +0 (+0 Dex, +0) Will: +16 (+5 Wis, +11) Skills: (76r = 19pp) Concentration 10 (+15) Intimidate 0 (+2) Knowledge (Arcane Lore) 20 (+24) Knowledge (Cosmology) 20 (+24) Knowledge (History) 0 (+4) Notice 10 (+15) Search 11 (+15) Sense Motive 5 (+10) Feats: (13pp) Benefit (Wealth) Dodge Focus x4 Equipment 4 Fearless Quick Change 2 Ritualist Equipment: (20ep) Powers: (3+29+12+68+7+3+1+1+9=133pp) Comprehend 3 (Training; Languages 3 [speak Any One/Understand All/Read & Write]; Power Feat: Innate; Drawback: Only Earth Languages) [3] Defensive Magics 14 (28 points; PF: Alternate Power) [29PP] BE: Force Field 14 (Extra: Impervious 12; PF: Selective, Subtle) {28/28} AP: Insubstantial 4 (Affected by Fire; Extra: Action [Reactive], Affect Others) {28/28} Immunity 12 (Aging, Life Support, Starvation/Thirst, Sleep) [12 pp] Magic Array 21 (Magic; 56 pp; PF: Alternate Power x 12) [68 pp] BE: Blast 16 (Eldritch Blast; Extra: Affects Corporeal; PFs: Accurate 6, Affect Insubstantial x 2) {56} AP: Comprehend 8 (Animals 2, Codes 1, Electronics 2, Languages 4, Spirits 1; Extra: Affects Others, Area, Selective [40-ft. Burst]) {48} AP: Concealment 10 (Extra: Affects Others, Area, Duration: Concentration [50-ft. Burst]; PFs: Selective, Close Range) {52} AP: Damage 14 (Cataclysm; Extra: Affects Corporeal, Area [80-miles. Burst, General], Selective Attack; Flaw: Action [Full]; PFs: Affect Insubstantial 2, Progression x12) {56} AP: Dimensional Pocket 7 (50 billion lbs; Extra: Duration [Continuous]; PFs: Progression x 20) {56} AP: ESP 11 (2,000,000 miles, All Senses; Extra: Duration [sustained]; Flaw: Action [standard]; PFs: Dimensional, Rapid x10, Subtle) {56} AP: Heal 13 (Extras: Total, Affects Objects; PFs: Regrowth, Persistent) {54} AP: Nullify Field 14 (40 Feet) (All Powers; Extras: Area [50-ft. Burst, General], Duration [Concentration]; Flaw: Range [Touch]; Drawbacks: Only Magical and Dimensional Descriptors -1) {55} AP: Stun 16 (Extras: Affects Corporeal, Range [Ranged]; Flaw: Action [Full]; PFs: Accurate x 6, Affect Insubstantial x 2) {56} AP: Super Movement 3 (Dimensional 3 [any]; Extras: Portal (+2); PF: Progression x 5 [250-ft. Portal]) {18} AP: Super Senses [All Mental Senses: Accurate(4), Acute(2), Anlytical(2), Counters Concealment(2), Counters Illusion(2), Counters Obscure(5), Extended {Five Mile Increments}(5), Penetrates Concealment(4), Radius(2), Rapidx12{Search full area in normal time}(24), Tracking all-out(3)] {55} AP: Telekinesis 22 (Str 110; PFs: Accurate x6, Precise, Indirect, Subtle, Affects Insubstantial x2) {55} AP: Teleport 16 (nearby star systems; Extra: Accurate; PFs: Change Velocity, Easy, Progression x 4 [2,500 lbs] {54} AP: Teleport 13 (Extra: Portal (+2); PF: Progression x2 [25-ft. Portal]) {54} Regeneration 12 (Bruised 1/round, Injured 1/round, Staggered 1/20 Minutes, Disabled 1/5 Hours, Resurrection 1/week [unless burned]) (PFs: Regrowth) [9 pp] Super Movement 3 (Dimensional 3 [any]; PF: Alternate Power) [7 pp] AP: Flight 3 (50 MPH / 500 feet per Move action) [6pp] Super Senses [Magic Awareness(mental)] [3] Super Senses [Dimensional Awareness(mental)] [1] Super Senses [Mental; Ranged] [1] Drawbacks: (-3pp) Vulnerable (moderate/uncommon: fire) (-3pp) DC Block: ATTACK RANGE SAVE TYPE Unarmed Melee DC15/Toughness (Staged) Bruise/Injury (Magic) Blast 13 Ranged 28/Toughness (Staged) Bruise/Injury Dimensional Pocket 6 Melee 16/Reflex Special Nullify (Dimensional) 10 Melee/Area Burst 20/Will Special Stun 13 Ranged 23/Will (Staged) Daze/Stun/Unconscious Telekinesis (Thrown Object) 18 Ranged 33/Toughness (Staged) Bruise/Injury Costs: Abilities (32) + Combat (22) + Saves (16) + Skills (19) + Feats (13) + Powers (133) - Drawbacks (+3) = 232/250 Power Points
  17. Ace Danger Power Level: 13/15 (200/223PP) Trade-Offs: None Unspent PP: 23 Alternate Identity: None Height: 6' Weight: 185 Hair: Blonde Eyes: Blue Description: Ace has a sturdy six foot frame not overly muscled but certainly well defined in an almost careless way that suggests given effort he could develop quite the physique. His head is topped by thick blonde locks that are maintained in a perfect semblance of disarray. He retains much of his fathers classic lines but softened slightly, a strong jaw and chin, but not quite chiseled, his bright blue eyes always have a slight twinkle of mischief dancing in them. Despite his advanced age he appears an attractive man of 24. He dresses well socially though favors a somewhat beaten down Fedora and bomber jacket while "on duty", and favors a kind of retro chic look without looking like he can't keep up with the times. History: The first of the Danger children was born on July 4th 1925, named Ace after Ace Adams his godfather also his fathers pilot and close campanion through many an adventure. His early childhood was fairly normal despite his fathers extended absences with two more sibblings following A brother and a sister (the youngest) over the next five years. The family relocated to Africa where his famed father made his fortune in diamonds of dubious origins by todays standards. Once Ace reached the age of eight his father decided to make up for lost time and Ace joined him on his various adventures throughout the 30's and into the early 40's despite the dangers Ace enjoyed this time though he was always felt he had fallen short of his fathers larger than life expectations of his first born. As Ace came of age his brother was included in more and more of his fathers travels and Ace found himself at loose ends. While he could certainly claim a unique education it was perhaps even worse suited than he was to acedemia. Eventually, out of boredom as much as anythign else, he joined the military. By the time he was out of basic of course the war had drawn to a close and his family name was considered more of an asset than any of his skills. It wasn't long before his mavrick stylings and controversial activities had him discharged (honorably thanks to family connections) to his fathers deep disapointment. After his socialy disasterous military career Ace fell to the baser accusations of his father and became the exact layabout his father claimed him to be and dear old dad seemed to just give up and instead focused on his second born Rex. By 1950 Ace had earned quite the reputation as a libertine and despite the efforts of Little sister Donna to control the rumors he was steadily erroding the familys reputation. Her answer was simple and with some manuevering of family money and contacts she neatly made him some one elses problem as he was inducted into service with the CIA where he was the very picture of the dashing spy later immortalized in print and film. He roamed the world much as he had with his father only now it was a deadly game of cat and mouse with the Soviets rather than twarting Nazi schemes. He was well suited to the work and relished the risk. Due to his unique contacts and knowledge from his days traveling with his father he was assighned to the more esoteric missions no simple spying on abasadors for Johnny Dagers son when there were communist backed voodoo cults in Havana or Soviet reaserchers developing doomsday devices in the himalayas. His fast and loose interpretation of regulations kept him fairly stationary in the organization despite his successes but at least he wasn't bored. It was during this time that his training with Shambala monks and blessings from witch doctors and voodoo queens led to some of his more extrodinary abilities though he carefully hid these from his antsy employers given the political climate. It was only natural that whent he fledgling AEGIS organization cropped up he was optioned off to it though that barely lasted a year before he was drummed out for disrespecting a superior officer. The family stepped in once more to keep the specifics quiet but he was still blacklisted form government work. By this time his sister and her children were fully running Danger Industries and hsi father was retired having passed the torch to Rex who continued to live up to all of the Danger elders expectations. Ace for his part also prided himself on living up to every claim his father made. He with pride says that his actions alone supported the feldgling tabloid industry through the sixties and early seventies and its not far from the truth. He publicly partook of much of the worst the decades had to offer and was teh center of most major scandels of the era. Likely he much like the rest of the counrty would have continued on the self destructive course they were on if not for the Big One. The Terminus invasion was a rather brutal wake-up call for everyone but it was particularly so for Ace. His brother Rex had recently spirited him away from yet another party gone too far when the call came in. The city was under attack. Rex being Rex immediatly spun the car in the direction of the trouble and told Ace to stay out of the way if he could. They never even had a chance as the burning lance of energy sliced through the car. Ace's last memory was his brothers scream as they were both vaporized. Ace woke up still in the tangled wreckage of the car after it was all over. In the end Rex was yet another in a long list of Heroes who fell in the invasion, Ace was sure to embelish the story the press got, to everyone else Rex went out like a Hero should. His brothers death affected Ace strongly, he had experiance and more than a few tricks up his sleeve, he would do what Rex would have wanted. He became a Hero too, though granted still with his own specific idiom. In hero work a handsome smile and flare for the dramatic turned out to be as much a benefit as it had been a hindrance in his days at the agency. Of course he still had his fathers globe trotting tendancies and soon was swept up in events throughout the world. His niece Rachel is fairly supportive of such activities but has slowly convinced him to stick to freedom city for now on and with Ace Danger is back in town the funs sure to start soon. Personality & Motivation: Ace has really been training for the Hero gig almost since birth and despite some unorthodox methods he's good at it. He's a larger than life presonality from a larger than life family and lives it up as such. To most appearances he's a shallow attention grabbing playboy with too many toys, and thats not entirely inaccurate but he does have a strong sense of justice and feels a responsbility for the people of freedom. Rex's death puled him out of a pretty self destructive spiral but that hasn't kept him form havign fun while doing good in the here and now. Powers & Tactics: Every person who asks how Ace got his talents gets a different answer each more unbelievable than the last some of them are probably even true. He has been blessed by mystics of many traditions for long life and thats likely the actual core reason for his immortality, He most often will say however that he's to pretty to die. In his travels he has also picked up more than a few tricks. He has learned many martial arts forms from various groups through the years that has left him a capeable hand to hand fighter though no specific style really take preeminance and his fathers wicked left hook is still his most signature move. He has also trained with various yogi's and mystics throughout the world to hone his mind and has picked up on the tricks that he most liked granting him a suite of mind tricks harnessing the power of his mind. He has also made some upgrades to his home to better fit with his new "super" lifestyle, using daka crystals he has pulled it off the grid and aplified his own mind clouding abilities to hide the entire structure from prying eyes, hte instalation of a comunacations and computing suite made it in his mind the perfect luxurious base of operations. Also it helps with dodging the ever present paparrazi. Complications: Disarmed!: Aces gadget power is hard to lose as he has to be stripped of all of his devices to completely lose access. However many of the individual items are hand held and can be disarmed as normal. Fame Honor (Hero code: don't kill or main, no torture, protect innocents etc) Reputation (Wastrel playboy) Stats: 8+0+12+6+0+14=40pp Str: 18 (+4) Dex: 10 (+0) Con: 22 (+6) Int: 16 (+3) Wis: 10 (+0) Cha: 24 (+7) Combat: 28pp Attack: +8 (+12 melee, +16 Unarmed) Grapple: +16 Defense: +13 (+3 flat-footed) Knockback: -4 Initiative: +0 Saves: 19pp Toughness: +9 (+6 Con, +3 Hidden Vest) Fortitude: +9 (+6 Con, +3) Reflex: +8 (+0 Dex, +8) Will: +8 (+0 Wis, +8) Skills: 104r = 26pp Bluff 17 (+24) Diplomacy 7 (+14, +20 with Wealth) Disguise 9 (+16) Gather Information 7 (+14, +20 with wealth) Investigation 2 (+5) Language 4 (Cantonese, Dakanan, French, Tibetan; English is native) Notice 17 (+17) Search 7 (+10) Sense motive 17 (+17) Stealth 17 (+17) Feats: 53pp Attack Focus: Melee 4 Attack Specialization: Unarmed 2 Beginners Luck Benefit (Wealth 3/Filthy Rich) Challenge 2 (Fast Feint, Fast Taunt) Connected Contacts Distract (bluff) Dodge Focus 7 Equipment 6 Hide In Plain Sight Improvised Tools Inspire 5 Jack of all Trades Leadership Luck 4 Power Attack Quick Change 2 Redirect Set-Up Skill Mastery (Bluff, Disguise, Notice, Stealth) Sneak Attack Teamwork 3 Taunt Uncanny Dodge (mental) Well Informed Powers: 14 + 3 + 16 = 33pp. Gadgets 2 (Be Prepared; 10pp; Flaw: Hard to Lose) [14pp] Immunity 3 (aging, disease, poison) [3pp] Regeneration 14 (Disabled 6 [1/round], True Resurrection 8 [1/round]; PFs: Persistent, Regrowth) [12pp] Drawbacks: 0pp DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: (Name of Attack) (Save DC/Type) (Type of Damage: Bruise/Injury, or other) Unarmed ------ 19/Toughness ----- Bruise/injury Sneak Attack Unarmed ------ 21/Toughness ------ Bruise Injury Shuriken ------ 16/Toughness ------ Bruise/Injury Sneak Attack Shuriken ------ 18/Toughness ------ Bruise/Injury Totals: Abilities 40 + Combat 28 + Saves 19 + Skills 26 (104r) + Feats 54 + Powers 33 - Drawbacks 0 = 200/223
  18. Player's Name: Ecalsneerg Power Level: 14/15 (200/229PP) Trade-Offs: -5 Damage for +5 Attack, -2 Toughness for +2 Defense Unspent PP: 29 In Brief: Modern Age Batman wielding Bronze Age Green Arrow's bow. Alternate Identities: John Aaron Fraser Identity: Secret Birthplace: Aberdeen, Scotland Occupation: Vigilante, lab assistant Affiliations: Ex-Knight of Freedom, the Sherwoods of Nottingham Family: No known surviving relatives Description: Age: 40 (DoB: 25th August 1970) Gender: Male Ethnicity: Caucasian Scot Height: 6'0'' Weight: 190lbs Eyes: Grey Hair: Black Arrowhawk is an imposing figure, tall and broad-shouldered. His armour is made of several interlocking, flexible black plates, a huge black cape sweeping down from his black hood to near his feet. The cape is shaped oddly, lending Arrowhawk a bird wing silhouette when he is gliding of leaping from rooftops. Clipped to the back of his armour and concealed behind the cape is his longbow and quiver, slightly off center so as to easily allow the cape to be swept to one side. Glowering eyes glare red from the domino mask he wears in the shadows beneath his hood, and his chest is emblazoned with a stylized white bird in flight... a hawk. Moving like a jungle cat, Arrowhawk is swift and graceful in spite of his size, barely making a sound as he prowls and stalks. However, when he does so, he noticeably limps after the muscles in his upper right leg were irreparably damaged. His voice is harsh and gruff, heightened by a Scottish growl which he purposefully exaggerates when in costume. In his civilian identity, however, he is a mere shadow of that man. John Fraser, while still a big man, is soft spoken, covered in scars from "sporting injuries in his youth", and walks with a metal cane. His messy black hair and near-perpetual stubble are speckled with silver, and his face is weathered and lined. Arrowhawk is forty years old and has been fighting crime for half of his life. Without his armour, bow, and predatory demeanour, every second of that is clearly visible. Power Descriptions: Each of Arrowhawk's arrows is a sleek, expertly modeled metal weapon, with a variety of heads (each model discernible from others by the unique fletching). Apart from his standard pointed and blunt ones, he has slashing ones with sharp fins extending out from the sides, explosives with a bulky black arrowhead, and the strange steel grey devices he fits to them for his more exotic arsenal. When firing enough arrows in quick succession, he can temporarily turn the air black from sheer ammunition expenditure, his arms and legs moving in a near blur as he adjusts his stance and aim while firing. History: John Fraser was long ago a promising Biochemistry student at the University of Aberdeen. A quirt, thoughtful young man, he was praised by his teachers as being an enthusiastic student, quick to learn. But this was a bad time for the city, a small mafia operation deciding to capitalise on the financial difficulties faced by many on campus, operating as loan sharks. John's flatmates, Brendan Jarvis and Steve Cooper were deep in debt. On the 19th of May 1991, when John stumbled in drunk, he was woken from his semi-conscious slumber by gunshots. Rushing through to find his friends lying dead and two loan sharks standing over them, John Fraser died with them. As the men tried to leave without causing a scene, their message made, he rushed them and shattered a chair over on of their heads. Thrown against a wall, he was unconscious during the resultant brawl as several other students tried to stop the killers. Julia Dawson and Blake Davies died as heroes, but died none the less. And John kept studying... in martial arts, infiltration and archery. He swore he would never be like those mob hitmen, and thus modelled himself on the great heroes like Midnight, and Sherwood. Three years later, on the 19th of May, a mafia safehouse was fought and arrested by a man "dressed as a huge black bird, firing arrows left, right and centre." John struggled on, barely holding together a normal life. Far from the scientific genius he'd been hailed at, he got a poor degree, and now worked menial laboratory jobs simply to fund his crimefighting. Eventually, his parents passed away, both of them disappointed in how their son had gone from prodigy to obsessed man in a cape. And, with nothing left to keep in a small city like Aberdeen, he left the fighting of the last remnants of organised crime to a few trusted copycats. Glasgow. Edinburgh. Newcastle. Manchester. For a few short months, London. Cardiff. Training in Nottingham with the new Sherwood. The legend of the Arrowhawk spread across the United Kingdom, and for so short a time, it was easy. While he still no longer had a life worth telling as John Fraser, as Arrowhawk... criminals cowered in terror, villains cursed at the sound of his name and people looked to the rooftops for his aid. And yet, it was all too easy. So, at the age of thirty-eight, Arrowhawk left the UK to the new generation of superheroes, and disappeared. Some said he'd retired. Some said someone had finally got lucky, and killed him. But the truth wasn't anything like that. Freedom City, despite being the global hub of superhuman activity, still had a thriving Mob, supplemented by strange technology and a few choice metahuman helpers. And if it killed him, Arrowhawk was going to tear it down and burn the ashes. But things never go according to plan, and soon he found himself on a superteam calling themselves the Knights of Freedom. He tore them apart, finally crossing the line he swore never to cross and killing two people while annihilating the headquarters of Malice, a prominent supervillain he'd established a rivalry with. Letting Malice take the fall for the explosion and the deaths, and leaving Arrowhawk's leg crippled, and now with his only "friends" torn apart by personality conflicts and the knowledge of what he'd done, Arrowhawk faded away again. And met a woman, Vivian Kriger, who he eventually became close to. But she turned out to be the superheroine Valkyrie, and was slain by a mysterious adversary. Fooled by Doktor Archeville into believing it was SHADOW's doing, he hit Europe like a raging meteor, tearing apart the continent to search for a culprit which wasn't there. Receiving an email from the Scarab concerning the death of Hellbound, his fellow ex-Knight, Arrowhawk returned to Freedom City. And this time, he's going to find out who killed the only woman he'd been close to in decades, stop the villain, and redeem himself in his own eyes, if not anyone else's. Personality & Motivation: Arrowhawk has the arrogance, confidence and sheer knowledge of how good he is at what he does to confront super powered opponents with nothing more than a bow and some body armour. Unfortunately, he is unable to turn this off in normal conversation, and thus comes across as a huge jerk. He also has a slight superiority complex, believing himself "better" in many ways compared to metahumans, simply because everything he does is "simple" skill that anyone can learn, often forgetting that it took him two decades to learn his current skill set, and he has never had to learn how to control and manipulate superpowers effectively. In spite of all this, to those who likes and respects, he is intensely loyal and protective, trying to disguise his concern and care for them behind his usual mask of sarcasm and aggression. If someone threatened one whom he loved, he would face down even Omega or Heru-Ra to defend them, being willing to ignore even negative traits he'd be the first to condemn. He also possesses an iron-clad sense of justice and code of ethics, being willing to fight as dirty as it takes... so long as it wouldn't kill, mortally wound or involve him using a firearm. In essence, he is best described as a scowling, angry force of nature, whether that's for the purposes of fighting his enemies, protecting his friends or defending the innocent from harm. Profoundly affected by the death of his friends long ago in that dorm room, even after all this time Arrowhawk keeps going, every crime he sees, every failure in his past and every possibly success he could achieve just adding to the burden he feels he carries to keep going and help save people. At this stage, the idea of not fighting for what he thinks is right is just alien to him, even the smallest criminal is a threat he feels he has to stop, every gun a potential murder tool and any every day a new battle. He keeps going because it is who he is. Powers & Tactics: Arrowhawk has no superpowers, nor any particular talent for archery, and thus it has taken him two decades of hard work and sheer bloody-mindedness to claw his way up to being one of history's most deadly archers. Through sheer skill and knowledge, he has advanced both the art and technology of archery to a level where he can shoot moving targets while leaping off rooftops, while dodging gunfire. For specialised uses, he keeps a variety of trick arrows at hand, the most prominent of which being single-direction explosives to tackle heavily armoured targets, electromagnetic pulse emitters to destroy technology with ease, and smoke arrows to create distractions through which to move unnoticed. Physically, he is in such peak condition as to be faster, stronger and considerably tougher than most younger men, even taking into account his wounded leg. He also possesses a steel trap mind, possessing just enough talent in science to construct his arrows and work as a somewhat skilled lab technician, but excelling in such fields as tactics, infiltration and rapidly accumulating a near-encyclopedic knowledge of the street level crime in any city he goes to. His most notable skill besides his ability to threaten and cajole opponents is a near-paranoid hyper awareness, making it incredibly difficult to sneak up on him without some form of metahuman or super-science assistance. Complications: Enemy (Captain Knieval, Malice): Multiple run-ins with these two villains have led to a deep-set grudge against them. Arrowhawk will drop anything to pursue them if he possibly can. Hatred/Obsession (organised crime): The mob killing several students when he was at university led to John Fraser becoming the Arrowhawk. They've also consistently tried to kill him over his crime-fighting career. Thus, his hatred of them makes it difficult for him to trust someone who has been too heavily involved with the mob in the past, regardless of whether they still retain that connection. The obsession has also distracted him from other things like a love life, friends, family, work and in general anything beyond being Arrowhawk. Honour (won't use guns): Firearms sicken Arrowhawk. He refuses to sink to the level of criminals by using one, and condemns openly those who use them, even if they are his allies. This has become a larger problem since his move to America, where the police carry guns, a fact he is not used to and believes to be wrong. Arrowhawk is psychologically incapable of using a gun despite knowing how to, and would be unable to use one to defend himself even if he had no other choice. Rivalry (Bowman): In past trips to Freedom City, Arrowhawk established a friendly rivalry with the Bowman, and each frequently seek to out-do the other in archery and close combat skills. However, despite this deeply competitive attitude, both deeply respect and trust the other. Secret (identity): John Fraser is characterised differently from Arrowhawk by being a lot more quiet and submissive than the aggressive, forceful vigilante. To allow himself privacy and a measure of a social life (should he ever use that option...), he keeps the two identities apart and doesn't wear any of his costume on his person besides a bullet-proof vest. Arrowhawk is also at risk at running out of arrows, but this should rarely happen except in protracted battles where he can expend large numbers of them, or in remote areas where he is unable to replenish his supplies. If his bowstring gets wet, such as when he gets submerged without it being covered with a cape or quiver, it will also become unusable. Abilities 8+10+10+6+6+4 = 44pp Str: 18 (+4) Dex: 20 (+5) Con: 20 (+5) Int: 16 (+3) Wis: 16 (+3) Cha: 14 (+2) Combat 22+20 = 42pp Initiative +9 Attack +11 base, +15 ranged, +17 bows Grapple +15 Defence +14 (+10 Base Defence, +4 Dodge Focus), +5 Flat-footed Knockback: -5 (-4 flat-footed, -3 w/o Arrowhawk Armour, -2 flat-footed w/o vest) Saves 5+7+6=18pp Toughness +10/+8 (+5 Con, +3 Armour, +2 Defensive Roll) Fort +10 (+5 Con, +5) Reflex +12 (+5 Dex, +7) Will +9 (+3 Wis, +6) Skills 168r = 42pp Acrobatics 5 (+10) Bluff 8 (+10) Climb 11 (+15, Skill Mastery) Craft [Mechanical] 12 (+15, Skill Mastery) Drive 10 (+15, Skill Mastery) Gather Information 13 (+15) Intimidate 18 (+20, Skill Mastery) Investigate 2 (+5) Knowledge [Life Sciences] 7 (+10) Knowledge [Physical Sciences] 7 (+10) Knowledge [streetwise] 12 (+15, Skill Mastery) Knowledge [Tactics] 12 (+15) Notice 17 (+20, Skill Mastery) Search 7 (+10) Sense Motive 12 (+15, Skill Mastery) Stealth 15 (+20, Skill Mastery) Feats 38pp Accurate Attack Attack Focus (Ranged) 4 Attack Specialization (Bows) 1 Defensive Roll 1 (+2 Toughness) Dodge Focus 4 Equipment 7 Evasion Fearsome Presence 4 Improved Aim Improved Critical (Bows) 1 Improved Initiative 1 Jack of All Trades Luck 2 Master Plan 2 Power Attack Precise Shot Quick Draw Skill Mastery 2 (Climb, Craft [Mechanical], Drive, Knowledge [streetwise], Notice, Sense Motive, Stealth) Startle Ultimate Aim Powers: 2+15 = 17pp Archery Supremacy 1 (Probability Control, Flaws: Limited 2 [Archery]) [2pp] Device 5 (Bow and trick arrows, 25 points, Easy to Lose) [15pp] Devices: Bow & Trick Arrows Array 10 (20pp powers; PFs: 5 alternate Powers) BE: Blast 3 (PFs: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [14PP] (standard arrows) AP: Blast 3 (Extras: Autofire [7]; Flaws: Action - Full; PFs: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [18PP] (rapid arrows) AP: Blast 3 (Extras: Penetrating 7; PFs: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range]) [20PP] (explosive arrows) AP: Blast 3 (Extras: Targetted Area - Shapeable [7], Selective Attack [7], Flaws: Action - Full, Distracting; PFs: Improved Range [75' increment], Mighty 4, Progression [750' maximum range]) [20PP] (rain of arrows) AP: Nullify 7 (technology descriptor, all at once, Extras: Duration - Sustained, Independent, Flaws: Action- Full, Drawbacks: Reduced Range [5 increments]) [20PP] (EMP arrows) AP: Obscure 7 (visual, 500' radius; Extras: Independent) [14pp] (smoke arrows) Drawbacks: [-1] Disability (Bad leg, uncommon, minor, -1pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (staged) Damage Staff Touch DC 21 Toughness (staged) Damage Standard Arrow Range DC 22 Toughness (staged) Damage, critical range 18-20 Rapid Arrow Range DC 22 Toughness (staged) Damage, Autofire, critical range 18-20 Explosive Arrow Range DC 22 Toughness (staged) Damage, Penetrating 7, critical range 18-20 Rain of Arrows Range DC 22 Toughness (staged) Damage, Shapeable Area 7 EMP Arrows Range DC 17 Will Nullify Technological, Independent, critical range 19-20 Costs: Abilities (44) + Combat (42) + Saves (18) + Skills (42) + Feats (38) + Powers (17) - Drawbacks (01) = Total Cost (200/229) Power Points
  19. Character Name: Gossamer Power Level: 13 (189/200PP) Unspent PP: 11 Alternate Identity: Dr. Estelle de Havilland Height: 5' 9" Weight: 141 lbs. Hair: Blond (reaches down to her ankles) Eyes: Blue Appearance: Estelle is a beautiful blond with refined features and an elegant bearing who always dresses to impress. Though her face and figure are both extremely attractive, the first thing anyone notices about Estelle is her amazing hair, which floats about her like a cloud of luminous gold. In its natural state, it cascades over her shoulders and down to her ankles, but she often wears it up or in a thick braid to keep it out of the way. Normally she dresses quite well, as her mother taught her, eschewing jeans and T-shirts for simple dresses with classic lines and open-toed shoes; she likes diamonds and vintage jewelry, but keeps the pieces small and tasteful. However, if she's not planning on going out, she will revert to collegiate sweats and gym shoes for comfort and convenience. As Gossamer, she wears an experimental protective suit (in blue and white), designed by ASTRO Labs; though the material appears to be rather thin, it is actually well-insulated and includes a combination communicator/wireless uplink on the left wrist. History: Estelle de Havilland grew up wealthy - she is neither proud nor ashamed of this fact, as it has always been part of her environment. It's been said that the de Havilland family owns a third of the Eastern Seaboard, and while this statement is obviously an exaggeration, it is true than Estelle need not have worked a day of her life, if she so chose. The family estate on Long Island was like a magic castle for the de Havilland children, who were essentially raised by its staff; however, young Estelle manifested a questing intelligence at an early age, more interested in science and reading than charity balls and fashion shows like her brother and three sisters. Her very traditional parents were somewhat flummoxed - a bright daughter is nothing to be ashamed of, but one who displayed no interest in either the family's investments or impressing the sons of other wealthy dynasties did present a bit of a problem. It was decided that she would attend the best schools and university (the de Havillands have been linked with Harvard for nearly a century) while still being raised as a proper lady. Estelle dutifully worked on her calligraphy and proper manners, took dance and tennis lessons, and went to all the right parties in all the right dresses. She never resented these family obligations, and always managed to enjoy herself, fully aware of both the importance and silliness of this rarefied world. In time, Estelle grew to be a beautiful young woman of grace and poise, and her parents breathed a sigh of relief - at least she wasn't a tomboy, like her cousin Arlene. Once at Harvard, Estelle felt truly alive for the first time in her young life. No one cared how much money she had; all that mattered was hard work, dedication, and the occasional raucous party to blow off steam. She made many friends and earned high marks, and was glad to find that she'd more or less dropped off the cultural radar, no longer interesting enough to regularly show up in gossip magazines along with her younger sisters Selene and Celeste. She went on to pursue her doctorate in organic chemistry, and took a position in one of her family's research labs in Freedom City, and it was here that her life would change forever. Her older brother Jason had been effectively running De Havilland after their father had stepped down to an advisory position to spend more time with his wife, who has been fighting cancer for several years. Jason, eager to bring the company into the 21st Century, authorized research involving synthetic compounds based on samples of Grue DNA, especially for use in the medical and beauty aid divisions; at first Estelle was leery of working with the compounds, but Jason showed her data that convinced her, and told her everything had been run by the FDA. He told her to keep her findings secret for now, but due to issues of industrial competition she didn't really question it at the time. One late Friday night in the lab while she was trying to isolate certain protein strands, a tired and overworked Estelle spilled some particularly caustic reagents on herself and one of the compounds, so she rushed into a nearby emergency hazmat shower to save herself from serious burns; as she stood in the tiny stall ripping off her contaminated clothing, the fumes rose up, making her dizzy, and she passed out right then and there. When she awoke the next day, half-naked and damp, she discovered that she'd somehow inadvertently triggered a strange mutation - her hair had grown super-long, and was animated by her very thoughts! After some time experimenting, she wrapped herself in a fire blanket and took a taxi to the Albright Institute, as she had clearly been somehow altered. However as she described the circumstances that lead to her transformation, she was shocked to find out that not only had the FDA not approved the research, but in fact the samples she'd been using were mostly likely from actual Grue, and had recently been stolen from that very lab! The subsequent investigation cost the de Havillands millions, and put Jason in jail, as well as making public his drinking and gambling problems. The first thing Estelle's father did when he took over the reins of power once more was to fire her and shut down her lab; a truly loyal daughter would have kept it in the family, within the company, not bring ruin down upon them all. Cut off from her inheritance, she decided to seek out Dr. Clarence Macleod's help, and he was able to find her a position at ASTRO for the time being. Her older sister Sunny is still on speaking terms with her, as is her ailing mother when she gets the chance, but otherwise things are quite chilly between her and her family; the de Havillands are too rich to be wiped out by such a disaster, though it will take years to undo the damage to their reputation. For her part, Estelle sees her bizarre new circumstance as a sort of ironic message from the cosmos to get over herself and think about others more often. Personality: Estelle is no 'frosty blond' - despite her breeding and refined upbringing, she's both friendly and approachable, and has a wicked sense of humor. Her laugh is surprisingly loud and contagious, and she tends to laugh a lot - how else should she respond to her bizarre new condition? No one, not even Estelle herself, would deny that she can be a bit vain, but as true as this is, it does her an injustice; she is very passionate about both her chosen field of study and to helping those who are less fortunate. Though she may seem shallow and image-obsessed at times, all concerns about her appearance go out the window if someone is in genuine need; of course, she will most likely bemoan her bedraggled state at length after the fact. She collects first editions of Russian literature, and loves to go out dancing with friends whenever she can 'slip away'. She also owns several vintage Gibson electric guitars, and plays along with her favorite albums when she needs to unwind; now increasingly confidant in her musical talents, she is finding more and more opportunities to perform in public. As far as dating goes, Estelle has been seen on the arms of some of Freedom's most glamorous superheroes, including Dr. Archeville and Divine. She is currently in a relationshop with Gregory 'Mad Dog' Matthews, who's heroic identity is a closely-guarded secret. Powers: Estelle has full control of her hair, which she can form into up to twenty-five tendrils that lengthen at will up to 100 feet; her hair limbs are just as dexterous as her own two hands, capable of such complicated tasks as typing a letter or shuffling cards. Despite its rather lightweight appearance, her hair is surprisingly strong, allowing her to lift up to six tons with ease. She can also automatically style her hair at will, and often does so to playful or sensual effect. She is constantly finding new ways to use her powers through experimentation. Abilities: [0+6+4+8+4+6 = 28pp] Strength: 10/30 (+0/+10) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: [20+16 = 36pp] Attack: +10 Grapple: +10, +23 w/ Hair, up to +33 if using all her Hair for nothing but a Grapple Defense: +8 (+4 flat-footed) Knockback: -10, -9 flat-footed; -2 w/out Suit, -1 w/out Suit and flat-footed Initiative: +7 Saves: [6+7+8 = 27pp] Toughness: +12 ( Impervious 8 ), +10 ( Imp 8 ) flat-footed; +4 w/out Suit, +2 w/out Suit and flat-footed Fortitude: +12 (+2 Con, +10) Reflex: +10 (+3 Dex, +7) Will: +12 (+2 Wis, +10) Skills: [92r = 23pp] Acrobatics 5 (+8) Bluff 4 (+7, +11 w/ Attractive) Computers 1 (+5) Craft (Chemical) 6 (+10) Craft (Mechanical) 1 (+5) Diplomacy 4 (+7, +11 w/ Attractive) Disable Device 6 (+10) Drive 1 (+4) Gather Information 5 (+10) Knowledge (Arts) 2 (+6) Knowledge (Current Events) 1 (+5) Knowledge (History) 1 (+5) Knowledge (Life Sciences) 4 (+8) Knowledge (Physical Sciences) 10 (+14) Knowledge (Popular Culture) 1 (+5) Knowledge (Streetwise) 1 (+5) Language 2 (French, Russian; English is native) Medicine 1 (+3) Notice 8 (+10) Perform (Dance) 1 (+4) Perform (Stringed Instruments) 7 (+10) Profession (Teacher) 4 (+6) Ride 1 (+4) Search 6 (+10) Stealth 7 (+10) Feats: [23pp] Accurate Attack All-Out Attack Ambidexterity Attractive Benefit 2 (ASTRO Labs access, Wealth 1) Chokehold Connected Contacts Defensive Roll 1 (+2 Toughness) Equipment 2 (1pp donated to The Lab) Grappling Finesse Improved Grab Improved Grapple Improved Initiative Improved Pin Improvised Tools Luck Power Attack Skill Mastery (Bluff, Diplomacy. Knowledge [Physical Sciences], Perform [stringed Instruments]) Takedown Attack Well Informed Powers: [22+30 = 52pp] Device 5 (Bodysuit, 25 points, hard to lose) [22pp] Communication 4 (1 mile, radio; Flaw: Limited [One-Way]) [2pp] Datalink 4 (1 mile, radio) [4pp] Immunity 1 (cold) [1pp] Protection 8 (Extra: Impervious 8 ) [16pp] Feat: Quick Change 2 [2pp] Prehensile Hair 6 (Container) [30pp] Prehensile Hair 10 (10PP; PF: Alternate Power x2) [12pp] BE: Additional Limbs 5 (25 'tendrils'; Sustained Duration) + Elongation 5 (100 feet) [10/10pp] AP: Deflect 8 (slow projectiles) [8/10pp] AP: Snare 5 (Extra: Engulf) [10/10pp] Enhanced Strength 20 (to 30/+10; Limit: Only with Prehensile Hair) [10pp] Super-Movement 2 (Slow Fall, Swinging) [4pp] Super-Senses 1 (Analytic Touch, Limit: Only with Prehensile Hair) [0.5pp] Super-Strength 3 (effective Str 45, Hvy Load 6 tons; Limit: Only with Prehensile Hair) [3pp] Drawbacks: None DC Block Unarmed -- DC 15/Toughness -- Damage Hair -- DC 25/Toughness -- Damage Totals: Abilities 28 + Combat 36 + Saves 27 + Skills 23 + Feats 23 + Powers 52 = 189/200 Power Points
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