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  1. The Ride Power Level: 10 (150/152PP) Unspent Power Points: 2 Trade-Offs: None In Brief: A mutant who is equally tough and flexible. Catchphrase: "Get ready for The Ride!" Theme: Alternate Identity: Ash Parker (Secret) Birthplace: Springville, Alabama Residence: Lewes, Delaware Base of Operations: Freedom City, New Jersey Occupation: Delivery Affiliations: Superheroes Family: Tiny, owner (is a cat). Martin Parker, father. Martha Parker, mother. Description: Age: 21 (DoB: 1996, February 14) Apparent Age: early twenties Gender: Fluid (he/him, she/her, they/them if you don't want to ask) Ethnicity: Half African-American, Half Caucasian Height: 5'6" Weight: 130 pounds Eyes: Purple Hair: Black Ash is very androgynous, with delicate features making them look much more softer than s/he is. Ash wears loose fit carpenter jeans and tshirts two sizes too large for them. The Ride wears a black leather body suit and a domino mask. History: Ash is an anomaly. One born with superpowers in their genetics. Throughout childhood s/he would see it in small amounts. Being 'naturally' athletic and acrobatic. S/He played sports (soccer and baseball), but what s/he really loved was dance. The freedom of movement encapsulated what s/he would grow into. Ash first encountered their full powers a few years ago, just after high school. A group of bigots wanted to know what Ash's 'real' gender was and attacked. The bigots tackled them down and thought they would remove Ash's pants. A surge of adrenaline hit Ash. S/He remembers smashing and dodging through the bigots until the group was knocked out. Ash had superpowers, but didn't know why or how it happened. S/He told their mother and father about the incident and they told them that there was a bigger world out there. S/He agreed. Taking the name X at first, s/he moved just out of town and designed a costume. For a few months they acted as a nightly guardian. S/He would take out muggers and thieves and smaller crimes. During the day, s/he would work temporary jobs. When Ash felt ready, s/he packed up their things and left their small town to go up north towards Freedom City. S/He Didn't go all the way up, settling in Delaware, right across the way from Freedom City. With this new life, double life even. In Lewes, s/he was Ash Parker. In Freedom City, s/he would be The Ride. Personality & Motivation: Ash is a sensual person. S/He enjoys the finer things in life. Good music, good food and drink. S/He loves to dance. It's like their favorite pastime. While Ash is particularly open about using their powers out of costume, s/he does not associate their heroic life with their 'normal' life. Ash works as delivery person in their out of costume persona because s/he's pretty fast. In costume, their priority is to protect innocents. Freedom City is a big step up, so s/he has to step up their game! Powers & Tactics: The Ride is fast and flexible, but also hits like a MAC truck, and could probably take a hit from said truck! The Ride uses their powers to knock out criminals with grace and power at the same time. Power Descriptions: Well, you really can't describe it other than Runs Fast with Speed. Jumps High with Leaping. Lifts Heavy Things and Hits Hard with Enhanced Strength and Super-Strength. Really Hard to Damage with Enhanced Constitution and Impervious Toughness. Ash and The Ride have no manifestations of their powers. Complications: Genderfluid: Ash does not feel comfortable in one gender. S/He may identify as female, male, both, or neither. May confuse or irritate bigots who believe elsewise. Human, Take Care Of Me: Ash has a cat named Tiny. No Relationships: Ash believes that s/he can't do that sort of thing in their normal life. Too many people aiming for the big target. It's why s/he's here now, to protect her parents. Two Lives: On top of having a secret identity, Ash lives a double life. S/He does not hide her powers in her normal persona. Everyone knows Ash Parker is not a superhero though! Abilities: 4 + 10 + 4 + 0 + 4 + 8 = 30PP Strength: 14/30 (+2/+10) Dexterity: 20 (+5) Constitution: 14/30 (+2/+10) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +5 Attack: +10 Melee, +5 Ranged Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Grapple: +24 Knockback: -10 Saving Throws: 0 + 5 + 6 = 11PP Toughness: +10 (+2/+10 Con, +0) Fortitude: +10 (+2/+10 Con, +0) Reflex: +10 (+5 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 68R = 17PP Acrobatics 15 (+20) Bluff 4 (+8,+12 Attractive) Diplomacy 4 (+8, +12 Attractive) Gather Information 8 (+12) Knowledge (current events) 6 (+6) Knowledge (popular culture) 6 (+6) Language 1 (English [native], Japanese) Notice 8 (+10) Perform (dance) 8 (+12) Sense Motive 8 (+10) Feats: 21PP Accurate Attack Acrobatic Bluff Attack Focus (melee) 5 Attractive Challenge - Improved Acrobatic Bluff Dodge Focus 5 Evasion Improved Trick Move-by Action Power Attack Skill Mastery (Acrobatics, Gather Information, Notice, Perform (dance)) Takedown Attack Uncanny Dodge (Auditory) Powers: 16 + 16 + 10 + 9 = 51PP (all powers are genetic and mutation descriptor) Enhanced Consitution 16 [16PP] Enhanced Strength 16 [16PP] Impervious Toughness 10 [10PP] Array 4 (8PP array, Alternate Power 1) [9PP] BP: Super-Strength 4 {8/8 PP} AP: Leaping 4 (x25; Running Long Jump 500 feet, Standing Long Jump 250 feet, High (Vertical) Jump 125 feet) {4/8PP} + Speed 4 (100MPH, 1000 feet per round) {4/8PP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Totals: Abilities (30) + Combat (20) + Saving Throws (11) + Skills (17) + Feats (21) + Powers (51) - Drawbacks (0) = 150/152 Power Points
  2. Mannequin Power Level:10 (153/157PP) Unspent Power Points: 4 Trade-Offs: ±0 Attack / ±0 Damage, -6 Defense / ±6 Toughness In Brief: A scientist who has lost it all and closed themselves off from the world literally. Catchphrase: Theme: 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 using his Magnetic Drift and will be hard pressed to ambush thanks to his Radar capabilities. In a fight he will focus mainly on crowd control using his assortment of chemical compounds and his ability to manipulate the magnetic field. He prefers to attack from afar separating his limbs and launching them like rockets towards his foes bringing the pain and shocking them into unconsciousness. Any foe who tries to get near him will have to deal with flying metal objects, a colorless blinding, deafening haze, and globs of Adhesive Goo all buying Mannequin time to gain more ground away from his foe. 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: 8 + 0 - 10 + 12 + 0 - 2= [8PP] Strength: 18 (+4) Dexterity: 10 (+0) Constitution: N/A Intelligence: 22 (+6) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Attack, +10 Melee Defense: +4 (+4 Base), +2 Flat-Footed Grapple: +14 Knockback: -8/-2 flat-footed Saving Throws: 0 + 7 + 7 = 14PP Toughness: +15 (+0 Con, +12 Defensive Roll, Protection 3) Fortitude: N/A Reflex: +7 (+7) Will: +7 (+7) Skills: 64R = 16PP Computers 3 (+9) Craft 10 (Electrical) (+16) Craft 10 (Mechanical) (+16) Intimidate 11 (+10) Knowledge 12 (Life Sciences) (+18) Knowledge 8 (Technology) (+14) Medicine 2 (+2) Notice 6 (+6) Sense Motive 2 (+2) Feats: 19PP Attack Focus (Melee) 6 Defensive Roll 6 Dodge Focus Improved Grab Improved Grapple Inventor Equipment 3 Equipment: Powers: 1 + 30 + 2 + 10 + 3 + 3 + 31 = [80PP] All powers are apart of Mannequin's constructed body and are robotic and electro-magnetic in origin. Anatomic Seperation 5 (Magnetic Split) [10PP] (Limited to Head, Arms, Legs) Feature (Indestructible brain casing) [1PP] Flight 2 (Magnetic Drift; Feats: Limited to being in Magnetic Split) [2PP] Immunity 30 (Fortitude effects) [30PP] Protection 3 (Hardened Ceramic Casing) [3PP] Super-Senses 3 (Radio; Ranged, Accurate) [3PP] (radar) Built In Armory Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Chemical, Magnetic, Technological) Base Power: Strike 6 (Shock Punch; Feats: Linked, Mighty) {27/28} Base Power: Stun 10 (Shock Punch; Feats: Linked) {27/28} Alternate Power: Snare 9 (Adhesive Goo; Flaws: Entanglement; Extras: Cone Area, Regenerating) {27/28} Alternate Power: Move Object 13 (Magnetic Control; Flaws: Limited to metal; Feats: Accurate 2, Damaging, Precise, Subtle) {18/28} Alternate Power Obscure 6 (Colorless Sense Prevention Haze; Feats: Subtle 2, Independent; Extras:Selective Attack ) (Affects Visual Senses and Hearing) {26/28} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Shock Punch Touch DC 25 Toughness Damage Shock Punch Touch DC 20 FORTITUDE Dazed/Stunned/Unconscious Adhesive Goo Ranged DC 19/14 Reflex Entangled Move Object Ranged DC 27 Damage Totals: Abilities (8) + Combat (16) + Saving Throws (14) + Skills (16) + Feats (19) + Powers (80) - Drawbacks (0) = 153/157 Power Points
  3. Ronin Power Level: 9/13 (217/245 PP) Unspent Power Points: 28 Trade-Offs: +4 Attack/-4 DC, +4 Defence/-4 Damage In Brief: Military Vet turned street hero. With a splash of Karate and a dash of 80s Action films. Alternate Identity: Curtis Crane Birthplace: Nancy Street, Bedlam Residence: 22 Nancy Street, Bedlam (off Ash Street) Base of Operations: The Well (Hidden under 22 Nancy Street) Occupation: Odd Job Man, US Army Vet. Affiliations: None Family Yoshie Chiba (Elderly Grandmother), Luther Crane (Alcoholic Father, Incarcerated for the murder of Curtis’ mother / his wife), Eleanor Crane (Street Cop Half-Sister), Jack Crane (US Marine Elder Cousin, Medically discharged after bilateral leg amputation). Yoshie, Jack, and Eleanor all live in 22 Nancy Street. Description: Age: 35 (25/12/1982) Apparent Age: 35 Gender:Male Ethnicity: ¼ Asian (Japanese - Maternal Grandmother), ¾ African American Height: 5’8” Weight: 80 Kgs Eyes: Brown Hair: Shaved Curtis Crane is a man of slightly short but strong frame. He has dark skin and a slightly exotic look to him. He usually cuts his hair to military grade shortness and sports a neat goatee. He had one earing and a few scars on his body (in particular, one on his forehead). He has a US army tattoo on his right arm and a tattoo of a Samurai on his left. As Ronin, Curtis wears a customized protective vest and carries his “Street Special” a modified non-lethal shotgun in a large shoulder holster. He also wears his personalized “Bushido” Trench coat, complete with a Katana motif on the back. Inside his trench coat he has a few more concealed weapons. Power Descriptions Whilst Ronin himself has no powers, his “Street Special” weapon has some rather elegant and impressive effects, namely: “Iron Fist” (a straightforward round) “Divine Wind” (a booming shotgun blast that knocks people off their feet) “Dragon’s Breath” (a short burst of blindingly bright fire), “Hornet’s Nest” (fills the air with buzzing shrapnel) and “Ogre’s Breath” (a smouldering smoky shell fills the air with dense smoke). History: Curtis grew up on one of the most deprived streets in Bedlam, Nancy Street. For all its problems, the Nancy Street residents stuck together and the “Nancy Street Crew” would always form to beat back organised crime or street thugs. Ronin came from a troubled household but his saving grace was his Grandmother, who despaired of her daughter and son in law but loved Curtis; teaching him akido and karate from a yound age. Curtis very smart kid. He did well at school, and would have gone far if the school and his home life was better; Aged 16, his good for nothing drug addled Father murdered his Mother. Bitter, angry and impatient to leave Nancy Street, he joined the army. Here, he learned discipline and excelled. After some time in the infantry he turned to engineering and bomb disposal. He became an expert in weapons maintenance, modification, and design. All that came to an end when he was caught by an IED in the Afghanistan. Left with a nice scar and concussion, he decided to leave. He respected his comrades in arms, but he didn’t really know what he was fighting for anymore. Ronin returned to Nancy street and found it in worse shape than ever. Most of the Nancy Street Crew had disbanded (or in a few cases, had been killed), and it was rife with drugs, thugs, and worse. The Police were of little use and sometimes worse than the street thugs, taking bribes, corrupt, and sometimes plain sadistic or racist. Moving into his Grandmothers house, he determined to do something about it: Dismantling the gangs on the streets, organised crime, and the corrupt in power. Naming himself Ronin, with his military, martial, and engineering expertis, he would be the honourable Samurai with no master… Personality & Motivation: Despite his tough upbringing (and Curtis is tough), Ronin has a strict code of honour. He won’t kill, he won’t maim, or torture. He meditates daily, and tries to ensure self-discipline. Thus, whilst he is not a forgiving man, and in some ways merciless, he is not sadistic or violent. He is not motivated by vengeance but by love for his friends, family, and neighbours. Whilst he operates outside the law (to bring down corruption) he actually has immense respect for the law (and its enforcers) when it works properly. Curtis has a selectively cynical attitude. He doesn’t believe the police or the government do much (if anything) to help the poorest or the most vulnerable. He does however believe in his fellow man, his family, his friends, the social worker, the youth worker, and Nancy Street (his home). Whilst he often operates alone, he believes that we are stronger together. He has an interest in Zen and the Shinto religion; for all his “street” credentials, he is a self-educated and philosophical man. Curtis is just as home repairing an automobile of a small businessman, fixing the Youth Centre computer, helping out in the soup kitchen for the homeless, or dropping off an OD’d drug addict to a medical centre. Powers & Tactics: Ronin / Curtis has no powers, but is an intelligent and physically capable man. He has extensive military and combat training and has been Practicing martial arts (mainly Akido and Karate) over twenty years. He has a number of self – designed / self – built paramilitary devices, the prime among them is his converted shotgun, the “Street Special”, a.k.a “Katana”. The Street Special is a rather short, elegant weapon. It has less raw stopping power than a regular shotgun, but is more versatile and reliable (and, importantly, non-lethal). Perhaps his greatest strength is his loyalty, honour, and pure will power. This is backed up by the support and respect he has in his neighbourhood. Complications: Bushido: To a greater or lesser extent, Ronin keeps to the Bushido traditions. Acting honourably, fearlessly, and with self-control or restraint. Often this is to his advantage (e.g. the fearless feat) but sometimes not so; for instance, he will struggle to “back down” or “retreat” – he may not start a hopeless fight, but once in one, he won’t run from it either. He would be reluctant to use his weapons against a (single) unarmed opponent (unless that opponent was super powered). Supply and Demand: Ronin doesn’t have any income. He relies on odd jobs (as a mechanic etc) which are cash in hand, the goodwill of Nancy Street, and “salvaging” (which includes taking what he needs from crooks he busts). This might mean he has problems replacing or repairing, or even reloading, his equipment. Brothers in Arms: Usually cynical, Ronin will have big respect for military men (or women). Particularly those in the front line (medics, infantry, etc), veterans, or old-timers. He has less, but still some, respect for commanders etc. He will be inclined to automatically trust and help such individuals (or those that can effectively pretend to have such a background). This attitude is also prevalent towards many super heroes and police – at least ones who have proved themselves as compassionate and honourable. Neighbourhood Watcher: Whilst a source of strength, Ronin also has a duty to protect Nancy Street, and to a lesser extent its neighbourhood and even Bedlam itself. He has a number of friends and family on the street that are dependants and sources of vulnerability (especially as his identity is essentially open). If his reputation is somehow marred, he will (at least transiently) lose his benefit feats. No Mod Cons: Ronin is a skilled mechanic, and keeps second hand cars modified and running. But they are built for utility not comfort. His vehicles don’t have any luxuries like CD players or air/con. At best, they have a slightly bad quality FM radio. Outlaw(ish): Technically Ronin is a vigilante, wanted by the Police. However, given his reputation and lack of serious crime (e.g. no murder), opinion on this is divided amongst the police force. Some (the corrupt) want his head on a spike (before, figuratively, he wants theirs on one). Some view him with favour, and even covertly support him (like his sister), most take a pragmatic position in between; they should ideally arrest him, but frankly they have bigger fish to fry and if he occasionally brings in a crook, best not to ask too many questions. Abilities: 6 + 8 + 4 + 6 + 6 + 2 = 32 Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 28 + 28 = 56 Initiative: +12 Attack: +14 Defense: +14 (+7 Flat Footed) Grapple: +18 Knockback: -2 Saving Throws: 4 + 6 + 7 = 17 Toughness: +2/+4 (with Jacket) Fortitude: +6 (+2 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 160 R = 40 PP Acrobatics 6 (+10) SM Bluff 4 (+5) Climb 2 (+5) Computers 4 (+7) Craft (Chemical) 8 (+11) Craft (Electronics) 8 (+11) Craft (Mechanical) 12 (+15) SM Craft (Structural) 8 (+11) Disable Device 12 (+15) SM Drive 6 (+10) SM Gather Information 8 (+9) Intimidate 12 (+13) Knowledge (Physical Sciences) 4 (+7) Knowledge (Pop Culture) 2 (+5) Knowlegde (Streetwise) 12 (+15) Knowledge (Tactics) 4 (+7) Knowledge (Technology) 4 (+7) Knowledge (Theology and Philosophy) 4 (+7) Languages 4 (Arabic, English [Native], French, Japanese, Mandarin, Spanish) Medicine 2 (+5) Notice 8 (+11) Search 4 (+7) Sense Motive 8 (+11) Stealth 8 (+12) Swim 2 (+5) Feats: 45PP Accurate Attack All Out Attack Assessment Attractive (Street Cool) Benefit: 3 (Local Hero, Informant Contact, Rusty Rose) Blind-Fight Bomb Defusing Expert (+5 situational bonus on disarm device only for defusing bombs / explosives!) Challenge (Fast Startle) Challenge (Fast Demoralize) Chokehold Defensive Attack Defensive Throw* Elusive Target Endurance Equipment 11 Evasion 2 Fearless Grappling Block Grappling Finesse Improved Critical 2 (Unarmed Attack) Improved Disarm Improved Grab Improved Initiative 2 Improved Pin Improved Sunder Improved Throw Improved Trip Improvised Tools Jack of All Trades Power Attack Precise Shot 2 Quick Draw Ranged Pin Second Chance: STR Saves vs Disarm Skill Mastery 1 (Drive, Mechanical, Disable Device, Acrobatics) Startle Stunning Attack Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind *as per "Warriors and Warlocks" Equipment: 8 + 12 + 16 + 13 + 5 + 1 = 55/55 EP HQ: The Curtis Residence Basement a.k.a “The Well” [8 EP] Size: Tiny [-1 EP], Toughness: 10 [1 EP], Features: Communications, Concealed 5 [+30 DC], Power System, Workshop [8 EP] Trenchcoat Array (8 PP Array, Feats: Alt Power 3, Easily Concealed Weapons*) [12 EP] BP: Obscure 3 (25’ Visual Feats: Slow Fade 1) [7/8 PP] “Smoke Pellet” AP: Damage 2 (Extras: Range, Feats: Improved Critical 2) [6/8 PP] “Shuriken” AP: Snare 4 [8/8 PP] “Weighted Bolos” AP: Dazzle 2 (Auditory) linked with Stun 2 (Extras: Range) [2+6=8 PP] “Firecracker” *To notice weapons: DC 15 for Shotgun, DC25 for Trench coat array. For a pat-down/search, DC 5 for Shotgun, DC 15 for Trench Coat Array Explosives (Blast 5, Extra: Area, Feats: Triggered 1 [timer]) [16 EP] Vehicle: Pick Up Truck STR 40 [2 EP], Toughness 9, Size Huge [2 EP], Features: Alarm, Caltrops, Oil Slick, Smoke Screen [13 EP] Alt Vehicles 5 (As per Core Rule Book: Motorcycle, Compact Car, Midsize Car, Full Sized Car, Van, all with additional features as per main vehicle) [5 EP] Rebreather [1 EP] Powers: 4 + 12 = 16 Device 1 (5 DP) [4 PP] “Protective Vest” Protection 2 (Feats: Second Chance 3 [Toughness vs Ballistic, Knives/Blades, Explosions]) [5/5 DP] Device 4 (20 DP, Flaws: Easy to Lose [-2]) [12 PP] “Street Special” Shotgun (a.k.a. “Katana”) Shot Array (16 PP Array, Feats: Alt power 4) [20 DP]BP: Blast 4 (Extras: Penetrating, Feats: Improved Critical 2, Variable Descriptor 1 [Piercing / Blunt) [15/16 PP] “Iron Fist” / “Swift Arrow”AP: Blast 4 (Feats: Progression Range Increment 2 [Rx50’], Drawbacks: Reduced Range 2, to 100’ Max) linked with Trip 4 (Extras: Knockback, Feats: Progression Range Increment 2 [Rx50’], Drawbacks: Reduced Range 2, to 100’ Max) [8+8=16/16 PP] “Divine Wind”AP: Strike 7 (Extras: Area[Cone], Feats: Progression Decrease Area 6, Flaws: Limited to Damage 3 Effect vs Protection power or armour) [16/16 PP] “Hornet’s Nest”AP: Dazzle 4 (Visual) linked with Blast 4 [8+8 = 16/16 PP] [Fire Descriptor] “Dragons Breath”AP: Strike 1 (Feats: Mighty) “Pistol-whip” [2/16 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage “SS”: Iron Fist Ranged DC 19 Toughness Damage “SS”: Divine Wind Ranged DC 19 Toughness + DC 19 Trip Damage/Trip “SS”: Arrow Storm Area Cone DC 23/18 Toughness Damage “SS”: Dragon Breath 20’ Max DC 19 Reflex + DC 19 Tough Dazzle/Dam “SS”: Pistol Whip Touch DC 19 Toughness Damage Baton Touched DC 19 Toughness Damage Shuriken Ranged DC 17 Toughness Damage Bolos Ranged DC 19 Reflex Snare Firecrackers Ranged DC 17 Reflex/Fort Deaf/Stun Abilities 32 + Skills 30 + Feats 56 + Powers 16 + Combat 56 + Saves 17 = 217/245 Power Points
  4. Player Name: EviscerusNox Character Name: Prince Akkar Power Level: 9/10 (in ship) (150/154PP) Trade-Offs: -1/2 Damage/ +1/2 Attack (PL9) (+2 Damage/ -2 Attack In Ship, PL10) Unspent Power Points: 4 In Brief: Cybernetically Enhanced Illthusian Space Junk Dealer. Alternate Identity: Ak’Kar Kalmari Identity: Public Birthplace: Illthus Occupation: Space Junk Collector/Dealer, and Exiled Prince of Illthus Affiliations: none Family: None alive. Last surviving member of Royal Illthusian bloodline. Description Age: 38 Gender: Male Ethnicity: none Height: 6’1” Weight: 182 Eyes: Pearlescent Blue Hair: none Prince Akkar is a tall, slender Illthusian with lean muscles like that of a swimmer or runner. His skin color changes with his mood, but most of the time it is a pale white/blue as this is the preferred color of Illthusian royalty. He is typically found wearing a sleek, black space suit that looks like a mix between a clergy cassock robe and a neoprene wet suit with helmet. The helmet retracts into the neck of the suit when not in the vacuum of space or similar environment that required a breathing apparatus. Around Akkar’s neck is an amulet with the royal crest of Illthus, a symbol that has been banned by the Grue Unity, he keeps this tucked away under the suit or whatever clothes he’s wearing most of the time. Akkar’s face is covered in scars, especially around the cybernetic facial tentacles, and his back also bears the marks from the rough treatment of the Grue. Power Descriptions: Akkar’s cybernetic facial tentacles resemble his organic ones, but are segmented and a brushed steel color, the tips of them blossom open to reveal different tools depending on which he needs access to. The energy blaster tentacle glows blue on the end. The stun tentacle crackles with electricity. The plasma cutter tentacle glows an orange/white color when activated. There is also a tentacle that sprouts multiple flail like chains from the end that he can use for striking foes. The interface tentacle sprouts a key like protuberance that can shift its form like mercury to access all manner of computers/terminals. History: Ak’Kar was born to rule, and was told that often from the first moments he can remember. He was taught the true history of his people, the once proud and noble heritage of Illthus, a world almost completely of water. Once his proud people roamed both the waterways of the deep and the stars with abandon, and the Royal house Kalmari ruled justly, and all the denizens of Illthus were happy. That was, until the Grue Unity came. They subjugated Ak’Kar’s people, murdering all that stood to defy them, including the royal house of Kalmari. Only a few survived, running for their lives and living in quiet exile. This was the story as told to him, over and over again, by the loyal subjects of his House as he grew into adulthood. He was told it was his destiny to free his people, to lead them in an uprising against the Grue Unity. The only thing that his people waited on, he was told, was for him to make his presence known and they would follow him to victory. Life, it turns out, wasn’t as simple as the stories he’d been told. When of sufficient age and training, he set out gathering forces that wished to oppose the Grue, he offered many seats on his council, powerful positions in the new government he was to build on Illthus, and the riches of his home beneath the seas. Gathering a rather sizeable armada, he believed that if he laid siege to his home world that the Illthusians on the surface would rise up and join his rebellion, taking over the advanced technology in place and ousting the Grue. Little did he know that it had been centuries since the old stories of the grandness of the Illthusian Empire had been told, and he was all but a forgotten figurehead to all except the few in his inner circle who were devout believers, as they too had been brought up to believe. His compatriots had joined him for their own ends, never disabusing him of the notions of his childhood, instead using the siege as an opportunity to pillage valuable resources from both the Grue and Illthus, then absconding as soon as reinforcements came. Ak’Kar was taught a harsh lesson that day, and many harsher ones over the next 3 solar cycles as a prisoner of the Grue and favorite play thing for their torturers. Many terrible things were done to Ak’Kar over that time, he talks about none of it, but the most obvious thing was the amputation of his facial tentacles. A disgrace among the Illthus even to this day. Eventually the Grue grew tired of abusing him, and left him alone in his cell to die forgotten and alone. It was happenstance and luck that saw him freed. A group of mercenaries had been sent to rescue quite a different prisoner from the Grue, and in the chaos Ak’Kar escaped with them. He was of course, left on the very next backwater planet available, but Ak’Kar minded little. He set to the task of survival, and found himself in the salvage business. He made enough eventually to buy his own ship, hire a crew, and live life free among the stars. He was also fortunate enough to save a doctor from an advanced race of technopath cyberneticists from the Grue, and in return received cybernetic replacements for his tentacles as well as a few other enhancements. Always, though, in the back of his mind, is the freedom of Illthus. Though his people and allies had given up on him, he would not do the same. He would see them freed, and the Grue fall. He will need new allies, and a much bigger boat. Personality & Motivation: Ak’Kar is a driven alien, and used to giving orders due to his upbringing. He can come off as officious or authoritarian, but those that know him, including his crew, know that he would put his life on the line for those he calls friends, and those in his employ. Rarely showing the colors of mirth, Ak’Kar can seem morose or downright sullen, but this is due to his being taught that a ruler must remain aloof and above reproach, and so he adopts this practice with his crew and most others he comes in contact with. When he finally makes a friend, he is very protective, but still guarded, and doesn’t talk much about his feelings, though they can become evident by his coloring by other Illthusians, or those that know what those colors mean. Powers & Tactics: Ak’Kar leads from the front lines, he knows no other way, and so he will face foes head on, seeking to inspire his men with both actions and words. Ak’Kar isn’t much for subtlety in battle and does no hiding or feinting. He prefers to fight battles in the open, and let the superior combatant prevail without trickery or guile. Complications: Prince in Exile: Ak’Kar is of the royal House Kalmari, and believes he is destined to free his people, and take his rightful place as ruler of Illthus. Enemy: Grue Unity and his former allies that left him high and dry at the siege of Illthus and of course Captain Kraken. Reputation: Among other captains and spacefaring citizens, Akkar as seen as inconsequential or low rent due to being a salvager and junk dealer. Among those that believe in the restoration of the Illthus empire, he's seen as a failure due to his first attempt by some, and promised savior by others. Responsibility: Ak’Kar believes it is his responsibility to serve as an example of what Illthusian manner and temperament should be, and so when in public takes great pains to not bring dishonor to his race. Also he is responsible to his crew for their safety and will do his best to keep them out of harm’s way, despite the danger inherent in salvage operations, illegal or legal. Abilities: 4 + 6 + 4 + 2 + 0 + 4 = 20PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 24/14 (+7/+2) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 12 + 12 = 24pp Attack: +6/11 (Melee)/10 (Tentacle Blast) Grapple: +13 Defense: +8, +3 flat-footed (Dodge Focus 2) Knockback: -5 Initiative: +3 Saving Throws: 1+4+5 = 10pp Toughness: +10/5 (+7/2 Con, +3 Protection) Fortitude: +8/3 (+7/2 Con, +1) Reflex: +7 (+3 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 24r = 6pp Computers 4/12* (+5/13*) Craft: Mechanical 4 (+5) Disable Device 0/12 (+1/13)* Notice 8 (+8) Pilot 8 (+11) *= with interface tentacle active Feats: 33pp Ambidexterity Attack Focus Melee 5 Dodge Focus 2 Equipment 18 Leadership Minions 6 (25, PL3 minions) Equipment: 19pp 95ep The Leviathan [90ep] STR 50 [2ep] Defense 6 Toughness 14 [3ep] Size: Gargantuan [15ep] Cannons: Blast 12 [25ep] AP: Tractor Beam: Telekinesis 12 Flight 12 [24ep] Super Movement 4: Space Flight 2 [4ep] Features: [8ep] Computer Communications Infirmary Living Space Cargo Hold Holding Cells Workshop Security System Powers: 6 + 16 + 23 + 12 = 57pp Illthusian Physiology 1.2 [6pp] Immunity 1 (Drowning) [1pp] Obscure 3 (Visual; Flaws: Touch Range) “Ink Cloud” [3pp] Super Senses 2 (Darkvision) [2pp] Cybernetic Enhancements 3.2 [16pp] (Technology) Additional Limbs 3 (5 facial tentacles) [3pp] Enhanced Constitution 10 [10pp] Protection 3 [3pp] Cybernetic Facial Tentacle Array 9.5 (19pp Array, Feats: Alternate Power 4) [23pp] (Technology) Base Power: Blast 8 (Power Feats: Accurate 2, Incurable) “Energy Blaster Tentacle” [19pp] AP: Stun 7 (Power Feats: Extended Reach 5) “Stun Tentacle” [1pp] (Electricity) AP: Corrosion 3 (Power Feats: Extended Reach 5) “Plasma Cutter Tentacle” (Plasma/Heat) [1pp] AP: Strike 7 (Extra: Autofire; Power Feats: Extended Reach 5) “Weaponized Tentacle" [1pp] AP: Datalink 1 (Power Feat: Machine Control), Enhanced Skills 5 (Computers 8, Disable Device 12) Comprehend 2 (Speak/Understand all languages) “Interface Tentacle" [1pp] Kalmari Royal Space Suit/Robe (Device 3; Hard to Lose) [12pp] Immunity 9 (Life Support) [9pp] Flight 3 (50 MPH, 500 ft/round) Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Energy Blaster Tentacle Ranged DC 23 Toughness (staged) Damage (Physical) Stun Tentacle Melee DC 17 Fortitude (staged) Dazed/Stunned/Unconcious Weaponized Tentacle Melee DC 22 Toughness (staged) Damage (Physical) Plasma Cutter Tentacle Melee DC 17 Fortitude/DC22 Toughness Drain Toughness/Damage (Physical) Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (6) + Feats (33) + Powers (57) - Drawbacks (0) = 150/154 Power Points
  5. Breakneck Power Level: 10 (150/153PP) Unspent Power Points: 3 Trade-Offs: -1 Attack / +1 Damage, +3 Defense / -3 Toughness In Brief: Fastest redneck in Freedom City!. Catchphrase: Faster than a scalded haint! Theme: “Live Wire” by Motley Crue Alternate Identity: Colt McCay (Public) Birthplace: Claude, TX Residence: Claremont Academy Campus. Occupation: Student at Claremont Affiliations: Claremont Academy Family: The whole McCay clan as is custom in the south. Problem is he lives so far away now, in the big city that it’s hard to stay in touch. Description: Age: 16 (DoB: 2011, March, 14th) Apparent Age: 16. Gender: Male Ethnicity: Caucasian. Height: 5’9” Weight: 122 lbs Eyes: Brown Hair: Red Colt is so thin and wiry you’d swear he was made by throwing play dough on a stick figure made of copper wire. His hair is in a constant state of unkempt and is a deep true red, not orange like most redheads tend to be, it hangs to his shoulder, and mullets so naturally you’d expect it’s a genetic predisposition. Colt dresses in jeans, t-shirt (which usually sports the logo of some long forgotten 80’s hair band) and sandals when not in school uniform. Colt is always smiling, and despite having little to no experience with dentists his teeth are perfect and white. He sports a pretty deep tan that only appears on his arms and up to his knees. History: It is a well known fact that in places like Claude, TX kids who have little to do will do their best to get into trouble. For Colt, that always involved doing something fast, and dangerous. He’d often “borrow” his older brother Bo’s ’85 IROC Z Camaro and take it for a ride. Highway 287 had long strips of flat curvy two lane highway perfect for adrenaline junkies that Colt made frequent use of, but his real love was a turn in the city limits called “piss corner.” It was a dirt/gravel turn onto 1st street that everyone took too fast and almost no one had ever taken without spinning out and hitting the Bannister fencing. Colt was one of the few who could handle it, or so he thought. On one of those times he was borrowing Bo’s ride, he took the corner at 60, and being only 15 and not what one would call versed in the ways of physics, Colt had no idea that there’s zero chance he could make it out of that turn without rolling the car. When the car began to rise off of it’s left wheels the world slowed, and Colt’s world became white. An instant later he’s standing outside of the car, watching it tumble end over end through the Bannister’s fence and into their minivan. Once his sense came back to him he took a step towards the wreck and found himself careening into the mangled mesh of automobiles and luckily bounced off with only a few bruises. After some careful experimentation, he was able to walk at a normal speed again, and was able to control both the speed of his feet and the speed of his thought. He was fast. Greased lightning got busy with a rocket sled and had a baby kind of fast. Colt smiled, he knew he was in for the beating of his life from Bo. But Bo would have to catch him first! After some talk with Ma and Pa and the rest of the family, they scraped enough money together to get him to Freedom City and into Claremont Academy. With the help of some grants from rich folk and a scholarship he's able to live on campus rather comfortable like. If he needs extra work money, he could always spend an afternoon building a house or something! Firmly entrenched in Freedom City and the academy. Colt passes the time learning about his new powers and learning about things like Physics in school. Now he gets why that turn was impossible to make! Now if he were to just try it at 58 mph, how would that work out, he thought? Personality & Motivation: Colt is a good, kind kid, if a bit reckless. He’s an adrenaline junkie through and through, and his mutation only feeds into that by feeding him more endorphins and more speed the faster he goes. That being said it’s not just about the thrills for him, he wants to help people especially those who don’t have a lot, like he didn’t growing up. This is why he finds it rewarding living in The Fens. Even big cities have their poor folk, and he knows from poor folk. Powers & Tactics: Though relatively new to his powers, growing up with little else to do, Colt knows how to scrap, and he also is relatively smart, able to adapt his powers to do new things other than just punch things real fast. He is a voracious reader and has read and retained thousands of books, whole libraries even, and can often use this information in esoteric ways to help him from time to time. Power Descriptions: Waves of heat radiate off of Colt when he’s using his powers like a desert mirage (it’s the friction) and when moving he is a green and white blur (as those are the colors of his costume). His speed is mutation based and partially due to an extremely overenlarged and overactive adrenal gland, hence his thrillseeking. Complications: Adrenaline Junky: Colt loves to go fast, and basically will do any reckless thing to live on the edge and feed his need: the need for speed! Motor Mouth: Colt tends to forget that others don’t think or act as fast as him and will find himself talking at a pace that no one could comprehend. To top it off, it sounds like a high pitched electrical whirring/whine when he does this, so it’s more than a little annoying. Act First Think Later: Colt doesn’t spend a lot of time thinking about what he's going to do beforehand, or the consequences of his actions. Abilities: 0 + 6 + 4 + 8 -2 + 4 = 20PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 8 (-1) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +19 Attack: +9 Melee, +5 Ranged Defense: +13 (+5 Base, +8 Dodge Focus), +2 Flat-Footed Grapple: +9 Knockback: -3 Saving Throws: 5 + 3 + 7 = 15PP Toughness: +7 (+2 Con, +1 [Defensive Roll] +4 [Protection]) Fortitude: +7 (+2 Con, +5) Reflex: +12 (+3 Dex, +6 [Enhanced Reflex Save] +3) Will: +6 (-1 Wis, +7) Skills: 24R = 6PP Acrobatics 6 (+9) Bluff 8 (+10) Craft [Mechanical] 3 (+7) Drive 3 (+6) Knowledge [Popular Culture] 4 (+8) Feats: 17PP Attack Focus (Melee) 4 Beginner’s Luck Defensive Roll 1 Eidetic Memory Equipment 1 Evasion 1 Improved Initiative 4 Jack of All Trades Luck 1 Move By Action Taunt Equipment: 1PP = 5EP Breakneck Costume (Subtle; Immunity [Friction Heat], Quick Change) 3 EP Powers: 12 + 12 + 27 + 3 + 8 + 6 + 4 = 72PP Speed 12 (Breakneck Speed!; 50,000 Mph, 500,000 ft per move action) [12PP] Quickness 12 (10,000 times speed) [12PP] Fastest Redneck Alive Array 11 (Dynamic Array; Speed, Mutation; Feats: Alternate Power 5) [27PP] Base Power: Strike 11 (Beat ‘Em Like a Drum; Extra: Targeted Area Burst, Selective, Flaw: Action [Full]) [22pp] Alternate Power: Move Object 11 (Like the Wind; Air Descriptor) [1PP] Alternate Power: Insubstantial 4 (Pass Through) [1PP] Alternate Power: Concealment 4 (Too Fast for the Naked Eye; All visual senses) [1PP] Alternate Power: Strike 11 (Extra: Autofire) [1PP] Alternate Power: Healing 11 (Accelerated Healing; Flaw: Limited [personal only]) [1PP] Super Movement 3 (Wall-Crawling 2 [full speed, retain dodge bonus[, Water Walking [Flaw: only while running]) [3PP] Enhanced Dodge Focus 8 [8PP] Enhanced Reflex Save 6 [6PP] Protection 4 (Speedster’s Hide) [4PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Strike Touch DC 26 Toughness Damage Beat ‘Em… Area DC 26 Toughness Damage Totals: Abilities (20) + Combat (20) + Saving Throws (15) + Skills (6) + Feats (17) + Powers (72) - Drawbacks (0) = 150/153 Power Points
  6. Player Name: EviscerusNox Character Name: Bugbear Power Level: 7 (105/107PP) Trade-Offs: -2 Damage/ +2 Attack Unspent Power Points: 2 In Brief: Ghost of a dead Boxer returned to solve his murder and protect Bedlam. Alternate Identity: Declan Kelly Identity: Public Birthplace: Bedlam Occupation: Boxer/ Dead man Affiliations: none Family: Victoria Weiss-Kelly (wife). Description Age: 27 Gender: Male Ethnicity: Irish Height: 5'11 Weight: 240/0 lbs Eyes: Blue/ Red Hair: Black Declan was an imposing figure in life. Not the tallest guy in the world, but he packed on a lot of muscle into his middling frame. Many likened him to boxers like Rocky Marciano in stature. He had stark black hair and stark blue eyes that did make him somewhat successful with opposite sex despite his several times broken nose and cauliflower ear on his left ear. In “death” Declan looks even more intimidating. Almost all color looks to be drained from his form, with the exception of the constantly flowing blood from the wounds of the explosion and the deep red eyes. He still wears the same clothes as the day he died. A tan trenchcoat, now charred and tattered, a black fedora and black tattered 3 piece pinstripe suit. All his clothes have seen better days as much of them are charred and ripped in places and stained with blood and dirt. All this detail is discernible despite the fact you can see right through him. Power Descriptions: Declan’s power is that to phase out of the physical world. Or “ghosting” as he would call it. He glows a slight pale blue aura and is translucent when his power is functioning. When he uses his “Ghost Strike” his hand glows an even brighter blue and seems to be less translucent and more “real.” History: Declan Kelley was never anything special. He grew up in Bedlam, poor like everyone else, he worked for the seedier elements as muscle, to get by and pay for his next meal, just like everyone else. He had a temper and was prone to trying to solve his problems, both real and existential, with his fists, with violence, just like everyone else. At least, everyone else in Bedlam that wasn’t one of the do-gooders with powers. He always sneered at their kind. Of course it was easy for them to live a life of morality, they had the power to make that kind of thing happen. Declan was just a man, and he had to do what he had to do to survive, and that sometimes meant hurting people who didn’t deserve it. When he was in his just a boy he started boxing, he was always strong for his age, and the local gym was the only place he could go where everyone seemed to be equal, and the streets of Bedlam seemed a distant concern. He’d train for hours and hours, forgetting the world around him, the darkness and the dirt that worked its way into everyone’s lives in this city. By the time he was 18, he was actually a pretty good boxer. Sure he would never be a contender, you needed money and connections for that, but he did alright on the local circuit which helped supplement his meager income in a way that didn’t make his stomach twist, like working for the Scarpias. Declan’s life was simple, uncomplicated, boring, just like everyone else’s until Victoria. Declan met Victoria when he was playing bodyguard for one of the Scarpias barely ranking lieutenants, at The Circle Perk. She was serving coffee, and when she met Declan’s eyes it’s like color finally came into the world for him. He’d never seen someone so beautiful, so alive, so happy, so… not like everyone else. After a couple weeks of going back to the coffee shop on his own - and he hated that place because what was so hard about getting a black coffee there, why did it have to have funny Italian naming for its sizes and what in the wold is a Macchiato? – anyway after a couple weeks he finally felt the courage to ask the waitress for her phone number but before he could take she put a finger to his lips, handed him a napkin with her name and number, then told him to call her tomorrow. She pushed a small cup of coffee into his hands then laughingly pushed him out the door. They started dating that week, and were married the month that followed. Declan had never met anyone like Victoria, she loved life, and she loved the city. Bedlam, she loved Bedlam! Declan had never heard such a preposterous thing. She wasn’t blind to the darkness, or the evil that had its fingers around everything, but she saw what Bedlam could be, and if other people could see it too, then Bedlam would be beautiful again. She always believed that if you showed people compassion, that said compassion would become infectious, and the world could change with a smile. She had Declan believing it too, because her smile changed his world from something ugly, into something glorious. That all changed 6 months into their marriage, when he was blown up. Declan had quit working for the Scarpias, because Victoria wouldn’t have it, and had just been boxing full time instead of on the side. He was working his way up the local circuit, making a name for himself, when he was approached about fixing his fight with the Scarpias’ golden boy, Ty “Ten Punch” Derringer. The payday was big, but he knew what Victoria would say, the disappointment she’d feel if he did anything like that was enough for him to immediately say no. The button men who came to him with the offer tried to rough him up, but he easily put them down. Deep down, he knew that wouldn’t be the end of it, that there’d be a price to pay, but he thought he’d be willing to pay it, for Victoria. About a week after turning down the money, the night before the fight, Declan came home from practice, dressing in his best to take Victoria out for dinner, to find his apartment ransacked and Victoria beaten, and tied in the corner. She was frantically gesturing towards the stove, the gas line had been ripped from the wall and the stink of methane was in the air. Without thinking Declan raced to Victoria, picked her up, and jumped out the 4th floor window just as the apartment exploded. Shrapnel and flames engulfed Declan, and though as he lost consciousness he wrapped himself around Victoria, shielding her as much as he could from the blast, then turned so that he would fall on his back, and she would not hit the ground. When he came to he was standing over Victoria’s unconscious body, her leg was broken and she wasn’t breathing. He reached out to touch her, and he noticed he could see through his hands. He couldn’t grab her, couldn’t interact with her. He could only stand there and watch her bleed. He heard tires crunch on glass and ducked behind a dumpster. He didn’t know what was going on, but if this was the Scarpias he’d do something, anything to protect Victoria. He was relieved when he saw it was paramedics. The rest of the sounds of the world started rushing back to him, shaking him from his shock and he heard sirens, fire, and crying. He stayed hidden as he watched the paramedics work on Victoria. He heard the words “I got a pulse!” and he nearly screamed in relief. He started to run to her and the paramedics turned to look at him, their eyes going wide and skin going pale. They screamed “What is that?!” And started to back away from Victoria. Declan stopped. They had to keep helping her, they had to get her to the hospital, and that meant that Declan had to go. With anger and pain in his eyes he turned and just flew through the building and up into the night. He watched from above and followed the ambulance back to the hospital as best he could. Eventually he found which room Victoria had been put in after surgery, and there he “haunted,” watching her sleep with tears in his eyes. He was pretty sure he was dead so he thought it was funny that ghosts could cry. He stayed with her for weeks as she recovered, hiding from nurses and doctors, waiting for her to wake up. All the while he, thinking about who it was that did this to him. That killed him and hurt his Victoria. As soon as he knew she was safe, he would find out. One night, a nurse came in to the room that Declan didn’t recognize. A male nurse, holding a syringe of some kind. Everything about this felt wrong to Declan. She hadn’t gotten any injections in a week, why now? Declan flew from the bathroom where he was hiding and reached for the nurse, his hand clasping around the man’s wrist. His hand glowed, and he could actually feel the flesh under his fingers. The man yelped in surprise and dropped the syringe, turning to look at Declan. Declan recognized him then, another one of Scarpias’ cronies, just like he had been. Declan felt fire in his belly and snarled balling his other hand into a fist, getting ready to beat this man to death. He was obviously here to take Victoria away from him. He wouldn’t let that happen. No one would EVER take Victoria away again. As he reared back with one meaty paw, he heard a scream and saw Victoria looking at him, horror in her face and her eyes. Declan’s heart broke and he let the nurse go, who scrambled out of the room and down the hallway. He tried to plead with her, “Honey it’s ok, it’s me, Declan! Everythings ok!” but she either couldn’t hear him because he wasn’t making sound, or for her screams. There was shouts in the hallway as nurses and doctors ran to Victoria’s room, all stopping short and gasping or screaming at the sight of Declan, a translucent man bleading and burnt standing over Victoria. Feeling defeated, frustrated, and completely destroyed, Declan flew out the window leaving Victoria to the care of her doctors. To the care of the living. It’s been 2 months since then and Declan has learned a little bit more about his “condition.” He is dead, but he can affect the real world, at least, living things, with effort. He has spent most of that time guarding Victoria from afar, making sure no one tries to harm her again. So far no one has. But he also plans to hunt down whoever set that bomb, and the rest of the Scarpias, and everyone like them, that would seek to take something as beautiful and loving as Victoria out of the world. He knows he can never be with her again, as he is dead, but at least he can make sure she’s safe. Personality & Motivation: Declan in death is a downright dour man. He sees no light in the world, except that which comes from his wife, and he’ll do anything to protect that light. He takes no time for relaxation or comfort, except for the hours he spends watching his wife while at work or at home. All other time is spent looking for his killers and the would be assassins. He’s got unfinished business, and as soon as Victoria is safe then he’ll think about the rest of his eternity. Powers & Tactics: Declan uses his powers the only way that makes sense to him. He is a ghost after all, he passes through walls, stays in the shadows, learning what he can from the living. In a fight he relies on the skills he had in life as a boxer, but his punches now don’t connect with flesh, they hit at the very essence of a person. Even though he technically doesn’t need to, it’s ingrained in him to try and cover up, dodge attacks and counter. It’s hard to actually slip punches with his philly shell style since the punches just pass right through him, but he still considers it good practice to try. Complications: Not Actually Dead: Declan doesn’t know this, but he’s not actually dead, or a ghost. When the explosion went off it triggered a latent mutation that partially phased him out of reality making him insubstantial. His power works on it’s own for the most part but if it’s ever nullified or if he somehow falls unconscious he’ll revert back to being full flesh and blood again and has a high chance to succumb to the wounds that he received from the blast that don’t affect him in his ghosted form. If he ever does get his insubstantial turned off he immediately goes into the dying state and must receive immediate medical attention. Enemy: Scarpias Mafia. Obsession: Find his killers and the ones who tried to kill his wife and bring them down. Responsibility: Protect Victoria, his wife. Abilities: 8 + 2 + 6 + 0 + 4 + 0 = 20PP Strength:18 (+4) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 10 + 10 = 20pp Attack: +5/9 (Melee) Grapple: +13 Defense: +7, +2 flat-footed (Dodge Focus 2) Knockback: -4 Initiative: +2 Saving Throws: 4+2+3 = 9pp Toughness: +7 (+3 Con, +4 Protection) Fortitude: +7 (+3 Con, +4) Reflex: +4 (+2 Dex, +2) Will: +4 (+1 Wis, +3) Skills: 20r = 5pp Craft: Mechanical 1 (+1) Intimidate 4 (+4) Knowledge: Streetwise 2 (+2) Notice 4 (+5) Medicine 2 (+2) Sense Motive 3 (+4) Stealth 4 (+6) Feats: 7pp Attack Focus Melee 4 Dodge Focus 2 Power Attack Powers: 40 + 4 = 44pp Container 8 "Ghost Form" 40pp (Power Loss: all powers when insubstantial is off) Insubstantial 4 (mutation) “Ghosted” [20PP] Immunity 4 [Fatigue, Aging, Suffocation] “Specter Physiology” [4pp] Flight 2 (25 mph / 250 feet per Move Action; "Ghost Walk") [4PP] Strike 1 (PF: Mighty, Extra: Affects Substantial 5, Alternate Save: Will 5; “Ghost Strike”) 12pp Protection 4 (mutation) “Specter Physiology” [4pp] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Ghost Strike Melee DC 20 Will (staged) Damage (Physical) Unarmed Melee DC 19 Toughness (staged) Damage (Physical) Totals: Abilities (20) + Combat (20) + Saving Throws (9) + Skills (5) + Feats (7) + Powers (44) - Drawbacks (0) = 105/106 Power Points
  7. Gel Azure Power Level: 10 (150/150PP) Unspent Power Points: 0. Trade-Offs: -2 Attack, +2 Damage / -2 Defence, +2 Toughness In Brief: A young but talented mage, tapping into a well of mystical knowledge coming from a past life. Catchphrase: "This kinda makes me jelly!" Alternate Identity: Edoardo Maria Diodato (Secret). Birthplace: Rome, Italy. Residence: Freedom City's Theatre District. Base of Operations: An old loft in the Theatre District (his house, basically). Occupation: Photagrapher and Sculptor. Affiliations: Solo, at the moment. Family: None that he knows of. Description: Age: 22 (13/7/95). Apparent Age: 22. Gender: Male. Ethnicity: Caucasian, of Italian heritage. Height: 184cm. Weight: 75kg. Eyes: Blue. Hair: Blond. Edoardo is a somewhat tall, a bit too thin and not too athletic young man. He has long limbs and fingers and a pale, graceful complexion that, together with his way of carrying himself, poorly suits his personality. Ed has golden blond hair, kept rigourously tamed and cared for, which reaches up to his chin, almost covering his left eye, the rest being sleeked back with gel. His icy eyes have a piercing gaze that makes a lot of people either frown or like him, and he generally wears a range of intense expressions that includes everything from a childish frown to a maniacal grin. He generally wears comfortable but fashionable street clothing when not in costume, preferring stuff like sneakers and sporty jeans and shirts. When costumed, he wears an azure full face mask made from his own gel magic and a serious, uptight costume consisting of a white shirt, grey suit, pants and tie, shiny shoes and a pair of white butler gloves. History: Edoardo's story begins about three centuries before his birth, with Dionisio, a elderly mage and alchemist who lived between Switzerland and Italy, known for his pioneering works regarding the achievement of a fluid philosopher's stone, or royal elixir, as he called it. Though it worked in theory, he found that, even spending most of his lengthened lifespan studying and perfecting the elixir, he couldn't make it into an actual philosopher's stone. The only results he got were a health potion that was just marginally better than the ones his peers were making, and a petty excuse for an alchemical catalyst that slowly turned whatever it came in contact with into more of itself: a viscous, light blue colored gelatine. Felling the natural end he staved off for almost three hundred years creeping ever closer, the decrepit mage fell into a desperate research frenzy, using every single resource he could find to obtain eterna life before it was too late. He actually succeeded, though not in a way he expected or hoped. Dissolving two similar, yet different, Atlantean and Lemurian relics (obtained after much pain and effort), he managed to give a batch of his failed experimental elixir the ability to strengthen and affix a soul to a body immersed in it... or at least that was the way it should have went. The concentration of magic from the relics, and the one from the old mage's soul, in fact, proved too strong for the gelatinous medium to handle, and a feedback response from it caused the entire vat to explode into an acidic spray of solvent, which turned the whole region where the old man's mansion stood into an alchemical wasteland, dissolving not only the bodies, but the very souls of every living being in the area and nebulizing them into tiny magical particles that swirled around the place for the generations to come. The "natural" well, formed by the explosion attracted a lot of tourists, curious people, and occult seekers for centuries, until something in that streaming vortex of atomized souls and bodies regained a spark of consciousness after exactly 333 years. The thing was not, exactly, the old mage, or the people who lived near his manor, or the animals or plants, but a pure, unadulterated spiritual egg, seeded with some of the will, power and knowledge of its component souls. That egg found a host in a young woman whose name is not currently important, who, finding herself pregnant without an apparent physical mean, panicked and gave up her child for adoption. That child would later be given to the care of an old catholic orphanage of nuns near Vatican City, where he would grow up under the watchful eyes of the nuns... and God, or so they said. The young boy was a real storm in the orphanage, carrying a wind of change and fun in the gloomy, stoic life of his fellow orphans, and felt a strong pull to the occult and the supernatural since a very young age, although he never knew the cause of this instinct until he was about sixteen years old. His sixteenth birthday meant the awakening of the deep seated well of mystic power and knowledge hidden within his soul. He could now feel and see the world under a whole new light, and felt a calling to the Arts. He started to train in secret, wary of the nuns discovering his "devilish acts" as they called all the mystic practices in the world, and soon became somewhat able to muster his newfound abilities, though still completely inexperienced. The boy, with his solar attitude, also discovered a great passion for "normal" arts, especially sculpture and photography, and aced all the art courses in the orphanage, aiming to enter a prestigious art school. When he finally got out of the institute, at eighteen years of age, he actually found that he wanted to leave all that life behind and, with only a bit of money, some courage, and the camera he got as a birthday present, he set off for Freedom City, the most "special" city in the whole world, hoping to find out more about his calling and purpose in life. After four years spent researching, practicing and trying to make a name for himself in the artistic community, he has assumed the name of "Gel Azure", fighting crime and helping people with his powers and custom made staff of power, away from the selfish goals of the unknown man who created him so long ago. Personality & Motivation: Edoardo is an over energetic young man, and has a distinct lack of focus bordering on attention deficit disorder territory. He is the result of an incredible experiment that culminated in the melding of dozens of souls to form his, and this is probably at least part of the problem. The other part being the strict rules and eduction he grew up on back in his youth, while in the orphanage. He was always labeled as a problematic kid and never managed to get adopted, probably because of the nuns pulling some strings to keep him and his deviant attitude around to be kept in check. He has a slight problem with auditory hallucinations, hearing things through a distorted filter or hearing voices whispering, but he manages to mostly ignore it and live a normal life without medication... mostly. Some might call his hyperactive sensibility for visual arts a sign of either geniusnor madness, and they might not be that far off, still he has recently discovered the joys of mixing the arcane knowledge in his head with the arts he has been practicing, and has found a potent motivation in experiment with this peculiar fusion. He feels awkward and bizarre at times, sticking out from other people like a sore thumb, and he might do some crazy stuff in order to be accepted... like becoming a super hero or something. Still, he knows there is more to life than he has seen or even imagines, and wants to know more about himself and his place in this complicated universe of ours. Powers & Tactics Casting offensive gel is not the best of Ed's skills, so he generally relies on his staff for direct damage. The gel staff is capable of dishing out a huge amont of damage thanks to the years of protective spells (which render it virtually indestructible) and offensive charms layered upon it, while the gel core in it weakens the stricture of anything it strikes, rendering it softer and more... well... gelatinous. This, other than making things easir to break, makes the damage and wounds dealt pretty nasty and hard to heal without proper care, even for regenerative types. The staff is also capable of being ridden as a traditional witch broom would, carrying the user at about 500MPH pretty much silently. Finally, it can grant the wielder a degree of immunity to metabolic hazards, suffocation, and environmental hazards, so long as the user keeps it on his person. Ed is also familiar with a number of spells centering around gel, making him a force to be reckoned with in battle. He can turn ordinary matter into gel, at a rate of about 100lbs per casting, create and move about large quantities of gel, which he can manipulate and shape into pretty complex shapes as well, and finally he can snare and trap opponents into suffocating, regenerating masses of sticky, sweet gel. His most used spells by far are the purely defensive ones, allowing him to turn his body and clothes into flowing gel, becoming immune to most forms of direct physical damage, or covering his person in transoarent gel which acts a ver tough shock absorbing armor, capable of nullifying almost all impacts. Power Descriptions: It is worth noting that Ed's gel is not watery or organic, has variable color, transparency, consistency and, while not edible, has a very strong sickly sweet taste (but no smell whatsoever). It is also a permanent product of Ed's mana well, and is in fact the sole possible catalyst for his magic, limiting him in his choice of spells and element. It is of course fluid most of the time, and thus Ed's spells do not have a set shape, since they do not even use traditional symbolism, just pure soul contact and meditation. Complications: Touched (by Gel): Ed's touched, there is no way around it. He hears voices, sees thibgs there are not there and thinks in a later (or rather, skewed) way. This is of course because of the origin of his soul, and so it is stronger when not using his powers for longer periods of time, and weakest when he is casting and expending his mana. Attention Deficit: Ed, for the same above reasons, suffers from a mild form of ADHD which hinders his work and day to day life. Medication is also ineffectual, as above. Hungry for Pudding: Ed's powers, however great, do not tap into an infinite well of mana, and since his soul is attuned to a very specific element (gel) he cannot recover as fast as other mages without some appropriate measures... like eating tons of sweet jell-o or pudding. Strange it might be, having his stomach filled with a large wuantity of edible gelatinous substance at all times helps him gather way larger amounts of energy frim his surroundings, acting as a natural catalyst. Abilities: 0 + 0 + 0 + 6 + 0 + 4 = 10PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 16 + 8 = 24PP Initiative: +0 Attack: +8 Base. Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +4 Knockback: -3 Saving Throws: 5 + 5 + 5 = 15PP Toughness: +12 (+0 Con, +12 [Protection]) Fortitude: +5 (+0 Con, +5) Reflex: +5 (+0 Dex, +5) Will: +5 (+0 Wis, +5) Skills: 28R = 7PP Bluff 6 (+8) Craft (Artistic) 7 (+10) Diplomacy 6 (+8) Language (Italian [Native], English) Knowledge (Arcane Lore) 8 (+11) Feats: 5PP Defensive Roll Dodge Focus 4 Powers: 29 + 38 + 12 + 10 = 89PP Device 9 (Gelatinous Gem Staff, 45PP Container; Feats: Restricted 1 [Arcane Lore +8 or more to use], Indestructible; Flaws: Easy to Lose) [29PP] (Gel, slime, sickly sweet, odorless, inorganic, non-water based, magic). Flight 6 (500MPH; Feats: Subtle; Flaws: Platform [rides the staff to fly]) [7PP] Immunity 9 (Life Support) [9PP] Drain 12 (Toughness; Feats: Incurable, Reversible, Slow Fade 2 [1 point per 5 minutes]) [16PP] Linked to Damage 12 (Feats: Incurable) (Piercing) [13PP] Magic Spells Array 17.5 (35PP Array; Feats: Alternate Power 3) [38PP] (magic, gel, slime, sickly sweet taste, odorless, inorganic, non-water based). Base Power: Transform 7 (Jell-o-Magic, [Inanimate Matter into gel, 100lbs at a time]; Extras: Continous Duration) [35/35] Alt. Power: Create Object 10 (Gel maker; Feats: Progression 3 [50ft cube per rank]; Extras: Precise, Movable: Flaws: Permanent] [33/35] Alt. Power: Insubstantial 1 (Gel Form, fluid) Linked to Immunity 30 (Piercing, Slashing and Bludgeoning Damage) [35/35] Alt. Power: Snare 8 (Gelatinous Bind; Feats: Reversible, Obscure Sense 2 [Sight, Hearing]; Extras: Suffocating, Regenerating, Contagious; Flaws: Entangle) [35/35] Protection 12 (Gelatinous Shell; Drawbacks: Obvious [A translucent gelatinous layer covers the body]) [12PP] Linked to Immunity 10 ([Bludgeoning]) [10PP] DC Block ATTACK RANGE DC SAVE EFFECT Unarmed Melee 15 Toughness Damage Gel Staff Attack Melee 27/27 Fortitude/Toughness Drain Toug./Damage Thrown Gel Ranged 25 Toughness Damage Gel Bind Ranged 23 Reflex Snare Totals: Abilities (10) + Combat (24) + Saving Throws (15) + Skills (7) + Feats (5) + Powers (89) - Drawbacks (0) = 150/150 Power Points
  8. Levity Power Level: PL 10 @ PL 7 Caps (150/156PP) Unspent Power Points: 6PP Tradeoffs: None In Brief: Test Pilot hit by mysterious radiation beam gains the ability to show criminals the gravity of their situation. Catchphrases: "Never fear, rescue's near!", "Tally-ho!", "You really don't know the gravity of your situation, don't you?" Theme: "Sogno di Volare (Dream of Flight)" by Christopher Tin Alternate Identity: Anne "Silk" Mistral (Public) Birthplace: Oceanside, Emerald City, Oregon Residence: Oceanside, Emerald City, Oregon Base of Operations: Nolan Aeronautics Airfield Occupation: Test Pilot, Nolan Emergency Aid and Response Member Affiliations: Nolan Aeronautics, Nolan Emergency Aid and Response Family: David "Gale" Mistral (55, Father, Now the Ghostworks Supervillain "Heatseeker"), Jane "Sunshine" Mistral (56, Mother, Declared Deceased), Jaime "Puffy" Williams (25, Significant Other, Junior Testpilot) Description Age: 28 (August 12, 1991) Apparent Age: 28 Gender: Female Ethnicity: Human Caucasian Height: 5'7" Weight: 158 Lbs Eyes: Green Hair: Black Levity has a physique like she works out regularly with a defined form, her skin a pale peach. When in "costume" she wears an advanced version of the flightsuits Nolan Aeronautics pilots wear, that is blue in color, with the vest kit and backpack and flight harness a yellow color that is high visibility, with reflective tape on the life preserver collar. The flightsuit has a hood that she pulls up over her head before putting her helmet on, which has a couple reflective tape stripes. Her flight helmet is the same shade of blue, which connects to the suit's private life support. The helmet's faceplate is mostly transparent, in a greenish color with a slight glow from the HUD system built into it that displays the current oxygen level, current flight speed, any data from flying an aircraft, status of any survival equipment built into the suit, it's integrity, and the status of the communication system. When "out of costume", Anne wears a comfortable T-shirt, denim jeans, and well worn sneakers. When at work she either wears a Nolan Aeronautics blue business suit that has white trim, or a pair of coveralls (with break-away snaps so she can easily strip down and put on her flightsuit). History: Anne always wanted to be a pilot since she ever knew about the subject, like her parents - both of whom were her idols. Both were employed as Test Pilots as Nolan Aviation. Her father, David "Gale" Mistral suffered an Ejection-related back injury that put him on pain medications and in a desk job training new pilots, while her mother Jane "Sunshine" Mistral a couple years later was declared dead when she bailed out over the ocean and wasn't found due to her rescue beacon malfunctioning. These two events didn't really sway Anne at all from becoming a pilot at 18, showing great promise in the process. Later getting in under her Father's sponsorship as a test pilot trainee, moving through the competetive environment until getting into the coveted military development division. About a year ago, while on a "routine" test flight testing out Nolan Aeronautics' G11 VTOL engine, she was engulfed by a strange green light that knocked out her plane's flight systems and caused it to shut down losing control of it's dlight stabilization. She couldn't get it started again, and she was losing conciousness from G-forces as the plane started to lose enough flight speed to start to stall. She barely managed to eject over the Pacific miles off shore. When she was rescued she was floating in the water, under her chute, barely responsive. Blood trickling from her nose. While she was recovering at the hospital, strange things started happening... hovering over her bed, or causing objects to move erratically. Some of the brains at Nolan knew what was what... whatever zapped her plane, also caused subtle mutations, particularly ones that activated a dormant metahuman gene in her body. After getting out of the hospital, and showing off her flight powers to her friends at the airfield, Nolan Aeronautics gave her a proposition. Being a Superhero wasn't something Anne thought she would be doing, but with the training she would recieve and the patronage of NA, it would provide an interesting change of pace, between her test flights of course. It still puzzles her about her Father's recent disappearance, no one in the company would say what really happened to protect her father's pride: the gang at the airfield tried to give an intervention to him to try to help him with his addiction to painkillers, but he quit and stormed out... he hasn't been seen for the past 6 months. Personality & Motivation: Anne is your classic test pilot personality, a hair-thread balance of reckless abandon kept in check with a by the numbers discipline. She'll toss out a heat-seeker of a joke or pun when the mood could use it, and seems to always face a challenge with a smile. As Levity, she tones down the more Alpha-nature of the pilot in her, showing a youthful exuberance combined with a kind heart. Powers & Tactics: She generally prefers to engage the bandit at range, throwing out gravity pulses at her quarry, but if the dogfight closes to where she can clearly see the whites of their eyes, she is not above tripping them up with a wave of gravity or just kicking or punching them right in the face with a gravity chaser. If needed she can louse them up keeping them in spot as the gravity around them strengthens like they're the one pulling 9Gs. Power Descriptions: Levity's Gravity attacks have a visual warping effect, like looking into a funhouse mirror, this effect is also apparent behind her when she flies forward, but hovering not so much. Her flightsuit costume looks like it's made of a waterproof and rugged material, with smooth lines. Her flight harness and vest have a yellow color, with red beaded toggles for the life preserver and a hose in the middle of the vest that's connected to the life support unit on the vest on the side and a toggle for her parachute near her right shoulder next to the right breast of the life preserver unit. The parachute itself is flush against the back of her suit's vest section, allowing her to have it even in the cockpit of her plane as a spare chute, or use it on her own if necessary, made of a breakthrough memory film polymer. Her personal jet, the "Peregrine" is an advanced tactical fighter, sporting a blue airframe with flourescent yellow leading edges making it look very much like a prototype test plane. It uses a swept-wing design, with forward canards to assist in tight and agile turns, allowing the plane to get to where she needs to go. Complications: 9 to 5'er: Anne/Levity is an employee of Nolan Aeronautics. While Anne as Levity recieves patronage from NA, not to mention is part of Nolan Aeronautics' personal rescue unit, she has to be careful as her employment also as a test pilot could jeopardize lucrative contracts, grounding her, and potentially leaving her in the dog house or out on her face if she gets out of line. Household Name: Levity/Anne are now well known thanks to NA's PR division, and she's becoming a popular sight in Emerald City. Of course as a public figure, this can create it's own drama. "Lost engines! Bailing!": Levity/Anne takes a risk going at double movement or all-out movement as her flight power could quit on her. She's not quite gotten the hang of focussing her ability to control gravity to fly at greater speeds... or perhaps there is a limit... who knows, this is flying without a plane stuff still new to her. It can take quite a while (at least a day) for her to re-focus and get flying again. "Here I am savin' you again, Jaime.": Jaime "Puffy" Williams is Anne's wingman, a younger pilot, who is also a significant other. Her line of work as a Test Pilot can put her into danger, as well as get entangled with any intrigues in EC. Particularly to bait out Levity/Anne. "D... Dad? What did they do to you?": Anne's father David was dependent on pain medications which were addictive in nature, causing his mental state to degrade. That was when Ghostworks seeing his debts mount to shady dealers came to make a deal. They would cybernetically enhance him and repair his damage and cover his debts, as long as he'd work for them. Her father was more than willing... as now he also gets to fly their craft... he was so bitter at the world that he accepted working for Ghostworks and became a loyal member. He hunts Anne, and tries to disrupt Nolan activities whenever ordered under the callsign of "Heatseeker". Abilities: 2 + 10 + 4 + 6 + 10 + 6 = 38PP STR: 12 (+1) DEX: 20 (+5) CON: 14 (+2) INT: 16 (+3) WIS: 20 (+5) CHA: 16 (+3) Combat: 10 + 6 = 16PP Initiative: +21 (+5 Dex, +16 (Improved Initiative 4)) Attack: +5 Base +7 Gravity Bind, +7 Gravity Pulse, +7 Gravity Strike, +7 Gravity Wave, +5 Unarmed Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +6 Knockback: -3 Saving Throws: 5 + 4 + 0 = 9PP Toughness: +7 (+2 Con, +5 (Protection 5)) Fortitude: +7 (+2 Con, +5) Reflex: +9 (+5 Dex, +4) Will: +5 (+5 Wis, +0) Skills: 56 R = 14 PP Acrobatics 1 (+6) Climb 4 (+5) Diplomacy 7 (+10) Drive 1 (+6) Escape Artist 1 (+6) Gather Information 4 (+7) Intimidate 2 (+5) Language 1 (+1) Medicine 1 (+6) Skill Mastery Notice 5 (+10) Pilot 10 (+15) Skill Mastery Search 7 (+10) Sense Motive 5 (+10) Sleight of Hand 1 (+6) Stealth 1 (+6) Skill Mastery Survival 1 (+6) Skill Mastery Swim 4 (+5) Feats: 29 PP Benefit: Nolan Aeronautics Test Pilot (Milspec Clearance) Benefit: Holan Aeronautics Employee (N.E.A.R Teammember) Connected Contacts Dodge Focus 4 Elusive Target Equipment 7 Evasion 2 Fearless Improved Initiative 4 Luck 2 Move-by Action Skill Mastery (Medicine, Pilot, Stealth, Survival) Uncanny Dodge 2 (Auditory, Visual) Equipment: 7PP = 35EP Flight Harness (5EP, everything is considered mastercraft where appropriate) Distress Beacon Flashlight GPS Receiver Medkit (Basic) Multi-Tool XFA-41 Peregrine Jet (30EP) Power Level: 7 Equipment Points Spent: 30 Abilities: 2EP STR: 50 (+20) Saves: 1EP Toughness: +12 Combat: 3EP Size: Gargantuan Defense: -4 Features: 8EP 2 Ejection Seats Hidden Compartments Navigation System 2 (+10 to Navigation Checks) Remote Control Smokescreen Universal Rescue Pod Powers: 16EP Flight 8 (NA-G11 VTOL Engine System; Speed: 2500 mph, 22000 ft./rnd) (Mechanical, Technology) [16 EP] Totals: Abilities 2 + Features 6 + Powers 18 + Combat 3 + Saves 1 + Drawbacks 0 = 30 Powers: 9 + 19 + 16 = 44PP Flight 5 (Gravitic Flight; 250 mph, 2200 ft./rnd; Power Loss (When immersed in water)) (gravity, mutant)[9PP] Gravity Manipulation Array 8 (16 PP Array, Feats: 3 Alternate Powers) (gravity, mutant) [19PP] Base Power: Blast 7 (Gravity Pulse; Feats: Accurate, Precise) {16PP} Alternate Power: Snare 7 (Gravity Bind; Feats: Accurate, Precise) {16PP} Alternate Power: Strike 7 (Gravity Strike; Extras: Penetrating; Accurate, Precise) {16PP} Alternate Power: Trip 7 (Gravity Wave; Extras: Knockback; Feats: Accurate, Improved Throw) {16PP} Device 4 (NA-FS5 Flight Suit; 20PP Container; Hard to lose) (Technology, Mechanical) [16PP] Communication 5 (NA-C5 Personal Radio; sense type: radio; Omni-Directional Area; Power Loss (Doesn't work in storms); Selective) (Technological) {10PP} Immunity 3 (NA-G6A Personal Flight Support Suite; environmental condition: Cold, suffocation (all)) (technology){3PP} Super-Movement 1 (NA-LPU10 Life Preserver Unit; water walking; Power Loss (Air Bladders can be punctured/slashed)) (Mechanical, Technology) {1PP} Protection 5 (NA-PP Pilot Protection System; +5 Toughness) (Technology) {5PP} Super-Movement 1 (NA-RS1 Micropolymer Reserve Parachute; slow fall; Unreliable [1-3 uses]) (Technology, Mechanical) {1PP} Drawbacks: None DC Block Attack Range Save Effect Blast 7 (Gravity Blast) Ranged DC 22 Toughness Damage (Gravity) Strike 7 (Gravity Strike) Touch DC 22 Toughness Damage (Gravity) Snare 7 (Gravity Bind) Ranged DC 17 Reflex Snare (Gravity) Unarmed Touch DC 16 Toughness Damage (Bludgeoning) Totals: Abilities (38) + Combat (16) + Saving Throws (9) + Skills (14) + Feats (29) + Powers (44) + Drawbacks (0) = 150/156 Power Points
  9. 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
  10. Player Name: Tipop Character Name: Professor Peculiar Power Level: 10 (150/151PP) Trade-Offs: Melee attack at -4/+4, no trade-off for ranged attacks Unspent Power Points: 1 In Brief: A brilliant scientist from an alternate Earth dimension where their "science" is our "magic" and visa versa. An experienced dimension-traveler who has developed a soft spot for the weak and downtrodden. Has now chosen this Earth as his home. Residence: In an apartment above his magical bookstore-slash-library Base of Operations: Same Catchphrase: "By the Hoary Hosts of Hogg- ooh, is that saltwater taffy?" Alternate Identity: Edward Peck Identity: Public Birthplace: New London, California (Earth-333) Occupation: Book seller / librarian, professor of arcane studies Affiliations: (No idea) Family: While he has no family in this world, he comes from a large family on his home world. None of his family members are scientists, though most of them are intellectuals of one sort or another. Description: Age: Late 40s (born June 11, 1968) Apparent Age: Looks a bit older due to the bald head Gender: Male Ethnicity: Caucasian Height: 5'-11" Weight: 160 lbs Eyes: Black Hair: Bald head, black van dyke beard graying at the edges The Professor generally wears his enchanted white lab coat (with runes woven into the edges), along with his mithril-laced rubber gloves and black boots. His eyes are almost always covered with his enchanted/prescription blast goggles, though he has regular glasses he can wear as well. Power Descriptions: In this world, Edward Peck is considered a sorcerer. His incantations are unusual, however, in that they are strange mathematical equations that make no sense. Where other sorcerers might call upon ancient entities and arcane forces, Edward refers to theorems by the great mathematicians of his home, Escher, Geiger, etc. Visually, his powers manifest as a weird warping of reality, of things not being quite what they appear to be. A typical damaging attack spell might cause the target to bend and twist as though viewed through a funhouse mirror, with a side effect of the ground bucking and waving like water. (These effects are reversible.) History: Edward Peck was born on Earth-333, a world where humanity developed magic rather than science. The concepts of cellular towers, electronic computers, and internal combustion engines would all sound crazy there. Technology has not progressed much beyond the plow. What we consider magic, they call science (which caused no end of linguistic confusion for Ed when he came to our world.) Edward was a renowned scientist back home, and won numerous awards and accolades from his peers. However, his experiments in dimensional travel — a forbidden field of study after the interdimensional wars of 1914 and 1939 — made him an outcast when he was discovered exchanging research with a fellow scientist from another world. Rather than be imprisoned, he fled his homeworld and began a career of exploration and learning. Despite the xenophobic teachings of his home world, Edward learned that most people throughout the multiverse were essentially the same. People were good and bad anywhere you go. He also discovered that the science of his home world made him a figure of considerable power in most places, and he learned to use that power to help other races and species wherever he could. He was not always successful. His efforts to help the rabbit-like inhabitants of Borough against the Warlord of the Nine Spheres ended with the near-annihilation of their species. Edward managed to escape with a few survivors, one of which is now his assistant/student (minion feat), Gingrin. He (and the surviving Borough-folk) have settled on our Earth for a variety of reasons. The Borough-folk have acclimated well, and due to their resemblance to anthropomorphic rabbits have found easy acceptance among humanity. Edward has taken on the role of protector of the people, using an alias "Professor Peculiar", as is the local custom. The fact that the consumption of sugary sweets are not only accepted but ENCOURAGED on this world is just icing on the cake (a phrase Edward loves.) Personality & Motivation: Edward Peck, a.k.a. Professor Peculiar, is something of a cross between Doctor Strange and the Doctor (of Doctor Who), with a sprinkling of mad scientist thrown in for flavor. He tries to present himself as a cold scientist, but in reality he adores children, sympathizes with the downtrodden, respects all life, and rails against cruelty and selfishness. Powers & Tactics: His Coat of Aeromancy (a magic lab coat) provides him with levitation and protection. The coat is sentient, and is capable of independent action, but the Professor loses the protection of the coat when this happens. His Eldritch Blast Goggles offer him a variety of magical senses, and have corrective lenses for his poor vision. His Spells are an array of typical magical abilities. Complications: Square Root of Abra Cadabra: To cast his spells, Professor Peculiar needs his hands free and must recite the proper mathematical formulae. If he is restrained and/or unable to speak, he cannot cast spells. (Power Loss complication) The Amazing Mister Magoo: The Professor has extremely poor eyesight without prescription lenses. (Disability complication) Is That Saltwater Taffy?: The Professor is addicted to candy. In the world he comes from there is a social stigma associated with eating sweets — it's considered deviant behavior. That's one of the reasons he's chosen our Earth as his new home. They're so delightfully perverted here they even let CHILDREN eat candy! (Addiction complication) Wascally Wabbit: The Professor has an assistant-slash-apprentice named Gingrin, one of the rabbit-like Borough-folk he rescued from the Warlord of the Nine Spheres. Gingrin lost his home, his wife, and his children, and the Professor feels responsible for it all. Despite their master/apprentice relationship, he would die to protect Gingrin. (Relationship complication) Abilities: -4 + 0 + 4 + 14 + 0 + 0 = 14PP Strength: 6 (-2) [-4 pts] Dexterity: 10 (+0) Constitution: 14 (+2) [4 pts] Intelligence: 24 (+7) [14 pts] Wisdom: 10 (+0) [0 pts] Charisma: 10 (+0) [0 pts] Combat: 8 + 8 = 16PP Initiative: +0/4 Attack: +4 Melee, +4 Ranged (+10 with Eldritch lance, +6 with Eldritch Hand) [8 pts] Grapple: +1 Defense: +10 (+4 Base, + 6 Dodge Focus), +2 Flat-Footed [8 pts] Knockback: -1/4 Saving Throws: 3 + 6 + 7 = 16PP Toughness: +10 (+2 Con, +8 [Defensive Roll]) *+6 without Coat Fortitude: +5 (+2 Con, +3) Reflex: +11 (+0 Dex, +6, +5 from Coat of Aeromancy) *+6 without Coat Will: +7 (+0 Wis, +7) Skills: 52R = 13PP Gather Information 8 (+15) Skill Mastery Knowledge (Arcane Lore) 8 (+15) Skill Mastery Investigation 8 (+15) Skill Mastery Notice 15 (+15) Skill Mastery Search 13 (+20) Feats: 10PP Ritualist Benefit: Wealth - 1 Eidetic Memory Well-Informed Skill Mastery (Gather Information, Knowledge: Arcane Lore, Investigation, Notice) Dodge Focus - 3 (flavored as magical shields) Defensive Roll - 2 (flavored as magical shields) Powers: 30 + 9 + 12 + 30 = 81PP Coat of Aeromancy Array (29 pts, 1 alternate power) [30 pts] The wearer of the fabled Coat of Aeromancy gains more than just amazing flying capabilities. He also gains a valuable ally, and even more, a friend. Base Power: Summon Sidekick, Rank 7 (Extras: Heroic, Fanatic, Feat: Mental Link) [29 pts] Name: Aero Alternate Power: Device - rank 7 (Coat of Aeromancy - magical lab coat, 35 PP Container, Feat: Indestructible, Flaw: Hard-to-Remove; 29 pts) [1 pt] Enhanced Reflex-5 [5 pts] Defensive Roll-2 [2 pts] Dodge Focus-2 [2 pts] Flight, Rank 2, Subtle [5 pts] Favored Environment, Levitating [1 pt] Evasion-2 [2 pts] Move-By-Action [1 pt] Uncanny Dodge [1 pt] Danger Sense [1 pt] Elusive Target [1 pt] Instant Up [1 pt] Improved Initiative-1 [1 pt] Enhanced Magic-6 (+6 points to Grand Theorems array) [6 pts] Enhanced Lesser Magic-6 (+6 points to Principle Theorems) [6pts] Eldritch Blast Goggles The lenses of the Eldritch Goggles are made from the petrified corneas of Ftha'gogh the Elder. The frames are by Ralph Lauren. Device - Rank 3 (Eldritch Blast Goggles, 15 PP Container, easy to remove) [ 9 pts] Augmented Vision - Variable Power rank 2 (Multiple traits of a particular type, super-senses) 12 pts. All senses augment existing vision Extended 1 + Analytical 2 - Added to visual senses (3 pts) Example configuration 1: Detect Magic (Magic Awareness) [1pts] Detect Unseen (Counters Concealment) [2 pts] See Auras (Detect Mood & Physical Condition — both ranged, Psychic Awareness) [5 pts] Example configuration 2: Chronovision (Postcognition, Rapid Vision 2, Tracking 3, Uncanny Dodge) [10 pts] Example configuration 3: True Sight (Counters Concealment, Counters Illusion, Counters Obscure (all), Detect Hidden) [10 pts] Principle Theorems These fundamental principles are the basis of all arcane science. Variable - Rank 2 (+1 rank with Enhanced Lesser Magic) [12 pts] (Multiple traits of a single descriptor "Minor magical effects") Example configuration 1: Eldritch Blade (Damage 10, Accuracy 3, Penetrating 2) Example configuration 2: Eldritch Shields (Deflect 10, all ranged attacks) Example configuration 3: Eldritch Levitation (Flight 3, subtle, stacks with Cloak of Aeromancy) 7pts Telekinesis (Move Object 3, subtle) 7pts Example configuration 4: Telepathy (Communication + Mind Reading 10, subtle) Example configuration 5: Eldritch Apportation (Teleport 9, Flaw: Extended Range only, Feat: Dimensional 3) Grand Theorems Array - (26 pts, 4 alternate powers) [30 pts] First created by the Grand Masters of Quantum Invocation, these are forces that only the most erudite are permitted to study. Eldritch Blast, Rank 8 - Damage. Extras: Ranged, Burst Area. Feats: Variable Descriptor (any arcane energy), Triggered [26 pts] (+2 ranks with Enhanced magic) Eldritch Lance, Rank 8 - Damage. Extras: Ranged, +1/rank. Feats: Penetrating (4 ranks), Variable Descriptor (any arcane energy), Accurate (3 ranks), Reversible, Precise (26 pts) [1 pt] (+2 ranks and +Penetrating:2 with Enhanced Magic) Uncanny Eldritch Missile, Rank 8 - Damage. Extras: Perception Range, +2/rank. Feats: Variable Descriptor (any arcane energy), Reversible (26 pts) [1 pt] (+2 ranks with Enhanced Magic) Eldritch Hand, Rank 11 - Damage (touch range). Feats: Penetrating (11 ranks), Variable Descriptor (any arcane energy), Accurate (1 rank), Precise, Reversible (26 pts) [1 pt] (+3 ranks and +Penetrating:3 with Enhanced Magic) Shape Eldritch Energy, Create Object, Rank 8. Extras: Movable. Feats: Variable Descriptor (any arcane energy), Precise (26 pts) [1 pt] (+2 ranks with Enhanced Magic) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 13 Toughness Damage (Physical) Eldritch Lance Ranged +10 DC 25 Toughness Damage (Variable) Eldritch Missile Perception DC 25 Toughness Damage (Variable) Eldritch Hand Melee +6 DC 29 Toughness Damage (Variable) Totals: Abilities (14) + Combat (16) + Saving Throws (16) + Skills (13) + Feats (10) + Powers (81) - Drawbacks (0) = 150/151 Power Points
  11. Salvo Player Name: Zeitgeist Blue Character Name: Salvo Power Level: 13 (built as PL 10/11; 200/213PP) Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Unspent Power Points: 13PP In Brief: Genius technomage finding her place in the many worlds she touches Residence: University Hill, Emerald City, Oregon Base of Operations: Emerald City Catchphrase: "Locked on... And firing." Alternate Identity: Nicole Whitfield-Hall Identity: Secret Birthplace: OR, USA Occupation: Student, Emerald City University Affiliations: Claremont Academy, Whitfields, Halls, De Leons, The Freedom League Auxiliary, Emerald City University, Family: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister) Description: Birthday: August 13, 2001 Gender: Female Ethnicity: Mixed (African-Canadian, Caucasian) Height: 5'8" (without armor); 6'2" (with armor) Weight: 125 lbs Eyes: Brown Hair: Dark Brown Physical Description Tall and lanky, perhaps Nicole's most distinctive feature is her curly hair which she usually wears long and unbound. As if to match this carefree style, she prefers easily worn casual clothes or dresses, things she could easily be presentable. She couldn't go wrong with solid, bold colors in any style and that makes up much of her wardrobe. She oftentimes sports eyebags and a perpetually harried look as she rarely rests long. A thermos of coffee completes the look. Additionally, she uses a pretty expensive looking powered wheelchair made of smooth silver steel and a high-backed leather seat. As Salvo, her armor is sleek and painted like a high-quality sportscar. Aside from that, nothing about Bellios seems normal. A repurposed magical suit of armor, while there still remains a hint of the knightly aesthetic from old legends, now it sports a cleaner silhouette, all sharp angles and chrome-plated armor. When in use, its form is often disrupted by the many weapon systems, limb hydraulics, exhausts grills, and a whole slew of whirring machinery that pop out from underneath the surface when she uses them. Because so many things are crammed into it, the armor is bulkier than a normal full-plate of armor would be. Hidden beneath the plate, are etched in a variety of styles and patterns, some of which are repurposed from their original origins, customized step around to work with modern technology. The armor is hermetically sealed and does not reveal the wearer inside. It emanates a visible and crackling field of purple electricity, as the energy it produces escapes. As Salvo, Nicole endeavors to muddle as much of her civilian self as she can. Her voice is deep and can even be altered to sound male, while the rest of her armor continues to hide many aspects of her identity. Her gender is not obvious, though is assumed to correspond to her altered voice, and neither is her age, build, or even skin color. However, it is obvious that there is a person (or a very convincing construct) inside the armor as her mannerisms are all-too human. Yet if scanned the results show no signs of what a human should have such as a heartbeat or flowing blood. Salvo gives off heat but that must emanate from the armor itself. Power Descriptions: While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings. Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower. History: Personality & Motivations Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times. She is headstrong and sure of herself because of her intellect. Perhaps this is why she is quick to be belligerent or sarcastic to those she does not have good first impressions of. Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, and she won't be like them. And like everything worth doing, she has taken no half-measures. Powers & Tactics: Experience has allowed her to fine-tune herself and her equipment when it comes to superheroics. She knows to fight where she is strong and her foes are not. She prefers to keep her distance, preferably flying and far away as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she makes for an adequate brute in a pinch, though there are many out there who could surpass her in melee. Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo. Complications: Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. It is power and she sometimes becomes heedless when wielding it as the usage intoxicates her, damn the consequences. (Accident). The GM may have anything or anyone nearby make Saving Throws usually against Damage, or just decide to create potentially fatal consequences concerning destruction of property and objects. Her Own Brand of Magic: Though versed in the fundamentals of magic and other branches, Nicole is one of a new kind of practitioners in technomagic. She takes traditional ritual- and artifact-making and adapts them to the modern world. She uses magic to get better results in something she could achieve through technology alone or to achieve a result from an angle technology could not. Nicole's magical tradition trends towards the Hermetical, the alteration of reality through rituals and runes. If the GM feels that the ritual or artifact Nicole is creating does not skew towards the Hermetic then the DC of tests may be increased. If Nicole is not creating technomagic with her ritual or artifact then the DC of the test may increase. The DC increase depends on how far from these results and applications Nicole's rituals and artifacts are. Her Own Brand of Science: Nicole is an engineer through and through, but she is also versed enough in the theorethical side to be thought of as a physicist. As a scientist and engineer both she has dedicated herself to the study and creation of energy sources and all its applications. The machinery and computer systems she knows best help her in this endeavor. If the GM feels Nicole is not hewing to her specialization they may increase the DC of her skills. The increase depends on how far from her specialization Nicole is using her skills for. From Shadows to Light: Bound to her in spirit and fate, Bellios appears whenever Nicole has need of him. It steps from the unseen places into reality but only when nothing can witness its coming. This could leave Nicole vulnerable when she is unable to escape hostile attention or even render assistance as Salvo when under the curious eyes of innocent bystanders. Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, the personality of her machine bleeding into her thoughts and deeds. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfere with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it. The GM may choose to negate any of the arrays or containers or any powers within the Bellios Device during relevant events. Additionally, the GM may apply negative modifiers to rolls or Conditions such as Blind, Dazed, Stunned, etc as Salvo's armor acts up due to outside interference. Zenith Touched: Her legs were changed. Fixed in observable ways but there is more to reality than the mere physical. Her psyche flits from memory to memory and sometimes she cannot distinguish if her legs are able or not. In her everyday this proves to be no problem. She is clumsy with her feet and that is all. But her missteps are more pronounced in stressful situations. Of course, the magical aspect of her previous to paralysis still lingers. At any time, the GM may choose to have Nicole make a Concentration roll against a DC 10 Trip Action or be considered Prone. They may also choose to make her oppose a DC 15 Check or have Drawback: Disability (Paraplegic) added for more long-lasting effects. ABILITIES: 0 - 2 + 0 + 14 + 0 + 0 = 12PP Strength: 18/10 (+8/4/0) Dexterity: 8 (-1) Constitution: 20/10 (+5/0) Intelligence: 24 (+7) Wisdom: 10 (+0) Charisma: 10 (+0) COMBAT: 6 + 4 = 10PP Initiative: +3/-1 (-1/-1 Base, +4/+0 Improved Initiative) Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+14 Energy Vent, +10 Missile Batteries] Grapple: +22-17 (Bellios + Servo-Dynamos + Iron Grip)/13-8 (Salvo + Servo-Dynamos)/7 (Salvo)/3 (Nicole) Defense: +5/3 (+4/2 Base, +1 Dodge Focus), +2/1 Flat-Footed Knockback: -11/2 SAVING THROWS: 0 + 0 + 0 = 0PP Toughness: +15/5 (+5/0 Con, +10 Protection [Bellios], +5 Forcefield [Nicole]) Fortitude: +13/0 (+5/0 Con, +8 [Bellios]) Reflex: +5/-1 (-1 Dex, +6 [Bellios]) Will: +7/0 (+0 Wis, +7 [Bellios]) SKILLS: 88R = 22PP Bluff 3 (+3) Concentration 3 (+3) Computers 5 (+12)SM Craft (Artistic) 3 (+10)SM Craft (Chemical) 5 (+12) Craft (Electronic) 6 (+13) Craft (Mechanical) 6 (+13) Craft (Structural) 5 (+12)SM Diplomacy 3 (+3) Disable Device 4 (+11) Intimidate 14/0 (+14/0)SM Knowledge (Arcane Lore) 7 (+14) Knowledge (Art) 1 (+8) Knowledge (Behavioral Science) 1 (+8) Knowledge (Current Events) 2 (+9) Knowledge: (Cosmology) 4 (+11)SM Knowledge (Earth Science) 1 (+8) Knowledge (History) 2 (+9) Knowledge (Life Science) 1 (+8) Knowledge (Physical Science) 5 (+12)SM Knowledge (Technology) 6 (+13)SM Knowledge (Theology and Philosophy) 4 (+11) Language 2 (English, French, Spanish) Notice 10/4 (+10/+4)SM Search 3 (+10)SM Sense Motive 2 (+2) FEATS: 15PP Artificer Dodge Focus Eidetic Memory Equipment 5 Inventor Luck Online Research Skill Mastery [Craft (Artistic), Knowledge (Cosmology), Knowledge (Physical Sciences), Knowledge (Technology)] Ritualist Ultimate Skills 4 [Craft (Electrical), Craft (Mechanical), Craft (Structural), Knowledge (Arcane Lore)] Well-Informed Equipment: 10EP Artificer and Ritualist Tools [Masterwork] [1EP] Laptop [Masterwork] [2EP] Multi-tool [1EP] Taser (Stun 5; Electricity; Flaws: Limited [5 Uses]; Feat: Extended Reach 2 [10 feet]; Drawback: Full Power) [6EP] Mind's Eye [15EP] POWERS: 3 + 3 + 137 + 2 = 145PP Device 1 (Bracelet, Tech, Easy-to-Lose; 5DP; Extra Effort [Device] [Cannot use in Bellios armor]) [3PP] Descriptors: All (Hermetic) Magic and Technology combined. Magitech. Force Field 5 (Extras: Duration [Continuous [+1]; Flaws: Ablative [-1]) [5DP] Device 1 (Eyeglasses, Magical, Tech, Easy-to-Lose; 5DP; Extra Effort [Device] [Cannot use in Bellios armor]) [3PP] Descriptors: All (Hermetic) Magic and Technology combined. Magitech. Sensory Suite Array 2 (4DP Array; Feats: Alternate Powers 1) [5DP] BE: Super-Senses 4 (Visual [Technology] Awareness [+3] [Enhancement: Accurate (+0), Acute (+0), Analytical (+1), Ranged (+0)]) {4/4} AP: Super-Senses 4 (Visual [Magic] Awareness [+3] [Enhancement: Accurate (+0), Acute (+0), Analytical (+1), Ranged (+0)]) {4/4} Bellios 34 (Battlesuit, Magical, Tech; 170DP Alternate Form/Device; Extra Effort [Device]; Feats: Restricted [Beings with Magic]) [137PP] (169/170 DP spent) All Source Descriptors: All Magitech Protocol Sy 12.8 (64DP Container) [64DP] (Additional Descriptors: Hermetic Magic, Runic Magic, Under the Plate) Enhanced Strength 8 [8] + Enhanced Strength 8 (Iron Grip; Flaws: Only used for melee attacks leading to and grapple checks; Feats: Accurate 4, Attack Focus [Ranged], Improved Grapple) [10] = [18] Enhanced Constitution 10 [10DP] Enhanced Defense 1 [4DP] Enhanced Feats 6 (Accurate Attack, All-out Attack, Attack Specialization (Weapons Suite), Improved Initiative, Power Attack, Skill Mastery [Computers, Intimidate, Notice, Search]) [6DP] Enhanced Saves 20 (Fortitude 8, Reflex 6, Will 7) [21DP] Enhanced Skills 5 (Intimidate 14, Notice 6) [5DP] Communication Systems Array 3 (6PP Array; Feat: Alternate Powers 1) [7DP] (Additional Descriptors: Hermetic Magic, Microrunes, Technomancy) BE: Communications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) {6/6} AP: Data Link 3 (Radio, 1,000 feet; Extras: Area, Linked [Enhanced Feats]; Flaws: Check Required [Computers]; Feats: Machine Control, Selective, Subtle) {6/6} Hexagrammic Paneling 5.2 (26DP Container) [26DP] (Additional Descriptors: Runic Magic, Under the Plate) Immovable 1 (Extras: Unstoppable) [2DP] Immunity 9 (Life Support) [9DP] Impervious Toughness 5 [5DP] Protection 10 [10DP] Sensory Suite Array 5.5 (11DP Array; Feats: Alternate Powers 1) [12DP] (Additional Descriptors: Hermetic Magic, Microrunes, Technomancy) BE: Super-Senses 11 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2), Acute (+1), Analytical (+1), Extended [10,000 ft] (+3), Radius (+1), Ranged (+1)]) {11/11} AP: Super-Senses 9 (Direction Sense [+1], Distance Sense [+1], Infravision [+1], Radio [+1], Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Extended 2 [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {11/11} Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 1, Dynamic 2) [16DP] (Additional Descriptors: Hermetic Magic, Technomancy) DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13} DAP: Super-Strength 0-6 (Effective Strength 18-48, Heavy Load ~400 lbs-~12 tons) {0-12} Weapons Suite Array 20 (40PP Array; Feats: Alternate Powers 4) [44DP] BE: Damage 10 (Kinetic Beam; Extras: Linked [Dazzle], Range [Perception]; Flaws: Limited [5 times a day], Action (Full); Feats: Affects Insubstantial 2, Improved Critical 2 [18-20], Penetrating 5, Variable [Energy/Divine Magic]) {20} + Dazzle 10 (Visual and Auditory; Extras: Explosion, Linked [Damage], Range [Perception]; Flaws: Limited [5 times a day], Action(Full)) {20} = {40/40} (Additional Descriptors: Energy, Divine Magic, Straight From the Soul) AP: Damage 15 (Fusion Autocannons; Extras: Autofire, Range [Ranged]; Flaws: Distracting; Feats: Improved Critical 2 [18-20], Improved Range 7 [250 Feet per Power Rank], Variable Descriptor [Ballistic/Energy]) {40/40} (Additional Descriptors: Ballistic, Energy) AP: Damage 10 (Flamethrowers; Extras: Area [General, Cone], Vampiric; Feats: Affects Insubstantial 2, Incurable, Penetration 4, Progression 3 [100 Feet per Power Rank]) {40/40} (Additional Descriptors: Infernal Magic) AP: Damage 10 (Missile Batteries; Extras: Area [Targeted, Shapeable], Range [Ranged]; Feats: Accurate 2, Attack Focus [Ranged], Homing, Improved Range 3 [100 Feet per Power Rank], Indirect, Progression 2 [2 boxes per rank]) {40/40} (Additional Descriptors: Ballistic) AP: Stun 7 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Affects Objects [+1], Selective Attack; Feats: Accurate 3, Attack Focus [Ranged], Progression 2 [25 Feet per Power Rank]) {40/40} (Additional Descriptors: Electricity) Magic 1.5 (3PP Array; Flaws: Unreliable) [2PP] Dazzle 1 (Visual + Auditory) [3AP] Drawbacks: -1 + -3 = 4PP Nearsighted -1PP (Frequency: Uncommon; Intensity: Minor) Normal Identity -3PP (Frequency: Common; Intensity: Moderate) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19/15 Toughness Damage (Physical, Bludgeoning) Dazzle Perception DC 18 Reflex/Fortitude Dazzle (Staged) Dazzle Perception DC 11 Reflex/Fortitude Dazzle (Staged) Energy Vent Touch DC 19 Fortitude Stun (Staged) Flamethrowers Ranged DC 25 Toughness Damage (Electricity/Fire/Water) Fusion Autocannons Ranged DC 30 Toughness (Autofire) Damage (Physical) Kinetic Beam Perception DC 25 Toughness (Penetrating) Damage (Energy/Bludgeoning) Missile Batteries Ranged DC 25 Toughness Damage (Missiles) TOTALS Abilities (12) + Combat (10) + Saving Throws (0) + Skills (22) + Feats (15) + Powers (145) - Drawbacks (4) = 200/213 Power Points Totals: Equipment: 10 EP Normal Identity: Device 1 (5) + Device 1 (5) = 10/10 Device Points Bellios Armor: Device 34 (169) = 169/170 Device Points
  12. Player Name: SomethingHere Character Name: Carol Weaver Power Level: 10 (150/150PP) Trade-Offs: +2 Attack / -2 Damage; +1 Defense / -1 Toughness Unspent Power Points: 0 In Brief: Self-proclaimed defender of Lincoln at night, mild schoolteacher by day. Has some custody issues with her daughter, may or not be secretly an heir to an ancient West African tribe. Residence: Lincoln Base of Operations: N/A Catchphrase: Fear The Might of Lincoln! Alternate Identity: Lady Lincoln Identity: Secret Birthplace: Monrovia, Liberia Occupation: Elementary School Teacher Affiliations: People and/or groups you work with. Family: Tyrone Taylor (ex-husband), Cora Taylor-Weaver (daughter), Marcus Weaver (father), Nora Weaver (mother), Jennika Weaver (sister) Description: Age: 28 Apparent Age: N/A Gender: Female Ethnicity: African-American Height: 5'4 Weight: 115 lbs Eyes: Brown Hair: Dark-brown to Black Carol is a fairly pretty, although somewhat plain woman in her late-20s to early 30s. She tends to keep her very curly black hair in a bun or ponytail if possible, and regularly gets her hair straightened to make this easier. She has a wide nose and full flips, and her eyebrows are slightly arched. Trying to balance practicality and fashion, she tends to wear cardigans with floral dresses and flats, preferring colors like yellow and green above all else. As Lady Lincoln however, she wears a black and yellow spandex bodysuit, and she wears her hair in a tightly made bun to prevent it from getting into her face. Power Descriptions: Whenever she begins to mimic the power of an animal, Carol's eyes flash orange, and an aura of sorts seems to emanate from her. In addition to this, a faint outline of whatever animal she is channeling seems to form around her. History: Carol Weaver was born in Monrovia, Liberia, to Marcus and Nora Weaver. The eldest of two siblings, Carol grew up mainly helping out in the family business, which was selling and hawking various items in the bazaar, although oftentimes the products were somewhat more shady, including charms and totems made by her mother. This was all seen as normal to young Carol, and up until the age of 12, she believed that she would continue on in the family legacy of becoming a merchant - perhaps not much of an exciting life, but one that would provide her a good chance at a steady living. When she was 12, however, her life would change dramatically with the First Liberian Civil War. When unrest and protests broke out, Marcus and Nora decided it would be best for their family to get a fresh start faraway, so they fled to America, specifically Freedom City. Adjusting to life in Lincoln was hard for Carol and her family, although they tried their best to approach their problems with a positive attitude and belief that eventually, things would one day be better. Marcus found a job as a plumber, and Nora found work as a nanny for one the more affluent families in the neighborhood, so during this time, Carol's contact with her family was fairly limited, although her younger sister Jennika continued to be a comforting and stabilizing presence as she moved through middle school. All throughout middle school, Carol remained a fairly decent student, although she was more inclined to the athletic side of things, joining the girls' volleyball and track teams. Entering high school though, Carol met Tyrone. The captain of the basketball team, Tyrone was the guys all wanted to be, and all the girls wanted to be with, and by dating him, Carol was able to catapult herself to the top of the leaderboard. A whirlwind romance, Tyrone and Carol had an often tempestuous relationship, often breaking up and getting back together. This relationship continued well into college, where Carol decided to major in Education, and it was during her senior year that, in a heat of passion, Tyrone and Carol ended up having a child by accident. Met with surprise and some amount of scorn for both of their families, Tyrone and Carol decided to have a shotgun marriage, and both ended up regretting the decision. Both Tyrone and Carol were unprepared for a long-term commitment, and many of their days were spent arguing and bickering, all while trying to care for Cora. While both of them attempted to be good parents for their young daughter, their mutual animosity meant that something was desired when it came to their parenting skills, and it was decided by the judge that shared custody between the two of them would be the best, as long as their families also assisted in the raising of Cora. Now newly divorced, Carol finally found a job as a second-grade teacher at a local public school, in which she discovered she greatly enjoyed working with the children and helping them with their schoolwork. Around this time, her family life gradually improved once more, with her parents pitching in to take care of their granddaughter, helping Carol to slowly pave things over with her grandparents. However, it was during a routine class field trip to the zoo when everything went wrong. While in the zoo with her class, warnings started going off about radioactive energy within the zoo, and so a mass evacuation was underway. Carol helped her class to escape the Zoo inside, but she remained trapped as the doors and the gates all shut. The next day, Carol emerged from the zoo, apparently unharmed, but unmistakably changed. It first started when she was looking for her cat, and she began to be able to see in the dark, then when she was able to crawl on walls when thinking of spiders. Carol was confused and terrified, until she told her parents about what had happened. With her mother pulling out a dusty old book, she showed Carol a tale of an old Kpelle tribal warrior, the Lady of Light, they called her, who defended the Kpelle from invaders and deliver justice. While Carol didn't know if she believed in that specific story, she did know that something needed to be done to protect Lincoln. Like the Kpelle had the lady of light, Lincoln needed a new defender, someone to protect people from all of the gangs and all of the trouble that was going down. So, Carol took up the mantle of Lady Lincoln, to protect her home from danger. Personality & Motivation: Carol is outgoing, personable, and friendly, but also impulsive, rash, and prone to jumping to conclusions. She likes to be the one taking charge and taking initiative whenever it comes to working together, but this also means she's incredibly likely to try to get people to fight at the very first sign of danger, rather than trying to figure out something's weaknesses or work up a strategy beforehand. Carol's primary motivation is to defend Lincoln and by extension Freedom City, which means that she's usually going to be reacting to threats, but if she's got a lead on something, she's definitely going to follow it. Powers & Tactics: Carol's powers means that she can manifest the spirit, or at least some abilities of any animal of her choosing, such as spider which lets her crawl on walls, a tiger, letting her claw people, even a squirrel that lets her glide temporarily. However, because Carol is quite inexperienced with her powers, it still takes her a somewhat length amount of time in combat to fully summon the powers of an animal, and using her power too often often results in a splitting headache the morning after. In combat, Carol is quick and vicious, tending to prefer small but quick and numerous strikes that allow her to quickly overwhelm her opponent, as well as use her superior reflexes to dodge out of the way of incoming attacks. Complications: Baby Please: Carol aims to get full custody of Cora because she believes Tyrone is an unfit father for her, but she is currently stuck in a lengthy legal battle with him. This has started to seep over into her professional life as well, with her almost flying into a rage anytime someone mentions him. A Helping Hand: In almost all cases, Carol will attempt to save someone before pursuing an attacker, even if their capture is vital. This also means that she will never kill, always offering mercy as a last resort. What About The Children: Carol's job as a second-grade teacher often means she has the children on her mind, and this means that if she ever sees a child harmed, all her attacks are redirected at whoever committed the attack, as well as giving her a penalty to Defense. Abilities: 4 + 8 + 8 + 2 + 4 + 4 = 30PP STR 24 [14] (+7/+2) DEX 28 [18] (+9/+4) CON 28 [18] (+9/+4) INT 12 (+1) WIS 14 (+2) CHA 14 (+2) Combat: 12 + 10 = 22PP Initiative: +9/+4 ATK: +6 (+12 Melee) DEF: +11 (+5 Base, +6 Dodge Focus, +3 Flat-Footed) Grapple: +19/+14 Saving Throws: 1 + 2 + 5 = 8PP TOU +9 (+9 Con) FORT +11 (+9 Con, +1) REF +11 (+9 Dex, +2) WILL +7 (+2 Wis, +5) Skills: 80R = 20PP Acrobatics 8 (+17) Climb 7 (+14) Handle Animal 11 (+13) Knowledge: Life Sciences 10 (+11) Medicine 6 (+8) Notice 8 (+10) Sense Motive 8 (+10) Survival 13 (+15) Swim 5 (+12) Languages 1 (English, Kpelle (native)) Diplomacy 2 (+4) Ride 1 (+10) Feats: 22PP Acrobatic Bluff Animal Empathy Attack Focus: Melee 6 Dodge Focus 6 Improved Initiative Luck 2 Move-By Action Power Attack Skill Mastery (Acrobatics, Climb, Notice, Sense Motive) Takedown Attack Uncanny Dodge (auditory) Powers: 18 + 10 + 10 + 10 = 48PP Animal Mimicry 2 [18 pp] '10 pp' -Sample Allocation Big Cat: Leaping 4 (x25) [4], Speed 3 (50 MPH) [3], Super-Senses 3 (Acute Tracking Olfactory, Low-Light Vision) Enhanced CON 10 [10 pp] Enhanced DEX 10 [10 pp] Enhanced STR 10 [10 pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage (Physical) Totals: Abilities (30) + Combat (22) + Saving Throws (8) + Skills (20) + Feats (22) + Powers (48) - Drawbacks (0) = 150/150 Power Points
  13. 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
  14. Feeding Frenzy Power Level: 10 (150/151) Unspent Power Points: 1 Trade offs: -3 defense/+3 toughness, melee -5 attack/+5 damage In Brief: Atlantean wereshark struggling to be a hero and not an animal. Catchphrase: Chow time Theme: Jaws Theme/monster by Skillet Alternate Identity: Koa Halelani (public) Birthplace: Pacific Ocean Residence: Claremont Base of Operations: Claremont Occupation: Student Affiliations: Claremont Family: Mother, Celeste Halelani Description: Age: 16 (DoB: 2000, September 15) Apparent Age: 16 Gender: Male Ethnicity: Atlantean Height: 5'9" Weight: 125 lbs Eyes: silver Hair: black Koa is a dark skinned very skinny boy. He's thin and on the shorter side. He hates wearing shirts and prefers to go around bare chested. If he has to wear a shirt he tries to leave as many buttons open as he can. His entire upper body is covered in black and red Polynesian style tattoos. He usually wears either cargo shorts, jean shorts, or swim shorts. He has webbing between his fingers and toes which forces him to wear zori sandals or go barefoot. His mouth has a few rows of sharpened teeth. When he's doing hero work he wears a pair of red goggles and a tight red swim cap. He also wears a pair of red and black swimming shorts. He also has a small utility belt with meat sticks in it. As a wereshark, Feeding Frenzy is a massive creature. He hunches over and still stands at seven feet tall. His fin sprouts from his back between his shoulder blades. Back between his legs is a large crescent shaped tail. His tattoos are all expanded over his tough black flesh. His face is totally unrecognizable, it's a massive shark head with rows and rows of teeth. His silver eyes are still present. History: As a boy, Koa remembered waiting for his father to come home. His father was a soldier. He fought for the kingdom of Atlantis and would often be gone for long stretches of time. However, he knew his father wasn't a normal soldier. He knew this because he wasn't a normal Atlantean boy. He and his father had the same set of abilities. From the time he could swim on his own Koa found himself very different from those outside his clan. His voracious appetite was the first thing. He could consume his entire body weight in a single sitting. But nothing set him off like blood. Any kind of blood even miles away beneath the waves made him fly into a rage. His father was one of the few people who could hold him back. For good reason, when they smelled blood they both would face that same fury. That same hunger. Koa's father trained him to resist the blood frenzy. When he turned twelve he began to find that his fury was matched with a change in his physical body (which, adding to puberty? Really really sucked.) his body became a slender shark with arms and legs. Atlantean Military training from his father made that more and more muscular. Koa would have wanted to continue to train under his father. But then Atlantis went to war. His father was part of the invasion force in Freedom City. He never came home. His mother couldn't train her son, and was afraid of what he might do if he lost control. So she pulled strings with her husband's military and government friends. Koa arrived at Claremont to learn to be a hero. He resented the deep ones for taking his father from him. On the other hand everyone looked at him with trepidation, he looked and fought like the invaders. So he decided to do one thing. Prove them wrong. He decided to be a hero. Not just a hero, the best hero. His way, his terms, but Koa would be undeniably heroic. Through and through. He wanted to show them that he was up to snuff. Personality & Motivation: Koa's farther was a hero. He raised his son to want to do right for the world. Koa wants to do right for his home nation. At Claremont he is trying to learn to become the man his father wanted him to be. He fights to prove the Atlantean aren't all terrible, and because he wants to prove that for himself. Powers & Tactics: Most people can't tell tell that Koa is a wereshark. This allows him to go around incognito or get a lot closer than he could as a humanoid shark. Usually Koa prefers to drop in and snatch people out of the way and into the dark. When forced to fight openly he prefers to grab enemies and grapple them. He is a grappler first and foremost in his Frenzy form. He batters away smaller enemies he can and bites those he can't just smack away. When he does fight outright Koa fights like a pro wrestler (cause that's what he thinks Surface heroes are.) shouting out the names of attacks and striking poses. He secretly loves this even if he knows it isn't his strength. Power Descriptions: Most of Koa's regular strength comes from Atlantean physiology. He's tougher, faster, and stronger than a normal human. He has gills in his neck and webbed hands. In his wereshark form his magic lends him his tremendous strength. He tends to opt for a crushing bite down on targets, due to years of training he doesn't devour enemies, but they will be left with pretty nasty wounds. Complications: Am I a monster?: At a very basic level turning into a terrifying shark on legs is enough to make people run screaming. In addition, most weresharks are ruthless and frenzied flesh eating berserkers. This means most Atlanteans, even those who appreciate his potential military uses, usually give him a wide berth. On another level, people still remember the Atlantean invasions. It's hard to wake up every morning trying to be someone who no matter what face you have is a scary one. Blood lust: When seized by the Frenzy Koa can't turn back until he has eaten flesh. He also can't control how much of a thing he eats when he starts there's no stopping until it is gone. Usually his keen senses can find something so that he can turn back, but if he can't the hunger will grow and grow. The longer and more times he transforms the more he needs to eat to grow back. Hunger of the Shark: Koa is a voracious eater, consuming triple his weight on a daily basis. In addition, he cannot turn back from his wereshark form unless he can eat meat. Needs water: Koa needs to spend at least fifteen minutes a day fully immersed in Salt water or he begins to become very sick. My Country Right or Wrong: Koa's father, was part of the invasion and Koa saw the videos of atrocities and even war crimes committed by his fellows, but he still stands by his people. A hero point should be awarded for forcing him to go against the nation of Atlantis. Abilities: 18+0+14+2+4+8=46 Str 28/40 (+9/+15) Dex 10/16 (+0/+3) Con 24 (+7) Int 12 (+1) Wis 14 (+2) Cha 18 (+4) Combat 8+8=16 Atk: +4 (+5 melee) Def: +7 (+4 base, +3 dodge focus) Initiative:+0/+3 Grapple: +17/+29 Knockback: -6 Saves +3+3+3=9 Toughness +13/+7 (+7 con, +6 protection (wereshark)) Fort: +10 (+7 con, +3) Ref: +3/+6 (+0/+3 Dex, +3) Will:+5 (+2 wisdom, +3) Skills 60r=15pp Intimidate 10 (+14) skill mastery Language 2: Atlantean(Native), English, Hawaiian Medicine 6 (+8) Notice 10 (+12) skill mastery Search: 11 (+12) Sense motive 8 (+10) skill mastery Stealth: 13 (+13/+16) skill mastery Feats 10 Attack Focus: Melee 1 Dodge focus 3 Environmental Adaptation: Water Hide in plain sight Move by action Power attack Skill mastery: (intimidate, notice, Stealth, sense motive) Uncanny Dodge: Olfactory Powers 8+3+6+1+42=61 Atlantean Movement Array 3.5 (7pp Array, feats; Alternate power) [8pp] BP: swimming 7 (250 MPH) {7/7} AP: speed 3 (50 MPH) and Leaping 4 (242ft/317 ft standing jump) {6/6} Immunity 3 (breathe normally underwater, cold, high pressure) [3PP] Super senses 2 (acute scent, infravision) [2PP] Super strength 3 (Heavy Load: 3 tons) [6PP] Wereshark 9.4: (47 PP container, duration: Sustained, drawback: involuntary transformation [-5, smell of blood, DC 15 will save to resist]) [42 pp] Enhanced strength 12 (+6) [12 pp] Protection 6 (obvious) [6PP] Super Senses 6 (tracking, accurate olfactory, extended olfactory 3) [6PP] Enhanced Feat 1: Improved Grab [1PP] Super Strength 6 (Effective strength 85: Heavy Load 1,600 tons) [12 PP] Enhanced Dexterity 6 [6PP] Regeneration 3: (recovery rate: bruised, once per round) [3PP] Concealment 2: (visual, limited: only in water, passive) [1 PP] Drawbacks: -3-4=-7PP Vulnerability: Silver (uncommon, Major) -3pp Vulnerability: Heat (common, Major) -4pp DC Block ATTACK RANGE SAVE EFFECTUnarmed Touch DC 22 Toughness Damage Unarmed (wereshark) Touch. DC 30 Toughness. Damage Total: Abilities (46) + Combat (16) + Saves (9) + Skills (15) + Feats (10) + Powers (61) - Drawbacks (7)=150/151
  15. Nicki Dee Power Level: 10 [14] (165/219PP) Trade-Offs: None Unspent PP: 54 In Brief: To help her brother she become a criminal, now she trying to make up for that time. Alternate Identity: Merge Trois Identity: Secret Birthplace: Lincoln, Freedom City Occupation: Student Affiliations: Camera Obscura Family: Cheryl Dee (Mother), Tony Dee (Father), Dwayne Dee (Brother) Description: Age: 26 (DoB: December 9, 1992) Gender: Female Ethnicity: African-American Height: 5'4" Weight: 112 lbs. Eyes: Brown Hair: Black Nicki is an unremarkable looking woman, an image she works hard to maintain. Her clothes are fashionable, but off the peg, her hair cut helps hide her features and she taken to wearing glasses, though she doesn't need them. Power Descriptions: With a few moments concentration Nicki can call up her alter ego, Merge Trois, who can create copies of herself. Despite her name Merge Trois can produce an almost unlimited number or copies, though she often limits herself to three initially to confuse her foes. Whilst the Nicki and Merge are mentally linked, and Merge is driven by Nicki's desires, Merge can carry on independently of Nicki for an almost indefinite period. History: Growing up was often hard for the Dee family with her parents struggling to make end meets, this tension often led to heated arguments between Nicki parents. To escape this she created imaginary friends who she would spend hour happily playing with, her brother however escaped into alluring world of gangster rap and gang culture in general. Whilst Nicki studied hard to try and make a better life for herself and her family Dwayne fell into a life of petty crime and violence. Despite this Nicki care deeply for her brother who in his own way was always trying to look after and protect his little sister. For a while however things were okay the gang Dwayne ran with were pretty minor, happy to commit relatively low key crimes staying out of the way of the more powerful and violent gang and the notice of Lincoln resident supers. Then one day this all changed when a strange man offered the gang a chance for one big score. Nicki has never been sure exactly what happened as Dwayne came back changed. All of the gang were granted powers of some sort but Dwayne, who had volunteered to be lookout, came off the worst. As well as gaining the power to conceal him from all senses, he also gained the power to monitor and control all electronic devices as well as receive and transmit all broadcast frequencies. The problem was he can't turn the signals off and is constantly bombarded with the chatter of the electronic devices that fill our world. Whilst he can look after himself and following simple instructions, apart from occasional flash of his old self, Dwayne has been lost in the constant electronic noise. Her parents couldn't cope with what happened to their little boy and it fell on Nicki to take care of her big brother. Whilst doing that, and trying to complete her studies, she also started to make subtle inquiries about a cure for her brothers condition. Eventually she found somebody who was willing to help, but he warned her it would take massive amounts of money to achieve a cure. Luckily for her he could offer her powers, safe ones at that, which would allow her to gather this necessary money, for only a tiny addition to the total. Having exhausted all other options for a cure she reluctantly agreed asking for the type of power that would allow her to be in several places at the same time. Then she carefully began planning ways to earn the money necessary for his cure. Her short criminal career was successful and she managed to put by quite a bit of money for herself, her brother and her family. But it was with the help of the cities heroes that she managed to fine the help that her brother needed. Whilst her brother was recovering she retired from her brief criminal career, she even stopped being Merge for a while. But she missed the thrill of being Merge Trois and when the Freedom City was in crisis she decide to come out of her brief retirement and help her community. She hadn't consciously made the decision but now Merge is going to try to help Freedom City. Personality & Motivation: Whilst Nicki can come over as introverted she anything but shy and has, over the hard years of high school, learned to stay in the background and subtly manipulate people to get what she wants. Though Nicki is still inclined to use her abilities to just be left in peace she does now try to use them to help other people. Nicki has always had a strong moral code, she could never harm or kill anyone, and her career as a criminal hasn't changed her attitudes. She does however have a dim view of large corporations and banks, something her criminal career has only helped but be reinforce (though there are rare exceptions), she’ll make sure that people aren’t harmed but wouldn’t attempt to reduce property damage or the loss of earnings. Powers & Tactics: Whilst Merge prefers to use guile and cunning to avoid conflict if trouble starts she tend to rely in sheer strength of numbers to defeat her foes flooding the area with as many duplicates as she can. She also tend to avoid bringing Nicki into direct contact with the plan in hand, if possible she will remain a safe distance away and allow Merge to handle the situation herself. Complications: Freedom: No one knows that Nicki is Merge Trois, something that she works very hard to maintains. As far as possible they've try to maintain that they don't know each other, or at least only vaguely aware of each other. Right by My Side: Nicki feel responsible for her brother and will try to keep him safe and out of danger. Whilst she sometime uses him in her plans, if he's put into immediate danger she will put all her energies into protecting him. If made to choose between helping her brother and helping other's she naturally inclined to protect him first. Pound the Alarm: As far as law enforcement is concerned Merge Trois is still a wanted criminal, as well as a few of the Superhero community. Here choice of target's means she has little hassle for most beat cop's and detectives, but there always a few. Beez in the Trap: Merge's method of using other villains of for her own gain, as well her habit of getting revenge on those who tried to burn her, means that she has made quite a few enemies. The foundry in particular wish to get revenge on her for ruining one of their operations. Abilities: 0 + 6 + 4 + 8 + 6 + 8 = 32PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 12 + 8 = 20PP Initiative: +3 Attack: +6 Base, +10 Unarmed Grapple: +10 (base 10, Str +0) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -1 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +2 (+2 Con) Fortitude: +8 (+2 Con, +6) Reflex: +9 (+3 Dex, +6) Will: +9 (+3 Wis, +6) Skills: 56RP = 14PP Acrobatics 9 (+12) Bluff 12 (+16) Diplomacy 8 (+12) Drive 2 (+5) Gather Information 2 (+6) Intimidation 7 (+11) Notice 8 (+11) Sense Motive 8 (+11) Feats: 17PP Attack Specialization (Unarmed) 2 Benefit (Wealth) 2 Contacts Dodge Focus 6 Luck 1 Minions (Camera Obscura) 4 Well-Informed Powers: 19 + 45 = 64PP ESP 6 (all senses, 1 mile, Flaw: Medium [Merge Trois], Rapid (x10)) [19 PP] Summon 11 (Merge Trois, Extra: Fanatical, Heroic, Duration [Continuous]; Feat: Mental Link; Flaw: Feedback) [45 PP] Totals: Abilities (32) + Combat (20) + Saving Throws (18) + Skills (14) + Feats (17) + Powers (64) - Drawbacks (0) = 165/219 Power Points
  16. Player Name: TheRedGuy Character Name: El Huracán Power Level: 10 (157/163PP) Trade-Offs: +2 Defense / -2 Toughness Unspent Power Points: 6 In Brief: Hotheaded Hispanic air controller studying at Claremont. Residence: Claremont Academy Base of Operations: Freedom City Catchphrase: TBD Alternate Identity: Aníbal Herrera Miramontes Identity: Secret Birthplace: Freedom City, USA Occupation: Claremont Student Affiliations: N/A. Family: Eduardo Herrera Moreno (father, age 55), María Elena Herrera Miramontes (mother, age 42), Alejandro Herrera Miramontes (brother, age 20) Description: Age: 16 (DoB: Feb 1st 1999) Apparent Age: late teens/early 20s Gender: Male Ethnicity: Hispanic Height: 5'9“ Weight: 175 lbs Eyes: Amber Hair: Jet Black Lean and muscular, Aníbal cuts a striking figure, appearing older and more mature than he really is. His skin is bronze, without visible blemishes save for a small mole above his upper lip. He keeps his hair neatly slicked back, and is always meticulously groomed. Perhaps his most unusual feature are his eyes, of a rare amber color, glimmering with warmth and mirth. His clothes are obviously expensive, but never gaudy, with no obnoxiously large labels or logos on display. He is usually dressed casually but conservatively, in a style reminiscent of North American „preppies“, though with a Latin twist to the colors and fabrics. His English is flawless, although spoken with a refined, velvet smooth Hispanic accent. Anyone meeting him for the first time would recognise immediately that he's a scion of the moneyed elite, a child of privilege. As El Huracán, he wears a specially designed flight suit. It is black, skin-tight, with gold accents on the boots and gloves, black goggles whose lenses appear gold-tinted on the outside, and a golden whirlwind symbol on the chest. Power Descriptions: Aníbal is a mutant aerokinetic, capable of controlling the flow of air currents to produce a variety of effects. He can create gale-force winds capable of knocking over opponents and pushing heavy objects, launch damaging blasts of compressed air, suffocate people by removing air from their lungs, deflect incoming projectiles and throw them back at the attacker, and cause a devastating whirlwind in an area of up to 125 feet in radius. His control over air also enables him to fly at speeds of up to 250 mph. His lungs have enhanced capacity, allowing him to hold his breath for longer periods of time and breathe normally even in extremely high altitudes. By sensing subtle variations in air flow, he can feel objects even if he can't see them. His custom-built flight suit comes with special glare-resistant goggles that adjust to allow improved vision in limited light conditions. The suit's padding affords limited protection from damage. It is lined with an experimental material that isolated the wearer from extreme heat and cold, as well as protecting from the effects of high pressure during fast aerial maneuvers. History: In 1993, during the Terminus invasion, Eduardo Herrera Moreno found himself in Freedom City, in the American headquarters of his firm, Herrera International. He had risen from humble beginnings and built a business exporting premium Mexican tequilas worldwide. Refusing the opportunity to evacuate the city, he stayed behind, helping the 50-odd employees of his Freedom City office escape to safety in the face of Omegadrone devastation. He himself sustained an injury during the attack, which reduced the Herrera International headquarters to rubble. His life was saved by the intervention of one of Freedom City's superheroes. While he was exposed to the strange energies of the Terminus, they seemed to have left no long-term consequences. After the attack was foiled, Herrera returned to Mexico a hero. The press praised his actions during the crisis and highlighted his generous donations to the reconstruction funds, particularly helping out the city's Hispanic neighborhoods. Overnight, the nouveau riche outsider became a fixture among the country's patrician elites. Soon he met a young socialite, María Elena Miramontes, daughter of Don Nicéforo Miramontes Castillo, owner of one of the largest agave plantations in Mexico and the associated Miramontes distillery. The two married in 1994, which boosted Herrera's standing and wealth considerably. In 1995, their first child, Alejandro, was born. In 1999, while María Elena was visiting her husband in Freedom City, she went into labor several weeks before she was due. On the eve of February 1st 1999, she gave birth to a healthy baby boy, named Aníbal María Nicéforo Herrera Miramontes. The child was an American citizen by accident of birth. Little Aníbal grew up in Mexico, spending time in his father's luxury villa in Ciudad de Mexico and his grandfather's massive Rancho Miramontes. His father, an avid history buff, had named both his sons after famous conquerors, hoping to raise them to take over the family business. Aníbal was tutored by the finest private teachers, showing a precocious intellect and an aptitude for many different fields of study. He also enjoyed physical activity, learning to ride from an early age and excelling in sports, particularly gymnastics. He was, by all appearances, a normal kid, albeit one living in the lap of luxury and privilege. The only unusual ability he showed was an ability to hold his breath for extended periods of time, certainly nothing out of the ordinary. Still, after hitting puberty, strange phenomena began to occur. Strange gusts of wind would sometimes happen when he was nearby, often knocking over vases or sending papers flying. The wind would often change direction or intensity or abruptly stop. Still, no one connected this to him in any way. Until one fateful day… Aníbal had always particularly enjoyed the feeling of the wind in his hair and on his skin, and was always a passionate young man, a thrill-seeker by nature. He took up skydiving as a hobby, despite the protestations of his mother. On his first jump, accompanied by an instructor, there was a problem. The instructors parachute failed to open. Aníbal found himself thousands of feet in the air, plummeting towards the ground. He panicked. He could feel the air like never before, feel every current, every minute difference in pressure. Only one thought coursed through his mind: Up. Not down. Definitely up. He felt the grip of his instructor on his harness. He felt the currents change, the winds blowing from underneath, getting stronger and stronger, until the two of them suddenly stopped in mid-air, floating on the currents like a giant seagull. It was hard to tell who was more shocked by this development. „What the Hell are you, kid?!“, the instructor asked. „I don't know“, Aníbal answered in earnest. With some effort, Aníbal began to slowly descend, eventually landing in front of his shocked and horrified parents. A hefty payment was made to the instructor, who swore not to tell anyone what happened. Over the next couple of months, Aníbal came to terms with his abilities, learning to exert conscious control over them. He learned he could cause winds, powerful, devastating, gale-force winds, if he focused enough to do it. He learned to fly using the air currents, and asked his parents to finance the construction of a prototype flight suit designed to make flying through the air easier and safer. He learned to compress air and launch it with devastating force against obstacles. This was indeed great power, and he firmly decided it could not be suppressed or kept a secret. His grandfather had always spoken of noblesse oblige, the obligation of the powerful to protect those less fortunate than them. A superhero was a kind of nobleman for the 21st century. Aníbal decided to use his powers for good, to help people. His father was uncertain. He had wanted to groom his sons for power, but this was not the power he had in mind. Still, he had seen the destruction wrought by an immensely powerful threat checked and defeated by superheroes, one of whom had saved his life. He agreed to his son's request, on condition that he keep his identity a secret. Soon afterwards, he used his extensive contacts to arrange his son's transfer to an exclusive private school for gifted youngsters in Freedom City, a place where he would hone his abilities and learn to master them. Taking the name El Huracán, after the Mayan god of storms, Aníbal took the first step in his career as a hero. Personality & Motivation: Aníbal was given a patrician upbringing, and it shows in his manner and attitude. He carries himself with poise and elegance, although without a trace of arrogance or coldness. Naturally charismatic, he enjoys company and conversation and knows how to put most people at ease. He's classically handsome and charming in an old-fashioned way, which makes him popular with the girls – although he leans more towards boys. Still, his smooth approach may be seen as insufferably fancy and patronising by those of a more coarse, direct bent. Despite the fact his demeanor makes him appear more mature and levelheaded than the typical teenager, he is nevertheless still young, and has a passionate, impulsive streak liable to get him into trouble. He was always a little reckless, and the development of his powers has made him even more prone to rush headlong into danger at the first opportunity. His motivation for becoming a superhero is a sense of personal responsibility instilled in him by his grandfather, an old-fashioned landowner. While he has no interest in playing the role of a businessman or the padrón of a hacienda, he feels obligated to use his newfound powers to make the world a better place to live, and particularly to protect those less fortunate than he is. He's proud of his heritage, and eager to serve as a role model to young Latinos everywhere and an ambassador for his country and community. However, in addition to these lofty aspirations and ideals, another reason for his choice is a typical teenage boy's pursuit of excitement and adventure, and an opportunity to impress some handsome chicos or cute senoritas. Powers & Tactics: In a combat situation, El Huracán will stay out of range, relying on dodging enemy attacks or deflecting them by manipulating the wind. He attacks from a distance, hurling blasts of air or knocking down opponents with gusts of wind. Usually he stays in the air, hovering above the action and avoiding direct contact. While his suit offers him some protection, able to stop pistol bullets and cushion cuts and blows, he is rather fragile in an up close fight, easily overpowered by a trained or stronger foe. He has a love of flashy moves and daring stunts, and his natural confidence and rapier wit can get under the skin of opponents, as well as inspire his comrades. While he has a good grip on his powers, his youth and inexperience can land him in hot water. Complications: Anchors Aweigh: As a dual citizen of Mexican heritage, Aníbal may occasionally run into some anti-immigrant sentiment. Having to divide his loyalties between Mexico and the US may also pose a problem in some cases. Who Is That Handsome Young Devil?: He promised his parents to keep his true identity a secret. It's not easy. Target of Opportunity: As the son of one of the wealthiest men in Mexico, he's a ripe target for anyone trying to cause harm to his father. Salsa y Sabor: A combination of inherited passionate temperament and teenage recklessness makes him prone to showboating and flamboyant displays of his powers. He'll usually take unnecessary risks and rush into danger where a more considered approach would be superior. Rich Corinthian Leather: Aníbal had a privileged upbringing, and is used to living in the lap of luxury. While he is generous and sympathetic to those less fortunate than himself and never ostentatious with his money, he does enjoy the finer things in life. Because of his upper class lifestyle, he can find it hard to relate to those from poorer backgrounds, and they in turn may resent his wealth and good fortune. Touched By The Terminus: Although it hasn't been officially established, it is likely that Aníbal's powers stem at least in part from his father's exposure to Terminus energy years before. This may cause problems later on. Abilities: 4 + 8 + 4 + 6 + 2 + 8 = 32PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 18 (+4) Combat: 8 + 12 = 20PP Initiative: +4 Attack: +4 Melee, +10 Ranged Grapple: +6 (+22 w/Air Control) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +8 (+2 Con, +6 Protective Padding (+3 impervious) ) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+4 Dex, +6) Will: +6 (+0 Wis, +6) Skills: 48R = 12PP Acrobatics 1 (+5) Bluff 4 (+8) Computers 1 (+4) Concentration 2 (+3) Diplomacy 4 (+8) Handle Animal 2 (+6) Knowledge (art) 1 (+4) Knowledge (business) 1 (+4) Knowledge (civics) 1 (+4) Knowledge (current affairs) 1 (+4) Knowledge (history) 1 (+4) Knowledge (popular culture) 3 (+6) Knowledge (theology & philosophy) 1 (+4) Language 4 (English, Spanish [Native], French, German, Latin) Notice 6 (+8) Perform (dance) 3 (+8) Perform (oratory) 1 (+5) Perform (keyboards) 4 (+9) Perform (singing) 2 (+6) Ride 1 (+5) Sense Motive 2 (+4) Feats: 21PP Attack Focus (Ranged) 6 Attractive Benefit (Dual Citizenship: US-Mexico) Benefit 2 (Wealthy Parents) Connected Distract (Bluff) Dodge Focus 6 Favored Environment (air) Inspire Taunt Powers: 37 + 12 + 1 + 4 = 54PP Aerokinesis 11.5 (23PP Array); Feats: Alternate Power 7, Dynamic 8; Drawbacks: Power Loss (in vacuum) -1) [37PP] (air, mutant) Dynamic Base Power: Move Object 11 (Air Control; Extras: Range (perception); Feats: Precise; Flaws: Action (full) ) {23/23} (air) DAP: Blast 10 (Air Blast; Feats: Indirect 3) {23/23} (air) DAP: Blast 5 (Tornado; Extras: Area [25-125 ft. radius Burst], Duration; Feats: Progression - Increase Area 2, Progression - Increase Range) {23/23} (air) DAP: Suffocate 5 (Suffocation; Extras: Range 2 (perception) ) {20/23} (air) DAP: Flight 5 (Wind Riding) {10/23} (air) DAP: Deflect 4 (Wind Screen; Extras: Reflect, Action 3 (reaction), slow projectiles) {20/23} (air) DAP: Trip 10 (Blow Away; Range 100 ft; Extras: Knockback; Feats: Indirect 3 (any point, any direction) ) {23/23} (air) DAP: Trip 5 (Gale; Range 50 ft; Extras: Knockback, Area [50-100 ft Cone], Selective Attack; Feats: Accurate (+2), Improved Trip, Progression - Increase Area ) {23/23} (air) Device 3 (Huracán Flight Suit; 15PP Container; Hard-To-Lose) [12PP] Sensory Shield 3 + Super-Senses 1 (Goggles; +6 vs visual effects; low-light vision) [4PP] (technology) Protection 6 (Protective Padding; Extras: Impervious (3 ranks) ) [9PP] Immunity 3 (Protective Lining; cold, heat, high pressure; Flaws: Limited - Half Effect) [2PP]. Immunity 1 (suffocation (drowning); Enhanced Lung Capacity; Extras: Flaws: Limited - Half Effect ) [1PP] (mutant) Super-Senses 5 (Sense Air Flow; Blindsight (tactile), Danger Sense (tactile); Drawback: Power Loss (in vacuum) -1 ) [4PP] (mutant, air) DC Block ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 17 Toughness Damage (Physical) Air Blast Ranged DC 25 Toughness Damage (Physical) Suffocate Percept. DC 15 Fortitude Suffocation Tornado Area DC 20 Toughness Damage (Physical) Blow Away Ranged DC 25 Toughness (Staged) Damage (Physical) 1d20+10 vs. STR or DEX Trip Gale Ranged DC 20 Toughness (Staged) Damage (Physical) 1d20+5 vs. STR or DEX (worse) Trip Totals: Abilities (32) + Combat (20) + Saving Throws (18) + Skills (12) + Feats (21) + Powers (54) = 157/163 Power Points
  17. Comrade Frost Power Level: 10/13 (various) (211/214PP) Trade-Offs: +2DMG/-2ATK, +2TOU/-2DMG Unspent PP: 3 Alternate Identity: Dr. Dimitri Ivanovitch Peshkov, the "Ice Commissar" Identity: Public, though the fact that he is a vampire is not known to the general public Birthplace: Moscow, Russia Occupation: Liaison between People's Heroes and Freedom League Affiliations: People's Heroes, Freedom League Family: No blood relatives living In Brief: Ex-Soviet cryokinetic vampire supersoldier turned occult investigator Age: 104 (Born August 1, 1913) Apparent Age: 30 Gender: Male Ethnicity: Caucasian [turns extremely white when using his powers] Height: 5'8" Weight: 150 lbs Eyes: Light blue [pink when using his powers] Hair: Light blond [white when using his powers] Physical Description: Comrade Frost these days dresses in a blue, white fur-lined parka over a dapper white suit. He wears a blue domino mask with black eyepieces and usually keeps the hood up, and white gloves in situations where he knows he'll need to use his powers (using them for any length of time generally makes his hands very cold to the touch). His skin turns extremely white while using his powers. In more formal occasions, he loses the parka and mask and simply rocks the suit. In very formal occasions, he'll don the modified blue and white uniform he wore as a zampolit in World War II. That's also the only time you'll see him wear his medals, and between one thing and another he's got a lot of those. Power Descriptions: Comrade Frost is a cold manipulator only, unlike many other cryokinetics who can summon large amounts of ice and snow. He can drain the heat out of large groups or individuals, as well as brittly freezing solid objects or paralyzing someone's muscles with a touch. He can heal his own injuries by draining the heat from the environment around him, but only when he focuses his attention on a single target: otherwise the heat becomes lost to him. He can fly by transforming himself into icy fog; he can make himself tougher by freezing himself solid. His eyes turn an albino's pink when he's actively using his powers, and his hair frosts white like snow. Personality and Motivations: Surprisingly warm for a century-old Communist vampire, Comrade Frost has an avuncular relationship with young people, especially young heroes. He's ultimately a gentle man who enjoys a joke, even one at his own expense, and is only really roused to anger by Nazis, pseudonatural creatures, and other unholy monsters. His decades of unlife have taught him to respect magic, but he fears it in the wrong hands, and won't be afraid to utterly destroy some mystic artifact rather than let it fall into the hands of evil. History: Born in a small town outside Moscow in 1913, Dimitri Peshkov was not an attractive man in life. A bright student, he grew up lazy and a little jaded, convinced of his own intellectual superiority over his fellow students in high school and college. He became a veterinarian, tending to the animals in collective farms, out of a mild interest in helping those less fortunate but mostly for the chance to be the smartest and best-educated man in the room. When war threatened his country in 1941, he joined the NKVD, not the Red Army, not out of a special patriotism, but because he thought it would keep him away from the battlefield. He was wrong; and that would be the death of him. The old Dr. Dimitri Peshkov died beneath the sacrificial blade of the Thule Society in the spring of 1942. The NKVD doctor had been captured on the Arctic front during the defense of Murmansk and had, under the Commissar Decree, been handed over by the Wehrmacht to the SS for execution. He might simply have been shot, but a passing group of Thule mystics needed him for a special task. Operating in the far north under Kantor's commnd, the Thule circle had found an ancient Norse altar, consecrated to Hel and her father Loki, and had learned they needed human blood to open the gateway to another world. And so they did. But as Peshkov fell into darkness, a voice came to him. The life-long atheist found himself floating before Hel, the guardian of Niflheim and ruler of the Norse underworld, one of the first new arrivals in her realm in a long time. Hel explained to Peshkov, as one would to a child, that she could not be summoned to Earth by such powers the Nazis had. In the heart of the greatest war the world had ever known, Death already stalked the land, and no wizard could hope to control it. But she had seen the capture of her haughty uncle Donar, and knew the plans of the Thule Society for the world of men, and she loathed them for the blasphemers they were. So she offered Peshkov a choice. He was a descendent of Rurik and had died at the hands of her enemies; if he stayed in Niflheim in her palace, he could have a place at her side to tell her about the world above, and perhaps as master of those few Thule sorcerors who had fallen into her hands when they had died of disease or accident after taking up the worship of the Asgardians. Or he could walk the Earth again as a draugr, a being of great power and might, with the heart taken from him by the Nazis replaced by a gateway to the icy realm of Niflheim. Given the choice, Peshkov chose to live. If you could call it living. Dimitri awoke on the altar and froze his captors solid, burning their shrine down behind him and feeding on the heat within as he began the long, painful walk back to Soviet lines. He learned how to control his powers and feed from the heat of the sun, from burning fires and life's heat rather than life's blood, and when he arrived back among his own people (and immediately, wonderfully, was plunged into a hot bath...that he immediately froze solid), Dimitri Peshkov was ready to begin his new identity: Comrade Frost, costumed defender of the Soviet Union! But of course it wasn't that easy. Dimitri was the only one of his allies familiar with magic, something which his own government denied the existence of. Comrade Frost rapidly became the Peoples' Heroes' magic expert, a role he had to play very subtly. He took every chance he could to team up with the Allies of Freedom and the Liberty League, desperately trying to pool his resources with those better-connected and better-educated in these matters as he tried to stave off the threat of magical darkness at home. And there was the war, grim and terrible. Comrade Frost was one of the first Soviet super soldiers into Berlin, and was there for the last great convulsion of the Reich. His superiors denied his request to join the hunt for Kantor, and so he wasn't there when the Allies of Freedom were betrayed and murdered by the forces of darkness. It was a hard blow for the super-soldier and he slipped into a deep depression after the war. Only a battle against the snake-cultists of Lithuania roused him from his funk in 1948, the mystic-trained hero recognizing the cultists of Yig for what they were! If the cultists of the Unspeakable One and his dread allies had come to the Soviet Union, there were urgent matters to deal with indeed. His war wasn't over. Comrade Frost was not one of the better-known Soviet super-soldiers to the general public; he was just there in the various engagements with American heroes, German holdouts, Baba Yaga, and the other famous battles of the Peoples' Heroes but he was well-known to superheroes. Sometimes he was an enemy to mystic heroes in the United States and elsewhere, stealing mystic artifacts out from under their noses for the Soviet Union's use but for the most part he was an ally: a fellow enemy of darkness who could always recognize that there were threats to the universe as deadly as any nuclear missile. Briefly imprisoned in 1953, he was freed after Stalin's death. He was a busy man in the 1960s as Stalinist controls lapsed and the world of magic became more and more powerful in the Soviet Union, taking time out to fight Superior in Cuba in 1962 and war against the forces of Baba Yaga in the 1970s. Dispatched to Afghanistan in the late 1970s to help battle undead warriors summoned to life there by Muslim clerics, Peshkov was horrified at the violence and pointless waste of yet another war; when he returned home in the 1980s, he let others take over his role as magical champion while working to support Gorbachev's reforms. With the fall of the Soviet Union, Peshkov resumed his work as a defender of the world against magical threats, for the first time working regularly in countries besides the land of his birth now that he was free to travel. There was a whole world out there! Peshkov is currently assigned to Freedom City to act as the liaison between the Peoples' Heroes and the Freedom League, as well as deal with the worrisome reports he's heard about magical activity in Freedom City. Barriers he helped erect many, many years ago now are beginning to melt. Complications: Is very old [a hundred year old Russian]Is an Ice Vampire [a terrible ice monster, albeit one who can pass for men]Has made a lot of enemies over the years [has fought a lot of terrible monsters from beyond space] Has made friends - and would die for most of themThe ladies (can't touch this!) [very solicitous towards women whose powers might let them actually have a relationship with him, though he is capable of dimming his cold aura]Niflheim's Champion [What else does Hel want with him?] Abilities: 0 + 0 - 10 + 10 + 6 + 12 = 18PP Strength: 24/10 (+7/+0) Dexterity: 10 (+0) Constitution: --- Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 22 (+6) Combat: 12 + 12 = 24PP Initiative: +8 Attack: +6, +8 Unarmed, +8 w/ Thermovore Array Grapple: +6, +13 w/ Icy Body Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -6, -11 w/ Icy Armor -4, -7 w/ Icy Armor vs. blessed/holy, magic, or silver Saving Throws: 6 + 5 = 11PP Toughness: +12 (Imp 10 w/ Icy Armor) +8 (Imp 6 w/ Icy Armor) vs. blessed/holy, magic, or silver Fortitude: --- Reflex: +6 (+0 Dex, +6) Will: +8 (+3 Wis, +5) Skills: 68 ranks = 17PP Bluff 7 (+13) Skill Mastery Concentration 3 (+6) Intimidate 7 (+13) Handle Animal 2 (+5) Knowledge (Arcane Lore) 5 (+10)Skill Mastery Knowledge (History) 5 (+10) Knowledge (Theology and Philosophy) 5 (+10) Languages 8 (Danish, English, German, French, Old Norse, Old Slavonic, Japanese, Spanish, Base: Russian) Medicine 2 (+5)Skill Mastery Notice 7 (+10)Skill Mastery Sense Motive 7 (+10) Stealth 10 (+10) Feats: 13PP Attack Specialization (Unarmed) 1 Beginner's Luck Benefit 2 (Status [Freedom League Reservist, People's Heroes]) Dodge Focus 2 Eidetic Memory Improved Initiative 2 Jack of all Trades Ritualist Skill Mastery (Bluff, Knowledge (Arcane Lore), Medicine, Notice) Uncanny Dodge (visual) Powers: 1 + 3 + 21 + 5 + 21 + 30 + 8 + 4 + 3 + 4 + 3 + 29 = 132PP Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Environmental Control 2 (cold 2 [extreme], 10 feet; Extra: Duration [Base, +0], Range [Touch], PF: Precise) [3PP] Gadgets 3 (Assorted Devices; 15PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [21PP] Sample Allocation: Greatcoat (Protection 4 (Extra: Impervious 3)) {7/15} Hel's Eye (Enhanced Thermovore Array 4) {8/15} Healing 1 (thermovore; Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Fire/Heat Attacks]) [5PP] Icy Body 10 (20 points; PF: Alternate Power) [21PP] BE: Enhanced STR 14 (to STR 24/+7) {14} + Impervious Toughness 6 (icy armor; note: Active Sustained effect) {6} {14+6=20/20} AP: Flight 4 (100 MPH/1000FPM, PFs: Move-By Action, Subtle) {10} + Insubstantial 2 (icy fog) {10} {10+10=20/20] Immunity 30 (Fortitude effects) [30PP] Protection 8 (icy flesh) [8PP] Protection 4 (vampiric flesh; Extra: Impervious; Flaw: Limited [not against blessed/holy, magic, or silver]) [4PP] Regeneration 6 (Recovery 5 [+0 total], Resurrection 1 [1 week]; Flaw: Source [blood or heat over 37oC/98oF]) [3PP] Super-Senses 3 (infravision [enhancement: tracking 3 [full-speed]]) [4PP] Super-Senses 3 (Magic Awareness 3 [visual]) [3PP] Thermovore Array 12 (24 points; PFs: Accurate, Alternate Power 4) [29PP] BE: Damage 12 (thermovorous touch; Extra: Vampiric) {24/24} AP: Drain Toughness 12 (brittle cold; Extras: Affects Objects, Penetrating; Flaw: Limited [Objects Only]) {24/24} AP: Paralyze 12 (Extra: Alternate Save [Fortitude]) (icy grasp) {24/24} AP: Damage 12 (thermovorous touch 2.0; Extra: Alternate Save [Fortitude]) {24/24} AP: Damage 12 (thermovorous storm, Extras: Alternate Save [Fortitude], Area [General, Cylinder], Flaw: Action [Full]) {24/24} Drawbacks: -4PP Vulnerable (Cold [common], major [x2]) [4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Brittle Cold Touch DC 22 Fort (Staged) Drain Toughness Paralyze Touch DC 22 Fort (Staged) Snare Thermovorus Touch Touch DC 27 Toughness (Staged) Damage (Physical) Damage Touch DC 27 Fortitude Save Damage (Physical) Damage Touch DC 22 Reflex Save/ DC 27 Fortitude Save Damage (Physical) Totals: Abilities (18) + Combat (24) + Saving Throws (11) + Skills (17) + Feats (13) + Powers (132) - Drawbacks (4) = 2011/214 Power Points
  18. Player Name: Twisted Mortal Character Name: Daggers Power Level: 10 (150/150PP) Trade-offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Unspent Power Points: 0 In Brief: A human hunter of supernatural creatures that prey on humans by night. Rich playboy thrillseeker by day. Residence: Freedom City Base of Operations: Freedom City Catchphrase: "Your reward, foul creature." Alternate Identity: Jason Hart Identity: Secret Birthplace: Lima, Ohio Occupation: Idle Wealthy Affiliations: Various sports organizations Family: John Hart (father), Billie Hart (mother) Description: A tall guy, not with big muscles, but definitely put in time at the gym. during the day, he outfits mostly in sports clothes. His cover is that he donates and participates to sports leagues. So, if he's at a baseball game, he's in baseball gear. At night he dresses up in a sleek black leather outfit, boots, gloves, and over the face mask and cowl. He carries two magically strengthened bone daggers when in hero attire. Age: twenty-something (DoB: 1994, July 5) Apparent Age: youngish Gender: Male Ethnicity: Caucasian Height: 6 foot Weight: 200 pounds Eyes: brown, deep set Hair: brown, short cut, styled Power Descriptions: carries two bone daggers that command him to hunt creatures of the night and protect the innocent. besides their obvious stabbing they do, they have a few magical tricks. they can make him invisible, they can see through supernatural disguises and illusions, if separated, he can warp to the missing one without error. He can communicate with the daggers, calling on it's vast knowledge. The costume is 'less impressive'. It's a black reinforced leather armor that alloys him as much movement as the material can. It also comes with a mask that has integrated nightvision goggles. History: Jason Hart's family made some wise investments in the 80s and 90s. Once the tech boom hit, they never had to worry about money again. Jason, however, did not enjoy the sedentary lifestyle. His mother worried about him, but he had access to whatever dangerous new sport that came long. And he did so, with gusto. His father was a jet setter, and Jason travelled with him. Traveling all over the world, learning new and exciting ways of pushing his body. One trip in particular was life changing for him. In a Russian auction, he saw a pair of bone daggers that he had to have. Money was no object and after outbidding a particularly pale looking individual, he picked up his reward. On the way out, the man he was bidding against trailed him. The daggers warned him that he was being followed and to take the handles. Jason though that was weird. Without words he took the daggers in hand. the pale man attacked and Jason took him head on, knowing more than a few knife-fighting styles. The daggers took it a step further than Jason was comfortable with and slew the pale man. Though Jason would soon learn that the pale man was not human, but a vampire as the pale man crumbled to ash. The daggers told Jason that he was the owner of the daggers and that only though death would he be able to relinquish them. Until then he would hunt the evil that stalked the night, the vampires, the werewolves, the demons. Anything that would prey on humans. Initially Jason tried to ditch them, but as soon as he would, they would appear by his side or in his hands to protect him. He anguished over this torment for about a year, but secretly, the daggers were training him to fight the good fight. Eventually Jason relented. He rationalized that this was the most dangerous sport. Being a superhero. Personality and Motivation: Jason is a gracious person who looks after people. It's his lot in life and he enjoys it. He's a bundle of energy as Jason, trying everything at least once. Thrillseeking is something he enjoys. Not that he's hasty to throw his life away, but from the outside looking in, one wonders. Jason is motivated to help people in need. Either as a wealthy person or a hero. Powers and Tactics: Jason is a melee fighter, trained in several martial art styles. Though some times it doesn't even matter. the daggers that gave him his mission are his primary weapon. Fighting with gusto against supernatural creatures, the daggers always command him to make the fight short. He's only human, they remind him. Against nonsupernatural creatures, the daggers help him also, but he's learned nonlethal styles to deal with them. the daggers are less involved in those battles, sometimes not even bothering. Complications In It For Life: Jason has to pursue monsters until the day he passes on. This is not a choice. Mom and Pop: His family. Paying To Play: Jason puts his money into several big name sports organizations. The Real Job: No one but Jason (and the daggers) knows of his nightly heroic activities. Watch This!: Do not dare him. Do not give him a chance to show off. It would take divine intervention to stop him. What's Your Sign?: Jason is notorious in his pursuits to woo women. Abilities: 6 + 8 + 6 + 2 + 4 + 8 = 34PP Strength 16 (+3) Dexterity 18 (+4) Constitution 16 (+3) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 18 (+4) Combat: 14 + 14 = 28PP Initiative +8 Attack +7, +13 (daggers) Grapple +10 Defense +13 (+7 Base, +6 Dodge Focus), +4 Flat-Footed Knockback -3, -1 without armor Saving Throws: 5 + 6 + 4 = 15PP Toughness +7 (+3 con, +4 armor) Fortitude +8 (+3 con, +5) Reflex +10 (+4 dex, +6) Will +6 (+2 wis, +4) Skills: 100R = 25PP Acrobatics 12 (+16) Bluff 8 (+12, +16 Attractive) Climb 12 (+15) Diplomacy 8 (+12, +16 Attractive) Gather Information 8 (+12) Knowledge (arcane lore) 4 (+5, +13 Knowledge of Ages) Knowledge (current events) 4 (+5) Knowledge (history) 0 (+1, +9 Knowledge of Ages) Knowledge (popular culture) 4 (+5) Knowledge (theology and philosophy) 0 (+1, +9 Knowledge of the Ages) Language 8 (English [native], Arabic, French, German, Italian, Mandarin, Portuguese, Russian, Spanish) Notice 12 (+14) Sleight of Hand 8 (+12) Stealth 12 (+16) Feats: 26PP Acrobatic Bluff Ambidexterity Attack Specialization (daggers) 3 Attractive Benefit 2 (Wealth 2 [1%]) Connected Contacts Dodge Focus 6 Endurance Evasion 1 Hide In Plain Sight Improved Disarm Improved Initiative Power Attack Sneak Attack 1 (+2) Taunt Uncanny Dodge (auditory) Well-Informed Powers: 4 + 18 = 22PP Device 1 (Costume; 5PP Container; Flaws: Hard-to-Lose) [4PP] Protection 4 (armor, reinforced leather) [4PP] Super-Senses 2 (nightvision goggles; Darkvision; Drawbacks: Action 1 [move action]) [1PP] Device 5 (Daggers; 25PP Container; Flaws: Easy-to-lose; Feats: Restricted 2 [magical bond, only he can use], Multiple Weapons) [18PP] Damage 2 (two sharp daggers; Feats: Improved Critical 2, Mighty, Split, Thrown) [7PP] Enhanced Skills 6 (knowledge of ages; Knowledge [arcane lore] 8, Knowledge [history] 8, Knowledge [theology and philosophy] 8) [6PP] Feature 1 (communication between owner and dagger) [1PP] Base Power: Concealment 4 (all visual senses; Feats: Close Range) [9PP] Alternate Power: Super-Senses 9 (Vision Counters Concealment, Vision Counters Illusion, Vision Counters Obscure [all]) [1PP] Alternate Power: Teleport 9 (900 feet; Extras: Accurate; Flaws: Anchor [to other dagger], Short-Range) [1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage (Physical) Daggers Touch DC 20 Toughness Damage (Physical) Totals: Abilities (34) + Combat (28) + Saving Throws (15) + Skills (25) + Feats (26) + Powers (22) = 150/150 Power Points
  19. VITA NEXUS Power Level: 10 (150/151PP) Unspent Power Points: 1 Trade-Offs: +3 Attack / -3 Damage (Drain), -1 Attack / +1 Damage (Stun, Blast), -3 Defense / +3 Toughness In Brief: Bearer of a medieval bloodline curse that causes the afflicted to become the eye of a vacuum of mental, spiritual and physical energy. Vita Nexus is the latest afflicted and possibly the one most motivated to find a solution. Catchphrase: None per se, though most of his actions are accompanied by latin chanting or incantations. Theme: https://www.youtube.com/watch?v=HV-QrEAnF-E. Alternate Identity: Robert Spalding (Public) Birthplace: Eugene, OR, USA. Residence: Freedom City, USA Base of Operations: Out of his own house and car. Very street level, our Vita Nexus is currently. Occupation: Robert works in a small library in Parkside - it's a pleasant enough place, though Vita's presence tends to coincide with the quiet times. Affiliations: At the moment, Vita's social circle is extremely small. He keeps in contact with his family, who live out in Hanover, but he's been something of a recluse since moving out three years ago. The closest thing he has to a friend is Gregor Kisliak, his boss and proprietor of Kisliak's Oddities, a small and eclectic library in Parkside. Family: Vita's mother and younger sister both live in Hanover (The suburb, not the European region.). He has extended family, but their whereabouts are unknown to him and could be anywhere from Egypt to England. Description: Age: 24 (DoB: 24/2/1993) Gender: Male Ethnicity: Caucasian Height: 5' 10" / 175 cm. Weight: 142 lb / 63 Kg. Eyes: Black, without iris or sclera. Hair: Black When on "the beat", Vita Nexus prefers to wear a solid trenchcoat as his main fashion statement, along with sturdy boots and khakis. His hair is long and tied into a loose ponytail and he is almost never without a thick notebook and analog writing instrument. He only uses a phone to call others, fearing shorting it out with his power by draining it's charge unnecessarily. History: To describe the story of Vita Nexus, one first needs to delve deep into the history of the Dark Ages, to an unrecorded village in a backwater duchy somewhere in modern-day Italy, where a local baron dabbles in the dark arts. He had long since graduated from petty thaumaturgy, experimented in alchemy and conjuring as a fun hobby and had summoned tens of demons and devils to barter for secrets and forbidden lore. But he found himself stymied at every step by a lack of potential - he had the skill, but the raw power to be able to experiment as he wanted escaped him. So he focused his attention on this endeavour, and soon hit upon a solution. It would cause suffering, but he wouldn't have to be the one to suffer, so it was a price he gladly paid. The details of the ceremony have long been lost to time, but the result was what he wanted - a conduit of powers that only he could tap that would last forever, all anchored to one of his peasant farmers. The farmer was spirited away from the village for the sole purpose of becoming victim to this arcane curse and, once his part was played, was spirited back. All that is known is that the ceremony took place over the course of a single night, and marked the villager - and his kin - forever. That villager soon found his life turned upside down. He was marked with eyes of pitch black and skin like that of those dead, cold and pale. People who once greeted him with smiles and cheer now had no warmth for him - only cold sneers and suspicious minds. Crops failed, animals sickened and all of this fell on this unnamed peasant's shoulders. It did not take long before he was asked - upon threat of force - to leave. So began a period of restless travel for him and his family, not staying i one place for more than a few months. Heartbreak followed in his wake, and soon after he passed on. As the life slipped out of his body, though, the true pain of the curse was made manifest as his eldest daughter, then thirteen, complained of a chill passing through her body. It took an hour for the curse to fully take hold, after which she bore the same marks as her father - cold, pale skin, eyes the color of a moonless night and the pain of ages on her face as she took the burden upon herself. And so time passed. The family continued to travel, continued to hide their nature and try and manage as best they could. When powerful, strong-willed inheritors came along great strides were made and eventually a peculiar mixture of magical tricks, meditative techniques and even martial exercises began to be passed down the family. It was no cure, but it aided their plight by allowing them the capacity to direct and channel the siphoning force away from those most at risk and focus it instead towards better targets - even themselves, should they need to. This, combined with a population and technology boom simply unimaginable to the original warlock noble who cursed the family so long ago, caused the curse's impact to lessen. Outright hatred faded, though the family still suffered mistrust and found no familiar home anywhere, even in the New World. Life could continue and even thrive if an Adficio sufferer lived nearby, though conditions remained difficult for those already infirm or susceptible. It is into this world that Robert Spalding was born. His childhood was as good as it could be for that of his bloodline, especially the eldest born. His grandmother, Ruby Spalding, held out against the curse for an admirable length of time, reaching the ripe old age of seventy before passing. He was home schooled in both traditional academics and the Adficio Supprimere, the arts that allowed control and direction of the Vita Adficio, and at both he proved a capable student, inquisitive and dedicated at both the study and the arts. He was well on his way to full control of the arts when his grandmother passed, bestowing the Adficio upon his father when he was 14. He was not made of the same stuff as his mother, though, and rapidly fell ill. Robert watched his father go from a healthy, happy man to one on his deathbed within two years, and the fall etched itself into his mind. As Anthony Spalding faded out of this world and Robert felt the chill run through his body, he made an oath. "I will not allow the Vita Adficio to claim me, or any other. If there is a way, I will put an end to this curse, once and for all." The identity of Vita Nexus, the Meeting Point of Life, came soon after. He moved out of home when he was first able, at the age of 21 and set himself up with a job in a small, run down private library owned by a spry old man in Parkside named Gregor Kisliak and started living two lives. By day, Robert Spalding was a recluse and keeper of order in Kisliak's Oddities and peruser of as many musty old tomes as he could. By night, though, when the shadows are deep and people of ill intent begin to stir, Vita Nexus hit the streets, feeling out the terror of victims and the malice of assailants and bringing them to the justice they deserve. He knows the reputation of Freedom City as one of the hubs of metahuman activity on the East Coast and believes that, should he catch the right person's attention, he might find a way to the release he seeks... Personality & Motivation: For all the doom and gloom the curse inflicts upon him and those around him, Vita Nexus is a surprisingly optimistic sort. That's not to say he's a ray of sunshine, but he's often quietly confident and sure that his powers and foresight will see him through whatever troubles might come his way. His motives are surprisingly simple - find a way to remove the Adficio curse from his family and, while he searches, use his unusual talents to help make the world a better place. Powers & Tactics: Vita Nexus relies on the side-effects of the Adficio to both protect him from harm and prosecute his battles - in defense, the Adficio draws the speed and severity of incoming projectiles away before impact, turning lethal blows into uncomfortably hard impacts and making even light weapons feel sluggishly heavy. In attack, the Adficio can incapacitate a foe by drawing away their very vitality and suppressing mental activity to the point of unconsciousness. Such assault is eminently recoverable and, excepting outside influence, controlled to the point of posing no real risk of death. His strategies would be bull-headed were it not for his capacity to protect himself from harm using the Adficio, directly provoking responses from aggressive targets before subduing them. Power Descriptions: Vita's powers are often associated with darkness, cold and the requirement of great effort to overcome. His Stun power manifests as people becoming muddle-headed and easily confused until they eventually slip into unconsciousness, his conjured Darkness is always unpleasantly (but not dangerously) cold and his Drain ability often causes a dimming of light in the immediate area as well as chills and numbness. As a result, Vita's skin and immediate environs are always cold, clammy and just a little bit darker than what one would expect. Touching or striking him, in particular, can feel like moving through treacle. Complications: Always Looking For an End to the Curse: Though Vita Nexus shoulders the burden of the Adficio admirably, there is no hiding the fact that it shortens his lifespan and severely impacts his quality of life as well as that of a significant proportion of his family. As such, sources of arcane lore and knowledge are the single most precious treasures for Vita, and he will go out of his way to discover them if there is reason to believe they exist. No Love For The Adficio: Part of the Vita Adficio's side effects is a decay of the bonds between people, especially involving the person at the heart of it all. The end result of this is a general mistrust, suspicion and sometimes outright paranoia towards Vita. This is not nearly as pronounced with empowered people, since their souls are much more extensive than most. Walking Magical Dynamo: The Vita Adficio has been quietly and efficiently siphoning energy away from the world for between 5 to 9 centuries, with no outlet for the power harvested. That makes whoever is "blessed" with the Adficio a walking battery of magical potential possibly unmatched in the world, and the life of the person very, very inconsequential. Abilities: 2 + 4 + 6 + 8 + 10 + 4 = 34PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 20 (+5) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +6 Attack: +13 Drain, +9 Stun, +9 Blast, +5 Base Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Grapple: +6 Knockback: -11 Saving Throws: 3 + 6 + 8 = 17PP Toughness: +13 (+3 Con, +5 Force Field, +3 Protection, +2 Defensive Roll) Fortitude: +11 (+3 Con, +3, +5 Enhanced Trait) Reflex: +8 (+2 Dex, +6) Will: +13 (+5 Wis, +8) Skills: 68R = 17PP Bluff 8 (+10) Skill Mastery Concentration 8 (+13) Second Chance Craft (Artistic) 4 (+8) Drive 4 (+6) Investigate 6 (+10) Knowledge (Arcane) 8 (+12) Skill Mastery Languages 3 (English [Native], French, Latin, Spanish) Medicine 4 (+9) Skill Mastery Notice 4 (+9) Perform (Singing) 4 (+6) Search 5 (+9) Sense Motive 4 (+9) Stealth 6 (+8) Skill Mastery Feats: 18PP Attack Specialization 3 (Drain) Defensive Roll Dodge Focus 3 [Enhanced Trait] Equipment 3 Fast Trick Improved Initiative Interpose Luck 2 Precise Shot Power Attack Ritualist Second Chance 1 (Concentration for Powers) Skill Mastery 1 (Bluff, Knowledge [Arcane], Medicine, Stealth) Trance Equipment: 3PP = 15EP Mid-Size Car [7EP] Binoculars [1EP] Flashlight [1EP] Basic Medkit [1EP] Multi-Tool [1EP] Night Vision Goggles [1EP] 3X Handcuffs [3EP] Powers: 3 + 8 + 4 + 5 + 31 = 51PP All powers are Magic and Entropy in addition to any noted typings unless otherwise noted. Nullify 10 (Permotius Adficio, Targets one Emotion Control power; Extras: Area [General, Shapable], Flaws: Distracting, Range [Touch], Drawbacks: Power Loss [Unable to Speak/Gesture, -2]) [3PP] Force Field 8 (Adficio Tutamen; Extras: Linked [Enhanced Trait 8]) [8PP] + Enhanced Trait 8 (Adficio Immunitas; Fortitude +5, Extras: Linked [Force Field 8], Flaws: Duration [Sustained] Feats: Dodge Focus 3) [4PP] Immovable 5 (Motus Adficio) [5PP] Magic Array 12 (24PP Array; Feats: Alternate Power 5, Dynamic 2) [31PP] Base Power: Drain 7 (Focus Adficio, Ability Scores; Extras: Area [Targeted, Shapeable], Feats: Extended Reach 3) {24/24} Alternate Power: Stun 11 (Adficio Mensis; Extras: Alternate Save [Will, +0], Flaws: Action [Full], Feats: Accurate 2, Extended Reach 5, Sedation, Subtle 1, Drawbacks: Power Loss [Unable to Speak/Gesture, -2]) {19/24} Dynamic Alternate Power: Environmental Control 11 (Calor Adficio; Intense Cold, Distraction [DC 5]; Feats: Indirect 2, Drawbacks: Power Loss [Unable to Speak/Gesture, -2]) {22/24} Dynamic Alternate Power: Obscure 11 (Lux Adficio; Auditory, Normal Vision, Drawbacks: Power Loss [Unable to Speak/Gesture, -2]) {20/24} Alternate Power: Super Senses 13 (Adficio Profero; Mental, Living Awareness [3PP], Magic Awareness [3PP], Electromagnetic Awareness [3PP], Emotion Awareness [2PP], Feats: Extended Range 1, Acute, Drawbacks: Power Loss [Unable to Speak/Gesture, -2]) {11/24} Alternate Power: Blast 11 (Vigor Adficio; Feats: Accurate 2, Drawbacks: Power Loss [Unable to Speak/Gesture, -2]) {22/24} Drawbacks: (-2) + (-3) = -5PP Vulnerability (Cold; Frequency: Common; Intensity: Minor [+1]) [-2PP] Weakness (Cold Environs: Common; Intensity: Moderate (-1 Checks, Attack and Defense) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Focus Adficio Touch (20 ft.) DC 17 Fortitude Drain 1 Ability score Adficio Mensis Touch (30 ft.) DC 21 Will Stun Vigor Adficio Ranged (110 ft.) DC 26 Toughness Damage Totals: Abilities (34) + Combat (18) + Saving Throws (17) + Skills (17) + Feats (18) + Powers (51) - Drawbacks (-5) = 150/151 Power Points
  20. (This is a PL10 rebuild of Solar Sentinel) Player Name: Thunder King Character Name: Solar Sentinel Power Level: 10 (160/162) Trade-Offs: -4 Defense/+4 Toughness Unspent Power Points: 2 In Brief: Cosmically empowered immortal veteran of an interstellar war Alternate Identity: Henry William Mason Identity: Secret Birthplace: Adolphus, Kentucky Occupation: Firefighter Affiliations: Freedom City Fire Department, the Zarnashi Military Family: None Description: Age: 121 (DoB: January 18th, 1896) Apparent Age: 35 Gender: Male Ethnicity: Caucasian Height: 6'3" Weight: 230 lbs Eyes: Gray Hair: Brown Henry is tall and broad shouldered, with a ruggedly handsome face, and stern features. He looks reasonably young, but anyone who sees into his eyes will see the age in them. He keeps his hair short and walks upright. He favors work pants and button up shirts, claiming to feel naked in t-shirts. He also favors leather shoes and boots, having a dislike for sneakers. Henry's costume is blue and gold, designed to look sleek and fast even when it's not in motion. Power Descriptions: Henry's cosmic energy manifests as a brilliant blue, though for certain things he can suppress the glow, such as using his normal flight or super-strength. The exact manifestations of this energy follow; Blast: Henry's blasts are manifested as blue bolts of energy, slightly resembling flame. Flight: When Henry flies, it manifests as a slight blue aura. When he's pulling power from his cosmic array, it produces a blue contrail that follows after him. Super-Strength: When accessing his array to enhance his strength, Henry's glow intensifies relative to the effort he needs to put forth. Healing: The recipient of his healing also glows slightly when affected by it. Extra Effort: The higher his energy output is, the more flame-like the manifestations become. History: Henry was born in Kentucky to a poor farm family. His father and mother both died early in his life, leaving him orphaned at 12 years old. At 16, he lied about his age and joined the US Army, where he served until the end of WWI, serving with distinction as a Non-Commisioned Officer. He was discharged honorably in 1920, and settled down in Freedom City. It was in 1922, however, that everything changed. One night, a friend of his invited him to stay out with him in the country, at his home in rural Pennsylvania. He never got there. Instead, an alien space craft captured him for study, crewed by members of the Zarnashi race. They were planning on sending him back after their tests, but they spotted an enemy vessel on their sensors. In their haste to escape the enemy craft, they accidentally brought their passenger, Henry, with them. Over the next few months, it was increasingly evident that war was inevitable between the Zarnashi and the Makh'rell peoples. Unable to go home, Henry became an ally of the Zarnashi race. A few months later, he found himself on a brand new space craft with an experimental FTL drive. The drive's core ended up with a massive breach. Selflessly, Henry helped everyone escape from the room, but he himself was trapped. The damaged drive bathed him in cosmic energy. The Zarnashi were surprised to find that he was not only alive, but far more powerful. He willingly joined the war against the Makh'rell race, becoming a respected and feared member of their military. However, the war dragged on for years. Henry fought for 88 years in a war that wasn't his own. Once the Zarnashi had secured peace, however, there was no reason to keep such an oddity among their ranks. And so, with his permission, they dropped him back on Earth with a few key supplies. Little did he know how much the world had changed. He managed to get enough help to set himself up again, with a new job; firefighter with the Freedom City Fire Department. However, after years of fighting, he found himself having a hard time adjusting to society. So, he decided to make himself a costume and start a new war; a war on crime. He'd never take another life again, but fighting is all he knows, and all he has. Personality & Motivation: Immortality has taught Henry a great deal about life, death, and survival. He has the long view on life, but also knows to cherish life's pleasures. Honor is very important to him. He considers his word paramount, and is reluctant to give it unless he knows he can live up to it. He fights crime because fighting is all he knows. He feels that he's seen too much blood, and will neither take a life, nor neglect to save civilians. Powers & Tactics: He uses the same tactics now that he did in the war; hit them fast, hit them hard. He makes ready use of move-by-action, charging in to blast, hitting them fast and moving out of range. When pressed, he has no problem closing distance and hammering at the opposition until it breaks. His powers leave little room for finesse or subtlety, but he's just fine with that. Complications: Secret: Identity. Nobody knows that Henry is a superhero, he likes it that way A Stranger In His Own Land: He's lived in space for most of his life. Earth, especially modern Earth, is so different that he won't get pop culture references and doesn't understand modern social norms very well. Child of Battle: He's been fighting for so long that sometimes he chooses to fight when he might have gotten away with a nonviolent solution. Blood on his hands: Henry is responsible for the deaths of hundreds, if not thousands of sentient beings, this does not sit well on his concience. The Bloody Stranger: During the war, Henry had a bit of a reputation for being a ferocious and nigh-unkillable warrior. Sometimes this reputation gives him problems when dealing with extra-terrestrials. New War, New Responsibilities: Recent cosmic events have dragged Henry back into combat in space. He is finding himself more involved in events out in space than ever before. Abilities: 10+0+4+6+4+4= 28PP Strength: 20/30 (+5/+10) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8+6 = 14PP Initiative: +4 Attack: +10 melee +4 ranged +10 Cosmic Blast Grapple: +15N/+18B/+28S Defense: +6 (+3 base, +3 dodge bonus) +2 flat-footed Knockback: -7 N: Nullified, B: Base S: With Strength Array Saving Throws: 8+6+6 = 20PP Toughness: +14 (+2 Con, +12 Protection) Fortitude: +10 (+2 con, +8 base) Reflex: +6 (+6 base) Will: +8 (+2 wis, +6 base) Skills: 56R = 14PP Diplomacy 10 (+12) Intimidate 10 (+12) Knowledge: Galactic Lore 7 (+10) Knowledge: Tactics 9 (+12) Language 2 (English[native], Zarnashi, Galstandard) Notice 10 (+12) Sense Motive 8 (+10) Feats: 17PP Attack Focus(Melee) 6 Attack Specialization 3 (Blast) Benefit (Tactics to Master Plan) Dodge Focus 3 Improved Initiative Master Plan Move-By-Action Power Attack Powers: 23+10+10+12+6+6 = 67PP Azure Flame (20PP array; Feats: Alternate Power 3) (23PP) BP: Blast 10 20PP AP: Enhanced Flight (5 to 15) 500,000 mph, 4,400,000 ft/rnd) 20PP AP: Healing 6 (Extras: Action (to standard) PFs: Regrowth) 19PP AP: Enhanced Strength 10 (to 30) + Super-Strength 5 20PP (Effective str 70, Heavy Load 204 tons) Flight 5 (250 mph, 2200 f/rnd) 10PP Immunity 10(Aging, Life Support) (10PP) Protection 12 (12PP) Super-Movement 3 (Space Travel 3) (6PP) Super-Strength 3 (6PP) (Effective str 35, Heavy Load, 3.2 tons) DC Block Unarmed Touch DC25 (staged) Damage (physical) Blast Range DC25 (staged) Damage (energy) Totals: Abilities (28) + Combat (14) + Saving Throws (20) + Skills (14) + Feats (17) + Powers (67) - Drawbacks (0) = 160/162
  21. Gaian Knight Power Level: 15 (250/250 pp) [252] Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 0 In Brief: Professor given powers over the earth by unknown forces, just out to do some good in the world. Alternate Identity: Tarrant David McLeod Identity: Secret Birthplace: United States, West Coast Occupation: Professor of Earth Sciences, Freedom City University Affiliations: Sanctuary, Freedom City University, The Freedom League Family: Parents (west coast), Brother (location unknown; estranged) Sidekick: Tiamat Description: Age: 33 (DoB: October 1984) Gender: male Ethnicity: Caucasian Height: 6' Weight: 190 lbs. Eyes: green (now flecked with gold) Hair: brown A tall man seeming to be in his late twenties to early thirties, Tarrant's quite fit but not overly muscular - he looks more like someone who spends a lot of time outdoors than someone who hits the gym five days a week. Short brown hair tops a strong, charming face with amused green, gold-flecked eyes. Left to his own devices he trends towards simple, durable clothing (jeans, simple t-shirts or button-ups, unadorned jacket), but dresses up a bit more for teaching (button-up shirt, vest, tie, and slacks). No matter what he's wearing, his footwear is practical - when asked, he generally offers something vague about personal comfort and the stride of his walk. His heroing gear seems serviceable but a little slapdash: black fingerless gloves, heavy brown boots, dark jeans, dark red cloth over his mouth and nose, and a long brown hooded coat. Only three items are truly notable: first, a dull metal platemail chestpiece under the coat, apparently designed with an eye towards flexibility; second, a pair of round goggles completely obscuring his eyes; and third, an antique-looking but well-cared-for sword which never leaves his side. Power Descriptions: Gaian Knight leverages the abundant nearby earth for his effects, moving or reshaping it to his own ends - attacking from various angles to surprise his enemies or strike from around cover. As a hobbyist sculptor he takes a bit of pride in the appearance of his creations, and while not flamboyant he always adds his own artistic touches when able. As his power is instinctive and rooted to his being he doesn't need to gesture or invoke his magic, per se, and he's perfectly capable of directing his attacks with both hands in his pockets and both feet firmly on the ground. Still, a little dose of dramatic hand-movement now and again doesn't hurt one's focus. His powers often causes a noticeable earthy-golden glow that becomes more and more apparent as he takes larger and larger actions, starting around his hands, then his eyes, and finally his whole body (and any rock nearby). Though he rarely notices, long-term use of his power leads to small rocks orbiting him or following him around through the air. History: Young grad student Tarrant McLeod lived a pretty ordinary life up until a friend of his - an archaeology student - called him up to help with a huge, unlikely cave they'd unearthed near an old ruined city. Upon entering and touching a distinctly out-of-place pedestal of polished stone he was transported to an unknown, seemingly endless plane of earth where a floating vision of a woman in flowing robes spoke to him in broken sentences and half-formed images, part of some ancient recording or ceremony; she called him the Gaian Knight, charged him with protecting "the sword", and implied the purpose of this place was to empower a defender for the surrounding city when it was at the height of its grandeur. When returned to the cavern he found he'd been linked into the earth: he could feel the stone around him, shape it, move it. He also found a sword and scabbard on the altar where there had been none and, unconsciously compelled to take it with him, made his way back outside more confused than enlightened. Since then he's spent quite a bit of time learning to control his power, and took advantage of his new abilities and intuition to complete his schooling in record time. Offered a teaching job at Freedom City University, he finally feels like he's in a place in life where he can apply what he's learned...in more ways than one. Personality & Motivation: Tarrant is, at his core, just a fundamentally nice person; the boy scout, the nearly-literal salt-of-the-earth type who genuinely likes teaching and helping others. This is arguably his greatest strength as a hero - the ability to believe in others, to trust in doing the right thing, to have the conviction to take a third option when the options presented are terrible - but it also leaves him somewhat naive and overly-trusting. He isn't stupid, mind you (he is, technically, Doctor Tarrant), and he's too experienced to set himself up for a knife in the back, but he fundamentally wants to believe that people are fundamentally good, and that isn't always a safe assumption when confronting villainy. Given the option, Tarrant will always do what's right, even if it isn't easy. He's friendly, affable, and unimposing with a noted dislike of violence, but anyone who tries to push him too hard is going to find out that he's as much mountain as man when he needs to be. Powers & Tactics: With his determination and power-reinforced body, Tarrant tends to be the proverbial immovable object in a fight: he won't walk heedless into danger, but if necessary he will stand and take his licks while giving as good as he gets. He's an experienced hero but no master strategist or tricky fighter - he tends to fight as simply and as effectively as he can while minimizing the outright damage he's doing to most opponents and the environment. Complications: Honor (Chivalry): Respect and honor; he's not an old-school knight, but nevertheless tries to hold to a code of behavior that isn't always to his advantage. Tarrant is unlikely to pick a fight without threat of immediate danger, he leans toward inaction if too unsure of the negative consequences, and he's quick to offer clean surrender or a chance at someone's redemption. Responsibility: Professor. He tries to arrange his schedule (and the assigned homework!) as best he can, but he does have students to help and classes to teach. Secret: Identity. Teleportal: Tarrant's portals require an anchor: he can only create a portal to somewhere he's already set up a special anchor stone, usually in the form of an archway. No anchor, no portal - and destruction of any anchor prevents him from opening a portal to that location until he can get there some other way to fix it. Time and Tide: Tarrant isn't immune to aging, exactly - even the greatest mountains erode over time. He does, however, age very, very slowly - sufficiently powerful aging effects or the like will affect him, just far less than they might otherwise. Abilities: 6 + 2 + 8 + 6 + 6 + 4 = 32pp Strength: 16 (+3) Dexterity: 12 (+1) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 8 = 18pp Initiative: +1 Attack: +5 Base, +13 Sword, +15 Earthshaping Grapple: +8, +30 (Earthen Hands) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -9/-4/-2 Saving Throws: 9 + 9 + 9 = 27pp Toughness: +18/+8/+4 (+4 Con, +14 Protection or +4 Breastplate) Fortitude: +13 (+4 Con, +9) Reflex: +10 (+1 Dex, +9) Will: +12 (+3 Wis, +9) Skills: 88R = 22pp Climb 5 (+8) Concentration 7 (+10) Craft (Artistic) 7 (+10)SM Diplomacy 13 (+15)SM Knowledge (Earth Sciences) 17 (+20)SM Knowledge (Physical Sciences) 7 (+10) Notice 7 (+10, +6 Nightvision)SM Perform (Oratory) 8 (+10) Sense Motive 8 (+11) Sleight of Hand 9 (+10) Feats: 55pp Attack Specialization 4 (Swords) Dodge Focus 8 Equipment 6 (30EP) Luck 2 Precise Shot Sidekick 33 + 15 (Veteran Award) = 47 Skill Mastery (Craft [Artistic], Diplomacy, Knowledge (Earth Sciences), Notice) Equipment: 6pp = 30ep Customized Platemail Chestpiece (Protection 4) [4ep] Goggles (Flash/Nightvision) [4ep] League Communicator (Communication 5 (Radio; Extra: Area (5 miles), Flaw: Limited [Other League Communicators]) [5ep] Masterwork Sculpting/Carving Tools [1ep] Flying Islands (PL12 HQ) [16ep] A handful of small islands floating above the surface of Earth-Sanctuary. The largest, central island has a very nice castle, of all things. A platform on the ground offers a gateway to transport others to an island-based entry courtyard. Size: Colossal [5ep] Toughness: +10 [1ep] Features: [10ep] Holding Cells (Toughness +15) Infirmary Isolated Library Living Space Pool Power: Teleport 5 (gateway; Extras: Duration 2 [Continuous], Portal, Selective; Flaws: Anchor; Feats: Progression 1 [10' portal]) [26pp] Power System Sealed Workshop Powers: 1 + 6 + 52 + 3 + 3 + 5 + 14 + 12 = 96pp Burrowing 1 (1mph / 10ft per Move Action) (Earth, Magic) [1pp] Device 1 (5pp Container, Flaws: Easy-To-Lose, Feats: Indestructible, Restricted 2 [can only be wielded by the current Knight]) [6pp] An old and modestly ornate masterwork sword. Strike 4 (Feats: Mighty) [5pp] Earthshaping 20 (40pp Array, Feats: Accurate 5, Alternate Power 7) (Earth, Magic) [52pp] Base Power: Create Object 15 (15 cubes, Supporting STR 75 [Heavy Load: 400 tons], Toughness +15; Extras: Duration [Continuous]; Flaws: Action [Full]; Feats: Innate, Extended Range 2, Precise, Progression 5 [250ft cubes], Stationary) [40/40] AP: Blast 15 (Feats: Indirect 3, Split Attack, Variable Descriptor [bludgeoning, piercing, slashing]) [35/40] AP: Blast 15 (Extras: Area [General, Shapeable]; Flaws: Action [Full]; Feats: Indirect 3, Progression [Area] 5 [15 to 750 5ft cubes], Variable Descriptor [bludgeoning, piercing, slashing]) [39/40pp] AP: Snare 15 (Feats: Indirect 3, Obscure Senses 5 [All], Reversible) [39/40] AP: Burrowing 10 (1000mph / 10,000ft per Move Action; Extras: Affects Others +1, Area [General, Burst, 100ft diameter tunnel], Feats: Progression [Reverse Area] 9 [10ft-100ft tunnel], Subtle) [40/40] AP: Move Object 20 (Lifting STR 100 [Heavy Load: 12.5K tons]; Extras: Range [Perception], Flaws: Limited [Earth]) [40/40] (Earth Control) AP: Move Object 15 (Lifting STR 75 [Heavy Load: 400 tons]; Extras: Damaging; Flaws: Distracting; Feats: Precise) [31/40] (Earthen Hands) AP: Super-Movement 3 (Dimensional Movement 3 [Any], Extras: Linked [Teleport], Portal, Flaws: Action 2 [Standard Action to open portals]) [6pp] + Teleport 11 (2 million miles ["Earth To Past The Moon"]; Extras: Accurate, Linked [Dimensional Movement], Portal, Flaws: Action 2 [Standard Action to open portals], Feats: Progression [Portal Size] 1 [10ft x 10ft], Complications: Medium [Anchor-Stones]) [34pp] [6 + 34 = 40/40] Flight 3 (50mph / 500ft per Move Action; Flaws: Platform) [3pp] (Earth, Magic) Immunity 3 (Aging, High-Pressure Environments, Suffocation [underground]) [3pp] (Earth, Magic) Immunity 10 (All Fire Effects; Flaw: Limited [1/2]) [5pp] (Earth, Magic) Protection 14 [14pp] (Earth, Magic) Super-Senses 12 (Earth Awareness: Common [2], Mental, Accurate [2], Acute [1], Analytical [1], Extended 2 [2, 100x], Radius [1], Ranged [1]; Tremorsense: Tactile Sense [1], Ranged [1]) [12pp] (Earth, Magic) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness Damage (Physical) Sword Touch DC22 Toughness Damage (Physical) Blast Ranged DC30 Toughness Damage (Physical) Area Blast Ranged/Area DC25 Reflex 1/2 Effect DC30 Toughness Damage (Physical) Snare Ranged DC25 Reflex Entangled/Bound Disabled (All Senses), Tethered Create Object Ranged DC25 Reflex Trapped Dropped Object Ranged/Area DC25 Reflex No Effect DC30 Toughness Damage (Physical) Thrown Object Ranged DC30 Toughness Damage (Physical) Abilities (32) + Combat (18) + Saves (27) + Skills (22) + Feats (55) + Powers (96) - Drawbacks (0) = 250/250 Power Points
  22. Player Name: TheThirdWay Character Name: Gyrfalcon Power Level: 10 (150/150 PP) Unspent Power Points: 0 Trade-Offs: +4 Attack, -4 Damage/+2 Defense, -2 Toughness In Brief: A cowl who plays the role to the hilt while in costume, but couldn't be more different in his secret identity. Alternate Identity: Riley Reed (Secret) Birthplace: Freedom City Residence: Downtown Freedom Base of Operations: The Nest (a quiet warehouse in Freedom) Occupation: Head of Reed Applied Technology's Consumer Product Division Affiliations: None yet Family: Noah Reed (Father) Claire Reed (Mother) Nicole Washington (Older Sister) Sean Reed (Older Brother) Marcus Reed (Older Brother) Description: Age: 24 (June 1993) Gender: Male Ethnicity: Caucasian Height: 5'9" Weight: 150 lbs Eyes: Green Hair: Dark brown Riley sports a thin, wiry build, on a frame of average height. He typically keeps his dark brown hair in a close crop. His clean-shaven, soft-featured face give him a slightly younger appearance. While he is out on the town, he prefers to wear loose-fitting hipster fashion or businesswear. When patrolling as Gyrfalcon, Riley sports a costume that fits the form of his body closely but takes great pains to hide his face. The costume itself is primarily black with silver accents that give off a dull shine, plus a matching cape. He also wears a cowl with a visor that conceals the upper half of his face and comes to a point over his nose. History: Riley is the definition of a trust fund baby. He was born to two rich families and grew up living a charmed life. Born to the founders of Reed Applied Technologies, his parents afforded him every opportunity to succeed in life. Whenever he or any of his siblings took an interest in something, his parents were more than happy to fund their newest hobby. The Reeds had planned to pass their business interests along to their children, but Riley had little interest in technology or business management. Over his formative years, he developed a love for gymnastics and a fondness for kitschy detectives novels, but little in the way of what could be called "marketable skills." While he attempted to work his various hobbies into a paying career, he eventually settled for his predestined role in the family business. He was allowed to manage a small portion of Reed Applied Technologies. It was a successful and cushy position, but Riley felt dissatisfied regardless. Feeling as though he had nothing to actually contribute to the business left him unfulfilled, and left him looking for ways he could build something of his own and to do good. As a Freedom City native, it seemed only natural that his attention would eventually be drawn to superheroes. While he didn't have any powers or any great expertise to fall back on, he looked to the many cowls of the past as examples and asked himself, "If they can save the city with just gadgets, why can't I?" He spirited away some of his personal savings for the outfit, motorcycle, and hideout, and requisitioned some Reed technology for the rest of his gear, and designed a personality the shadowy detectives that he admired. He spent the first several months of his super career intently researching and training in the skills he'd need as a crime fighter, going on patrol in Freedom essentially as a means of training and rehearsing his new persona, and seeking training in martial arts including aikido and taekwondo. He's only recently become relatively comfortable with the superhero lifestyle and has begun nailing down his Gyrfalcon persona, leading to his willingness to take on bigger criminals and generally make himself known. Personality and Motivation: While outside of the costume, Riley is a bright and happy-go-lucky, always willing to crack a joke or have a good time. He's deliberately created the opposite personality for his Gyrfalcon persona, behaving in a dark and intimidating manner. Beneath it, he feels that his role as Gyrfalcon is his great calling in life, and throws himself completely into it to savor both the feeling of doing good, and the satisfaction that comes with Gyrfalcon's fame. Powers and Tactics: Riley knows he is likely to be outclassed in a straight fight, so he prefers the stealthy approach, which also complements the "I am the night" personality he's attempted to cultivate. While he takes the time to plan out his battles before engaging, he prefers to finish them in the most impressive manner he can. Power Descriptions: Lacking any proper powers, Riley prefers his gadgets to follow the aesthetic of entertainment tech, sleek and chromed. He's not picky as long as it's sufficiently flashy and matches the costume. His boomerangs, which he has dubbed "Raptorangs," are shiny chrome and are designed like stylized birds. His motorcycle is the same shade of black as his costume, with a large, swooping panel over the front resembling his costume's visor. His HQ is a more recent investment, and is kept simple and spartan. Complications: Fortune and Glory: He professes to be above it, but Riley adores the limelight that superheroing brings.. He can be easily tempted by the potential for glory and fame. No, But I Play One On TV: Riley is still establishing his super-identity. He may, especially when stressed, switch to his normal wisecracking behavior while in his Gyrfalcon persona, or behave in the dark and quiet manner of Gyrfalcon while living his day-to-day life. Legitimate Businessman: Riley can't devote his entire working life to superheroing without arousing some suspicion. He needs to take time away from the costume to run his business on occassion, a fact which he isn't thrilled with. Awkward Teenage Years: Riley's early period as Gyrfalcon, before he had built up his skills and demeanor, aren't very far behind him. He will occasionally run into someone he encountered during his beginner days, meaning they may think of him as his former, more bumbling self. Abilities: 8+10+8+8+0+4=38 PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 18 (+4) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 16+16=32 PP Initiative: +5 Attack: +8 Melee/Ranged, +14 Unarmed, +12 Boomerangs Defense +12(+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +12 Knockback: -4/-3 Flat-Footed Saving Throws: 3+5+10=18 PP Toughness: +8(+4 CON, +2 Defensive Roll, +2 Armor Bonus) Fortitude: +7(+4 CON, +3) Reflex: +10 (+5 DEX, +5) Will: +10(+0 WIS, +10) Skills: 120 R=30 PP Acrobatics 7 (+12) Bluff 8 (+10) Climb 6 (+10) Drive 4 (+9) Escape Artist 5 (+10) Gather Information 13 (+15) Intimidate 13 (+15) Skill Mastery Investigate 10 (+14) Skill Mastery Knowledge [Business] 3 (+7) Knowledge [Current Events] 3 (+7) Knowledge [Streetwise] 8 (+12) Skill Mastery Knowledge [Tactics] 4 (+8) Notice 10 (+10) Search 8 (+12) Sense Motive 10 (+10) Stealth 8 (+13) Skill Mastery Feats: 32 PP Attack Specialization (Boomerangs) 2 Attack Specialization (Unarmed) 3 Benefit (Wealth 2) Challenge (Fast Startle) Defensive Roll 2 Dodge Focus 4 Equipment 7 Evasion 1 Luck 1 Master Plan Power Attack Quick Draw 1 Skill Mastery [Intimidate, Investigate, Knowledge [Streetwise], Stealth] Sneak Attack 1 Startle Takedown Attack 1 Uncanny Dodge (Auditory) Well-Informed Equipment: 7 PP=35 EP Utility Belt Array (9PP Array; Feat: Alternate Power) [10EP] Base Power: Obscure 4 (Smoke Bombs; Visual Senses [Feat: Indirect] {9/9} Alternate Power: Blast 3 (Raptorangs; [Feat: Autofire] {9/9} Grappling Gun (Super Movement [Swinging]) [2EP] Gyrfalcon Suit (Protection 2) [2EP] Lock Release Gun [1EP] Night Vision Goggles [1EP] HQ: The Nest [10EP] Size: Medium Toughness: +10 Features: Communications, Computer, Concealed, Garage, Gym, Living Space, Power System, Security System Vehicle: The GyrCycle [9EP] Size: Medium Toughness: 8 Defense: 10 Strength: 15 Speed: 5 Powers: 0PP Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Attack Melee DC 19 Damage Blast (Boomerangs) 30 ft DC 18 Damage Totals: Abilities (38) + Combat (32) + Saving Throws (18) + Skills (30) + Feats (32) + Powers (0) - Drawbacks (0) = 150/150 Power Points
  23. Player Name: Raveled Character Name: Brigandine Power Level: 7 (110/111PP) Trade-Offs: None Unspent Power Points: 1 In Brief: The latest heir to an ancient legacy. Alternate Identity: Ami Jennifer Rask-Martel Identity: Secret Birthplace: Lyon, Rhone-Alps, France Occupation: Student, superhero Affiliations: Claremont Academy, Rask Aeronautics, Martel Industries Family: Walter Rask-Martel (Father), Brigitte Rask-Martel (Mother), Caroline Rask-Martel (Older sister), Jack Rask-Martel (Younger brother), many more. Description Age: 18 (April 1999) Gender: Female Ethnicity: Danish-French-Swiss Height: 5' Weight: 90 lbs Eyes: Green-gray Hair: Black, dyed blonde Ami Rask is a little slip of a girl, skinny enough that she looks even younger than she is, with a boundless energy and an enthusiasm for life that shines through in everything she does. She hair is long and straight and naturally dark but dyed a honey-blonde color. Her eyes are green-grey and bright and usually open very wide. Most of the time Ami is dressed in simple, elegant dresses and skirts in solid colors or complex patterns. She's a stickler for cleanliness and will usually check her clothes once or twice an hour for stray hairs, fuzz balls, or uncut threads. When Ami knows she's going into combat, she wears a jumpsuit designed by Martel Industries to maximize her psychic potential. It's grey-black, with large circles of channeling material over her chakra points and lines connecting them all. When she pushes her powers to the max, she lights up like a fiber-optic Christmas tree, but it helps to keep her powers under control. Her telekinetic 'suit' is a large, vaguely human-looking form with trunk-like legs and arms. Power Descriptions: Ami can create telekinetic fields that she layers around herself, creating an energy suit. While the suit is active, she is in the center of a ten-foot tall vaguely humanoid figure, with huge arms and legs and fingers. The suit is created from her will and her mind, so it reacts to her emotional state; when she's angry it may develop spikes and long, jagged claws. When she's scared it may become sleeker, more compact, more able to hide. When she's showing off it will gain a more defined and more clearly feminine form. History: Ami Rask has always lived in interesting times, and loved every minute of it. Her family is wealthy; about the same time as her parents married, Walter's engineering firm was brought under the wings of Martel Industries. So Ami and her two siblings were born into the Martel family, with the usual high standards Martels demanded of all their family members. Ami approached every test with zeal and elan, and even when she failed she came through it with a smile. Even from a young age, there didn't seem to be any limits to her courage or her desire to explore, and when she started moving things with her mind she accepted the new training with open arms. Soon, in addition to her regular schooling, Ami found herself given more specialized instruction and inducted into some of her family's secrets. She already knew the Martels traced their line back to Charlemagne; she didn't realize that the family had spent centuries battling to protect civilization. Now that Ami had some of the very special skills that the Martels had cultivated over generations, she would be expected to take a more active role in their fight. Despite the danger and difficulty of the drills, Ami approached every day with new enthusiasm and progressed through the training with speed. At the same time, her cousin Eve Martel was learning things at the Claremont Academy that she never could have understood if she stayed under the family's protective wing. Sage was one of the most effective soldiers the line of Charlemagne had ever produced, and the decision was made to enroll Ami in the school. After graduating from Claremont Ami moved west. Rask Aeronautics has recently opened a design and manufacturing plant just outside of Beldam and has leased space just outside the city for its offices. Ami has a very junior position in that branch while she takes college classes online, slowly progressing towards an MBA. At the same time she's living in a bohemian apartment in Terminal Drive. She's the first sign of gentrification in the city, but since she's genuinely French her neighbors tolerate her. Personality & Motivation: Ami Rask is a gregarious woman, always upbeat and outgoing. She loves meeting new people, trying new things, going new places, and she very rarely says 'no' to anyone. She works hard to keep an upbeat outlook no matter what the situation may be; even if things seem bleak, she is always looking for the silver lining and trying inject as much positivity into a situation as she can. Ami is intensely aware of her family's place, as the heirs of Charlemagne and longstanding protectors of the world. More specifically, she tries to live up to the standard set by her aunt, Eve Martel. While not everything the intense young Martel has done is openly discussed even within the family, she knows that her aunt has become a respected hero in Freedom City. Her name her family is a challenge to live up to, but her aunt is an example to emulate. Powers & Tactics: Brigandine isn't very subtle in her approach. She gets into melee distance to the most dangerous enemy on the field and engages them directly, wrestling them if she thinks she can overpower them with brute strength, or else keeping them busy so any allies she had can deal with other threats. If an enemy is keeping away from her, she can use almost anything lying around the battlefield as an effective javelin, or close the gap with a powerful leap. If she can, she likes to sneak up close beforehand to guarantee that she can start the fight by immobilizing the biggest threat Complications: Secret The decision was made a long time ago to keep Charlemagne's legacy a secret from the world at large. Ami strives to keep that secret, which means she has to keep her own superheroic activities a secret. Thrill Seeker Ami will try anything once, the more dangerous the better! She might choose an unsafe action simply because it's more thrilling. Psychosomatic Backlash The suit is a psionic projection, and while Ami is protected inside of it what affects the suit can affect her. Major physical damage to the suit could translate to her own body, i.e. if the suit's arm is cut off Ami might not be able to use that arm. Rousseau Was Right, You Know Ami can be idealistic, and if an enemy tries to surrender she'll probably accept it. This means ruthless foes can take advantage of her better nature. Agent of Charlemagne As a Martel, Ami may be called upon to undertake special missions for her family's mission. This could lead to a conflict of interest with other superheroes, even her friends. Abilities: 0 + 4 + 6 + 2 + 6 + 8 = 26PP Strength: 25/10 (+7/+0) Dexterity: 14 (+2) Constitution: 20/16 (+5/+3) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +7 MeleeLarge/+8 MeleeMedium, +3 RangedLarge/+4 Ranged, +7 ThrownLarge/+8 ThrownMedium Grapple: +8/+21 Defense: +7 (+4 Base, +4 Dodge Focus, -1 Size), +2 Flat-Footed Knockback: -7/-1 Saving Throws: 0 + 1 + 3 = 4PP Toughness: +7/+3 (+5/+3 Con, +2 Protection) Fortitude: +5/+3 (+5/+3 Con, +0) Reflex: +3 (+2 Dex, +1) Will: +6 (+3 Wis, +3) Skills: 72R = 19PP Bluff 8 (+12)Skill Mastery Concentration 8 (+11)Second Chance Diplomacy 11 (+15)Skill Mastery Drive 8 (+10)Skill Mastery Intimidate 0 (+6Large/+4) Knowledge (Business) 4 (+5)Skill Mastery Knowledge (Civics) 4 (+5) Language 9 (American Sign Language, Arabic, Danish, English, Farsi, French [N], French Sign Language, Italian, Mandarin, Japanese) Notice 8 (+11) Sense Motive 8 (+11) Stealth 8 (+6Large/+10) Feats: 16PP Attack Focus (Melee) 4 Attack Specialization (Thrown) 2 Benefit (Martel Family) Benefit (Wealth I) Dodge Focus 4 Second Chance (Concentration) Skill Mastery (Bluff, Diplomacy, Drive, Knowledge [Business]) Quick Change Uncanny Dodge (Auditory) Powers: 29 = 29PP All powers have the psychic & telekinetic Descriptors Alternate Form 5.9 (Mind Improves Matter) [29PP] Enhanced Strength 7 [7PP] Growth 4 (Large Size, +8 Str, +4 Con, -1 Att/-1 Def, +4 Grapple, -4 Stealth, +2 Intimidation, Flaw: Permanent) [12PP] Leaping 2 (x5, running jump 85 ft, standing jump 42 ft, high jump 21 ft) [2PP] Protection 2 [2PP] Speed 2 (25MPH) [2PP] Super-Strength 2 (Str 40, Heavy Load=3.2 Tons) [4PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Melee DC 22 Toughness (staged) Damage (Physical) Thrown Thrown DC 22 Toughness (staged) Damage (Physical) Totals: Abilities (26) + Combat (16) + Saving Throws (4) + Skills (19) + Feats (16) + Powers (29) - Drawbacks (0) = 110/111 Power Points
  24. Spitfire Power Level: 11 (167/181PP) Unspent Power Points: 14 Trade-Offs: +2 Defense / -2 Toughness In Brief: First Class White Trash, fire breathing Carnie! Theme: "Firestarter" The Prodigy Alternate Identity: Maxwell "Maxie" Compton, AKA: Max the Fire Eater, AKA: Maxie Napalm Birthplace: Back of a Pinto on the side of the highway in Texas Occupation: Owner/Operator of Fire Eater Ink Affiliations: Family: Description: Age: 25 Apparent Age: Early 20's Gender: Male Ethnicity: Caucasian Height: 5'8" Weight: 146 Eyes: Red Hair: Bald (normally black) Description: Maxie likes tattoos, a lot. Both his arms, back and chest are covered in them. On his left arm there's a long chinese type dragon who's mouth ends at his write, breathing fire up his hand to his fingertips. On his right arm there's a similar dragon, but this one done in the style of H.R. Geiger, breathing black fire. The tattoos on his chest are more varied, including some less than clad women and mermaids, a flaming skull, a number thirteen with some dice and playing cards around it, as well as some script circling his navel reading: Walk Through the Fires of Hell and Come Out Clean. The tattoos on his back are a bit more ordered than his chest. On each shoulderblade there are tattoos of bat wings and down the center of his back there's a tattoo that looks like his skin has been burned and slashed open, and beneath the skin there's a red dragon. Maxie's eyes have turned red as an effect of his mutation, which only helped him fit into the carnival business better. His smile is surprisingly dazzling his skin is well tanned. History: Maxie was born to poor rednecks who moved and lived along the Rio Grande. Being unable to afford to take care of a child, they sold him to a travelling carnival that took an interest in him because of his red eyes and pointed dazzling teeth like fangs. Growing up among carnies taught Maxie many lessons most children don't recieve, such as how to lift someone's wallet, how to play a crowd, how to clean up after elephants, and how to take his turn on high flying trapeze. For the first few years of his internship, Maxie did little more than clean and run errands. Knowing no other way to live, Maxie loved his life in the carnival, the adventuresome spirit lended well to life on the road, and Maxie loved seeing new places. When the carnival (the carnival was named Deedra's Travelling Menagerie) finally got it's very own fire eater, Maxie was immediately drawn to the man. His tattoos and amazing abilities related to fire seemed to speak to Maxie, and so he became the man's apprentice. The fire eater was named Bertram Firebrand, or at least that's what he said, and he had a very easy manner and a soft voice, which belied his abilities that seemed so fantastic and uncommon. Bertram wasn't only a fire eater, he also walked on hot coals, walked into a specially made furnace and came out unscathed, basically any trick that involved fire, Bertram did, and also taught to Maxie. One day, while practicing in the fire chamber, the contraption malfunctioned, usually a sheet of fire was only displayed on the outer side of the chamber, the rest of the chamber remained free and ventilated, but the pilot light blew, causing fire to fill the chamber with Maxie inside. Maxie was horrified and screamed, sure that he was to be burned alive. He heard shouting outside the tank, as Bertram and others were trying to get him out, and he prayed they wouldn't be too late, or he wouldn't be too badly burned. Ten seconds passed, and still Maxie felt nothing. He reasoned that his nerve endings had been burned shut, closing his body off to the pain, which was fine by him. His hair and eyebrows had already been singed away, that he knew, still he refused to open his eyes, afraid they would burst and boil from the heat. After about thirty seconds of raging flames and building pressures, the tank exploded, and Maxie went flying out. Maxie landed against a nearby elephant and was knocked unconcious. He awoke some time later, with his friends, and Deedra, standing over him. Maxie feared the worst, but they were all smiling and congratulating him on the greatest trick they'd ever seen. Only Bertram looked concerned. Apparently Maxie was unscathed, not a burn on him. This puzzled Maxie, but when everything had settled down, Bertram pulled him aside and told him of his suspicions. Bertram believed Maxie was a metahuman, and the tank had triggered his talents. Maxie found this preposterous, but no other logical explanation remained. After a few private tests, Bertram and Maxie learned that he could breath fire, as well as withstand any intensity of flame. Maxie was excited and frightened, all at the same time. He could really breathe fire! Bertram considered his new powers for weeks, and when the carnival arrived in Freedom City, Maxie took his leave of the carnival, with his pay in hand, and decided to make a new life as a hero in the greatest city in America! ... It's been 9 years since Maxie came to Freedom City. He's done his share of heroing, helping out when needed, but the itch to travel got him good after a couple years, so he took his earnings from Fire Eater Ink and went on the road. Mostly he roamed, sometimes, when caught in the middle of some terrible situation he did the hero thing, but mostly he tried to stick to himself. He even, for a small amount of time, rejoined the travelling carnival gig, though he relegated himself to mostly running the rides and not doing the fire eater tricks. Reminded him too much of Bertram. After some years of this he started feeling homesick. A feeling he didn't really recognize at first since he'd never really had a home before Freedom City. He missed the people, the hustle and bustle of big city life, and he missed his ink shop. Everytime he heard or read about some disaster befalling the city he felt like he was abandoning it and it's people. Oh sure, there were plenty other heroes there to answer the call, but that didn't stop him from feeling responsible. On little more than a whim, Maxie packed up his trailer and headed back to Freedom City. Back to his home. Personality & Motivation: Maxie is an upbeat, fast talking boy, and always seems to see the good side of things. Growing up with freaks and misfits has made Maxie extremely accepting, and judges few based on their appearance or background. This trait has also made him develop a seething hatred for bigots and racists. Maxie believes no matter what you look like, or what differences or deformities you have, you can make a difference, and so seeks to be a hero to make the most difference. He does not think less of those who, like he did before, made a difference simply by aweing a crowd, or making someone smile. Powers & Tactics: Maxie can breath fire and can skate across the ground at high speeds while melting it with his breath. He is relatively new to the heroing business so his tactics are pretty straightforward, first he'll go in with his flame blast, after attempting to catch the target unawares. After that he'll continue to blast away till whatever it is goes down. Power Descriptions: The color of the fire maxie breaths is usually your normal reds, yellow and oranges, but if he decides to really turn up the heat the fire will turn white. Other than that it's fire, and behaves mostly like fire, as much as it can coming from a human's mouth. Complications: Carnie (people are naturally mistrusting and fearful of carnies) Stats: 4+6+10+2+4+4 = 30pp Str: 14 (+2) Dex: 16 (+3) Con: 20 (+5) Int: 12 (+1) Wis: 14 (+2) Cha: 14 (+2) Combat: 22 + 16 = 38pp Attack: +11 Grapple: +13 Defense: +13 (+8, Dodge Focus 5), +4 flat-footed Knockback: -4 Initiative: +3 Saving Throws: 2+7+5 = 14pp Toughness: +9 (+5 Con, +4 Protection) Fortitude: +7 (+5 Con, +2) Reflex: +10 (+3 Dex, +7) Will: +7 (+2 Wis, +5) Skills: 80r = 20pp Acrobatics 12 (+15) Climb 3 (+5) Craft (artistic) 11 (+12) Bluff 8 (+10) Concentration 8 (+10) Escape Artist 7 (+10) Knowledge: Streetwise 4 (+5) Notice 8 (+10) Sense Motive 3 (+5) Sleight of Hand 7 (+10) Stealth 7 (+10) Swim 2 (+4) Feats: 9pp Acrobatic Bluff Dodge Focus 5 Evasion Power Attack Uncanny Dodge (Visual) Powers:4 + 38 + 10 + 4 = 56pp Protection 4 (mutation) [4PP] Fire Eater Tricks (33PP Array; Feats: Alternate Power 5) [38PP] (mutation,fire) Base Power: Damage 11 (Fire Breath; Extras: Area [Cone], Duration [Concentration]); {33/33} Alternate Power: Blast 11 (Spitball; Extras: Area [55-ft. Burst, General]); {33/33} Alternate Power: Blast 11 (Spitfire; Extras: Autofire) {33/33} Alternate Power: Dazzle Visual 11 (Fireblind; Extras: Area [55-ft Burst]) {33/33} Alternate Power: Corrosion 11 (Slagbreath;) {33/33} Alternate Power: Suffocate 11 (Breathtaker; Extras: Range [Ranged]) {33/33} Immunity 10 (Fire Effects) [10pp] Speed 4 (100 mph / 1,000 feet per Move Action; "Firewalker") [4PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Fire Breath Touch Cone DC21 Reflex, DC26 Toughness Bruised [Staged] Spitball Ranged Burst DC21 Reflex, DC26 Toughness Bruised [Staged] Spitfire Ranged DC26 Toughness (Autofire) Bruised [Staged] Fireblind Touch Burst DC21 Relfex Blinded Slagbreath Touch DC21 Fortitude, DC26 Toughness Drain Toughness [Staged], Bruised [Staged] Breathtaker Ranged DC21 Fortitude Suffocating Totals: Abilities (30) + Combat (38) + Saving Throws (14) + Skills (20) + Feats (9) + Powers (56) - Drawbacks (0) = 167/181PP
  25. Player's Name: Sandman XI Character Name: Vitalus Power Level: 14 (213/215) Tradeoffs: Undercapped, PL12 (0 Attack, 0 Save, +1 Toughness, -1 Defense) Unspent Power Points: 2 In Brief: A former hero looking to get back into being a hero. Residence: Riverside Base of Operation: None Catchphrase: "." Alternate Identity: Wesley Octavius Knight (birth name) Identity: Secret (mostly) Birthplace: Tunnel Hill, Alabama Occupation: body artist, business owner Affiliations: None Family: None, all passed or in the past. Age: 27 (born 13 December, 1989) Apparent Age: early twenties Gender: Male Ethnicity: African-American Height: 6 foot 6 inches (1.98 meters) Weight: 240 pounds (109kg) Eyes: green (due to mutation), brown (originally) Hair: black Wesley is a well-build man, with very defined muscle. A fighter's build. Swole arms, legs, and torso. His arms, chest, back and neck are covered with years with of inked art. Each one of them a personal memory (even if a few of those memories are 'this looks awesome'). His eyes are a vibrant green and have been so ever since his powers erupted forth. he loves his thick long dreadlocks and considers them a source of pride that he keeps them up so well. you can hear the southern inflect in his voice, even though he's been in Freedom for nearly a decade.Even though he's big, he does not walk like a big man. Almost always in thought about something and someone. When he's not doing that he like to sit or lean on walls. Never a straight stand. His clothing is urban wear baggy cargos, sandals, and an a-shirt when in public or when it's proper. He does love to show off his ink. His 'costume' is barely different. he throws on a brown hoodie on and ditches the sandals for work boots. Power Descriptions: Wesley's power set changes so much that even he thinks it's silly. The only thing constant is the glow. He glows dark green, gold, or purple when he uses his powers. All the ranged powers shoot of as shots of energy. If someone is under his powers effects they might even glow themselves. Not as bright as him, but definitely noticeable until it's done. History: Here for pre-Freedom City days When he got to his destination, it wasn't a cake walk. While he did have the job, it wasn't as good at it was made out to be. Sure everything was nice and the owner was a nice guy, but Wesley didn't get much being the new guy. So he poked around for side jobs where he could. There was a whole community around here! Riverside was great. Though his first big paycheck came from someone off the books. A woman who needed an intricate back piece done. She somehow new about his powers and knew he could stay up day and night if need be. Little did he know he was getting into Triad business. The woman, who only wanted to be known as 'Jade' taught him Mandarin as he worked. It was for his own good. By the time he was done (seven days? ten?) a whole boatload of gangsters came flooding in. This was the real deal, he had to protect himself and not hurt anyone. Jade was resting, but watching the whole thing. Of course, the was easy, a meta with biological powers versus normal guys (there were a bunch of them though, with hatchets!) Of course he survived and no one died. 'Jade' said that others who needed to know. She thanked him for being her 'Knight'. And that's how he got his first her name. Even though it was his last name. After that was one of the most disgusting things ever. A bunch of heroes gathered to fights some alien poo? He never found out what it was, but he and another (a machine kid) were the last ones to face down that piece of filth. That lead to more connections. The adventures start to blur after that. Only his time on the Knights of Freedom was the clearest out of it all (Avenger, Scarab, Divine, Grimalkin, Dr Archeville, others). By that time, he'd moved into his own place and with the money to buy a place in Riverside. It was small, but he had a following, both on the mundane and meta side. He tried, comically almost, his hand at the dating scene. It didn't work out. That and he was more absorbed in his work and art. By then he'd lost his way. doing more jobs for himself and his friends than focusing on the hero thing. And while that's not why he came up here, he always felt like it was his calling that he was ignoring. He even traveled a bit. Got his bachelor's degree in medicine. Still, the call of the hero beckoned him. Some times it even came to his front door! he was not callous. He helped what he could. Just never... OK enough's enough. He could ignore it no longer. The tug at his heart strings as the world almost drowned was too much. He was going to get out there and do something. He even took a (third after the short lived 'Life Knight') name. Vitalus! Personality and Motivation: Wesley is, well, quiet is an exaggeration. He does like conversation, he just never gets to talk. Not that he minds. He'll listen to anyone and answer in kind. He is a stand up guy and will rush to help if needed. All those years he was 'absent' was a misnomer. He was here, just in the background! He wants to step out of the back ground now. To do more than just hide in the shadow. To step up and take responsibility. Powers and Tactics: Wesley is a mix of range and melee. He'd prefer not to mix it up and shoot down his enemies in a nonviolent (as you can get with using bioenergy to blast others) way. But if it gets close range, he will flip on his signature Adrenaline Rush and quickly beat down his opponents with massive strength and speed. Complications The Job: Wesley owns and works at Knight's Ink body art shop. Tattoos and piercings are normal. But select clientele have special requests. As long as it's legal, Wesley will oblige them. The (kinda) Secret: While his new foray into the hero scene is that of a covered urban warrior, there are a handful of heroes villain and civilians that know his identity. Relationships: He is very friendly with his employees (and in fact won't hire someone if the crew disapproves). Ghosts!: Not that he fears them. Malevolent spirits are somewhat a sore spot for him as he cannot deal with them by himself. Warmth: Wesley leaves a faint heat trail that those with certain senses can see like a beacon. Abilities 12 + 10 + 12 + 6 + 8 + 4 = 52PP Str 22/30 (+6/+10) Dex 20 (+5) Con 22 (+6) Int 16 (+3) Wis 18 (+4) Cha 14 (+2) Saving Throws 5 + 4 + 4 = 13PP Toughness 13 (6 con, 7 protection) Fortitude 11 (6 con, 5 save) Reflex 9 (5 dex, 4 save) Will 8/17 (4 wis, 4 save, 9 enhanced save) Combat 24 + 14 = 38PP Attack +12 (base) Defense +11 (+4 flat-footed) Grapple +18/+26 Initiative +5 Knockback -6 (-3 without protection) Skills 92R = 23PP Acrobatics 10 (+15) Craft (artistic) 7 (+10) Diplomacy 8 (+10) Gather Information 8 (+10) Knowledge (current events) 2 (+5) Knowledge (life sciences) 12 (+15) Knowledge (popular culture) 2 (+5) Knowledge (streetwise) 7 (+10) Language 1 (English [native], Mandarin) Medicine 11 (+15) Notice 6 (+10) Search 7 (+10) Sense Motive 11 (+15) Feats 12PP Accurate Attack Acrobatic Bluff Contacts Dodge Focus 4 Interpose Leadership Power Attack Precise Shot Ultimate Effort (Craft [artistic]) Powers 48 + 12 + 8 + 7 = 75PP Biological Manipulation: Array 20 (Power Feats: Alternate Power 8) [48PP] . . Adrenaline Rush: Container 8 (passive) [40/40] . . . . Damage 2 (hardened muscle; Power Feats: Mighty) [3CP] . . . . Enhanced Strength 8 [8CP] . . . . Enhanced Feats 2 (Improved Grapple, Move-by Action) [2CP] . . . . Enhanced Save 9 (Will 9) [9CP] . . . . Leaping 3 (x10) [3CP] . . . . Speed 3 (50MPH) [3CP] . . . . Super-Strength 4 (Effective 50 str; Power Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) [12CP] . . Atrophy: Paralyze 12 (Extras: Range [Ranged]; Power Feats: Incurable, Reversible) [38/40] . . Biokinetic Disruption: Damage 12 (Extras: Alternate Save [Fortitude], Range 2 [Perception]; Flaws: Action [Full]; Power Feats: Incurable, Reversible) [38/40] . . Cure: Nullify 12 (all biological effects; Extras: Effortless; Power Feats: Selective) [37/40] . . Heal: Healing 9 (Extras: Action [Standard], Total; Power Feats: Persistent, Regrowth) [38/40] . . Muscle Control: Mind Control 12 (Extras: Alternate Save [Fortitude], Conscious, Duration [Sustained]; Flaws: Range [Ranged]; Power Feats: Precise) [37/40] . . Serotonin: Emotion Control 12 (Extras: Independent, Total Fade; Power Feats: Mind Blank) [37/40] . . Shape Body: Transform 12 (living to living; Flaws: Range [Touch]; Power Feats: Incurable, Precise, Reversible) [39/40] . . Virus: Nauseate 12 (Extras: Range [Ranged]; Power Feats: Incurable, Reversible, Variable Descriptor [Viruses]) [39/40] Life Support: Immunity 12 (aging, disease, environmental conditions [all], poison, sleep, starvation and thirst, suffocation [all]) [12PP] Sense Life: Super-Senses 8 (Life Awareness [very common; accurate (mental), acute (mental), ranged (mental), radius (mental)]) [8PP] Tough: Protection 7 [7PP] DC Block Unarmed Melee DC 21 Toughness (Staged) Damage (Physical) Unarmed, Adrenaline Rush Melee DC 25 Toughness (Staged) Damage (Physical) Hardened Muscle Melee DC 27 Toughness (Staged) Damage (Physical) Atrophy Range DC 22 Fortitude (Staged) Slowed or Paralyzed Biological Disruption Perception DC 27 Fortitude (Staged) Damage (Energy) Cure Range DC 22 Fortitude Biological Effects Nullified Muscle Control Range DC 22 Fortitude Controlled Seratonin Perception DC 22 Will (Staged) Calm or Despair or Fear or Hate or Hope or Love Shape Body Melee DC 22 Fortitude Transformed Virus Range DC 22 Fortitude (Staged) Sickened or Nauseated or Helpless Totals: Abilities (52) + Saves (13) + Combat (38) + Skills (23) + Feats (12) + Powers (75) + Drawback (-0) = 213/215 Power Points
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