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  1. Zenith Corinne Conrad Power Level: 8/11 (162/182) Unspent Power Points: 20 Trade-Offs: None In Brief: Matter manipulating daughter of a hero, just trying to make it on her own in the big city. Catchphrase: "I am the agent of change." Theme: Chvrches, “Gun” or Hundred Waters, "Particle" Alternate Identity: Secret Birthplace: Los Angeles, CA Residence: Claremont Base of Operations: Claremont Occupation: Student, wanting to be an artist/dancer. Affiliations: Claremont. Family: Amir al-Misri, father; Natalie Conrad; mother; Harold Conrad, step-father; Nicholas Conrad, younger brother; Dalir Saleh, half-brother. Description: Age: 16 (DoB: 2001, April 1st) Apparent Age: 16. Gender: Female Ethnicity: Caucasian (British) /Arabic (Egyptian) Height: 6’2 3/4 Weight: 161 Eyes: Blue (Glowing White) Hair: Dirty Blonde, generally dyed (Various shades of oranges and pinks) Corinne takes more firmly after her mother than father, though she has his height (On her it would be described as Statuesque), and a bit of his jaw, and serious eyebrows. She is built like someone who has taken dance for many years, slender and willowy with the proper mass that came with a decade of ballet and having to be able to hold herself en pointe. Perpetually she has a crooked smile, matching teeth that were a bit crooked as well. She is, though, gorgeous and knows how to employ her beauty, even it is not her first choice. Corinne’s aesthetic tends towards ‘Hipster Bohemian,’ when outside of dance class and practice. She does have to wear glasses, however. Her hair is currently in an asymmetrical undercut style, normally bleached or dyed varying shades and colors, with patterns and notches done in the clippered hair. When she changes she restructures her clothing into a variegated colored summer dress and bare limbed, though her left leg had has a thigh high covering. A distortion effect around her median, and occasionally around the rest of her, similar to artifacting that can happen in video. Her limbs trailing off into coruscating light, that moves over her skin. Her pupils and irises turn into apertures of like, and her hair stands like a flaming crown of pinks and oranges. History: Corinne is the result of a tryst between her mother and then less famous and rich playboy Amir al-Misri. She eventually found this out, after she got upset in a normal argument with her mother, and in the process did an impromptu remodeling of the kitchen, turning it into glass. All of it. With that in mind, her mother explained some things, and reached out to Amir, and Corinne found herself in Freedom City, and Claremont. She is still dealing with all of the changes. Though she still has her art, and dancing, and been semi-normal, she hopes that will keep her grounded even as her entire world changes around her, like some sort of outward expression of her newfound powers While she knew that Harold Conrad wasn’t her biological father, she had accepted him as effectively her father, and Amir feels alien to her. Though the relationship is tentative, as their involvement with each other’s life has been nonexistent until recently. She is still strongly connected to her family and speaks to them frequently, though is less… clear on her relationship to Amir and his family and associates. She wonders if she can truly go through what is happening without issue, but that remains to be seen. Though one thing is certain, she will have an amazing ability to do art with her powers, and that prospect alone is enough to drive her to learn and refine more in her abilities. Does superheroing even look good on an art school application? Personality & Motivation: Corinne is a nice person, and apparently has inherited powers from her father. She feels obligated to figure out how to use them, and how to apply them effectively and safely. She is certainly not retiring sort, though despite a bit of occasional bubbly personal, she is still concerned to what others things of her. Outside of that, she still wants to pursue artistic endeavors, and perhaps try to juggle that and her powers. She does strive very hard in both dancing and her other media of art not just do good, but to have her work judged as good. When changed, her behavior is changed, becoming more haughty, even arrogant. Though her moral character doesn’t change. As it seems there that it an expression of being less concerned with the views of others about her. Powers & Tactics: She is still working out this whole fighting thing. Generally just uses straightforward tactics and her powers to stop people, preferring using Snare, Create Object, or Transform first to restrain/detain someone. Power Descriptions: Her powers are Mutational, and are based around the ability to manipulate matter by controlling the energetic bonds in it’s structure. It seems associated with her emotional state, tied to her id, or subconciousness and while in her Zenith form does have a different personality. Currently this is expressed through a change in herself, adopting an alternate form with different behavior, and full access to her powers. Outside of that, she has base access to change matter and react defensively to restrain others, as well as be able to walk on air as it it was solid. The change to Zenith is a violent reshaping, brilliant, her clothes turned into whatever attire she feels she should have on, which is invariably different than her normal clothes. Transform is dramatic, looking like she was digitizing the matter as she reshapes and changes the nature of it. She can also reshape matter, though strangely this can be considered the most difficult/taxing of her abilities. Create Object is still rough, though with a similar effect as she ‘draws’ in a structure, and then fills it with matter, but the shapes can be a bit crude, and she cannot pass them off as real, and the colors tend to be bright or matching something similar to her emotional state. Snare is a specific application of the above powers, quite literally altering or making matter to be purpose built. It does not have defined structure, and it seems to not really have a conscious thought process besides ‘surround them.’ Drain Toughness has pieces of matter being ripped apart and drawn back into her. Her Damage effect is an expansion of her Forcefield, creating a brilliant, swirling light and force that knocks down those inside of it. Complications: Commitments: Does have dance recitals and schoolwork. This stuff is complicated with the super power thing. The heroing thing cuts into that. Crap, you know who my dad is: He’s famous, he’s divisive. Some enemies may want to get her. She may be thrust into a limelight she does want, or have attention she doesn’t need. Fascinated: Due to her artistic personality, when infused with energy in her alternate form she is easily or distracted by flashing lights or other pretty twinkles. Grandiose: In general she needs reliant on being able to gesture to use a good bit of her powers. Being bound, or restrained will prevent her from really being able to access them in most cases. Keep Calm, Can’t Carry On: Her powers require a heightened emotional state, and If for instance under the effect of emotional control (calm), she cannot muster up energy to use her powers, particular changing to her Alternate Form. At the same token strong emotional responses, or reactions, do not empower her, and it does seem to generally inhibit her ability to be precise.. Secret Identity: Well… yeah. Warring with Herself: Her powers still frighten her and may become upset with the aftermath of them. She can become Shaken during those times. Abilities: 2 + 4 + 4 + 2 + 4 + 6 = 24 PP Strength 12 (+1) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 16 (+3) Combat: 8 + 8 = 16 PP Attack: + 4 Base Defense: + 8 (+4 base, +4 w/ Shield), +2 Flatfooted Initiative: + 7 (+3 Dex, +4 Improved Initiative) Grapple: + 5 Knockback: -1/ -4 Forcefield / -8 Alternate Form Saving Throws: 4 + 3 + 4 = 11 PP Toughness: +2/+8 Impervious w/ Alternate Form (+2 CON, +6 Force Field, Impervious +8) Fortitude: +6 (+2 CON, +4) Reflex: +6 (+3 DEX, + 3) Will: +6 (+2 WIS, +4) Skills: 76r = 19 PP Acrobatics 12 (+15) Bluff 4 (+7/+11 with Attractive) Concentration 4 (+6) Craft: Artistic 8 (+9) Diplomacy 4 (+7/+11 with Attractive) Gather Information 4 (+7) Knowledge: Art 4 (+5) Knowledge: Popular Culture 4 (+5) Perform: Dance 12 (+15) Perform: Percussion Instruments 4 (+7) Notice 4 (+6) Search 4 (+5) Sense Motive 4 (+6) Swim 4 (+5) Feats: 5 PP Attractive Beginner’s Luck Improved Initiative Luck Uncanny Dodge (Auditory) Powers: 6 + 4 + 49 + 2 + 26 = 87 *All powers carry the Mutation and Matter Control/Manipulation base descriptors Force Field 6 (Extras: Linked) [6PP] + Shield 4 (Extras: Linked) [4PP] 'turn aside the slings and arrows' Restructuring 24 (Array, Matter Control/Manipulation, 48PP, PFs Alternate Powers 1) [49PP] BE: Transform 8 (Inanimate Objects to Inanimate Objects, 250lbs; Extras: Duration [Continuous]) {48/48} AP: Snare 8 (Extras: Area (Burst), Regenerating, Selective; PFs: Accurate 2, Reversible, Variable Descriptor 2) {45/48} 'reshape and bind' Super Movement 1 (Air Walking) [2 PP] Zenith (Alternate Form, 26PP, Extra: Duration [Sustained]) [26PP] Enhanced Feat 1 (Quick Change) [1 PP] ‘Let me slip into something proper’ Adds, Linked to Forcefield and Shield, Impervious TOU 8 (Extras: Linked) [8PP] + Immunity 9 (Life Support; Extras: Linked) [9 PP] ‘Imperious armor’ Restructuring 0 (Array, Adds PFs: Alternate Powers 4) [4PP] AP: Create Object 10 (10x 250’ Cubes, 50 Str Load: 25.6 tons; Extras: Duration [Continuous], Movable; PFs: Innate, Precise, Progression 3, Selective, Stationary, Subtle [just like real]) {47/48} 'vibrant genesis' AP: Drain Toughness 8 (pattern scatter, 8x 10’ Cubes; Extras: Only Objects [+0], Linked [+0], Area [Shapeable], Ranged, Selective Attack; PFs: Progression, Reversible) {42/48} 'sublimating reformation' AP: Damage 8 (40’ Radius, Extra: Area [cylinder], Linked [Trip], Selective Attack; PFs: Variable Descriptor 2 [any]) {26/48} + Trip 8 (40’ Radius; Extras: Area [cylinder], Linked [Damage], Selective Attack; Flaws: Range [Touch], PFS: Improved Trip, Variable Descriptor 2 [any]) {19/48} 'tumultuous rebuke' AP: Move Object 16 (Effective Strength 80; Load: Heavy 800 tons, Max: 1.6k tons; Extras: Range [Perception]) {48/48} 'it moves as I wish it to' Teleport 4 (400’/1 Mile; Flaw: Medium [Created/Transformed Objects]) [4 PP] 'that which I touch I am connected to' TOTALS Abilities 24 + Combat 16 + Savings Throws 11 + Skills 19 + Feats 5 + Powers 87 = 162/182 PP
  2. Aviatrix Power Level: PL 10 using PL 7 Caps (150/150) Unspent Power Points: 0 Trade-Offs: +2 Defense / -2 Toughness In Brief: Test Pilot turned corporate backed Superheroine Catchphrase: Theme: Alternate Identity: Anne Mistral (Public) Nicknames: Annie, "Crow" (Former military callsign) Birthplace: South Emerald City, Oregon Residence: Oceanside, South Emerald City, Oregon Base of Operations: Oceanside/Nolan Aeronautics Airfield Occupation: Test Pilot/Anti-Corporate Espionage Affiliations: Nolan Aerospace Family: Janice Anne Mistral (Deceased), James Mistral (Deceased) Description: Age: 29 (DoB: 1988, January 8th) Apparent Age: 29 Gender: Female Ethnicity: Caucasian Height: 5'7" Weight: 140 Eyes: Green Hair: Black Annie is a well in shape woman, short black hair, and green eyes. In civilian life she usually wears whatever is comfortable to her, generally a blue surplus jumpsuit from the Nolan Aeronautics hangar she works at with markings removed, or a T-shirt with some sort of aviation thing on it and blue jeans or shorts depending on the weather under a classic bomber jacket. Wears a classic motorcycle helmet with goggles when riding around on her motorcycle she restored from scratch with help from one of the mechanics at the hangars. As Aviatrix she wears a high-tech blue suit with orange accents and high-visibility yellow vest and markings. She has a hood she covers her head with before putting her helmet on, hooking up the air supply from the suit to the helmet. History: Anne had a rather boring childhood until her 10th year, while at a summer camp she had a strange moment at a Oregon summer camp's lake. She "sleep flew" over the lake, and when she woke up she fell in. At the time she wasn't the best of swimmer and luckily a counselor spotted her before she was in any danger. The trauma caused her to block out the incident, and the discovery of her powers. Her parents died when she was 12 in a car accident, although the reason behind the accident was a mystery to investigators. While living with her aunt she started on her path to become a pilot. Her Aunt was former Air Force, and helped her along the way, even helping her get her licence at 16, and getting her physically ready while Annie focussed on her studies so she could qualify for the officer's training she'd have to go through. Her time in the Air Force went from one of some roughly fitting into the military life, to becoming a star among pilots. She almost didn't get out of training after one accident, although her quick reflexes allowed her and her instructor to eject, although he broke his neck during the ejection. Something that has stuck with her in seeing. Once in actual service she served with distinction, assisting in defenses against various super-villains, sometimes getting shot down in the process. It was in defense against a Communion incursion in EC that she had her last ejection. By regs her fighter pilot career was over. It was either fixed wings with no ejection seats, or helicopters from here on. But due to her service she also qualified for a Honorible Discharge. She took the discharge, while she was still healthy. She showed her credentials to Nolan Aeronautics and was quickly recruited after health screenings to ensure her rough life as a pilot hadn't degraded her ability to be a test pilot. Seeing she was at the peak of health, she was fast-tracked through training, getting into a team of other new pilots. During the flight of one of the new pilots, someone Annie became quick friends with in a Jaime Calloway, a forgotten memory returned. As Jaime was testing a new engine in her aircraft there was a sudden, and catastrophic failure, Jaime ejected as per protocol, but her parachute didn't open properly when the seat fell free, causing her to spiral to her doom. But that was a doom denied. Annie blacked out standing on the observation ship. When she awoke she was floating next to Jaime in the water, freezing cold, but seeing her friend was quite alive and wondering just what Jaime did. When Annie saw the video of how she willed herself to pull on the damaged chute and serve as Jaime's new parachute, she was floored. When the investigation in the incident showed not only industrial sabotage, but that the person wanted to take Jaime out, Annie swore she'd get the guy back somehow. That was when Nolan Aeronautics made an offer. Jaime's combat training was still sharp and she was a natural investigator, with some polish and the use of a prototype flightsuit and gear, she could help the corporation in combatting future sabotage, that and a PR boon as a superheroine operating in Emerald City. They gave her the name of a previous high-flying heroine from the pulp age who fought evil wherever it lurked with help from Nolan Aeronautics... The Aviatrix. Where things went from here, was up to Annie. Personality & Motivation: Anne sees what she does isn't just a test of her ability, but also a duty which she is happy to fulfill as one of Emerald City's defenders. She's had a quick maturation from her competetive and wreckless days in the military, and her daredevil instincts as a test pilot before she gained her powers. She's careful, but willing to jump into danger when duty calls. The Daredevil in her has yet to be satiated. Powers & Tactics: Anne loves to use her flight to increase her mobility in combat, even if it means "skating" by keeping only an inch or so off the ground. Using her hovering stance, she can tumble and dance in combat, or become evasive and wiggle out of trouble, changing her body's position making it difficult to hit her. Though her military training in capture avoidance makes her prefer to engage in ranged combat, although she's capable of getting in close. Power Descriptions: Her suit is a well-engineered combat flightsuit, although it's cost and design disqualified it for use by the US military (AEGIS is still making it's decision), relegating it as a prototype to be considered for Nolan Test Pilots (to increase survivabiltiy of their investment), it's light and padded anti-ballistic materials allow her to take on most street-level thugs just fine, as well as provide life suppport. Her "sidearm" is a blaster weapon, one of a kind, that was designed as a sidearm for AEGIS pilots, able to convert from a blaster form into a night-stick like baton. She herself can alter her own personal gravitic field to fly, causing light to lens slightly behind her as she flies along. Complications: An In-House Cape: Annie as Aviatrix is jut as much an employee of Nolan Aeronautics as the other. So things like PR and job schedules do step in. "Nothing I haven't seen before.": Being former military, Aviatrix has a level of confidence that a civilian wouldn't. Although this can blind her to a potential problem when others would wisely consider caution. "I look out for my family!": Annie considers the test pilots and support crew in Nolan Aeronautics as her family, and if one gets into trouble Annie is sure to get involved, particularly her significant other and test pilot, Jaime "Silk" Calloway (it was how she got into this whole predicament in the first place!) "Crud! FLAMEOUT!": Sometimes Aviatrix's flight power will cut out. Since Annie developed her power well into her adulthood her brain as yet has to adapt to having powers. Which can cause awkward landings. She's dubbed these moments "flameouts". Abilities: 4 + 10 + 2 + 4 + 4 + 8 = 32PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 6 + 6 = 12PP Initiative: +25 Attack: +3 (+7 Blaster, +7 Baton) Grapple: +8 Defense: +9 (+3 Base, +6 Dodge Focus), +1 Flat-Footed Knockback: -2 Saving Throws: 6 + 5 + 3 = 14PP Toughness: +1/+5 (+1 Con, +4 Protection) Fortitude: +7 (+1 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +5 (+2 Wis, +3) Skills: 96R = 24PP Acrobatics +5(+10) Bluff +1(+5) Climb +3(+5) Computers +3(+5) Diplomacy +6(+10) Disable Device +3(+5) Disguise +4(+8) Drive +1(+6) Escape Artist +3(+8) Gather Information +6(+10) Investigate +8(+10) Language +2 (Native: English, French, Arabic) Medicine: +2(+5) Notice: +7(+10) Pilot: +10(+15) Search: +8(+10) Sense Motive: +7(+10) Sleight of Hand: +3(+8) Stealth: +5(+10) Survival: +5(+8) Swim: +4(+6) Feats: 38 pp Attack Specialization 2 (Baton Mode +4) Attack Specialization 2 (Blaster Mode +4) Benefit 1 (Nolan Aeronautics Test Pilot) Chokehold Connected Contacts Dodge Focus 6 Equipment 2 (10 EP) Evasion 2 Grappling Finesse Hide in Plain Sight Improved Block 2 Improved Disarm 2 Improved Grapple Improved Initiative 5 Improved Pin Improved Trip Luck 2 Move-By Action Power Attack Quick Change 1 Skill Mastery(Medicine, Pilot, Stealth, Survival) EQUIPMENT (10ep) (* Items are Masterwork) Mark IV Nolan Aviation Flight Vest GPS Reciever [1EP]* PDA [1EP]* First Aid Kit (Compact)[1EP] Auto/Manual Inflatable Life Preserver [1EP] Reserve Parachute (Auto Activate)[1EP] Compact Single Person Life Raft [1EP] Survival Knife (Damage 3; Power Feats: Improved Critical(19-20))[4EP] Powers 9 + 12 + 9 = 30PP Flight 5 (Gravitic Flight; 250 mph, 2500 ft./rnd; Flaws: Power Loss (Doesn't work immersed in water))[9PP] (Gravity) Device 3(SERE Advanced Operations Flightsuit; 15PP Device, Hard to Lose)[12PP]) Technology, Mechanical Protection 4 (Ballistic Polymer Fabric; Power Feat: Second Chance(Toughness Saves vs Ballistic and Bludgeoning Damage))[6PP] Immunity 9 (Life Support System; Life Support)[9PP] Device 3(X4 Pilot Sidearm; 15PP Device, Easy to Lose, 9pp) Blast 7(Blaster Mode: Power Feats: Alternate Power 1)[15PP] AP: Damage 5(Baton Mode; Power Feats: Enhanced Feat(Stunning Attack), Knockback 7[DMG14], Mighty[DMG7])[1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage (Bludgeoning) Survival Knife Touch DC 18 Toughness (Improved Critical 1) Damage (Slashing) Blaster Mode Ranged DC 22 Toughness Damage (Kinetic) Baton Mode Touch DC 22 Toughness Damage (Bludgeoning) Totals: Abilities (32) + Combat (12) + Saving Throws (14) + Skills (24) + Feats (38) + Powers (30) - Drawbacks (0) = 150/150 Power Points
  3. Weekend Man Power Level:10 (150/150PP) Unspent Power Points: 0 Tradeoffs: +5 Dodge / -5 Toughness In Brief: A man with limited HydroGeometric Kinises, but a mind to Make it work. Alternate Identity: Roland Bream (private) Birthplace: Austin, Texas Occupation: Game Designer Affiliations: N/A Family: Olivia (mother), Maria (sister) Description: Age: 24 (DoB: 1993) Apparent Age: 24 Gender:Male Ethnicity: Caucasian Height:6’5” Weight:210 Ib. Eyes:Grey Hair: Brown A tall caucasian male with Bluish clothes and a mask to cover the lower half of his face. He has a large pack to which he holds his water javelins and hammer. His prominent tower shield is crystal clear and only shows minor signs of movement, looking like distorted glass. His glasses have blue opaque lens, hiding his grey eyes. History: Roland was a student at Freedom U when his powers awoken, much to his detriment. As he wanted to finish his education first, he kept the power hidden. However, he was heroing on the weekends, hence his title. Once he graduated, he sought a job at a software firm before becoming more active. He never knew his father, and his mother claims that he is the genetic father of both him and his sister, in spite of there 8 year diffrence. His sister may also be a metahuman. Personality & Motivation: A relaxed man, with a jovial and fun loving attitude with an especially sharp mind. He has a tendency to space out when things do not interest him and will go on about his favored subjects for hours on end if given the opportunity. Powers & Tactics: He has the power of Hydrogeometric kinesis, the power to form water into hardened geometric shapes. Once they are done shaping, gravity takes hold and they become interactable as if they were solid. They are limited by actually needing water, as Roland cannot generate any on his own. That said, Roland knows how to provide water, carrying a large amount of water bottles on him. He is also a planner, prefering to go in when the advantage is his. In combat, he is dangerous at range with his water javelins, and will do well in melee with his water hammer too. On the defense, he wields a massive tower shield to great effect. Power Descriptions: He is a hydrokineticist, but limited in his capacity to making existing water in hardened geometric shapes, of which he can fuse together. He cannot generate new water, and he cannot manipulate them beyond fusing and making them with his powers, however he can interact with them as if they were solid objects, as they truly are. Others can also interact with them as if they were solid objects. An example is that he cannot command water to fly through the air by waving his hand, but he create a water "javelin" by fusing a water cylinder with a water cone, and a water hammer with a pair of cylinders, a long one, and a stocky one. He can also cuff or snare someone by forming geometry around their wrists. Complications: Attention defi...what is that sound?: He has a tendency to lose focus on a task at hand. I CAN-HAHAHAHAHA: Prone to strange laughing fits about the most asinine things. You require more water to construct that!: Requires water to fuel his powers. Relationships: Maria is currently attending a school in Freedom City. He sees her on occasion, mostly to annoy her on a mission from their mother. His mother is also alive and well back in Austin, planning on retiring soon to the nearby Wimberly. Abilities: 4 + 2 + 4 + 10 + -2 + 2 = 20PP Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 8 (-1) Charisma: 12 (+1) Combat: 12+10 = 22PP Initiative: +5 Attack: +6, +10 With the Water Hammer and The water Javelins Defense: +15 (+5 Base, +3 Dodge Focus, +7 Shield), +3 Flat-Footed Grapple: +8 Knockback: -2 Saving Throws: 5 + 8 + 13 = 26PP Toughness: +5 (+2 Con, +2 Armor, +1 Defensive Roll) Fortitude: +7 (+2 Con, +5) Reflex: +10 (+2 Dex, +8) Will: +12 (-1 Wis, +13) Skills: 124R = 31PP Bluff 12(13) Investigation 12(17) Knowledge(current events) 12(17) Knowledge(Cyberculture) 12(17) Knowledge(Physical Sciences) 12(17) Knowledge(pop culture) 12(17) Knowledge(tactics) 12(17) Knowledge(technology) 12(17) Notice 12 (17) Profession(Game Designer) 8(7) Drive 8 (9) Feats: 15PP Combat Awareness Defensive Roll 1 Distract (Bluff) Dodge Focus 3 Fearless Improved Initiative Interpose Master Plan 2 Taunt Equipment 3 Equipment: 3PP = 11EP Cellphone (basic communication) [1ep] Antique Hero Car Large 30 Strength Speed 50 Costume Changer Computer Disguise 1 Navigation System 1 Powers: 29 + 7 = 36pp Water Shield (Shield 7) {7pp} (water Kinetic) HydroGeometric Kinesis Array 12 (24pp array; Feats: Alternate powers 5) [29] Base Power: Create Object 10 (Water Geometry) {20/24} Alternate Power: Blast 10 (Water Javelin: Feats; Accurate 2, Ricochet 2) {24/24} Alternate Power: Strike 10 (Water Hammer; Feats: Accurate 2) {12/24} Alternate Power: Stun 10 (Geometric Slap) {20/24} Alternate Power: Snare 10 (Geometric Cuffs) {20/24} Alternate Power: Trip 10 (Geometric Hazard) {20/24} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Water Javelin 100ft DC 25 Toughness Damage Water Hammer Touch DC 25 Toughness Damage Geometric Slap Touch DC 20 Fortitude Daze / Stunned / Unconcious Geometric Snare 100ft DC 20 Reflex Entangle Geometric Hazard 100ft Opposed Rolls Trip Totals: Abilities (20) + Combat (22) + Saving Throws (26) + Skills (31) + Feats (15) + Powers (36) - Drawbacks (0) = 150/150 Power Points
  4. Player Name: Sandman XI Character Name: Blockbuster Power Level: 10 (150/151PP) Trade-Offs: -4 Defense/+4 Toughness Unspent Power Points: 1 Alternate Identity: Antonio Morgan Identity: Secret Birthplace: New York City, New York Occupation: Movie theatre ticket taker Affiliations: The First Responders Family: Joy Morgan (aunt, 36) Description Age: 18 (Date of Birth: December 13, 1998) Apparent Age: late teens Gender: Male Ethnicity: Black-Hispanic Height: 6'3" Weight: 190 pounds Eyes: Brown Hair: Black Power Descriptions: Tony is a biokinetic with the ability to manipulate his body into a fighting form. His body automatically is a bit more hardy and flexible due to his power. His signature powers are the ability to hard his skin and his body. When he does so, it is visible as thick dark green lines swirl on his skin. He recently found a trick to do is a burst of adrenaline. As long as he keeps moving he can run very fast, but if he stops he gets disoriented. Also, instinctively, without sight, he can sense living beings. History: Born in one of the roughest cities on the east coast, Antonio's parents wanted better for him. When his aunt hit the numbers and moved upstate to better living, his parents sent their child to live with her. Joy didn't mind, at least they weren't asking for money like everyone else! His parents would visit when they could, but Joy is the woman who would raise Antonio. Joy was a bit of a rake, but she knew that Antonio deserved a good role model. So she kept him well and taught him what she thought were good manners. Despite being a bit of a player, Antonio grew up with good values and a good head on his shoulders. A few years back, the DNAscendant program was secretly conducting a program in the small town where he lived. Putting undetectable chemicals in the water. A bunch of people got sick, but the true purpose was to see if the chemicals could stay there for an extended amount of time. The DNAscendant program was less worried about the sick people, but they noted that a portion of the small town got actual physical abnormalities. 'Superpowers'. They weren't all spectacular, but they did jazz up the community a bit. Some people who did have the most power used them for what they believed was their own good. But they weren't the only ones, there were some supers who decided to stand up. Antonio was one of the protectors. He was young, but he didn't want to sit around while people were getting hurt. He and a few other supers joined together to respond to superpowered crime. They were called The First Responders. There was five to seven of them and the criminals never rolled with more than three. So they had the numbers game. Antonio was one of the many rotating crew, and despite being one of the founders, was never seen as anything more than 'The Kid'. Not that that stopped him from what he believed was his duty. When he graduated from high school, he made a plan to move to Freedom City. Sure, that would mean he's be a small fish in a big pond, but he knew he had to figure out this hero game for himself. Personality & Motivation: He's a snappy fellow, quick wit with a retort always on hand. Not in a mean way, he just likes to have the upper-hand in social situations. He presents himself with much bravado and never backs down. He's motivated by the simple fact that people need protection from bad things and underdogs need to be spoken for. Powers & Tactics: Boxing has taught him two things, never back down and always keep swinging. Protect yourself, yes, but never give them a chance for an offense. He's most used to swinging fists, but with his Harden Body, he can elbow, knee, headbutt, any physical strike can hurt as well as the other. Complications The Job: Has to earn money somehow. For him it's taking tickets at the movie theatre. The Secret: Antonio tries to keep the Blockbuster part of his life on the down low. Old School Chivalry: Does not hit women. Will not fight female villains, most likely to talk them down from it. Pretty Faces: One of the 'perks' of growing up with his aunt is that she taught him such vanity. Hydration: If Antonio drinks less than a gallon of water a day, he'll begin to feel sick. Adrenaline: Powers marked adrenaline will have a consequence if used too long. Abilities: 4 + 4 + 4 + 4 + 6 + 6 = 28PP Str 14 (+2) Dex 14/24 (+2/+7) Con 14/24 (+2/+7) Int 14 (+2) Wis 16 (+3) Cha 16 (+3) Combat: 12 + 12 = 24PP Initiative +2/+7 Attack +6, +10 melee Grapple +12 Defense +6 (+3 flat-footed) Knockback -1, -3 with Enhanced Constitution, -4 with Harden Skin, -7 with Enhanced Constitution and Harden Skin Saving Throws: 3 + 2 + 2 = 7PP Toughness +2/+7/+14 (+2/+7 con, +7 Harden Skin) Fortitude +5/+12 (+2/+7 con, +3) Reflex +4/+9 (+2/+7 dex, +2) Will +5 (+3 wis, +2) Skills: 68R = 17PP Acrobatics 8 (+15) Bluff 7 (+10) Diplomacy 7 (+10) Escape Artist 8 (+15) Knowledge (popular culture) 8 (+10) Knowledge (streetwise) 8 (+10) Notice 7 (+10) Sense Motive 7 (+10) Stealth 8 (+15) Feats: 25PP Accurate Attack Acrobatic Bluff All-Out Attack Ambidexterity Assessment Attack Focus (melee) 4 Attractive Defensive Attack Distract (Bluff) Endurance Evasion 2 Fast Overrun Improved Overrun Interpose Power Attack Redirect Set-Up Skill Mastery (Acrobatics, Bluff, Escape Artist, Stealth) Stunning Attack Taunt Uncanny Dodge (hearing) Powers: 10 + 10 + 10 + 7 + 2 + 10 = 49PP Damage 8 (harden body; Power Feats: Mighty, Variable Descriptor [any strike]) [10pp] Enhanced Constitution 10 [10pp] Enhanced Dexterity 10 [10pp] Protection 7 (harden skin; Flaws: Duration [Sustained, -0]) [7pp] Speed 2 (adrenaline; 25MPH, 250 feet per move action) [2pp] Super-Senses 10 (Living Awareness [very common; accurate (mental), acute (mental), radius (mental), ranged (mental)] Danger Sense [Living Awareness], Uncanny Dodge [Living Awareness]) [10pp] Drawbacks: (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Harden Body Touch DC25 Toughness (Staged) Damage (Physical) Totals: Abilities (28) + Combat (24) + Saving Throws (7) + Skills (17) + Feats (25) + Powers (49) - Drawbacks (0) = 150/151 Power Points
  5. Player Name: Heritage Name: Ditra Fifty-Five Power Level: 10/12 (165/185PP) Tradeoffs: +2 Toughness/-2 Defense Unspent PP: 20 In Brief: Alien cyborg with telepathic and technopathic powers Alternate Identity: Councillor Ditra Fifty-Five, diploditra055 (Nameless designation) Identity: Public Birthplace: Somewhere in Lor space Occupation: Diplomat, politician Base of Operations: CoVic Station Affiliations: The Second Hive, the Coalition Family: Hundreds of hive mates Description: Age: 10 Terran years since final assembly Apparent Age: 25 Gender: Female shell Race: Nameless agent (Diplomatic model) Height: 170 cm Weight: 55 kg Eyes: Black Hair: Green Skin: Green Ditra is a very pretty Nameless agent of the Diplo class, marked by green skin and curly, dark green hair. Due to the nature of her robotic body, she has few physical needs, so she tends to dress in simple yet flattering jumpsuits in gray, white or black, which offer little protection from hostile environments or attacks. She does own an older EVA suit that she keeps in her luggage in case of emergency. History: Ditra is a Nameless agent, one of hundreds chosen to serve her race's long-term plan to infiltrate and overthrow the Republic from the inside. But the Fifty Year Plan, which had somehow not been completed in nearly two hundred years, quickly became obsolete once the first agents were exposed in the early stages of the Communion Incursion three Terran years ago. Like the rest of her race, Ditra had to adapt to a radical new situation, and she was as surprised as anyone else to find herself fighting alongside the 'marks' in what would come to be called the Coalition. But she has always liked the Lor, and never specifically wished them any ill will, so maybe it should have been less of a shock. She served with distinction throughout the conflict, even receiving the grudging respect of members of other races. With the fighting over, Ditra registered herself along with the other more or less law-abiding agents, and looked into finding some sort of gainful employment on CoVic Station; she did a number of odd jobs, including security, labor negotiations and working in the various markets throughout the station. One day she was approached by members of her hive about possibly serving on the Coalition council as a representative for the Nameless; they pointed out that she was a popular agent, and her distinguished war service meant that she was already known outside the hive. After much consideration, she agreed to having her designation placed on the ballot, and was shocked to find that she'd won the election by a significant number; she now suspects there was some sort of tampering that guaranteed her victory. Despite (or perhaps because) of the way she came to her position, she takes it very seriously, and she sincerely wants what's best for her people, even though no one can agree on what that truly is right now. Personality & Motivation: Ditra Fifty-Five was, like all Diplomatic units, designed, bred, cloned, assembled, trained and programmed specifically to be likable, helpful and attractive to the Lor. Yet even if one knows this, it's hard not to like her; she's pretty, warm and charming, and genuinely wants to serve both her race and the Coalition as a whole. She's very much aware of how most races see her kind, and will freely acknowledge their concerns; she knows that she will have to work very hard to earn anyone's trust, and that even then, a single careless word or action can bring it all crashing down. But all is not so serious for this young sentient; she is very curious and loves to learn things, and finds other races and people to be fascinating. She also loves playing the elaborate, massive multiplayer videogames her people design, and spends much of her free time in highly competitive gameplay Powers & Tactics: In terms of offense, Ditra really only has one weapon: the powerful blaster built into her right forearm. But to think this is all she brings to the table is to sell her short; her communication capabilities are considerable, and her databanks hold a tremendous amount of information, which make her an ideal investigator, interrogator or negotiator. Complications: The Nameless Peril: Ditra is a member of one of the least trusted races in the galaxy, and is frequently the subject of considerable prejudice. A Bit of a Snoop: Ditra is both naturally curious and a telepath; she may have a hard time resisting peeking into someone's mind, even if they're a friend. For Love of the Game: Like many Nameless agents, Ditra is a bit of a videogame addict, and may be distracted from time to time by gameplay in her head. Domo Arigato, Mistress Roboto: Though her body contains several biological components, it is still mostly robotic, and thus is susceptible to powers or devices that affect technology. Horrible, Horrible Freedom!: If her centipede-like pilot is ever pulled out of her shell, Ditra would be terribly exposed. A Sense of Duty: As an elected councillor of the Coalition, Ditra takes her duties very seriously, which may lead to moral conflicts over where her loyalties lie. My Resources Are Not Infinite: Though her shell is largely self-contained and can maintain itself for days in the harshest environments, Ditra does still need to occasionally ingest organic material, trace elements and radioactive isotopes from time to time. Too long without these substances will cause her to shutdown or even die. Abilities: 0 + 6 + 0 + 10 + 4 + 8 = 28PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 16 + 12 = 28PP Initiative: +3 Attack: 6, Melee +6, Ranged +6, Unarmed +6, Blaster +12 Grapple: +16 (+10 Str, Attack 6) Defense: 8 (+8 Defense), 4 Flat-footed Knockback: -5 (-3 Flat-Footed) Saving Throws: 0 + 8 + 5 + 8 = 21PP Toughness: +12 (+0 Con, +4 Defensive Roll, +8 Protection) Fortitude +8 (+2 Con, +8) Reflex +8 (+3 Dex, +5) Will +10 (+2 Wis, +8) Skills: 64R = 16PP (*Skill Mastery) Bluff 6 (+10)* Computers 5 (+10) Diplomacy 11 (+15)* Disguise 4 (+8, +28 Morph) Gather Information 6 (+10)* Knowledge (Behavioral Sciences) 5 (+10) Knowledge (Civics) 5 (+10) Knowledge (Galactic Lore) 5 (+10) Notice 3 (+5) Perform (Oratory) 6 (+10) Sense Motive 8 (+10)* Feats: 7PP Benefit: Coalition Councillor Defensive Roll 2 Eidetic Memory Jack of All Trades Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive) Well-Informed Equipment: 0PP Surplus EVA suit (free) Powers: 30 + 15 + 4 + 19 = 68PP Modified Diplomatic Shell [30PP] • Comprehend 3 (Read, Speak and Understand any Sapient language) [6PP] • Features 3 (Internal Compartment, Internal Computer, Iron Stomach) [3PP] • Immunity 9 (Life Support) [9PP] • Morph 4 (Humanoids, Flaw: Limited to Females) [4PP] • Protection 8 [8PP] Communications Package (ComPac) [15PP] • Base Power: Mental Communication 5 (Extra: Area, Feats: Selective, Subtle) [12PP] AP: Datalink 5 (Radio-based, Feats: Subtle 2) + Quickness 10 (Limited: One Type [Mental], x2,500) [1PP] AP: Mind Reading 10 (Feat: Subtle 2) [1PP] AP: Radio Communication 5 (Extra: Area, Feats: Selective, Subtle) [1PP] Sensory Package (SensPac) [4PP] • Super-Senses 4 (Infravision, Psionic Awareness, Radio) [4PP] Tactical Package (TacPac) [19PP] • Blast 8 (Feat: Accurate 3) [19PP] Drawbacks: (-3) = -3PP Weakness (Requires Radioactive Materials, Frequency: Common, Intensity: Moderate [cumulative -1 penalty on all checks, attack rolls and Defense]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Blaster Ranged DC 23 Tough Damage Mind Reading Perception DC 20 Will Read Surface Thoughts Abilities 28 + Combat 28 + Saving Throws 21 + Skills 16 + Feats 7 + Powers 68 - Drawbacks 3 = 165 /185 Power Points
  6. The Scarab III Player Name: Tiffany Korta Power Level: 10 [15] (214/250PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent Power Points: 36 In Brief: Genius gadgeteer with a surprising origin for her powers... Residence: Apartment in Downtown Freedom City Base of Operations: Mandjet Building, Khepri Incorporated, Downtown Freedom City. Catchphrase: Alternate Identity: Kamala Khanufasa Identity: Secret Birthplace: Jersey City, New Jersey Occupation: Engineering Entrepreneur, Owner of Khepri Incorporated Affiliations: None Family: Sana Khanufasa (Mother), Khalili Khanufasa (Father), Sorayah Khanufasa (Older Sister), Aamir Khanufasa (Older Brother) Description: Age: 28 (DoB: 31st August 1992) Gender: Female Ethnicity: Egyptian Height: 5'4" Weight: 135 lbs Eyes: Brown Hair: Black Kamala's family is descended from a long line of mixing pot that was Ancient Egyptian, having a little bit of Nubian and Greek in her ancestry, though her Egyptian roots can be traced back to the very dawn of Ancient Egypt, even if part of it is from pure myths and legends. Whilst the families appearance caused little problems in their home village or the more cosmopolitan Freedom City, they often caused them problems in the less enlightened parts of Egypt. Whilst not an unattractive woman Kamala is very aware of how her image can affect both her personal and company image. To that end, she spends a vast amount of time taking great care to craft the absolutely perfect image of a professional businesswoman. Whilst she has fully adopted West style dress she still takes great pains to accentuate it with touches from her Arabic heritage. Her superhero costume is an encompassing bodysuit in a vivid red with yellow trim that goes right from her neck to her toes. Her face is covered by a pair of oversized insect-like goggles with yellow lenses. On her back, she wears a backpack resembling a stylized scarab that contains a self-designed gravitic generator that projects a gravimetric field that allows her to fly and provides a protecting force field. On her wrists she wears a pair of intricately designed Egyptian looking vambraces, one is actually an Ancient Egyptian artifact that is the source (she believes) of her psychic abilities whilst the other one is a much more modern sonic projector of her own design that she uses as a defensive weapon. To enhance her own abilities she's designed and build a power armor that syncs up with all her other devices as well as providing additional strength and life support, in styling and coloration it is almost identical to her regular costume. Power Descriptions: Most of her crime fighting equipment has been meticulously crafted by her own hand, using cutting edge materials and techniques that she couldn't possibly afford to sell to the public. Being who she is each piece of equipment has been tested and refined down to the last nanometer until it's as close to perfection and predictable in its behavior. Despite this, she is still constantly tinkering on a series of spares of the various devices to try and improve them even more than they are right now, including improvements from the most cutting edge research. The actual styling's of the devices are inspired from Art-Deco designed to suggest the Scarab beetle, along with a heavy touch of Ancient Egyptian styling. She has chosen the red and yellow colouration for the costume to match those of the previous Scarab(s) as it just seemed to feel right to honor those who name she is using. On the top of her fierce intelligence, Kamala also has a natural untapped psychic potential, a family legacy triggered by her close proximity to the ancient vambrace. At the moment it's just fairly simple and obvious telepathy but it has a potential to develop into something much more powerful. Kamala doesn't actually realize she has this potential and mistakenly believes that the psychic abilities come not from herself but from the Ancient Egyptian artifact that she wears when in costume. . History: Before she was born her family had chosen to flee their Egyptian to start a new life in the United States, not only were the Khanufasa's persecuted for their Shia faith, in a predominately Sunni country, but there was a long suspicion of the family being tomb robbers back many generations. But the family knew better-telling tales that they were descended from priestesses of Ancient Egypt, and that they had been entrusted of an ancient artifact. This artifact, an ancient vambrace, was the only thing of value they brought with them when they moved to New Jersey. Not many months after they moved to the states Kamala was born, the first of her family to be born on American soil. The artifact held some sort of fascination for Kamala since she could remember, wearing it often and even sleeping whilst wearing the vambrace, finding the object somehow comforting almost as if it was alive. When she did sleep with the device she had vivid dreams her ancestor, a great priestess of Isis, gathering some of the Ib (heart) and Shebuet (shadow) of the heroic prince Heru-Ra as he fell in battle. Preserving those part of the soul so they could serve future generations. Little did she know that these dreams were of events that happened long ago and that the vambrace had awoken abilities that had been in her family since that very priestess. From an early age Kamala showed that she was intelligent, always with a questions on her lips, and her parents encouraged her to question everything, not that they could easily stop her questioning. As she grew older her fascination with the world led to her been drawn to the engineering, and with her grades, she attended what is considered one of the finest programs in the country at Freedom Cities HIT. All this was mostly paid for by her parents, and extended family back in Egypt, who sacrificed much to ensure that she could have every opportunity that their new home allowed. She decided early on that she didn't want to work for anyone else, despite offers from several tech companies, so even before she graduated she began to work on viable products to sell and to try and gather the resources to be able to found her own company. With this money, she founded Kherpi Incorporated in Freedom City and with her business and engineering acumen it has rapidly grown over the past few years from just herself to a company employing hundreds of people. This success has allowed her and her family to enjoy a lifestyle that her family couldn't possibly imagine when they left Egypt all those years ago. For most people it would be enough to just run a successful company, but Kamala wasn't just anyone and she had an unusual form of inspiration of what else she could do. For since around the age of sixteen, Kamala began to have other dreams alongside those of Ancient Egypt, these dreams were of a woman in crimson and gold who was doing heroic deeds. It didn't take long to figure out that she was somehow linked with the current Scarab, simply by just by watching the daily news, and though she's never been sure exactly why she started having the dreams, suspecting as always it was the influence of the vambrace, but it inspired her to follow the Scarab's lead and try and help people. As well as the support she could give in her professional capacity, by offering financial aid to those less fortunate than herself, she also began to work on various devices that she could use to fight crime. After months of testing and small dry runs, she finally feels that she is ready to begin her career as a crime fighter. With the previous owner apparently out of action, Kamala has chosen to adopt the name, with every intention of giving it back if asked, to become The Scarab. Personality & Motivation: Kamala is a driven dedicated person and puts' 110% into everything that she does. As a business woman, she drives everyone hard but also drives herself just as hard if not even more so. Everything she does is worked out in meticulously down to almost the last detail. This does occasionally backfire as she can over think something to the point that she ends up doing nothing but just the planning. Even being a hero is a calculated response, why would she not help people if she has these gifts to share with the world? This thinking also allied to her business practices and as well as running a meretricious honest business she also donates a lot to charity as both herself and as Khepri Incorporated. Kamala is a devout, if moderate, Shia Muslim and tries to live her life by the tenants of her faith. Her hectic lifestyle does sometimes make it difficult to always be faithful as she'd like, but Kamala's pretty sure that God will understand the time she'll miss prayers to save the world. She see's her time spent as a hero as part of her duty to help the community, everyone in the city and beyond, and protect those who cannot protect themselves. Powers & Tactics: Kamala tends to take things cautiously trying and gather as much information as she can before she begins to tackle the problem. As long as people aren't being hurt she's prepared to wait days if necessary to find out everything to solve the issue. If she can Kamala will take pains to recompensate any losses incurred whilst she carry's on her investigations. If forced into actual conflict without time to prepare she was trying to quickly and efficiently take the enemy down, going for either the most powerful threat or those that her abilities will work the most efficiently against. Complications: Enemies old and new: The name Scarab draws the attention of quite a few super villains who would like to destroy the legacy of the Scarab once and for all. Magic Feather: Whilst Kamala is a natural psychic she doesn't actually realize that she is so empowered, believing instead that her bracelet provides the abilities technologically. If she is caught without her bracelet she cannot use any of her psychic abilities. Young, gifted and Black: As a young Arabic woman in business a lot of people underestimate her abilities or worse refuse to deal with her directly. This mainly affects her civilian personal, most seem less concerned when there being saved. Abilities: 0 + 4 + 4 + 14 + 6 + 0 = 28PP Strength: 30/10 (+10/+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 24 (+7) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +8 Unarmed w/ Carapace, +8 w/ Scarab's Bite Grapple: +18, +6 without Carapace Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -11 w/ Carapace & Pack, -6 w/ Pack only, -2 w/ Carapace only, -1 w/ nothing Saving Throws: 8 + 7 + 10 = 25PP Toughness: +2/+12 (+2 Con, +10 Force Field; Impervious 10 from Carapace) Fortitude: +10 (+2 Con, +8) Reflex: +9 (+2 Dex, +7) Will: +13 (+3 Wis, +10) Skills: 128R = 32PP Computers 13 (+20)Skill Mastery Concentration 12 (+15) Craft (Electronic) 13 (+20)Skill Mastery Craft (Mechanical) 13 (+20) Disable Device 13 (+20)Skill Mastery Drive 3 (+5) Knowledge (Business) 13 (+20) Knowledge (Technology) 13 (+20)Skill Mastery Knowledge (Physical Sciences) 12 (+20) Language 2 (Ancient Egyptian, Arabic, English [Native]) Notice 7 (+10) Pilot 3 (+5) Search 3 (+10) Sense Motive 7 (+10) Feats: 18PP Beginner's Luck Benefit 2 (Wealth 2 [Rich]) Dodge Focus 2 Eidetic Memory Equipment 4 (Mandjet Building) Evasion 1 Inventor Luck 3 Master Plan Second Chance (Concentration) Skill Mastery (Computers, Craft [Electronics], Disable Device, Knowledge [Technology]) From Scarab's Eye Accurate Attack Attack Focus (Ranged) 2 Improved Aim Power Attack Equipment: 20EP = 4PP Mandjet Building (Headquarters) [20EP] This small skyscraper is a surviving 1920 Art-Deco building originally designed and built by the Rhodes family. The building is brick built and faced with limestone blocks, the blocks are decorated in an Egyptian style with the front of the building having a massive carving of two winged women (representing the goddess Isis) facing each other. The interior of the building has been totally redesigned and rebuilt making it not only ecologically friendly but able to withstand some of the perils of being in Freedom City. The top floor not only contains Kamala's office but her own private workshop and a small apartment where she can sleep when needed, though she rarely uses it preferring her own place. Size: Large [2] Toughness: +15 Features: Communications, Computer, Defense System, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 3, Workshop [16] Powers: 28 + 20 + 16 + 12 + 11 = 87PP Device 7 ("Scarab's Carapace," Hi-tech Power Armor; 35PP Device, Hard to Lose) [28PP] Enhanced Strength 20 (to 30/+10) [20PP] Enhanced Feat 1 (Attack Specialization [Unarmed Attack]) [1PP] Impervious Toughness 10 [10PP] Super Strength 2 (effective lifting STR 40, heavy load 6 tons) [4PP] Device 5 ("Scarab's Bite," Hi-tech Vambrace; 25PP Device, Hard to Lose) [20PP] Sonic Projector 6 (24PP Array Feat: Alternative Power 1) [25PP] BE: Blast 12 (120ft range) [24PP] AP: Dazzle Auditory 10 (100ft range; Extra: Burst [50ft, General, Area]; Feat: Subtle) [21PP] Device 4 ("Scarab Pack," Hi-tech backpack; 20PP Device, Hard to Lose) [16PP] Flight 5 (Gravitic Repulsion, 250 mph/2,500 ft/rnd.) [10PP] Force Field 10 (Gravitic Field) [10PP] Device 3 ("Scarab's Eyes," Hi-tech Googles; 15PP Device, Easy to Lose) [12PP] Enhanced Feats 5 (Accurate Attack, Attack Focus [Ranged] 2, Improved Aim, Power Attack) [5PP] Super Senses 5 (Direction Sense, Distance Sense, Infravision, Microscopic Vision 1, Radar [Radio Sense, Accurate] {3PP}, Time Sense, Ultra-Hearing, Ultravision) [10PP] Psychic Potential 5 (10PP Array; Feat: Alternative Power 1) [11PP] BE: Mind Reading 10 [10PP] AP: Communication 6 (telepathy, 20 mile) [6PP] and Comprehend 2 (Speak and Understand all Languages) [4PP] [10PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed* Touch DC 25 Toughness Damage (Physical) Unarmed Touch DC 15 Toughness Damage (Physical) Blast Ranged DC 27 Toughness Damage (Sonic) Dazzle Ranged DC 20 Fort/Ref Dazzled (Staged) Mind Reading Perception DC 20 Will Mind Read * while wearing Carapace Totals: Abilities (28) + Combat (24) + Saving Throws (25) + Skills (32) + Feats (18) + Powers (87) - Drawbacks (0) = 214/250 Power Points
  7. Power Level: 10 (150/150PP) Tradeoffs: +0 Toughness/-2 Defense Unspent PP: 0 In Brief: Alien cyborg with telepathic and technopathic powers Alternate Identity: ditra055diplo Identity: Public Birthplace: Somewhere in Lor space Occupation: Diplomat and politician Affiliations: Second Hive, the Coalition, the Praetorians? Family: Hundreds of hive mates Description: Age: 10 Gender: Female shell Race: Nameless (Diplomatic model) Height: 170 cm Weight: 55 kg Eyes: Golden Hair: Green Skin: Green Ditra is a very pretty Nameless agent of the Diplo class, marked by green skin and green hair, which she currently wears short. Due to the nature of her robotic body, she has few physical needs, so she tends to dress in simple yet flattering jumpsuits in gray, white or black, which offer little protection from hostile environments or attacks. She does own an older EVA suit that she keeps in her luggage in case of emergency. History: Ditra is a Nameless agent, one of hundreds chosen to serve her race's long-term plan to infiltrate and overthrow the Republic from the inside. But the Fifty Year Plan, which had somehow not been completed in nearly two hundred years, quickly became obsolete once the first agents were exposed in the early stages of the Communion Incursion three Terran years ago. Like the rest of her race, Ditra had to adapt to a radical new situation, and she was as surprised as anyone else to find herself fighting alongside the 'marks' in what would come to be called the Coalition. But she has always liked the Lor, and never specifically wished them any ill will, so maybe it should have been less of a shock. She served with distinction throughout the conflict, even receiving the grudging respect of members of other races. With the fighting over, Ditra registered herself along with the other more or less law-abiding agents, and looked into finding some sort of gainful employment on CoVic Station; she did a number of odd jobs, including security, labor negotiations and working in the various markets throughout the station. One day she was approached by members of her hive about possibly serving on the Coalition council as a representative for the Nameless; they pointed out that she was a popular agent, and her distinguished war service meant that she was already known outside the hive. After much consideration, she agreed to having her designation placed on the ballot, and was shocked to find that she'd won the election by a significant number; she now suspects there was some sort of tampering that guaranteed her victory. Despite (or perhaps because) of the way she came to her position, she takes it very seriously, and she sincerely wants what's best for her people, even though no one can agree on what that truly is right now. Personality & Motivation: Ditra Fifty-Five was, like all Diplomatic units, designed, bred, cloned, assembled and programmed specifically to be likable, helpful and attractive to the Lor. Yet even if one knows this, it's hard not to like her; she's pretty, warm and charming, and genuinely wants to serve both her race and the Coalition as a whole. She's very much aware of how most races see her kind, and will freely acknowledge their concerns; she knows that will have to work very hard to earn anyone's trust, and that even then, a single careless word or action can bring it all crashing down. But all is not so serious for this young sentient; she is very curious and loves to learn things, and finds other races and peoples to be fascinating. She also loves playing the elaborate videogames her people design, and spends much of her free time in highly competitive gameplay Powers & Tactics: In terms of offense, Ditra really only has one weapon: the powerful blaster built into her right forearm. But to think this is all she brings to the table is to sell her short; her communication capabilities are considerable, and her databanks hold a tremendous amount of information, which make her an ideal investigator, interrogator or negotiator. Complications: The Nameless Peril: Ditra is a member of one of the least trusted races in the galaxy, and is frequently the subject of considerable prejudice. A Bit of a Snoop: Ditra is both naturally curious and a telepath; she may have a hard time resisting peeking into someone's mind, even if they're a friend. For Love of the Game: Like many Nameless agents, Ditra is a bit of a videogame addict, and may be distracted from time to time by gameplay in her head. Domo Arigato, Mistress Roboto: Though her body contains several biological components, it is still mostly robotic, and thus is susceptible to powers or devices that affect technology. Horrible, Horrible Freedom!: If her centipede-like pilot is ever pulled out of her shell, Ditra would be terribly exposed. A Sense of Duty: As an elected councillor of the Coalition, Ditra takes her duties very seriously, which may lead to moral conflicts over where her loyalties lie. Abilities: 0 + 6 + 0 + 10 + 4 + 8 = 28PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 16 + 12 = 28PP Initiative: +3 Attack: 6, Melee +6, Ranged +6, Unarmed +6, Blaster +10 Grapple: +16 (+10 Str, Attack 6) Defense: 8 (+8 Defense), 4 Flat-footed Knockback: Saving Throws: 0 + 8 + 5 + 8 = 21PP Toughness: +10 (+0 Con, +4 Defensive Roll, +6 Protection) Fortitude +8 (+2 Con, +8 Enhanced Con) Reflex +8 (+3 Dex, +5) Will +10 (+2 Wis, +8) Skills: 60R = 15PP (*Skill Mastery) Bluff 6 (+10)* Computers 5 (+10) Diplomacy 11 (+15)* Gather Information 6 (+10)* Knowledge (Behavioral Sciences) 5 (+10) Knowledge (Civics) 5 (+10) Knowledge (Galactic Lore) 5 (+10) Notice 3 (+5) Perform (Oratory) 6 (+10) Sense Motive 8 (+10)* Feats: 7PP Benefit: Diplomatic Status Defensive Roll 2 Eidetic Memory Jack of All Trades Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive) Well-Informed Powers: 24 + 9 + 3 + 18 = 54PP Standard Diplomatic Shell [24PP] Comprehend 3 (Read, Speak and Understand any Sapient language) [6PP] Features 3 (Internal Compartment, Internal Computer, Iron Stomach) [3PP] Immunity 9 (Life Support) [9PP] Protection 6 [6PP] Communications Package (ComPac) [9PP] Base Power: Mental Communication 5 (Extra: Subtle) [6PP] AP: Datalink 5 (Radio-based, Extra: Subtle) [1PP] AP: Mind Reading 10 (Extra: Subtle, Flaw: Limited to Surface Thoughts Only) [1PP] AP: Radio Communication 5 (Extra: Subtle) [1PP] Sensory Package (SensPac) [3PP] Super-Senses 3 (Mental Awareness, Radio) [3PP] Tactical Package (TacPac) [18PP] Blast 8 (Extra: Accurate 2) [18PP] Drawbacks: (-3) = -3PP Weakness (Requires Radioactive Materials, Frequency: Common, Intensity: Moderate [cumulative -1 penalty on all checks, attack rolls and Defense]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Blaster Ranged DC 23 Tough Damage Mind Reading Perception DC 20 Will Read Surface Thoughts Abilities 28 + Combat 28 + Saving Throws 21 + Skills 15 + Feats 7 + Powers 54 - Drawbacks 3 = 150/150 Power Points
  8. Bloody Mess Power Level: 10/15 (250/250PP) [254] Trade-Offs: None (In alternate form: +4 Attack, -4 DC, +4 Defence, -4 Damage) Unspent Power Points: 0 In Brief: Mutant Pugilist blood controller. Alternate Identity: Fred 'Freddy' Furlong Identity: Public Birthplace: Freedom City Occupation: Hero for hire (Ex Pugilist) Affiliations: Bloodhound Investigations Agency, Revenant Family: Alex Furlong (father), Dasha “Mama” Furlong (mother) Description: Age: 30 (DoB: 01/01/1985) Apparent Age: 28 Gender: Male Ethnicity: Caucasian Height: 5’1” Weight: 140 Kgs Eyes: Green Hair: Brown Fred Furlong looks like a brick. He is only a whisker over five foot, but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder. As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is - an equally red eye mask. Power Descriptions: Fred is a mutant with an unnaturally stocky, resilient and strong body. When he “pumps up”, his blood becomes supercharged – meaning his muscles swell and engorge, his veins and arteries throb, and he looks like a sack of watermelons. His ability to control blood is generally unnoticeable, unless he controls his own blood by pushing it out of his body into a small homunculus of blood (and his real body a desiccated shrivelled up horror). History: Fred grew up in a poor Immigrant family (from Poland). His father was always keen for his son to be able to “look after himself” and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bare knuckle boxer, and got mixed up with the mafia. When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power: the ability to control blood. His wound stopped bleeding and he arose stronger than ever. The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero. Personality & Motivation: Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him “in business”, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance. Powers & Tactics: Fred is exceptionally strong and tough, with a body that has adapted to blunt force. His blood gives him superhuman strength. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. If he has time, he will “pump up”, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heartbeat. Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high “homunculus” of his own blood that can then act, retaining most of Fred’s strength. He uses his homunculus form when he needs to be stealthy or creep into places he could not normally access. Whilst his homunculus form has certain advantages in terms of resilience, it does of course leave his desiccated body very vulnerable... Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. He can also cause bleeding eyes and ears, blinding his opponent (at least till they wipe the blood away). As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations. Complications: Bloody: Harry's alternate form is continuous, but he cannot actually deactivate it without the blood crawling back to his body; or more accurately, if he deactivates it (leaving a puddle of his blood), he cannot restart his real body without a blood transfusion or the like. Cowardly Dog: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him.. Crude: Fred lacks many social graces and is happiest in the gutter with street life. He ain’t going to fit in with polite society. Don’t Hit Dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame. Illiterate: Fred can’t read or write, although he has learned a crude signature. Iron Man: To maintain his powers, Fred needs a vast amount of iron in his diet. He eats vast quantities of red meat and spinach. Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but it’s easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling... Old and Rusty: The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp. Abilities: 12 + 6 + 20 - 2 + 2 + 2 = 40PP Strength: 22/26 (+8) [up to 30 (+10) if boosted] [14/18 (+2/+4) in alternate form, up to 22 (+6) if boosted] Dexterity: 16 (+3) Constitution: 30 (+10) Intelligence: 8 (-1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +11 Attack: +10 [+14 in alternate form from size] Grapple: +20 [+4 in alternate form], up to extra +4 when boosted Defense: +10, +5 Flat-Footed [+14, +9 Flat Footed in alternate form from size] Knockback: -6 [-1 in alternate form] Saving Throws: 2 + 6 + 5 = 13PP Toughness: +10 (+10 Con) [+6 in alternate form from size] Fortitude: +12 (+10 Con, +2) Reflex: +9 (+3 Dex, +6) Will: +6 (+1 Wis, +5) Skills: 60R = 15PP Bluff 4 (+5) Climb 2 (+10) Craft [Mechanical] 4 (+3) Drive 4 (+7) Gather Information 4 (+5) Handle Animal 4 (+5) Intimidate 8 (+9) [+3 total in alternate form from size] Knowledge [streetwise] 12 (+11) Notice 4 (+5) Search 4 (+3) Sense Motive 4 (+5) Stealth 4 (+7) [+19 total in alternate form from size] Swim 2 (+10) Feats: 57PP All-Out Attack Challenge: Fast Feint (No -5 penalty for Move Action Feint) Defensive Attack Elusive Target Equipment 5 Fast Overrun Fearless Improved Critical 1 [unarmed Attack] Improved Initiative 2 Improved Overrun Improved Sunder Improved Throw Improved Trip Interpose Move By Action Power Attack Second Chance (Toughness save vs Unarmed Attacks) Sidekick 30 The Hound Takedown Attack 2 Teamwork 3 As enhanced traits Endurance 1 (Potentially boosted up to Endurance 5) Equipment 5PP = 25EP Ultrasonic Whistle (Communication 2, Extras: Omni Directional, Flaws: One Way, Limited to whistle) [1 EP] Headquarters: The Bloodhound Detective Agency [11EP] (Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Living Space, Security System 3, Workshop [9EP]) Vehicle: Modified Chevy [13 EP] (Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Oil Slick, Smoke Screen [3EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP]) Powers: 48 + 9 + 4 + 1 + 3 + 4 + 2 + 2 + 5 + 6 + 2 = 86PP Blood Control Array (42PP Array; Feats: Alternate Power 6) [48PP] BP: Healing 10 (Extras: Action [Standard], Range 2 [Perception]; Flaws: Limited (Damage causing blood loss or blood effects only); Feats: Stabilise) {41/42} “Seal Wound” AP: Alternate Form 9 (45PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {42/42} AP: Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception] Feats: Sedation, Subtle, Variable Descriptor 1 [blood], Drawback: Target must have blood system*) {42/42} “Cause bleeding / clotting” AP: Fatigue 10 (Extras: Range 2 [Perception]; Feats: Reversible, Sedation, Subtle, Drawback: Target must have blood system*) {42/42} “Thin Blood” AP: Dazzle 8 (All Senses but NB Drawback, Extras: Alt Save [Fort], Range [Perception], Feats: Reversible, Selective [Can choose which senses affected], Subtle, Drawback: Sensory organs must have significant blood supply [-2]*) [41/42 PP] AP: Nauseate 5 (Extras: Contagious, Continuous Aura [+4], Disease [+2], Feats: Reversible, Selective Aura, Flaws: Sicken only [-1]) [42 PP] “Blood Infection” AP: Nullify 10 (All Blood Effects/Blood Loss, Extras: Effortless, Perception Range [+1], Feats: Selective, Subtle) [42/42 PP] *Drawback Boost 4 (All strength powers [Enhanced Strength, Leaping, Speed, Super-Strength, Endurance]; Flaws: Personal; Feats: Slow Fade 1 [1 minute]) [9PP] (pump blood) Enhanced Strength 4 (turbo powered blood) Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood) Immovable 1 (Extras: Unstoppable; Feats: Innate) [3PP] (squat body) Immunity 10 (Fatigue Effects, Disease, Own Blood infection power Flaws: Limited [Half effect] for disease and fatigue) [4 PP] “Mutant Blood” Leaping 2 (Running jump 90’, standing jump 45’, high jump 22’) [2PP] (mighty pumped up legs) Speed 2 (25mph / 220’ rnd) [2PP] (mighty pumped up legs) Super Senses 5 (Detect Blood*, Olfactory, Accurate, Acute) [5 PP] Super Strength 2 (Effective lifting strength 32/36; Feats Ground Strike; Super Breath) [6 PP] Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs) Drawbacks: -2PP Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Minor [x1]) [-1PP] DC Block ATTACK RANGE SAVEE FFECT Unarmed Touch DC 23* Toughness Damage (Physical) Blood Control Perception DC 25 Fortitude Damage (Physical) Blood Thinning Perception DC 25 Fortitude Fatigue Bloody Nose Perception DC 23 Fortitude Dazzle** *Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted. **Any sensory organ that would be affected by bleeding (in most humans this would be visual, auditory, olfactory senses). Totals: Abilities (40) + Combat (40) + Saving Throws (13) + Skills (15) + Feats (57) + Powers (86) - Drawbacks (-1) = 250/250 Power Points
  9. Player Name: Chimeric Character Name: Annie Sage Power Level: 10 (150/151pp) Trade-Offs: -5 Defense +5 Toughness Unspent Power Points: 1 In Brief: Cloned psychic teenager with a righteous superhero alter ego. Residence: Claremont Academy Base of Operations: Claremont Academy Catchphrase: “Righteous.” Alternate Identity: Archangel Identity: Secret Birthplace: Secret DNAscent Cloning Lab in Arizona Occupation: Student Affiliations: Claremont Academy Family: Mother: Dana Sage (Deceased), Father: Daniel Sage (Deceased) Description: Age: 17 DOB January 1st 2000. Apparent Age: 17 Gender: Female Ethnicity: Caucasian Height: 5’ 10” Weight: 120 Pounds Eyes: Brown Hair: Brown Annie is tall slim teenage girl, she dresses conservatively in earthly colors wearing sweaters and long pants and has never been seen with makeup. She has shoulder length brown hair. A rather plain looking young woman with a slightly flawed complexion, her only characteristic of note is her particularly intense gaze. Her air is protective and insecure. Her facial expressions are mostly wary or critical. Her costume is completely amatuer, a bandana or cloth face covering and a hoodie is what she uses to hide her identity when super-heroing. Power Descriptions: Her Psionic powers are subtle, a tense gaze, balled fists and a furrowed brow are the only things that may give hint that she’s the one who’s hurling parked cars or setting fires. History: Annie was created by an artificial process in a rebooting of the DNAscent program with the purpose of designing super soldiers for The Labyrinth. She’s the genetic offspring of Professor Psion, an evil psychic mastermind who’s in charge of The Psions and affiliated with The Labyrinth. Annie was created alongside several other children for The Labyrinth’s insidious purposes. Annie showed early on, the most potential of the bunch. Prenatal evaluations expressed off the charts latent Psionic ability. Many ‘test subjects’ died during this rebooted DNAscent program. Annie was of the second batch of these subjects. Shortly after she “born” and while she was just a baby the lab was raided by Patriot, an AEGIS affiliated Hero and the experiments were put to a stop. Unfortunately the culprits escaped. Annie and the other children were handed over to AEGIS, who’s director Powers C. Horatio “Harry” felt the safest place for her was to raised by a married couple who were mundane but trusted administrators of AEGIS. Their primary job was allotting funds for emergency aid missions. Annie Sage taking the last name of her adopting mother and father, grew up completely unaware of her origins and her potential. Dana Sage and Daniel Sage were a quiet christian couple who had no children until Annie. Daniel was infertile and they were happy to raise a child. They were kind loving parents who raised her in a traditional and conservative upbringing. Their quiet life was torn asunder when Professor Psion came to collect his “daughter”. Professor Psion killed her parents and while he was just finishing up his evil monologue Annie rose to the occasion. But as a different person, she chastised Professor Psion for his evil ways and used her latent psychic powers against Professor Psion turning her quiet Freedom City suburb into a psychic war zone. Afterwords Annie collapsed from exhaustion, terror, trauma and confusion. She felt like she had been split in half and she didn’t recognize herself. In between the trauma and the shock of her awakened psychic abilities something happened to her and she was aware of a part of her that she was afraid of, a part of her that was strong and righteous. Everything she believed she wasn’t up until that point. She believed she was an Archangel who’d been placed on earth, and her ability to read minds, to know of people’s deepest evils and her other metahuman abilities were a result of her divine origins. From there and while she was still in shock AEGIS agents swooped in and escorted her to an AEGIS safe house. She then met Harry a second time, he remembered her as an infant who was dropped on his door step so to speak. He told her of her origins, her parents affiliation with AEGIS, her powers and how she may still be a target of The Labyrinth. Then, he instructed her that she would be safest at Claremont Academy and under the careful stewardship of metahumans who could help her understand her situation. Completely overwhelmed, she told Harry she was infact an angel sent to earth to restore balance and order to humanity and not a clone of some malignant psychopath. She was taken in hand by an AEGIS agent and loaded up on a helicopter, with just a backpack full of clothes she was sent to live at Claremont Academy. Months passed by as she settled into her new home. She began under careful instruction experimenting with her powers. She kept up practicing the piano, she went to class, even making some fellow literary aficionado friends. She tried to put everything that had happened, AEGIS, her belief in her angelic birth behind her, like she was suggested by the school’s counselor. Although her delusions subsided momentarily, she could not deny her true purpose in life for long! When the Atlantians waged war on the surface war she knew that she might take up the mantle and defend humanity. She calls herself ArchAngel. She still resides at Claremont academy, she keeps up with her friends and her classes, tries to live a normal life of a teenager. But she believes that she is really an Archangel sent by God to right wrongs and punish the wicked, and she acts out these fantasies at night in Freedom City. Personality & Motivation: Annie is a traumatized young woman with incredible psychic gifts, she can read and control minds, lift tractor trailers with out touching them and stop bullets mid strike. The realization of this incredible power alongside her parents death has fractured her vulnerable psychic mind and she believes herself to be a powerful angel. A relatively shy but intense person who was raised in a conservative traditional and sheltered life, she secretly harbors an incredible fury and confidence that she let’s loose on those who’ve wronged others or pose a danger to society. Sometimes her delusions take her away, she believes she can see signs of God’s will and while she can know a great deal from prying into others minds and emotions what she doesn’t know she’ll try and interpret through stars and the feeling of the wind. She is deeply afraid of losing control again, she fears that the other psychics she may meet are working for Professor Psion. She believes she is being watched by AEGIS still, that they are using her as bait to lure The Labyrinth into a trap. She loves classical music, and has an appreciation for aesthetic pleasures. She’s young and occasionally gives into her emotions, rage, angst, melancholy. Her judgement calls spring more from gut instincts and the Bible than from a well reflected moral code like others heroes might have. She has great faith in her ability to judge people, backed up both by her ability to read minds and her belief in her divine origin. Powers & Tactics: ArchAngel can trick others into ignoring her or morphing using her psychic gifts. She can control or read minds, grapple foes with her telekinesis and blast them with mental attacks. She can communicate telepathically over some distance and has a radial psychic sense that allows her to have limit psychic omniscience which feeds her belief in her divine origin. She sometimes receives uncontrolled glimpses of the future and the past. She can protect herself with a forcefield and fly at mild speeds. Her psychic senses let her feel danger before it happens. She uses these powers to find out who’s evil and who is good and she acts accordingly. Preventing harm is her top priority, always. Complications: Daddy’s Little Girl: Professor Psion wants to be involved in Annie’s life, he doesn’t want to kill her but he’s going to make her life difficult until she quits Claremont and comes and does his bidding like the rest of his offspring. Hunted (The Labyrinth): The Labyrinth hasn’t stopped hunting for Annie all these years, and now that she’s broadcasting her powers flying around Freedom City fighting crime it won’t be long until her identity is discovered and then The Labyrinth won’t stop until they’ve collected their genetic property. Secret Identity: She wears a hooded sweatshirt and a bandana and fights crime at night under the mantle ‘ArchAngel’. Responsibility (Claremont Academy): She has certain commitments to the school and to the school's counselor. Delusional: Annie believes she is an Archangel, one of the highest angels of heaven. God’s providence guides her. She reads the signs to interpret his will and acts according to these signs. The GM can use this flaw to ‘trick’ Annie into believing something via reading the signs. Trauma (Parents Death): Annie saw her parents get killed by Professor Psion, she hopes nobody uses that to torment or mess with her. Believe me!: Annie believes she is an Archangel, not just a regular angel, definitely not a mortal. It's extremely important to her that others (especially other heroes and villains) believe that she's a special divine creature. The only problem is... she isn't one. If confronted by the reality, that she is a mere mortal with psychic powers she'll cling to her delusions and evade rational discourse. Abilities: 0 + 0 + 2 + 2 + 2 + 0 = 6PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 6 + 4 = 10PP Initiative: +0 Attack: +3 Melee, +3 Ranged Grapple: +0/+20 Perception Based Move Object Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -0/-7 Saving Throws: 4 + 5 + 9 = 19PP Toughness: +15 (+1 Con, +14 Forcefield) Fortitude: +5 (+1 Con, +4) Reflex: +5 (+0 Dex, +5) Will: +10 (+1 Wis, +9) Skills: 36R = 9PP Concentration 12 (+13) Disguise 0 (+0/+50) Using Morph Notice 12 (+13) Perform (Piano) 6 (+6) Sense Motive 6 (+7) Feats: 8PP Dodge Focus 3 Interpose Luck 2 Second Chance (Concentration checks to maintain powers) Ultimate Will Powers: 4 + 15 + 51 + 7 + 6 + 15 = 98PP All powers have Psionic descriptor Flight 2 ( 25mph; 250’ per move action) [4pp] Forcefield 14 (Telekinesis; Feats: Subtle) [15pp] Psionics 22.5 (45PP Array, Feats: Alternate Power 6) [51PP] BE: ESP 6 (Clairvoyance; Auditory + Visual Senses, 20 mile, No Notice; Extras: Action [Free], Duration [Sustained], No Conduit, Simultaneous; Feats: Fast Task 4 [Full Action to search 20-mile-diameter area], Subtle 2) {44/45} AP: Blast 10 (Pyrokinesis/Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; Feats: Split Attack, Subtle, Variable Descriptor [fire/force]) + Drain Toughness 7 (Extra: Range 2 [Perception], Affects Objects, Flaw: Action [Full], Feats: Subtle) {22} {45/45} AP: Mind Control 14 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; Feats: Mental Link, Subtle) {44/45} AP: Move Object 14 (Telekinesis; Strength 70, Heavy Load 200 tons; Extra: Range [Perception]; Feats: Precise, Split Attack, Subtle) {45/45} AP: Stun 14 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation, Subtle, Variable Descriptor [pain or sleep]) {45/45} AP: Damage 10 (Extras: Range 2 (Perception), Alternate Save (Will), Mental; Feats: Subtle, Split Attack, Incurable;) {43/45} AP: Drain Will 14 (Extras: Range 2 (Perception), Alternate Save (Will), Mental Flaw: Action [Full]; Feats: Subtle) {43/45} Super-Senses 8 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [7PP] Super-Senses 6 (Psychic Blindsight (Mental Sense, +Accurate, +Acute, +Radius, +Ranged) [6PP] Telepathy 6 (12PP Array; Feats: Alternate Power 3) [15PP] BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) {8} + Comprehend 1 (Understand any language, Extras: Linked [Communication]) {2} {12/12} AP: Concealment 10 (All Senses, Flaw: Phantasm, Feats: Selective) {11/12} AP: Mind Reading 10 (Extras: Effortless, Mental, Flaw: Duration [Instant/Lasting]; Feats: Subtle) {11/12} AP: Morph 10 (Humanoids, Flaws: Phantasm, Feats: Selective, Subtle) {12/12} Drawbacks: DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage [Physical] Blast Perception DC 25 Toughness Damage [Energy] Mental Blast Perception DC 25 Will Save Damage [Mental] Mind Control Perception DC 24 Will Save Controlled Move Object Perception +28 Grapple Pinned/Bound Stun Perception DC 24 Will Save Dazed/Stunned Drain Will Perception DC 24 Will Save Drain Will Totals: Abilities (6) + Combat (10) + Saving Throws (19) + Skills (9) + Feats (8) + Powers (98) - Drawbacks (0) = 150/151 Power Points
  10. Power Level: 10 (150/151PP) Unspent Power Points: 1 Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness. In Brief: A human transformed into an avatar for Mother Gaia herself and sworn to protect both humanity and the Earth herself. Catchphrase: Don't really have one...for now. Theme: https://www.youtube.com/watch?v=bTGfvj-QPqE Alternate Identity: Jaden Maxwell Birthplace: Alternate Earth Residence: An abandoned greenhouse he managed to renovate. Base of Operations: Same as residence. Occupation: Works as a Baker at his own shop when not out being a hero or tending to his plant friends. Affiliations: None at the moment, though it's my hope to have him establish a working relationship with various heroes. Family: Has an Aunt and Uncle back on his Earth named Laura and Adrian Maxwell respectively. Description: Age: 20 (DoB: April 17, 1996) Gender: He's a plant elemental. He technically doesn't have one Ethnicity: Caucasian Height: 5 foot, 10 inches Weight: 200 pounds Eyes: Brown Hair: Jet Black in a crop cut. Appears to have the physique of a young man who engages in modest amounts of exercise with fair skin and the traits listed above. He can typically be seen wearing clothing that fits the climate, such as a blue tank top and brown shorts during warmer months and a hooded coat with boots, hat and gloves when it gets cold. Ever since his transformation into a living plant, he tends to sway between different forms depending on his mood. However, perhaps the one he is mainly seen with is a humanoid figure colored in emerald green with darker section to highlight features like a tunic and pants. His hair is actually white rose petals arranged in a sweeping style with a green eye mask and red eyes. He also wears a type of mantled long coat that shares a similar color scheme to the rest of him. History: Jaden had, for the most part, a normal upbringing growing up. He was born to a loving Mom and Dad who took good care of him for the first few years of his life and he had an Aunt and Uncle who thought the world of him that he frequently visited on the weekends or during the holidays. However, when he was about 7 years old...tragedy struck. One night, he was at his Aunt's place watching cartoons when the phone rang. His Aunt went to answer it only to drop the dish she'd been drying in horror at what the police man on the other end had told her. Mr and Mrs Maxwell had been on their way home from a business trip when a drunk driver slammed into them, killing both parents at once. Needless to say, it was like Jaden's entire world had come crumbling down in the course of just one night. After the funeral, Jaden was taken in by his Aunt and Uncle and it quickly became evident that despite the fact that they treated him well, that life was not going to be easy since both relatives were in their elderly years and they did not have too much money. As such, Jaden had to learn at a young age to pitch in and be self-sufficient, helping his folks around the house and gradually learned skills such as cooking, cleaning dishes and even pulling weeds out of the garden. It didn't help that they ended up having to move twice even before he got into high school. Life was difficult but it wasn't bad by any means as the young lad excelled in his classes and enjoyed helping others with their work. He took on a part-time job at one point to help his folks too. Of course, he sometimes let himself get lost in video games and anime as he got older. Eventually, he graduated from high school to the delight of his Aunt and Uncle and seemed to have a bright future ahead of him. However, that's when his life took a most unexpected turn. During one summer, he took part in a field trip set up by a club he use to be part of that were planting trees in an area that had recently been decimated by a wildfire. During the program, Jaden caught sight of a bear cub that had slipped into the water and was now heading down the stream towards a waterfall. Without thinking, he risked his life to save the cub and return it to its family. Despite not thinking much of it, someone else took notice of his act... That night, he was visited by a voice in his dreams. The voice introduced itself as Gaia, Spirit Of The Earth. It had watched the man's act and, despite its usual indifference towards humans, had been intrigued by his selfless act despite the fact he had risked his life and got no reward out of it. He explained that he didn't do it for a reward but because it was the right thing to do and that he didn't want anyone else to endure the pain of lost loved ones. Growing ever more intrigued with him, the spirit handed him what she called the "Seed Of Gaia" and that she would give him the chance to prove to her that humans and the Earth could co-exist together. With that, the dream ended...Jaden thought no more of it. One night though, he was in his room, doing some reading when he heard a commotion downstairs. Going to check, he saw several men in black suits ransacking the place while holding his Aunt and Uncle at knife point. For a brief moment, he felt like a small boy all over again, like history was about to repeat itself...but not if he had anything to say about it. When the men saw him, they shot the young man on the spot...only for his wound to heal up within seconds, causing all those present to freeze in shock. Anger fueling his actions, Jaden's power activated and vines broke through the windows and floorboards, disarming the men and slamming their bodies against the walls over and over again with enough force to shatter the plaster. However, just when it looked like he was ready to do the unthinkable and take their lives...his Aunt and Uncle's voices brought him back to reality. He collapsed to his knees, sobbing and wondering what he had become. His folks consoled him as the would-be murderers were taken into custody, likely traumatized for life by the ordeal. The police asked questions but nobody was in the mood to give the actual story. After having some time to calm down, and being reminded that his Aunt and Uncle still loved him, it was decided that he needed to learn control since the world was likely not ready for an individual like Jaden. As such, the next week or so saw him practicing with his new abilities and growing quite adept at them. His body underwent more changes until he instinctively created a new identity for himself to go with his new form. It was around this point that an event happened that awoke his inner hero and made him realize that his powers were meant for bigger things. A powerful Fae had come to his town by the name of Glastig and, true to the myths surrounding her, went about luring in unsuspecting men and draining them of their blood, leaving lifeless corpses in her wake, meant to gather strength as her followers constructed the pieces for a gate that would open a way to the Fae Realm and allow her army to come through. After several close calls, and having his family's lives endangered and discovering that his supposed girlfriend was a dirty coward willing to sell him out to secure her own future as a journalist, Evergreen cornered and exposed Glastig, in the process destroying the gate and closing one of the links to the Fae Realm for good. One lengthy battle later, Glastig was defeated. Evergreen refused to kill her...but that didn't mean he or Gaia let her off the hook either. In an event that still haunts him, Gaia, manifesting physically, transformed Glastig into a plant entity...and then Evergreen transformed the fallen Fae into a tree for the rest of her days. Victory was his...but at the price of never again reclaiming a normal life or his humanity as the power he had inherited had transformed him completely. Not helping matters is, upon realizing his girlfriend didn't love him and had betrayed him, broke up with her, leaving him somewhat downtrodden. As if all that were not enough, his new powers had changed the very concept of his existence somehow and thus made him fundamentally incompatible with his home reality. He was slowly fading out of existence, and time was running out... Thankfully, Gaia provided a solution in using her connections to transfee him over to another parallel Earth where he could remain until a more permanent solution could be discovered. After agonizing over the decision and, realizing other heroes were starting to appear on his Earth to take up the torch, decided it was for the best, bid good-bye to his loved ones and was thus whisked off to the other Earth...an Earth very similar to our own yet very different... What adventures await from here? And how will his experiences change him? Only time will tell... Personality & Motivation: Jaden is for all intents and purposes a rather easygoing and calm individual. He enjoys life for what it is and tries not to worry too much about the future. Growing up with his Aunt and Uncle bestowed on him the values of hard work and independence, as such when he commits himself to something he tends to see it through, regardless of the consequences. Being a fanboy of anything related to anime or video games, when he runs into someone who shares what he is into, he can get surprisingly passionate and ecstatic, to the point that he briefly stops acting his age and behaves like a kid in a candy store. Inspired by the comics he read growing up, he has a strong sense of justice and morals and tries to see the good in people along with being willing to stand up for those who can't do so for themselves. He does not want to see anyone else suffer the tragedy of lost loved ones, but that does not mean he is blind to the real world either. He is aware that unfortunate things happen regardless of what one does in life but does not see that as a reason to do nothing either. He does have a fun-loving side to him too, sometimes using his power to pull off jokes or pranks on his friends all in good fun. Powers & Tactics: Evergreen has not had much in terms of professional training with his abilities...ok, to be more exact, none at all, other than what he's learned through practice and experience. His favored tactics seem to scale to the threat. As such, unless it is not possible, he'll use his plant friends to scout an area before moving in to take out a group, utilizing his plant powers from long range to wear them down before moving in to mop up the leftovers with some hand to hand combat. He also prefers to avoid using lethal force unless it's a situation where it's required. Power Descriptions: Being an avatar for Mother Gaia means Evergreen has total control over any and all forms of plant life and thus can call upon their aid whenever he wishes. His uses for it range from simply calling upon vines and roots to constrict and crush his targets to turning giant sunflowers and watermelons into turrets that shoot seeds as bullets. However, because his original body has been transformed into plant matter, his strength, agility, and endurance are no longer trapped within human limits, allowing him to pull off feats that, although not up to the level of traditional physical-based powerhouses, is still enough to seem superhuman, and he even has a radar-like sense that allows him to commune with other plants. Having a body made up of plant matter also means he has total control over its shape and flexibility, allowing him to morph his limbs into various kinds of weaponry such as hammer fists, spiked maces, blades, and so on, and can even alter his appearance to varying degrees. He is immune to poisons and disease and does not age at all, being virtually immortal. Complications: Fire And Ice: Evergreen maybe extremely powerful but that strength comes with a hefty number of weaknesses. Not the least of which is having a severe weakness to extreme heat and cold. His creations will either burst into flames or eventually freeze solid if exposed to these elements for too long and he himself is not safe from them and he will likely maintain his distance unless otherwise. Usage of these elements is perhaps one of the only ways to permanently destroy his physical form, or at the very least incapacitate him. Also, this could make it difficult for him to work with individuals who have said abilities. Sun And Water Dependence: Another weakness is that Evergreen derives much of his power from his connection to the sun and the water. As such, while he is stronger during the day and/or near bodies of water, the opposite is also true since as the light wanes, that power diminishes. Not enough to make him completely helpless, but enough that an enemy could eventually gain the upper hand by severing him off from the source of his strength, which can be done by facing him within enclosed spaces and what not. Corruption: Similarly to another hero themed around the environment, pollution is another way to get the upper hand on Evergreen in that although he is immune to things like poison and disease, actual pollution such as oil can have a detrimental affect on his physiology if he gets too close to it. Also, although it may partially due to his transformation, he does not have a high opinion of people who shamelessly pollute and destroy the environment for no good reason. A Stranger In A Familiar Land: One of Evergreen's reasons for coming to this other Earth was to get away from everything and find some peace of mind. However, an alien world like this makes it sometimes difficult for him to fit in. After spending so much time as a solo hero, he is eager to meet others like himself but at the same time can occasionally be unsure how to handle himself, and having such a vast new, yet familiar, world to explore and interact with can be a daunting task at times. Doesn't Like Attention: Jaden has never been one to enjoy being the center of attention as although he is friendly and well-behaved the events since his transformation, and said transformation itself, have left him in a bit more of a rut than he is use to, and even getting a girlfriend doesn't really appeal to him much at the moment. However, if he intends to be a proper hero on this Earth, he may have to get use to stepping out into the spotlight... My Hidden Self: Although Jaden has revealed it to very few people, he is actually the kind of man whom is in touch with his feminine side, to the point that they use their abilities to crossdress and take on forms that have more of an androgynous and/or feminine appeal. This side of him is one mostly enjoyed in secret as he knows how judgmental society can be at times, and does feel some hints of secret shame, even if it is not really hurting anyone. Morality: Evergreen is an extremely moral individual who is well aware of what his powers are capable of and the responsibility that goes with them. As such, he tends to limit himself when facing his enemies, wanting to bring them in alive rather than severely harm them. He tends to also question himself and what the right course of action is in certain situations, especially in his struggles to maintain balance between the human world and the natural world, even if that means inconveniencing progress on one side of the spectrum or the other, and having some degree of honor means he will prioritize saving lives over pursuing the villain. Abilities: 14+10+14+4+2 =44 pp STR 24 (+7) DEX 20 (+5) CON 24 (+7) INT 10 (+0) WIS 14 (+2) CHA 12 (+1) Combat: +12 +12= 24 pp ATK +6 (+9 Melee, +10 Ranged Plant Control, +13 Melee Plant Control) DEF +13 (+6 Base, +3 Flat-Footed, +7 Dodge Focus) Init: +9 Grapple: +20 Saves: +2 +5 = 7 pp TOU +7 (+7 Con) FORT +7 (+7 Con) REF +7 (+5 Dex, +2) WILL +7 (+2 Wis, +5) Skills: 40 r=10 pp Climb 3 (+10) Knowledge: Life Sciences 10 (+10) Medicine 3 (+5) Notice 8 (+10) Sense Motive 8 (+10) Stealth 5 (+10) Survival 3 (+5) Feats: +2 +3 +2 +7 +1 +2 +1 +1 +1 +1 +1 = 22 PP Attack Specialization (Plant Control) 2 Attack Focus 3 (Melee) Attractive 2 Dodge Focus 7 Improved Initiative Luck 2 Move-By Action Power Attack Skill Mastery (Sense Motive, Notice, Life Sciences, Survival) Takedown Attack Uncanny Dodge (auditory) Powers: 27 + 3 + 4 + 9 = 43 pp Descriptors: All plant Plant Control Array 10 (20 PP, Array, Feats: Alternate Powers 7) [27 PP] Base Power: Create Object 8 (Feats: Innate, Precise,Tether) 19/20 Alternate Power: Snare 10 (Root Attack) 20/20 Alternate Power: Paralyze 7 (Spore Swarm) 14/20 Alternate Power: Blast 10 (Flower Blaster) 20/20 Alternate Power: Teleport 10 (200,000 Miles. Flaw: Medium (Plants), Extra: Accurate) 20/20 Alternate Power: ESP 6 (Visual And Audio Cues; Flaw: Medium (Plants), Feat: Subtle 2) 14/20 Alternate Power: Strike 7 (Feat: Variable Descriptor 1(bludgeoning, piercing, slashing), Extended Reach 2, Accurate, Precise, Penetrating 5, , Improved Critical ) 19/20 Alternate Power: Healing 8 (Healing Fruit Sprouts; Feats: Stabilize, Persistent) 18/20 Flight 3 (50 MPH) [3 PP] Immunity (Aging, Disease, Poison, Suffocation [breathes CO2, immune to choking/blocked airways]) [4 PP] Morph 3 (Disguise +15, any form) [9 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Strike Touch DC 22 Toughness Damage Spore Swarm Touch DC 17 Toughness Paralyze Root Attack Ranged DC 20 Toughness Snare Totals: Abilities 44 + Combat 24 + Saves 7 + Skills 10/40 + Feats 22 + Powers 43 = 150/151 PP
  11. Player Name: Droideka Character Name: Gallant Power Level: 10 (150/151PP) Trade-Offs: +2 Toughness / -2 Defense, +2 Damage / -2 Attack Unspent Power Points: 1 In Brief: Heroic Swordsman and Adventurer, secretly sleep-walker controlled by three fey spirits. Residence: Freedom City Alternate Identity: Leon Angles [Birth Name] Identity: Secret Birthplace: Oregon, Portland Occupation: Retail at local book store. Affiliations: None Family: Oscar Angles (Father, 55), Bianca Angles (Mother, 43), Guinevere Angles (Older Sister, 23), Giselle Angles (Older Sister, 25) Age: 17 (DoB: February 12, 2000) Gender: Male Ethnicity: French-American Height: 6"0 Weight: 190 lbs. Eyes: Green/Blue Hair: Pale Blonde/Honey Blonde Leon is a somewhat wiry young man who is neither muscled nor overweight. His posture is proper, and though somewhat clumsy at times his general gait is quiet and controlled. His hair is feathery and mid neck length, with long wavy bangs that at times obscure his eyes. Due to his enjoyment of indoor activities, his complexion is somewhat pail. His eyes are generally cloudy, but brighten when something catches his interest. In general, he always looks somewhat tired. His clothing is based on practicality and is generally low-key. eon has a faint lilt in his voice that denotes an accent, which becomes more pronounced the more nervous he is. Gallant's most notable features are his omnipresent grin, and the golden aura that surrounds him. In general, he appears older than Leon, more a man in his early twenties than a teenager. The aura seems to brighten him instantly, and makes features such as his hair a far more honey rich gold. Unlike Leon, Gallant possesses a lithe, runner build of toned muscle. His eyes are a vibrant, almost glowing blue. If one looked past the aura, his complexion would still seem slightly pale, though less so than Leon. Gallant's posture is straight and confident, and he is always looking about and moving. The Gallant costume consists of a black and white trimmed tunic and pants, brown and gold boots, a white, brown, and gold trimmed overcoat, black gloves, and a red sash around the neck and shoulders. The mask is a white and gold plated half-mask, designed to resemble a lion's upper jaw and face. It stops at his hairline. Gallant's sword is a medium sized broadsword that seems to swirl with the same aura he possesses. It's made of a metal that resembles bronze in coloration. The blade's scabbard is brown, with a single red ruby at it's base, and it's hangs on Gallant's right hip. Power Descriptions Leon has no powers of his own. When Leon falls unconscious (Sleep, knocked unconscious, etc.) the spirits inside of him surface and grant him power. Gallant is blessed by fey-like spirits, who grant him greatly increased speed, strength, constitution, and charisma at the small cost of a weakness to cold steel. Gallant's sword is magically blessed, and can extend its reach to more resemble a pole-arm. Gallants' strategy shifts depending on which spirit is advising him, but in general he is a bold melee fighter. Gallant is enhanced with magic, and thus all of his abilities fall under that descriptor. History Leon was a quiet child, at his home and at his school. Always in the corner with a fantasy book. He loved fantasy, knights, dragons, fair maidens! He wished he could be so heroic. But no, no, that was never him. Best to keep to himself.... That was the life of Leon Angles, in summary. His sisters, bright, cheerful, sporty, they were always off with new friends or some such. His parents, cold and quiet and harsh, they weren't much for support. So it was just him, and his toys, and his books, and his few friends, for fifteen years. Fifteen years, before his oldest sister, Giselle, decided the small port town they lived in was not her dream city. She was a socialite by nature, with a sharp, silver tongue. She could get by in the big city, Leon had no doubts. So, with a clear conscience he smiled and waved her off at the airport. His other sister, Guinevere (Or Ginny, as she preferred.) had always looked up to her big sister. She was smiling too, though he could tell it was a bit forced. He was worried, then. Those worries were founded, as it turned out. One year later, and he was smiling, a bit forced, and waving her off at the airport. Ginny wasn't cut out for the big city, as far as Leon was concerned. She was sporty, yes, good at physical actives of all kinds. But she was...naive. He loved her dearly, but she was a bit of a ditz. His parents had turned to him, as Ginny's plane took to the sky. They said nothing, but they had a look in their eyes. But they had no need to fear. He was perfectly content in his hometown.... Of course, one year later, he was the one standing at airport. Nobody waved him farewell, though his parents looked on with a sort of melancholy. Perhaps they were catching empty-nest syndrome. Leon sat in his uncomfortable seat within the plane, sighing as child behind him reared their legs back in preparation for take-off. He had more reasons to leave than just a growing wanderlust, sadly. Communication with his dear sisters had dried up, and mom and dad were getting antsy, in there own way. Freedom City was a nice place, according to the brochure. Big legacy of superheroes. He was sure it was nothing. It was of course, quite a bit more than nothing, he later mused, as Giselle helped him nurse his violent black eye. Some street gang coalition, full of thugs and brutes and other big muscled men and women who could snap him like a twig. They wanted something, a location, from Giselle's current beau, David Gale. Some kind of explorer, apparently. He had found a trove on a nearby island, and, according to the thug's appointed leader, this trove matched up with a riddle given by a late great mob boss some ears back, as he lay dying. One that lead straight to a vast trove of weapons and loot. And, it just so happened, those weapons could be the bolster they needed to stop vigilantes from thinning the herd, so to speak. Giselle's boyfriend had folded easily under pressure, and his sisters were witnesses, and now, unwilling accessories. Leon walked back to their shared apartment every night, nervous and afraid. Always afraid... One night, dark and rainy and far too cold to be moving about, they came. A boat, a very uncomfortable sea-side trip. A small island, a lot of shovels, a lot of walking, and lots of digging. A shovel clanged, mud fell away. A structure, stone and granite and slate. Leon was part of the advance party, along with Giselle's boyfriend and some random goons. They were expendable, so they would look out for any traps. It was somehow even colder inside then it was out in the rain. He could see his breath as they walked, his eyes always down on the floor. He wanted to act, wanted to grab one the guns right out of the gonna hands, Rambo his way out! But that wasn't going to happen, he thought bitterly. He was going to die, either to a trap, the gangs, maybe hypothermia. His sisters, t-they would die. They deserved better... The group came to a fork. There were six off them, so they split two ways. Leon, the boyfriend, and some lady with a gnarly scar on her arm went left. Left soon turned right, then down, then up, then down, then, mirrors? Mirrors indeed, on the walls, on the floors, on the ceiling. Leon looked about, and realized that at some point he had separated from the others. He stepped forward. He didn't know why, but it felt like something was calling him. Studying him. He looked straight at a nearby mirror. A scream, feminine, resounded through the hall, but he couldn't truly work up the care. His head was swirling, thoughts of his weakness, of his hopes, his dreams, he wanted to be heroic, he wanted to save the day, he wanted help, he wanted... It came out, all at once. A swirl of strange, golden energy. And suddenly, he wasn't Leon anymore. He was, uh, what was his name? Gallant. Right, right, he shook his head. He needed to do something, he needed to...save. Yes! He needed to save his sisters, because he was, a hero! He pulled out his sword, and in an instant, Gallant was off! Leon woke, much later. He had had a very, strange, dream. Gangs, ghosts, fights...he looked around. He was in his sister's apartment. He was on the sofa, and the TV was on some cartoon. He grunted and switched it to the news as he pulled himself up. But, as he listened, he lost his focus, and fell. A cave-in, a massive gang arrest. David Gale, hero? He could hear a buzzing in his head, thoughts and voices not his own. He could see Ginny in the corner, a somewhat suspicious look on her face. From the other room, Leon could hear Giselle arguing with mom and dad. He exhaled harshly, and without further ado, passed out. Personality & Motivation Leon is a soft spoken young man, with somewhat low self esteem, a streak of curiosity, and a tinge of cynicism. If you ignite his interest he can be quite passionate, however. These interests include literature and music. In general, he tries kind and helpful, even to the point of being derided as pushover by others. In confrontations, Leon backs down easily, though he is not satisfied with his self described cowardice internally. Leon is nervous about Gallant, and the spirits, and at times envious about them and the strength they show, though he is willing to deal with it if it means good is done. Gallant is joyful and boisterous, and is a seemingly uncontrollable chaotic young man. He is ever curious, always looking about and grinning ear to ear. He seems to enjoy battle, though not true violence. He speaks in a flowery tone, and enjoys talking about heroics, and adventure, and friendship, and...what else is there to talk about, really? Despite his at times boastful nature, Gallant seems to avoid self reflection, doesn't like close scrutiny or heavy attention, and avoids mirrors if possible. In truth, Gallant is a fledgling consciousness, something of an alternate personality of Leon. He is naive to the world, and has little personality on his own. He is somewhat aware that he is Leon and somewhat not, and is guided, or steered, by the three fey spirits that grant him his power. He loyally follows the spirit's advice, but primarily listens to one at a time. The loudest spirit, the main spirit, switches at points, and so Gallant can seem somewhat neurotic. Complications Possessed Hero: Gallant is steered by three powerful spirits that possess Leon's body. The spirits are in semi-flux, and who is the main driver changes occasionally. Secret: Leon has two secrets to keep. The fact that he is (technically) Gallant, and the fact that he is host to three fey-like spirits of unknown origin. Relationship: Giselle and Guinevere (Sisters). Abilities [2 + 2 + 4 = 8PP] STR: +10/0 (30/10) DEX: +1 (12) CON: +10/0 (30/10) INT: +1 (12) WIS: +2 (14) CHA: +10/0 (30/10) Saves [5 + 6 = 11] Tough: +14 (+10 Con, +4 Protection) Fort: +10 (+10 Con) Ref: +6 (+1 Dex, +5) Will: +8 (+2 Wis, +6) Combat [8 + 12 = 20PP]Initiative +5Attack +4, +8 (melee)Grapple +8/18Defense +6, +3 flat-footedKnockback -10 Skills [52R = 13PP] Bluff 10 (+24/+14) [+4 Attractive] Diplomacy 10 (+24/+14) [+4 Attractive] Gather Information 10 (+20/+10) Knowledge (Art) 5 (+6) Language 1 (English[Native], French) Notice 8 (+10) Sense Motive 8 (+10) Feats [24PP] Accurate Attack Attack Focus (Melee) 4 Attractive Ambidexterous Beginner's Luck Distract (Bluff) Fearless Improved Disarm Improved Initiative Improved Throw Improved Trip Interpose Instant Up Luck 1 Move-By Action Quick Draw Quick Change Stunning Attack Take-down Attack Taunt Uncanny Dodge (Auditory) Powers [6 + 20 + 20 + 20 + 10 + 3 + 5 = 84PP] Device 2 [Gallant Blade] (10PP Container, Gallant Blade, Flaw: Easy to Lose) [6PP] -Strike 2 (Extra: Penetrating 3, PFs: Extended Reach 1, Improved Crit 2, Mighty, Variable Descriptor 1 [Bludgeoning/Piercing/Slashing]) [10PP] Enhanced Constitution 20 (+20 CON) [20PP] Enhanced Strength 20 (+20 STR) [20PP] Enhanced Charisma 20 (+20 CHA) [20PP] Protection 4 (+4 Toughness; Impervious [6 ranks]) [10PP] Speed 3 (50 MPH) [3PP] Healing 5 [Chi] (Flaws: Personal) [5PP] Drawbacks [-2 + -2 + -6 = -10PP] Normal Identity, Involuntary Transformation (Unconscious/Asleep, Frequency: Uncommon, Intensity: Major) [-2PP] Vulnerability (Iron, Frequency: Uncommon, Intensity: Major [+50% DC]) [-2PP]Weakness (Iron, Frequency: Common, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage (Physical, Bludgeoning) Gallant Blade Touch DC 27 Toughness Damage (Physical, Bludgeoning/Piercing/Slashing) Totals: Abilities (8) + Combat (20) + Saving Throws (11) + Skills (13[52 ranks]) + Feats (24) + Powers (84) - Drawbacks (10) = 150/151 Power Points
  12. Player Name: Droideka Character Name: Gallant Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Heroic Swordsman and Adventurer, secretly sleep-walker controlled by three spirits. Residence: Freedom City, Queens Alternate Identity: Leon Angles [Birth Name] Identity: Secret Birthplace: Oregon, Portland Occupation: Retail at local book store. Affiliations: None Family: Oscar Angels (Father, 55), Bianca Angles (Mother, 43), Guinevere Angles (Older Sister, 23), Giselle Angles (Older Sister, 25) Age: 17 (DoB: February 12, 2000) Gender: Male Ethnicity: French-American Height: 6"0 Weight: 190 lbs. Eyes: Green/Blue Hair: Pale Blonde/Honey Blonde Leon is a somewhat wiry young man who is neither muscled nor overweight. His posture is proper, and though somewhat clumsy at times his general gait is quiet and controlled. His hair is feathery and mid neck length, with long wavy bangs that at times obscure his eyes. Due to his enjoyment of indoor activities, his complexion is somewhat pail. His eyes are generally cloudy, but brighten when something catches his interest. In general, he always looks somewhat tired. His clothing is based on practicality and is generally low-key. Gallant's most notable features are his omnipresent grin, and the golden aura that surrounds him. In general, he appears older than Leon, more a man in his early twenties than a teenager. The aura seems to brighten him instantly, and makes features such as his hair a far more honey rich gold. Unlike Leon, Gallant possesses a lithe, runner build of toned muscle. His eyes are a vibrant, almost glowing blue. If one looked past the aura, his complexion would still seem slightly pale, though less so than Leon. Gallant's posture is straight and confident, and he is always looking about and moving. The Gallant costume consists of a black tunic and pants, brown boots, a white and gold trimmed overcoat, black gloves, and a red sash around the neck and shoulders. The mask is a white and gold plated half-mask, designed to resemble a lion's upper jaw and face. It stops at his hairline. Gallant's sword is a medium sized silver broadsword that seems to swirl with the same aura he possesses. It appears to be made of a metal that resembles bronze in coloration. It's scabbard is brown, with a single red ruby at it's base, and hangs at his hip. Power Descriptions Leon has no powers of his own. When Leon falls unconscious (Sleep, knocked unconscious, etc.) the spirits inside of him surface and grant him power. As Gallant, Leon's body is granted greatly increased strength, speed, constitution, and charisma. As well, he summons a mighty blade, though not the skill with which to wield it. The golden aura that surrounds Gallant can be channeled internally to mend himself. Depending on which spirit is steering Gallant, he shifts tactics, though in general he is a bold melee attacker. Gallant is enhanced with magic, and thus all of his abilities fall under that descriptor. History Leon was born in Portland, Oregon, and lived for time with the rest of his family in a well sized seaside home. His father Oscar was over a decade his mother's senior, though despite the claims of some, the two seemed to have genuine love for the other. His father had in his prime been a successful stock-broker in wall-street and therefore had retired in luxury, capable of providing for his family as needed. Despite this, Leon's parents were somewhat withdrawn form their children, as was their nature. Though they often teased him, Leon and his sisters got along well. Giselle was outgoing and emotional, and enjoyed meeting new people, though she also had a tendency to pick bad friends. Guinevere was more focused on athletics and sports, but she adored her sister and followed everywhere she went. Leon, by contrast, liked to stay indoors, having always been a somewhat introverted youth, and, unlike his sisters, he was home-schooled. His favorite activities were reading and watching films, his favorites in the mediums being the Arthurian based, knightly tales of heroics and valor. Eventually, the combination of living in a small town, with a set of reserved and quiet parents, resulted in Giselle drifting off to greener pastures, the big city. Guinevere followed soon after. Leon was, however, happy to stay in his home town. Initially, his sisters sent frequent messages and updates, and Leon knew his parents quietly appreciated them as he did. Slowly, however, the messages dried up. Though at first this was brushed off, by the time a year had passed with little to no new messages, worry set in. And so, a combination of concern and a growing wanderlust sent Leon to Freedom City. It didn't take long to discover the problem. In a rundown part of the city, in a dingy apartment building, he found them. They were concerned, panicked even, when he showed up. They had found something, one day, by chance. A location, a treasure map, and though they had memorized it's contents, per the owners request, it had been destroyed in a fire. Someone wanted what was on that map. And that someone was, as Leon discovered later that day, while lying face down with a black eye, a gang boss of some repute. He was told to stay quiet and follow directions when asked, just as his sisters did, lest someone get hurt. Over the following two months, feeling helpless and morose, Leon complied. One rainy, miserable night, several burly thugs came into Leon and his sisters shared apartment. Giselle had caved, finally, when he had been threatened in full. The family was brought along, captive, by the gang on a small boat to a small off-coast island. When they reach shore, Leon and the thugs were made to dig. And dig they did, as the rain and cold wallowed around them in the mud and dirt. A shovel hit rock. The rain washed away the muck, and it was revealed. A large, stone structure. Leon was pulled aside, and he was briefed. A weapons cash had been hidden away in the large structure, a very valuable one at that. But it was trapped, and they needed someone expendable... Shoved into the dank, musty rock structure alone with but a flashlight for defense, Leon could't help the shiver that ran down his spine. The inside was as stone as the exterior, filled with odd statues and carvings. Walking slowly and cautiously through the winding halls and tunnels of the structure, turning down into the earth. Leon came to a fork. Before he could investigate the paths, his foot caught on something. Hearing the click that resounded through the hall, Leon moved. He stumbled down a random hall as the sound of a gunshot rang out behind him. He ran, ran until he felt the dull thud of granite on his face. A dead end. He recovered quickly, but it didn't matter. He could hear footsteps echo out from farther in. He'd been inside for too long. They were going to find him and kill him, kill his sisters! He was too weak, too, pathetic, he was-it was too much. With a cry he struck the wall, in frustration, in anger, again and again. He kept going, as the steps got closer, until, finally he heard a small click. He had no time to react as the floor dropped out from under him. His back hit soft dirt, and the trapdoor shut silently. The cavern was dark, save for a small, golden light that permeated from the center of the room. All around, more strange statues stood. With no other option, Leon moved closer. The light was coming out from coffin like structure, a tomb of some sort. On it's lid was a figure robed in heavy armor, both hands clutching a sword. With a small push, the lid gave and fell the floor, the golden light now shining furiously. Inside, a broken skeleton lay, clutching a scabbard containing a glowing, golden sword. After his initial revulsion passed, Leon felt a strange sensation. It was as if the sword was humming, calling to him... The instant he touched the pommel, the glow spread from the sword to him, and he could see no more. All there was around him was darkness, and voices. Three voices, chaotic, asking for a deal, a bargain, a purpose. His tried his best to wade through the sounds and give his own, but they were fragmented. Hero..save...protect...stop... A voice resounded. "We can work with that." It was blurry after that. A flash of laughter, a fight, a shocked gang boss. His sisters looked in awe, he restrained the criminals, and then, a..boat? With a jerk, he awoke. He looked about the boat, confused. His sisters would later tell him how brave he was, how amazing. They were proud, what would he do with this power? As several voices rang about his head almost silently, Leon couldn't help but feel overwhelmed. Personality & Motivation Leon is a soft spoken young man, with somewhat low self esteem. If you ignite his interest he can be quite passionate. These interests include literature and music. In general, he is kind and helpful, and at times has been derided by others as a pushover. Though he tries to be friendly and optimistic, it is at times difficult, as he suffers from mild mood swings into apathy and depression. Leon is somewhat nervous about his time as Gallant, though as long as he continues to do good is willing to be the vessel for the spirits. Gallant is joyful and boisterous, and is a seemingly uncontrollable chaotic young man. He may be boasting of his prowess one second, and the next be off on his next adventure. Gallant loves heroics and adventure, talking about heroics and adventure, and seemingly not much else. Despite this, Gallant does have a set of morals that he believes in, based upon helping others in need and other heroic, knightly conducts. Gallant seems somewhat shy when under scrutiny, avoids self-reflection, and strangely, mirrors. In truth, Gallant is simply Leon's sleepwalking body being steered around by spirits, his consciousness off in the corner of his mind, though at times it may leak through. Like Leon, Gallant suffers from mood swings, of a sort. In this case, however, it is actually his behavior shifting depending on which spirit is currently steering him. Complications Possessed Hero: Gallant is steered by three powerful spirits that possess Leon's body when he is unconscious. The spirits are in semi-flux, and who is the main driver changes occasionally. Heroic: Gallant must be heroic, no matter the cost. He must spare the villain, he must save the civilian in distress. Even if he knows it is a trap, he must make the attempt. It's in the very nature of Gallant as a unique entity, regardless of which spirit is steering him. If what is considered heroic in a situation is murky, things can get hectic in Gallant's head quickly. Secret Identity: Leon has two secrets to keep. The fact that he is (technically) Gallant, and the fact that he is host to three spirits of unknown origin who are actually Gallant. Relationship: Giselle and Guinevere (Sisters). Abilities STR: +10/0 (30/10) DEX: +1 (12) CON: +10/0 (30/10) INT: +1 (12) WIS: +2 (14) CHA: +10/0 (30/10) Saves Tough: +15 (+10 Con, +5 Protection) Fort: +10 (+10 Con) Ref: +5 (+1 Dex, +4) Will: +8 (+2 Wis, +6) Combat Initiative +5Attack +4, +8 (melee)Grapple +16/20Defense +6, +3 flat-footedKnockback -10.5 Skills Bluff 15 (+29/+19) [+4 Attractive] Diplomacy 10 (+24/+14) [+4 Attractive] Gather Information 10 (+20/+10) Knowledge (Art) 5 (+5) Language 1 (English[Native], French) Notice 8 (+10) Sense Motive 8 (+10) Feats Accurate Attack Attack Focus (Melee) 4 Attractive Beginner's Luck Distract (Bluff) Fearless Improved Critical Improved Initiative Improved Throw Improved Trip Interpose Instant Up Luck 1 Quick Draw Quick Change Stunning Attack Take-down Attack Taunt Uncanny Dodge (Auditory) Powers Gallant Sword (Device 2) (Hard to lose) -Gallant Sword (Strike 4) (DC 29, Feats: Improved Critical (Gallant Sword (Strike 4)); Mighty) (Extra: Penetrating) Enhanced Constitution 20 (+20 CON) Enhanced Strength 20 (+20 STR) Enhanced Charisma 20 (+20 CHA) Protection 4 (+4 Toughness; Impervious [6 extra ranks]) Speed 3 (50 MPH) Chi [Healing] 5 (Flaws: Personal) Drawbacks Spirit Possession: [Involuntary Transformation, Normal Identity] (8PP) Leon only becomes Gallant when he falls unconscious, and likewise Gallant reverts back the same way. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage (Physical, Bludgeoning) Gallant Blade Touch DC 29 Toughness Damage (Physical, Slashing) Totals: Abilities (8) + Combat (20) + Saving Throws (10) + Skills (14[58 ranks]) + Feats (22) + Powers (84) - Drawbacks (8) = 150/150 Power Points ----------- So, didn't know if I should put this with the complication or what. My new idea for it was that at the start of every thread I do a personal roll to determine which spirit is dominate in general. And then, like was suggested, if a GM requested me to switch I could do so.
  13. Kid Kamehameha Power Level: 7 (105/116PP) Unspent Power Points: 11 Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness In Brief: A new champion of the Hawaiian Gods in Emerald City Catchphrase: Theme: Alternate Identity: Kimo Kahananui Birthplace: Lahaina, Hawaii Residence: Emerald City University Dorms Occupation: Student at Emerald City University Affiliations: Family: Father: officer Kelui Kahananui, mother Lily Kahananui Description: Age: 18 (DoB: Year 1999) Apparent Age: 18 Gender: Male Ethnicity: Hawaiian Height: 5’9” Weight: 125 lbs Eyes: Brown Hair: Black Kimo is a thin young man with brown skin and eyes. His entire torso up to the collarbones is covered in Polynesian tattoos. His upper left arm is also covered in the same black tattoos. He tends to wear t-shirts and jeans. His choice of footwear would be flip flops. While in costume as Kid Kamehameha he wears a golden helmet in the traditional Hawaiian style. He also goes entirely bare chested when he goes into battle. He wears a mantle of red feathers as well, though he sometimes sheds this in battle. From the waist down he wears a skirt of grass, feathers, and red fabric. History: Kimo was born a totally average child. He grew up in Lahaina while his father was a cop on the anti-meta task force. While Kimo grew up he was picked on by the kids of the metas that his father put away. Most of these kids were normal, but one of the more vicious bullies was. A paragon in the making, he would consistently harass most of the students and Kimo specifically. One day while being picked on by this meta, Kimo pushed back. He was beaten down into the ground. Literally. Yet, he was saved. Not by his father, but by a man on a motorcycle with a mace. The man revealed himself to be the avatar of Ku, god of war. Ku took Kimo to Hunamoku. He trained Kimo to fight in the Hawaiian art of Lua. Not wanting Ku to have another champion on Earth, many of the gods lent him power. Pele gave him strength. Laka gave him agility and speed. Lono grant him fortitude and healing powers. Kanaloa gave him clarity of mind and increased intellect. Puenui enhanced his senses, HIna gave him her charm. He became their weapon, capable of channeling each god one at a time. Ku then took kimo back to Lahaina where he fought the meta in the crater of Haleakala. The two swapped blows, but Kimo’s new and versatile magic powers made him the far better fighter. Kimo struck his opponent down and Ku granted him a new name, Kid Kamehameha. Personality & Motivation: Kid Kamehameha has been tasked by the gods to stand where others cannot and to fight for those who cannot. He fights when he has to, preferring to use his powers to settle matters peacefully, however he is a warrior. He will use his abilities to protect the innocent, from both the mundane and the occult. Powers & Tactics: Kid Kamehameha fights first with brute strength. He prefers to use debilitating strikes and dislocations when and where he can. His skill in Lua allows him to close in, and his personal style makes use of his enhanced strength and light weight. When outnumbered by easily beatable enemies he will often simply throw them into one another. When he encounters enemies who are physically tougher than he can dish out, he tends to switch over to using his mental blasts or mind control. When he uses his speed powers he prefers to use hit and run tactics. When he fights alongside others he rounds out the team. Often times this means that he will be using his powers from Lono and healing. Power Descriptions: When he channels the divine power his tattoos glow different colors: Red for Pele, Orange for Laka, Green for Lono, Blue for Kanaloa, yellow for Puenui, silver for Hina. All his powers are divine in origin. Complications: Champion of the gods: Kid Kamehameha is beholden to the will of the gods of old Hawaii. He must serve their will from time to time and act on their agenda. There is also very little in terms of two way communications. So he has no idea if he is being heard. New to the Powers: Kid Kamehameha has not had his powers very long. He is still honestly afraid of some of them. Can’t Stand a Bully: Years of being picked on have made Kimo very angry with bullies, especially metahuman ones. He tends to go out of his way to humiliate them. Always Another Lesson: Ku has decided to continue to train Kamehameha. He will often put him to the test and force him to adapt. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10/28 (+0/+9) Dexterity: 10/20 (+0/+5) Constitution: 10 (+0) Intelligence: 10/20 (+0/+5) Wisdom: 10/20 (+0/+5) Charisma: 10/20 (+0/+5) Combat: 10 + 10 = 20 PP Initiative: +0/+5 Attack: +5 Melee, +5 Ranged Defense: +5, +3 Flat-Footed Grapple: +0/ +22 Knockback: -4/-9 Saving Throws: 5 + 5 + 5 = 15 PP Toughness: +9 (+0 Con, +9 protection) Fortitude: +5 (+0 Con, +5) Reflex: +5/ (+10 Enhanced Dexterity) (+0 Dex, +5) Will: +5/+10 (+0 Wis, +5) Skills: 32R = 8PP Bluff 7 (+7/+12) Diplomacy 7 (+7/+12) Gather Information 7 (+7/+12) Knowledge Arcane Lore 1 (+1/+6) Knowledge Tactics 1 (+1/+6) Knowledge Theology 1 (+1/+6) Perform 7 Dance [Hula] (+7/+12) Search 1 (+1/+6) Feats: 7 PP Defensive attack Improved grab Improved trip Jack of All Trades Move by Action Takedown Attack 2 Powers: 55 = 55 PP Divine Power Array 25 (50 PP array, alternate power 5, Complication; Must be able to speak to change power set) [55 PP] (Divine, Magic, Mana) Base Power: Enhanced Strength 18 and Leaping 4 and Protection 9 and Super Strength 8 (Power of Pele, Feats; Ground strike, Shockwave, Thunderclap) {50/50} Alternate Power: Enhanced Dexterity 10 and Protection 9 and Quickness 10 and Speed 10 and Strike 9 (Agility of Laka) {48/50} Alternate Power: Protection 9 (extras; Impenetrable) and Healing 10 (Healing of Lono, extras; action) {48/50} Alternate Power: Blast 9 (Mind of Kanaloa, Alternate save: Will save) and Enhanced Feat: Skill Mastery (Knowledge Arcane Lore, Tactics, Theology, Search) and Enhanced Intelligence 10 and Protection 9 {47/50} Alternate Power: Enhanced Wisdom 10 and Impervious Will 10 and Mind Reading 7 and Protection 9 and Super Senses 11 (Perception of Puenui, Detect Magic, Dark vision, Radius (Vision), Tracking, X-ray vision (Gold blocks)) {47/50} Alternate Power: Enhanced Charisma 10 and Enhanced Feat: Skill Mastery (Bluff, Diplomacy, Gather information, Perform Hula) and Mind Control 7 (Charm of Hina, Extra; Subtle) and Protection 9 {43/50} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Enhanced Strength Touch DC 24 Toughness Damage Mind Blast Ranged DC 24 Will Damage Mind Control Perception DC 25 Will Mind Control Mind Reading Perception DC 25 Will Mind Reading Strike Touch DC 24 Toughness Damage Totals: Abilities (0) + Combat (20) + Saving Throws (15) + Skills (8) + Feats (7) + Powers (55) - = 105/115 Power Points
  14. Greasy Gear Power Level: 10 (150/155PP) Unspent Power Points: 5 Trade-Offs: -5 defense/+5 toughness, -2 attack/+2 damage In Brief: A four armed time and space traveling gunsmith who is running from his past. Catchphrase: My Past is my business Theme: Alternate Identity: Emperor of Terror Xor'cran Zemer'ker'fren Xax'lec'kian, High Weapon Artist, Lord Smith of The Grand Rel Imperium, Forger of: the Hammer of Infinty, The Spear of Unending Terror, the Cannonade of Destiny and a Thousand other Beautiful and Unspeakable Bringers of Death. Birthplace: Xobron Residence: Space Base of Operations: Space Occupation: Bounty hunter/wandering vagabond (Formerly weapon maker and artist) Affiliations: Rel Imperium, Formerly. Family: None. Description: Age: 275 (DoB:, 2175]) Apparent Age: Stopped aging at 123 years old, or early adulthood. Gender: Male Ethnicity: Green Xobron Weight: 250 lbs Eyes: Orange Hair: Green Greasy Gear is a Green Xobron, four armed and three tailed creatures from deep space. He has four very powerful arms sprouting from a large stocky frame. His face is simian like, with his two orange eyes often behind his blue goggles. He is tough, muscled and fairly attractive. His tail is long and lithe, with golden rings on the end. He doesn't want to talk about this. History: Through time and space, in the right circles one name carries fear and respect: Xor’cran. Weapons of that name carry a connotation of quality and beauty. Across the multiverse there are weapons with the Mark of Xor’cran. They have been used to change history. A Xobron is born with one syllable. He or she must earn every last syllable. Xor was no different. He was thirteen when he earned his second syllable and became a full-fledged member of his house by passing the trial of the forge. At the age of thirty Xor Xax witnessed a crime committed with future weapons. The authorities put it away quietly, but Xor Xax saw something. He saw beauty in death, and he saw his ticket to greatness. Over the next few years he worked his way into a criminal organization. He earned new names and a new reputation. He was one of the greatest weapon smiths in the game. A veritable artist. Eventually he encountered a wounded time master and killed him. He took the time master's gear and reverse engineered it. He then went back in time and prevented the officer's murder, while handing the new time travel materials to his younger self. After that: Chaos. He committed crimes across time and eventually the multiverse in the name of profit. He killed a few people, but mostly he sold weapon art to the highest bidder. The blood of empires was on his hands. His own syndicate became known as the Rel Imperium. He was the Emperor of Terror. He was the High Weapon Artist. He was the Lord Smith of The Grand Rel Imperium. He was the Forger of: the Hammer of Infinty, The Spear of Unending Terror, the Cannonade of Destiny and a Thousand other Beautiful and Unspeakable Bringers of Death. He was all these things, until he wasn't. Some say he killed an innocent child. Some his lover. Some say he saw a world felled by his weapons. In any case, the Emperor of Terror simply vanished. Greasy Gear will tell anyone that he's been sailing across the multiverse for decades. He’s spent a pretty significant time on Earth-D-Pirate-1. That's all. He is just a bad guy doing good. He will not speak of his past, it is no one’s business. Personality & Motivation: Redemption. He wanders the multiverse doing good on any scale he can. Staying below the radar to avoid time cops, his gang, and rivals alike. He also needs money to eat, so he still gambles and bounty hunts across time and space. Powers & Tactics: Greasy Gear tends to resort to violence as a last resort. He tries to sneak about, and is decent at doing so. However when combat appears inevitable he has two strategies. He prefers to fight the common thug with his massive hammer. When he’s out numbered or the enemy draws large weapons he tends to get to cover and open up with his four acoustic disruptors. Big and powerful targets will often find themselves the focus of him firing all four of his weapons in an all-out blast. Power Descriptions: Gear uses four glowing blue disruptor pistols that emit glowing blue energy beams when they fire. They make a “FWAZZIP!” noise when they fire. His Hammer is almost six feet long and he uses all four hands when he uses it. He prefers wide sweeping strikes when he attacks. Complications: Legacy of Death: Across the multiverse, he was sown and reaped death. He has sold to the worst of the worst and had no cares for who was hurt by that. Now he does and he is haunted by the fact that history and the future will only know him as a villain. Emperor of Terror: Gear sowed terror and horror across the multiverse and his face in some worlds is still one that will get him killed if he isn’t careful. His reign was across time, past and future, meaning that the multiverse will never know him as a hero. High Weapon Artist: His weapons are prized and deadly, and despite his shame he still feels pride over each piece he made. As foolish as it seems he would rather collect his old weapons and lock them away than to destroy them. His weapons usually use sonic energy or vibrations which are both the traditional weapons and vulnerabilities of his people. When did you meet me?: Because of his time travel, he may meet people who he wronged in his old life. Or he may meet people who he or his weapons killed but haven’t died yet. Wanted Man: The Time Masters are after him for selling anachronistic weapons across time. This can definitely be a plot hook. Abilities: 0 + 8 + 8 + 10 + 0 - 2 = 24PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 16 + 10 = 26 PP Initiative: +4 Attack: +8 Melee, +8 Ranged, +8 base Defense: +5, +3 Base, +3 Flat-Footed Grapple: +8 Knockback: -10 Saving Throws: 3 + 2 + 4 = 9 PP Toughness: +15 (+4 Con, +11 Protection) [+5 Impervious] Fortitude: +7 (4 Con, +3) Reflex: +6 (+4 Dex, +2) Will: +4 (+0 Wis, +4) Skills: 44R = 11PP Computers 8 (+13, Skill Mastery) Craft (Electronic) 8 (+ 13, Skill Mastery) Disable Device 8 (+13, Skill Mastery) Knowledge Technology 8 (+13, Skill Mastery) Knowledge History 4 (+9) Language 4 (Lor, English, Grue, Pirate, Native: Galstandard) Stealth 4 (+ 8) Feats: 4 PP All Out Attack Improvised tools Inventor Skill mastery (Computers, Craft (Electronic), Disable Device, Knowledge (Technology)) Powers: 35 + 29 + 15 = 79 PP Container 7 (Xobron Physiology, Extra; Duration: [Permanent]) [35 PP] (Alien, Genetic) Additional limbs 3 (5 limbs; 2 extra arms and three tails) [3PP] Immunity 10 (Life support, Aging) [10 PP] Protection 6 (Tough skin) [6PP] Protection 5 (Impenetrable skin, Extras: Impervious) [10 PP] Super movement 3 (Wall crawl 2, Sure-footed) [6PP] Device 8 (Futuristic Weapons, 40 PP container, Feats; Multiweapon 5, Flaws; easy to lose) [29 PP] (Tech) Future Weapons Array 19: (38 PP Array, Feats; Alternate power 2) [40 PP] Base Power: Blast 12 (Acoustic disruptors, Extras; Autofire, Complications: Power loss: 3 ranks of Blast and 1 rank of split for each blaster disarmed, Feats; Split attack 2) {38/38 PP} (Sonic, tech) Alternate Power: Blast 10 (Plasma grenades, Extras; Area: Burst, Feats; Accurate) {31/38} Alternate Power: Strike 12 (Hammer of Sorrow, Extras; Autofire, Penetrating) {36/38 PP} (Sonic, tech) Device 5 (Cosmic Cycle, 25 PP container, Easy to lose) [15 PP] (Tech) Flight 10 (10,000 mph) [20 PP] Super Movement 3 (Temporal Travel 3, Flaws; unreliable 1/day -1 PP/rank) [3PP] Super Movement 1 (Space travel, almost light speed) [2PP] Drawbacks 3PP Vulnerability (Vibration, Frequency: Uncommon, Intensity: Major, -3PP) DC Block ATTACK RANGE SAVE EFFECT Acoustic pistols Ranged DC 27 Toughness Damage Hammer Touch DC 27 Toughness Damage Plasma Grenade Ranged DC 25 Toughness Damage Totals Abilities 24 + Combat 26 + Saves 9 + Skills 11/44 + Feats 4 + Powers 79 - Drawbacks 3 = (150/155PP)
  15. Player Name: Moira Morley Character Name: Scion Power Level: 10 (150/181PP) Tradeoffs: -2 attack, +2 effect; -2 defense, +2 toughness Unspent Power Points: 31 In Brief: (originally) A earthbound goddess tries to be a hero. (now) The prodigal daughter returns. Residence: Freedom City, New Jersey. Base of Operations: None Catchphrase: None Alternate Identity: Edone (birth name), Moira Morley (mortal name), Divine (former heroic code name) Identity: Public Birthplace: Mount Olympus Occupation: Hostess and part owner of Morley's Pub Affiliations: Aphrodite, Apollo, Ares, Dionysus Family: Aphrodite (mother), Ares (father), other Olympians (by default, you know its a big messed up tree), Sean Morley (mortal parent, 55) Age: 28 (born: March 14, 1988) Apparent Age: between 19 and 21 Gender: Female Ethnicity: Olympian Height: 5 foot 5 inches (1.65 meters) Weight: 125 pounds (57 kilograms) Eyes: green (yellow when using golden bracer) Hair: dark red (with golden strands some times) Moira stands with authority, being an average size, her perfect hourglass figure is noticeable. Her skin is soft, but her muscle is toned, she didn't just party up there on Olympus, she trained her body into a golden ratio. She has a light olive complexion, withe a small dusting of freckles on her shoulder. While not actively searching, she keeps her eyes at ease, not closed but a softer look. Her hair is straight and short enough to cover her neck and full enough to run hands through. Sometimes Aphrodite likes to hide golden strands among them. She always smiles wide with full lips and white teeth. Her face is round and soft, again, hiding light freckles. She has a tattoo of the sun on the back of her neck, courtesy of the sun god, Apollo, himself, which read 'Omorfia Mou' (my beauty). She has a golden chain given to her by Sean for her tenth birthday that she only takes off to clean. She disdains shoes, prefering to go barefoot if she can, but a pair of brown sandals when she needs to. Her favorite casual clothes are tight jeans that show off her hips and a tshirt with either a local band or hero's logo (gotta rep the smaller guys!). The golden bracer given to her by the gods is simple and undorned, it wraps around her right lower arm Her costume is an ankle length sleeveless layered dress, a pair of golden strap sandal and a golden laurel in her hair. The dress has many colors - white, black, red, purple - but only one at a time. There's not a pattern she's divined. Power Descriptions When using the golden bracer given to her by the Olympians, her outline is a soft yellow and her eye color turns yellow. Depending on which god she's channeling, her attitude might change. Aphrodite might make her a little lovesick with the people she interacts with. Ares might make her super confrontational. Apollo will put her mind on a myriad of projects and other things she hasn't finished. Dionysus will spam her mind with junk ads. The Olympian Fighting style was taught to her by Ares. It focuses on getting her opponent to the ground and pounding them in vital and or soft places. Olympian Immortality and Strength don't have descriptions other than what they do. She can run faster, jump higher, lift more. She's not susceptable to mortal diseases, poison or the ravages of heat and cold. She hasn't aged a day in almost 10 years. If she were to die, she's pop back up in the Elysian Fields 24 hours later, able to walk out and back to the mortal realm. History Moira was born on Mount Olympus as Edone, goddess of hedonistic pursuits. Ares and Aphrodite had a fling, like they always do, but a child was conceived of the tryst. Hephaestus had had enough of his unfaithful wife and wanted something to show for it. Eris, unloved of all Olympus, seized the opportunity to whisper a truly wicked plot in Hephaestus's mind. It involved giving Aphrodite an apple. The apple was dipped in the River Styx. When Aphrodite ate the apple, it would not affect her, but the unborn child, stripping away it's godly essence. It was delivered by an underworld nymph, who was to lie and say it was a gift from Persephone for the new babe. Aphrodite accepted the gift and gobbled it up, unknowing of the fruit's real power. When Edone was born she was healthy and happy, but the most noticeable thing was that she had no god soul. Like she was a normal Olympian, but nothing about her was deific. Aphrodite called upon Hera to make heads or tails of this treachery. She saw the child was cursed. That someone had stolen the essence before she was born. Eris, unloved of all Olympus, revealed herself as the underworld nymph who gave the apple to Aphrodite and was only able to act through Hephaestus. Ares was displeased with all of this and went to pay Hephaestus a visit. Eris disappeared. That left Hera and Aphrodite. Hera cared not for this scheme, but Aphrodite received scorn for having the child in the first place. Hera looked after marriages. Instead of having the babe live among minor gods away from Olympus, she sent word to the mortal realm. To some of her most faithful followers. A priest of the faith, Sean Morley, jumped at the chance to raise the child of the goddess. Aphrodite saw into his heart and he knew he was true. With some work throughs, Sean took custody of the baby, naming her Moira, as it seemed it was fate. Sean raised Moira with special care, giving her the utmost attention and love, as a true parent would. He also taught her the ways of the faith, so when her parents revealed them selves to her, it wouldn't seem too weird. Moira took after her mother and father in personality. She loved almost everything, but she knew when there were times that love had to be tough. Those situations were few and far between. She was quick to make friends and even quicker to lose enemies. Growing up within arms reach of her mortal father, she made aunts, uncles, and cousins at the temple. She even got her first job at Morley's pub - Sean's familial business - as a waitress and eventually a bartender. Her jovial and light demeanor kept business coming. On her 21st birthday, Aphrodite began giving Moira visions. Moira knew of the goddess through readings and such, but had never had a divine intervention. Aphrodite told her that she was her child and of the sordid complications of her birth. Also, there was a gift for her. A golden liquid made of divinity. It wouldn't do it right away, but it would restore her to full power. Though when she was done, she would have to come back to Olympus as Edone and shedding Moira. At the time Moira thought this was a great idea. Another upside of the liquid was that it gave her part of her deific powers back. She could be a superhero if she wanted! And that she did, for a time. It wasn't four color and she wasn't quite proactive, but she mingled within the hero and villain community. Taking the name Divine, she put herself on the side of angels, but definitely wasn't a four color hero. Though she made friends on both sides of the coin. Heroes led to the Knights of Freedom (which, while good, was short lived). She even had a short fling with Captain Knievel (before she found out what he really was). She found the truest form of love in a woman went by the name Angel (Angel Marks). True friendship in Stesha/Fleur de Joie. But those two years passed by like nothing. By the time she was back to full power she remembered nothing. and was back on Olympus. What happened on Olympus stayed on Olympus. She made friends with Dionysus. She and Apollo fell in emphatic love. She, Ares and Aphrodite shared familial love. And she genuinely enjoyed herself. Six years passed with epic times had by all. But by the end of it, she was tired. Unfulfilled. And nostalgic of her true home. After thinking about it for a while and a long talk with her her closest friends and family on Olympus, she chose to forgo her godhood and leave Olympus. Zeus zapped her and she was on her way out the door when she was met by her friends and family. They had a gift It wasn't godhood, but something she could use on Earth. A golden bracer that could channel their power from Aphrodite, Ares, Apollo and Dionysus. Also the ability to talk with the group back and forth. She thanked them and started her new journey. Personality and Motivation Moira has a light-hearted spirit that seems like she's always having fun, even when in danger! Though she can be serious, no one really likes her serious side. It's more of her deific father showing through. It's short and mean and no nonsense. It wants to get things done. Luckily, she rarely indulges her serious side. Moira's back for her friends and family, because while having fun is fine, its nothing without anyone with you! She also sees this as a chance to show she can be a hero and not just a powerful person. Complications Easily Distracted: Things of beauty are likely to pull her off course, be it a painting or a person. Enemy: Eris plays the long game. She's not done with Edone/Moira yet. She may play on Hephaestus's feelings too to get him to lash out. Also Hades but he can't do anything directly (can he?) Identity: While she does have a stylish costume and a code name, her 'normal' life and her heroic life are not separate. Relationship: Sean, her mortal father. Responsibility: She has a job at Morley's pub. Responsibility: There are followers of the faith who may defer to her for advice. Abilities 15 + 4 + 10 + 0 + 4 + 14 = 47pp Strength 25 (+7) Dexterity 14 (+2) Constitution 20 (+5) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 24 (+7) Combat 6 + 6 = 12pp Initiative +2 Attack +3, +8 (melee) Grapple +18 (7 strength, 8 melee, 3 super-strength) Defense +8 (3 base, 5 dodge focus), +2 flat-footed Knockback -6 Saving Throws 5 + 5 + 5 = 15pp Toughness +12 (5 con, 7 protection) Fortitude +10 (5 con, 5 save) Reflex +7 (2 dex, 5 save) Will +7 (2 wis, 5 save) Skills 32 ranks = 8pp Bluff 5 (+12, +20 Attractive) Diplomacy 5 (+12, +20 Attractive) Gather Information 3 (+10) Knowledge (theology and philosophy) 5 (+5) Language 2 (English [native], Greek, Spanish) Notice 3 (+5) Perform (dance) 3 (+10) Perform (sing) 3 (+10) Sense Motive 3 (+5) Feats 16pp Attack Focus (melee) 5 Attractive 2 Distract (Bluff) Dodge Focus 5 Fascinate 2 (Perform [sing, dance]) Taunt Powers 17 + 11 + 14 + 10 = 52pp Golden Bracer: Device 4 (1+7+12=20/20 device points, hard to lose, Power Feats: Restricted [Olympian Heritage]) [17pp] Costume: Feature 1 (can change clothes to costume and back as a free action) [1dp] Divine Calling [2+5=7dp] Enhanced Feats 2 (Benefit [directed inspiration], Connected) Super-Senses 4 (Connection Link 4 [Aphrodite, Apollo, Ares, Dionysus; Power Feats: Dimensional]) Divine Channeling: Variable 2 (10 points of multiple powers of the divine descriptor) [12dp] Olympian Fighting Style (training descriptor) [9+2=11pp] Damage 5 (Power Feats: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning, piercing, slashing]) [9pp] .Enhanced Feats 2 (Improved Grab, Improved Grapple) [2pp] Olympian Immortality (biological descriptor) [5+7+2=14pp] Immunity 5 (aging, cold, disease, heat, poison) [5pp] Protection 7 [7pp] Regeneration 2 (Resurrection 2 [1/day]) [2pp] Olympian Strength (biological descriptor) [4+6=10pp] Powerful Strides (3 point array, Power Feats: Alternate Power 1) [4pp] Leaping 3 (x10) [3/3] Speed 3 (50MPH, 500ft move action) [3/3] Super-Strength 3 (Effective Strength 40, Light 1 ton, Medium 2 tons, Heavy 3 tons, Max 6 tons. Push/Drag 15 tons) [6pp] DC Block Unarmed Melee DC 22 Toughness Damage (Physical, Bludgeoning) Olympian Fighting Style Melee DC 27 Toughness Damage (Physical, Bludgeoning/Piercing/Slashing) Totals: Abilities (47) + Combat (12) + Saves (15) + Skills (8) + Feats (16) + Powers (52) = 150/181 Power Points
  16. In Brief: Huntress dresses like Moon Knight and learns kung-fu in K'un L'un to control the Daredevil powers she got from Captain America's super-serum. Player: Grumblefloof Character: Mister Strix Power Level: 13 (9) Tradeoffs: None Power Points: 193/196 Unspent Power Points: 3 Veteran Rewards: Bronze: Additional character slot at PL12/180PP (Mister Strix) Silver: 6PP of free Equipment ranks for Mister Strix, 9PP of Equipment/Minions/Sidekick unclaimed Gold: Unclaimed. Residence: A two-story townhouse with a modest exterior and a heavily renovated interior, located in the Hardwick Park neighborhood of Bedlam City. Base of Operations: The bunker hidden under his townhouse. Alternate Identity: Brian Marcus Brubaker Identity: Secret Birthplace: Bedlam City, Wisconsin, USA Occupation: Sculptor Affiliations: Shambala Temple (former student), The Labyrinth (DNAscent test subject) Family: Franklin "Frank" Brubaker (Father), Ann Miller-Brubaker (Mother, Deceased), David Brubaker (Older Brother), Joan Romita-Brubaker (Sister-In-Law), Samantha "Sammee" Brubaker-Mazzuchelli (Older Sister), Eduardo "Ed" Mazzuchelli (Brother-In-Law), Wade Brubaker (Younger Brother, Deceased), Alexandra "Alex" Nocenti (Ex-Girlfriend) Description Age: 26 (DoB: 1991) Apparent Age: 26 Gender: Male Ethnicity: Caucasian of mixed German and Irish descent Height: 6ft 3in Weight: 250 lbs. Eyes: None (Grey prosthetics) Hair: Blond The skin on the top half of his face is still heavily scarred from being lacerated and burned by jagged shards of superheated shrapnel. His hair and sunglasses hide most of the scars, but not all of them. He wears a set of acrylic prosthetic eyes which mimic his original grey eye color. When out in public in his civilian identity, his usual mode of dress is "business casual," and he wears the dark sunglasses and wields the white cane which universally mark him as a blind man. Were it not for his blindness, strangers might assume he was an NFL linebacker or a Hollywood stuntman. Power Description Thanks to the DNAscent process, all of Brian's physical abilities are just beyond the normal human range. His strength, endurance, agility, and reflexes are all slightly higher than what any normal person could achieve, and unlike athletes without super-powers, his body is optimized for all kinds of physical activity. Unlike a normal human, he could be the world's greatest weightlifter, sprinter, and marathon runner, all at once. All of Brian's non-visual senses absorb information with far greater detail and sensitivity than a normal human. He can hear a person's heartbeat from across the room, hear a tear sliding down their cheek, and feel the vibration through the floor when they take a step. He can rest a pretzel on his tongue and count exactly how many grains of salt are embedded into it. He can feel the weight of a pistol and know exactly how many bullets it contains. He can run his fingers along a page of text and "read" it by feeling the difference between the ink and the paper, or "view" a picture by feeling the differences between the colors of ink or paint. He can caress an object gently enough to feel any fingerprints left on it, without disturbing the prints, and he can perceive enough detail to compare them to other prints he's felt. His nose acts as a mobile gas chromatograph mass spectrometer, able to distinguish the chemical makeup of a substance by the smell of its molecular components. In essence, his hyper-keen senses make him a walking crime laboratory. His enhanced senses of hearing and touch also give him superhuman balance and physical coordination. Brian no longer has eyes, but his brain processes and interprets most of his enhanced sensory input visually. He can hear sound and feel vibration just as a normal human would, but he can also "see" it in his mind, with the sound waves of different frequencies and decibel levels appearing to him as lines of correspondingly different colors and sizes, coating and illuminating the objects around them. Scents appear in his mind's eye as translucent clouds of mist, in various colors and sizes, leaving trails he can follow. His sense of smell is acute enough to judge the distance between himself and its source, as a normal human could with sound. As he moves closer to the source of the scent, it becomes "brighter" and "louder" to him. The DNAscent process not only enhanced Brian's original senses, but provided a new one as well: Echolocation. His brain has been altered to include a disk similar to the "melon" of a whale or a dolphin's melon. This disk emits waves of high-frequency sound in all directions. Those ultra-sound waves bounce off of the objects around him, and then return to his ears. A fraction of a second later, his brain interprets the results and paints him a mental picture of his surroundings. This allows him to "see" in all directions at once, though he focuses on one roughly 90-degree field of "view" at a time, with the rest appearing as translucent overlays. This allows him to "see" just as a normal human would see in the visual light spectrum, only without color or fine detail. He would, for example, perceive the difference between the bricks and the grout of a wall, but he would not perceive chalk drawings or spraypaint on that wall. He can effectively "see" human faces, but he can't "look someone in the eye." The echolocation is far more advanced than that of any existing animals or technological devices. He can it echolocation "off," in a manner similar to how a human closes their eyes. While it is active, anyone capable of hearing ultra-sound can detect the waves emanating from his brain, and the echoes returning to his ears. History Brian Brubaker never saw the world clearly until the day he lost his eyes. "You can have anything you want, but you have to want it enough. With hard work, anything is possible. People get what they deserve." Frank Brubaker made sure his sons lived by those words. He was a self-described "city college kid" who "pulled myself up from nothing by my own boot-straps." He grew up on Stark Hill, but when Stone Ridge opened, he was one of the first people to move in. With his money, he could move anywhere, but he chose to stay in Bedlam and give back to his hometown. To hear him tell it, Bedlam City was full of poor people because they just didn't work hard enough. Ann Miller was a minimum-wage kid who hitched a ride out of the Shady Meadows trailer park as soon as she could pass for 18. She didn't mind if Frank slapped her around a bit, as long as he did it less than her parents did, and as long as he was going places. They were both young and hungry, willing to do whatever it took to get ahead. By the time their first child was born, Brubaker Imports was well on its way to becoming one of the country's most profitable shipping empires, moving just about anything that needed moving to just about anywhere in the world. Their kids went to private schools. But Frank always stressed the importance of hard work, often with the back of his hand. His kids weren't going to have a free ride. They were going to work for everything they had, just like he had. Despite the abuse, Brian idolized his father, and spent every waking moment desperately trying to earn his approval. He got near perfect grades, tried out for every sport, auditioned for every play, took after-school jobs and summer internships. Brian was 19, home for a visit from his sophomore year at Freedom City University, the day he saw his family for the last time. His mother and his little brother Wade were already waiting in the limo. Brian was walking down the driveway when the driver turned the key. His father had just made it through the front door. The ignition switch set off a car bomb. Ann and Wade were blown to pieces. Brian was blown across the driveway. Shrapnel shredded the front of his tuxedo. His face was a mess of steaming metal. Frank's jacket got dirty. Brian woke up in the hospital to his father's voice, telling him that he was going to fix everything. He'd only been there a couple of days when his father told him he was being moved to a "private clinic." Brian didn't know why the new nurse sedated him. He was kept in an induced coma, but he could still hear the people around him. As the "treatments" progressed, he could hear them louder, more clearly, from further away. He heard things he was never meant to hear, like why his father took so many "business trips" to Freedom City. Frank Brubaker's life was a lie. When recounting his family history, he would neglect to mention that his grandfather was none other than the infamous Hans Graumach, also known as Die Eule of the Nazi superteam Die Ubersoldaten. In Frank's case, the apple didn't fall far from the tree. If he had told his sons the truth, then their words to live by would have been a different quote: "In devastation, there is opportunity. When there is blood in the streets, buy property." The car bomb was meant for Frank, a "gift" from one of his "business rivals." The Brubaker fortune didn't come from moving freight. It came from smuggling and human trafficking, on an industrial scale, and it got a big boost from new "friends" in Freedom City. Ann and Frank had enough Irish blood between them to join the local Bedlam syndicate in Stark Hill, but once the Italians absorbed it, they knew they'd never rise to the top, at least not out in the open. They needed outside help, secret help. Frank and Ann's operation was built during the tail end of the Franklin Moore era and the aftermath of the Terminus Invasion. With a period of low superhero presence in town, and the sudden death and destruction of so many Freedom City citizens and their properties (legitimate businesses and mob fronts alike), The Labyrinth and its front syndicates were able to quietly expand. One of the fronts they expanded into was Bedlam City, where there has never been a shortage of vulnerable and desperate people, or men of means looking to take advantage of them. Years later, the Labyrinth would wind up owning the legitimate city government as well, but they started with the black markets. Brubaker Imports is a subsidiary of Delphic Industries, which is in turn owned and operated by Constantine Urallos, part of the inner circle of Taurus. Most of the trafficked victims are sold to sweatshops or domestic slavery. Some are given to The Labyrinth directly, to become test subjects for the DNAscent process. Frank knows he's a part of something bigger than the crime syndicates he pays lip service and a small cut to, but he has no idea of the true scope of Taurus's evil. When Brian lost his eyes, Frank called in a favor. He didn't want Brian to become a brainwashed super-thug. He just wanted to give his only surviving son his eyes back. He didn't bother to get Brian's consent before letting the Labyrinth's mad scientists play with him. As far as the Labyrinth scientists were aware, the treatment failed. Brian's body was enhanced to just past the peak physical condition for a normal human, but his eyes had failed to regenerate. Brian had heard enough during the treatments to know he should keep the unintended side-effects to himself. He didn't tell anyone about how all his other senses had been enhanced, or how he now possessed a natural sonar that would be the envy of every navy on Earth. The DNAscent process didn't restore what he'd lost, but it boosted everything he had left. He knew that he would need to keep his cards close to his chest if he were ever going to be able to use his new gifts to dismantle the horrific empire his father had built on a foundation of blood and human misery. He was quiet and distant after his "recovery." His father, never the most emotionally available man himself, didn't press the issue. Frank was consumed with guilt, a foreign sensation to him. When Brian decided he wanted to "study abroad," Frank didn't try to stop him. But the boarding school for the blind in Spain returned Brian's tuition cheque to Frank, un-cashed. He had never shown up. Frank had secretly sent bodyguards overseas with Brian to watch his back discreetly, but Brian gave them the slip. His trust fund account sat untouched. One day, Brian Brubaker just vanished off the face of the Earth. He wandered through Europe and Asia for a time, learning anything he could get people to teach him, before he found himself chasing the legend of Shambala Vale, scaling the mountain peaks, and finding refuge among the ancient order of monks. They taught him how to master his new senses, and how to temper the worst of his rage. They gave him outlets for that rage. He took up sculpting. They instructed him in the original martial art from which all others descended. They helped to temper the worst of his rage. During one of his meditations, he observed a rat breaking into a container of stored rice, and an owl swooping down from the night sky to pluck that rat up off the ground. That incident became a symbol for him, and soon, it would become a symbol for his city. Seven years after he disappeared, Brian Brubaker quietly returned to Bedlam City. He spent a few months in Europe first, where the "intense, macabre, Giger-esque" works of the "mysterious, reclusive blind sculptor" became a darling of the art scene on both sides of the Atlantic Ocean. Then he bought (and renovated) a humble two-story townhouse in Hardwick Park, where he planned his mission to save his city. His father employed thugs, crooked cops, money-laundering accountants, coyotes and snakeheads, all vermin who preyed upon the innocent and the desperate. Brian would became a creature of the night who would rid his city of that vermin. He became Mister Strix. Personality Brian grew up as a mostly-happy son who suppressed his anger and idolized his abusive father. Now that idol has fallen farther than he ever thought possible, and that suppressed anger is coming back like a hurricane. The revelation of his father's true nature forced Brian to re-examine everything he ever thought he knew about himself and the world around him. Good things didn't always come to those who worked hard for them like he was always taught. In fact, more often than not, the worst things happened to the best people, while the worst people took advantage of them and laughed all the way to the bank. Even if you never give up, you can still lose. Those revelations, and the trauma of his injuries, lost family members, and subsequent transformation, left him bitter, cynical, and full of rage. Gaining the ability to know when most people are lying showed him just how often people lie, which eroded his faith in human nature even further. He hears everyone's dirty secrets, and he's overwhelmed by just how many dirty secrets everyone has. His time with the Shambala monks helped to soften that edge, but he still believes that justice only happens in the world when a righteous person forces it to. The monks showed him that the world can be a better place than it is, without vermin like his father gnawing at its foundations. But that vermin will feed, unless an owl comes along to eat them first. So much of the world he thought he knew is a dirty lie, that he's not even sure that world is worth saving. But he'll die before he stops trying to save the world, because it's his family, his people, who corrupt and destroy it. He owes the world his father's debt. These days, Brian enjoys solitude, partially as a result of his disillusionment and partially as a practical matter of his enhanced senses amplifying every outside stimulus. Just as everyone a speedster meets is the annoyingly slow customer in front of them in the ATM or checkout line, every person Brian meets is the neighbor who blasts his TV or stereo at all hours of the night or the guy sitting next to him on the bus who hasn't showered in a week. He rarely engages in conversation at all, and even when he does engage, he remains laconic, withholding, almost sullen. He does have a sense of humor, but it leans toward the dry, the morbid, and the self-deprecating. He is reluctant to volunteer information, and his reaction to those he meets defaults to suspicion (though his powers make clearing that suspicion and earning some measure of trust a faster process than it would be otherwise). Everyone is guilty (of something) until proven innocent. He has come to view emotional attachment to other individuals as a weakness, and so he does the best he can to avoid it. But since he is human, he can't avoid forming attachments, no matter how much he chastises himself for it in hindsight. Powers & Tactics Brian is an expert martial artist, and a world-class detective, athlete, and inflitrator. The DNAscent process left him at peak physical condition, just barely superhuman. His enhanced senses make it almost impossible to lie to him or to catch him off-guard. He prefers to strike from stealth, ending a fight in one decisive blow before it begins. When facing a foe directly, he still takes any opportunity to remove the advantage of their sight, whether by destroying light sources or by deploying smoke bombs. He adapts his fighting style to each opponent, seeking to counter them rather than match them or beat them at their own game. If they seem to favor karate punches and kicks, or the knee and elbow strikes of muay thai, then he'll use jiujutsu grapples. If they fight defensively, focusing on parries or avoidance, then he'll be aggressive, getting inside their defenses. Since the Shambala style is the foundation for every martial art on Earth, anyone fighting him is likely to see something familiar, mixed with something else completely foreign. He uses his cape to obscure and distort his movements. His enhanced agility allows him to move and strike in unexpected directions and angles relative to his foes. He uses custom-built throwing knives, stylized like crescent moons or an owl's talons, to disarm and distract foes at a distance, before closing in to finish the job with fists and feet. Complications Addiction (Painkillers and Stimulants): Brian's enhanced senses cause him chronic headaches, and make it difficult for him to get restful sleep. The meditation techniques he learned in Shambala Vale mitigate this problem, but they do not eliminate it entirely. The GM can force Brian to save against effects like Nauseate, or even automatically inflict conditions like Sickened, to represent the pain caused by his powers, or by medication withdrawal. The GM can also inflict conditions like Fatigued upon Brian, to represent lost sleep, or withdrawal from stimulants. Disability (Blindness): Brian's enhanced touch can feel the difference between ink and paper, and even between different pigments, which allows him to perceive color by touch. His echolocation, on the other hand, can perceive distance, size, and shape, but not color. It can perceive texture, but not with the same level of detail as normal human vision. This means he can only read text or view pictures if they are within arms reach. The screens of television sets, computer monitors, tablets, and smartphones may as well be blank to him, even to his touch, unless they have been specifically modified for blind users. He cannot directly perceive the level of light in the local area directly. At best, he can infer by feeling the heat from a nearby light source, if it emits significant heat at all. Incandescent bulbs are easy, but LED bulbs are difficult to impossible. Anything in his surroundings which depends on light, text, or color is invisible to him once it is physically out of reach. His enhanced smell can identify people by their individual scent, and his echolocation and tremor-sense together provide enough detail to differentiate between people based on size, shape, and mass, but not enough to let him tell their faces apart from one another. The white cane and dark glasses sometimes make him a target for opportunistic criminals, and if he puts up much of a fight, he'll arouse suspicion. He is physically capable of operating a vehicle or heavy machinery, but he cannot obtain a license to do so legally. Enemies (The Labyrinth, Frank Brubaker, David Brubaker): Frank Brubaker is a human trafficking kingpin, and he initiated his oldest son David into the family business years ago. Neither Brian, nor his father or brother, understand the full scope of The Labyrinth, the grand machine in which they are tiny cogs. Family Secrets: His father is a crime lord with good publicity, and his great-grandfather was a Nazi supervillain. Lost Love: Brian had a girlfriend in college, Alexandra "Alex" Nocenti. When he vanished from her life without warning, she came looking for him. When she asked too many questions, Frank Brubaker panicked and overreacted. He had her kidnapped, brainwashed, and subjected to the DNAscent process, turning her into his bodyguard and enforcer. The girl Brian loved now stands at his hated father's side. Noticeable (Echolocation): Anyone with Ultra-Hearing, or any other applicable Super-Senses, can hear the waves of ultra-sound being broadcast by Brian's brain when he uses his echolocation. This includes animals such as dogs, bats, dolphins, and whales. Obligation (Shambala Temple): The monks of the Shambala Vale took Brian in and trained him. One or more of their number may call upon him for aid in the future. Power Loss: A GM can force Brian to make Concentration checks to make sense of the information provided by his superhuman senses. Failure can leave him with the equivalent of hallucinations or "blindness." Secret (Identity): Brian may be superhuman, but he's not invincible. One sniper's bullet could end him. And if Brian's father finds out who's targeting him, then he'll make Brian wish for a bullet to the head. Vulnerabilities (Sensory Overload, Sonic Powers): A GM can arbitrarily increase the effective power rank of any effect which overloads Brian's senses, such as loud noises or tear gas. A GM can also force Brian to save against additional attack effects, such as Auditory Dazzle or Nauseate, when someone near him uses, or is targeted by, a power with the "Sonic" descriptor. Weakness (Sensory Overload): When Brian is exposed to sensory overload, such as loud noises or tear gas, a GM can inflict penalties to his checks and combat traits as if he had the Weakness drawback. Abilities 16 + 16 + 16 + 8 + 8 + 4 = 68PP Strength: 26 (+8) (Heavy Load: 1,200 lbs.) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 14 (+2) Combat 8 + 8 = 16PP Initiative: +8 (+8 Dex) Attack: +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged (+4 Base), +9 Shuriken (+4 Base, +4 Attack Specalization, +1 Masterwork) Grapple: +18 (+10 Melee Attack, +8 Strength) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-FootedUncanny Dodge Knockback Resistance: 4 ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical, Bludgeoning) Shuriken Ranged DC24 Toughness (Staged) Damage (Physical, Piercing/Slashing, Lethal) Stunning Attack Touch DC23 Fortitude (Staged) Dazed/Stunned/Unconscious Saving Throws 0 + 2 + 6 = 8PP Toughness: +8 (+8 Con) Fortitude: +8 (+8 Con, +0PP) Reflex: +10Evasion 2 (+8 Dex, +2PP) Will: +10Ultimate Save (+4 Wis, +6PP) Skills 156R = 39PP Acrobatics 7 (+15)Skill Mastery Climb 7 (+15) Concentration 6 (+10)Trance Craft (Art) 11 (+15) Disable Device 11 (+15) Escape 7 (+15)Ultimate Skill Gather Information 13 (+15) Intimidation 13 (+15) Investigation 11 (+15) Knowledge (Streetwise) 6 (+10) Languages 12 (Atlantean, Braille, Cantonese, English [Native], French, German, Italian, Japanese, Mandarin, Morse Code, Nepali, Russian, Spanish) Notice 16 (+20)Skill Mastery Search 11 (+15) Sense Motive 16 (+20)Skill Mastery Stealth 7 (+15)Skill Mastery Swim 2 (+10)Swimming Feats 34PP Acrobatic Bluff Attack Focus (Melee) 6 Attack Specialization (Shuriken) 2 Benefit 2 (Status [Famous Artist], Wealth) Dodge Focus 6 Equipment 6 (30EP)Veteran Reward Evasion 2 Grapple Finesse Hide In Plain Sight Improved Ranged Disarm Luck 3 Quick Change (Costume) Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Stunning Attack Takedown Attack 2 Trance Ultimate Save (Will) Ultimate Skill (Escape) Well-Informed Equipment 6PP = 29/30EP Disable Device Tools [0EP] Grapple-Gun Baton Super-Movement 1 (Swinging, Feats: Subtle [Disguised as a cane]) [3EP] Masterwork Smartphone (Modified for blind users) [1EP] Medication (Painkillers and Stimulants) [1EP] Shuriken Blast 1 (100ft Max Range, Extras: Autofire, Flaws: Unreliable [5 Uses], Feats: Improved Range [25ft Range Increments], Masterwork [+1 Attack], Mighty 8, Subtle, Drawbacks: Lethal) [12EP] Smoke Pellets Obscure 2 (10ft radius, Visual-Type Senses, Extras: Action [Move], Independent, Total Fade, Flaws: Limited [One Sense: Normal Vision], Unreliable [5 Uses], Feats: Subtle, Drawbacks: Full Power, Reduced Range 2 [2 20ft Range Increments = 40ft Max Range]) [2EP] Townhouse with Secret Bunker (PL13 HQ) [10EP] Size: Tiny [-1EP] Toughness: +10 [1EP] (Earthquake-Proofing, Bulletproof Windows, Steel Plate Shear Walls reinforced with Pre-Cast Concrete) Features: [10EP] Computer Concealed 2 (+15DC = DC25) Fire Prevention System Gym Living Space Power System Security System 2 (DC25) Workshop 3 + 1 + 1 + 12 + 2 + 10 = 29/30EP = 6PP Powers 1 + 3 + 1 + 1 + 21 + 1 = 28PP Features 1 (Internal Laboratory [Can analyze clues with the Investigation skill on the spot, without access to a crime lab]) [1PP] (Descriptors: Mutation, Super-Senses) Immunity 5 (Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] (Descriptors: Mutation, Super-Senses) Leaping 1 (x2, Running Long Jump: 36ft) [1PP] (Descriptors: Mutation, Training) Speed 1 (10MPH / 100ft per Move Action) [1PP] (Descriptors: Mutation, Training) Super-Senses 21 (Accurate Extended Normal Hearing, Acute Analytical Extended Tracking 2 Normal Smell/Taste, Analytical Normal Touch, Danger Sense 3 [Sense Types: Auditory, Olfactory, Tactile], Sonar [Ultra-Hearing, Extras: Accurate, Counters Concealment, Flaws: Counters Concealment Limited to One Sense], Tremor-Sense, Uncanny Dodge 3 [Sense Types: Auditory, Olfactory, Tactile]) [21PP] (Descriptors: Mutation) Swimming 1 (2.5MPH / 25ft per Move Action, Can always Take 10 on Swimming checks) [1PP] (Descriptors: Mutation, Training) Drawbacks -0PP [None] Abilities (68) + Combat (16) + Saving Throws (8) + Skills (39) + Feats (34) + Powers (28) - Drawbacks (0) = 193/196 Power Points
  17. Hyperactive Power Level: 10/12 (169/183PP) Unspent Power Points: 14 Trade-Offs: -5 Toughness / +5 Defense In Brief: A Speedster who has moved to Freedom City to make his own life and name for himself. He gains his powers from being able to manipulate and absorb kinetic energy. Catchphrase: “I’ll give you a headstart” Alternate Identity: Tyson Masters (Secret) Birthplace: Chicago, IL Residence: Apartment in Freedom City Occupation: Hero / college student Affiliations: Family, Waco Warriors Family: Parents: The Sunset Speedster (aka Jennifer Masters, Mother) and Mr. October (Fredrick Masters, father), Kas Masters, Younger Sister (Claremont student). Wife? Emily Masters Description: Age: 20 (DoB: Year [1997, January 20]) Apparent Age: 20 Gender: Male Ethnicity: Mix: Black and Hawaiian Height: 5’10” Weight: 145 lbs Eyes: Brown/Green glow while using powers Hair: Short and black. Tyson typically wears a long black duster coat and a short brimmed fedora hat over a t-shirt, jeans and Cowboy boots. He has dark brown skin and brown eyes. He is rail thin and lean. His costume is an all black suit with a green stripe down his front and back. The letter H is in Silver on the stripe on the front. His helmet is all silver with a green face shield that can either cover his whole face, or just the top. The helmet has a black stripe that extends from the forehead down the back. It all locks into one seamless piece. History: Tyson always knew he would be a hero. The Chicago heroes Mr. October and the Sunset Speedster are his parents after all. His Grandfathers had been heroes too, in fact it was expected that Tyson would take up the mantle of his Grandfather: the Summer Son. He grew up training, with the knowledge that one day he would be the next one in a long line of heroes. Tyson longed for the day that he would wear the costume of the Summer Son. He had watched and studied all the video and data. He had trained for hours and hours with his mother. He was ready to step in and take up the mantle that his grandfather had left behind. That is until he realized he couldn't live up to that. The original Summer Son lobbed fire balls, shielded himself with flame, and could fly. The new Summer Son couldn't, and the papers slammed him for it. No matter how hard he tried, Tyson couldn't quite measure up. Of course he couldn't quite escape the limelight of his parents either. The papers noted that even if Tyson was faster than his mother, he certainly was more spacey. They named him the Hyperactive Hero. His time as a Chicago hero saw him facing down old enemies of the family. Tyson began to chafe at the reputation he gained as being a sidekick to his parents. He also grew secretly aggravated that the only villains who would challenge him were those who had issues with the original Sumer Son. Things began to change when Tyson first fought the Gingerbread Man. A mobster with superhuman speed, who forced Tyson to choose between saving innocents and stopping the villain. Choosing the innocents, Tyson was both aggravated by his failure and satisfied that someone had decided to take him on directly. Unfortunately this was Tyson’s only relief from the relentless hammering of a media who felt that he was an insufficient replacement. Yearning for a fresh start Tyson decided to transfer universities and move to Freedom City. He hung up the mantle of Sumner Son and made a new identity. He filed his paperwork and became a new hero: Hyperactive. Personality & Motivation: Tyson moves from one topic to the next with speed. His brain moving too quickly even for him to track sometimes. As such his intelligence often goes unnoticed. Hyperactive grew up training to be a hero, and protects people since it is right. In addition, he doesn't have an option to not from time to time run. He might as well do some good at the same time. He also wants a little bit of fame and recognition as a good and capable hero. Powers & Tactics: Speed. His ability to move faster than most people can follow keeps him alive. While not that tough, he prefers hit and runs. He also can use his ability to manipulate kinetic energy to steal it from people and objects. With a touch he can use his powers to steal or convert a person's kinetic energy, freezing them in place. Power Descriptions: As Hyperactive speeds up he tends to leave a green glow around him as he manipulates kinetic energy. This, of course, only applies to those who can see him moving near his top speeds. Complications: Showboat: Hyperactive won't ever take down the bad guys without first making it a show for his audience. If there's no audience, then he's far more likely to go in stealthily. Out of the Shadows: While he does save people because it's the right thing to do, he prefers and craves recognition. If a bad guy makes the case that it'll make him look more impressive he might give them a head start running away. Legacy: He's still Summer Son II to some people, sometimes that's fans of his grandfather, sometimes that's the people he put away, and sometimes it's the legacy villains of those villains. Relationships: He loves his family and will back them up if he's needed. Then there's Emily. Emily claims that she was his wife on another Earth. Her Earth was destroyed by Omega, and she is one of the few survivors making her story frustratingly difficult to fact check. She was never born on this world, because her parents never met. The only parent she does have on this world happens to be her father, his Archnemesis Gingerbread Man. While he may not entirely trust her story, he is attempting a relationship with her. Can't Stop Moving: Hyperactive is constantly absorbing kinetic energy and using it to power himself. If he can't use his powers he is still locking down energy. This begins to manifest as black smoke being coughed up, this is followed by nausea, then exhaustion, then blacking out. If he reaches an upper energy limit he can explode with the force of a nuclear weapon. Nullifying him doesn't dissipate the energy absorbed, but it will stop him from taking in more. Exposure to extreme cold can sap his energy (reflected in his weaknesses.) and can bring him to safe levels. Duty Calls: as head of the Warriors reserve he's expected to put Waco on his priorities. Even if that means letting a bad guy get away. I'm Not Me: Hyperactive is one of the few truly good and heroic versions of himself across the multiverse. (There are plenty of good versions and even plenty of heroic ones, but few are both.) He is often deeply shaken by the idea he could be like those other versions. Also any number of his doppelgängers could come to Prime hiding from Authorities. A case of mistaken identity is always possible. Shadow Zone: the Shadow Zone as Hyperactive has dubbed it, is a place beyond the speed of light, a place (but not the only one) where a speedster can wind up after moving faster than light. Anything that is in the Shadow zone gets stuck there, as the object's speed is maintained by the background vibrations and energy of the Shadow Zone. The Zone is a place where time and distance are in flux, usually this means that someone can enter the Shadow Zone and exit in drastically different locations. Perhaps someone can enter and leave in drastically different times or places. Besides super speed, exposure to Dark Energy can in some cases send one to the Shadow Zone. Archetech has means of getting people to and from the zone. The Zone also borders on the Terminus and by extension the rest of the multiverse. Whenever Hyperactive moves through the multiverse he has to pass into the Shadow Zone even if just for a moment. The Attometer: Hyperactive built a hideout in the Shadow Zone, potentially someone could get stuck in the zone and discover it. Weakness: Power Loss when exposed to vibrations of 14.247 gigahertz. Abilities: 4 + 8 + 4 + 4 + 2 + 2 = 24 PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 16 + 30 = 46 PP Initiative: +12 Attack: +8 Base Defense: +15 (+8 Base, +7 Dodge Bonus), +8 Flat-Footed Grapple: +10 Knockback: -1/-2 Saving Throws: 3 + 10 + 4 =17 PP Toughness: +5 (+2 Con, +1 protection, +2[Defensive Roll]) Fortitude: +5 (+2 Con, +3) Reflex: +14 (+4 Dex, +10 [Speed]) Will: +5 (+1 Wis, +4) Skills: 56R = 14PP Acrobatics 4 (+8, skill mastery) Diplomacy 13 (+14, skill mastery) Disable Device 10 (+12) Gather Information 8 (+9, skill mastery) Intimidate 7 (+8, skill mastery) Notice 7 (+8) Search 7 (+9) Feats: 16PP Acrobatic Bluff Connected Defensive Roll Eidetic memory Equipment 3 Evasion II Fast overrun Improved initiative II Instant up Move-by Action Skill mastery (diplomacy, gather information, intimidate, acrobatics) Well Connected Equipment: 3PP = 15EP The Attometer [15 EP] Size: Large [2 EP] Toughness: +20 [3 EP] Features: [10 PP] Communications, Computer, Gym, Infirmary, Isolated, Laboratory, Living Space, Power: Dimensional Travel [occupants only, any dimension], Power System, Security System (DC 20) Powers: 1 + 10 + 10 + 3 + 31 = 55 Protection 1 (Shock Absorption) [1PP] (Kinetic) Quickness 10 (X2,500) [10PP] (Kinetic)PF Speed 10 (10,000 MPH) [10PP] (Kinetic) Super Movement 3 (Wall-Crawling 2; Flaws: Only While Moving, Water Walking; Flaws; Only While Moving) [3PP] (Kinetic) Kinetic Control Array 12 (24 PP Array; Feats: Alternate Power 7, Drawbacks: Power Loss [14.247 gigahertz vibrations]) [31 PP] (Kinetic) Base Power: Damage 10 (Feats: Accurate 1) {11/26} Alternate Power: Damage 10 (Speeding Around Beating Down, Extras; area: Shapeable, Selective, Flaws; Action: full round, PFs; progression, accurate) {22/24} Alternate Power: Illusion 4 (Displacement Images; Auditory and Visual; Extras: Action 2 [Free], Duration [Sustained], Flaw: Only While Moving) + Concealment 4 (All Visual Senses; Flaws: Limited [Only While Moving]) {20 + 4 = 24/24} Alternate Power: Insubstantial 4 (Phasing; Extras: Affect Others) {24/24} Alternate Power: Move Object 12 (Air Control; Extras: Range [Perception], Flaws: Limited [Air]) {24/24} Alternate Power: Move Object 12 (Kinetic Drain; Extras: Duration [Continuous], Flaws: Limited [Stopping Moving Objects]) {24/24} Alternate Power: Paralyze 7 (Kinetic Drain, Extras: Affects Objects, Alternate Save [Fortitude, +0], Feats: Accurate) {22/24} Alternate Power: Speed 11 and Quickness 7 and Super Movement 3 (Dimensional Movement [Via Shadow Zone], Extras: Affect Others, Flaws: Limited [Moving at Lightspeed]) {24/24} Drawbacks: (-2) + (-1) = -3PP Vulnerability (Cold; Frequency: Common; Intensity: Moderate) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Damage Touch DC 25 Toughness Damage Paralyze Touch DC 17 Fortitude Slowed Totals: Abilities (24) + Combat (46) + Saving Throws (17) + Skills (14) + Feats (16) + Powers (55) - Drawbacks (3) = 169/183 Power Points
  18. (Wanted to switch up a few aspects of Warp's layout ever since I came back, but didn't have the PP to spend on it. Now I do! This sheet is meant to represent changes to Warp that happen in-universe after her powers further awaken. Original sheet here. Let me know if I've fouled anything up.) Player Name: Curious Key Character Name: Warp Power Level: 10/12 (190/193) Trade-Offs: +4 Defense / -4 Toughness, +3 Attack / -3 DC Unspent Power Points: 8 In Brief: A teleporting T-baby trying to prove she has what it takes to be a hero. Alternate Identity: Katharine Lilly Shade Identity: Secret Birthplace: Normal, Illinois Occupation: Student Affiliations: Claremont (Alumni), FCU Family: Rose Shade (Mother), Alexander Shade (Father), Lyle Shade (Brother) Age: 20 (DoB: 1997, 3rd of August) Gender: Female Height: 5'4" Weight: 135lb Eyes: Glowing Red Hair: Red Kat's face is rounded and heart-shaped, with a pointed nose and eyes a little too wide for her face. Her rust-red hair falls to her neck at its greatest length. Kat has thin shoulders and a slight, whipcord build, maintained with deliberate effort and supernatural potency. Her eyes, lacking pupils or irises, are instead entirely red with flecks of black that dart across it,. Kat's complexion is fair and lightly freckled, interrupted by a spiderweb of lines pulsing with darkness and red light. They cross her skin like cracks in glass. While the lines are spread unevenly across much of her body the markings center around Kat's hands and over her heart, which glow like coals. Kat's HoloBand is a sleek silver wristband that can pop open to reveal several knobs and dials. By manipulating these dials Kat can trigger its routines, concealing the evidence of Terminus mutations beneath a hologram for as long as it is active. Her pure-red eyes become tinted gray. The markings on her skin erased. Just a normal, human, girl. During day-to-day activities, Kat wears a wide variety of clothes, but tends to lean more in toward comfortable sameness, sticking with leggings, boots, shirts and a vest, perhaps shorts instead during warmer months. She favors browns and reds. As Warp, Kat's color scheme is primarily red and black, and while she wears it well and keeps a consistent uniform, the clothes she wears are made of plain, ordinary fabric you could cobble together by going to everyday stores. She wears an open red hooded vest with a white, wavy spiral on the back. Beneath that a snug black, short-sleeved shirt. She finishes the look with black tights and a pair of red boots. Power Descriptions: While the increasing t-count of Warp's body has sparked a number of physical mutations which has instilled a certain sturdiness of character in Warp, the true focus of her power remains her ability to erode space. She corrodes reality, capable of tearing holes in the universe that she can use to travel quickly from place to place. She can also turn her powers against more immediate aspects of reality, erasing aspects the world around her, sometimes even drawing its strength into herself in the process. History: Katharine Lilly Shade was born in a hospital, in small-ish Normal Illinois. There was a spike of Terminus radiation that no one noticed, before her birth Subtly but definitively changed, she lived her life in Normal without understanding what she was, until the day before she was set to take a staring role in a play she woke up in a dumpster in Chicago. Things started happening fast, then. As soon as she got home her family met face-to-face with scouts from a Claremont Academy in Freedom City, offering her a place free of charge to learn to control her talents. And maybe even use them for good. No other such institution existed, and even if they did they certainly weren't offering to teach her for free. So off she went. Under the tutelage of experienced Claremont heroes Kat learned to put her powers through their paces and use them as she saw fit rather than the other way around. Inspired by the other would-be heroes of Claremont, Kat took up her own 'cape' and adopted the mantle of Warp and engaged in combat against freedom's most vile alongside Freedom's youngest. While she faced many things, the Day of Wrath was one of the most terrible. It set her off kilter, and no one else knew anything was going wrong until her powers started rebelling against her in the middle of the street. It was politely suggested that Warp retire from heroism for a while, at least long enough to go to therapy and get her powers back under control again. And she did get it under control, mostly, but never to the same degree she had before the Day of Wrath. Nevertheless, she stayed retired. On graduating from Claremont, Warp returned home for a year, where she tried to recover surrounded by family that didn't understand and didn't know how to start. She took an offer to start in FCU with Claremont's blessing, on some path to a normal life. But even then, she wasn't sure what she wanted to be. Desperate to feel less lost, Kat couldn't help but look up at the heroes in the sky above her. They were important. Everyone knew that. Luckily, she'd kept the costume. Warp returned. But as Kat first got her footing again she discovered her mutation was progressing quickly and, as she could see from the lines of entropic power crisscrossing over her skin, very distinctly. Desperate, she turned to AEON in hopes of finding support . . . Personality & Motivation: Dubious, weary cynicism. The flare and enthusiasm that Kat wore so openly on her sleeve when she came to Freedom City and joined Claremont has been . . . Not stamped out, but tempered. The events of the day of wrath . . . affected her. The fire and death were a great blow to her psyche and her powers failing toppled what confidence she had aside. Recovering has been a slow process of picking up the pieces again, and it's possible it will never really be done. But . . . In the end, she has not changed so much. The younger Kat hid her insecurities behind a deliberate veil of optimism and energy. Today, Kat's countenance hides her optimism. In an way, Kat feels that she let herself down. Let Freedom down. Let the world down. Part of her insists that she was always a kid playing at heroism in a suit that didn't fit. That it was Not For Her. Nonetheless . . . Kat wants to believe she can. Wants to try. Powers & Tactics: Warp is primarily a melee fighter. She uses her teleport to move swiftly about any battlefield she finds herself, engaging immediately with whoever is least prepared for her. Through a combination of amateur training, teleporting and entropic strikes Warp can bob and weave with the best of them. When possible, Warp augments her strikes by enveloping her body in an entropic shroud, causing anything her fists touch or that tries to hit her back to grow brittle and easily broken. All the same, Warp is not defenseless at range. She can focus her energy into a violent bolt of reality-eroding red-black power. Quick and tricky, Warp uses misdirection and bluster to set her opponent's off balance, baiting her opponents into poor choices. She revels in setting people off their game and engaging in ways they aren't comfortable, even if it means varying her approach a bit. Complications: Wayward Student — Kat is a student that doesn't know what to do with her life and is feeling increasing anxiety over her inability to find a function in the real world as something other than a costumed crime fighter. She's lost and desperate. A savvy person might be able to take advantage of that desperation to catch her in something she'd normally be savvy enough to anticipate. I Need This Gig — Lilly works as an intern in ASTRO in Emerald City, at the forefront for the development of many new avenues of super-science here and abroad, meaning that Warp is very likely to be not only nearby but on-site when something goes wrong. What's more, they are aware of her heroic identity and not at all afraid to send her off on errands. It's All Too Much — As her powers have advanced and entropy bled into her body and soul Warp's ability to deal with chaos and surprises have suffered greatly. Exposure to chaotic lights, sounds and crowds are deeply overstimulating experiences for her now, reducing her to awkward fidgets and stammering which can deeply inhibit her ability to communicate clearly or can cause her to lose her grasp on what she hears or sees as she loses the ability to pick important details out of the static. Reality Unweaving — When Warp teleports, she annihilates the difference between one place and another, violently forcing the two spaces to become one by corroding our world's universal laws. Reality usually mends quickly, but every time Warp uses her powers she wounds the fabric of reality itself, and it can sometimes behave erratically in spaces where reality is either damaged or abnormally strong. In addition, it's possible that some in this universe could take offense or that forces from outside this universe might exploit these rips in space as a foothold into this world. Psychosomatic Powers — The way Kat's powers work revolve around strict control of her own negative feelings. When that is compromised, so is her control, causing her powers to malfunction—hitting the wrong target, or sometimes taking on a completely new and unpleasant effect—or fizzle out completely. The GM can decree that her powers may malfunction or cease to function while Warp is distressed. Tempermental Tunnels — For interdimensional travel, Warp relies on a transient phenomena known as Terminus tunnels, brief connects between dimensions through the Terminus. While she can guide them, Warp cannot truly control them. While they usually take her where she wants to go, they can often redirect her to entire other dimensions entirely or simply refuse to answer Warp's call. Caught Red-Handed — While Warp's mutant physiology is useful it poses one tiny problem. It's obvious, sinister looking and very permanent. In her heroic persona it draws prejudice in spades and makes her an easy target for the media. In her civilian persona, it makes keeping her secret identity more important than ever and makes maintaining it that much harder. In Sheep's Clothing — . . . Which leads into her reliance on a prototype HoloBand to present a 'normal' version of herself to the world at large. It's high-quality, cutting-edge, easy to use tech. It also not infallible. Random system failures can cause her HoloBand to give a soft warning alarm, overload and shutdown. It takes some time to recalibrate before becoming usable again. Abilities: 4 + 4 + 6 + 0 + 8 + 8 = 30PP Strength: 14(+2) Dexterity: 14/22 (+2/6 Enhanced Dexterity) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +10/14 Attack: +5 Base, +13 Entropic Strike/Reality Erosion Grapple: +7 Defense: +14 (+5 Base, +9 Dodge Focus), +3 Flat-Footed Knockback: -3/-1 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +6 (+3 Con, +3 Protection) Fortitude: +9 (+3 Con, +6) Reflex: +12 (+2/6 Dex, +6) Will: +10 (+4 Wis, +6) Skills: 68R = 17PP Acrobatics 8 (+10/14) Skill Mastery Bluff 12 (+16) Skill Mastery Concentration 6 (+10) Diplomacy 6 (+10) Disguise 6 (+10/30 Morph) Notice 8 (+12/17 Cosmos Touched) Skill Mastery Sense Motive 6 (+10) Skill Mastery Stealth 6 (+8/12) Intimidate 10 (+14) Knowledge (Cosmology) 0 (+0/15 Cosmos-Touched) Feats: 27PP Challenge (Fast Feint) Defensive Attack Distract [Bluff] Dodge Focus 9 Elusive Target Equipment 2 Evasion 2 Improved Initiative 2 Luck 2 Power Attack Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Stunning Attack Takedown Attack Taunt Uncanny Dodge (Auditory) Equipment: 2PP = 10EP Prototype HoloBand Morph 4 ("Normal" Kat; Extras: Continuous; Feats: Subtle; Drawbacks: Action -3 [Full Action]) 6EP Tablet 1EP Commlink 1EP Powers: 8 + 5 + 3 + 2 + 13 + 49 = 80PP Enhanced Dexterity 8 8PP (Mutant Agility, Descriptor: Mutant) Enhanced Trait 5 5PP (Knowledge (Cosmology) 15, Notice 5) 5PP (Cosmos-Touched, Descriptor: Cosmic) Protection 3 3PP (Mutant Physique, Descriptor: Mutant) Super Senses 2 (Low-Light Vision, Entropy Awareness [Visual]) 2PP (Terminal Sight, Descriptor: Mutant) Strike 5 (Feats: Mighty, Improved Critical 2, Accuracy 4, Incurable) 13PP (Entropic Strike, Descriptor: Entropic) Reality Erosion 10 (50PP Passive Container; Drawbacks: Power Loss -1 [Daka Crystal]) 49PP (Descriptors: Entropic unless contradicted) Teleport 1 (100') 2PP (Warp) Prime Terminus Array 21.5 (43PP Array; Power Feats: Alternate Power 5) [48PP] BP: Enhanced Teleport 12 [+1] (1300' / 200 Million Miles; Extras: Accurate 13; Power Feats: Turnabout, Change Direction, Change Velocity, Progression 2 [500lbs], Easy) [43/43PP] (Greater Warp) AP: Disintegration 7 (Power Feats: Accurate 4, Incurable, Slow Fade [5 rounds], Homing) [42/43PP] (Entropic Bolt) AP: Teleport 9 (20,000 Miles; Extra: Portal, Accurate; Flaws: Long-Ranged; Feats: Easy, Progression 3 [50 feet by 50 max], Dimensional 3 [All Dimensions]), [43/43PP] (Tear) AP: Drain Toughness 7 (Extras: Affects Objects, Duration+2 [Sustained], Aura; Power Feats: Slow Fade [5 rounds], Incurable) [37/43PP] (Entropic Shroud) AP: Dimensional Pocket 10 (500000lbs [250 Tons]; Flaws: Limited [No Attack]; Power Feats: Quick Change 2, Progression 2 [Storage]) [14/43PP] (Pocket) AP: Apply To Strike (Extras: Vampiric, Secondary Effect, Penetrating, Linked) [21+22=43/43PP] (Reckoning) +Drain Toughness 7 (Extras: Affects Objects, Secondary Effect, Linked; Power Feats: Slow Fade [5 rounds]) 22 Drawbacks: -2 Vulnerability (Daka Crystals, Frequency: Uncommon, Intensity: Moderate [x1.5 DMG]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch 17DC Toughness Damage (Physical) Entropic Strike Touch 22DC Toughness Damage (Energy) Stunning Attack Touch 17DC Fortitude Stun/Daze/Unconcious Entropic Bolt Ranged 17DC Fortitude Drain Toughness 22DC Toughness Damage (Energy) Entropic Shroud Aura 17DC Fortitude Drain Toughness Reckoning Touch 17DC Fortitude Drain Toughness 22DC Toughness Penetrating, Vampiric Damage (Energy) Totals: Abilities (30) + Combat (20) + Saving Throws (18) + Skills (17) + Feats (27) + Powers (80) - Drawbacks (2) = 190/193 Power Points
  19. Player Name: Mister Shoebox Character Name: Joe Eastwood (Full name: F'zzit-Liano-Solinax-Granno of the Egg group Seeker, Hatchling of Grenslak the Finder and Y'rilk the Brawler.) Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Alien Sam Spade Residence: A small apartment in Southside. His ship is parked on the roof of his building. Base of Operations: His office - also in Southside. Catchphrase: He has a habit of calling humans "Meat-mammals." Alternate Identity: None Identity: Public Birthplace: Hatchery moon of Jolgia 12 Occupation: "Finder for hire" (PI) Affiliations: FCPD Family: 40 hatch siblings of assorted genders. Paternal figure, Maternal figure. Description: Age: 288 Earth Years, but 36 physically. Apparent Age: late 30's early 40's Gender: To make it simple on humans, he identifies as male Ethnicity: Dude's purple. Height: 7'2 Weight: 800 lbs Eyes: Red (All three of 'em) Hair: Blue. He's definitely not from Earth, that's for damned sure. Purple, scaly skin, three eyes (One big one in the middle and two smaller ones on either side) and blue hair are a few of his defining visual characteristics. Seven fingered hands, a long, whip-like reptilian tail, and a mouthful of sharp, needle-like teeth complete the package. He wears his Finder Uniform under his "Meat-Mammal garb," a trench-coat and fedora. "Me in my usual uniform." "Me dressed in Meat-Mammal gear." Power Descriptions: When he uses his camouflage ability, he "Fades" into the background with a slight squelching sound. When he uses his heat-detecting reflex, a thin membrane descends over each of his three eyes. His Jolgian Pistol is a huge plasma weapon, with two settings: Incapacitate and Terminate. Terminate fires out a ball of plasma that's capable of punching through steel plating like butter. Incapacitate sends out a nasty blast of a neurological toxin that induces complete and utter paralysis. There's no antidote within five light years, so if you're zapped, you're not going anywhere. Fortunately, it wears off after about half an hour. History: Hatched more than two-hundred and eighty Earth years ago on the 12th Hatchery moon of the planet Jolgia, F'zzit's life was not an easy one. Being the youngest child to a moderate-sized clutch of 40, he often found himself having to compete with his siblings for approval. He wasn't bitter, however, and his dream was always to follow in his Pater's parth and become a Finder, much to the disgust of his Mater. His mater Y'rilk, was a Brawler who brought home many wins during her time at the Fights, and wanted all of her hatchlings to follow in her footsteps. She did love her mate and all of her hatchlings, but her relationship with F'zzit was always...frosty, even after he achieved his goal and received the Finder Accurment at the relatively young age of one hundred and forty-four. ...It became even frostier when, a scant two years after he got his Stripes, F'zzit had to arrest his mother when she murdered an opponent during a particularly vicious Brawl. She was sentenced to one hundred years in a Galacell, a relatively light sentence, but still...F'zzit's father never quite forgave him, even if he understood that his Hatchling was just doing his job. His siblings themselves were...well. There was some tension. He was never outright called a traitor, but he could tell that they never really trusted him again. So he left the Jolgia Finder force after a few years of distinguished service, taking his tiny patrol ship and spending a few decades drifting from planet to planet and outpost to outpost, sometimes being a sheriff, sometimes being a deputy...and then, about six months before this writing... Everyone needs a vacation now and then, and this "Eyarth" planet seemed like a good place to rest his legs and take a load off, as it were. So he landed on top of a small apartment building in some place called "Freedom City," and - once he reassured the poor landlord that he was not the predecessor of an alien force - asked if he could get a tiny apartment for him to rest his weary head. Once he calmed down, Mr. Mendoza told the giant purple alien that "Rent is 300 a week. No spacedollars." Huh, boy. Seems in order to enjoy his "Time Off," F'zzit needed to find a source of income. Inspiration struck when he was watching TV one day (Rent wasn't due 'till the first of the month, Mr. Mendoza is tough but fair) and he came across an old Sam Spade movie. Realizing that this PI work may prove fruitful, he set up an office in a nearby abandoned building and took a "Meat Mammal" name, Joe Eastwood. Now he patrols the mean streets of Freedom City and the mean spaceways surrounding it, solving cases, helping out where he can...it's not a thankful job, but "It puts food on the table, fuel in the ship, and cigarettes in me, I'm good at it, and I'm still doing what I was hatched to do." Personality & Motivation: Laid-back but duty-driven, he's got a dedicated but not inflexible air about him. He's surprisingly soft-spoken for a man of his size, almost never raising his voice above a pleasant conversational one. He's not unemotional, but he is reserved, often speaking in clipped, to-the-point sentences. He'll use every opportunity to get his man, but won't go outside the law of the planet to do so. "I'm here to help, not hurt. Sometimes the latter is unavoidable, though, but never go overboard. If you do, you're just as bad as the guys you're going after." He's slow to anger, but when he DOES get angry, look out. He likes soft rock tunes, old movies, cheap cigarettes, expensive whiskey, and The Freedom City Falcons Hockey Team. He hates cats (They make him sneeze), the taste of fried chicken, and long lines at the DMV. What motivates him to fight crime on his new home is simple: "I'm a Finder. Even on this new locale, bud. Surrounded by meat mammals, some of which have meta abilities, I'm still a Finder. I grab bad guys and put them behind bars. Even if those bad guys are meat-mammals who shoot lightning out of their butts or something." Powers and Tactics: "Okay, fella, sit down. This could take a while. I'm a Jolgian, we differ from you meat-mammals in several areas - besides the obvious, that being you guys are tiny and covered in squishy skin, not scales. I can blend into the background like that little squid-thing....A cuttlefish, that's it. I can see into the infared spectrum, too. See, everything leaves a heat trail when it moves; as a Jolgian? I can track it. No one escapes me for long. I'm also a lot stronger and faster than your average human. I can run at about a hundred miles per hour...helps. That's not dismissing you; it's just a fact. My scales are about as hard as that...what-do-you-call-it...Kevlar, yeah. Radiation doesn't bother me, either. One good thing about living on a planet constantly bombarded by gamma radiation? You get a natural immunity to the stuff. " "My trusty blaster has gotten me out of more than a few scrapes. I'm a good shot, but it's not like I go around shooting up the place. There's a time for that, but it's not often. It's a Jolgian L13-F3LD Special. Good gun. Burns through armor pretty easily and has a nasty paralysis effect. Only way someone's waking up when zapped with that thing is when it wears off - no Earth meditech can revive 'em. Burns through people, too, so you understand why I don't like to use the Terminate effect on meat mammals; I like smoked jerky, but I don't want to turn those I'm trying to apprehend INTO the stuff. 'course, a lot of people surrender at the sight of a giant, scaly guy with three eyes who's holding a really big gun, so I rarely have to use it." "Tactically? Hit hard, hit fast, apprehend, Do Not Kill unless absolutely necessary. I have killed, yeah, but I've never enjoyed it; it's just one of the problems of the job. Only on other planets, though; I've never had to kill a meat-mammal, a record I'd like to keep. If your car is too fast for me to leap after, though, I'm not afraid of giving your vehicle a few new holes. Give your insurance guy a reason to put on a happy face. Sneaking up someone with the ol' camouflage reflex and a tap on the head isn't outside the realm of possibility either." Complications: One is the Loneliest Number. He can get lonely at times, considering he's - as far as he knows - the only Jolgian within fifty light years of "This meat-mammal-coated world. Nothing against you guys, but a fella gets lonely." Lybu Tahq! Something not human! His appearance can be...off-putting, even for those who are accustomed to extra-terrestrials on this planet. "I'm not the only alien on this blue mudball, but apparently not looking human is a social faux pas.You meat-mammals and your focus on appearance...grumble grumble." Cursin' in his native language. When stressed, upset, or surprised, he may slip back into InterLac, his native tongue. This can make it a bit hard to understand him at times. I hate the cold. He's extremely vulnerable to extreme cold, being a cold-blooded being. It's not a real issue during winter or a cold day, just put a coat on and he's fine, but if he's in an arctic environment or hit with a freeze ray, he's likely to slip into a hibernation state that it's difficult to roust him from. It's muscle and scale, really. 800 lbs of pure alien ass-kickery does not a light person make. He's difficult to move if he collapses due to the aforementioned cold effect, and he's not exactly easy to find clothes or vehicles for. Paralyze Only: He's actually had his weapon registered on Earth, with the understanding that he'll never use the "Terminate" setting unless it's against metas. Everyone else gets the "Incapactiate" setting. Abilities: 16+ 6 + 12+ 2 + 4+ 2 = 42PP STR 26(+8) DEX 16(+3) CON 22(+6) INT 12(+1) WIS 14(+2) CHA 12(+1) Combat: 8 + 7= 30PP Initiative: +7(Dex +3, misc +4) Attack: + 8 (Unarmed) (+9 Melee, +9 ranged) Grapple: +17/20 (Strength + 8, Base Attack Bonus +9, Super Strength +3) Defense: +7 (4+3 Dodge), +13 Flat-Footed Knockback: -5 Saving Throws: 1 + 2 + 4 = 7PP Toughness: +6 (+5 Impervious) Fortitude: +7 (+6 Con, +1) Reflex: +5 (+3 Dex, +2) Will: +4 (+2 Wis, +4) Skills:40R = 10PP Concentration 5 (+7), Investigate 6 (+7), Knowledge (Galactic Lore) 3 (+4), Knowledge (Popular Culture) 3 (+4), Language (English, Interlac), Pilot 5 (+8), Search 6 (+7), Sense Motive 3 (+5), Stealth 4 (+7), Survival 3 (+5) Feats: 22PP Ambidexterity, Attack Focus (Melee), Attack Focus (Ranged) Equipment 15, Fearless, Improved Initiative Quick Draw Takedown Attack 1 Equipment: 75ep Jolgian One-man Ship Size: Huge (-2 def;) [2ep] Str: 30 Toughness:15 [6ep] Features: [3PP] Navigation System (3) Hidden Compartments (1) Powers: 63 Flight 12 (50,000MPH) [24pp] Concealment 1 ( Sense Type: Radar) [2pp] Super-Movement 3 (Space Travel 3: InterGalactic) [6 ep] "Weapons Systems" 31pp BP: Blast 10, (Blaster Cannons) Feats; Improved Range (5,) Range progression (5) AP 1 AP: Nullify 10 (Electronics), (Ion Cannon), Flaws: Objects Only Feats: Improved Range 5, Range Progression 5 Powers: 31+14=45 Jolgian Physiology (30pt container, Feats: Innate) [31pp] Additional Limbs 1 (Tail) [1/30pp]) Concealment 2 ( Flaws:Blending, Feats:Close Range) Camouflage [3/30pp] Immunity 6 (Jolgian Radiation adaptation; Damage Type (Radiation), ) [6/30pp] Impervious Toughness 5 ( Armored Scales) (5/30pp) Strike 1 (Tail Whip, feat: Mighty) [2/30pp] Super Strength 3 (Feats: AP - Leaping 3 (x10),) [7/30pp] Super-Senses 2 (Lizard Vision; Infravision,Tracking (Half-Speed)) [2/30 PP] Speed 4 (100 MPH,) [4/30PP] Device 4 (20 DP, Flaws: Easy to Lose, Feats: Restricted 2, (Jolgian DNA, F'zzit)) [14PP] "Lawman's Friend" Blast 6 (Extras: Penetrating 1, Feats: Accurate, Alternate Power 1) [20 DP] (plasma bolt) AP Paralyze 6 (Extras: Ranged, Alt. Save [Fortitude], Feats: Alternate Power 1, Incurable) [19/19] (Paralyzing Beam) Drawbacks: (-3+-3) = -6PP Drawbacks: Vulnerable (Extreme Cold;Uncommon,Major) (-3) Weakness: (Extreme Cold; Uncommon, Major) (-3) DC Block ATTACK RANGE SAVE EFFECT Plasma Blast Ranged DC 21 (Toughness) Damage (Energy) Paralyze Ranged DC 16 (Fortitude) Non-damage Attack Strike Melee DC 24 (Toughness) Damage (Melee) Unarmed Touch DC 23 (Toughness) Damage (Melee) Totals: Abilities (42) + Combat (30) + Saving Throws (7) + Skills (10 (40R)) + Feats (22) + Powers (45) - Drawbacks (-6) = 151
  20. Starshot Power Level: 11/15 (250/250) [252] Unspent Power Points: 0 Trade-Offs: +3 Attack, -3 Damage; +1 Defense/-1 Toughness In Brief: Intergalactic Safari Hunter Theme Tune: Ride of the Valkyries Alternate Identity: Oskar Otto Birthplace: Berlin, Germany Residence: The Starship Xeno Occupation: Big Game Hunter (in Space) Affiliations: None Family: Distant Relatives Only Description: Age: 102 Apparent Age: 30 Gender: Male Ethnicity: Caucasian Height: 6’ Weight: 95 Kgs Eyes: Blue Hair: Blonde Starshot usually wears a battered military jacket, carries a big gun, and wears a helmet that can extend over his whole face. His left hand is clearly cybernetic, black metal and green lights. If he shows his face, he is handsome man with piercing light blue eyes and a scar down his left side. His body is in virtually perfect physical form. There are a few traces of cybernetics over his body (such as his spine). History: As a capable young man, Starshot served in the German Army in World War 2, although horrified by the experience. He ended up on a suicide mission in the Alps with his no-hoper squad. Ambushed by British commandos, the firefight was brought to a close by a galactic slaver and hunter called Zaul Zeno, an expert in biology and cybernetics. Firing into the battle, he killed most of the combatants but for Oskar, whom he collected as a prize. The next several decades, Oskar (rebuilt by Zeno) served on his ship as a big game hunter. Whilst Zeno was not cruel (just greedy and amoral), Oskar would have escaped if it was not for the explosives wired to his heart. Then Zaul disappeared. Left with money, a Starship, and a profession, Starshot took over as captain, removed the explosives in his heart (he hopes), and set off… Personality & Motivation: Oskar is a complex man, who enjoys his profession but is still scarred (physically and emotionally) by WW2. He had a grey and shadowy existence as Zaul Zeno’s right hand man. Oskar enjoys drink, gambling, and risk, but can also become grim and maudlin at times, lost in recollections. He partially travels for adventure and interest, but always has an eye out to undo the wrongs he had done, and is, at heart, a man of people. Powers & Tactics: Due to genetic modification and cybernetics, Starshot has superhuman strength and endurance, and is immune to many harsh environments. His left hand is detachable and is equipped with inbuilt tools, microjets (for flight), as well as having exceptionally strong crushing grip. Starshot has a high tech helmet that has a range of sensory enhancements. Starshot still uses his old WWII rifle. Or at least, it looks like that. In actually fact, internally, it is a high tech plasma rifle which can also fire “Plasma web” shells to capture his prey. Starshot is a skilled marksman and hunter. He tends to fight as such, sneaking around and sniping his targets. Power Descriptions: Starshots Plasma rifle shoots “Phased plasma”, that has the appearance of bright shimmering energy from purple to red in hue. Complications: War Trauma: Starshot reacts very negatively to war, and particular Nazi memorabilia. He will have flashbacks, becoming frozen, or violent. Bad Reputation: In many corners of the galaxy, Starshot has a bad reputation, having worked for Zaul Zeno for so many years. Captain: Any guest on his ship is under his protection. Allergy: Starshots genetic alteration have made him allergic to several medicines, including penicillin. Primal Challenge: Whilst Starshot is no fool, he has an honourable respect for tough prey. Unless it is quite suicidal to do so, he may choose to forgo weapons and equipment in order to “go primitive” and hunt / fight a noble prey. Restock and Recharge: Starshots helmet only has 2 hours worth of oxygen supply, and its power supply for other functions is limited. Similarly, his gun only has so much power (it is particularly drained by “overburn”) and five “Web” shells. Of course, he has plenty of spare ammunition, power, and oxygen in his ship, and to a lesser extent in his ATV. Abilities: 16 + 12 + 16 + 4 + 4 + 6 = 58 Strength: 26 (+8) Dexterity: 22 (+6) Constitution: 26 (+8) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 24 + 24 = 48 Initiative: +10 Attack: +12, +14 Ranged Defense: +12, +6 Flat-Footed Grapple: +18 (+20 with Cybernetic Hand) Knockback: -4 ( -5 with Jacket) Saving Throws 4 + 4 + 6 = 14 Toughness: +10 (+8 Con, +2 Jacket) Fortitude: +12 (+8 Con, +4) Reflex: +10 (+6 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 108R = 27 PP Climb 8 (+16) Drive 4 (+10) Skill Mastery Handle Animal 12 (+15) Intimidate 12 (+15) Knowledge (Earth Sciences) 4 (+6) Knowledge (Life Sciences) 4 (+6) Knowledge (Tactics) 4 (+6) Language 6 (English, French, Galstandard, German [Native], Lor, Khanate, Galactic Tradespeak) Medicine 4 (+6) Skill Mastery Notice 8 (+10) Pilot 4 (+10) Skill Mastery Sense Motive 4 (+6) Stealth 10 (+16) Survival 16 (+18) Skill Mastery Swim 8 (+16) Feats: 59 PP Accurate Attack All-Out Attack Attack Focus: Ranged 2 Ambidexterity Animal Empathy Benefit 2 (Wealth 2) Critical Strike Equipment 34 + 5 (Free From rewards) Favoured Opponent (Apex Predators) Fearless Improved Aim Improved Critical 1 (Energy Rifles) Improved Initiative Jack of All Trades Minion 8, Progression 2 (Free From rewards) Power Attack Precise Shot 2 Prone Fighting Second Chance (Toughness save vs Tooth and Claw) Skill Mastery (Medicine, Survival, Drive, Pilot) Startle Track Ultimate Aim Uncanny Dodge (Auditory) Equipment 39PP = 195 EP Old Reinforced Military Jacket (Protection 2) [2EP] 10 Masterwork Space Suits [10 EP Base, Progression 3] [13 EP] Ultrasonic Whistle (Communication 2 [100’], Extras: Omni Directional, Flaws: One Way, Limited to Whistle) [1 EP] Machete (Strike 2, Feats: Mighty, Improved Critical 1, Thrown) [5 EP] Vehicle: Safari Ship Xeno Size: Awesome [5 EP], STR 100 [8 EP], Toughness 20 [5 EP] Features: Alarm 1, Computer, Garage, Gym, Infirmary, Masterwork Vehicle, Masterwork Living Quarters [2], Remote Control, Safari Cells 3 [As reinforced holding cells plus can change environment], Workshop [13 EP] Powers: Flight 16 (1,000,000mph) [32 EP], Communication 16 (Radio, nearby star systems, Flaws: Limited [One Way], Feats: Subtle) [9 EP], Super Senses 26 (Analytical Radio Senses [2], Accurate Radio Senses [4], Detect Life [Radio] [3], Detect EM Energy [Radio] [3], Detect Atmosphere [Radio] [2], Radar Sense [1], Extended Radio Senses 5 [-1 per 20 miles] [10], Radio) [26 EP], Super-Movement 3 [Intergalactic, 6 EP]) Total Cost [104 EP] Vehicle: ATV Size: Huge [2 EP], STR 50 [4 EP], Toughness 12 / Impervious 6 [9EP] Features: Masterwork, Navigation 2, Remote Control, Safari Cell 3 [7 EP] Powers: Communication 8 (Radio, 2000 miles, Flaws: Limited [One Way], Feats: Subtle) [5 EP], Speed 5 (250mph, Alt Power: Swimming 5, 50mph) [6 EP], Super Senses 7 (Accurate Radar, Radar Sense, Radio, Extended 1 Radar) [7 EP], Supermovement 2 [Surefooted 2, 50% penalty reduction) [4 EP], Total Cost [44 EP] Utility Belt [21 PP Array, Feats: Alt Power 6) [27 EP] BP: Blast 3 (Extras: Penetrating, Secondary Effect) Linked with Environmental Control 3 (Normal Heat, 25' Radius, Extras: Total Fade, Independent, Feats: Slow Fade 3 [1 hour total]) {12+6 = 18/21} “Thermal Pellet” AP: Environmental Control 5 (Bright Light, 100' Radius, Extras: Independent, Total Fade, Feats: Improved Range 2 [x5, 250’], Slow Fade 1) {18/21} “Flare Gun” AP: Nauseate 5 (Extras: Area [cloud], Range) {20/21} “Gas grenade” AP: Obscure 5 (Visual and Olfactory, Extras: Total Fade, Feats: Slow Fade 1) {21/21} “Smoke grenade” AP: Paralyse 5 (Extras: Alt Save [Fort], Poison, Ranged, Feats: Subtle) {21/21} "Blowpipe" AP: Fatigue 5 (Extras: Sleep [+0], Poison, Feats: Improved Critical 2) {17/21} "Sedative Injector" Powers: 7 + 15 + 16 + 5 + 1 + 1 + 1 = 46 PP Cybernetic Hand (Linked Powers) [7 PP] Anatomic Separation 1 (Left Hand) [2 PP] “Detaches!” Flight 2 (25mph, Flaws: Limited to hand only) [2 PP] “Mini Jets” Super Strength 2 (+10 STR, Flaws: Limited to grip) [2PP] “Power Grip” Enhanced Trait 1 (Improvised Tools) [1 PP] “Inbuilt tools” Device 5 (25 DP, Flaws: Easy to lose) [15 PP] “Plasma Gun” Plasma Array (22 PP Array, Feats: Alt Power 3) [25 DP] BP: Blast 8 (Feats: Affects Insubstantial 1, Improved Critical 1, Improved Range 2, Progression [Range] 2) [21/21PP] "Plasma Bolt" AP: Dazzle 11 (Visual Senses, Extras: Area [Cone], Flaws: Range [Touch]) [22/22 PP] "Plasma Flare" AP: Damage 11 (Feats: Affects Insubstantial 1, Extras: Area [Line], Flaws: Full Power) [22/22PP] “Plasma Overburn” AP: Snare 8 (Feats: Affects Insubstantial 1, Blocks Radio Sense, Tether, Reversible) [20/22 PP] “Charged Web” Device 4 (20 DP) [16 PP] “Helmet” Communication 6 (Radio, 20 miles, Flaws: Limited [One way], Feats: Subtle) [4 PP] Immunity 4 (Visual Dazzles, Suffocation [All]) [4 PP] Supersenses 13 (Direction Sense, Distance Sense, Extended [Visual] 1, Infravision, Microscopic Vision 2 [Cellular], Radio, Ultravision, X-Ray Vision, Drawback: Power loss [Lead for X Ray Vision]) [12 PP] Immunity 5 (Aging, Cold, Disease, Heat, Poison) [5PP] “Cybernetic Life Support” Leaping 1 (x2, Running 30’, Standing 15’, High 7’) [1 PP] “Enhanced Physique” Speed 1 (x2, 10 mph, 88’/rnd) [1 PP] “Enhanced Physique" Swimming 1 (x2, 2.5mph, 22’/rnd) [1 PP] “Enhanced Physique” Drawbacks: -2 Vulnerability (Electricity, Common, Minor [+1]) [-2 PP] “Residual Cybernetics” DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Tough Damage (Physical) Phased Plasma Ranged DC 23 Tough Damage (Energy) Plasma Flare Touch/Cone DC 25 Reflex Dazzle (Visual) Plasma Overburn Touch/Line DC 25 Tough Damage (Energy) Plasma Web Ranged DC 23 Reflex Snare Totals: Abilities (58) + Combat (48) + Saving Throws (14) + Skills (27) + Feats (59) + Powers (46) - Drawbacks (-2) = 250/250 Power Points
  21. Mannequin Power Level:10 (150/155PP) Unspent Power Points: 8 Trade-Offs: ±0 Attack / ±0 Damage, -2 Defense / ±2 Toughness In Brief: A scientist who has lost it all and closed themselves off from the world literally. Catchphrase: Built from scratch. Theme: Bynn The Breaker https://www.youtube.com/watch?v=9Wh2HgBRRPs Alternate Identity: Mannequin (Public) James Horridan(Secret) Birthplace:Freedom City Residence: Uptown Freedom City Base of Operations: N/A Occupation: Head of R&D for Vision Inc Affiliations: Vision Inc Family: His mother Mary,his boss Jimmy at Vision Inc. Description: Age: 27 DoB: 1990/23/3 Apparent Age: N/a Gender: Male Ethnicity:Caucasian Height:8,2ft Weight:365Pounds Eyes:N/A Hair:N/A Mannequin is made up of sleek alabaster white segmented joints joined together on ball joints, chains, and electromagnets. His face has near blank features sans the shallow indents where the eyes would be. The only remotely human thing still left of him is his brain inside his chest cavity, beyond that everything else is robotic. History: James Horridan cursed at the pain of getting out of his bed. For as long as he could remember his body has been all but broken. When he was born he was diagnosed with both Osteogenesis Imperfecta and hemophilia. His bones were paper and his blood ran like water. He grew up confined to his home having to treat every move he made with great care or it would be another injury. He couldn't go outside to play, couldn't ride a bike, couldn't do so many little things and it was all due to his flawed body. To stop himself from going crazy from being a prisoner to his body he learned. His parents were somewhat well-known scientists who brought him all the books he ever wanted and taught him the curiosities of the world and encouraged him to be an explorer and learn everything he could despite his limits. And so from the time of 7 years old to 18 years James devoured knowledge as it came. Quickly coming to be seen as an intellectual equal to his parents and their colleagues. The employer of his parents "Vision Inc" saw great potential in this young man and gave him the same job as his parents working in the research and development department. For one of the few times in his life James was happy. Finally he was able to strive for something despite his body holding him back. He finally had a chance to make a difference in the world. The next few years went in relative peace as James worked alongside his parents making breakthroughs through technology to keep the body alive in the worst kind of environments. With their technology they would finally be able to colonize the stars. This isn't a fairy tale this is real life and with it comes tragedy. On the verge of a long awaited breakthrough Vision Inc was raided by Hired Mercenaries. They wanted to steal what James worked to hard to achieve. James and his father tried to stop these dastardly men from ruining everything only to be repaid in kind with the father being shot and James getting thrown to the side. When James awoke he was in a hospital with his mother by his bedside. Just one look at his mom told him everything. The work was gone, his father was gone, and his spine was crushed rendering him in a wheelchair. James filled with outrage over how life keeps knocking him down no matter how hard he tries to get back up. Cursed how his life been destroyed. Cursed how he was too weak to do anything about it. Too weak to stop the criminals and save his father. Something clicked for him in his hysteria and he realized the problem isn't the world its with himself. He had tried to make the world a better place for everyone, tried to make everyone else better while he remained broken. If he was to truly help people he would need to stop being broken. He would need to fix himself before fixing the world. And so using the life insurance and the last will of his father James devoted all his time to fix what nature has mistaken. Life gave him broken bones? He removed it. Life gave him a bleeding heart? He removed it. When James was done with his "Improvements" He hardly resembled a man anymore, looking more like a store display mannequin that has gained a life of its own. James was happy with this as he can finally be his own person free of the chains of his damaged body. James now roams the streets helping others where any crime might be because as he puts it "Why dream big and fail when you can think small and achieve.". Personality & Motivation: Mannequin is a hero because ever since he was a child he wanted to make the world a better place. However due to his body he was limited and tried to help the world by being an inventor. This failed horribly and Mannequin decided to finally fix his body and help the world on a smaller scale and to enact justice for his deceased father. Due to being raised at home he hasn't had much social interactions leaving him with less than desired social skills. He is very intelligent and empathetic to those who are disabled and will try everything he can to make life better for those who are down. Powers & Tactics: Mannequin's main strength is that his only vulnerable part is his brain enclosed inside his chest, any harm to the rest of his body can easily be replaced/fixed. He is able move at high speeds and is extremely flexible due to not being constrained to normal bodily movement this allows him to quickly get anywhere almost regardless of the obstacles in his path. He would prefer to plan his attack before fighting an enemy so that he can change his parts to have the best effect in countering his opponent. He is most effective at medium range to close range due to being able to extend his limbs using various chains and electromagnets. Power Descriptions: The most obvious thing about Mannequin is his power. He looks like something straight out of a mad scientist's lair made up of several "pieces" all in a alabaster white chassis. He moves by use of electromagnets and chains making his movements seem unnatural. One would be pressed into thinking that Mannequin is a human. Complications: Unnatural Form: Mannequin has replaced his entire body but his brain with a humanoid construct that isn't restricted in the ways a human body is. Because of this people will usually not assume he is a person. and is just another machine leading them to have unfair treatment of him. Selfish Greed: Despises people who commit violence and harm for the sake of profit. Considers them to be the worst kind of people Blank Slate: Mannequin has a blank canvas for a face leading to the inability to make any facial expressions. This makes it hard when he is trying to display his emotions. Foreign Senses: Mannequin doesn't have conventional senses due to not have a "head". Instead He hears normally and sees via radar. If anything were to disrupt his radar he would effectively be rendered blind. Abilities: -10 -10 - 10 + 12 + 2 - 2= [-18PP] Strength: --/18 (+4) Dexterity: --/18 (+4) Constitution: N/A Intelligence: 22 (+6) Wisdom: 12 (+1) Charisma: 8 (-1) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4 Attack, +10 Blades Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +10 Knockback: -6/-4 flat-footed Saving Throws: 0 + 4 + 6 = 10PP Toughness: +12 (+0 Con, +4 Defensive Roll, Protection 8 Fortitude: N/A Reflex: +8 (+4 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 96R = 24PP Acrobatics 6 (+10) Computers 4 (+10) Craft 14 (Electrical) (+20) Craft 14 (Mechanical) (+20) Intimidate 14 (+13) Knowledge 8 (Life Sciences) (+14) Knowledge 14 (Technology) (+20) Medicine 5 (+6) Notice 5 (+6) Sense Motive 6 (+7) Stealth 6 (+10) Feats: 23PP Accurate Attack Ambidexterity Attack Specialization 3 (Blades) Defensive Roll 2 Dodge Focus 4 Elusive Target Equipment 2 Instant up Inventor Luck 2 Master Plan Move-by-Action Power Attack Takedown Attack Uncanny Dodge (Radar) Equipment: Powers: 18 + 18 + 4 + 1 + 30 + 8 + 5 + 8 + 3 = [95PP] All powers are apart of Mannequin's constructed body and are robotic and electronic in origin. Enhanced Strength 18 [18PP] Enhanced Dexterity 18 [18PP] Elongation 4 (50') [4PP] Feature (Indestructible brain casing) [1PP] Immunity 30 (Fortitude effects) [30PP] Protection 8 [8PP] Speed 5 (250MPH) [5PP] Strike 6 (Telescoping Blades; Feats: Mighty, Subtle) [8PP] Super-Senses 3 (Radio; Accurate) [3PP] (radar) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Telescoping Blades Touch DC 25 Toughness Damage Totals: Abilities (-18) + Combat (16) + Saving Throws (10) + Skills (24) + Feats (23) + Powers (95) - Drawbacks (0) = 150/155 Power Points
  22. Player Name: Sophistemon. Character Name: Upgrade. Power Level: PL10/11 158/166PP. Trade-Offs: -5 Defense, +5 Toughness. Unspent Power Points: 8 In Brief: An AEGIS agent pilots a walking tank in defense of Truth, Justice, and the American Way. Residence: Freedom City (Lonely Point Naval Base). Base of Operations: Lonely Point Naval Base. Catchphrase: “It's time for a little shock and awe.” Alternate Identity: Ethan Stone. Identity: Secret / Classified. Birthplace: Eglin Air Force Base (roughly three miles away from Valparaiso, Florida). Occupation: AEGIS agent tasked with piloting the X-09 Armored Mobility Platform. Affiliations: AEGIS, the USAF, DARPA, and the DoD. Family: Meryl Stone (wife), Lilly Stone (daughter). Description: Ethan Stone is a tall, athletic man with bright blue eyes, cropped black hair, and an easy smile. As Upgrade he pilots the X-09 Armored Mobility Platform, an enormous suit of chrome powered-armor designed to showcase the very latest of America's experimental weapons technology. Age: 35. Apparent Age: Mid-thirties. Gender: Male. Ethnicity: Caucasian (European-American). Height: 6’2”. Weight: 185bs. Eyes: Blue. Hair: Black. Power Descriptions: The X-09 AMP has been equipped with a staggering array of cutting-edge weaponry, nearly impenetrable armored plating, reactive defenses, strength augmentation, supersonic flight, and an autonomous repair system – all powered by a uniquely compacted LFTR thorium reactor. History: Seven years ago USAF pilot Ethan Stone was shot down over enemy territory and spent three weeks trapped behind enemy lines. Despite overwhelming odds he managed to evade capture, sabotage multiple enemy installations, and eventually commandeer the aircraft with which he made his daring escape. The escapade resulted in a recruitment offer from AEGIS and his competency there made him worthy to serve his nation in a new way: as the pilot of the X-09 AMP, known to the world as Upgrade. Personality & Motivation: Ethan Stone has dreamed of flying since he was a very small child and his choice of career was no surprise. Fittingly, he has a light and breezy personality backed by a steely, patriotic determination to see things through. As Upgrade he is intended to serve as equal parts a superhero and piece of living propaganda. The AMP is designed to show the American citizen that their government doesn't have to rely on supernatural powers: a man and his machine are more than enough. Powers & Tactics: Although Ethan Stone doesn't have super-powers of his own, he is a highly skilled agent of AEGIS and his training makes him more than a match for most mundane opponents. As Upgrade he has access to an indestructible war-machine equipped with state of the art weaponry. In combat Upgrade will position his substantial bulk between his enemies and any noncombatants in the area before attempting to overcome his foes with all of the force afforded to him by superior firepower. Complications: Accident -- The X-09 AMP is more of a vehicle than a suit and its size can be disadvantageous. Honor -- As propaganda, Upgrade is expected to conduct himself in a manner befitting a hero. Responsibility -- Upgrade's actions are beholden to the whims of the Department of Defense. Abilities: 4 + 4 + 4 + 2 + 4 + 2 = 20PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 20 + 20 = 20PP Initiative: +10 (+2 Base, +8 Improved Initiative) Attack: +6 Melee, +6 Ranged Grapple: +8 / +16 Defense: +5 (+4 Base, +1 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 4 + 6 + 4 = 14PP Toughness: +2 / +15 (+2 Con, +13 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +6 (+2 Wis, +4) Skills: 72R = 18PP Bluff 4 (+5) Computers 4 (+5) Craft: Electronic 4 (+5) Craft: Mechanical 4 (+5) Diplomacy 8 (+9) Disable Device 4 (+5) Escape Artist 4 (+6) Gather Information 4 (+5) Knowledge: Technology 8 (+9) Notice 8 (+10) Pilot 4 (+6) Search 8 (+9) Sense Motive 4 (+6) Stealth 4 (+6) Feats: 18PP Accurate Attack All-Out Attack Benefit (Agent of AEGIS) Dodge Focus Fearless Improved Aim Improved Defense Improved Grab Improved Grapple Improved Initiative 2 Improved Overrun Improved Pin Luck 3 Move-by Action Power Attack Powers: 73 = 73PP Device 18 (Hard-to-Lose, Limited to Group (Training), All Technology, 90PP Container) [73PP] Power: Primary Array (32PP Array) [37PP] Base Power: Healing 10 (Extras: Action 2; Flaw: Personal; Feats: Persistent, Regrowth) [32PP] Alternate Power: Corrosion 10 (Feats: Accurate 2) [1PP] Alternate Power: Damage 10 (Extra: Area Cone, Selective; Feats: Homing 2) [1PP] Alternate Power: Blast 10 (Extra: Autofire 1; Feats: Accurate 2) [1PP] Alternate Power: Blast 10 (Extra: Penetrating; Feats: Accurate 2) [1PP] Alternate Power: Snare 10 (Extra: Backlash; Feats: Accurate 2) [1PP] Power: Secondary Array (16PP Array) [19PP] Dynamic Base Power: Flight 8 (Max speed of 2,500mph) [17PP] Dynamic Alternate Power: Super-Strength 8 (+40 STR carrying capacity, +8 to some checks) Power: Immunity 9 (Life Support) [9PP] Disease, Poison, all Environmental Conditions, & Suffocation Power: Protection 13 [13PP] Power: Super-Senses 12 [12PP] Danger Sense: Vision, Darkvision, Direction Sense, Extended Type: Vision (-1 per 100ft), Infravision, Radio, Radius Type: Vision, Tracking: Infravision 2 (normal movement speed) Drawbacks: (-5) = -5PP Disability -- Oversized Build (Uncommon, Minor) [-1] Normal Identity -- Activation Sequence (Common, Major) [-4] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Strike 2 Touch DC17 Toughness (Staged) Damage (Bludgeon) Corrosion 10 Touch DC25/20 Toughness (Staged)/Fortitude Damage/Drain (Technological) Damage 10 Touch DC25/20 Toughness (Staged)/Reflex Damage (Technological) Blast 10 100ft DC25 Toughness (Staged) Damage (Technological) Snare 10 100ft DC20 Reflex (Staged) Snare (Technological) Totals: Abilities (20) + Combat (20) + Saving Throws (14) + Skills (18) + Feats (18) + Powers (73) - Drawbacks (5) = 158/166 Power Points. Movement Notes: Flight -- 2,500 mph / 22,000 ft per round. Jumping -- Running Jump 12 ft, Standing Jump 6 ft, High Jump 3 ft. Throwing Distance -- 22.4 tons 5 feet, 100 lbs 2500 feet, 10 lbs 1.9 miles. Carrying Capacity Notes: Light Load -- 7.5 tons. Medium Load -- 14.9 tons. Heavy Load -- 22.4 tons. Maximum Load -- 44.8 tons. Push/Drag -- 112 tons.
  23. Synth Power Level: 11/15 (250/250) [251] Unspent Power Points: 0 Trade-Offs: +1 attack/-1 DC; +1 defense/-1 toughness In Brief: Socialist Synthetic Organism. Alternate Identity: Winter Snow Birthplace: Northern Scandinavia Residence: Freedom City, Downtown (Run down flat) Base of Operations: Freedom City Occupation: Refuse Collector Affiliations: Freedom City Refuse and Sewer services Family: None Description: As Synth (As Winter Snow) Age: 7 (18/8/2010) Apparent Age:25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Blue (Green) Hair: Chestnut (Jet Black) Synth can take on the appearance of any human. As such Synth has no gender, but “her” main secret ID (Winter Snow) is female, so “she” tends to use this pronoun. In natural state, Synth is a pale white, hairless human with no apparent gender. The skin is slightly translucent, and her appearance as a whole is pretty unnerving to look at. Whilst asleep, she reverts to this default form. When Synth activates “hypertrophied” muscles, Synth looks visibly (and extraordinarily) more muscular. Winter Snow, her main Secret ID is a tall woman with rather messy choppy hair. She is beautiful in a sense, but scruffy with drab, cheap clothes. As a “superhero” (and there is time to change), she wears a dark all in one spandex number. She changes her appearance slightly, her eyes becoming blue, her hair and skin lighter. History: Synth was created in a top secret laboratory in northern Sweden, led by Dr Ingvar Nyberg. Unknown to the team of scientists, the facility and research was funded by SHADOW to investigate creating the perfect “Aryan”. The team had access to Utopian (particularly, Superior) DNA. Synth grew up quickly, maturing in a year with full cognitive faculties and superhuman physical abilities. With such success, SHADOW moved in to reap its reward. Dr Nyberg managed to smuggle Synth out. The research team are gone, presumed (?) dead. With no identity, Synth moved to America. After some adventures as a superhero, Synth went into temporary retirement as part of self-discovery. She has worked a number of menial jobs, and had a number of identities. She settled down as part of the refuge collection service of the city. She would have been happy enough doing this, until she found on of her work friends murdered in a dumpster. Anger aside, she felt she could no longer just live the simple life…she had a duty to clean up the city, in more ways than one… Possessed of superhuman senses and spending days rummaging around the rubbish of the rich, famous, criminal, and ordinary citizen alike, Synth often comes across some interesting stuff… Personality & Motivation: Synth is reflective, wise, and even introspective. She leans heavily to liberal socialist politics, finding much to admire in democracy and little to admire in capitalism. That said, she is not a political person but finds her expresses her beliefs in day to day empathy. As synth also carries the imprinted memories of several scientists (and their brain patterns), she can also get a little odd, or unpredictable, if those personalities reassert themselves. That said, those brain patterns are generally of (relatively) benign and sensible scientists, and the imprinted memories usually have a rather vague quality rather than full blown personalities (unless…) Powers & Tactics: Synth has the ability to change her body to any humanoid. The change takes several seconds of concentration and is also painful depending on how extreme and speedy the change is. For this reason Synth will usually (time permitting) change slowly. As an artificial organism, Synth has several superhuman traits. Synth has superhuman strength, agility, endurance and speed. Synth’s senses are extremely acute. Synth does not age and is immune to poison and disease. Synth can control her own biological functions voluntarily (such as heart rate or various hormones like adrenaline) and is able to change muscle function; normally (as it is most comfortable), Synth’s muscles are extremely efficient, able to function with minimal metabolic demands. Alternatively, they can hypertrophy and gain additional power, or become loose and elastic, meaning Synth has remarkable contortionist abilities. Synth’s cells can “infect” others, causing them to break out in contagious boils or blotches, a tactic used against biological targets. Synth’s cells can also regenerate, and can cannibalize others flesh. Due to imprinted memories, Synth is an expert in many biological / psychological fields. Synth has no formal martial art training and will always prefer non-violent or non-lethal conflict resolution. In a fight, Synth will use a combination of strength, speed, and advanced knowledge of pressure points / anatomy to subdue rather than “skill” in combat. Complications: Inhuman: Regular medicine, unless done by biogenetic experts, will be ineffective on Synth, or possibly harmful. In addition, whilst Synth normally has immunity to poison and disease, certain engineered toxins and diseases will still affect her (or possibly she might be especially vulnerable to them). Ugly: Whilst Synth can normally choose attractive forms, the “natural” state is pretty hard on the eye (and sensitive to sunburn!). When she sleeps, for instance, she will revert to this state. Of course, this is not a complication unless actually being horribly ugly causes some additional problems over and above losing morphed status). Pain: Quickly changing appearance hurts Synth. Very slow changes (an hour) are barely noticeable. If done slowly (a few minutes) it is an unpalatable ache. A speedy transformation can be anything from a griping pain (if the changes are relatively minor) to a crippling agony (for major changes of size, build, or gender). This could leave Synth flat footed, stunned, or even unconscious, and at the very least are distracting. Reverting to "natural" state is, however, painless. Memories: Synth has the imprinted brain patterns of several top scientists which can bubble, distract or even change her personality, particularly if Synth is tired or drained. Whilst most of these brain patterns are benign, this is not automatically so. In addition, whilst Synth can normally access these “echoes” to gain expert knowledge of biological sciences, this might not always be the case. It is possible certain psychology experts or psionic / mental powers might take advantage of this part of her. Job Stinks: The job smells. If called away mid work, she will certainly have a detectible (and unpleasant) odour. Even out of hours and after a shower, sensitive noses (such as the scent supersense) may well pick up her day job. She would have to some time with industrial strength detergents to completely wipe the smell away. Aside from this making her recognisable, it may also make social interactions more difficult. In addition, refuse collection is not well paid; Winter snow is struggling financially (run down rented room, no car, etc). Abilities: 16 + 32 + 20 + 6 + 8 + 4 = 86 Strength: 26 (+8) [30 (+10) with Rage] Dexterity: 42 (+16) Constitution: 30 (+10) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 24 + 24 = 48 Initiative: +20 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +28 (Additional +3 with Hypertrophied muscles) Knockback: -5 Saving Throws: 2 + 2 + 2 = 6 Toughness: +10 (+10 Con) Fortitude: +14 (+10 Con, +4) [+16 with Rage] Reflex: +16 (+16 Dex) Will: +6 (+4 Wis, +2) [+8 with Rage] Skills: 100 Ranks = 25 PP Acrobatics 8 (+24) Bluff 4 (+6) Climb 4 (+6) Craft (Mechanical) 4 (+7) Diplomacy 4 (+6) Disguise 0 (+2) Skill Mastery [+20/+22 With Morph] Drive 4 (+20) Skill Mastery Escape Artist 0 (+16) Skill Mastery [With Hypermobile Muscles 16 (+32)] Intimidate 4 (+6) Knowledge (Behaviour Sciences) 8 (+11) [Enhanced: 16 (+19)] Knowledge (Life Sciences) 8 (+11) [Enhanced: 16 (+19)] Knowledge (Streetwise) 4 (+7) Language 4 (English, French, German, Russian, Swedish) Medicine 8 (+12) Skill Mastery [Enhanced: 16 (+20)] Notice 12 (+16) Search 4 (+7) Sense Motive 8 (+12) Stealth 8 (+24) Swim 4 (+12) Feats: 17 PP Acrobatic Bluff Blind Fight Chokehold Defensive Attack Evasion 2 Grappling Finesse Improved Critical 2 (Unarmed Attack) Improved Initiative 1 Jack of All Trades Move By Action Skill Mastery (Disguise, Drive, Escape Artist, Medicine) Takedown Attack 1 Stunning Attack Ultimate Effort [Fort Saves] Uncanny Dodge (Auditory) As Enhanced Traits: Attractive 2 (Potentially) Endurance 5 (with hyper efficient muscles active) Rage 1 (10 Round Duration) Powers: 6 + 3 + 7 + 2 + 8 + 6 + 1 + 2 + 7 + 2 + 25 = 69 Enhanced Trait 6 (Knowledge [Behavioural Sciences] 8, Knowledge [life sciences] 8, Medicine 8) [6 PP] “Imprinted Biomedical Science Memories” Feature: Autonomic control (Feats: Rage, 10 rounds) [3 PP] “Synthetic organism” Immunity 7 (Aging, Cold, Critical Hits, Disease, Own infection power, Poison) “Synthetic Organism” [Biological] Leaping 2 (x5 distance, total: running 90’, standing 45’, high jump 22’) [2PP] “Synthetic organism” Morph 4 (Humans, +20 to disguise rolls, Extras: Duration [continuous], Feats: Attractive 2, Drawbacks: Full round to change [-3], Not clothes or inorganic material [-2], Power Loss: Sleep [-1]) [8 PP] “Synthetic organism” Muscle Array (5 PP Array, Feats: Alternate Power 2, Drawbacks: Move action to change array) [6 PP] BP: Enhanced Trait 5 (Endurance 5) [5/5 PP] “Hyperefficient muscles” AP: Super Strength 3 (+15 to Strength, Drawbacks: Noticeable) [5/5 PP] “Hypertrophied muscles” AP: Enhanced Trait 4 (Escape Artist +15) linked with Quickness 3 (Additional x10 for x50 total, Flaws: One task [Escape Artistry]) [5/5 PP] “Hyperflexible muscles” Quickness 2 (x5 Speed, Flaws: Physical actions only) [1 PP] “Synthetic Organism” Speed 2 (25 mph or 220’/rnd) [2 PP] “Synthetic organism” Super Senses 7 (Acute Olfactory, Analytical Tactile, Extended Hearing 1 [x10], Extended Olfactory 1 [x10], Extended Vision 1 [x10], Low Light Vision, Tracking [Olfactory]) [7 PP] “Synthetic organism” [Biological] Swimming 2 (5mph or 44’/rnd) [2 PP] “Synthetic organism” Synthetic Cell Array (21 PP Array, Feats: Alternative Power 4) [25 PP] [Biological / Cellular] BP: Nauseate 10 (Extras: Contagious, Feats: Reversible, Flaws: Requires Grapple) [21/21PP] “Infect” AP: Healing 10 (Extras: Total, Feats: Regrowth, Flaws: Tiring) [21/21] “Regenerate” AP: Strike 10 (Extras: Alt Save [Fort], Vampiric, Feats: Incurable, Flaws: Requires Grapple)[21/21PP] “Cannibalize” AP: Nullify 10 (All mutation powers, Extras: Alt Save [+0, Fort], Disease [+2], Feats: Reversible, Flaws: Range [Touch], Requires Grapple) [21/21 PP] “Genetic shutdown” AP: Nauseate 10 (Extras: Area [Cloud], Contagious, Feats: Reversible, Flaws: Action [Full], Tiring) [21/21 PP] “Shed infected skin spores” Drawbacks Vulnerability (Acid, uncommon, Minor, +1 DC) [-1 PP) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23/25* Tough Damage (Staged) Infect Touch DC 25 Fort Nauseate Cannibalize Touch Dc 25 Fort Damage (Staged) *With Rage Active Totals: Abilities 86 + Skills 25 + Feats 17 + Powers 69 + Combat 48 + Saves 6 – Drawbacks 1 = 250/250PP
  24. Kuksón Power Level: 10 (180/180PP) Unspent Power Points: 0 Trade-Offs: +3 Attack / -3 Damage In Brief: Regular guy with a not so regular sword. Catchphrase: Theme: Alternate Identity: Lee Yoon-sung (Secret) Birthplace: Emerald City Residence: Base of Operations: Occupation: Auto Mechanic Affiliations: People and/or groups you work with. Family: Close or otherwise significant relatives. Description: Age: 30 (DoB: 1986 [February 16]) Apparent Age: Mid Twenties Gender: Male Ethnicity: Korean American Height: 5'6 Weight: 154 lbs Eyes: Black Hair: Black Yoon-sung is a fairly muscular male whose hair is kept as a side swept fringe with neatened up sides. His apparel tends to lean to the plain t shirt and jeans section of the store. Yoon-sung is often seen wearing a red plaid jacket when not in his work attire. Which consists of dark blue coveralls. As Kuksón, Yoon-sung's face is covered by a Korean bridal mask. His superhero costume actually consists of a three piece suit, a black hat (adorned over the mask), and white gloves. His black shoes are heavily jewelled. History: Since the dawn of the Silla era, into every generation a shaman is reborn. They alone wield the strength to fight off the forces of darkness wishing to stake a claim in the Netherworld. A tradition established by the Hwarang (although there is evidence that the Wonhwa were the first to create such a hero) skilled Shamans were chosen for their honor and great spiritual enlightenment. These Shamans were entrusted with a weapon by the gods that allowed them to fight on equal footing with demons as deadly warriors. Yoon-Sung is not one such warrior. No, he was an simple auto mechanic who quickly learned just how curiosity killed the cat. Yoon-Sung was a high school dropout looking for a way to pay the bills so he took a job offer from Nick Long to work at the Long Auto Mechanic shop. Little did he know that Nick Long was the leader of the Emerald City charter of the King's Outlaw Motorcycle club. Much less that the King's trafficked illegal Russian Firearms. Unfortunately, both of these facts came to a head when Yoon-Sung poked his head where he shouldn't and looked inside the trunk of an antique car that Nick Long told him to touch. The contents were a mixture of automatic weapons, viridian stones, and a strange stone box with Korean characters on it. Freaking out, Yoon-Sung wanted to run away but he felt a strange tug from the box as if it were calling for him. Touching the stone he suddenly found himself impaled by a hail of bullets, mistaken for a thief by a Mafiya thug that had chosen that moment to check on the firearms. When Yoon-Sung opened his eyes again he was in the Seocheon Flower Field surrounded by shamans. It is then that they inform Yoon-sung that he has died. He was then informed that he descended from the highest bone rank (an outdated caste ranking from the Silla Kingdom) and for the deed of saving Princess Bari he was prevented with an opportunity to join their ranks as a shaman guarding the fields from would be thieves. That was until the first Shaman herself appeared and explained that Yoon-Sung was not a Shaman. She was indeed trapped inside the stone tablet, a deed committed by the Green Dragon Society during WWII, and it was something strange about his touch that she couldn't quite pinpoint that freed her. But, he was not a capable enough warrior to actually defend the fields, nor a learned enough intellect, to speak nothing of the fact that his body had yet to undergo the ritual to wash away all impurities. However, a reward was still in order. So she gave him a flower that would return his life and infused his body with the spirit of a fallen Silla swordman. One of the many in an extant line of shamans chosen to protect the Seocheon Flower Field from the mortal coils until death. Returned to his body in a hospital room, Yoon-sung's miraculous recovery was the talk of the hospital. No one noticed that he was now carrying a small piece of metal that wasn't there hours ago. Personality & Motivation: Yoon-sung didn't grow up religious, although he is honored of his choosing he has no inherent plans to become a proper shaman. He just wants to get back with his life and ignore the weirdness going on around him. But, he just can't help this desire to help those in need. While, not a proactive hero in that he won't go on active patrols at the first sign of trouble in Emerald City Yoon-sung can't help but leap headfirst into action Of course the spirit inhabiting his body may play some part in this. Powers & Tactics: Yoon-Sung's Saingeom was created in the Silla Era, long before the first officially documented one was created in the Joseon Era of Korea. Passed down shaman to shaman it contains all the memories of its previous owners. As such Kuksón has an innate martial skill that matches an expert swordsman. As the sword was crafted with the scales of a slain Imoogi, it has strange properties tied to the element of water. The blade is able to shift between all three states of water at the user's command. The sword also carries within it the souls of all it has slain. They can as such provide advice to help Kuksón in defeating his foes. In its water state the blade's weight is negligible and as such is ideal for high speed slashes and felling multiple foes in short succession. Furthermore, a single scratch of the blade can cause debilitating pain. In its ice state, the sword's weight adds to its raw destructive power while flash freezing his surroundings. As such the ice state is not ideal when civilians or allies are nearby. The gas state's blade turns into a heavy mist that obscures one's vision and makes it hard to smell, Kuksón can manipulate the mist Power Descriptions: When inert, his Saingeom appears like a small bladeless hilt. When activated in its water state the sword has 28 constellations, 27 sword characters, the om mani padme hum buddhist mantra, and finally a magical incantation which reads as follows: "The Heaven calls down the spirit, and The Earth helps the soul. The sun and the moon are shaped, mountains and rivers are formed, and Lightnings strike like storm. Move North Heaven to destroy evil in the land, make for righteousness in the natural order." In its ice state the blade's mantra is replaced with the Om Amideva. The blade is much thicker, becoming translucent rather than transparent. Though as a result the inscriptions are easier to read. In its mist the blade forms into a vaguely tiger shaped vapor surrounding the area around the user. The inscriptions are near impossible to read. Those able to read the vapor can make out the metta sutta written within. Those within the Mist Complications: Bad Boss: Yoon-sung still works for Nick Long. Hospital bills don't pay themselves. But, even without knowing the whole picture of his boss' criminal endeavors, he knows that Nick is bad news. Chivalry in Warfare: Superheroes don't kill unnecessarily, and neither did the chosen warriors of the Hwarang supposedly. But, that doesn't mean killing never happens. Those killed by his Saingeom have their soul taken into the blade. The souls inside the sword can provide Yoon-sung with advice. Unfortunately, the trustworthiness of said souls is more than lacking. After all, only the most evil beings would have necessitated killing. Not a drop to Drink: Yoon-sung's Saingeom's blade requires a source of moisture to form the blade. A 16 oz bottle of water will do. However, a capable villain can drain/evaporate the water used after a blade has been formed, requiring Yoon-sung to search for a new source of water. Pay the Toll: Yoon-sung can come back from the dead (again). At a cost, the sword will take his soul into it. Forcing him to engage in a trial by combat with the souls inside to earn his life back. But, if another soul wins they have the opportunity to gain control of his soul. Servants of a villain trapped within the soul may attempt to do everything they can to weaken. Sinbyeong: Yoon-sung suffers from sinbyeong. A spiritual sickness caused by an imbalance in the energies in his body due to the fact that he has no fully accepted the spirit possessing him. The GM should feel free to cause hallucinations, ask for a nightmare roll at the beginning of threads, sleepwalking and other symptoms are also up to a GM's discretion. Abilities: 6 + 0 + 6 + 0 + 6 + 2 = 20PP Strength: 16 (+3) Dexterity: 10/20 (+5) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +0/+9 Attack: +13 Melee, +5 Base Defense: +13 (+ 5 Base, +8 Enhanced Base) +3/+7 Flat-Footed Grapple: +18 Knockback: -3/-6 (Versus Demonic/Hellfire/Infernal) Saving Throws: 0 + 0 + 0 = 0PP Toughness: +7 (+3 Con, +4 [Protection]) Fortitude: +6 (+3 Con, +3 Enhanced) Reflex: +10 (+5 Dex, +5 Enhanced) Will: +8 (+3 Wis, +5 Enhanced]) Skills: 22R = 88PP Climb 2 (+5) Concentration 7 (+10) Disable Device 10 (+10) Craft (Mechanical) 15 (+15) Drive 10 (+15) Intimidate 5 (+6) Knowledge (Theology & Philosophy) 4 (+4) Language 1 (English [Native], Korean) Notice 4 (+7/+15) Perform (Dance) 9 (+10) Perform (Wind Instruments) 9 (+10) Stealth 10 (+15) Swim 2 (+5) Feats: 7PP Beginner's Luck Equipment 2 Fascinate (Perform) Trance Weapon Bind Weapon Break Equipment: 2PP = 10EP Muscle Car [10EP] Strength: 25 [1EP] Size: Large [1EP] Toughness: +8 [1EP] Defense: -1 [0EP] Features: Alarm 2 [DC25] [2EP] Powers: Speed 5 (250 mph) [5EP] Powers: 35 + 70 + 6= 111PP Device 11 ( 55DP Container; Feat: Restricted [Those who have died], Indestructible; Drawback: Easy-to-Lose ) [35PP] ( Sainchamsageom ) Blade Array 20 ( 40PP Array; Feat: Alternate Power 2 ) [42DP] Damage 4 ( Extras: Autofire [7 Ranks], Linked to Nauseate, Penetrating [4 Ranks]; Feats: Improve Critical 2, Mighty, Takedown Attack 2 ) + Nauseate 7 ( Extra: Linked to Damage) (Water Sword) {18+14=32/40} Damage 10 ( Extras: Area [50' General Burst], Linked to Drain ) + Drain Toughness 10 ( Extras: Area [50' General Burst], Linked to Damage ) (Freezing Sword) {20+20=40/40} Illusion 10 ( All Sense Types; Extra: Selective Attack; Flaws: Phantasms, Limited to Targets Inside of Fog ) + Obscure 2 ( Affects Visual Senses; Flaw: Range [Touch] ) {30+2=32/40}(Mist Sword) Comprehend ( Spirits; Flaw: Limited to Spirits inside of Saingeom) [1DP] Feature 1 ( Spirit Container [Souls of those slained by the Saingeom/Former Wielders trapped inside] ) [1DP] Impervious Toughness 6 ( Flaw: Limited to Demonic/Hellfire/Infernal ) [3DP] Move Object 2 ( Heavy Load: 100 lbs; Flaw: Limited to Water; Extra: Range [Perception] ) [2DP] Regeneration 2 ( Resurrection 2 [1 Day ] ) [2DP] Super-Movement 1 ( Water Walking ) [2DP] Sinbyeong 14 ( 70PP Container) [70PP] Enhanced Defense Bonus 5 [10PP] Enhanced Dexterity 10 [10PP] Enhanced Feats 14 ( Attack Focus [Melee] 8, Cunning Fighter, Improved Disarm, Improved Initiative, Improved Sunder, Precise Strike, Quick Draw [Draw] ) [14PP] Enhanced Fortitude 3 [3PP] Enhanced Notice 8 (+8) [2PP] Enhanced Reflex 5 [5PP] Enhanced Will 5 [5PP] Feature ( Undead Pressence [Undead creatures tend to regard Kuksón as “one of them” and unless circumstances dictate otherwise they at worst, maintain a neutral attitude towards him. As the Undead do not consider Kuksón a living creature for commands involving such, and may simply ignore him]) [1 PP] Immunity 2 ( Disease, Poison ) [2PP] Impervious Will 1 [1PP] Protection 7 [7PP] Speed 1 ( 10 mph, 100 ft./rnd ) [1PP] Super-Senses 5 ( Accurate [Hearing], Danger Sense [Hearing], Extended [Hearing, -1 per 100'] Uncanny Dodge [Hearing] ) [5PP] Super-Strength 2 ( 26 Effective STR, Heavy Load [920 lbs] ) [4PP] Shaman Ruts ( 5PP Array; Feat: Alternate Power 1 ) [6PP] BP: Healing 5 ( Flaw: Limited to Others ) {5/5} AP: Astral Form 1 {5/5} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC18 Toughness Damage (Physical) Freezing Blade 50' Burst DC20 Reflex DC20 Fortitude DC25 Toughness Drain Toughness Damage (Ice) Mist Blade Perception/10' Burst DC20 Will Illusions/Obscure Water Blade Touch DC22 Toughness DC17 Will Damage (Water) Nauseate Totals: Abilities (20) + Combat (20) + Saving Throws (0) + Skills (22) + Feats (7) + Powers (111) - Drawbacks (0) = 180/180 Power Points
  25. Superlative Man Power Level: 8 (150/150) Unspent Power Points: 0 Trade-Offs: +1 Defense/-1 Toughness, +1 Club Attack/ -1 Club Damage In Brief: A man struggling with being unable to be noticed Catchphrase: "Watch out!" Theme: "Hear me now"- Hollywood Undead https://www.youtube.com/watch?v=pdoIs1jZbCY Alternate Identity: Unknown Birthplace:Freedom City Residence: Superlative Man is homeless. Base of Operations: Downtown Freedom City Occupation: Unemployed Affiliations: Works on his own. Family: Superlative Man has no family members Description: Age: 28 (DoB: 1989 Day & Month]) Apparent Age: Late 20s Gender: Male Ethnicity: Caucasian Height: 6'1 Weight: 152 Eyes: Blue Hair: Dirty Blonde If you were to see Superlative Man you would see a biker looking fellow who is wearing white primary motorcycle gear with a golden trim around the shoulders and a golden setting sun on the back of the jacket. His visor is solid gold in color and he wears black gloves and shoes. Has a toned build. History: Dr.Lobe cackles as the final piece of his wonderfully evil DEATH RAY was assembled. After Months of work soon the world will fear his genius might! But before he send his DEATH RAY into space to wreak destruction he needed to personally test the effects of it on the public...and what better representation of the public then the local homeless population, after all no one will notice a missing homeless nobody. "Bring in the test subject!" Cackled Dr.Lobe. 2 faceless goons carried a half conscious man who looked like he's seen better day and strapped him into the restraints of the test chamber. Dr.Lobe's eyes twinkled with glee as he prepared his mighty DEATH RAY. "Huh what's going on? Let go of me!" Said the restraint man only be be met with more cackling from Dr.Lobe. "Soon you will no longer exist when my mighty DEATH RAY shines upon you! Activate the ray!" The beam slowly glowed brighter and brighter before it shined a magnificent light upon the restraint man. When the Ray was turned off the man was no where to be seen. However the man was still there as instead of disintegrating him outright it erased his existence. Soon after the ray was turned off a local superhero busted through the wall and engaged the mad Dr.Lobe in combat defeating him and leaving the room in rubble. Hours later the Undetectable man rose from the ruins unaware of where he was and more importantly who he was. Superlative Man decided to find out just what happened to his image and figured what better way to do it then to confront super villains as a hero. However to be a hero Superlative Man realizes that he needs a base of operation. So he went underground literally and spent the next 14 months build his base and getting used to not being able to see himself so that he will be properly prepared to fight villains. During this time he investigated what had happened to him and found it it was due to a low time wanna-be world dictator Dr.Lobe. Wanting to find Dr.Lobe and reverse whatever cause him to be unseen is easier said than done as shortly after being incarcerated Dr.Lobe escaped from imprisonment and hasn't been seen since. The 14 months of isolation combined with being able to look at himself in the mirror has led to a less than stable mindset. Personality & Motivation: Superlative Man has gone somewhat stir crazy over not being able to look at himself anymore not being noticed by anyone which is his main cause for becoming a superhero because as he sees it if he fights crime then villains will have to notice him. He tries at every chance to have interactions with others to prove his own existence. Nonetheless he still tries to do the right thing in the end. Powers & Tactics: Superlative Man doesn't fight head on or fairly. Instead he attacks when there is an opening and only then. If he cannot get the jump on an enemy then he will try sabotage the enemy's equipment. Superlative Man's focus in group efforts is acting as a saboteur by going behind enemy lines and breaking things whether its using his computer skills to hack into systems or disable device skills to rip apart wiring of death machines. Power Descriptions: There is no appearance of his powers as his powers is of concealment from visual senses. Complications: Ignored: Because of his amazing power its somewhat difficult for Superlative Man to maintain relationships as people tend not to notice him. Impoverished: Superlative Man has no resources outside of taking from villians to help him fight crime. Amnesia: Due to the madness that was Dr.Lobe Superlative Man has lost his memories prior to gaining his power. No self Image: Superlative Man cannot perceive himself visually as his power affects him too. Insomnia: Being able to see through his own eyelids have made it difficult to sleep. Abilities: 10 + 4 + 4 + 4 + 4 + 0 = 26PP Strength: 20 (+5) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 10 = 18PP Initiative: +2 Attack: +9 Melee, +4 Ranged. Defense: +9 (+5 Base, +1 Dodge Focus), +3 Flat-Footed Grapple: +9 Knockback: -3 Saving Throws: 4 + 6 + 8 = 18PP Toughness: +7 (+2 Con, +4 Defensive Roll, +1 Armor) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +10 (+2 Wis, +8) Skills: 152R = 38PP Acrobatics 6 (+8) Climb 6 (+11) Computers 8 (+10) Craft 4 (Chemical) (+6) Craft 6 (Electrical) (+8) Craft 6 (Structural) (+8) Craft 6 (Mechanical) (+8) Disable Device 8 (+10) Drive 10 (+12) Escape Artist 8 (+10) Intimidate 6 (+6) Investigate 6 (+8) Knowledge 6 (Streetwise) (+8) Medicine 6 (+8) Notice 8 (+10) Search 8 (+10) Sense Motive 8 (+10) Sleight of Hand 10 (+12) Stealth 10 (+12) Survival 8 (+10) Feats: 33PP Accurate Attack Attack Focus 1 (Melee) Attack Specialization 2 (Club) Defensive Roll 4 Dodge Focus 1 Elusive Target Equipment 7 Evasion Fearless Feature (Supply Caches around the city) Improved Critical 2 (Club) Improvised Tools Instant Up Inventor Jack-of-All-Trades Luck 2 Movie-By-Action Power Attack Takedown Attack 2 Track Equipment: 8PP=40EP Audio Recorder [1EP] Cellphone [1EP] Flash Goggles [1EP] Flashlight [1EP] Gas Mask [1EP] Handcuffs [1EP] Laptop [1EP] Lead Pipe (Damage 2) [4EP] Leather Jacket (Toughness 1) [1EP] Mini-Tracer [1EP] Motorcycle (Extra; Speed 7, Alarm, Hidden Compartments, Oil Slick, Smoke Screen, Tracking Device, Remote Control [17EP] Re-breather [1EP] Sewer System HQ: Size: Small; Toughness 10; Features: Communications, Computer, Concealed, Garage, Living Space, ESP 6 (Visual and Audio Feed; Extra: Subtle, Rapid, Flaws: Medium-Limited to cameras around the city),Security Systems, Workshop [9EP] Powers: 16 + 0 + 0 = 16PP Concealment 4 (Sense Immunity; Extra: Continuous, Flaws: Permanent) [16PP] (Superlative Man is permanently immune to being sensed visually. The power itself is scientific photonic in nature causing light to not reflect off of him form.) Drawbacks: (-0) + (-0) = -0PP DC BLOCK Attack Range Save EFFECT Unarmed Touch DC 20 Toughness Damage Lead Pipe Touch DC 22 Toughness Damage Totals: Abilities (26) + Combat (18) + Saving Throws (18) + Skills (38) + Feats (33) + Powers (16) – Drawbacks (0) = 150/150 Power
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