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  1. Tekton Power Level: 10 (150/153) Unspent Power Points: 3 Trade-Offs: None In Brief: Mutant with Vibration Control and Generation Powers In a corporate sponsorship and uniform. Catchphrase: "Time to shake you down!" "lets shake things up!", "I'll leave you7 quaking in your boots!" and of course "Halt Evildoer!" Theme: Shake, Rattle And Roll Alternate Identity:Vladimir Richter (Secret) Birthplace: Wallachia, Romania Residence: Emerald City, University Hill (ECU Dorm) Base of Operations: Emerald City Occupation: Retail worker; Student of Geology Affiliations: N/A Family: Radu Richter (Twin Brother) Friends: Description: Age: 25 (4th December 1991) Gender: Male Ethnicity: Romanian Height: 5'11" Weight: 185 lbs. Eyes: Grey Hair: Dark Brown History: Born into a large and close-knit family, Vladmir and his brother Rudu both were known to be Different from their elder siblings both developed mentally much faster than average and reaching an emotional maturity beyond their years,however this was even more pronounced in Rudu, Whom upon coasting through his early education with the greatest ease, it was plain to all whom saw that Rudu had been born with almost superhuman Intelligence Quotient and when his Secondary education had been completed He was approached by an agent of Emerald city university with the offer of a scholarship and the opportunity to travel to the united states and thus access some of the most advanced facilities and finest scientific minds in the world. Young, Proud and filled with ambition Rudu accepted without so much as a second thought and packed his bags and rushed headlong into the promising future set out before him, Meanwhile, Vladimir, whom hadn't revived the gift of superhuman intelligence discovered that he had instead received an equal but different gift, he found that he had developed the ability to sense and through force of will effect tremors in the air and ground around him, whilst there were not many known superheroes around in Romania let alone wallachia and so he found himself without the guidance he needed to truely hone his powers to the precise and honed edge necessary to use them without risking the safety of both himself and everyone around them. Though he clung to the idea of being one of the few Romanian superheroes he quickly abandoned the idea when he realized that without proper training and equipment he was far more likely to kill people than to save them. It was then that his brother, Long since graduated from his scholarship, and kept appraised by Vladimir own letters of this development intervened, using some of the wealth he had accumulated in his work at PanStar to secure his brother a place at the very same university that he himself had attended and paying the bulk of his tuition out of his own pocket. and so Vladimir came to the states following in his brothers footsteps and given enough money to set himself up with a small but comfortable apartment he began to attend both geology classes and Meta human Support groups and slowly but surely began to master his abilities. using what little free money to gather materials for a ramshackled costume of his own design; consisting mostly of construction site Safety apparel, SCUBA Gear and a morphic molecule under-suit, that was quickly abandoned when he was offered the aid of PanStar in developing a sleeker and far more advanced model based on his designs. a Project he later discovered had been submitted for review by his own brother, under the name of a corporate sponsored metahuman hero. Soon he would be ready to try his hand at his long since discarded dream wearing the black, silver and red of his brothers corporate affiliations Personality & Motivation: Personality; Vladmir is a good natured young man, whom despite wanting to be a super hero for perhapse the wrong reasons is genuinely interested in helping those in need and protecting the world from the predations of criminals, though he is quite physically fit he tends to enjoy more bookish hobbies and is equally at home in art galleries and museums as he is in the local comic book store and fighting small time back alley crooks. Motivation: Vladmir's primary motivation for becoming a super hero is his own excitable nature and the positive attention it garners him, even if it is through the filter of a Pseudonym and mask, he enjoys interacting with his (So Far Few) Fans on the twitter, face book and snapchat he is contractually obligated to keep and is by all accounts something of an aspiring bon vivant. all he lacks is the budget. Powers & Tactics: Powers: Vladmir has the ability to amplify, control and/or create vibrations in both himself and the surrounding environments, though he lacks the superhuman intelligence of his brother he retains a great aptitude for learning and retention of information that allows him to become relatively skilled in certain areas he remains otherwise untalented in. Tactics: Vladmir is a showboat through and through, and though he would never risk someones life in the name of dramatic tension he remains something of an entertainer in his fights till the stakes grow to high for him to dance around exchanging quips as readily as blows with his opponents, favoring raw power to finesse until such a time as it proves nonviable as an option and then will switch to suprisingly cunning stratagems applicable to what he knows about his opponents. Power Descriptions: Vibration control: the only visual indication of vladmir's powers are the ripples in the air around him when he is using particularly intense vibrations some even creating light via air resistance when utilized, though all of his powers are accompanied by a hum, buzz or shrill shriek, some above or below the humans hearing spectrum. Complications: Transylmania: Due in part to his birthplace, upbringing and the classic literature he studied in high school, Vladimir's childhood nyctophobia has developed into an intense fear of vampires and the superstition that surrounds them, Vampires (or people with convincing enough appearances and powers) Terrify Vladmir and find him far more pliable that he would otherwise be due to that extreme fear. he may also refuse to enter places that have in lore been home to or played host to vampires, graveyards at night, Old Abandoned homes and ruined and abandoned cathedrals chief among them, though he is in equal measure exhilarated and perhaps slightly addicted to the extreme Adrenalin rush provided by this fear and will sometimes get himself into positions where he must confront it. Sold my Soul to the Company store: Due to his brothers influence in PanStar and his good relationship with both him and the company, Vladimir is reluctant to believe any misgivings about the company and in extreme cases takes attacks against them as personal affronts to his brother and reacts angrily to accusations, taking them as slander against his brother when they are directed against the company entire and will in some cases overlook minor misgivings as simply being the norm for such companies and the media blame parade being little more than the klaxon announcing one has been caught; he is as financially indebted to the company as he is emotionally indebted to his brother. Showboater: Due to his desire and slight contractual obligations to not only save the day but look good doing it, other heroes will sometimes dismiss him as a greedy and shallow hero with no real convictions, leading not only to difficulties in interacting with other super heroes whom feel strongly about such things but also something of a mixed relationship with the media, praise and scorn both becoming exaggerated due to corporate intrigues and relationships he has no control over. Accidents: Vladimir's control of his powers is tenuous and relies greatly on his knowledge of materials and geology for his more fancy powers, should he be unduely distracted or unable to concentrate fully for whatever reason he may do anything from shatter bones like glass, resonate a material he doesn't mean too or even in extreme cases kick off full scale earthquakes in tectonically unstable locations. Abilities: 8 + 4 + 8 + 0 + 4 + 4 = 28pp Strength: +4 (18) Dexterity: +2 (14) Constitution: +4 (18) Intelligence: +0 (10) Wisdom: +2 (14) Charisma: +2 (14) Combat: 12 + 12 = 24pp Attack Bonus: +6 Ranged: +6 (+10 Shockwaves) Melee: +10 Grapple: +14 (+6 Base attack, + 4 attack focus (Melee) +4 Strength) Defense: +10 (6 Base: +4 Dodge focus, Flat-footed: +3), Knockback: -5 Initiative: +10 (+2 Dex +8 Improved initiative 2) Saves: 4 + 6 + 6 = 16pp Tough: +4/+10 (+4 Con +6 Protection (in Costume)) Fort: +8, (+4 Con +4) Ref: +8, (+2 Dex +6) Will: +8 (+2 Wis + 6) Skills: 14pp = 56 Ranks Diplomacy 8 (+10) Intimidate 8 (+10) Knowledge (earth sciences) 10 (+10) Language 4 (Native: Romanian; English, Russian, Turkish, German), Notice 8 (+10) Sense Motive 8 (+10) Stealth 8 (+10) Swim 2 (+6) Feats: 20pp All-Out Attack, Attack Focus (melee) 4, Distract (Intimidate), Dodge Focus 4, Equipment 2, Fascinate (Diplomacy), Improved Initiative 2, Improved Throw, Instant Up, Move-by Action, Power Attack, Second Chance (Audio based Dazzle), (Device Based) Second Chance (Sight based Dazzle), (Device based) Uncanny Dodge (Tremor Sense) Equipment: 2pp = 10ep Laptop Computer 1ep Motorcycle: 9ep Powers: 8 + 4 + 36 = 48pp PanStar Armored Costume (Device 2) (Hard to lose)[8pp] Carbon fiber Armor (Protection 6) (+6 Toughness) Insulated helmet and Shaded Visor (Enhanced Trait 2) (Feats: Second Chance (Audio based Dazzle), Second Chance (Sight based Dazzle)) Micro Oxygen tanks (Immunity 2) (suffocation (all)) Tremorsense (Super-Senses 4) (extended: Tremorsense 2 (-1 per 1k ft), tremorsense)[4pp] Vibration Control (Array 15) (default power: blast PF: Alternate powers 6)[36pp] Airquake (Damage 10) (Array; DC 25; Cone Area (100 ft. cone - Targeted), Autofire (interval 2, max +5)) Blastwave (Trip 10) (Array; Burst Area (25-2500 ft. radius - General), Knockback; Range (touch); Progression, Decrease Area 5 (-5 ranks), Progression, Increase Area 5 (area x50)) Hypocenter Generation (Environmental Control 10) (Array; hamper move (Movement reduced to 25%), Radius: 5000 ft.; Selective Attack) Molecular Disruption (Corrosion 10) (Array; DC 25) Shockwaves (Blast 10) (Default; DC 25; Penetrating [5 ranks only]; Accurate 2 (+4), Affects Insubstantial 2 (full power), Precise) Thrumming Debris Cloud (Obscure 10) (Array; affects: 1 type + visual - visual and audio, Radius: 5000 ft.; Independent) Vibrolance (Damage 10) (Array; DC 25; Line Area (5x250 ft. line - Targeted), Autofire (interval 2, max +5)) Attack Range Effect DC Unarmed Touch Damage DC19 Tou (Staged) Shockwaves 100ft Blast DC25 Tou (Staged) Airquake 100ft Cone (T) Damage DC25 Tou (Staged) Vibrolance 5x250ft Line (T) Damage DC25 Tou (Staged) Molecular Disruption Touch Corrosion DC20 Fort/DC25 Tou (staged) Totals: Abilities 28 + Skills 14 (56 ranks) + Feats 20 + Powers 48 + Combat 24 + Saves 16 + Drawbacks 0 = 150/151PP
  2. Squadron Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Ace pilot granted superhuman physical power by an extraterrestrial collision turns military superhero. Alternate Identity: Captain Hank Taggart (Public) Birthplace: West End, Freedom City. Residence: Star Island, Freedom City. Occupation: USAF Officer. Affiliations: US Air Force, Star Island Space Control Centre, erstwhile ally of AEGIS. Family: Jack, father, deceased, 2010. Diane, mother, 60 years old, lives in early retirement in Florida. Tom, brother, 33 years old. Mickey, brother, 31 years old. Adrian, brother, 28 years old. Benny, brother, 26 years old. Jonathan, brother, 22 years old. Two nephews, two nieces by Tom. Two nephews and a niece by Mickey. One niece by Adrian. One nephew by Jonathan. Description: Age: 35 (DOB 1981) Gender: Male Ethnicity: Caucasian Height: 6’0 Weight: 173 lbs Eyes: Electric blue Hair: Black Hank looks like he could have stepped off of a piece of wartime propaganda. His features are almost blandly handsome, with little to mark him out from the pack beyond his easy smile and square jaw. Though originally brown, his eyes are now a vibrant electric blue colour. He keeps himself in excellent shape, and has the lean yet athletic build of a middle-distance runner. He keeps his appearance to an immaculate, presentational standard befitting an officer, his hair cut close and his face clean and closely shaven. When not on the job, Hank dresses without much flair or regard for style. He is a man of simple tastes, and likes to limit himself to jeans, slacks and button-down shirts of various plain colours and simple patterns. There are places where Squadron’s techno-organic body is not covered due to the extensive damage he received in the original accident. In particular, there is a large patch of gleaming chrome muscle running from his upper left arm to his chest, and another similar patch running from over his right knee to the top of his ankle. Squadron’s costume is a combination of airman’s flight suit and more conventional spandex superhero outfit. A tight-fitting one-piece garment made of thick, warm material, it covers from his ankles to his wrists to his neck. It is a bright shade of blue, accessorised in white with gloves and boots, belt and a white star symbol on the chest. He wears a US flag patch on his left upper bicep. History: The eldest of six brothers, Hank Taggart was born to a warehouse worker and an office typing pool secretary in one of the more modest tenements of Freedom City’s West End district. Hank’s family were a loud, vibrant bunch, and the house was one where yelling from room to room was commonplace, roughhousing between the brothers frequent and love constant. As the eldest, Hank was pushed and strived in equal measure to be the model to whom his younger siblings could aspire, and he grew into the role admirably. By the time high school rolled around, he was the archetypal big man on campus: academically high-achieving, socially popular and a gifted track and field athlete. After 18 years spent kicking around the rail yards and abandoned warehouses, Hank longed to escape Freedom City and see the world, yet he felt he had a duty to his family to stay and contribute. It was Hank’s gym teacher, an Air Force veteran of some 20 years service, who pushed Hank into applying to the Air Force Academy on graduation. With the promise of the life of adventure and the chance to do his duty to family and country, Hank leapt into the challenge head-first, and found his enthusiasm rewarded. Though he was never the top student, his dedication and professionalism carried him through what raw skill alone could not. It was also at the AFA that Hank discovered a gift as a pilot. Though too professional to ever embody the model of a cocky fighter pilot, Lieutenant Taggart nonetheless demonstrated nerves of steel under pressure and proficiency behind the stick of an F/A-18. His determination earned him promotion to Captain, and he likely would have advanced further and faster had it not been for what came to pass in the skies over Afghanistan one twilit evening in 2011. A damaged exploratory probe from a distant and advanced alien civilisation had entered Earth’s atmosphere with all the speed of a meteor. Hank was on a return flight from a solo mission along the Pakistan border and the probe hit his plane like a bomb, sending him wrecked into the desert. Made of technologies far beyond the capabilities of Earth, the probe had a sophisticated techno-organic design. Possessed of only limited artificial intelligence, the probe sought to self-repair using the nearest available material, Hank’s critically injured body. Only moments away from death, Hank’s entire body was rebuilt from within by the alien craft, reinforcing damaged tissue, remaking skin and bone, replacing damaged organs and even repowering his heart and brain. Recovered from the wrecked plane by an Air Force rescue team, Hank was taken to the nearest field hospital to receive treatment. There, the fusion processed between living man and alien machine was completed before the doctors’ very eyes, with the probe completely integrated within him, powering him and granting him life. Following his rescue, extensive psychological and physical tests were carried out. It soon became apparent that he had not simply been repaired by the probe, he had been almost completely rebuilt from the skin down, “better, stronger, faster” as the old TV show went. After months of study, Hank was cleared once more for military service, though he would return to the field in quite a different role. Now more valuable for his powers than his piloting, Captain Taggart was retrained to become a superhuman operative within Air Force Special Operations Command. In situations too dangerous for ordinary infantry, Hank acted as the ultimate ground support. His versatility was such that he earned that he earned the nickname “Squadron”, a joking reference to how his superiors seemed to expect him to replicate the work of an entire squadron. Time spent on tours abroad and at air bases outside of his hometown meant that Hank had not returned to Freedom City in years before an unexpected mission brought him back. The military airfield at Star Island Space Centre had requested additional security for an experimental spaceplane, and Hank was selected. When the plane’s hangar was infiltrated prior to the launch by a crew of industrial saboteurs looking to delay the plane’s development, Hank fought and defeated the saboteurs, but was caught on camera doing so. The public revelation of what had until then been a confidential asset was sufficient to get higher-ups within the Air Force thinking. Superheroes had been allying themselves with the military since before the war, there’d been more super-soldier projects than you could shake a tube full of mysterious serum at, why couldn’t they use a pre-existing military asset as a superhero? With a costume inspired by his previous calling as a pilot and his joking nickname repurposed into a statement of power and purpose, Squadron was born. Officially a part of the USAF attachment providing security to Star Island Space Centre and a sometime ally to the city’s AEGIS group, Squadron continues to do his duty to his service and his city by fighting threats wherever they may arise. Personality & Motivation: Steely and determined, Hank is a man who knows himself inside and out, who knows his strengths and weaknesses, limits and capabilities. Experienced, and possessed of the special kind of confidence that comes from being partway indestructible, Hank is a calm, efficient professional who can remain graceful under fire and thrives under pressure. A man of rigid self-discipline, he accepts no excuses from himself and expects no excuses from others. He has an adventurer’s spirit, a love of pushing his own limits, of going above and beyond and riding the adrenaline which comes with such excitement. In spite of this, Hank is not as inflexible as he might sound. He has little patience for laziness, self-indulgence and ignorance, but he is considerate and compassionate of others’ feelings. His moral code is unapologetically old-fashioned and rigid, and he upholds all those gilded values of honesty, liberty and shared dignity. His patriotism and sense of duty is beyond doubt, as far as he is concerned. Along with his love of adventure, Hank is motivated foremost by this dedication, by the responsibility he feels to use his life to the betterment and defence of his ideals. Powers & Tactics: Squadron is most comfortable when pressing the offensive advantage, using his speed and mobility to lead charges, drawing fire with his enhanced durability. With few options for ranged attacks, Hank instead focuses on hitting the opponent with precise, high-impact physical assaults. Squadron’s combat experience and military training have made him a confident, capable fighter. His fighting style is technically very proficient, he has little time for flashy kung-fu tricks or for brawling, street-fighting tactics, and instead fights like a boxer, squaring off directly with super-strong punches, avoiding and absorbing damage when necessary. Power Descriptions: Hank’s powers are derived from the fusion of his critically injured body with a damaged techno-organic extraterrestrial probe. The probe used its own alloy and fully integrated itself with almost all of his body has used something similar to titanium- highly durable, flexible and strong- to reinforce, rebuild and enhance his body from his musculoskeletal structure to his epidermis. The process has not been perfect, and there are points in Hank’s body where his skin was damaged beyond even the probe’s repair, revealing metallic “patches”. Internally, he has been rebuilt extensively, with modifications to his nervous system and his organs, including modifying his digestive tract and changing his body chemistry, eliminating his need for both food and sleep, as well as providing an overall boost to his physical fortitude. Complications: Man Or Machine: To X-ray vision and metal detectors or even just by making him wear gym clothes to expose the metallic “patches” on his arm and leg, Hank has only limited ability to conceal his empowered nature. Even aside from the practical considerations, his cyborg nature also raises further questions: Is he even human any more? Could it be that he is simply a robot piloting a dead man, convinced “he” has the memories of the original Hank Taggart? Such concerns are rarely at the forefront of his mind, but they are perennial and nagging. Secret Origin: The purpose of the probe which constitutes the base of his cyborg components, its original mission and the alien culture who created it are unknown to Hank. He can be exploited in this way, as individuals with sufficient knowledge of alien races and technology may literally know his own body better than he does. Hank has little knowledge of his own internal processes, with even the power source of his cyborg components unknown to him, which makes getting medical treatment when injured virtually impossible from a conventional doctor. Good Soldier: Dedicated to his position, Hank is an airman first and a superhero second. He follows orders, and places his duties to his brothers in uniform, to the Star Island Space Centre and his current posting ahead of anything else in his life as a superhero or civilian. Inter-Service Rivalry: Squadron’s public profile is that of a superhuman airman. There is still sufficient inter-service rivalry between the different branches of the US military to mean that such heavy identification with the Air Force can mean that he is in for ribbing, hazing or even outright obstinacy from the other branches of the US military. Add in AEGIS, and there are all kinds of members of agencies and groups who could choose to get in Hank’s way for kicks. Big Brother Can’t Always Be Watching: The eldest of six brothers, all of whom still live in Freedom City, Hank feels like he missed out on a lot during his time away from home, and has tried to reconnect with his family to the fullest. This attempt at connection presents its own complications. With Squadron’s identity being public, his brothers and their young families may very well be in some danger themselves, and while Hank might try to reach out to his brothers, finding time in his schedule is quite another thing. Abilities: 6 + 6 + 6 + 4 + 6 + 6 = 34PP Strength: 16/30 (+3/+10) Dexterity: 16 (+3) Constitution: 16/30 (+3/10) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 12PP + 12PP = 24PP Initiative: +3 Attack: +6 base, +10 melee (+4 Melee Focus) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +25/+13 (+10 melee, +10/+3 Strength, +5/+0 Super Strength) Knockback: -8/-1 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +3/+10 (+3 Con, +7 Enhanced Con) [8 Impervious] Fortitude: +3/+10 (+3 Con, +7 Enhanced Con) Reflex: +7 (+3 Dex, +4) Will: +7 (+3 Wis, +4) Skills: 64R = 16PP Bluff 4 (+7) Diplomacy 6 (+9) Intimidate 8 (+11) Skill Mastery Knowledge (Tactics) 8 (+10) Skill Mastery Languages 2 (Native: English, Arabic, Pashto) Medicine 4 (+7) Notice 8 (+11) Skill Mastery Pilot 10 (+13) Skill Mastery Sense Motive 8 (+11) Survival 6 (+9) Feats: 17PP All-Out Attack Attack Focus (Melee) 4 Benefit (Airbase Security Clearance) Challenge (Fast Startle) Dodge Focus 4 Leadership Power Attack Skill Mastery Startle Takedown Attack Uncanny Dodge (Auditory) Powers: 28 + 8 + 2 + 1 + 2 + 10 = 51PP Descriptors: All techno-organic probe modifications. Enhanced Traits 28 (Strength 14, Constitution 14) [28pp] (Better, Faster, Stronger) Impervious Toughness 8 [8pp] (Man of Steel-like Unknown Alien Alloy) Immunity 2 (Starvation and Thirst, Need for Sleep) [2pp] (Internal Organ Reconstruction) Leaping 1 (Running Long Jump 40’, Standing Long Jump 25’, Vertical Jump 10’) [1pp] (Superhuman Strength in Legs) Speed 2 (25mph, 100’ per move action) [2pp] Super Strength 5 (Effective Strength 55; Heavy Load: 24 tons) [10pp] Drawbacks: (-0) = 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no powers Touch DC 18 Toughness Damage ATTACK RANGE SAVE EFFECT Unarmed w/ powers Touch DC 25 Toughness Damage Totals: Abilities (34) + Combat (24) + Saving Throws (8) + Skills (16) + Feats (17) + Powers (51) - Drawbacks (0) = 150/150 Power Points
  3. Curious Key

    Edict

    Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +3 Defense / -3 Toughness In Brief: A fate mage from the netherworlds, escaped from apprenticeship to a dark wizard, looking for a second chance. Alternate Identity: Ash Edict (Public) Birthplace: Skylands - Netherworld Residence: Apartment, West End Occupation: Finder. Minder. Magical mercenary for hire. Affiliations: - Family: Estranged Apparent Age: 25 (Converting to your calendars is more trouble than it's worth) Gender: Agender Ethnicity: Netherworlder Height: 5'9" Weight: 170 Eyes: Gray Hair: Black Ash is a narrow-shouldered individual of moderate height. Their eyes are a featureless gray surrounding dark pupils, their hair cut short above their neck, excepting a braid tied along their left ear that tumbles down to their shoulder, their skin a deep, natural tan. They conceal their body's shape under loose clothing and layers. Their wardrobe is full of jeans and plain, shoulder-length, dark shirts. Over these, Ash wears their cloak. The first magical artifact they made with their own hands, Ash considers their cloak a precious thing, and rarely bares to part from it. a mix of brown, black and gold that fall to their hips, sewn with mystical runes into its insides that flare and spark when harm is done to its wearer. Edict also owns a bat. A typical wooden bat, bought from a sporting goods store that they can't quite remember the name of. It's painted black, and shimmering blue runes are carved along its heft. At first, the bat was a matter of convenience, but over time it has become somewhat an iconic part of Edict's image. Like it or not, it's part of their brand now. History: Edict was never a native of earth-prime. The protections and assurances offered to many born there, the protection of their guardian sorcerer, these were things that Edict had never known. The world that they were born was one build on levitating blocks of earth above a twisting maelstrom of power. These were the Skylands, a Netherworld, as the people of Earth Prime were known to call them, a nominally independent tributary of Empress Una's (may she reign for all eternity) grand, interdimensional sovereignty. This was the place where Ash was born. It was where they thought they'd die. Even then Ash was always, in a curious way, a lucky child. Born under the right stars, with a secret magic burning dormant in their body, Ash understood that they were special. That they were not understood. It coiled inside them, made them bitter. Her bitterness was used as a weapon, to dismiss her words, and made her withdrawn. They wanted, more than anything, an escape to something more meaningful. Something more. Perhaps their powers gave them what they thought they wanted. Perhaps that was simply when their luck ran out. Or perhaps what came next was still better than what waited for them in the Skylands. Regardless, that is when David came. He did not understand all of it, but he understood a piece of it. 'You're special.' He said to them. 'You have a power that no one understands.' He told them. 'Do you understand what this means? You are a superior breed. You belong to another world.' 'I can show you. If you follow me.' He appealed to the angry, bitter part of them that wanted to stand apart, that wanted to stand above. So they took his hand and followed him, of their own will, through a shimmering hole in the air. __________ There is a secret world, hidden behind this one. Maintained with wards, willful ignorance and plain, non-magical bribes and mortal corruption. Castles hidden in folds of space, behind secret keys full of wizards and their servants. Full of mythical creatures penned into cages and dismantled for parts. This was the world David drew Ash into, and once locked there he did not them leave. For they were one of his apprentices, and David allowed his apprentices no more freedom than his dogs, until such a time as he deigned them ready. One of the few courtesies that extended Ash was the choice of their own name. From that moment onward, they were known as Edict. __________ There were three other apprentices in David's care. Leta. A scared young woman who feared being culled as the weakest. And Mal, the strongest of them all, with a born cruelty, who reveled in the monsters that David shaped them into, his inner aggression matched by fang, tooth and claw. And last, Murk, who they knew the least, who kept to his own and revealed nothing of himself. Edict grew up with them. In some ways, they were a fragile, dysfunctional family, sharing in the training and horrors that David set upon them, haunted by the knowledge that one day they would be expected to kill each other to earn both David's mark of esteem and their own freedom. Leta feared going against him, and so kept her head down and did her best to obey, to be the best apprentice she could be. Mal relished the thought of their death at his hands and reminded every opportunity he had. Even Edict didn't trust their odds fell into the habit of obedience. Magic or not, it seemed to them that there was no fate left to them where they did not belong to David. In his name, they did horrible things. In this world, in others. To humans and non-humans. _________ They were almost seventeen. The day that the apprentices knew was the traditional day where they were meant to face each other came nearer. Edict couldn't take it anymore; they mustered their courage and left. Mal hunted them in the form of vicious birds and beasts, while Edict fled with no weapon. The odds, it seemed, were against them. On the verge of death, Edict plucked at fate and attacked their own, twisting it, casting themselves adrift, away from the world that David's stronghold was. Frantically, they moved from Netherworld to Netherworld through gates that connected them together. Through their magic, Edict could always see their fellow apprentices, see David coming, but no matter what they did they were always three steps behind, and getting closer. Years Edict spent on the run, before throwing themselves at the mercy of a world that had kept the forces of Una and the teeming masses of the Netherworld at bay. The world that called itself 'Earth-Prime.' They begged protection from David. Some reared back, either unwilling to involve themselves in what they imagined to be Edict's retribution or imagining the plea to be part of some devious trap. Some came to Edict's aid. Not, Edict thought, nearly enough. But David never came. His castle stood empty. His pets abandoned in their pens. All that was left of his books were ashes. And no matter how they tried to look, they could not discover where he had gone to. _________ Taking the name 'Ash,' Edict started anew. At least as much as they could. The stigma of what they'd done, eased somewhat by the circumstances under which they had been forced to do it, remained, and became a barrier. No one would take them on as an apprentice or allow them closer to their books, and so Edict was forced to uncover things on their own. A mage for hire, Edict could find anything in a city on a whim and a guess, and their mere presence was a good luck charm with the money. They went from David's unwilling pawns to hired muscle. Guarding the back against creeping vampires and watching over kids in training try to call up demons in case something went wrong, Ash couldn't help but feel discontented. At long last, from from David and everything else, Ash truly began to understand parts of themselves that had been dismissed. They could not help but to wonder how many kids were out there. Kids who got restless under the full moon. Who couldn't shut the voices out by clapping hands over their ears. Who felt things no one could explain . . . And how many Davids were out there, holding out a hand, saying "I can show you. If you follow me?" They owed it to those kids to try to find a way to stop it. To be there for them before a David could find them. They laid out a spell over the map of probabilities casting wide, hoping for a direction. It didn't tell them 'how,' or 'when,' or even 'why,' but it told them 'where.' Freedom. With luck, they think, maybe they'll be able to remake themselves. Maybe they'll be able to reforge their fate. Maybe, in Freedom, they'll find their second chance. Personality & Motivation: Grim. Sober. Unfun. These are words that people often use to describe Ash, but they are not always fair. Despite understanding our language, there remains a great deal that Ash understands only vaguely about Prime society. Though in a better position now than they once were, much of what happen on Prime still makes little sense to them, and when they do not understand a thing they fall back into stoney, awkward silence. At the heart of it, Edict is wounded. They see themselves as a selfish creature, trying to create a little bubble of stability where it's a little safer for people to go. In time, Edict hopes to be able to establish themselves in Freedom. Create a place where young minds touched by magic can come and seek shelter. Eventually, reaching out to the Netherworld to bring more kids who need help—like Edict did—out of Una's influence and away from predatory monsters like David. And they'll do what they can to take steps toward making that a reality. Some would argue that alone is enough to name Edict a 'hero.' They would disagree. Powers & Tactics: While it's easy enough to dismiss Edict as a brute who runs up to anything in their way and smashes them with their bat, that isn't strictly true. As a fate mage, they have few avenues for direct attack. The methods Edict has available to them to engage with others physically are, quite simply, cheating by using magic outside their own specialty through ritual and artifact. As an ally, Edict is more valuable for their supportive abilities. With an incredibly potent scrying ability that, mixed with their magical ability to guess exactly where they need to look, Edict is an excellent person to have around if you want to know where to go. And when you get there, their unique ability to twist and subvert fate can help turn any conflict around. But from the outside? Edict simply always seems to know where to go, and when they get there, they hit someone with a bat until the problem goes away. Power Descriptions: To one who cannot perceive magic, Ash's powers are more notable for how they influence the world than how they appear, because the work of fate magic is invisible and terribly subtle. Attacks, on their own, never quite seem to touch Ash. Bullets whiz around them, not as though they were thrown off course or blocked by a shield, but because against probability all of them just so happened to miss. A small spot remains untouched in a furious firestorm, not because anything kept it away, but because the flames just so happened to leave that spot of ground untouched. Coincidences like this happen all the time around Ash, over and over. The fabric of the universe seems to refuse them harm. Their bat glows with strange runes when it hits someone and in the rare event ash is hit, their cloak seemed to absorb far more damage than it really ought, but that seems to be the only thing that seems explicitly supernatural. Someone who can perceive magic can feel what's really going on, though. Golden threads spin out from Mal's heart in countless multitudes, attaching themselves to everything. A constant flow of fate magic nudges, suggests, coerces reality to take a shape that will do no harm to Ash. Complications: Defector - Edict's fellow apprentices are still out there, somewhere. While Edict escaped the cycle David started them on, the others have not. They're involved deeply, and willingly, in the magical underworld. It's only a matter of time before Edict meets them again. Dark Apprentice - The time Edict spent serving as David's apprentice is not so easily cast aside. Their change of heart is often questioned, and some even suspect that their presence serves one of David's gambits. Perhaps they are, and simply unaware of it. Give a hero point whenever the doubt and cynicism of the magical community stand in the way of Edict's goals. Netherworlder - As a netherworlder, Edict's legal existence in Earth Prime is somewhat tenuous. While recognized by the magical communities of earth, non-magical governments and authorities who are not 'in the know' get suspicious, forcing Edict to rely mainly on magical communities. When their status as a Netherworlder cuts Edict off from support or aid, the GM may award Edict a hero point. For Me It Was Tuesday - Edict and their fellow apprentices did many terrible things to many people. There are many who would do anything to get even. Secret? What Secret? - Ash's identity as Edict is on the public record. Any enemies they have can simply look up who they are and they'll find out, immediately. Say what? - Edict's cloak is the only reason that they can understand Earth-prime languages. Without it they speak no language known on earth. This makes being separated from their cloak or being in any kind of magic-suppressing field especially confusing for both Edict and their allies. Abilities: 2 + 2 + 4 + 8 + 10 + 0 = 26PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Base, +10 Bat Defense: +13 (+5 Base, +2 Enhanced Defense, +6 Dodge Focus), +2/3 Flat-Footed Grapple: +5 Knockback: -1/4 Saving Throws: 5 + 3 + 4 = 12PP Toughness: +7 (+1 Con, +6 Protection) Fortitude: +6 (+1 Con, +5) Reflex: +8 (+1 Dex, +4 Enhanced Reflex, +3) Will: +8 (+4 Wis, +4) Skills: 8R = 3PP Intimidation 8 (+8) Knowledge (Arcane Lore) 2 (+6) Concentration 2 (+7) Stealth 0 [+12 Distorted Odds] (+13) Gather Information 0 [+8 Distorted Odds] (+8) Search 0 [+8 Distorted Odds] (+12) Notice 0 [+8 Distorted Odds] (+13) Feats: 4PP Ritualist Attack Specialization (Bat) 3 Equipment: 0PP = 0EP Powers: 1 + 35 + 9 + 15 + 15 + 12 = 87PP Features 1 (Temporal Inertia) [1PP] (Netherworld Native) Distorted Odds (35PP Container; Magic, Fate) [35PP] Enhanced Defense 2 [4PP] Enhanced Stealth 12 [3PP] Enhanced Gather Information 8 [2PP] Enhanced Search 8 [2PP] Enhanced Notice 8 [2PP] Enhanced Reflex 4 [4PP] Enhanced Feats 10 (Dodge Focus 6, Luck 2, Beginner's Luck) [9PP] Luck Control 2 (Force Reroll, Spend HP for Others: Feats: Luck 3) [9PP] Super Senses 9 (Fate Awareness [Mental], Mental Sense [Accurate, Acute, Danger Sense, Extended, Radius, Ranged], Uncanny Dodge [Mental] ) 9PP (Fate Reading) Fate Sorcery (16PP Array; Feats: Alternate Power; Drawbacks: Power Loss [If Unable To Speak] -2; Magic, Fate) [15PP] BP: Probabilistic Scry [17/17] ESP [Mental] 8 (Extras: Linked [Quickness]; Feats: Subtle 2) 10PP Quickness 14 (Extras: Linked [ESP]; Flaws; Mental Only) 7PP AP: Enhanced Strike 9 (Extras: Penetrating, Feats: Precise) [11/17PP] (Fated Flurry) Runic Bat 4 (20PP Device; Flaws: Easy To Lose; Magic) [15PP] Strike 9 (Feats: Mighty, Affects Insubstantial 2; Improved Critical 2, Knockback 5, Alternate Power) 20PP (Runic Slam) AP: Stun 9 [18/19PP] (Runic Smash) Apprentices' Cloak (15PP Device; Flaws: Hard To Lose; Magic) [12PP] Protection 6 [6PP] (Defensive Runes) Comprehend 3 (Understand any language, read any language, speak any one language at a time]) [6PP] (World-Walker's Tongue) Super-Senses 2 (Magic Awareness [Visual]) [2PP] (Magesight) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Runic Slam Touch DC 25 Toughness Damage Runic Smash Touch DC 19 Fortitude Daze/Stun/Unconscious Totals: Abilities (26) + Combat (18) + Saving Throws (12) + Skills (3) + Feats (4) + Powers (87) - Drawbacks (0) = 150/150 Power Points
  4. Player Name: AvengerAssembled Character Name: Lady Horus Power Level: 10 (150/168) Trade-Offs: +2 Defense/-2 Toughness, -4 ATK/+4DMG [as Lady Horus] Unspent Power Points: 18 No More Statuses: 0/0 In Brief: Lo, the Sunhawk returns for a new generation! But there are secrets. Homebase: Bedlam City Songs: "True Colors," Kesha "Meant to Live," Switchfoot Alternate Identity: "Wouldn't you like to know?" Identity: Secret Birthplace: Bedlam City, Wisconsin Occupation: Adventurer Affiliations: Various Family: "Just look it up in the books!" Age: Stories of Horus go back around 4 millennia. Gender: Female Height: 5'9" Weight: 150 lbs Eyes: Blue Hair: Platinum blonde Description: It's clear Lady Horus is probably not Egyptian by birth - most Egyptian women of any generation have not been fair-skinned platinum blondes, for all that her hair hangs in the curly ringlets in fashion in the New Kingdom. But other that she certainly looks the part - her costume consists of a gold-beaded white linen kalasiri that hangs loosely on her frame and comes down just below her knees, white bodice, white shawl over that, the cloth reinforced with polished bronze pieces that sparkle like the sun, all adorned with the gold and jewels of an Egyptian noblewoman. On her head is the blue khepresh of a pharaoh at war. She should probably not be able to see! The upper part of her face is covered by a gold and blue half-mask of a hawk, decorated in the Egyptian style, the mask itself resting on the lower part of her nose. Yet she does seem to be able to see just fine, thank you. When not wearing the Helm, she looks like . History: Lo! The Sunhawk has returned to the World of Man - as a woman! Lady Horus appeared in Bedlam over the Christmas holiday but has already made herself notable as the city's loudest and toughest protector. In a town of grim avengers of evil, criminal vigilantes and vigilante criminals, she's the biggest action in the city. Before she donned the Helm, she . Personality and Motivation: Lady Horus has the charisma of her predecessor (and the habit of showboating in combat) but evidently a different personality - she's more inclined to mock and belittle the failings of her opponents rather than call them out as a fellow warrior. She's more close-mouthed than her predecessor as well, talking little about the origins of her powers and what has brought her to Bedlam, generally spinning the question around to one about the welfare of the person she's speaking to. She likes kids and pets - is tolerant of certain kinds of crime but despises those who exploit others, particularly those who are hostile towards women and children. When angry, her accent 'slips' and she shouts in a gutter argot unfamiliar to the average citizen of Bedlam, sounding more like a 1930s cartoon character than the sometimes-Shakespearean Sunhawk. Without the Helm, she . Powers and Tactics: Lady Horus is faster and more agile than her masculine counterpart, wielding the Ankh of Horus with a frenetic energy that speaks more to the kineticism of a young sunhawk at war rather than the brute strength of the Avenger of old. That said she seems to be less creative with her powers than her predecessor - generally striking with mighty blows of her ankh while weaving in and out of combat, occasionally blasting foes or pummeling them with great strength. She has manifested some abilities denied to her predecessor - in particular teleportation, self-healing, and invisibility. Without the Helm, she . Complications: Fake!: Lady Horus is not the same person as the old Horus - a source of resentment for many, both divine and otherwise. Help Me Out Here, Sister: Much of Lady Horus' knowledge of the gods of Egypt comes from the spirit of Nephthys, the Lady of the Mansion. But Nephthys, or rather the fragment of her embedded in the Helm, has her own agenda and often keeps her own counsel - and has her own feelings towards the woman who wears the Helm of Horus. Hey, That's Mine!: When deprived of her Helm, Lady Horus reverts back to her normal self within the space of 1 minute. Not So Tough: Lady Horus lacks much of the physical prowess of her illustrious predecessor. Who Are You?: The mystery of exactly who Lady Horus is remains just that. Complications relating to her life without the Helm are at the discretion of the GM. Abilities: 0 + 4 + 4 + 0 + 4 + 2 = 14PP STR 26/10 (+8/+0) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 20/12 (+5/+1) Combat: 8 + 8 = 16PP Init: +22/+2 ATK: +4 (+6 Ankh/+10) DEF: +12 (+8 Dodge Focus, +4 Base, +2 flat-footed) Grapple: +4/+17 Knockback: -7/-1 Saves: 3 + 6 + 3 = 12PP TOU +8/+2 (+2 Con, +6 Protection [8 Impervious]) FORT +5 (+2 Con, +3) REF +8 (+2 Wis, +6) WILL +5 (+2 Wis, +3) Skills: 44R=11PP Bluff 6 (+7/+11) Disable Device 5 (+5) Escape Artist 6 (+8) Knowledge (History) 5 (+5) Knowledge (Theology and Philosophy) 2 (+2) Languages 2 (Ancient Egyptian, Arabic, Base: English) Notice 6 (+8) Sense Motive 6 (+8) Stealth 6 (+8) Feats: 15PP Dodge Focus 8 Eidetic Memory Evasion Fearless Move-By Action Taunt Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 45 + 1 + 1 + 32 + 2 = 82PP Device 11 (Helm of Horus, Flaw: Hard to Lose, 55PP, PF: Restricted [Those Chosen By The Gods]) [45PP] Enhanced Charisma 8 (to CHA 20/+5) [8DP] Feature 1 (Advice from Nepthys) [1DP] Immunity 3 (aging, disease, poison) [3DP] Ankh Array 13 (26PP, PFs: Accurate, Alternate Powers 2) [29DP] BE: Flight 5 (250 MPH) {10} + Strike 14 (PFs: Improved Crit 1, Takedown Attack 1) {16} {10+16=26} AP: Blast 14 (Extra: Penetrating 10 [as DMG 24], Flaw: Action [Full], PFs: Improved Crit 1, Variable Descriptor 1 [any light]) {26/26} AP: Enhanced STR 16 (to STR 26/+8) {16} + Super-Strength 5 (Effective STR 50, Heavy Load 12 tons) {10} {16+10=26/26} Protection 6 (Extra: Impervious 8) [14DP] No peeking if you aren't a Ref! And no snitching! -AA costs Abilities (14) + Combat (16) + Saves (12) + Skills (11/44) + Feats (15) + Powers (82) = 150/168 pts
  5. SLITHER Power Level: 10 (150/156PP) Tradeoffs: -2 Toughness/+2 Defense Unspent PP: 6 In Brief: Former MI6 agent with stretching powers Alternate Identity: Isabel Liǔshuāng Fitzmorris-Blakely Identity: Secret Birthplace: Islamabad, Pakistan Occupation: Freelance investigator Affiliations: None currently, formerly MI6 Family: Sir Henry Albert Fitzmorris-Blakely KCMG (father), Anna Wong Fitzmorris-Blakely [Huáng Xiǎoqìng] (mother) Description: Age: 26 (March 29th, 1990) Gender: Female Height: 5’6” Weight: 125 lbs. Eyes: Brown Hair: Brown Isabel is an attractive young woman of mixed Chinese and English ancestry; she's typically dressed in very chic designer clothes typical of the 'horsey set', lots of Burberry tweed, scarves and boots, and always complimented by a pair of elegant leather gloves. When she's not dressing up or just hanging out with friends, she dresses for comfort, usually in sweaters or blouses and comfortable slacks, but she still wears gloves of some sort. As Slither, she wears a full body suit in black and gray made of a special mimetic, thermally-neutral material that refracts all wavelengths of light as well as dampening heat signatures; it makes her very hard to see, but if she moves too fast the photocells struggle to match her movement, and a distinctive ripple may be seen. A pull-up hood and facemask hide her face, and also includes light magnifying goggles for nighttime operations. The hands and feet also include adhesive padding to allow unimpeded movement on walls and ceilings. Lastly the suit is insulted to offer some protection from the cold, which othrrwise drastically impairs Slither's performance. History: Isabel Liǔshuāng Fitzmorris-Blakely (‘Izzy’ to friends and family) was born March 29th, 1990 into a well-respected family that has been part of Her Majesty's Government for over a century, mostly in the Colonial and Foreign Offices (now combined into the Foreign and Commonwealth Office, or FCO). Her father is Sir Henry Albert Fitzmorris-Blakely, the former High Commissioner to Pakistan, and her mother is a diplomatic translator from Hong Kong, who met her father through the Queen's Service. Izzy spent much of her childhood living with her family in India and Pakistan, where she developed an interest in Asian languages. While she attended International schools in Islamabad and New Delhi for her primary education, there was never any doubt that she would return to England for university. She inherited her mother’s gift for languages, and was conversant in four languages by age six, and fluent in eight by the time she started university. It was while she was at Cambridge majoring in Politics and International Studies that she was recruited by the Secret Intelligence Service (MI6); the excitement of espionage work intrigued her, and she knew her knowledge of South Asia would prove invaluable in the field. After she completed her studies, she was assigned a cover position as a translator at the British Trade and Investment Office in Lahore, which gave her many opportunities to gather intel on Pakistani business leaders possibly supporting anti-Western interests. She never revealed her undercover status to any of her coworkers, and was very popular among her peers. Then one day in 2013, the BTIO delegation was stopped on the road near Peshawar; all occupants were dragged out of their vehicles, beaten and thrown into trucks that made for the Afghan border. Once there, their captors delivered them to a heavily-armed camp where a huge Russian mercenary brutally questioned them all in turn. Isabel soon figured out that she was the prize he was looking for, and she offered to provide him with information as long as he let the others go free. The Russian, who his followers called 'the Black Dragon', gleefully agreed and then turned his full attention to breaking Isabel. This began a harrowing ordeal that lasted two weeks; the young agent was given numerous drug injections, forced to go for days without food, sleep or water and subjected to a barrage of questions that didn't make any sense. Snakes were randomly thrown into her cell at night by her laughing guards, biting her again and again, leaving dark purple wounds on her arms and legs. Finally Isabel became feverish and collapsed into unconsciousness. When she at last woke up, her mind was clear for the first time in days; the bites on her arms and legs had faded and an odd warmth spread throughout her whole body. Somehow she knew she was different, changed. Isabel walked up to the bars of her cage, took a deep breath, and squeezed right through. Several days later, she showed up out of the blue at the High Commission in Islamabad, stunning the Diplomatic Service who assumed she was dead. The full details of her capture and escape were never revealed to the press, but since her security clearance was in tatters, SIS was forced to let her go. Now out of work but possessing amazing new abilities, Izzy decided to pursue the Black Dragon on her own, determined to bring down his organization by any means necessary, though is reluctant to use deadly force. Her efforts have been fairly successful over the last three years, but she’s just discovered he’s fled to the US, to a city called Bedlam… Personality & Motivation: Most of Izzy's childhood was spent in South Asia, where she grew up around diplomats and the children of diplomats, giving her a very multicultural perspective. She's always been a team player, and though she's thoroughly competent and capable of working on her own, she misses being part of a group like she was back at uni or in the Queen's Service. Her normally outgoing attitude has been somewhat diminished by the events back in Afghanistan, especially by the changes to her physiology which have made human interactions more difficult. Her upper class manners and 'good breeding' might make people think she's a bit of a stuffed shirt, but Izzy is actually very warm and approachable once you get to know her. In her heart, Isabel is still a patriot, and the fact that monsters like Dragomirov walk the earth fill her with a cold fury. She may not be part of the SIS anymore, but she can still do her bit, which sometimes includes taking on freelance jobs for people who's problems with the criminal element that can't be solved by traditional means. Powers & Tactics: There are very few places Slither can't get into if she's really determined; between her serpentine abilities and her custom-made 'Slither suit', she's extremely sneaky and hard to pin down. If she was a more criminal mind, she'd be a highly successful thief, but she's not hurting for money and is passionate about justice. Unfortunately she is now much more sensitive to cold, and the befuddling toxin she secretes can't be turned off. Izzy's built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like. Complications: Enemy: Arkady Ilyich Dragomirov, aka 'The Black Dragon', a former member of the Spetsnaz GRU, now a metahuman gangster operating in Bedlam City. It was Dragomirov's men who captured Izzy and her team in Afghanistan, and it was during her captivity and mistreatment that her abilities first emerged, allowing her to escape. She has vowed to see him brought to justice. Pop Culture Illiterate: Growing up in the world of diplomacy and international travel, Izzy didn't have a lot of time to go to the cinema or watch the telly; besides books were far more interesting and portable. Because of this, she doesn't always get the jokes and references of more media-savvy individuals. Posh: Izzy comes from an upper class English family, attended Cambridge and speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK. PTSD: Isabel still has a lot of unpleasant memories of her captivity, leading to heightened vigilance, nervous tension and occasional nightmares. She's been seeing a therapist for over a year, but she still has a lot of work to do. Racism: Izzy’s father is Caucasian and her mother is Chinese; being a biracial child means she’s been exposed to her share of ignorance. Abilities: 4 + 6 + 12 + 6 + 4 + 8 = 40PP Strength: 14 (+2) Constitution: 16 (+3) Dexterity: 22 (+6) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 10 + 12 = 22PP Initiative: +10 (+6 Dex, +4 Improved Initiative) Attack: +5, +10 Melee (+5 Base, +5 Attack Focus), +5 Ranged Grapple: +23/+25 (+10 Melee, +6 Grappling Finesse, +7 Elongation [+2 if using Addl. Limbs]) Defense: +12 (+6 Base, +6 Dodge Focus) Knockback: Saves: 0 + 7 + 6 + 8 = 21PP Toughness +8 (+3 Con, +5 Defensive Roll) Fortitude +10 (+3 Con, +7) Reflex +12 (+6 Dex, +6) Will +10 (+2 Wis, +8) Skills: 80R = 20PP Acrobatics: 4 (+10) Bluff: 6 (+10) Computers: 2 (+5) Diplomacy: 6 (+10) Disable Device: 7 (+10) Drive: 1 (+7) Escape Artist: 7 (+13, +20 w/ Elongation)* Gather Information: 6 (+10)* Knowledge: Current Events: 2 (+5) Knowledge : Streetwise: 2 (+5) Languages: 7 (Cantonese, English [native], French, Hindustani, Japanese, Mandarin, Pashto, Russian) Medicine: 3 (+5) Notice: 8 (+10) Search: 3 (+5) Sense Motive: 8 (+10) Sleight of Hand: 4 (+10)* Stealth: 4 (+10)* Feats: 24PP Attack Focus 5 (Melee) Benefit: Ambidexterity (Hands and feet) Benefit: Wealthy Connected Defensive Roll 5 Dodge Focus 6 Equipment 1 Evasion Grabbing Finesse Improved Grab Improved Grapple (free w/ Additional Limbs) Improved Initiative Improved Pin Skill Mastery* (Escape Artist, Gather Information, Sleight of Hand, Stealth) Uncanny Dodge Well-Informed Equipment: 1PP = 5EP Binoculars 1EP Commlink 1EP Handcuffs 1EP Lockpicks 1EP Multi-tool 1EP Powers: 2 + 10 + 7 + 2 + 8 = 29PP Additional Limbs 2 (Both Legs) [2PP] Drain Wisdom 10 (Extras: Poison, Flaws: Permanent) [10PP] Elongation 7 (500 feet) [7PP] Super-Movement 2 (Slithering, Trackless) [4PP] Device 2 (Slither Suit; 10PP Container; Flaws: Hard-to-Lose) [8PP] • Concealment 4 (All Visual Senses, Flaws: Blending) [4PP] • Immunity 1 (Cold environments) [1PP] • Super-Movement 2 (Wall-Crawling 2) [4PP] • Super-Senses 1 (Low Light Vision) [1PP] Drawbacks: (-6) = -6PP Vulnerability (Cold Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] Weakness (Cold environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Drain Touch DC 20 Fort Drain Abilities 40 + Combat 22 + Saving Throws 21 + Skills 20 + Feats 24 + Powers 29 - Drawbacks 6 = 150/156 Power Points
  6. Player Name: Thunder King Character Name: The Tattered Man Power Level: 8/11 (150/177 PP) Trade-Offs: None Unspent Power Points: 27 In Brief: A murdered police officer, saved and empowered to save Bedlam. Residence: A cheap motel in Downtown Bedlam Alternate Identity: John Smith Identity: Secret Birthplace: Milwaukee, Wisconsin Occupation: Freelance and under the table work Affiliations: None Family: None he associates with Description: Age: 33 Gender: Male Ethnicity: Caucasian Height: 5'9" Weight: 185 Eyes: Gray Hair: Brown John's appearance varies by which face he's wearing, but his default appearance is of a man of average height and build, with a handsome but otherwise nondescript face. His hair is neatly trimmed and his face is clean shaven. He deliberately picked this face to make himself appear as bland and as uninteresting as possible, to make it easier to fade into crowds and keep his head down. John's costume is an old, tattered coat that's somehow connected to his powers. Despite being tattered and worn, it keeps him warm, and any further damage seems to somehow repair itself. With it, he wears a simple pair of black khaki pants, worn old boots and gloves. All in plain earth tones of black and brown, with a plain black cloth mask over his eyes, forehead and nose to stop 'John Smith' from being recognized. Power Descriptions: John is empowered by ghosts. He's stronger, tougher, and more perceptive than he once was. He can change his appearance to look like one of the ghosts did in life. He heals much faster than an ordinary person, and he can tap into the memory of places and objects that are associated with death. The visions he receives in this way, however, are often jumbled and twisted by emotion. History: He was born Stephen Chambers in Milwaukee, Wisconsin. He was an only child, raised by neglectful and abusive parents. His teenage years were full of anger, strife, and bad choices. However, sometime during high school he resolved to make something of himself. He emancipated himself and worked his way through college, trying to make a difference, wanting to be a cop. He served in Milwaukee for a time, and felt good about his life and the choices he made. Then, he transferred to Bedlam. He was in over his head and failed to see the warning signs. He knew Bedlam was bad, but he was unprepared for the scope of the corruption. He learned, though, six months into it. He was betrayed by someone he called a friend, and kidnapped. He saw things he shouldn't have seen. They dragged him out to an old abandoned lot and put two bullets in him, then buried him. Something about the gun or their aim went bad, because as bad as it hurt, he wasn't dead. The old lot was full of ghosts, the spirits of the slain. All the people who had been disposed of there over the years. They found him, clinging to life, and they concocted a plan. They poured power into him, supernatural, spiritual energy. They healed him, they strengthened him. They taught him a lot of what they knew about Bedlam, but the long years of haunting made much of their advice and knowledge incomprehensible. He doesn't quite know how long he was buried, some of his own memories were lost in the shuffle. He knows he was buried in autumn, and awoke in winter, and he doesn't quite know why. He dug himself out of his grave and discovered he was wearing a tattered old long coat, which he did not remember owning or wearing. He found himself some contacts for under the table work, and a motel that takes cash but doesn't ask questions. He introduces himself as John, John Smith, to all who ask. However, when rumors started up of a crazed man in an old coat sticking his nose in where it didn't belong, the rumors called him the Tattered Man. Personality & Motivation: Despite what happened, John's attitude hasn't gotten much worse. He's bitter about what happened to him, but he tries not to let it tear him apart. Whatever else happened, he's still alive. He feels that his newfound powers are more blessing than curse, because now he can fight Bedlam's corruption with the benefit of total anonymity. Powers & Tactics: John hits hard and moves fast, using basic self-defense techniques simply and efficiently. He can survive more than an ordinary person, but knows his limits. Therefore, he takes advantage of the environment and never fights fair when he can avoid it. Complications: Amnesia: There are some details about his former life that are fuzzy, up to and including the identities of his own attempted killers. He has most of the skills and knowledge that he used to have, but some of the minutae of his personal life remain a mystery. So Many Faces, So Little Time: John can change his appearance, but has a specific set of appearances he can take on. This means he has to be careful which faces he shows to whom, and can be caught if he's not careful. I am John Smith: John has no family, no friends, no support network, no job, and no real home. If it can't be done with cash or haggling, he can't do it. Through a Glass, Darkly: His postcognition is the ability to see visions of deaths in an area or on an object. However, this is done through the eyes of those who experienced it, either the killer, or the slain. What he sees is usually twisted and strange, difficult to understand and heavily influenced by emotional states. He has to parse what he sees and interpret it, and these interpretations are not perfect. Abilities: 4 + 8 + 6 + 8 + 4 + 6 = 36PP Strength: 14/26 (+2/+8) Dexterity: 18 (+4) Constitution: 16/22 (+3/+6) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 6 = 16PP Initiative: +8 Attack: +8 Melee, +5 Ranged Grapple: +16 Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed Knockback: -4 Saving Throws: 2 + 2 + 3 = 7PP Toughness: +8 (+6 Con, +2 protection) Fortitude: +8 (+6 Con, +2) Reflex: +6 (+4 Dex, +2) Will: +5 (+2 Wis, +3) Skills: 104R = 26PP Acrobatics: 6 (+10) Computers: 4 (+8) Disable Device: 6 (+10) Disguise: 2 Escape Artist: 4 (+4) Gather Information: 8 (+12) Intimidate: 8 (+11) Investigate: 8 (+12) Knowledge (Civics): 6 (+10) Knowledge (Current Events): 6 (+10) Knowledge (Life Sciences): 6 (+10) Knowledge (Streetwise): 6 (+10) Medicine: 4 (+8) Notice: 8 (+12) Search: 8 (+12) Sense Motive: 6 (+8) Stealth: 8 (+12) Feats: 24PP Attack Focus (melee) 3 Beginner's Luck Dodge Focus 5 Elusive Target Fearless Hide in Plain Sight Improved Disarm Improved Initiative Improved Throw Improved Trip Luck 2 Move-by Action Power Attack Quick Change Takedown Attack 2 Uncanny Dodge (Audio) Powers: 6 + 12 + 2 + 4 + 2 + 2 + 3 + 10 = 41PP All Powers are of the magic descriptor Enhanced Constitution 6 (to 22) [6PP] Enhanced Strength 12 (to 26) [12PP] Leaping 2 (x5; running jump 90ft; standing jump 45 ft, high jump 22 ft)[2PP) Morph 2: Broad Group (The dead buried in the abandoned lot) [4PP] Protection 2 [2PP] Regeneration 2 (Injured 1/5 minutes) [2PP] Speed 3 (50 mph, 440 ft. per move) [3PP] Super-Senses 10 (Accurate Audio, Darkvision, Postcognition) [10PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Toughness Damage (Physical) Totals: Abilities (36) + Combat (16) + Saving Throws (7) + Skills (26) + Feats (24) + Powers (41) - Drawbacks (0) = 150/177
  7. Dr. Rosa Thorne Power Level: 8/10 (173/200PP) Unspent Power Points: 27 Trade-Offs: None In Brief: One's an Occult Scholar the other a down on there luck private investigator, who happens now to share the same body. Together they fight the forces of the occult! Alternate Identity: Dr. Thorne, Occult Detective (Public) Birthplace: Milwaukee, Wisconsin Occupation: Former Occult Scholar, Private Investigator Affiliations: Black Rose Detective Agency Family: Phillip Thorne (Father), Rhosyn Thorne (Mother), Anissa Thorne (Sister) Description: Age: 26 (DoB: 1990) Gender: Female Ethnicity: African-American Height: 5'3" Weight: 140lbs Eyes: Brown Hair: Black Rosa has never been one to worry about her figure though she has always been active enough that she's never gotten too large, though she still has some curves about her. Likewise, she tends to wear only a little makeup, enough to allow her natural beauty to shine through. Countering this though Rosa has never had a day when she felt she should dress casually, still dressing even now as if she is about to go to a days work. Of the two of them, she's the one most likely to wear a sensible trench coat, if the weather calls for never as any kind of fashion statement. History: Rosa’s father had always told her that she could achieve anything that she could set her mind, something she’d taken to with some gusto. Whilst other followed the exploits of the brightly colored superhero’s Rosa was drawn to lesser known, but no less fascinating, exploits of those that fought the forces of the supernatural. She devoured every report and story of such thing, even sneaking into movies on such themes even if they were well above her age. A smart capable girl turned into an even more capable young woman who with a keen intellect had managed to gain an education at an early age in every field of occult studies, despite no magical talent of her own. She eagerly looked forward to a fruitful career in academia sharing thoughts and idea’s among her intellectual peers. Unfortunately for her many in the field where quite conservative in outlook not ready to listen to someone as young as she was, especially one of her gender and a few unfortunately of her race. Despite this, she soldiered on not willing to surrender so easily to those who wanted to put her down, instead of putting her efforts in pure academic research more and more esoteric subjects. But even she had days when despair would get the better of her and on one fateful occasion, she meets someone who would change her entire life. After one especially draining conference lecture, where her rather elegant discourse on a very poorly known aspect of occult lore had been dismissed out of hand by her audience, she was approached by a man with a literal Faustian pact. She of cause knew of him, the infamous Mr. Infamy, and in normal circumstance would have been fascinated to have the chance to talk to such a renowned occult figure of mythic proportions. But that day she was angry, tired and had maybe one too many whiskeys already and was more than willing to complain to him about how hard it was to get the kind of respect she was after in a field dominated by men. Rosa couldn’t remember exactly what she’d ask for but to the best of her knowledge if must have been something about being able to compete on an equal footing with men. When she awoke the next day she was in for a shock as the face she saw in the mirror wasn’t her own but of an older white man. And she wasn’t alone for now she was sharing her consciousness with that of the bodies original occupant, Liam Conners. Rather calm for such a momentous event the two of them quickly reached an uneasy peace and with a little investigation it was discovered that they could easily shift between the forms of Liam and Rosa. Such a victory was quickly tempered by another rather less pleasing revelation Dr. Rosa Thorne apparently had never existed all her documentation, achievements and right now more importantly saved money had vanished overnight. All they had to their name was a few dollars and a Private Investigation license to operate in a city that Rosa had never even heard of, that of Bedlam. Despite all this, both of them weren’t willing to give up completely and with Rosa help they managed to subtly alter the kind of business the now rebranded Thorne Investigations would deal with, a cesspool of a city like Bedlam tended to draw the worst of Supernatural entities something calling for their rather unique skills. Personality & Motivation: Rosa might be an excellent scholar but she isn’t exactly a people person she often crotchety and rude to people and tends to treat everyone like she’s the smartest person in the room, which to be fair in many situations this is true. It’s not helped by the fact that she’s extremely strong-willed and stubborn to a fault. She also has a very nasty habit of keeping things to herself only reluctantly revealing information when push comes to shove, not that she’s withholding information to herself she just want to wait until she has all the information to hand to come to a conclusion. Sometime the drive to discover the truth of a certain supernatural event or creature will overcome the necessity of dealing with said problem. Despite sometimes not seeming to care Rosa is a very passionate believer in helping people in trouble, making the city better by saving the souls (sometimes literally) one person at a time. Any friends she has are vanishingly rare since “moving” to Bedlam, lovers are nonexistent, very few can see beyond the hardened shell to the actually quite kind and generous person that lives under all that baggage. Powers & Tactics: If she can help it Rosa isn't really a fighter, that Liam's job, and will happily allow others to fight her battles for her. When it comes to magic matters, however, Rosa is more than happy to get involved, especially now that for some reason she can use all the knowledge she's gained over the years. She's still not one to rush into things, however, preferring to take the time to gather all the information before acting. Power Descriptions: The consciousness of Rosa are Liam are bonded together into a single entity and whilst both of them exist at the same time only one of their bodies, along with their accumulated skills and knowledge's, can be present at one time. With almost no effort they can shift between either of them, with the others mind taking a back seat to watch over and offer suggestions. With both always being active they remember everything that's happened since being bonded, through their own personalities can color their viewpoints, event prior to this are often only available when occupying that form. Whilst they have very different body shapes, and obviously, genders, the necessities of the bodies, for good and ill, are magically linked in such a way that they don’t have to make an effort to maintain both forms. This also means that if one of them get drunk or drugged the other would feel the effects and same goes for anything injuries the other might suffer. When one sleeps so does the other and as far as they can tell neither of the two consciousness's can operate independently of the other. Whilst neither of them are in a hurry to find out for certain it appears that anything specific to one form over the other does not appear to function, as far as they can tell Rosa would be incapable of getting pregnant for example. Somehow the bonding of the two has allowed Rosa to use the occult knowledge she had to collect to achieve real tangible results, but only when she's in her own form. Complications: Bedlam City Limits: Somehow her magical powers are tied to Bedlam, the further she gets from Bedlam the less her powers seem to operate. the knowledge behind the powers never, however, goes away. Never go home again: The whole world no longer knows of the existence of Rosa, including her family. But she still tries to keep an eye on them and help out where she can. Twin Shows: The transformation between Rosa and Liam is for most people completely unnoticed, they don't see the change happen just that one had left and other has taken their place. Supernatural creatures and extraordinary people, including but not restricted to supers, will notice the transition between the two. You want to do what?: Rosa tastes are very different from Liam and sometimes tries to take over when he's doing something she doesn't like. Abilities: 0 + 4 + 4 + 10 + 10 + 0 = 28PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 16 + 8 = 24PP Initiative: +2 Attack: +8 Base Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +8 Knockback: -4 Saving Throws: 4 + 5 + 7 = 16PP Toughness: +2/8 (+2 Con, +6 [Force Field]) Fortitude: +6 (+2 Con, +4) Reflex: +7 (+2 Dex, +5) Will: +12 (+5 Wis, +7) Skills: 200R = 50PP Computers 10 (+15) Concentration 15 (+20) Craft (Artistic) 10 (+15) Drive 3 (+5) Escape Artist 13 (+15) Gather Information 15 (+15) Investigate 12 (+20) Knowledge (Arcane Lore) 15 (+20) Knowledge (Art) 10 (+15) Knowledge (Behavioural Science) 10 (+15) Knowledge (Current Affairs) 10 (+15) Knowledge (History) 10 (+15) Knowledge (Popular Culture) 10 (+15) Knowledge (Theology and Philosophy) 15 (+20) Language 9 (Arabic, French, English [Native], German, Greek, Hebrew, Mandarin, Japanese, Latin, Russian) Medicine 5 (+10) Notice 10 (+15) Search 10 (+15) Sleight of Hand 8 (+10) Feats: 12PP Artificer Dodge Focus 4 Eidetic Memory Fearless Luck 2 Ritualist Second Chance (Concentration) Well-Informed Powers: 6 + 21 + 8 + 8 = 43PP Force Field 6 [6PP] Magical Knowledge 8 (16PP Array; Feats: Alternative Power 5) [21PP] Base Power: Damage 8 (Mystical Blast; Extra: Range) [16PP] Alternate Power: Clairvoyance 8 (Sight beyond sight, 2000 miles) Alternate Power: Exorcism 8 Alternate Power: Nullify 8 (Dispel Magic, 80 ft radius) Alternate Power: Obscure 8 (Mystical Darkness, 80 ft radius, 1,000 ft) Alternate Power: Snare 8 (Mystical Snare, 80 ft range) Morph 4 (Twin Souls, single appearance Feats: Innate, Metamorph, Subtle 2) [8PP] Super-Sense 8 (Magical Awareness - Mental Sense [Accurate, Acute, radius, Ranged]) [8PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Dispel Magic Ranged DC 18 Willpower Nullify Exorcism Ranged DC 18 Willpower Banish Mystical Blast Ranged DC 22 Toughness Damage Mystical Snare Ranged DC 18 Reflex Snare Totals: Abilities (28) + Combat (24) + Saving Throws (16) + Skills (50) + Feats (12) + Powers (43) = 173/200 Power Points
  8. Player Name: tv50watcher Character Name: John Blake Power Level: 10 (150/152PP) Trade-Offs: -5 Attack / +5 Damage -5 Defense/+5 Toughness Unspent Power Points: 2 In Brief: By day, he is a normal teenager mostly, just super strong. By night, he becomes a nigh unstoppable juggernaut. Residence: Freedom City Base of Operations: Freedom City Catchphrase: Ready to hear my ROAR?! Alternate Identity: The Gargoyle Identity: Secret Birthplace: Freedom City Occupation: Unemployed Affiliations: Claremont Academy Family: Annabelle Blake (Mother), Randy Blake (Father, dead, left when he learned his kid was a mutant) Description: Age: 16 (DoB: 2000 July 7th) Gender: Male Ethnicity: Caucasian Height: 5'5" (6'5" while transformed) Weight: 150 pounds (750 pounds while transformed) Eyes: Blue Hair: Blonde When not transformed, he looks like an average kid, maybe even below average. His muscles are not very prominent, just toned, and he's even a bit short. Once transformed however, his muscles typically rip right through any clothing he might have on, and his height jumps an entire foot. He looks grey, almost made out of stone, and but his voice remains the same, so he tends to try and change it on his own, creating a kinda gravelly deep voice. He has draconic-like wings and his eyes remain the same, but even his hands grow claws, his feet become like talons and he grows a tail. History: John Blake was never ordinary. When he was born, they figured out he was a mutant pretty quickly when he lifted the couch because he wanted to go underneath it as a small baby. This was very unusual as no one in his family ever had had powers, or even been a mutant, but he was completely natural. On the age of 16 however, he changed even more, as his full mutant power revealed itself, and he transforms into The Gargoyle, a beast of near unstoppable power. The only problem? If caught out in daylight, John Blake discovered he turns to stone, very breakable stone, for the entirety of the day if caught out as the Gargoyle. He before this had never been a hero except in rare circumstances because while he himself is rather vulnerable, and not terribly strong. Stronger than most, but not strong. He was always unable to help because of how easily he knew he could get hurt, and he knew he couldn't leave his mother alone. He then went on to become a superhero of the night, unwilling to before because he needed to stay alive for his mother, but given his new powers, could not resist the call for help, remembering how many times he could've used someone to help him, but people walked away anyway. Now he stalks the night, and goes to school by day where he's known for being the rather dorky kid actually, on account of sitting out during gym and otherwise just allowing bullies to walk over him. One of the stranger things about him though is that because of the short amount of time he has available to him while as the Gargoyle, he tends to lose most of his limitations, the amount of adrenaline coursing through his body forcing him to do SOMETHING physical while he is transformed, so he tends to go superheroing. He was more recently approached to enroll at Claremont Academy, and since it is what he wants to be, a superhero, he accepted. However, both him and the headmaster did not tell him mother it was a superhero academy. He keeps a secret on his powers anyway because he's used to it having had 16 years of conditioning to not use his powers while untransformed, but it's also simply wanting to go unnoticed. You do not be cardboard and tempt fire to attack you, you hope the fire doesn't notice you. And that's why he tries to not reveal himself. Personality & Motivation: John Blake is under his normal ego, a rather meek kid, kinda shy and refuses to do physical activities outside of possibly running around the track. He will confront bullies from beating up or otherwise harrassing other kids, but he will never raise a finger to help himself from those same bullies. However, while as The Gargoyle, he will confront any evil he sees, making sure to keep the innocent safe. If ever his Gargoyle form should not work, he will keep himself alive above all else, for the fear of what his death would do to his mother, but he may be willing to sacrifice himself anyway because he has never been able to fully look away from a call to help. He has just simply been conditioned to stay away from fights while not transformed. Powers & Tactics: He will for the most part punch and claw something. If that doesn't work, he'll try using his increased mass and high flying speed to gain even more momentum for an attack. Eventually, he thinks anything will fall to his fists. Complications: Wings: His wings can be bound up or otherwise incapacitated. If done, he cannot fly at all until he recovers his wings. Identity: Secret to his mother and most people, he does not like broadcasting that he has powers Sunlight: If caught in sunlight in his Gargoyle form, he will turn to stone until night falls again upon his form. This stone is no harder to break than concrete. If one were to destroy say his arm, it would remain destroyed when he turns back to normal. Even going back to his human form would have this arm lost. Same for any part of him. He can perceive things the same way a comatose man can, very rarely and not very well. And if one were to damage what would become a vital area of him when he turns back, or otherwise breaks the stone? He will remain stone, and he will be dead, even gluing him back together will not reverse his death. Bully Magnet: For whatever reason, people love bullying this guy. Maybe they know they can get away with it, or maybe they just like it. Wherever he goes, bullies inevitably follow. Abilities: 6 + 6 + 14 + 2 + 2 + 0 = 30PP Strength: 16/26/40 (+3/+8/+15) Dexterity: 16/20 (+3/+5) Constitution: 24/34 (+7/+12) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 8 + 4 = 12PP Initiative: +3/+5 Attack: +4; Melee +5 Grapple: +14/+19/+21 Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -3/-13 Saving Throws: 1 + 0 + 4 = 5PP Toughness: +15/+7 (+12/+7 Con, +3 Protection [Impervious 8]) Fortitude: +13/+8 (+12/+7 Con, +1) Reflex: +9/+7 (+5/+3 Dex, +4) Will: +1 (+1 Wis, +0) Skills: 52R = 13PP Acrobatics 4 (+7/+9) Bluff 7 (+8) Climb 10 (+13/+18) Concentration 1 (+2) Escape Artist 3 (+6/+8) Notice 8 (+9) Search 8 (+9) Stealth 2 (+5/+7) Survival 9 (+10) Feats: 5PP Untransformed: Attack Focus (Melee) 1 Dodge Focus 3 Luck 1 Transformed: Distract (Intimidate) Fearless Improved Grapple Takedown Attack Weapon Break Powers: 82 = 82PP Alternate Form 16.8 (Gargoyle Form) [82PP] (Mutation) Enhanced Traits 24 (Strength 10, Dexterity 4, Constitution 10) [24PP] Enhanced Feats 5 (Distract (Intimidate), Fearless, Improved Grapple, Takedown Attack, Weapon Break) [5PP] Density 7 (Used to Stone; +14 strength, Weight multiplier: x5; Extras: Duration[Continuous]; Flaw: Permanent; Immovable 2, Impervious Protection 3, Super Strength 2) [21PP] Super Senses 5 (Gargoyle Senses; Darkvision, Scent [Accurate]) [5PP] Additional Limbs 1 (Gargoyle Tail; Feats: Improved Grapple) [1PP] Flight 5 (Gargoyle Wings; 250 MPH) [10PP] Impervious Toughness 5 (Form of Stone; total Impervious 8) [5PP] Immunity 11 (Tough Like Stone; Ballistic Damage, Disease, Poison, Sleep, Starvation and Thirst, Suffocation (All)) [11PP] Drawbacks: -3 = -3 Action 3 (Full Round Action) [Alternate Form Transformation] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18/30 Toughness Damage (Bludgeon) Totals: Abilities (30) + Combat (18) + Saving Throws (5) + Skills (13) + Feats (5) + Powers (82) - Drawbacks (3) = 150/152 Power Points
  9. Player Name: MBCE Character Name: Kwame “Hammer” Harris Power Level: 10 (150/166PP) Trade-Offs: -2 Attack / +2 Damage, -4 Defense / +4 Toughness Unspent Power Points: 16 In Brief: Powerhouse that loves to showboat. A member of The Ultimate Wrestling League (UWL) Residence: Theater District Base of Operations: Theater District Catchphrase: “Time to knock some sense inta ya!” “It’s Hammer Time!” “Time for the main act!” Alternate Identity: The Hammer Identity: Public Birthplace: Chicago Occupation: Wrestler Affiliations: UWL (Freedom City Ultimate Wrestling League) Family: Older sister and younger brother living in Chicago. Description: Age: 35 (DoB: July 15, 1981) Apparent Age: 35 Gender: Male Ethnicity: African-American Height: 5’11” (180cm) Weight: 265lbs (120kg) Eyes: Brown Hair: Black but keeps he’s bald. Kwame is pure muscle. Unlike most powerhouse heroes, Hammer still looks relatively normal. If anything, he seems like a very dedicated bodybuilder, which he is. Power Descriptions: Hammer’s powers are manifested by pure muscles. He uses his superior strength to augment his wrestling fighting style. Having just recently gained his powers, Hammer has yet to learn how to use his powers in the traditional "powerhouse" fighting style. Instead, he uses his strength to power his devastating wrestling moves to great effect. It won't be long before life in Freedom city teaches him how to more effectively apply his great strength to helping the citizens of the city. History: Kwame Harris always wanted to become a wrestler. He grew up watching various wrestlers both in person and on TV. To fulfill his dream, he began working out to get his body into peak shape. He slowly began to gain a following in the wrestling world, but then Freedom City announced the newly formed Ultimate Wrestling League. Kwame saw the league as the next evolution to his dream. There was only the simple problem that he lacked any superpowers to allow him to compete in the league. Kwame didn't let that stop him. He began looking for ways to gain powers. Through his studies, he learned that some meta-humans gained their powers from manipulation of their basic genetic makeup. Kwame learned there were a number of drugs in the city that could enhance him. After a few months of fruitless pursuit, Kwame came across a shady dealer offering a drug guaranteed to give him enhanced powers. Kwame paid the large sum of money for the drug and returned home. Since he was unsure of the effects of the drug, Kwame made sure to take a leave of absence from his wrestling duties. Kwame took the drug and it had an immediate effect upon him. Unfortunately, it was not the intended effect as his hair fell out and he experienced constant pain. For months Kwame found himself restricted to his apartment as his body began to adapt itself. Now that his body has adapted to the changes, Kwame has moved to Freedom city to join the Ultimate Wrestling League. Personality & Motivation: Kwame sees Freedom City as the biggest stage to perform upon. With the large number of heroes and villains, the city has become a larger version of the Wrestling federation he once was a member of. Since his powers placed him in a league above the other wrestlers, he has turned his sights to becoming the greatest hero in the city. Now he can strive to become a star in the world of Heroes. Hammer is loud and friendly. He usually has a smile upon his face. Outwardly, his whole persona is way over the top but when he’s alone, a lot of his bravado disappears. Kwame is always acting in front of people. The act along with his powers tends to lull his adversaries into underestimating just how devious he could be when it counted. Powers & Tactics: Hammer is first and foremost, a showman. He likes to build up tension when he finds himself in a fight going so far as to fake the results of a blow. He starts by weakening his opponents with standard punches and kicks. From time to time, he places his foe into a submission hold. These holds vary depending on the area he wishes to weaken; leg locks are used to weaken a foe's ability to avoid attacks (vs Reflex), body locks to weaken a foe's ability to resist damage by applying pressure to nerve points (vs Toughness), arm locks and shoulder stretches are used to soften up the foe's ability to resist physical pain (vs Fortitude), and headlocks are used to rattle a foe's mental stability by inflicting pain directly on the head (vs Will). When he has his opponents on the ropes, he often uses that time to strut around getting any witnesses hyped up before delivering his finishing move, Hammer Down, a modified version of the Superman Punch. Hammer also likes to taunt his opponents throughout fights, treating his encounters as a typical wrestling match. Hammer uses his Eye rake as a means to further weaken his opponent as well as a way to escape grapples of other fighters. Hammer has taken his skills at wrestling to the streets. His punches and kicks are all signature wrestling moves. A suplex here, a drop kick there, are all ways that Hammer damages his opponents. It's when he goes for his special moves that things get interesting. Eye Rake: Hammer drags his fingers across an opponent's eyes, blinding them. [Dazzle visual] Hammer Down: Hammer's finishing move. After weakening his opponent, he poses slightly before performing a leaping attack. As he comes down, he he hits with his hands clenched together. His momentum and excessive strength increases the changes of a critical hit. [Damage (PF:Improved Critical 2)] HKO: aka Hammer Knockout is a modified version of RKO. Hammer leaps towards the opponent and grabs the opponent's head in a ¾ facelock while parallel to the ground, and then slams the opponent's face to the ground in a cutter. [Stun] Submission Move: Hammer likes to toy with his opponents. He quickly grapples whomever he is fighting and using his superior strength, weaken their ability to resist his attacks. [Drain any one save] Complications:  Got to keep the fans happy: Hammer is always putting on a show. He likes to get bystanders involved and would easily allow for an opponent to regain their senses instead of quickly finishing them off. The World’s a stage: Hammer tends to make sure that any possible witnesses know that he is around. This has lend to situations where deliberately announce his presence instead of using stealth. Secret: As a role-model for young kids, Hammer has to keep the true origin of his powers a secret. I’m no chicken: Hammer can’t back away from a challenge. Abilities: 8 + 2 + 6 + 0 + 2 + 4 = 22PP Strength: 18/34 (+4/+12), effective Str 69 Dexterity: 12 (+1) Constitution: 16/38 (+3/+14) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 6+ 12 = 18PP Initiative: +1 [+1 Dex] Attack: +8 Melee (+3/ Attack Focus(melee) +5), +3 Ranged Grapple: +27 [atk (8)+Str (12)+Super Str (7)+Size (0)] Defense: +6 (+6 Base), +3 Flat-Footed Knockback: -12 [Impervious Toughness 10] Saving Throws: 0 + 5 + 5 = 10PP Toughness: +14 (+14 Con, [Impervious 10]) Fortitude: +14 (+14 Con, +0) Reflex: +5 (+0 Dex, +5) Will: +6 (+1 Wis, +5) Skills: 44R = 11PP Bluff 6 (+8) Intimidate 6(+8) Knowledge (Current Events) 4(+4) Knowledge (Life Sciences) 6(+6) Perform (Acting) 6(+8) Profession (Wrestler) 10(+11) Sense Motive 6(+7) Feats: 11PP Assesment Attack Focus (Melee) 5 Fighting Style: Wrestling 5 [Chokehold, Improved Grab, Improved Grapple, Improved Pin, Power Attack] Powers: (All biological, Origin: Experiment) 22 +16 +7+10+4+2+17 = 78PP Enhanced Constitution 22 [22pp] Enhanced Strength 16 [16pp] Drain (Any one Save) 6 (Various submission holds;Feat: Slow Fade 1;Flaw: Requires Grapple) [7pp] Impervious Toughness 10 [10pp] Leap 4 (x25 -- running long jump 550ft, standing long jump 275ft, high jump 137ft) [4pp] Speed 2 (25 mph/ 200 ft per Move action)[2pp] Super Strength 7 (effective Str 69; Hvy Load 179 tons; Feats:Alternate powers 3) [17pp] AP: Damage 12 (Hammer Down; PF: Improved Critical 2) {14/14pp} AP: Dazzle (visual) 12 (Eye Rake; Extra: Linked [Damage]; Flaw: Range (Touch)) + Linked Damage 12(Extra: Linked [Dazzle]{12/14pp} AP: Stun 7 (HKO) {14/14pp} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Dazzle Touch DC 22 Reflex/ DC 27 Toughness Renders all visual senses useless/ Damage Drain Grapple DC 16 Fortitude Drains any one Save Grapple Touch DC 27 Damage (Physical) Hammer Down Touch DC 27 Toughness Damage (Physical) [Crits 18-20] Stun Touch DC 17 Fortitude Dazes or Stun on failed save Unarmed Touch DC 27 Toughness Damage(Physical) Totals: Abilities (22) + Combat (18) + Saving Throws (10) + Skills (11) + Feats (11) + Powers (78) - Drawbacks (0) = 150/166 Power Points
  10. The Reducer (John Blake) Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: none In Brief: High schooler with shrinking powers Alternate Identity: John Blake (Public) The Reducer (Secret) Birthplace: Chicago, IL Occupation: Currently Unemployed Affiliations: None Family: His mother, Annabelle Blake Description: Age: 16 (DoB: 2000 Gender: Male Ethnicity: Caucasion Height: 5'5" Weight: 150 Eyes: Blue Hair: Blonde Wears a t-shirt, typically anime related, most especially Dragon Ball Z shirts, with blue jeans and some red and white shoes. He tends to hide his muscles with slightly baggier shirts than most History: John was a fairly normal guy, attended school, made jokes, passed all of his classed with A's as his most abnormal feature. One day, he noticed he woke up in his bed near an inch tall. He obviously freaked out a moment before finding out, he could control this power. He mostly has practiced his control with this power, to learn best how he could help people, but often times feels his power only limits him, not makes him stronger. Tries to keep his superhero life separate from his regular life. Personality & Motivation: For now, he just wishes to help people, but is unsure how to, leading him to freeze up when he sees crime, unsure how to help with his ability to shrink Powers & Tactics: (42 PP) Shrinking 19 (normal strength extra) (Subtle 2 extra) He tries to essentially be a bouncing bullet, but has learned to be able to apply his strength, and later, even his speed and durability to his shrinking power. Power Descriptions: His shrinking is exceptionally subtle, as it can happen in the blink of an eye to any size, and pop back just as quickly. He does retain his strength, durability and speed at this size nowadays Complications: Inferiority: Feels his power is underwhelming and can freeze up when needed to fight Abilities: 13 + 15 + 10 + 15 + 15 + 15 = 83 PP Strength: 23 (+6) Dexterity: 25 (+7) Constitution: 20 (+5) Intelligence: 25 (+7) Wisdom: 25 (+7) Charisma: 25 (+7) Combat: 0 + 0 = 0PP Initiative: +7 Attack: +8 Melee, +9 Ranged +8 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Grapple: -9 Knockback: +2 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +5 (+5 Con, +0) Fortitude: +5 (+5 Con, +0) Reflex: +7 (+7 Dex, +0) Will: +7 (+7 Wis, +0) Skills: 84R = 21PP Acrobatics 8 (+15) Bluff 15 (+22) Climb 7 (+13) Computers 1 (+8) Concentration 0 (+7) Diplomacy 9 (+16) Disguise 0 (+7) Drive 1 (+8) Escape artist 12 (+19) Gather Info 12 (+19) Handle Animal 0 (+7) Intimidate 0 (-1) Notice 7 (+14) Ride 4 (+11) Search 7 (+14) Sense Motive 0 (+7) Stealth 1 (+24) Survival 0 (+7) Swim 0 (+6) Feats: 6 pp Normal movement Normal Toughness Teamwork 1 Hide in Plain Sight Attack Focus [Melee] 1 Assessment Equipment: 0PP = 0EP Powers: 42 + 0 + 0 = 42PP Shrinking 19 (Mutant Shrinking; Extras: Subtle 2, Normal Strength, Feats: Normal Movement, Normal Durability) [42 PP] (Mutant) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Totals: Abilities (83) + Combat (0) + Saving Throws (0) + Skills (21) + Feats (6) + Powers (42) - Drawbacks (0) = 150/150 Power Points
  11. Player Name: Macabreengel Character Name: Mason Akers Power Level: 10 (150/153PP) Trade-Offs: None Unspent Power Points: 3 In Brief: He is a college student with a bleeding heart and a cursed bloodline that allows him to tap into arcane power. Residence: His condo in the North End. Base of Operations: Same as his residence. Catchphrase: N/A Alternate Identity: The Sidhe Identity: Secret Birthplace: Creede, Colorado (Denver) Occupation: Student Affiliations: Family: Hank and Cheryl Akers Description: A shorter, lanky college kid. Usually in jeans and an oversized t-shirt. Age: 19 (DoB: September 9, 1996) Apparent Age: Same as age. Gender: Male Ethnicity: Caucasian (English heritage) Height: 5'8" Weight: 150 lbs Eyes: Hazel Hair: Light Brown, Shorter Power Descriptions: Mason's powers come from a century long pact between his family and The King on the Yellow Crowned Hill, a Fae (Fae in the style of Dr Strange and Mr Norell). The pact allows him to draw power directly from the Realm of the Fairies, which lets him ignore the whole hand waving and mumbling thing. There are other complications as well (See complications). History: Hundreds of years ago, Mason's family had dealings with the Fair Folk on the British Isle. Whether they were cursed or blessed is hard to determine. The family has a mystical nature, giving them access to certain powers and magic, but they also are unable to have more than one child. When the family left the British Isles for the new world, the Fair Folk took it as an insult. The Akers family has been on the run/hiding ever since. Hank Akers inherited most of his wealth and increased it slightly by expanding on his father's land deals in the west. He has focused most of his arcane study on keeping his family hidden from the Fae interests. When he met Cheryl Brewer, he put her through the general tests to see if she was open-minded enough to deal with his family's predicament. Things turned out well and not too long later, Mason was born. Mason Akers was an average country kid. He got good grades, enjoyed hiking and snowboarding, and played too many video games. He learned of his family's secret at 12 and started his study of magic at that time. Besides his extra studies, he had an average childhood. His parents were a little extra paranoid around the internet, but there was no avoiding it. He played some sports: Cross Country mainly, but dabbled in soccer, football, basketball, and others. The first real trouble came when he wanted to go out of state for college. After 6 months of arguing, it was finally agreed that he could go to Freedom City University. His parents got him a condo, which his father protected, and gave him a protective ring along with the usually send-off. Personality & Motivation: In many ways, Mason is an average college student. He goes to class and does his homework. Occasionally he decides to sleep through an early morning lecture. He gets good grades but more because of intelligence than hard work. He goes to parties on occasion and has a show or two that are guilty pleasures. He enjoys spending most of his free time outside, however, particularly in more rural landscapes. Some of his parents' paranoia has rubbed off on him, but for the most part he feels the threat is overblown. Mason has a hard time stomaching human suffering, especially of innocents. Thinking about the plight of refugees or targets of hate crimes really gets him worked up. Mason is motivated by the fact that he is capable of stopping people's suffering. He also wants to prove to his parents that it is possible to make the world a better place without being killed or taken by the King on the Yellow Crowned Hill. Powers & Tactics: Mason tends to scout areas from home using Astral Form. In confrontations he tries to use snare and let the police catch the troublemaker. Complications: Hunted: The King on the Yellow Crowned Hill is still trying to hunt down Mason's family to end the line. If Mason uses too much magic in a scene, or in front of too many witnesses, Fae loyal to the King might show up and try to detain him. They would want to bring him back in chains to their master. Fay Pact: Mason is not Fae, but the source of his powers are. Many faeries are unable to lie, although they will mislead through technicalities and such. If Mason tries to use magic to break his word, it will fail for the scene. If he breaks his word without magic, any spells he casts for the rest of the scene will try to enforce his promise. (After promising not to hurt someone, a suspect gives up. He could let one of his friends hurt the suspect or he could cast snare. If he tried to cast blast on the suspect, it would miss. If he stabs the suspect then tries to teleport away. The teleport would change to a heal spell, then his magic would fail for the rest of the scene. Attempts to cheat the system fail at best and backfire at worst.) Cold Iron Allergy: If bound in cold iron (true iron, not iron alloys, etc), his magic is completely suppressed. Abilities: 0 + 4 + 2 + 8 + 10 + 8 = 32 PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 20 (+5) Charisma: 18 (+4) Combat: 8 + 8 = 16 PP Initiative: +1 Attack: +4 Melee, +10 Ranged Grapple: +4 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -0 Trade-Offs: None Saving Throws: 5 + 6 + 5 = 16 PP Toughness: +10 (+1 Con, +9 [Force Field]) Fortitude: +6 (+1 Con, +5) Reflex: +8 (+2 Dex, +6) Will: +10 (+5 Wis, +5) Skills: 44R = 11 PP Acrobatics [2] (+4) Bluff [2] (+6) Computers [1] (+5) Concentration [5] (+10) Diplomacy [2] (+6) Drive [1] (+3) Gather Information [2] (+6) Knowledge: Arcane Lore [7] (+11) Knowledge: Cosmology [3] (+7) Knowledge: Current Events [3] (+7) Knowledge: Pop Culture [2] (+6) Notice [4] (+9) Search [3] (+7) Sense Motive [4] (+9) Stealth [2] (+4) Swim [1] (+1) Feats: 18 PP Dodge Focus 6 Ranged Attack Focus 6 Wealthy (1) Ritualist Artificer Trance Headquarters (10 EP) +Size: Tiny (-1) +Toughness 15 (2) +Concealed (X3) +Laboratory +Library +Living Space +Seurity System (X2) +Workshop Powers (Magic): 6 + 43 + 8 = 57 PP Super Senses Rank 3 (Magic Awareness; Extras: Extended 1, Radius 1, Ranged 1) [6 PP] (Mental, Magic) Magic Rank 16 (32 PP Array) [43 PP] (Magic) Base Power: Illusion 8 (Affects all senses) {32/32} (Magic) Alternate Power: Astral Form 6 (Astral Projection) {30/32} (Magic) Alternate Power: Blast 10 (Magic Missiles; Extras: Auto Fire; Feats: Split Attack 2) {32/32} (Magic) Alternate Power: Communication 14 (Mystical Message; Extra: Area; Feats: Dimensional, Selective, Subtle 2) {32/32} (Mental, Magic) Alternate Power: Concealment 7 (All Visual, All Hearing, Standard Smell; Extra: Affect Others, Area; Feat: Close Range, Selective) {30/32} Alternate Power: Emotion Control 10 (Charm; Feat: Subtle 2; Capped by PL) {22/32} Alternate Power: ESP 10 (Sight and Hearing; Feats: Subtle 1) {31/32} Alternate Power: Exorcism 10 (Capped by PL {20/32} (Magic) Alternate Power: Healing 10 (Extra: Total) {30/32} (Magic) Alternate Power: Move Object 10 (Extra: Damaging; Feat: Subtle 1) {31/32} Alternate Power: Snare 10 (Magic Chains; Extra: Regenerating; Feats: Reversible, Obscures Senses-Sight) {32/32} (Magic) Alternate Power: Teleport 10 (Extras: Accurate; Feats: Change Direction, Change Velocity) {32/32} (Magic) Device Rank 2 (Ring of Protection; 10 PP Container; Hard-To-Lose) [8 PP] (Magic) Force Field Rank 9 (Feats: Selective) [10 PP] (Magic) Drawbacks: DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Magical Missile Ranged DC 25 Toughness (Autofire) Damage (Energy) Snare Ranged DC 20 Reflex Snare Totals: Abilities (32) + Combat (16) + Saving Throws (16) + Skills (11) + Feats (18) + Powers (57) - Drawbacks (0) = 150/153 Power Points
  12. Psy Strike Power Level: 10 (150/151PP) Unspent Power Points: 1 Trade-Offs: None In Brief: Psychic girl discovers her mother's superhero costume after her death, decides to use her powers to help people. Fast and strong, but not smart. Alternate Identity: Rose Callux (Secret) Birthplace: Freedom City Residence: Southside, South Freedom, Freedom City Base of Operations: Southside, South Freedom Occupation: Works at local fast food joint Affiliations: None Family: No living close family; Amy Callux (Mother, deceased), unknown father Description: Age: 18 (Born 1998) Gender: Female Ethnicity: Caucasian Height: 5 ' 9 “ Weight: 190lbs Eyes: Green Hair: Short, scruffy and dark brown. Standing at roughly 5'9”, Rose looks a little bulkier than your average 18-year-old. She's quite attractive in appearance, marred only by a couple of little scars, a small one on her right cheek, and one just above her left eye, from the scrapes she's gotten into during her heroics (there are more on her body, but she's not in a rush to show everyone). She tends to dress quite casually, in t-shirts and jeans and trainers, usually in non-branded ones (they're cheaper, after all). Her costume is a fairly simple spandex bodysuit covering everything below her neck. It is a deep purple colour on the body, with a lighter purple on the legs, and comes with a purple domino mask. It's a little worn out, and the colours have faded slightly. History: Raised by her mother, Amy Callux (her father left when she was a couple of years old), in a small house in Southside, Rose's powers started to manifest at age 6 when she levitated the tv remote over to her when she wanted to change the channel. Amy couldn't afford to send her somewhere or pay for someone to train her power set, so she decided to do it herself, in her back garden or wherever she could find space. Rose was far more interested in training than any academic study, but she was never good at that anyway, so it didn't bother her. In school, she used her powers subtly and tried to go unnoticed (but couldn't resist using them to get on the gymnastics team). She was also naturally very sociable and outgoing. Her life changed when, one night, local mob boss Eddy Garcia broke the front door down and shot Amy right there in front of poor Rose. She tried to fight back using her powers, but he shrugged off her punches and threw her to the ground, laughing as he just walked away. Orphaned at age 12, the police came to take her statement and agreed to put her into foster care, but nothing happened. Maybe a file went misplaced, maybe something worse happened, but they didn't come back to put her in another home. She quietly dropped out of school, and still no-one came to even check on her. She was well and truly alone. Over the next few years, she did what she could to survive. She spent a lot of her time during the day begging (and pickpocketing if she really needed it), and on a night she'd train hard. When she was 16, she managed to get a job at a fast food place. A little later that year, looking through her mother's bedroom, she pulled the right book out of her bookcase and the whole thing span around. An awestruck Rose discovered that, on the other side was a superhero costume! Alongside it was a note, addressed to her. “Dear Rose, if you're reading this it means you've discovered it by accident. I planned to give you it for your eighteenth birthday, along with an explanantion. See, back in the day, I was a superhero. I didn't do much – I mostly operated on Southside, helping random people and foiling the odd robbery – but I helped people. I think you could take on that legacy too, help those who can't help themselves, which is why I took the time to train you. I think you should be the next Psy Strike. I love you more than anything, Rose. Signed, Amy. PS: Try and act surprised when I show you the costume, please.” Overcome with emotions, she did the only thing she thought she should – try the costume on. It fit her well, and from then on, she did the same thing her mother did – help those in need of it, even if it was just in the little corner of the world she knew. Personality & Motivation: Rose is a cheerful, outgoing girl with an optimistic outlook on life and humanity as a whole, despite her childhood being stolen from her. She's very confident in her abilities (almost to the point of cockiness), and will use them however she can to protect the average person. She enjoys a good fight, and is motivated by a strong moral compass and desire to help and save people. She tends to be distrusting of authority, however, especially the police, and can be far too quick to rush into battle when she sees wrongdoing. Powers & Tactics: In a fight, Rose tends to hit hard and fast. When fighting a group, she'll use stealth and intimidation to her advantage before knocking down as many of them as she can as fast as she can. One on one, she'll charge in and start smacking people around before they can fight back on any real level. While she does have ranged options, and limited usage of her telepathy, she prefers to fight up close and personal, unless the situation absolutely needs her to hang back. Power Descriptions: Her psychic powers are mutant in nature, but her movement, dexterity and strength come from her using her psychic abilities rather than due to something inherent to her genetics. When she's not using her powers subtly, they have a golden look to them – for example, her Strikes are done by covering her fists in transparent golden energy, and using them to carry something heavy gives her a golden aura around her. Complications: Wealth – Struggling: Finds it difficult to make ends meet, but at least she still owns her home. Responsibility - Job: She has a job, and it is quite important to her that she keeps it considering her financial situation. If she keeps disappearing on the job, she's gonna get fired. Mistrust of Authorities: Due to her past, and the way she fell through the system, she's gained an apprehension towards trusting authority figures, especially police officers. If someone tries to pull rank or speak from a place of authority, she's going to be openly wary of them. Enemy – Eddie's Mob: Rose has a reputation amongst the Southside crime syndicate that killed her mother as being dangerous to their plans, mostly by virtue of operating in the exact area they work. They know her secret identity, too, as they were familiar with her mother, who used the same costume. Can't Drive: Growing up poor, her mother didn't have a car, so she hasn't the faintest clue how to drive one. Abilities: 2 + 6 + 2 + 0 + 6 + 4 = 20PP Strength: 18/12 (+4/+1) Dexterity: 22/16 (+6/+3) Constitution: 12 (+1) Intelligence: 10 (0) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 8 + 12 = 20PP Initiative: +10/+7 Attack: +10 Unarmed, +8 Melee, +4 Base Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +16 [Super-Strength] / +13 [Move Object] / +11 Knockback: -5/-2 Saving Throws: 5 + 5 + 3 = 13PP Toughness: +10 (+1 Con, +6 Defensive Roll, +3 Protection) Fortitude: +6 (+1 Con, +5) Reflex: +11/+8 (+3 Dex, +3 Enhanced Dex, +5) Will: +10/+6 (+3 Wis, +4 Enhanced Will, +3) Skills: 40R = 10PP Acrobatics 4 (+10) Bluff 2 (+5) Climb 2 (+6) Concentration 6 (+9) Intimidate 4 (+7) Knowledge (Streetwise) 4 (+4) Language (English [Native]) Notice 5 (+8) Sense Motive 5 (+8) Stealth 4 (+10) Sleight of Hand 4 (+10) Feats: 19PP Attack Focus [Melee] 4 Attack Specialization [Unarmed] 2 Defensive Roll 3 Distract [Intimidate] Dodge Focus 3 Grappling Finesse Improved Initiative Improved Trip Trance Takedown Attack Weapon Bind Powers: 6 + 6 + 4 + 4 + 3 + 7 + 4 + 10 + 24 = 68PP Enhanced Strength 6 [6PP] (Telekinetic) Enhanced Dexterity 6 [6PP] (Telekinetic) Enhanced Will 4 [4PP] (Psionic) Enhanced Movement Array 1 [2PP Array, Feats: Alternate Powers 2] [4PP] (Telekinetic) BE: Leaping 2 [x5, Running Long Jump 100', Standing Long Jump 55', Vertical Jump 25'] {2/2} AP: Speed 2 [20 MPH / 250' per Move Action] {2/2} AP: Super Movement [Slow Fall] {1/2} Protection 3 [3PP] (Telekinetic) Super Senses 7 [Mental; Danger Sense, Mental Awareness 2, Uncanny Dodge, Accurate 1, Extended 1, Radius 1] [7PP] (Psionic) Super-Strength 2 [Effective Strength 28, Heavy Load 1200lb] [4PP] (Telekinetic) Telepathic Array 4 [8PP Array, Feats: Alternate Powers 2] [10PP] (Psionic) BE: Communication 3 [Feats: Subtle 2] {8/8} AP: Illusion 5 [Visual, Auditory; Feats: Progression, Flaws: Phantasms, Limited (One Subject)] {6/8} AP: Mind Reading 8 [Mental] {8/8} Telekinetic Array 10 [20PP Array, Feats: Alternate Powers 4] [24PP] (Telekinetic) BE: Move Object 5 [Telekinesis; Strength 25, Heavy Load 800lb, Extra: Range [Perception], Feats: Precise, Subtle, Split Attack] {18/20} AP: Trip 10 [Telekinetic, Extra: Range [Perception]] {20/20} AP: Strike 10 [Telekinetic, Extra: Penetrating] {20/20} AP: Strike 10 [Telekinetic, Extra: Autofire] {20/20} Drawbacks: (-0) + (-0) = -0PP Total: 20 (Abilities) + 20 (Combat) + 13 (Saving Throws) + 10 (Skills) + 19 (Feats) + 68 (Powers) – 0 (Drawbacks) = 151 PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage [Physical] Move Objects Perception Opposed Grapple Check Pinned/Bound Trip Perception DC 20 Strength/Dexterity Trip Penetrating Strike Touch DC 25 Toughness Damage [Physical] Autofire Strike Touch DC 25 Toughness Damage [Physical]
  13. Rosethorn Power Level: 10 (150/156PP) Unspent Power Points: 6 Trade-Offs: None In Brief: Lonely goth girl becomes natures champion Theme Song: VNV Nation - Illusion Alternate Identity: Lillian “Lilly” King (Secret) Birthplace: Thornwood, Oregon Base of Operations: Claremont Academy Occupation: Student Affiliations: Claremont Academy, The Court of Leaves Family: Julia and Adam King (Mother and Father) Description: Age: 16 (DoB: 9th october 2000) Gender: Female Ethnicity:Caucasian Height: 5'5 Weight: 110lbs Eyes: Green Hair: Black Lilly is a slender young woman with long black hair and pale skin. Her fashion sense leans more towards gothic, preferring black dresses, plenty of silver jewelry and any footwear that can add even the slightest boost to her height. In costume Rosethorn wears a dark green and black bodysuit with a red rose printed on the right side, fishnet sleeves and black gloves. A dark red mask helps hide her identity. Power Descriptions: Lilly is imbued with power from a high ranking spirit in the Court of Leaves. She can rapidly grow nearly any form of plant life she can think of from nearly anywhere and guide them into any shape she wills. From pheromone-laced flowers to thorn covered vines and carnivorous plants. She does seem to lack the power to animate or directly control them after growing them though. She has also gained enhanced strength, durability and the power to regenerate wounds thought photosynthesis. History: Lilly grew up in Thornwood, Oregon. A small town who's only notable feature was the incredibly dense forests surrounding it. More interested in fairy tales and stories as a kid rather than playing with others. Daydreaming rather than talking. As she grew older her interests became a bit darker. Horror movies, dark music and occult titbits from the internet became items of an interest and even her fashion tastes began to reflect that. Her parents were not too perturbed, thinking this was just a phase teenagers went through and she was not that rebellious all things considered. Unfortunately such feelings did not transfer over to high school life. Students avoided her at best and bullied her at worst, seeing her as some witch the town always seemed to have rumours about. It often became too much for her and she willingly hid away from people in places where they could not hurt her. Her favorite was clearing in the forest that surrounded the town. It was always a calming, peaceful experience for her and at times her only escape from it all. Things were different one day. She heard voices in the woods, speaking in unison in some language she did not recognize. Against her better judgment, she went in deeper to investigate. There she found a group of women gathered in a circle chanting with a tree-like human in the center. It started to scream for help as its essence was being pulled from its body violently. What was happening was clearly not good, but Lilly was not sure what she could do. But in the end she figured she had to try something. She grabbed a fallen branch, sneaked up behind one of the women and tried to knock her unconscious. It was not enough, but it interrupted the chant and broke whatever spell was being cast. The spirit was free and went on a rampage and the witches were forced to flee for their lives The spirit then stopped and studied Lilly. She was not sure what it was about to do or if rescuing it might have been a mistake until it pointed at her and declared. “You will become our Champion.” She did not have enough time to react before before Lilly found herself engulfing in a giant flower. It was not until late in the evening she emerged changed. She stumbled home to her worried parents, who then had their feelings turn to outright panic when she accidentally grew a tree in the living room while trying to explain what happened. Searching for a way to get Lilly's powers under control, it was not long until they came into contact with the Hero Boosters Club and then the Claremont Academy in Freedom City. Personality & Motivation: The years of social isolation have had an impact on Lilly. She is rather anxious and aloof of others at first, at least until they gain her trust. Then they find out she is a lot more cheerful and pleasant, even if her interests and sense of humor leans more towards the dark and morbid. She is happy to have superpowers, yet she frets that she might do something terrible with them by accident and feels a bit lost about being the champion of some mystical entity. The past few years have left Lilly sick and tired with mistreatment and cruelty in the world. She would rather see the world become a better place and now she can do just that. Powers & Tactics: Rosethorn does not like getting in close and personal with enemies. She prefers to use her plants, spores and pollen's to keep as much distance between her and them as possible. Should anyone manage to break through these powers hoping for a harmless target will be disappointed to find that she is much stronger than she looks and is more than willing to punch anyone close to her with thorn covered fists. Complications: Overgrowth: Rosethorn does not have full control of her powers and the plant life she creates tends to cause unintentional damage. Secret Identity: Lilly tried to keep her identity secret, if only out of privacy. Something Wicked: The Coven is after revenge for Lilly's meddling and covet the power she now possesses. What the hell is that?: Lilly's lacks knowledge about her status in the spirit courts and everything tied into that. Her ignorance could lead to problems. Abilities: 4 + 4 + 4 + 2 + 4 + 2 = 20PP Strength: 30/14 (+10/+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +6 Attack: +4 Base, +10 Melee Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +12/+20 Knockback: -5 Saving Throws: 6 + 4 + 8 = 18PP Toughness: +10 (+2 Con, +8 Protection) Fortitude: +8 (+2 Con, +6) Reflex: +6 (+2 Dex, +4) Will: +12 (+4 Wis, +8) Skills: 40R = 10PP Bluff 4 (+5/+9) Craft: Artistic 4 (+5) Diplomacy 4 (+5/+9) Knowledge: Arcane Lore 4 (+5) Knowledge: Theology and Philosophy 4 (+5) Notice 6 (+8) Sense Motive 6 (+8) Stealth 8 (+10) Feats: 16PP Attack Focus: Melee 6 Attractive Dodge Focus 6 Improved Initiative Luck Power Attack Powers: 4 + 16 + 3 + 24 + 8 + 6 + 2 + 7 = 70PP Concealment 4 (Forest Cloak, All Visual. Flaw: Limited [In Vegetation]) [4PP] Enhanced Strength 16 [16PP] Immunity 3 (Plant Physiology, Critical Hits, Poison) [3PP] Plant Powers Array 10.1 (3 Alternate Powers) [24PP] Base: Paralyze 10 + Damage 0 (Toxic Thorns. Linked, Power Feats: Mighty) [21PP] AP: Snare 10 (Vines and Flytraps. Extras: Area: Shapeable. Flaws: Range (touch) Power Feats: Progression (Area) 1) [1PP] AP: Emotion Control 10 (Pheromones. Extras: Area (Cloud). Flaws: Sense-Dependent (Olfactory)) [1PP] AP: Create Object 8 (Rapid Growth. Power Feats: Innate, Precise, Progression 2. Flaws: Permanent) [1PP] Protection 8 (Lignin Skin) [8PP] Regeneration 10 (Recovery +3, Bruised 1 (1 Round), Injured 3 (1 Minute), Staggered 3 (1 Minute), Power Feats: Regrowth. Flaws: Source (Sunlight)) [6PP] Super Senses 2 (Spirit Awareness. Visual) [2PP] Teleport 7 (200 Miles, Flaws: Medium: Plants) [7PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage (Physical) Toxic thorns Touch DC 20 Will (staged) Damage (Physical) + Slowed/Paralyzed (Toxins) Vines and flytraps Area (Shapeable) DC 20 Reflex (Staged) Entangled/Bound and Helpless Pheromones Area (Cloud) DC 20 Will (Staged) Emotion Control Totals: Abilities (20) + Combat (16) + Saving Throws (18) + Skills (10) + Feats (16) + Powers (70) = 150/156 Power Points
  14. Brianna Wilks (Quickstrike) Power Level: 10 (150 pp) Brief: An 18 year old Speedster with a love for Pro Wrestling and a hatred for bullies. Catchphrase: “I’ll make this quick!” Theme: Fastest Girl Alive by CFO$ Birthplace: Freedom City. Residence: Claremont Academy. Occupation: Student/Part time Barista. Affiliation: Claremont Academy. Family: Her best friend from the Soy Mixer (The coffee shop she works at), Elaine Stein. Her family is five brothers, five sisters and her parents who live in an apartment complex to the north of the city. Description: Age: 18. Gender: Trans-Female (I’m a trans girl myself, so I like to play trans characters.) Ethnicity: Caucasian, with a British accent. Height: 5’10 Weight: 120 lbs Eyes: Blue. Hair: Light blonde. Tied into a pony tail, which hangs down to her midback. Appearance: Brianna has a few freckles doting the mid of her face, coming from the bridge of her nose to under bother of her eyes. She has two small stud earings in her ears, both having a small emerald in them (A family heirloom.) Casual: Brianna has a love for faux-leather jackets, and often incorporates wearing them in any outfit. She wears, blue frayed-edge jeans, with a pair of Uggs finishing the look. Costume: Brianna’s costume as Quickdash is a silver body-armour, with a sleek design that covers her body from her neck to feet. On the fists and wrists, there is a set of bulky bracers, which serve no practical purpose, but Brianna enjoys how they look. Her face is covered by a two-way glass visor, so that her eyes stay clean when she runs. History: Brianna grew up to a crowded family that lived in the Freedom City Lanes (An apartment block to the north of the city.) Growing up with five brothers and five sisters wasn’t easy. Neither was being the eldest of them. Still, she wouldn’t trade it for anything. She loves her family, warts and all. What she also loved was Pro Wrestling. Ever since she saw her first match on TV when she was 8, Brianna fell in love. It was only when she was 11 did she realize it was staged, but this did not deter her one bit. Her dream was to one day become a wrestler herself. “Quickstrike” was what she wanted as her Ringname. It was through learning wrestling where she met her best friend, Elaine Stein. The two of them bonded over their shared love for the sport. They soon got a job as baristas together at the Soy Grinder, a way to pay for their training. It was at a wrestling show, in which Brianna’s favourite wrestler, “Issac the Destroyer” was main eventing, where her life changed. After the show had finished, Brianna had gone to get an autograph from Issac. It was only after she got that she realized she had forgot her bag. Heading back to her seat, she saw her bag stolen. Luckily, she managed to catch site of the thief. Unluckily, he was at the door, which was too far for Brianna to catch up. Letting impulse take over, she ran to after him. And she caught him. In half a second. Turning around, Brianna saw the large smoking trails her feet had left running. The people around her couldn’t believe what they had just saw. There were Meta’s in the world, but it was still a shock to see one up close. Panicking, Brianna grabbed her bag and used her newly acquired super-speed to get back to her apartment. She stopped before her apartment, not wanting to get her family involved. She instead head to the Soy Brew, and told Elaine about what had happened. It was then that Elaine revealed a secret of her own. She used to be a ward to a low-level hero known as the Silver Wind. While Elaine possessed no powers of her own, she was a skilled fighter. Elaine revealed that she knew a place, the Claremont Academy, that could teach Brianna how to control her powers. Over the next week, Duncan Summers, the head of the Academy, cleared the paperwork for Brianna to be admitted, with Elaine’s recommendation of course. While she knows that it’s unlikely for her career as a wrestler to pan out, Brianna feels she might use the name Quickstrike after all. It suits a super-hero. Personality: Brianna is a care-free girl at heart, who lives by her passions rather than logic. She also has a barely any sense of tact, often jumping head into situations without thinking. Brianna is a huge fan of wrestling, and often uses terms from in her everyday life. Motivation: Justice and Inspiring: Brianna believes that good should be rewarded and evil should be stopped. She also believes in setting an example for others. Powers and Tactics: Brianna has rank 10 super-speed. Her way of fighting revolves around unorthodox movement, such as running on water or on walls. When the enemies are disoriented by this, she uses her speed to barrage with attacks. Power Descriptor: Brianna’s speed comes in the form of her appearing to vibrate when she moves. As she runs, there are after-images following, with the images having a blue hue. Complications: Standing up to bullies: Brianna never like people who hurt others. When she sees a bully hurting someone, she can barely restrain herself from confronting them, even if it would not be smart. Power Level: 10 (150/150PP) Trade-Offs: +2 Attack / -2 Damage, +4 Defense / -4 Toughness Abilities: 4 + 4 + 4 + 0 + 0 + 4 = 16PP Strength 14 (+2) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 14 (+2) Combat: 8 + 8 = 16PP Initiative: +2/+18 Attack: +4/+8, +12 super-speed attacks Grapple: +6/+10 Defense: +4/+12 (+4 Base, +8 Enhanced Dodge Focus), +2 Flat-Footed Knockback: -1/-3 when not flat-footed Saving Throws: 5 + 3 + 7 = 15PP Toughness: +2/+6 (+2 Con, +4 Enhanced Defensive Roll) Fortitude: +7 (+2 Con, +5) Reflex: +5/+12 (+2 Dex, +3, +8 Enhanced Reflex) Will: +7 (+0 Wis, +7) Skills: 44R = 11PP Bluff 8 (+10) Gather Information 8 (+10) Notice 10 (+10) Search 10 (+10) Sense Motive 8 (+8) Feats: 6PP Beginner's Luck Luck 3 Taunt Uncanny Dodge (auditory) Powers: 8 + 9 + 27 + 8 + 23 + 8 + 3 = 86PP Quickness 8 (x500 speed) [8PP] (super-speed) Speed 8 (2500 MPH, 250' per round, Power Feats: Moving Feint) [9PP] (super-speed) So Fast It's Awesome Array 12.5 (25pp array, Power Feats: 2 Alternate Powers) [27PP] (super-speed) Base Power: Strike 6 (lightning fast fists, Extras: Autofire 1 [8], Secondary Effect, Feats: Accurate 2, Mighty) [25PP] Alternate Power: Strike 6 (beat up a gang, Extras: Selective Attack [8], Targeted Area - Burst [8], Feats: Accurate 2, Mighty) [25PP] Alternate Power: Stun 8 (mini sonic boom, Feats: Accurate 2) [18PP] Enhanced Attack 4 [8PP] (super-speed) Enhanced Feats 23 (Accurate Attack, Defensive Roll 2, Dodge Focus 8, Elusive Target, Evasion 2, Improved Initiative 4, Instant Up, Move-By Action, Quick Change, Power Attack, Ultimate Save [Reflex]) [20PP] (super-speed) Enhanced Reflex Save 8 [5PP] (super-speed) Super-Movement 3 (water-running, wall-crawling, Flaws: Limited to while moving) [3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage Super-Speed Strike Touch DC 23 Toughness (Staged) Autofire Damage Area Strike Touch DC 23 Toughness (Staged) Damage Stun Touch DC 18 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (16) + Combat (16) + Saving Throws (15) + Skills (11) + Feats (6) + Powers (86) - Drawbacks (0) = 150 Power Points
  15. Character Name: Sha'ir the Spellsmith Power Level: PL 10/13 [180/203PP] Trade-Offs: Varies Unspent Power Points: 23 In Brief: 1-2 sentences which sum up the whole character. Residence: Lakeside, Emerald City, Oregon Base of Operations: The Library / Lakeside, Emerald City, Oregon Catchphrase: I've got a Spell for that ... somewhere. Alternate Identity: Hakim Naifeh Identity: Secret Birthplace: Santa Barbara, California Occupation: Programmer at WestRock Software Affiliations: None Family: Faiz Naifeh (Father, 60), Isra Naifeh (Mother, 58), Qamar Naifeh (Brother, 31), Lulu Naifeh (26, Sister), various other relatives Description: Age: 28 Apparent Age: Mid-20s Gender: Male Ethnicity: Arab Height: 6’1” Weight: 162 lbs. Eyes: Brown Hair: Black Hakim is an average looking man in his mid-20s. His black hair is cut short, with hints of a beard running down his jawline. Clothes-wise, Hakim does not have much of a style, usually wearing casual urban outfits, which can encompass just about anything not too extraordinary. One thing he is known for with his friends is his scarf, white and black, which he wears with just about every outfit of his. Source: Deluxe Mage: the Ascension 20th Anniversary Edition by Richard Thomas » Preview: The Ahl-i-Batin — Kickstarter As Sha'ir his outfit changes, towards a magical costume made up of his scarf, enchanted to turn into a hood and costume when pulled over his head. In this appearance, the wide hood covers his entire head, concealing everything behind a magical layer of darkness, with only green eyes, and occasionally the mouth penetrating it. The rest of his costume is best described as a somewhat tightly fit robe, in a similar white and black pattern to his scarf. It allows some freedom of movement, while still not being too loose to potentially get stuck in things. Occasionally, he will forgo this part of the costume and only wear the hood, together with his civilian outfit, or a different outfit consisting of a white t-shirt and black pants. Power Descriptions: Mage Book: The Mage Book has a simple appaearance, looking like a simple, unlabelled hardcover book. When in use, it opens and floats in front of The Spellsmith’s body, magically attached to him, in a way he can always see it. A glow, the colours changing depending on the spell in use, clearly shows its magical origins. It can be taken away, doing so requires breaking through its natural attachment, which mostly takes brute strength, or magic. Enchanted Scarf: Hakim’s white and black scarf has, over time, become somewhat of a trademark of his. When he started to dabble in enchanting, he went and enchanted it, giving it a variety of powers, the main one being its ability to transform into a full costume, triggered by simply pulling it over one’s head. The scarf can project a magical force field around it’s user and boosts the user’s defences. The scarf also has the ability to create a magical invisibility field, and by wearing it one is able to, very slowly, move through solid objects, which comes with a variety of problems. Cantrips & Spells: Sha'ir‘s spells do not have one singular appearance. Since he picks his spells from a variety of different sources and traditions, the appearance of spells can change, and reach from “traditional” hand gestures in order to create lights, to typing something with his mobile phone to reach the same effect. The same applies to the look of the spell’s effects. History: Hakim Naifeh was born as the second son of a family of Arab immigrants. His father worked for the city’s administration, his mother generally stayed home and took care of the kids. Hakim’s childhood was an average one. A sister soon joined him and his brother. The life down in Santa Barbara was good. While occasionally there were some troubles due to his parent’s heritage, all in all he never had many problems. Hakim found his passion for computers early on, his father had purchased a second one and offered the older one to his sons. School proved that Hakim was smart, and together with his passion for software in general, it meant that soon, he studied Information and Computer Science at one of California’s top universities, a scholarship paying for his education. There, he met Jamie Green, the two of them quickly becoming friends. Jamie had plans for a startup, which he would pursue after he graduated, while Hakim stayed and finished his last few remaining courses. Upon his graduation, Hakim joined his friends who had pursued their start-up plan up in the Oregonian part of Emerald City. They had already accomplished a few things, the company, creating specialized IT tools for professionals, was quickly becoming a name on the market. He moved to Emerald City, joining a few of his university friends in a shared flat. From there, he worked and the company grew. Soon, they had a proper office, and a few dozen employees, with Hakim having risen to a management position. His life was nice and average, as one day, he had just left a bar after a long night, he stumbled into an alley. While he was not sober, the strange glow emitted by a door in the alley was something he could still notice. Having grown a bit bored with office life, he decided to check further, entering through the door. The next day, he woke up in a strange looking building, a library of some sorts, with bookshelves ranging from the floor to the ceiling. While the shelves itself had been organized, there also were stacks of books scattered around, atop a few tables in the middle of the room, one of which Hakim had been sleeping on. A quick tour of the room showed that there were no doors, and all the walls were covered by bookshelves. Doing his best not to freak out, he decided to figure out the contents of the various books were. Much to his initial surprise, they turned out to be various magical instructions, scripts and manuals. Hakim had heard of magic and had made a few experiences with superpowered humans before, but this time he was right in the middle of it. Sensing an opportunity to spice up his rather boring life, he began to read into the books. After a few days, with help of the books, he could create small lights. From there, it quickly became easier. Water and food were no problems, thanks to a magical device conjuring them at intervals, so he could focus all his time on training. Thanks to the books, Hakim had purposely stayed with the more beginner level ones, casting simple spells became easier and easier. After about a week, he could cast a spell to transport himself out of the place he had been stuck in. As he’d learned from one of the books, it was a magical library, placed inside a magical pocket, consisting of just one room. Back home, Hakim’s sudden disappearance had caused some panic, with his roomates and colleagues having started a search action both online and in Emerald City itself. His sudden reappearance, knocking on the flat’s door at 4 AM on a Wednesday, caused a few questions. Not wanting to explain everything, a simple “Don’t wanna talk about it” was enough to shut down most questions. After quickly checking up with the company the next day, to prove that he was back and still alive, Hakim took a vacation. The library, as he’d started to call the magical room, still offered many secrets, and Hakim had not yet learned enough to go back to the boredom of everyday life. Over the next year, Hakim both worked and also continue to teach himself magic, managing to find a balance between the two. He started to delve into more advanced manuals, mainly enchanting, which led to him enchanting his trademark scarf. While going through the library’s stock, he came across an enchanted book, which held a variety of small and useful powers, but also allowed him to draw upon part the library’s knowledge even when in Emerald City. During this time, Hakim also started to dabble in crime-fighting, after unintentionally stumbling across a magical beast released onto the streets of Ontario, where he’d been staying for a short business trip. He started to go by the name of Sha'ir the Spellsmith when in his magical disguise. With Emerald City’s low rate of crime, especially supernatural one, there was not a whole lot to be done, but every once in a while, his involvement was required. Personality & Motivation: Hakim is a seeker of knowledge. He is constantly trying to learn new things, and has always been doing it. And now, with his somewhat recent discovery of “The Library”, there is a lot of stuff for him to learn. He greatly enjoys reading about all the different magical procedures, and then trying to get them to work, oftentimes replacing ingredients for more “modern” one. Because come on, who has frog livers nowadays? Hakim also enjoys taking a break from his “mundane” life. Sure, he has a great position at a good company, a stable income, and some prospects for his future. But, at the same time, sitting in an office all day isn’t really Hakim’s thing. Sure, he likes doing his job, but he also likes to get some change into his routine. And this change, at the moment, mainly comes from his activities as Sha’ir. Personally, Hakim isn’t that interesting of a person. He does his own thing. He likes modern art, indie music and films, and generally more obscure works of art. He is a convinced vegetarian, believing that animals deserve to be treated better. (He does like milk too much to be a vegan, though). What time he doesn’t spend at work or as Sha’ir, he can usually be found at parties, exhibitions or classical hangouts. He is not very religious, celebrating major holidays of various religions, but otherwise not participating in religious actions much, save for special occasions. He is convinced that the world can be made a better place through both actions and words, and this is his main conviction for creating the heroic persona of Sha’ir the Spellsmith, as whom he tries to do just that, and make the world better for those living in Emerald City, and wherever else fate might draw him. Powers & Tactics: Sha’ir doesn’t have any combat experience to speak of. He has only been in combat once or twice, so any combat situation will most likely cause a fair amount of stress and uncertainty. Should he ever get into combat, his main strength is his versatility. With the powers of his Mage Book backing him up, he can draw upon a large variety of spells, allowing him to find and abuse weaknesses in his opponent’s defences. As these spells do not always work as planned, some creativity is required, as he has to suddenly change his plans, something that causes problems for him. Without his book, he is much more limited, relying on only a few spells, most of which are more useful for confusing enemies rather than outright fighting them. Here, he is more likely to avoid fights when possible, using his toolset to not get caught in something he cannot handle. Against Magical Opponents, his style changes towards a more observant one, trying to learn from their own spellcasting. He is also likely to use his counterspelling, one of the things he has trained most, against these opponents, to avoid them getting any upper hand. Complications: Magical Manual Misfortune: Sha’ir’s Mage Book is the source of most of his powers. While he is able to cast a few weak spells, anything more advanced requires him to find it in his book, which is magically linked to parts of the library’s knowledge. This by itself is not much of a problem, however, the various spell instructions being transmitted through the Mage Book, can lead to spells outright not working, backfiring, or even causing unintended side-effects. Also, as he only has access to part of the library at a time, it could mean that the book is unable to bring the spell he is looking for, and he has to rely on substitutes, or does not have a fitting spell at all. Notes: When appropriate, a GM may choose to have a spell cast by Sha’ir simply not work. Spells affected by this are the ones in his book, and the ones he has access to through his Variable Power. Perhaps, it backfires in some way. Maybe it just fizzles, maybe the Damage Effect applies to somebody other than the target! Be creative! Secret Sorcerer: In a rare act of keeping with tradition, Hakim has decided to not reveal any connection between Hakim Neifeh, Software Developer and Sha’ir, Spellsmith. This ties into both his obligations as Hakim, but also any other way somebody could connect the two. For his personal sake, but also that of those who know him in either of the two forms, he keeps the two very distanced, taking great efforts to keep it that way. Meddling Middle Management: Hakim has a nice and secure position at WestRock Software, a company run by a former classmate and friend of his. He enjoys this job too, working both in his métier of programing, while also having some power as a member of middle management. This is nice and all, until suddenly there’s an important meeting he has to attend, or he is needed at a client’s headquarters to deal with potential issues. When that happens, he can’t just disappear all the sudden, there has to be a good reason for him to avoid his obligations. Some things may be able to be solved by a quick call onto his phone, but others will require his presence and full attention. And then there’s the business trips… Hermetic Hipster: Sha’ir doesn’t care about things like magical “traditions”. Just because somebody did something a while ago, does that mean he has to conform to it? He has access to a wide variety of magic, from many different sources and many different traditions, and he mixes and matches these as he sees fit, with no regards to the rules of their original source. This has multiple effects. It means that his spells may not work as intended, and simply fizzle or have an unwanted effect. On the other hand, it could also potentially make his interaction with other mages more difficult, with them looking down on him due to his lack of a tradition, and the way he handles the materials at hand with little regard and respect to their origin. Spellcasting Stipulations: Like most Mages, Sha’ir’s spell require him to do something. Due to the wide amount of sources he draws from, it isn’t simply “be able to speak” or “move your hand”. It is those, but many other things too. Some spells require him to be able to do both. For some, he only has to move, or only speak. Some have completely different pre-requisites too. This usually isn’t a problem, as he can move, speak and act freely. But, if somebody were to actually try to stop him, they could. Notes: The classical “Requires Speaking” Complication, but with added flavour! A GM can go and say that due to Sha’ir being restrained/silenced/unable to think clearly, and so on, he cannot possibly cast any/all spells. Condominium Company: Hakim shares a flat with a few of his friends, conveniently also his co-workers. This has a variety of benefits, lower rent, more social interaction, the ability to help each other with work even at home, and many more. But, for an up-and-coming superhero, it also has a variety of drawbacks. As these people are around Hakim pretty much the entire day, him suddenly disappearing will probably get their attention. If he enters his room, doesn’t leave, but isn’t in there, it's bound to raise suspicion. And if every time their friend and flatmate disappears some hero appears on the news, they will soon figure things out. Puzzling Place: Hakim has no idea what exactly the room he refers to as “The Library” is. Clearly, it is a magical archive. But, who created it? And for what purpose? Is it an ancient source of knowledge? A safe to lock away things no mage should ever know? Hakim doesn’t even remember its actual location. While it appears to be some kind of pocket dimension, it seems to be anchored to somewhere in Emerald City. Unfortunately, when Hakim stumbled across that very place, he was so drunk he doesn’t remember. And he doesn’t need to go there regardless, as his magic allows to enter and leave the room from anywhere. Hakim doesn’t really care about this much, but it is most likely only a matter of time until the origins of “The Library” will become important in his life. Abilities: 0 + 2 + 2 + 10 + 8 + 6 = 28PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Melee, +6/5 Ranged Grapple: +5 Defense: +10/7 (+5 Base, +5/2 Dodge Focus), +0 Flat-Footed Knockback: -5/3/2/0 Saving Throws: 2 + 2 + 0 = 4PP Toughness: +10/7/4/1 (+1 Con, +9/6/3 [Forcefield Effects]) Fortitude: +8/7/5 (+1 Con, +2 +2/2/1) Reflex: +7/5 (+1 Dex, +2 +2/2) Will: +10/7/4 (+4 Wis, +0 +3/3/0) Skills: 104R = 26PP Bluff 8 (+11) Computers 12 (+17) Concentration 8 (+14) Diplomacy 6 (+9) Disable Device 6 (+11) Disguise 4 (+7) Gather Information 5 (+8) Intimidate 1 (+4) Investigate 5 (+10) Knowledge (Arcane Lore) 5 (+10) Knowledge (Business) 2 (+7) Knowledge (Current Events) 4 (+9) Knowledge (Popular Culture) 2 (+7) Knowledge (Technology) 10 (+15) Language 4 (English [Native], Arabic, Atlantean, French, German, Sanskrit) Notice 8 (+12) Search 6 (+11) Sense Motive 6 (+10) Feats: 17PP Accurate Attack Artificer Distract (Bluff) Dodge Focus 2 Contacts Connected Eidetic Memory Luck 3 Move-By Action Quick Change Power Attack Ritualist Equipment 2: The Library: Headquarters (Toughness 10, Size (Huge), Features: Sealed (Pocket Dimension), Concealed Library, Living Space, Workshop (Magical), Power: Super Movement 1 (Dimensional (Library and Earth Prime), Feats: Affect Only Others; Flaws: Action (Standard Action)) [10/10EP] Powers: 30 + 12 + 17 + 3 + 4 + 1 + 18 = 85PP (Descriptor: all Magic) Mage Book (50/50PP Device, Easy-to-lose) [30PP] Enhanced Skill (Arcane Knowledge (10) [Raised to 15 (+20)], Notice 2[Raised to 10(+14)]) [3PP] Comprehend 1 (Languages: Written) [1PP] Enhanced Feat 4(Dodge Focus 3 [Raised to Dodge Focus 5], Attack Focus 1 (Ranged)) [4PP] Enhanced Fortitude 2 [2PP] Enhanced Reflex 2 [2PP] Enhanced Will 3 [3PP] Force Field 3 [3PP] Sorcery Array (26PP Array, Alternate Powers: 6) [32PP] BP: Damage 3 (Extras: Ranged, Autofire (10); Feats: Variable Descriptor 2, Accurate 1, Homing, Precise) [Applied to Damage Power] [22/26PP] AP: Damage 3 (Extras: Range (Perception), Alternate Save (Will)) [Applied to Damage Power] [26/26PP] (mental) AP: Snare 10 (Feats: Reversible, Tether, Obscures Senses (Visual, Auditory, Mental)) [26/26PP] AP: Illusion 8 ((All Senses) Feats: Progression 2; Flaws: Phantasms) [26/26PP] AP: Teleport 7 (Extras: Accurate, Portal; Feats: Change Direction, Change Velocity; Progression 3 (Size); Flaws: Action (Standard to Open(-2))) [26/26PP] AP: Move Object 8 ((STR 40 (Heavy Load: 3 tons) Extras: Range (Perception), Feats: Precise) [25/26PP] AP: Concealment 10 ((All Senses apart from Tactile); Feats: Close Range, Selective) [22/26PP] Enchanted Scarf (15/15PP Device, Flaws: Hard-to-lose) [12PP] (all Magic) Enhanced Fortitude 2 [2PP] Enhanced Reflex 2 [2PP] Enhanced Will 3 [3PP] Force Field 3 [3PP] Immunity (Suffocation) [2PP] Super Senses (Magical Awareness (Sight)) [3PP] Damage 7 (Extras: Ranged, Feats: Accurate 1, Affects Insubstantial 2) [17PP] Force Field 3 [3PP] Flight 2 [4PP] Enhanced Fortitude 1 [1PP] Variable 3 ((15PP Variable Power, Power: Descriptor (Magic), Any One Power At Once) Extras: Action (Free Action)) [18PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Damage Spell Ranged DC 22 Toughness Damage Damage Spell (Book) Ranged DC 25 Toughness Damage Damage Spell (Will) Perception DC 25 Will Damage Snare Ranged DC 20 Reflex Snare Totals: Abilities (28) + Combat (20) + Saving Throws (4) + Skills (26) + Feats (17) + Powers (85) - Drawbacks (0) = 180/203 Power Points Variable Configurations:
  16. La Gata Power Level: 10 (148150PP) Trade-Offs: -2 Toughness, +2 Defense Unspent Power Points: 2 In Brief: Legacy of 'El Gato', an Iron Age heroine thought dead; cat-woman under a mystical curse. Residence: Freedom City Alternate Identity: Camila Arroyo Identity: Secret Birthplace: Freedom City Occupation: College kid, majoring in Literature and minoring in Art Affiliations: None, for now Family: Maria Arroyo (mother, previously Maria Villagatos), Frank Arroyo (father). Description: Age: 22 (DoB: 1994) Gender: Female Ethnicity: Hispanic-American Height: 5'6" Weight: 133 lbs. Eyes: Brown (were-form: purple) Hair: Brown *picture reference pending* Power Descriptions: A fierce and agile acrobat, Camila is capable of cat-like feats of prowess. Able to leap up to incredibly far upward or forward, she's capable of slowing her falls as well as being able to dart around and across obstructions across the ground. Armed with razor-sharp claws as strong as steel, and with a body tough enough to withstand surprising amounts of abuse, her combat capabilities leave slower mooks in shock and awe. She's also a clever fighter, able to take advantage of her adversaries and set up foes for an ally's assaults. In addition, Camila also possesses the sensory abilities of a feline, able to see in poor lighting, detect through scent alone, and even react with lightning speed through a hearing-based 'danger sense'. Lastly, at least from a more 'academic' perspective, Camila's curse has inspired her to learn about the ways of the supernatural, and she possesses a tinge of magical skill and knowledge. However, almost all of these abilities come at a cost -- Camila must assume her bestial shape in order to achieve these feats; she cannot use most of them as a human! History: During the Terminus Invasion, it was thought that Maria Villagatos, the heroine known as El Gato, was killed in the battle. This, however, was not entirely true. While El Gato the superhero was eliminated, Maria survived as a result; in her death throes, her duty fulfilled according to the eyes of the gods of old in heroic sacrifice, they stripped Maria of her powers while allowing her to remain alive as a mortal. A year would pass, and the now-incognito Maria would fall in love with a man named Frank Arroyo. The two became betrothed and, as a result, Maria had a daughter named Camila. An ordinarily happy family, Camila lived a normal and quiet life with her mother and father. Sometime during Camila's teen years, however, disaster would strike. Remnants of those villains who Maria fought as El Gato had found out her secret identity, and with knowledge of Maria's true self came knocking in revenge. Injuring her father and capturing her mother, Camila was beaten profusely by the evildoers as she tried to stop the assault. Little did anyone know that the gods of old weren't quite finished with Maria and her bloodline -- before Camila knew it, she found herself in a similar predicament as her mother years prior, awaking to being covered in blood. Having been transformed into a were-cat herself by the gods, Camila gave chase and took out the hapless villains, showing amazing skill as a fighter. Frank recovered from his wounds with paramedical aid, and Maria was rescued. To this day, Camila carries on as the legacy of her mother's secret identity, referring to herself as 'La Gata'. Not nearly as bloodthirsty as her mother had been in her youth, Camila nevertheless fights the good fight against the street criminals and more between her college classes, overjoyed with her new self from the tales that Maria had told of her past. Personality & Motivation: Camila is a sharp-minded individual, a normally cheerful young lady if not a bit of a bookworm. She's not exactly the most apt at social situations with strangers, but is known to get bubbly around friends. Loyal to those she cares about, she'd defend her loved ones even if it would put her in danger. An ambitious young hero, she has a tendency to go in over her head at first, but usually falls back on her wits and willpower to prevail even when seemingly overpowered. Powers & Tactics: In combat, Camila has a bad habit of enjoying the thrill of the fight. She toys with her adversaries like a kitten with its prey, oft using her youthful personality to catch her foes off-guard, delivering powerful strikes soon after. However, she has a tendency to underestimate her foes, and without a real means of ranged attacks other than closing in with her foes, she is vulnerable to being bested by such. Complications: Keeping the Cat in the Bag: Knowing fair well that her secret identity could be dangerous to leak, Camila does her best to keep her other self hidden in public. However, if she gets too upset or angry, or is physically hurt too much... Thrill Seeker: Having lived a quiet and peaceful life prior to her first change, Camila has taken up the opportunity to do much more eagerly. There's little she's not willing to try these days, even if it can prove to be dangerous. Lycanthropy Addict: As a human, Camila sees herself as a simple girl of Hispanic descent, nothing more than a wallflower. As La Gata, however, she finds herself free to assume a whole different personality. Whether a part of her curse or this state of self-worth under it (or both), Camila can be hesitant to change back to her human shape. Abilities: 0 + 4 + 2 + 4 + 8 + 2 = 20 PP Strength: 10/18 (+0/+4) Dexterity: 14/26 (+2/+8) Constitution: 12/16 (+1/+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 12 (+1) Combat: 10 + 16 = 26 PP Initiative: +2/+8 Attack: +10 Melee (+5 Base, +5 Enhanced Attack Focus), +5 Ranged Grapple: +14 Defense: +12 (+8 Base, +6 Dodge Bonus, +4 Enhanced Defense), +6 Flat-Footed Knockback: -4 Saving Throws: 4 + 2 + 4 = 10 PP Toughness: +1/+8 (+1/+3 Con, +5 Protection) Fortitude: +7/+10 (+1/+3 Con, +4, +3 Enhanced Fortitude) Reflex: +4/+10 (+2/+8 Dex, +2) Will: +8/+9 (+4 Wis, +4, +1 Enhanced Will) Skills: 16 R = 16 PP Acrobatics 4/8 (+6/+16) Climb 4/8 (+4/+12) Craft: Artistic 8 (+10) Diplomacy 8 (+9) Intimidate 8 (+9) Knowledge: Arcane Lore 8 (+14) Notice 4/12 (+6/+16) Search 8 (+10) Sense Motive 8 (+14) Stealth 4/8 (+6/+16) Feats: 8 PP Acrobatic Bluff All-Out Attack Evasion Move-By Action Quick Change Set-Up Takedown Attack 2 Powers: 7 + 4 + 8 + 12 + 4 + 9 + 5 + 8 + 5 + 2 + 2 + 4 + 5 = 75 PP All powers have the Animal Descriptor Damage 6 (PF: Mighty) [7 PP] Enhanced Constitution 4 [4PP] Enhanced Defense 4 [8 PP] Enhanced Dexterity 12 [12PP] Enhanced Saves 4 (Fortitude 3, Will 1) [4 PP] Enhanced Feats 9 (Artificer, Attack Focus 5 (Melee), Blind-Fight, Fearless, Uncanny Dodge: Hearing) [9 PP] Enhanced Skills 5 (Acrobatics 4, Climb 4 , Notice 8, Stealth 4 ) [5 PP] Enhanced Strength 8 [8PP] Protection 5 [5 PP] Leaping 2 (70 ft Running Long Jump, 40 ft Standing Long Jump, 17 ft Vertical Jump) [2 PP] Speed 2 (25 mph, 250' per round) [2 PP] Super-Movement 2 (Slow Fall, Sure-Footed) [4 PP] Super-Senses 5 (Danger Sense [hearing], Low-Light Vision, Scent, Tracking [scent], Ultra-Hearing) [5 PP] Drawbacks: (-2) + (-3) = -5 PP Involuntary Transformation (Into La Gata when hurt or angry, Frequency: Common, Intensity: Minor) [-2 PP] Normal Identity (Must be able to concentrate, or fall to Involuntary Transformation, to become La Gata, Frequency: Uncommon, Intensity: Major) [-3 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Strike: Claws Touch DC 25 Toughness Damage (Physical) Totals: Abilities (20) + Combat (26) + Saving Throws (10) + Skills (16) + Feats (8) + Powers (75) - Drawbacks (5) = 150/150 Power Points
  17. Power Level: 12 (210/224) Unspent Power Points: 14 Trade-Offs: -5 Attack / +5 Damage; -5 Defense / +5 Toughness In Brief: A nigh-invulnerable juggernaut seeking reconciliation. Catchphrase: Theme: Playlist Alternate Identity: Joseph Walker (Public) Birthplace: Liverpool, England Residence: Liverpool, England Base of Operations: United Kingdom & Continental Europe Occupation: Shipwright Affiliations: Vanguard, UNISON Family: Step-Brother: Peter Walker Description: Age: 21 (DoB: 1996 August 2nd) Apparent Age: 20's Gender: Male Ethnicity: Caucasian Height: 9’5" Weight: 1,900lbs Eyes: Dark Brown Hair: Black History: Joseph Was born into poverty, With a neglectful father and absent Mother, Joseph was no stranger to violence and was often subject to his father's drunken rages, often finding himself locked in confined places for hours on end. It was however not to last, Worried about the tired and quiet youngster constantly turning up to school late and with myriad injuries social services soon intervened and moved the young man into protective custody and eventually into a foster home with the Walker family and though he had a loving and healthy relationship with his foster parents, his would-be brother harboured resentment for the much larger and stronger boy and the bond he shared with his father. It all came to a head one evening when, in London for a holiday the family were exposed to the Darwin X Virus, Killing both the walkers and leaving him and his brother catatonic in hospital beds. Awakening to find his adoptive parents dead and his step-brother missing without a trace, Joseph had all but resigned himself to a life of quiet solitude, returning to his job in the shipyards when his powers emerged, vastly increasing not only his mass and stature but bestowing an unearthly might and unfathomable durability upon him. Now with his great power, he seeks his last remaining relatives, the father who abused him and the missing step-brother who vanished without a trace. Personality & Motivation: Joseph is a mirthful man who enjoys beautiful women, good company and fine food and drink, though his heart is troubled with the loss of his adoptive parents and the disappearance of his step-brother he tries not to let the past control him but is prone to distraction. Powers & Tactics: As the Indestructible Dreadnought, Josephs tactics are fairly simple, he seeks to rush in and engage the biggest threat he can identify, hoping to subdue them quickly or failing that allow his allies to maneuver unhindered so they can bring themselves to bear as effectively as possible. Power Descriptions: Dreadnoughts powers are fairly subtle, save for the woosh of air betraying his incredible weight and speed when he moves he is capable of drawing on an extradimensional source of mass to add unto his own, though rather than increasing his size it adds onto his strength and allows him to perform various other tricks. Complications: Tempus Fudged it: For reasons unknown to Dreadnought he is prone to occasionally falling through time; this can remove him from play at inopportune times sometimes trapping him in the past and leading to him having to simply wait through time to the modern day and all that it entails. This is because Unbeknownst to him the strain of Darwin X he contracted is, in fact, a highly mutated one that developed trans-temporal properties from a mass outbreak in the distant future. Claustrophobia: Due to the traumatic events in his early life, Dreadnought is extremely claustrophobic, leading him to become agitated, aggressive and fearful of confined places, he may refuse to enter such places or be driven into a wild and violent panic if entrapped in such a place, lashing out with his not inconsiderable might indiscriminately. Temper: Joseph has an unhealthy level of repressed anger that he is for the most part unaware of; Abusive fathers, Neglectful mothers, Bullies and others who would abuse their position of authority or power rouse an incredible, biblical anger from Joseph Driving him into a wild rage, causing him to have psychogenic paralysis and lapses in self-control. Ready and Abel: Joseph would like very much to find and reconcile with his missing half-brother to the point of his search can distract him from more immediate problems and cause him to lose sight of other things; He is also unaware that his brother is now a powerful and villainous telepath subtly antagonizing him through unknowing agents and victims both directly and through subtle manipulations. Unfine Manipulation: Due in part to his increased bulk and strength dreadnought has all but lost the fine control of his fingers rendering him unable to write or type, use of handheld devices is all but impossible and he may drop, break or crush things he is attempting to grab if his concentration slips even slightly. Noisey: Above and beyond his vast weight and incredible might dreadnoughts mutation has made him very noisy, his booming footsteps can be heard from miles away and even normally silent actions produce a loud rumbling that can be felt blocks away. Responsibility: Joseph is the founder and main benefactor of the Ironclad charity for abused children Dreadnought is often called upon to make public appearances and represent the organization, often performing feats with his superhuman strength to raise funds for them, he also has a deep connection with his co-workers at the drydocks and the local street gangs, any one of these groups may draw the ire of his enemies or be dragged into his personal conflicts or vice versa. Easily Manipulated: Due to his fragile Psychological state, Dreadnought is easily manipulated by those with the skill in behavioural sciences, with access to his medical records there is very little that a skilled psychologist couldn't convince him of. Distrust: Due in part to his previous experiences with large organizations Joseph is distrusting of them and their representatives, feeling that they have little to no interest in the welfare of people outside of themselves or anything that doesn't fit their agenda, this can and does extend to the government and its various institutions. Codus Immortus: Having been approached my Mr. Murke in london during the victorian era about the foundation of the Codus Immortus dreadnought was rather taken with the idea and has signed on and is as such bound by the terms of the contract, affording him access to the clubs resources and the wisdom of other, older immortals it also binds him to come to those same immortals aids should the need arise, in many cases he wishes to help the clubs, patrons, though he is as bound to aid beings he would otherwise regard as enemies. Once and Future Dreadnought: In the basement of the Club immortus in soho london a large number of temporally displaced dreadnoughts slumber as they wait to return to their own eras, needless to say, a small army of nigh invulnerable juggernauts make for tempting targets for those with the means to bend them to their will, it is in part thanks to the clubs protections legal and physical as well as the secrecy and privacy it grants him, that have kept such an event from occurring, and the wise council of Mr. Murk and the other older immortals that has stayed his hands from waking future iterations of himself to attempt to learn the future and the possible ramifications of such actions have not yet been felt on the time lines, Burned to the bone: Due to being the host for a spirit of fire in the Neolithic era dreadnought now reacts to effects of the fire descriptor more strongly, his skin blackening with even the smallest brush with flames, though it doesn't necessarily cause him any more hindrance than it normally would it is unsettling to look at and in extreme cases cause him to feel psychosomatic pain and fear. rendering him frozen when confronted with sufficiently large and hot fires and rendering him dazed with pain as well as making social interactions more difficult. Abilities: 4+4+6+4=18pp STR: 30/44 (+10/17)) DEX: 14 (+2) CON: 20/36 (+5/13), INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0) Saves: 0+4+8 = 12pp Toughness: +17 (+13 Con +2 Protection +2 Density; Impervious: 10) Fortitude: Immune, Reflex: +6 (+2 Dex, + 4) Will: +10 (+2 Wis + ? Combat:: 6+6 = 12 Attack Bonus -Ranged: +2, (+3 Base, -1 Size) -Melee: +7 (+3 Base, +5 Attack Focus Melee, -1 Size) Defense: +7 (3 Base + 5 Dodge focus, -1 Size) -Flat-footed:: +1 Grapple: +29/35/40 Knockback Resistance: -17 Initiative: +2 Skills: 9pp (36 ranks) Intimidate 14 (+16) Knowledge (current events) 4 (+4) Knowledge (streetwise) 4 (+4), Language 2 (Base: English, French, German), Notice 6 (+8) Sense Motive 6 (+8) Feats: 19pp All-Out Attack, Attack Focus (melee) 5 Challenge (Fast Startle) Dodge Focus 5 Improved Crit 2 (unarmed) Move-by Action Power Attack Startle Takedown Attack 2 Powers: 11+ 14 + 16 +14 + 13 +30 + 20 + 10 + 3 + 10 + 1 = 142pp Array 5("Mass Manipulation"; 10pp array, PF: Alternate power 1)[11pp] BE: Super Strength 5 ("Muscle Mass!" +25 str: 104 effective strength, Heavy Load: 22.9 Ktons) AE: Trip 10 ("Instant gravity well" Flaws: Range (touch), Distracting Extras: Knockback, Reversed (Pulls towards Dreadnought rather than away (+0) Density 4 (+8 STR, +2 Toughness, Weight Multiplier: x2, Adds: Immovable 1, Super-Strength 1; Permanent; Innate)(14pp) Immovable 1 (Resist Movement: +4, Resist Knockback: -1; Unstoppable) Super-Strength 1 (+5 STR carry capacity, heavy load: 716.8 tons; +1 STR to some checks) Enhanced Constitution 16 (+16 CON)(16pp) Enhanced Strength 14 (+14 STR)(14pp) Growth 4 (+8 STR, +4 CON, +1 size category; Permanent; Innate)(13pp) Immunity 30 (fortitude saves) (30pp) Immunity 40 (lethal energy damage, lethal physical damage; Limited (Changes to Non-Lethal))(20pp) Protection 2 (+2 Toughness; Impervious ? (10pp) Speed 3 ("Massive Momentum" 50mph; 500ft a round) [3pp] Super-Strength 5 (+25 STR carry capacity, Effective Strength: 79, heavy load: 716.8 tons; +5 STR to some checks)(10pp) Temporal Inertia (Features 1: Unaffected by changes to the time-line, Remembers original course of events.) (1pp) Drawbacks: (-3pp) Vulnerable, very common, minor Magic (-3) DC Block Name Range DC Effect Unarmed Touch DC32 toughness Damage Instant grav Well 50ft burst DC20 Reflex Trip Totals: Abilities 18 + Saves 12 + Combat 12 + Skills 9 (36 ranks) + Feats 19 + Powers 142 - Drawbacks -3 = 210/224pp
  18. Fox

    Gremlin (PL8)

    Character Name: Alice Ishikawa Power Level: 8-13 (8.5 w/ Sneak Attack) (180/208PP) Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness Unspent Power Points: 28PP In Brief: Young sneak-thief without a sense of purpose. Residence: Bedlam. Alternate Identity: The Gremlin (pejorative) Identity: Secret-ish. Birthplace: USA Occupation: Thief. Affiliations: The Fix, assorted Bedlam criminal groups Family: Estranged (mother, father, brother). Description: Age: 21 Apparent Age: 21 Gender: Female Ethnicity: Japanese Height: 5'1" Weight: 110lb Eyes: Brown Hair: Black/Brown When she was a child, she dreamed of being the tall, classy cat burglar - elegant, curvy, and devastating. It wasn't in the cards. Alice Ishikawa is a lot of mischief packed into just over five feet of body (five feet one, she'd insist), and she manages to leverage a surprising amount of strength and stamina out of such a slight frame. A lifetime of good training and diligent attention to her health (in service to her profession) has rendered her fit, acrobatic, and flexible. As second-story work is not typically a daytime activity, her skin tends to be on the fair side, though she's somehow managed to get this far without earning many obvious permanent marks or blemishes. She keeps her dark hair short, largely for practical purposes, not coincidentally framing her delicately-featured face and complimenting a pair of equally-dark eyes that manage to be as sharp as they are playful. Her personal fashion demonstrates a fondness for old t-shirts (often of bands she's never heard play), odd accessories (apparently on pure whim), and reliable footwear (even if she could scale a building in sandals or heels)...unless she's working, in which case her clothing is close-fitting, durable, disposable, unmarked, and darkly-colored, with as much skin covered as possible and any sleeves or pant legs tied down with wrappings or tucked away where they can't interfere. History: Alice's life has been nothing if not defined by theft, even from birth. When a lab accident at Mr. and Mrs. Ishikawa's research station threatened the latter's late-term pregnancy, the over-funded and under-supervised military group in charge were only too happy to provide medical care. When their new child presented otherwise-inexplicable abilities, said group was entirely willing to take the child to a remote facility for testing...and somewhat less willing to give her back. She wasn't going to change the world, but with proper training perhaps she could have been molded into quite the asset. It was a sentiment that the criminals of Bedlam shared. When a cargo ship pushed its luck too far and fell out of local protection, its raiders expected valuables, drugs...but not a young metahuman on ice ("secured for transport", as decreased funding had called for the consolidation of various off-the-books facilities). At first she was a novelty, but once they realized what she was capable of she was a tool. Need something stolen? Send the kid to do it, worst case is she gets killed or captured...and while the former never happened, the latter became something of a game between the leaderships of the various Bedlam powers. Who's got the little gremlin now? What's she after, and what can we use her for if we catch her? Even she lost track of how many times she changed hands, but while she liked some "employers" more than others her age and upbringing left her feeling that she was without better options. Teenagers, however, are notoriously harder to control...and stealthy, teleporting teenagers doubly so. Eventually she tired of games and being ordered around and stole herself, vanishing into the city as soon as she could do so without angering anyone she couldn't handle. Since then, bereft of other purpose and knowing little else, Alice has worked freelance: if you need something stolen, if you need a sneak-thief or second-story artist, put the word out. Maybe the gremlin's bored. Personality & Motivation: Alice has few problems taking orders and frankly enjoys her work, but operating at the behest of a long series of handlers and thugs (not to mention being a constant outsider and red-headed stepchild) has left the young woman somewhat ill-equipped to pursue her own passions, if she even knew what those passions were...outside of her craft, which she continues to hold to a high (and proud) standard. She can take care of herself, but doesn't know where she fits in with the world at large. Her obedience should not be mistaken for blind servitude. She expects a certain level of disrespect and discrimination but blatant disregard for her person or autonomy will be met with sass and equal disregard for the interests of her would-be employer. Even on the job she is playful, mischievous, and impolite. Powers & Tactics: Alice is of the opinion that if fighting has started, something has gone very, very wrong and her best option is to get out of dodge. She's a reasonably-skilled hand-to-hand fighter and carries a collapsible staff for utility and personal protection, but both are weapons of last resort when working; get in, go unnoticed, and get back out - no getting caught on cameras, no getting seen by guards. If truly necessary she'll allow for the latter if it's a half-second of pre-unconscious panic as she descends on one she can't circumvent, but one of her hard rules is never, ever any killing - it invites more trouble than it's worth. Surprisingly few know about her teleportation, considering; she uses it sparingly and at some point she just became "the weirdly effective thief asset" instead of "that weird metahuman girl", especially among the lesser powers of the city. Alice prefers it that way: the fewer who know her secrets, the better they are at getting her out of trouble when she needs them the most. Power Descriptions: Alice's one and only super power opens temporary windows in space: these perfect but short-lived ellipses allow her to jump to another nearby location she can see. Complications: Family: Alice's parents don't know what came of her, but they're still out there, somewhere, and could be used as leverage. Missing Asset: It was a while ago now, but Alice was, theoretically, a military project - and likely not the only one. Records are scarce (curiously, acquiring and training children is not popular with many higher-ups who get wind of such things) but somewhere out there may exist a group or groups who'd love to reclaim their investment. Reputation: She never held membership with any of them, but many gangs and organized powers in the city at least know of 'that little gremlin', and very likely used her on a job at some point, somewhere. Opinions may vary, depending on performance and whether she was used for or against them, but among those in charge she's a known factor and her teleportation is unlikely to be a surprise to anyone very highly-placed. Sticky Fingers: Alice just...really likes taking things. She really likes taking things. Presented with the opportunity during a job, she's hard-pressed to not acquire goodies on the side if she thinks she can get away with it and it won't harm anyone she doesn't think has it coming. Teleportal: Alice's teleport is, in fact, a teleportal: she creates a window in space and either moves through it, or moves it around her. This makes it useless for getting out of grapples or bindings, as she can't be selective about what does and does not get teleported. Abilities: 4 + 12 + 8 + 4 + 2 + 4 = 34PP Strength: 14 (+2) Dexterity: 22 (+6) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +14 Attack: +12 Melee, +8 Ranged Grapple: +18 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -3/-2 Saving Throws: 5 + 7 + 6 = 18PP Toughness: +6/+4 (+4 Con, +2 Defensive Roll) Fortitude: +9 (+4 Con, +5) Reflex: +13 (+6 Dex, +7) Will: +7 (+1 Wis, +6) Skills: 156R = 39PP Acrobatics 13 (+19)SM Bluff 5 (+7) Climb 13 (+15)SM Computers 3 (+5) Concentration 4 (+5) Disable Device 13 (+16, +18 w/ masterwork tools)SM, SC Disguise 4 (+6) Escape Artist 13 (+19)SM Knowledge [Current Events] 3 (+5) Knowledge [Streetwise] 8 (+10) Knowledge [Tactics] 8 (+10) Language 2 (English [native], Italian, Spanish) Medicine 4 (+5) Notice 11 (+12)SM Perform [Dance] 8 (+10) Search 13 (+15)SM Sense Motive 5 (+6) Sleight of Hand 13 (+19)SM Stealth 13 (+19)SM, SC Feats: 43PP Acrobatic Bluff Attack Focus (Melee) 4 Attractive Blind-Fight Defensive Roll 1 Dodge Focus 2 Elusive Target Equipment 5 Evasion 2 Fast Task 2 (Feint, Trick) Grappling Finesse Hide in Plain Sight Improved Initiative 2 Improvised Tools Instant Up Luck 3 Master Plan 2 Move-By Action Power Attack Prone Fighting Second Chance 2 (Disable Device, Stealth) Skill Mastery 2 (Acrobatics, Climb, Disable Device, Escape Artist, Notice, Search, Sleight of Hand, Stealth) Sneak Attack Ultimate Effort (Stealth) Uncanny Dodge 2 (Auditory, VIsual) Redirect Equipment: 5 ranks = 25ep Binoculars [1ep] Climbing Equipment [1ep] Concealable Microphone [1ep] Knife [4ep] Masterwork Lockpicks [1ep] Medical Kit [1ep] Mini-Tracer [1ep] Night-Vision Goggles [1ep] Hideout [14ep] A forgotten and carefully-secured section of what was once an unfinished tower for high-class residents (now a mostly-empty home for squatters who don't want trouble); unremarkable and somewhat cramped, and nearly inaccessible from the outside without foreknowledge and the ability to teleport, it's home sweet home none the less. Toughness: 20 [3ep] Size: Tiny [-1ep] Features [12ep]: Communications Concealed 5 [DC +30] Fire Prevention System Gym Living Space Security System 3 [DC 30] Powers: 5+4+5 = 14PP Device 1 (5dp earbud; Flaws: Hard-to-Lose; Feats: Subtle) [5pp] Communication Link 4 (other earbuds; Feats: Subtle) [5dp] Device 1 (5dp collapsible staff; Flaws: Easy-to-Lose; Feats: Subtle) [4pp] Damage 2 (Feats: Extended Reach, Improved Trip, Mighty) [5dp] Teleport 3 (300'; Flaws: Short-Range; Feats: Change Direction, Turnabout) [5pp] Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC17 Toughness Damage (Staged) Knife Melee DC18 Toughness (19-20) Damage (Staged) Staff Melee +5' DC19 Toughness Damage (Staged) Totals: Abilities (34) + Combat (32) + Saving Throws (18) + Skills (39) + Feats (43) + Powers (14) - Drawbacks (0) = 180/208 Power Point
  19. Player's Name: Quinn Character's Name: Outlaw Power Level: 10 (150/153PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent PP: 3PP Description: Alternate Identities: Jacob Cross Identity: Public Birthplace: Hempstead, TX, USA. Occupation: Student Affiliations: Claremont Academy Family: James Cross (Father), Harriet Cross-nee-Prophet (mother). Age: 16 Gender: Male Ethnicity: Caucasian Height: 6’4” Weight: 164 lbs. Eyes: Red Hair: Auburn, occasionally on fire. Jake’s looks match the drek he’s had to deal with over the years – which is fairly sad, because if he managed to untwist his look from the near-permanent scowl on his face, he’d actually look pretty darned handsome. He’s tanned, well-muscled – plenty of work to be done around the farm, keep him from thinking too much. Clean-shaven, oddly, even with that strong chin; try as he might, he can’t seem to grow a beard. He dresses pretty plainly, for the most part – his day wear’s a pair of sneakers, blue jeans, and sleeveless shirts (since his fire spreads up from the hands when he’s really agitated, means he can usually catch it at the elbow before it lights his shirt on fire – more difficult with long-sleeves). On the job, he dresses in a costume made himself; a blue poncho with gold stylized flame embroidery, and Claremont Academy uniform pants and boots (also in blue and gold). A belt lined with energy drink cans and a brass plate vest with odd technological gewgaws lie below the poncho, as well (the closest metal he could get to the uniform color). A domino mask and bandanna (blue) hide his identity in turn, under a broad-brimmed leather hat. He’s taken to the school colors fairly well, actually. History: It’s hard to deny, and Jake really won’t even try, that the young hero’s upbringing was fairly cliché. The Cross family owned a plot of land a few miles outside of Hempstead, Texas; not very large, but good earth. A good retirement for a pair of broken-down old heroes; James Cross, alias The Silver Rider, and Harriet Cross-nee-Prophet, alias Ace High. They used to work the streets of Houston for decades, until the Terminus Invasion – as with many across America, they’d flooded with fist and courage into Freedom City, and watched the Centurion fall. In turn, they’d had their own spirits for the life of justice and freedom broken in turn; years of fighting having wore them down. They found themselves working together during the deconstruction, and eventually struck up an acquaintance – ultimately falling in love and choosing to retire together. They actually found it funny they’d never really fallen in together back home – maybe it was just the closeness of death that finally kickstarted it? Or maybe just good luck. Either way, they hung up the mask and cowl and settled down to a simpler life. For a while, at least. To a degree, they honestly didn’t expect the world would last as long as it did, after having seen what Entropy wrought. They even prepared a shelter for the inevitable next invasion…but it never came. It took almost five years for it to truly sink in to them that the world had been saved, in truth. Their neighbours picked up on the change overnight – James found in himself a new zest for improving their home, and began really turning that old house into something special; in turn, Harriet dove headfirst into the mechanics of the machines they used; using her old gadget know-how to turn their old tractor into a force to be reckoned with! The Fieldminator 7000! And, as in all things heroic, they began to notice each other more and more in…er…different ways; beyond the loving company they simply reveled in over the past five years. Took them another two before Jenny finally had a young boy – on March 16th, 2000, Jacob Cross hit the atmosphere. And on March 20th, 2000, lit it on fire. The genes were probably from Harriet’s side, they agreed. Her family had had a legacy of heroism stretching back to the founding of the ‘States, and while James had got his power from an incident with a radioactive horse, it wasn’t something likely to pass down in the family line. Still, he was their kid, even if he had a tendency to burp out a flame now and again. And hey, it meant he’d never want for protection when he grew up, right? In hindsight, the fact that the flames were black and red should have been an indication, but they were so happy with having a child to raise that they ignored it. They did ignore it, too – ignored it as he grew up a happy young boy who would run around chasing the chickens and spooking the horses, ignored it as he went to elementary school in a town a half-hour drive from the farm and showed off the fun smoke signals he could cough out after chugging down a can of Red Bull (and proceed to be hyper as heck the rest of the day), and ignored it right up until the year before he went to high school, and the wrong person heard about the color and shape of those flames. Honestly, it was nobody’s fault that it wasn’t caught sooner. They lived in a pretty rural area, and it wasn’t like the young man was going about burning down houses or causing mayhem. In fact, outside of some shows for his little friends now and again and the occasional declaration to his parents he’d grow up to be a Big Hero like them, or the famous Pale Ranger, or Adam Prophet (his mom raised him on bedtime stories about her great-great-great-great-great-etc. grandpappy), or Emily Swift (Harriet’s personal hero), or whoever had captured his young imagination at the time – he hadn’t really done much to draw big attention to himself. Which meant when a group of The Fellowship kicked in the door one August night, wanting to see if the kid was what they thought it was, it came as one hell of a nasty shock. It was an ugly fight. James and Harriet may have been retired, but they’d been prepared for a Second Terminus Invasion for years – even if they’d fallen off the wagon a few years back. They’d taught their son how to fight, too – how to throw a punch, and how to pack enough firepower into that punch to knock out a thug clean. In turn, this batch of Fellowship agents were damned determined, and they outnumbered the family five to one; sometimes T-babies didn’t want to come quietly, or accept the inevitability of their superiority over the common man. By the end of the mess, the farmhouse was in flames, both Crosses were laid out flat – thankfully alive – and Jake was thrown into the back of an old van, with a slightly singed wild-eyed zealot explaining how he was the new face of the world, how he was blessed by entropy. How they’d seen in that fight that he really was a Terminus-blessed demigod! Jake…didn’t take it well. In fact, he spat in the man’s face, swearing up and down it wasn’t true. Right up until the man lit up his eyes with the fires of Entropy, grinning. He really didn’t take that well. We’ll gloss over the finer details of the situation – the fleatrap motel they hunkered down in, the endless natter about how pleased their superior would be, how awesome it was to find a T-baby this potent, how those two idiots had looked when the door was kicked in; sure, they’d lost half their number to traps, tricks, and good one-two punches, but it was totally worth it. As soon as the teenage T-baby woke up from that catatonic trance, he’d thank them! See, Jake had also grown up knowing what made his parents quit. He knew full well what Omega was, and what he’d done to the hero of heroes. And that thought just kept going through his head, over and over – that what powered him up, that fun little flame, that he’d played with his friends with, that he’d said he was going to be a hero with, had broke his parents and killed so many people and it was in him it was in him it was in him he couldn’t control that he couldn’t use that to help people it had killed people he would kill people he was a monster. He didn’t roast them alive when he woke up, but it was a near thing. Something in him cracked when he finally came to that conclusion. His whole self, restraints and all, lit up in a pyroclasm that set the whole motel ablaze with black fire. He managed to seize some control when he heard the screaming, saw the fleeing figures, and tore the fire back into himself – but the damage was done. And when the firefighters arrived and saw him, and the cops arrived and saw him, and the press arrived and saw him, it was all over but the crying. They returned him home, eventually. After about a day of questioning, suspicion, threats, even a government agent who narrowly ended up having him assigned to some kind of project and a whole lot of supervision – but when his mom came in and hugged him and told him everything was going to be alright, and his dad nearly threw that suited clown out, well…he didn’t quite push them away, but he mutely went with them. Even started to think it wasn’t all bad. First year high school was all that bad – started to feel like he was on a roller coaster, actually. Huge up, then the plummet, and man did it go downhill fast. The press had had a field day with the ‘Dangerous Terminus Child’ living on the ‘Death Ranch’, how he’d only narrowly escaped arrest and censure because of his ‘age’ and how his parents had ‘refused comment’ on how he was going to be kept safe and away from ‘normal’ people. He didn’t get pushed around, mind – when you have to wear a limiter vest (supplied by his mother, who still had the gift), and can still light things on fire with your mind, that’s something nobody’s likely willing to risk – but a guy can feel pretty lonely when nobody’s wanting to even say word one to you. And teachers, well, they have to help you – that’s in their job description – but them throwing shifty eyes to any doorway or window when you start to back-talk and shuffling sideways like they’re about to run; that can wear a teen down pretty fast too. Ultimately? He started skipping more often than going. Then he started running with a rougher crowd that liked what he could do. Laughed when he breathed some sparks, or blew smoke outta his nose, making people jump or run. Didn’t last long, though, when they started to flinch when his temper got up and his arms started to light up. And he wasn’t bad enough to go looking for a gang – even with all that’d happened, his parents still raised him right, damnit. He just finally sort of gave up the whole idea of being anything more than a delinquent. Not quite a bad guy, he couldn’t make that leap; but smoking behind the school, sneering when people flinched, slouching in the back of the classroom – he just gave them what he expected to see. Broke his parents’ hearts to see it, though – least until they got a call from a very concerned citizen in a city they’d been to once or twice… They packed him up with a costume, a letter, a corned beef sandwich for the trip, and a long explanation – one he didn’t quite buy. A new school. Several states away. They weren’t getting rid of him, but he couldn’t learn and grow here, not as things were. There – things would be better. He could be his own person, instead of what they saw or thought. He had family there, old family, who would help him out – the Prophets still had relatives there who knew and loved him, even without meeting him. He could still be a hero, if he tried. It scared them, more than anything else, what might happen to him; but they knew he needed it. Even if he didn’t think he did. So Jake, sixteen, gruff, surly, fearful of himself, and entirely too stuffed to the gills with teenage angst, was sent off to Claremont Academy, Freedom City. He kept the costume – even if he chucked the sandwich halfway through the bus trip and bought a burger instead. Didn’t quite take the original name he’d planned for himself, though. If Claremont wanted him to try to be a hero; and he was still hesitant, a T-baby would never make a good Marshal. But an Outlaw… Personality & Motivation: Outlaw/Jake’s a teenager at odds with himself. Granted, that’s not exactly news to any high school guidance counselor or psychologist, but in his case it’s a bit more literal. Moreso if there are any flammable objects around. To the average eye, he’s a surly teenager. He talks back, he slouches, he acts grumpy, and his whole demeanor screams “I am a porcupine. Come close and I will poke you.” He acts this way. If you managed to crack his shell, though, you’d find Jake to be a passionate, even hot-tempered young man. He wants to do, to be, to act – very much like the fire in his belly. He doesn’t want to sit back there and growl at people – he wants to be the life of the party, to pull off little party tricks and make people laugh, to see someone smile at him, and be able to smile back. Make people happy, more than happy. He grew up with parents and stories of men and women who made the world a better place, and he wants to live up to that, more than anything. He is this way. Power Descriptions: Jake’s not a subtle teen when it comes to slinging his power. When he lets rip, it’s with gouts and jets of black and red entropic fire – used to be he thought that was special and fancy, now he almost hates to see it. Came to terms with that, at least, a while ago. Still, there can be some variation in it – for his basic blasts he generally indulges in the old Western standby of a finger gun from the hip (he takes what fun he can get) – those blasts being thin and precise, along with fast and rapid-fire. In close-range, not near as elegant, just an open palm, fist, or foot covered in fire to the tender bits; his mom taught him how to fight close-up. For the bigger blasts, his gestures get larger and more elaborate; hence the poncho (he needs the arm room) – his biggest being just one great big fireball hucked with both hands. He vastly prefers to avoid doing that, though. In a pinch he can light his whole self up – but he didn’t make a habit of that until he got the morphic molecule costume. As it stands, he’s managed to develop a defensive blaze that intercepts shots or simply discourages them through heat. Same color, but in twisting loops around him. Even worked out a neat trick of using fire blasts through the feet to fly. He actually cracked a smile when he learned how to do that. Powers And Tactics: If it’s one thing Outlaw’s tactical doctrine espouses – it’s caution. Which comes as a fairly difficult thing when the angrier you get, the more likely you are to burst into flame. In truth, if he had his druthers, he’d only ever fight close-in with bare-knuckles, and save the fire for non-living targets. He generally opens with that, in turn; punching with point-blank low-power blasts in each fist. Escalation of force is a principle he’s drilled into himself over and over again since he was told he could learn to be a hero at Claremont, and he’s one he’s determined to stick to – possibly to an unsafe degree. Still, he’s not a complete pacifist. If the enemy isn’t going to go down with a few punches, and he knows he’ll get turned upside-down getting in close, he’s got no problems with taking to the air and letting rip with precision long-range shots. Even then, though, he’s sometimes a bit too careful about lining up that shot to make sure it won’t really hurt… Complications: Burn It To The Ground: Problem with being a fire controller with control issues is it’s real easy to accidentally spook and/or cook your neighbours if you aren’t careful – that’s why he wears the vest. It’s like a big warm heavy metal snuggie that protects him and everyone around him, except when it doesn’t. A GM may offer a Hero Point when the actual nullifier effect of the vest is damaged – under those circumstances, all of Outlaw’s powers immediately gain the Uncontrollable Flaw, and may backlash on him (Immunity does NOT apply in this situation). Figured You Out: Let’s face it. T-Babies do not have the best press in the world – and when your reveal as a T-baby was in a paroxym of terror and self-hatred that nearly burned down a motel (no fatalities, thank God) and throwing around one of man’s most primal fears (FIRE BAD), that doesn’t do wonders for your image when the newshounds start working you over. GMs may offer a Hero Point when the bad press from Outlaw’s kidnapping influences someone’s actions or decisions toward him. Saturday Night’s Alright For Fighting: Which leads to the third part of Outlaw’s problems. He’s got…temper issues, sometimes. He’s handling it, at least, and it helps that he knows the consequences of letting off the leash – but sometimes if he gets real mad, it’s hard to think straight; and then the fire starts creeping up his arms before he knows what’s going on. Even the Nullifier Vest can’t keep it down when he’s that hot under the collar. A GM can offer a Hero Point when Outlaw’s anger issues cause him to do something that makes the situation worse – or force him to try and cool himself off when he really should be getting angrier. Rockstar: Besides being a bit of a caffeine addict, there is a reason Jake keeps multiple cans of sports and energy drink close to hand. See, the trouble with slinging a lot of power is you can get exhausted quickly - and when your power is fire and heat, sometimes you need to refuel. He's found different substances help, energy drinks to provide a jolt and a bit of extra flame when he's feeling low, and sports drink when the sheer heat began to dehydrate him. A GM may offer a Hero Point to force him to take a turn refueling or rest up - or even stop one of his powers cold - or have him actually run out/forgot his supplies. Gotta Be Somebody: And then there's the unfamiliarity problem - let's face it, despite his gruffness and attempts at worldliness, Jake's not exactly a big city kid. He grew up surrounded by cornfields, barnyard animals, and assorted back roads - not the gleaming silver spires that make Freedom City the city of the future! More often than not it's easy for him to get surprised or even overwhelmed by the sheer scope and mass of daily life in Freedom City; thank heaven Claremont's campus is, for the most part, fairly sedate and quiet. Right? A GM may offer a Hero Point when his unfamiliarity with the big city can cause trouble - whether not knowing roads or directions, or being distracted at an inopportune moment by something completely out of his experience. Edge Of A Revolution: Jake once saw a play in-city, and a line from it’s stuck with him for years since. “And therefore, since I cannot prove the lover / to entertain these fair well-spoken days / I am determined to prove a villain / and hate the idle pleasures of these days.” If the world thinks he’s a loose cannon waiting to go off? A delinquent and thug? A nascent monster who can’t be trusted? Well, he’s tried long enough to change minds, and got sand kicked in his face for it. A GM can offer a Hero Point when Outlaw’s bitterness causes him to act gruff and mean instead of trying to reach out. Abilities: 0 + 0 + 4 + 0 + 0 + 6 = 10PP Strength 10 (+0) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 16 (+3) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4, +8 energy attacks Grapple: +4 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -1, -6 w/ Force Field Saving Throws: 6 + 8 + 7 = 21PP Toughness: +2/+12 (+2 Con, +5 Force Field [Impervious 5], +5 Protection [Impervious 5]) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+0 Dex, +8) Will: +7 (+0 Wis, +7) Skills: 40R = 10PP Concentration 10 (+10) Handle Animal 3 (+6) Intimidate 12 (+15) Notice 10 (+10) Sense Motive 5 (+5) Feats: 11PP Accurate Attack Dodge Focus 4 Fast Task (Startle) Improved Initiative Precise Shot Luck 2 Startle Powers: 42 + 12 + 8 + 10 + 10 = 82PP Heartburn Array 18.5 (37pp array; Power Feats: 3 Alternate Powers, Accurate 2) [42PP] Base Power: Blast 12 (Feats: Variable Descriptor, Extras: Autofire) [37PP] (Fire/Entropy) (Fire Bolts/Punches) Alternate Power: Blast 10 (Feats: Variable Descriptor, Penetrating 3, Knockback 3, Extras: Area - Burst) [37PP] (Fire/Entropy) (Fireball) Alternate Power: Fatigue 12 (Feats: Variable Descriptor, Extras: Ranged) [37PP] (Heat/Entropy) (Heat Blast) Alternate Power: Strike 9 (Feats: Variable Descriptor, Extras: Aura, Duration 2 - Sustained) [37PP] (Fire/Entropy) (Fire Aura) Flight 6 (500 MPH) [12PP] (Foot Jets!) Armored Nullifier Vest (10 pp Container; Flaws: Hard-To-Lose) [8 pp] Protection 5 (Extras: Impervious) [10 PP] Force Field 5 (Extras: Impervious) [10PP] (Entropic Aura) Immunity 10 (all fire effects) [10PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage Aura Touch DC 24 Toughness (Staged) Damage Blast [Autofire] Ranged DC 27 Toughness (Autofire, Staged) Damage Blast [Burst] Ranged DC 22/27 Reflex (Area)/Toughness (Staged) Damage Fatigue Ranged DC 22 Fort (staged) Fatigued/Exhausted/Unconscious Abilities (10) + Combat (16) + Saving Throws (21) + Skills (10) + Feats (11) + Powers (82) - Drawbacks (00) = 150/153 Power Points
  20. Lou Lubrano: Hitter Power Level: 8 [Without Powers] / 10 [With Powers] / 13 (180/217PP) Unspent Power Points: 37 Trade-Offs: +2 Attack / -2 Damage [Without Powers], -2 Defence / +2 Toughness [With Powers] In Brief: Contender, cop, criminal, concrete. Theme: Push + Pull by July Talk Alternate Identity: Lou Lubrano (Secret) Birthplace: Stark Hill, Bedlam City Base of Operations: Converted Warehouse Occupation: Hitter Affiliations: The Fix, BCPD [Formerly], Scarpia Family [Formerly] Family: Nora D'Angelo [Ex-Wife], Max Lubrano [Son] Description: Age: 44 (DoB: 1972) Gender: Male Ethnicity: Italian-American Height: 6'0" Weight: 215 lbs Eyes: Ice Blue Hair: Grey, Black Beard Lou's layers of muscle are built for function rather than aesthetics and mostly hidden under the perpetually rumpled suits he wears. His hair, combed back off of his lined face, has gone uniformly grey but his beard remains jet black and notably better maintained than most of his appearance. He stands with his back straight and shoulders squared but with his unassuming manner he still tends to fade into a crowd. He never drinks while he's working and never smokes when he's not but the lingering scent of both suggest he still does more of both than he ought. History: Lou was never a great boxer. Making up for any lack of finesse with an ability to soak up monumental amounts of punishment, he was good enough to earn a modest scholarship and some respect in the neighbourhood but he never considered himself anything more than a big fish in a small pond. Real respect meant being more than a second rate prizefighter. Real respect in Bedlam meant joining up with a gang and he knew only one gang had a retirement plan: the police. Lou was never a great cop. The city didn't provide that opportunity. They didn't have a fraction of the resources to deal with all of the crime in Bedlam anyway so where was the harm in taking a bribe to let the organized, orderly stuff slide? Picking your battles was just another job skill and Lou wasn't afraid of putting in the work to learn. Nobody could say he didn't do some good and more people went home happy than not. Besides, it wasn't like the basic salary was worth risking his neck over and he had a family to think about. Lou was never a great husband. He met Nora at a college when her date made the poor decision to take a swing at him. He liked that she was pretty and quick witted, she liked that he was ambitious and laughed loudly and often. They got married the same month he graduated from the academy and joined the police force and their son Max was born a few years later. They never got around to taking that trip they talked about but maybe once they had enough set aside for Max's schooling. Lou was never a great partner. It wasn't like Simmons made it easy on him, always pushing his luck, always sticking his nose where it was liable to get cut off. They should have ignored the tip about the drug lab but Simmons wanted the bust and it was only two blocks away from a school. Max had just started Grade 5. They went in without backup. It wasn't a drug lab, at least not the way they were thinking. Somebody shot. Something exploded. Lou woke up in the hospital nearly two week later. Simmons didn't. Lou was never a great liar. He nearly slipped up maybe a dozen times before he finally got caught just shy of two years later; it was tough to miss a bullet bouncing off of a chin suddenly made out of the same steel as his car door. Metahumans couldn't be cops and that left Lou without a career and without friends. He took a few odd jobs but nothing stuck. He started to drink more. He never came home drunk but a lot of nights that meant he just didn't come home. Eventually he came home to an empty house and a note. He sold the house, moved into a closet the landlord had the gall to call a bachelor apartment. He signed the papers Nora mailed to him from her sister's place out of state seven months after that. She put a copy of Max's latest school picture in the envelope; that went up on the nearly empty fridge. He was down to his last excuse over late rent when one of the guys he used to take money from offered to buy him a drink. Turned out there were certain people very interested in someone with Lou's specific combination of experience, skills and abilities. Turned out that what Lou was truly great at was hurting bad people who'd made other bad people angry. Sometimes somebody needed to be found, sometimes something needed to be retrieved, sometimes it was just about sending a message. They gave their hitter a name and the situation got handled. He finally had respect, of a sort. The only trouble was that those names didn't always belong to people who were as bad as Lou might have liked. Sometimes they weren't that much older than his son. Lou started to think that someday he was going to be given a name and there'd turn out to be one more thing he wasn't great at. Personality & Motivation: Lou plays his cards close to his rumpled vest, content to remain anonymous and unassuming while others posture. Focused and goal-oriented he does his best to remain professional in a line of work that's often anything but. If he feels he's not being extended that same courtesy, however, he's quick to demonstrate why respect is a wise policy. That stoicism hides layers of self-reproach. Having seen both sides of the law in full Lou doesn't so much regret his indiscretions as a police office as wish that he'd been a good enough man to accomplish real good with his position. He considers himself to be a failure as a father and demonstrates a sometimes misplaced protective streak as a result. After years of doing whatever it took to get ahead or stay afloat he's begun to let his better principles guide him and found that standing up for those who need it suits him better than he'd expected. Powers & Tactics: The drug lab Lou and his partner raided was experimenting with metahuman treatments, leading to him being doused in unstable chemicals and buried in rubble in the explosion that followed. As a result he can take on the attributes of any inorganic material he touches. Doing so greatly enhances his overall strength and durability, enough to shrug off small arms fire. The specific material he mimics determines the specific benefits or side effects he receives on top of this, such as making him more or less conductive, fire resistant or brittle. As his powers provide a distinct visual Lou prefers to use them only as a last resort, favouring discretion and relative anonymity unless he finds himself otherwise outmatched. Even without them he is a competent hand-to-hand fighter with impressive endurance. When required to buy time he will gladly let an opponent wear themselves out before moving in for a decisive finishing blow but when the person he is protecting comes under immediate threat he switches to a much more aggressive style, foregoing his own safety to end a fight more quickly. Power Descriptions: Lou takes on the appearance of the materials he mimics along with their properties. This extends to copying graffiti sprayed on a brick wall or yellow centre lines painted down a concrete road. Dents and cracks sustained while in a transformed state are translated into bruises and cuts when he reverts to flesh and blood. His powers do not extend to the clothes he wear; Lou goes through a lot of suits. Complications: Blood and Iron: Lou's son and ex-wife no longer live in Bedlam but were they in danger there are very few things that would keep him from immediately going to their aid. Cement Overshoes: Quitting the Scarpia Family family is a poor health decision, leaving in the middle of a job even more so. Taking out Lou would be a good way to build a rep and earn points with the higher ups all at once. Concrete Evidence: Lou goes out of his way to avoid using his powers unless there's no other choice. They draw the wrong kind of attention and getting spotted would effectively ruin any cover story he's using. Feet of Clay: Lou is trying to be a better man but he's not there yet. He's slow to trust and slower to let go of a grudge. Convincing him to take risks for strangers may take some doing and convincing him to ask for help is all but impossible. Glass Half Empty: Although he makes a point not to drink while on the job, Lou definitely drinks more than he should. In an unexpected emergency there's no guarantee of finding him sober or without a hangover. Golden Rule: Respect is met with respect. Disrespect is met with percussive correction. Steely Resolve: Though usually methodical and cautious once Lou has committed himself to a fight he's loathe to walk away. He'll take on impossible odds or weather fantastic amounts of punishment if it means keeping his word. Tin Badge: Many of Lou's former colleagues in the BCPD take issue with his metahuman status while others resent his newer ties with the Scarpia Family. Plenty don't see any reason to choose just one reason to hate him. Abilities: 8 + 6 + 12 + 4 + 8 + 4 = 42PP Strength: 18 / 26 (+4 / +8) Dexterity: 16 (+3) Constitution: 22 / 30 (+6 / +10) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 16 + 12 = 28PP Initiative: +7 Attack: +8 Base, +10 Melee Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Grapple: +14 / +18 Knockback: -3 Flat-Footed / -4 without Powers / -8 with Powers Saving Throws: 4 + 6 + 8 = 18PP Toughness: +8 / +12 (+6 Con, +2 Defensive Roll, +4 Enhanced Constitution) [Impervious 4] Fortitude: +10 / +14 (+6 Con, +4 Enhanced Constitution, +4) Reflex: +9 (+3 Dex, +6) Will: +12 (+4 Wis, +8) Skills: 148R = 37PP Bluff 8 (+10) Concentration 6 (+10) Diplomacy 8 (+10) Drive 2 (+5) Gather Information 8 (+10) Intimidate 13 (+15) Investigate 13 (+15) Knowledge [Behavioral Sciences] 3 (+5) Knowledge [Civics] 8 (+10) Knowledge [Streetwise] 13 (+15) Knowledge [Tactics] 8 (+10) Language 2 (English [Native], Italian, Spanish) Medicine 6 (+10) Notice 11 (+15) Perform [Singing] 8 (+10) Search 8 (+10) Sense Motive 11 (+15) Stealth 12 (+15) Feats: 20PP All-Out Attack Attack Focus [Melee] 2 Connected Defensive Roll 1 Dodge Focus 2 Fast Task 2 [Feint, Startle] Improved Critical [Unarmed] 2 Improved Grab Improved Initiative Interpose Luck 2 Power Attack Startle Stunning Attack Uncanny Dodge [Auditory] Powers: 4 + 5 + 19 + 7 = 35PP Damage 2 (Boxing; Feats: Innate, Mighty) [4PP] (training) Device 1 (Earbud; 5PP Container, Flaws: Hard to Lose, Feats: Subtle) [5PP] Super-Senses 4 (Communication Link 4 [Other Earbuds], Feats: Subtle) [5DP] Alternate Form 4 (20PP Container [Active, Sustained], Drawback: Noticeable) [19PP] Enhanced Constitution 8 [8PP] Enhanced Strength 8 [8PP] Impervious 4 [4PP] Object Mimicry 1 (5PP Variable Power, Any Power, Multiple Powers at Once, Touch Range; Extras: Action [Free Action]) [7PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed [without Powers] Touch DC 21 Toughness Damage Unarmed [with Powers] Touch DC 25 Toughness Damage Totals: Abilities (42) + Combat (28) + Saving Throws (18) + Skills (37) + Feats (20) + Powers (35) - Drawbacks (0) = 180/217 Power Points
  21. Player Name: Deel Character Name: Mammoth Power Level:10 (150/154PP) Trade-Offs: -3 Defense/+3 Toughness Unspent Power Points: 4 In Brief: An adventurous sasquatch leaves the big woods to check out the ‘little people’, and finds himself battling threats to peace. Residence: Claremont Academy Dorms, occasionally returning to the woods Base of Operations: Claremont Academy Catchphrase: None Alternate Identity: Hau-Tayoomae (“Plays with Sharp Things”) Identity: Public Birthplace: Somewhere in the deep forests of North America Occupation: Unofficial ambassador, high school student Affiliations: Claremont Academy, The Hrnau (Sasquatch) Family: Kikyaumae (Mother), Terry Michelet (Legal foster father) Description: Age: 16 (born 2000, precise date unknown) Apparent Age: 20. Sasquatch – h. sesquac - reach adulthood faster than h. sapiens. Gender: Male Ethnicity: Not humanly recognizable; reddish skin covered in long brown fur Height: 7’ 10” Weight: 500 lbs Eyes: Dark Brown Hair: Brown Hau-Tayoomae is an average male sasquatch in most respects – nearly eight feet tall, with a youthful face that hasn’t quite grown into his obviously craggy features. His forearms and lower legs are proportionally longer than those of a human. His face and the ventral surfaces of his torso are almost hairless, showing naturally pink or red skin, but most of his body is covered in fur of varying length. His head hair, which is dark brown, is longest, with decreasing hair length descending his body. Fortunately this makes wearing pants convenient and he generally wears cargo pants. He considers pockets a kind of miracle. He does not like pullover shirts and never wears t-shirts. He frequently wears a jacket or hoodie without a shirt. If there is trouble, he quickly discards whatever top he is wearing, which is probably just as well. If he is expecting trouble, he typically wears pants and vest in the school colors. Although willing to wear shoes as a courtesy, usually just kicks them off when in action to take full advantage of his natural traction. The palms of his hands and the soles of his feet have jagged, angular prints; probably adaptations to sasquatch mobility. It might be noted that while his feet are very large, they do not match the footprints of ‘bigfoot’ as found and documented by cryptozoologists. This might mean that those footprints are hoaxes or left by some other creature, but the plain truth is that sasquatch do not leave footprints unless they want to. Power Descriptions: Most of Mammoth’s powers are derived from normal sasquatch size, muscle tissue density, and capacity for adapting to move quickly and hide effectively. Some of these abilities are metaphysical in nature; sasquatch animism is no mere superstition, though it is hard to say whether the results derive from an ability to communicate with nature spirits or simply a reflection of their own supernatural power. Mammoth’s skill set can be divided into three complimentary groups – first, he is a brawler, strong enough and tough enough to be completely out of normal combatants league (although he is not nearly at the upper limits of metahuman ability.) Despite the fact that few Sasquatch learn how to fight, Mammoth has easily picked up some dangerous martial skills. Secondly, he is fast, mobile in almost any environment. He can run fast enough to outpace any land animal, jump about 200 feet with a running start or nearly 50 feet high. For someone so large his affinity for taking to great heights is startling, and he seems to be able to fall from any height without harm. His swimming speed is not record-setting, but again his affinity for water can be surprising. Thirdly, like all sasquatch, Mammoth is stealthy. Unable to turn completely invisible, he almost doesn’t need to, with his soundlessness and combination of jumping and climbing he can be nearly undetectable to anyone who isn’t looking right at him. Part of this is his sensitivity. He can locate adversaries easily, and trace their blind spots with precision. Note that while he is capable of figuring out human behavior well enough to be deceptive when he needs to, he has no natural capacity for intimidation. His size and power makes him frightening, but he doesn’t really know how to parley that into a useful social tool. Sasquatch in general don’t use ritual combat or fighting displays. History: When he was very young, his mother found him breaking sticks and rocks and pressing them together to build things, like the Robed Ones – the little people who used everything they touched to build something. She called him Plays-With-Sharp-Things, and laughingly told him he might have to go to the little people if he wanted to build right. So it was that even though he followed his instincts and stayed out of the Robed Ones’ sight, he was fascinated by them. Their building, their destruction, the way they could make stones run like water then freeze them again. He came to know one, Terry Michelet, a firewatcher who enjoyed living alone – he didn’ realize that his tower was in a sasquatch thoroughfare. Plays-With-Sharp-Things carefully set out to help him in little things, carefully letting the human know he was there and that he meant no harm. After a time, Michelet began to speak with the young sasquatch and teach, and learn. He seemed to have only one voice, but Plays-With-Sharp-Things was willing to constrain his own words so that the human’s ears could hear him. After Michelet taught him that the marks had meaning, that the ink and dye on dried pulp and other things could be a language like any other, Plays-With-Sharp-Things felt a curiosity like a lightning stroke. He wanted to know more. He began to range through the forest, looking for ways to prove his worth to the society of the Robed Ones… *** A few years ago, a violent gang making inroads in Vermont was arrested with the assistance of a tall, extremely hairy metahuman calling himself Hau-Tayoomae. He revealed that he had been learning English from a parks employee named Michelet, and that with his sponsorship he wanted to establish a legal identity to promote good human/sasquatch relations. Officials were not inclined to take this story seriously, but had to admit that Hau-Tayoomae’s ability to obscure himself made it just plausible enough to take a chance on. After careful questioning Hau-Tayoomae was granted legal status. Given that he was underage and unfamiliar with a great deal of modern culture and technology, arrangements were made for him to attend Claremont academy as an exchange student with special status. Given his ability to sense trouble and tendency to get involved, he was given the official designation Mammoth and strongly encouraged to learn metahuman tactics and interactions. Personality & Motivation: Hau-Tayoomae is adventurous even for a human; for a sasquatch he is almost insane. He insists, however, that he is called to be where he is by the ancestral spirits of the hrnau who have watched over his people for time beyond recall. Sasquatch animism is clearly only part of the equation, given his curiosity and sense of comradeship. He has a keen sense of justice, and likes the idea of people having a fair chance. Laconic and soft-spoken, he is easily mistaken for retiring or dim especially given that he doesn’t seem to have a threatening bone in his body. He understands the concept, but intimidation just doesn’t come naturally to him. He is in the odd position of appreciating the value of various kinds of technology without understanding its use. This includes everything from writing on up. Oddly, he gets along with extremely advanced tech more easily than with more basic examples simply because voice-activation and interactive AI fits his animistic worldview – he talks to things, they respond, it’s natural. He really wants to learn to drive – no-one else is enthusiastic about this prospect. Sasquatch musical tradition tends to be wordless and arrhythmic – Enya and certain themes by Gustav Holst make him homesick. But he does enjoy the human approach to music, and any metal band that includes him will have the most killer monster voice of all time. Powers & Tactics: “Most humans make lots of noise. That’s alright, it helps to keep track of them. I don’t make much noise, but I am big and strong. Bad people don’t know I’m there until I mess with their stuff. Or hit them. That’s good, I don’t like being shot at, though it doesn’t hurt that much. Sometimes I just hang around overhead and watch bad people for a while, just to make sure I know what’s going on, but if it looks like they are going to hurt someone, then I fall on them.” Complications: From a Preliterate Culture: Mammoth is still learning how to read, and can be tripped up by complex literary expression. What does this do? Mammoth is curious about the way technology works, and will sometimes make it work just for his own edification. Several times early on he set off burglar and fire alarms just by pressing buttons because the buttons were unmarked and he wanted to see what they did. My Friends Tell Me Things: Sasquatch believe that everything has a spirit of its own, including concepts and philosophies. This has little effect on day to day life, but sometimes Mammoth will seem distracted or even act on odd, out of context information. It’s hard to tell if this is just some kind of cultural superstition or if sasquatch actually have some kind of spirit communion. Abilities: 12 + 6 + 10 + 6 + 2 – 2 = 34 PP Strength: 30 (22 before Growth) (+10) Dexterity: 16 (+3) Constitution: 24 (20 before Growth) (+7) Intelligence: 8 (-1) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 16 = 28PP Initiative: +3 (+3 from DEX) Attack: +9 Melee, +5 Ranged (+6 bonus/12 PP, -1 Size Modifier, +4 Attack Focus (Melee)) Grapple: +19 (+5 Attack Bonus, +10 STR Bonus, +4 Size Modifier) Defense: +7 (+7 Base, +4 Dodge Bonus), +3 Flat-Footed (+8 bonus/16 PP, -1 Size Modifier) Knockback: -0 Saving Throws: 4 + 2 = 6 PP Toughness: +13 (+7 Con, +6 Protection) Fortitude: +7 (+7 Con) Reflex: +7 (+3 Dex, +4) Will: +5 (+3 Wis, +2) Skills: 28RR = 7PP Bluff 2 (+3) Concentration 1 (+4) Gather Information 4 (+5) Handle Animal 2 (+3) Language 2 (Hrnau (Sasquatch-Native), English) Medicine 1 (+4) Notice 6 (+9) Perform (Singing) 2 Sense Motive 4 (+7) Stealth 2 (+ 5) Survival 2 (+ 5) Feats: 16PP All-Out Attack Animal Empathy Attack Focus (Melee) 4 Endurance Hide in Plain Sight Improved Grab Improved Grapple Improved Overrun Interpose Power Attack Skill Mastery (Escape Artist, Gather Information, Medicine, Survival) Stunning Attack Takedown Attack 1 Powers: 2 + 2 + 3 + 13 + 1 + 10 + 6 + 3 + 6 + 8 + 5 = 59 PP Concealment 2 (Soundless Step; All Auditory) [2 PP] (Mystical) Damage 1 (Arm like a Club; PF: Mighty) [2 PP] (Natural) Features 3 (Fur – Immunity to Cold and Sunburn, Iron Stomach - +4 bonus to Survival Checks to find food for himself or other Sasquatch, Mimicry - +10 bonus to Bluff or Perform checks that involve imitating sounds or voices) [3 PP] (Natural) Growth 4 (Extra: Duration (Permanent) [+0]; PF: Innate; Modifiers: +8 to STR, +4 to CON, -1 to Attack and Defense, +4 to Grapple, -4 to Stealth, +2 Intimidation, +5 STR for Carrying Capacity, 10 ft Reach) [13 PP] (Natural) Immunity 1 (Cooling Spirits; Environmental Heat) [1 PP] (Mystical) Impervious Protection to Toughness Saves 10 [10 PP] Protection 6 (Dense flesh) [6 PP] (Natural) Regeneration 3 (Mending Spirits; Bruised or Unconscious 3/1 per round with no recover action, )[3 PP] (Mystical) Spirits of the Chase Array 2 (4 PP array, Power Feats: Alternate Powers 2) [6 PP] (Natural) · Base Power: Speed 4 [4 PP] · Alternate Power: Swimming 3 (Power Feat: Environmental Adaptation – Aquatic) [4 PP] · Alternate Power: Leaping 4 [4 PP] Super Movement 4 (Light Feet and Sticky Hands; Slow Fall, Swinging, Trackless, Wall Crawling 1) [8 PP] (Natural) Super Senses 5 (Low-Light Vision, Scent, Tracking 1 – Olfactory, Ultra-Hearing, Power Feat: Uncanny Dodge – Hearing) [5 PP] (Natural) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage (Physical) Totals: Abilities (34) + Combat (28) + Saving Throws (6) + Skills (7) + Feats (16) + Powers (59) = 150/154 Power Points
  22. Power Level: 9 (158/175 PP) Trade-Offs: +1 Attack / -1 Damage (melee), +2 Attack / -2 Damage (ranged); +1 Defense / -1 Toughness Unspent Power Points: 17 In Brief: Daughter of the first Arrowhawk using Norse artifacts to fight crime Residence: Abandoned subway station underneath Stark Hill Base of Operations: Bedlam, Wisconsin Alternate Identity: Osla Jónsdóttir, Osla Jonsson Identity: Secret Birthplace: Upon the Bifrost, outside the gates of Asgard Occupation: Superhero/honourary Valkyrie Affiliations: Aesir, Arrowhawk I, Loki (grudgingly), Valkyries Family: John Fraser (Arrowhawk, father), Vivian Kriger (Valkyrie, mother, deceased) Description: Apparent Age: Early 20s Gender: Female Ethnicity: Scandinavian/Scot (Caucasian) Height: 6'0" Weight: 175 lbs Eyes: Blue-grey Hair: Golden blonde Osla is an imposing young woman; tall, broad, and muscular. She takes very much after her mother, with pale skin, piercing blue eyes, and long blonde hair she keeps in a tight plaited braid. Her physique is very much one borne of practicality, muscular and strong without making sacrifices in speed or agility. Her movements are precise and graceful, her hands and forearms scarred and nicked from a childhood in a wild, often unforgiving environment. Her features also come across as a little harsh, the lines of her jaw and cheeks lacking softness, especially with her hair pulled back tightly. In her uniform, Osla dons armour of black leather, with strike plates of a carbide composite segmented over the more vulnerable areas. The Arrowhawk emblem is emblazoned across her chest in a white-silver hue. Her cape is a dark grey, with a hood kept up over her hair. Her features are obscured beneath the hood with a black domino mask, throwing her ice-blue eyes into sharp contrast. The more modern Arrowhawk costume is contrasted by the Norse artifacts she wields. She wears fingerless gloves of an intricately small chainmail, each with four carved metal claws on the back, stopping at the knuckles. Her boots are a soft dark leather, lacing up the side and with scale mail over their tongues and toes, with a faint engraved hoof design on each individual scale. A bronzed belt coils around her waist, made of a narrow chain that loops around three times, fastening at the front with a snake's head with ruby eyes. She also hangs her quiver from her belt, a battered, elderly looking construction of worn brown leather and fraying stitching. When not fighting crime, Osla favours simple, practical clothes; wearing thrift store work boots and worn blue jeans alongside flannel shirts and leather jackets. She often carries a shoulder satchel containing a couple of knifes or axes in case something happens and she isn't otherwise armed. Power Descriptions: Osla's heritage hasn't particularly given her many innate abilities. Her sight and vision is clear and sharp, and her health hale, resistant to the ravages of the time and the cold. If she inherited anything from either parent, it was a great physical prowess, being as strong, fast and tough as some of the greatest warriors with twice her experience, taking to combat and to woodmanship like a duck takes to water. Somewhat reluctantly, she has accepted gifts from the trickster god, Loki, to aid her in her efforts upon Midgard. Fenrir's Gauntlets imbue her with near-superhuman strength, allowing her to lift nearly half a ton without breaking a sweat, and hurl grown men around like ragdolls. Sleipnir's Shoes bolster her speed, allowing her to outpace the fastest steed, and keep pace with cars at a dead sprint. The enchantment on the Cincture of Jormungandr lets her obfuscate herself from view, obscuring the sight and scent of her from all but the most observant. All of these are also enchanted such that only a worthy warrior can wield them, someone willing to defend the weak and innocent, and also to battle those that would harm them both with violence and with terror. Her father also saw fit to give her her own suit to be Arrowhawk, based on modern fabrics and materials. The suit manages to be light-weight and easy to move in and don, while also being incredibly resilient. The hood can deflect a bullet of low enough calibre, and it's much less armoured than most of the suit. The most important part of her outfit is her bow. Named 'Arrowhawk' itself, it is enchanted to be able to strike even the intangible, and with the same restrictions upon its use as her raiment. It comes with a supply of enchanted arrows, able to burst into flames upon striking, cover a target in impenetrable icy bonds, or even explode like the lightning of Thor himself. The body and strings are also reinforced to allow Orheidr to not just be used as an improvised weapon, but as one in deadly earnest, able to deliver repeated blows with Osla's enhanced strength without taking damage. She also has a limited supply of arrows carved from fragments of the Bifrost, allowing her to punch temporary rifts in the fabric of the Nine Realms, stepping from one to another like walking through a door. History: Some years ago, Vivien Kriger, the Valkyrie, emissary to Midgard of the Allfather, was slain in battle with Doktor Archeville in a period where he was consumed by madness. Tragically, she was pregnant at the time. Having embarked on a brief relationship with John Fraser, the first Arrowhawk, neither of them knew this at the time. But despite their dismissal of Kriger, the Aesir were not utterly without merciless, and so they allowed Osla to be born despite her mother's technical death. Children were a rarity in Asgard, and so Osla grew up among Einherjar and valkyries, among gods and beasts. Despite her great talent for physical pursuits, she didn't have the physique of a literal deity. Even after training for hours and hours, her skill would never surpass the Einherjar's skill won of lifetimes and lifetimes. And technically residing in the afterlife, she never knew her father. Her mother was seen as something of an embarrassment and an outcast by the Aesir. Osla grew up very lonely, and without much in the way of friends. So she listened to the stories her mother told her of the Arrowhawk, a man fighting in the shadows against the worst of mankind, not stopping to bask in the glory or honour of it. Surrounded by people who found glory and honour in things not savoury enough to merit it, she found this intriguing, and sought to emulate it. As was the nature of time in the Nine Realms, Osla grew up within a few Midgard years, and was allowed to become a valkyrie. But their treatment of her mother chafed, and the condescension over her mortal nature hurt even more. But one day, a visiting member of another pantheon, the Heliopolitans, came to speak to her. Set informed her of the looming threat of Typhon, Father of Monsters, and his assault on the mortal realms. And of how he needed to recruit mortal warriors to do so, and of how one of them would be her father, if only he could get her across to Midgard... Without the resources and weapons her mother had been given, then stripped of; and without the backing of the gods to get across the Bifrost, Set took her to Loki. They made an open-ended deal. He would provide weapons and tools with which to fight, and a means to cross the Realms. She would in return do him a few favours, one day in the future... Reluctantly she accepted, and finally reunited with her father, and was shocked to find out the stories were true, but not quite so glorious. He was a sad, lonely old man, and didn't even know she'd been born. Making up for some lost time, they spent months together, before she broached the subject of doing what he did. After a few months more, he finally acceded, giving her the blessing to take up the Arrowhawk name and go to Bedlam City, in the hope of providing what aid she could to the denizens of this, one of the most blighted and dangerous places on Midgard. Personality & Motivation: Osla is a by and large a direct, motivated person. She favours economy of action, and of speech, often coming off as blunt and reserved because of it. The task in front of her is the most important thing to her. Osla's watchwords are stubbornness and directness; she's a doer even to the exclusion of tactics and in some cases even foresight. Her very isolated upbringing and the necessity of the arduous training and work needed to keep up with her near-superhuman companions has led her to place very little value on social interaction. As such, on those occasions where she does wish to be social and have companionship and friendship, she is less task-focused, but also quite awkward and inarticulate. Much of her motivation comes from her perception of never being quite good enough. Her parents' careers, the powers of the Aesir she grew up among, and the martial skill of the einherjar and valkyries have led her to have skewed perspectives on her in no way inconsequential martial prowess and combat effectiveness. But what primarily drives Osla is a sense of kinship with the underdog. She didn't enjoy being treated like the runt, like a mistake, and takes great umbrage with others being treated in the same way. This is why she chose to go to Bedlam, even if she doesn't quite consciously register it: she doesn't believe the city is beyond saving, or that it isn't worth the effort to do so. Complications: A More Civilised Weapon for a Bygone Age: The disadvantage of Arrowhawk using arrows as a primary means of attack is that this is 2016. Arrows are bulkier, and if they run out due to being much more limited in how much ammunition can be carried, restocking is only possible in a select few stores. And much of Osla's arsenal of magical, and thus can only be replenished if she spends time creating more in her downtime, not by simply walking into a sporting goods store. Deal With The Devil: In order to even be on Midgard, in order to be armed and equipped to deal with the worst it has to offer, to be the Arrowhawk, Osla was forced to make an open-ended deal with the Norse trickster deity Loki. In exchange for being able to cross worlds, and for being armed, Loki has the right to ask a number of favours of her. He's not foolish, though, and will tend to ask her for things she'd likely agree to anyway even if it didn't further his own ends. Double-Edged Arrowhead: As the second Arrowhawk, Osla inherits a fearsome reputation, but also the downsides of the legacy: organized crime the English speaking world over knows the Arrowhawk will come for them. As such, mafia families may have specific preparations for archers, or even come gunning for her personally. Has To Win The War, Not Just The Battle: Osla doesn't quite understand the sheer level of institutional rot and endemic corruption in Bedlam, and as such hasn't come to terms with the fact she may not be able to save the city. As such, she deeply struggles with the idea of a tactical withdrawal, and outright won't run away. This can lead to her being dragged out of hopeless fights, or only staggering away into the dark after enduring grievous and needless injury. Never Quite Good Enough: For all her skill, for all her power, Osla can't quite come to terms with the idea she's perfectly worthy of both her parents' mantles. She feels she isn't skilled or moral enough to take up either, and as such is driven to prove herself worthy of feats of great martial skill and derring-do, even if it would be smarter or less dangerous to those around her to stop and reconsider her actions. Stranger In A Strange Land: While Osla has been on Midgard a few months now, she still grew up on Asgard. As such, things we take for granted, she has no familiarity with, like how to drive or how to reset the wi-fi. She knows what these things do, but isn't practiced or particularly skilled in how to make them do it. As such, she cannot Drive at all, and any modern technology she uses a little slowly and haltingly for any task which is more complex than being able to read and press buttons. Additionally, her identification is fake and she doesn't have a legal birth certificate or Social Security number. ABILITIES: 8 + 8 + 10 + 2 + 2 + 4 = 34PP Strength: 22/18 (+6/+4) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) COMBAT: 14 + 12 = 26PP Initiative: +8 Attack: +7 Base, +10 melee, +11 bow Grapple: +14/+17 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -4/2 SAVING THROWS: 4 + 4 + 8 = 16PP Toughness: +8 (+4 Con, +4 Protection) Fortitude: +9 (+5 Con, +4) Reflex: +8 (+4 Dex, +4) Will: +9 (+1 Wis, +8) SKILLS: 68R = 17PP Acrobatics 2 (+6) Bluff 4 (+6/+10) Diplomacy 0 (+2/+6) Gather Information 8 (+10) Intimidate 12 (+14) Knowledge [Theology and Philosophy] 4 (+5) Knowledge (Arcane Lore) 4 (+5) Knowledge (Streetwise) 4 (+5) Language 1 (Old Norse [Native], English) Medicine 4 (+5) Notice 9 (+10) Perform [string instruments] 3 (+5) Sense Motive 9 (+10) Stealth 11 (+15) Survival 9 (+10) FEATS: 23PP Accurate Attack Attack Focus (melee) 3 Attack Specialization (bow) 2 Attractive 1 Beginner's Luck Benefit (Reputation: Arrowhawk) Dodge Focus 4 Equipment 0 + 4 [Veteran Reward] Evasion Fearless Luck 2 Move-By Action Quick Draw Startle Takedown Attack Track Uncanny Dodge [auditory] Equipment (20ep/20ep): Dane Axe: Strike 2 (Feats: Improved Critical, Mighty, Thrown) [5ep] Grappling Hook Pistol: Super-Movement 2 (slow fall, swinging) [4ep] Other equipment: Flashlight, Masterwork violin [2ep] HQ: Abandoned Subway Car and Station: 9ep Size: Small; Toughness: 10; Features: Communications, Concealed 2 [+10 DC to find], Gym, Living Space, Security System 2 [DC25], Workshop POWERS: 4 + 16 + 14 + 1 + 3 = 38PP Device 1 (5PP Container, Flaws: Hard to Lose [-1]) [4PP] (Arrowhawk Costume) Protection 3 (Feats: Second Chance [Toughness save vs bullet damage], Second Chance [Toughness save vs conventional blades]) [5PP] (armour) Device 5 (25PP Container, Flaws: Easy to Lose [-2], Feats: Restricted [only the worthy]) [16PP] (Orheidr) Bow & Magic Arrows Array 9 (18PP Array, Feats: Affects Insubstantial 2, Alternate Power 5) [25PP] Base Power: Blast 3 (standard arrows, Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [14PP] (arrow, magic, variable) Alternate Power: Blast 3 (rapid arrows, Extras: Autofire [7]; Flaws: Action - Full; Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [18PP] (arrow, magic, variable) Alternate Power: Blast 3 (flaming arrow, Extras: Secondary Effect [7], Feats: Mighty 4) [17PP] Alternate Power: Dazzle 6 (thunderbolt arrow; visual and auditory, Extras: Area - Burst [+1]) [18PP] Alternate Power: Snare 7 (ice arrow) [14PP] Alternate Power: Strike 2 (bow strike, Feats: Extended Reach, Improved Critical, Mighty) [4PP] Device 3 (15PP Container, Flaws: Hard to Lose [-1], Feats: Indestructible, Restricted [only the worthy]) [14PP] (Raiment of the Trickster) Fenrir's Gauntlets Enhanced Feats 2 (apply Affects Insubstantial 2 to unarmed strike) [2PP] Enhanced Strength 4 [4PP] (magic) Super-Strength 1 (Heavy load: 1/2 ton) [2PP] (magic) Cincture of Jormungandr Concealment 4 (normal visual and all olfactory; Flaws: Blending [-1], Passive [-1], Feats: Close Range) [3PP] (illusion, magic) Sleipnir's Shoes Leaping 2 (x5 distance, 80'/40'/20' jump) [2PP] (magic) Speed 2 (25MPH) [2PP] (magic) Immunity 2 (aging, cold, Flaws: Limited to half effect [-1]) [1PP] (divine, valkyrie) Super-Senses 3 (extended hearing [x10], extended vision [x10], low-light vision) [3PP] (divine, valkyrie) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Gauntlets Touch DC21 Toughness (Staged) Damage (Physical) Arrows Ranged DC22 Toughness (Staged) Damage (Physical) Blast (fire) Ranged DC22 Toughness (Staged) Damage (Energy: Fire), Secondary Effect Dazzle Area [Burst] DC21 Reflex Blinded/Deafened Snare Ranged DC22 Reflex (Staged) Entangled Strike Touch DC23 Toughness (Staged) Damage (Physical) TOTALS Abilities (34) + Combat (26) + Saving Throws (16) + Skills (21) + Feats (23) + Powers (38) - Drawbacks (0) = 158/175 Power Points
  23. Player name: Somet Character Name: Phantasmal Power Level: PL 10 (150/150PP) Trade offs: -3 Attack/+3 Damage, -4 Defense/+4 Toughness Unspent power points: 0 In brief: This former thief and amateur disguise artist is looking forward to playing a hero. With the ability to walk through walls or just blow through them with his custom(stolen) pistols, maybe this won’t end terribly. Residence: Freedom City Catchphrase: “Hopefully this will go well!” Theme: You Make Loving Fun by Fleetwood Mac Alternate Identity: Stephen “Stevie” Nicks Identity: Johnathan Sila(secret) Occupation: Former Thief. Affiliation: Anyone that’ll take him. Family: Carrie, Lilah and Sarah Sila(Siblings: Alive). Description: Often seen wearing a baggy light green jacket over an even larger brown shirt and wearing grey gloves, the outfit makes him appear larger than he actually is. With the help of some black boots and some baggy dark grey cargo pants, to the untrained eye he appears to be a few inches taller and of a larger frame. Without this disguise, he has a rather bland look about him and seems to have a swimmers build. Covering his face with a tight silver hood designed to allow full visibility from the inside whilst showing nothing outside, most people can’t tell what his face really looks look. His custom pistols look like a pair of bulkier cobalt blue .45’s. Age: 26 (D.O.B, 1990) Apparent age: 19 without mask on Gender: Male Ethnicity: Caucasian Height: 5’7” Weight: 180 Ib Eyes: Green Hair: Brown Power Descriptions: “I’m able to walk through just about anything; walls, ceilings, floors, a car barreling at me doing 60, made my old job really easy, especially when something was small enough to fit in my back pocket. Crate with a small statue weighing 90 pounds? Back pocket and no one can see it as I walk through the side. Same goes for most of my equipment, disguise kits, bullets and guns, I can hide them all there and no ones the wiser. And when I need to, I can always pull out the girls.” Said whilst pulling out a twin pair of pistols from seemingly nowhere. “These can blast through just about anything after a couple of rounds. But I try to not use them on people as a general rule, doubt they’d be able take a hit.” History: Born as Johnathan Sila to Morris and Betty Sila, he was the 2nd of five children and the only boy in the bunch. Growing up he and his older sister Carrie would look after the other three siblings as they’re parents scrounged to find money and jobs to keep their tiny and dilapidated apartment. Whilst the style of parenting by Morris and Betty could at best described as tough love, the family where extremely close knit. The parents made sure that their children behaved at any and all times, but that they were indeed equally loved. Without access to television in their home, the two older siblings would often act out scenes from books borrowed from the local library in order to entertain their three younger sisters. The two discovered the knack for impressions, either being able to talk like a man or woman after years of effort and practice. They would often do these performances from memory for their parents on the occasions they had more than just a few hours of work, taking enjoyment in their smiles and laughter when they performed. They both eventually learned to impersonate the voices of their parents favorite singers, often slightly off key, but none the less they used their skills in order to keep their family happy and entertained. But one night a few months after Johnathan turned eleven, a fire occurred on the fourth floor of their ten floor apartment complex. The fire investigator claimed the flame started because a rat chewed through the wires of someone’s electric heater, whereas others claimed it to be the be the fault of the drunken smoker in room 414 who was always seen with a lit cigarette on his person and Jack on his breathe. As it stands though, most people above the fourth floor didn’t stand much of a chance. Due to years of neglect and decay, the fire escape was falling apart and only stayed attached to the building by what could be best described as hope and prayer. It fell off and onto the street below after 12 people managed to safely make it down, throwing eight more down onto the street in a heap of metal and screams. Johnathan and his family never managed to make it onto that fire escape, as none of the sprinklers, fire alarms or CO2 detectors worked on any of the floors past the seventh. By the time any of them knew what was going on, the fire had consumed the stairwell inside the building and the fire escape was starting to groan. Eventually the family congregated into the bathroom and into the shower in hopes that the water would at least in some way protect them from the flame. As the water pressure slowly died and the smoke started to trail into the apartment, it was then when Johnathan’s power to walk through walls developed. As he was holding onto his sisters Carrie, Lilah and Sarah, he felt a sudden weightlessness and began to sink through the floor. The only thing that differs from that effect now as it did back then was that for the first and only time, he managed to bring his family members touching them with him. In shock, they four fell six stories in a few blinks of an eye, their last image was their mother slowly turning in horror as they fell. On the third floor, Carrie somehow managed to distract him enough to where they no longer could all pass through. Within the next few minutes of frightful screaming and yelling, firemen rushed onto the floor and found the four of them coughing and yelling at each other. As the others ran upward or scattered in order to find more survivors, two were left behind the corral the children downstairs and into blankets. But Johnathan wouldn’t go, instead brashly thinking he could go back and save his parents as he saved his sisters. Somehow he managed to break free of the group and attempted to up the stairs, but was soon met with roaring flames and smoke almost too thick to see. Crouching down, he managed to climb the stairs two more flights before a landing fell down with him on top of it. He reached out in a last ditch effort to grab a railing, and soon found his hand stuck within the burning wall itself. Quickly he kicked his foot into the stained and rotting dry wall and found that it too stuck. Within a short bit, he was soon climbing the walls in the stairwell upwards towards his parents and his youngest sister Mary, and he would save them. But as he climbed higher and higher, he found himself being able to breathe less and less. The smoke became too much to see through, and halfway between the 7th and 8th floor he passed out. By some miracle, a fireman found him on the 7th floor landing and carried him back down as the blaze consumed the top two floors along with what remained of their inhabitants. Waking up in the back of an ambulance four hours later with bandages and burns, he saw his sisters standing around him looking scared and horrified. The fire was put out three hours ago with the help of a passing superhero, but not before claiming the lives of their parents and neighbors. They would all later be told that a man and a woman holding a young girl were found dead in the middle of the hall, running towards the flame as if running after or away something else. It was in the hospital when they were told this, and where later Carrie would usher her other sisters out of the room in order to punch her brother, proclaiming his fault in their parent’s death. The following five years saw the siblings be broken up and placed into multiple foster homes, and all but Johnathan managed to adjust to some degree. He took his parents death the hardest, and seemed to lash out at the world, whereas Carrie and the others internalized their grief and sorrow in order to survive. After starting many fights and eventually being caught with stolen items he managed to gather by using his powers to walk into stores and take them from the back room. Johnathan landed himself in juvenile detention on a plea bargain and eventually in solitary confinement. It was in that silent room where he found himself having a crisis, and it was then a janitor walked past his door singing loudly at the top of his lungs some of Fleetwood Mac’s biggest hits. Listening as closely as he could, he finally realized that he was wasting his life and need to do something with it. Something that would benefit others as well as himself and walked out of his cell and right out the gates during the middle of the night, and took up the name Stephen Nicks. Unfortunately, his idea of benefiting others and himself meant stealing whatever he could and depositing the funds made from fencing them into accounts in his sisters names. After getting in contact with a few people more skilled in the criminal method than he, soon he began to make a name for himself amongst a small crowd of people. Impressing others with his ability to disguise himself and walk right into large stores and office and then walk out with nearly anything not bolted down, he was getting increasingly higher paying jobs. Within four years he had made a good name for himself and developed another useful power, the capability of storing things in his own interdimensional pocket. This allowed him to hide more objects on him and be able to walk out with a larger payload. It was then when he started to wear his silver hood, in order to disguise his face from cameras and future clients alike. As time went on, his jobs got bigger and bigger and soon he started to run across a major problem. For the most part his jobs where as simple as walk into a backroom or closed office and take whatever was needed. But now a lot of his jobs had narrow margins of limited time and required him to start needing peoples passcodes and biometric scans. The first was doable with a bit of casing, but the last couldn’t be fooled by some latex rubber and make up. No he’d have to involved innocent people with those schemes, and that didn’t sit well with him. So he started carrying a toy pistol with the cap knocked off in order to intimidate people into cooperating. But after a few close calls where the potential hostages realized it was a fake, he knew that he was going to need a real one. The problem with a real gun was that it was always lethal and could seriously kill someone, which was further away from anything he wanted. He knew that he was going to end up emotionally and psychologically scarring the people he ended up using in his heist, and he wasn’t looking to do anything further than that. It would also be rather pricey to pay someone to create a gun that could pack a big nonlethal punch and still be compact and fired repeatedly. But then one day, fate smiled on him. On his 21st birthday he took a job that involved breaking into a corporate lab in order to steal a few weapons design for another rival company. It was there he found his two trusty Diamondback pistols, so called because the creator had an acute interest in the snakes of a similar name. Looking like bulkier versions of .45 caliber colts, they were originally designed to be a non-lethal alternative for police and military alike as it came with a stunning capability as well as a lethal blast. Due to their expensive nature, no one really took the idea or the weapons, until Stephen came along that is. Giddily he took them and retrieved the package, and since then they have been inseparable. As the years went on, he started to gain more and more recognition for his work and was eventually dubbed Phantasm by a news broadcaster. He decided to take that name after a bit of tweaking and decided to become Phantasmal, not that he ever really left a calling card at any of his crime scenes telling the authorities that that was his name. Nearly five years after obtaining his pistols, often lovingly referring to them as the ‘girls’, was when he ran into his biggest complication on any of his jobs. Being hired to walk into some private think tank with medium security measures and steal some information, he came disguised as inspector and planned on only holding up a small number of people in order to obtain the goods. Apparently another rival group thought of the same idea, but settled on hiring a less than subtle group of thugs and two minor supervillains whose ideas on hostages leaned towards readily disposable at a moment’s notice to break in whilst everyone was there. With a large explosion accompanied by many explosions and burst of gunfire, Stephen considered his options. He could either continue his objective of retrieving the information and let many people die, or he could attempt at stopping them, thus allowing for people to escape and superhero’s to come and deal with them. He wasted only one second on deciding to fight off the group, and immediately started to fight back. Eventually a force of hero’s arrived in time to keep him from being killed by the few remaining thugs and supervillain, but it was obvious to them that he wasn’t just some vigilante who happened to be in the same building as an attack happened. That and the video camera footage of him taking off his disguise and pulling out his guns didn’t help his case at all. So they made a deal, find a group of hero’s and they’ll convince whomever needs convincing that he won’t be a problem. If not, they’d throw him in a cell that would specially designed to counteract his powers. It didn’t take him a second to make his decision. So now he’s here in Freedom City, trying to shape up into a superhero and fight crime. Hopefully someone will take him. Personality and Motivation: Nowadays putting on the face of a cheerful and upbeat person, even whilst pointing a gun at someone’s face, Phantasmal always tries to be courteous to the people he’s talking to. He doesn’t truly want to hurt anyway, and if someone were to pay attention they’d see that a majority of the time he had his finger off the trigger and the barrel pointed somewhere in the vicinity to their upper left. Just because he’s a thief doesn’t make him a rude person, and above all else he will attempt to keep an innocent person from being hurt. He steals information and other products, or at least he did, in order to sell it and give it to his sisters in order to make up for not being able to save the rest of his family. He knows, or at least assumes, that they don’t want to see him, or know who truly is secretly supporting all of them as they make their way in life, he just wants them to be happy and well off. Hopefully the money will last them as he waits for the heat to die down and he can resume supporting them, or until he gets a change of heart. Powers and Tactics: Often hiding inside a wall, he waits for a target to pass before calmly stepping out and shooting him, he’s better off sneaking about than direct melee combat. If push comes to shove, he is quite a good shot, but he’ll more than likely fall through the floor and quickly disguise himself in order to avoid further confrontations. Complications: Family: Though they don’t speak nor know about his current activities and location, Stephen still loves and cares about his family. He hides this secret at all cost in order to avoid causing any more harm in their lives. Enemy: A number of years as a thief haven’t exactly left Stephen with many friends. Ranging from lovely level thugs and corporate executives and maybe even a few mad scientist, a large number of people would love to get their hands on him. Not to mention possibly even his family for what might be an even greater sin. Reputation: Again, having a long list of crimes attached to your name isn’t exactly the best thing to have when working with superhero’s. Although they may not know the true extent to his misdeeds, a search on the internet will leave a bad reputation with nearly anyone. Secret: As stated, making sure no one knows of his family is one of his top priorities. Almost as much of a priority as keeping his family away from his secret. Abilities: 4+10+8+8+4+8=42PP Strength: 14(+2) Dexterity: 20(+5) Constitution: 18(+4) Intelligence: 18(+4) Wisdom: 14(+2) Charisma: 18(+4) Combat: 6+8=14PP Initiative: +9 (Dex+5, +4 improved initiative) Attack: base: +3, Melee: +3, Ranged: +4, With Diamondback pistols +8 (base +3, Ranged +1, Specialization +4) Def: +11(Base: +4, Dodge: +7), Flat footed: +4 Grapple: +5 Knockback: -4/-2 Saving throws: 4+4+5=13pp Toughness: +8(Con: +4, +4 from defensive roll) Fortitude: +8 (Con: +8, +4) Reflex: +9(Dex:+5, +4) Will: +7(Wis: +2, +5) Skills: 84R=21PP Acrobatics: 4 (+9) Bluff: 8 (+12)Skill Mastery Computer: 4 (+8) Disable Device: 4 (+8) Disguise:8 (+12)Skill Mastery Escape Artist: 4 (+9) Gather Information: 8 (+12) Craft(Forgery): 4 (+8) Investigate: 4 (+8) Notice: 8 (+10)Skill Mastery Perform: 4 (+8) Search: 4 (+8) Sense Motive: 4 (+6) Sleight of Hand: 8 (+13) Stealth: 8 (+13)Skill Mastery Feats: 1+2+1+1+1+2+7+1+1+1+1+1+1+1+1+1+1+1=26PP Ambidexterity 1 Attack Focus(Ranged) 1 Attack Specialization: 2 (Diamondback Pistols) Benefit: Option 1(Alternate identity) Contacts: 1 Defensive roll: 2 (+4 to Toughness) Dodge Roll: 7 (+7 to Defense) Evasion: 1 Hide in plain sight: 1 Improved Critical: 1(Pistol) Improved Initiative: 1 Precise Shot: 1 Quick Change:1 Sneak Attack: 1 Skill Master 1: Disguise, Bluff, Stealth, Notice Uncanny Dodge: 1 (Sight) Well Informed: 1 Equipment: 1PP=5EP Commlink=1 Digital Audio Recorder=1 Lock Release gun=1 Mini Tracer=1 Night Vision Goggles=1 Powers: 16+2+1+5+10= 34PP Device 4 (Diamondback Pistols, 20PP, Flaw: hard to lose) [16PP] (Weaponry) Diamondback Pistols: Blast 10 Dimensional Pocket 1 (hammer space) [2PP] Immunity 1(Suffocation whilst passing through objects) [1PP] Super Senses 4 X-ray vision 4(4PP), Feat [Extended 1(1PP)] = [5PP] Super movement 5 (Permeate 3, Swinging, Wall-Crawling 1) [10PP] DC Block: Attack Range Save Effect Melee: Touch DC 17 Toughness Damage Diamondback Pistols Ranged DC 27 Toughness Damage Totals: 42+14+13+21+26+34= 150PP
  24. Character Name: Judex Power Level: 8 [11] (162/182PP) Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Unspent Power Points: 20 In Brief: Mild-mannered preacher by day, fear-inducing bringer of misfortune by night, Judex stands up for the poor and downtrodden of Bedlam City, no matter what. Birthplace: Springfield, MO, USA Residence: Small, "rustic" "parish" home near his church. Base of Operations: Bedlam First Assembly, near the corner of Blaed Ave and Ellmore Pl. Catchphrase: "Repent, or be judged." Theme Song: "He's Got The Whole World In His Hands" Alternate Identity: Theodore Galen Ward, aka "Pastor Theo" Identity: Secret Occupation: Pastor/Minister, Assemblies of God Church Affiliations: AOG; Bedlam First Assembly; Celestial Spirit Fellowship; Bedlam Interdenominational and Interfaith Charities Family: Benjamin Ward (Father); Cassidy Ward (Mother); Kathryn Ward (Older Sister); Mark Ward (Younger Brother); Abraham Ward (Paternal Grandfather) Description: Age: 28 (DoB: May 20, 1988) Apparent Age: Late 20s / Mid 30s Gender: Male Ethnicity: Caucasian (European mutt) Height: 5'8" / 6'3" Weight: 135lbs / 270lbs Eyes: Blue / Brown Hair: Brown / Black, with some Dirty Blond mixed in Theodore Galen Ward is a thin, reedy man, though one possessed of a deceivingly youthful look. He also tends to dress somewhere between "bland", "conservative", and "academic from a few decades ago". He tends to have an unassuming posture and air about himself, though when he's speaking with one of his congregation members, preaching from the pulpit, or doing charity work, he has a bit more confidence. If and when confronted by someone during said work, he tends to visibly shrink back a bit, and his voice goes up. His voice is an calm tenor (he is often complimented on his singing), and he almost always speaks with a gentle Midland American accent, only occasionally slipping into a more Southern/Ozark Midland. Judex is a bear of a man with a naturally intimidating air about him. He looks nothing like Theo, seeing as he has completely different body and facial structure. And a great big bushy beard! His hair has a wild, untamed look about it, his eyes carry a slightly crazed light, and his out-of-place brightly colored shirt is somehow all the more fearsome for it. The straw fedora upon his head never seems to come off, unless he wants it to. His arms bear strange, whorled designs that evoke ancient Christian symbology without belonging to any specific region or tradition. The cloth wraps and leather half-glove on his right hand and forearm add to his unsettling asymmetrical look. For all that he seems to bear a bit of extra weight on his frame, his muscles rounded out just a bit by "padding", his bearing and movements are nothing but graceful. He speaks with a rough Southern accent, with strong overtones of Lousiana/New Orleans. Power Descriptions: Theodore's powers were granted to him by the Archangel Uriel, and are a sort of "infusion" of a very tiny fragment of the Archangel's power. This infusion has given Theodore boosted (but not completely superhuman) general physical abilities, as well as slightly superhuman foot speed. To disguise himself, Theodore was given the ability to change into the radically different form of Judex (a name he picked himself); a side benefit of this transformation is his ability to nigh-instantly swap into Judex' typical outfit from whatever he's wearing at the time. However, physical prowess is not the only gift he's received. In addition to his bodily ability, Theo is able to cause misfortune to befall those he targets, making things worse than some thing they "ought" to be. Finally, he is able to cause his foes to perceive radical and frightening visions of their worst fears, combined with vague, impressionistic flashes of terrifying imagery, symbology, and more. History: Theodore Galen Ward was born to a family who valued Faith, Hope, and Love. His father is a career minister, while his grandfather is a retired Army veteran who fought in World War II, one who has some rather hair-raising stories of his pre-conversion wild and woolly youth. His mother, Cassidy, is a Registered Nurse, one who still pulls the occasional long hours at the hospital. He's learned the lessons of serving with love and discipline from his family, that's for sure. Theo himself had a happy childhood growing up in Missouri, attending school and then college; his decision to enter the seminary, albeit with some rather hefty added degrees ("just because he could" according to his siblings), was an easy choice. He felt the same "fire in his bones" his father had when it came to the Word, and he knew he could go out there and not just preach, but really reach out and help people. When he graduated, interned close to home, and then finally was up for a church assignment further about the nation, Theo himself chose to go to Bedlam First Assembly. Despite the tearful pleas of his mother, and the stern questions from his father, Theo stood firm. The city was hurting, and while there were good people doing good things, having another person there doing even more good could do nothing but help. It was Abraham Ward who spoke up, telling them that if Paul could go to Rome, then Theo could go to Bedlam. He reminded his grandson that he might need to stand up for himself there, more than any other time in his life, but that even then, he'd need to turn the other cheek. Theo was mugged his first week in the city, thankfully without any physical harm, and relatively little cash lost. And while he soon connected with Celestial Spirit Fellowship and the Bedlam Interdenominational and Interfaith Charities groups, it was abundantly clear that little was getting done in the city, at least in the immediate term. Gangs, crime, suffering, and hopelessness ran rampant. Theo's congregation was small, less than 40, but they were loyal and resilient. The fact that Bedlam First Assembly's location put it at the juncture of territories owned by rivaling gangs who preyed upon racial tensions did not help, though; the multi-ethnic makeup of his congregation generated brotherhood and scorn in equal measure, albeit mostly from within and without, respectively. After just four months in the City, Theo had had six separate efforts to go out and feed and distribute clothes to the homeless and underprivileged stopped or curtailed by police, gangs, or both. He was spiritually exhausted, and while his congregation (somehow) maintained their support of "Pastor Theo", there was only so much a reedy 20-something pastor with more smarts than sense could do. And then one night he woke up in his rickety bed in his slightly drafty house to see a vaguely glowing figure at the foot of his bed. When the being confirmed it, he, was the Archangel Uriel (a bit of Scripture quoting back and forth seemed to seal the deal for Theo), he was given an incredible offer: he could become a fearsome protector of the downtrodden and punisher of the wicked and corrupt. His powers would not be as grandiose and fearsome as some (Uriel muttered something about "showoffs in Freedom City"), but Theo would be able to finally be the force he needed to be to push back against the gangs, the corruption, the darkness that permeated Bedlam City. Theo agreed, and quickly figured out at least the basics of his powers. Now, during the days he continues his good works, preaching, teaching, and helping the widows, orphans, and poor. But during the nights, when the wind is chill and the streets are damp with rain (or worse), Judex makes himself known to strike the fear of the Lord into the hearts of the wicket. Personality & Motivation: Pastor Theo is a quiet, kind, fairly unassuming young man. He has strong convictions, and happily engages in discussion and debate over theology and philosophy at any opportunity. Mockers, be it of his faith, his looks, or his (seemingly futile) charity efforts all get a big grin and a shrug. He's capable of more somber moods, and the fact he's already helped bury two members of his congregation (one of whom was younger than he) means he's intimately acquainted with grief and mourning. Still, his heart cannot be dragged down, and he's always got an encouraging word for others. Judex is a charismatic force of nature, often terrifying, and never forgettable. He loves making dramatic entrances, often perched in unusual places (especially considering his not-so-tiny frame). He adores menacing speeches that draw heavily on concepts such as the Judgement Of The Lord, the Wages Of The Wicked, and so on. His ire focuses on criminals and the corrupt, though; he's made it clear that any sins that don't threaten another person are not his to judge. Those who would steal, kill, and destroy, though, they are his to stop. Because while many may be Sheep, and the Wicked are Wolves, he is the Wolfhound. Powers & Tactics: Judex tends to use his Emotion Control and Luck Control to mess with and "debuff" his opponents until he has a chance to get "up close and personal". His specialization in grappling arts means he tends to favor getting a solid grip on an opponent and then leaving them rather wrecked. If someone starts fleeing, he'll give chase, using parkour if need be. In a pinch, Theo can use any of his powers without transforming into Judex's form, but doing so brings a lot of risk of discovery upon him. Complications: Secret Identity: Theodore Ward and Judex are very different people. Clearly not the same person! Theo's job, safety, congregation's safety, and the safety of the "regular" charitable work he does are all at risk if his identity as Judex ever got out. Struggling: Pastor Theo runs a small church whose members, while faithful givers, are not exactly rich. He typically has to scrape to pay his bills, especially since he tends to be generous with giving to others if a need comes up. Righteous Anger: Judex is just a made-up character. Mostly. Theo has definitely noticed he can get worked up about injustices, and it's worse when he's physically transformed into Judex. And sometimes that means there's a bit of a risk of getting...carried away. The Face of Fear: Judex is a rather scary guy, and many civilians and hero-types (whether costumed-ish, or just honest-ish police) may find themselves unnerved or scared of Judex, mistaking him for a villain rather than a hero. On A Mission From God: Judex is on a mission, and he talks as such (it's almost, but not quite, a compulsion for Theo when in that form). It's the sort of thing that gets you noticed by folks that mission is against, and could prove wearying to some who he might ally with. On The Side Of Angels: Scary or no, Judex is directly empowered by an Archangel. Anyone who figures that out and is of a less savory nature might pass that on to powers and principalities that would take a great interest in Judex. Corruption or Destruction, either way it's a win for such beings, or so they figure. Abilities: 0 + 2 + 2 + 4 + 8 + 8 = 24PP Strength: 10/20 (+0/+5) Dexterity: 12/18 (+1/+4) Constitution: 12/20 (+1/+5) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +3 Attack: +11 Melee, +6 Ranged Grapple: +15 Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -2 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +1/+5 (+1/+5 Con) Fortitude: +3/+7 (+1/+5 Con, +2) Reflex: +4/+7 (+1/+4 Dex, +3) Will: +7 (+4 Wis, +3) Skills: 128R = 32PP Acrobatics 10 (+14) Climb 8 (+13) Diplomacy 8 (+12) Disguise 6 (+10) Escape Artist 4 (+8) Gather Information 8 (+12) Intimidate 10 (+14) Knowledge (Behavorial Sciences) 6 (+8) Knowledge (Civics) 4 (+6) Knowledge (Current Events) 4 (+6) Knowledge (History) 10 (+12) Knowledge (Popular Culture) 6 (+8) Knowledge (Streetwise) 8 (+10) Knowledge (Theology and Philosophy) 10 (+12) Notice 8 (+12) Sense Motive 10 (+14) Stealth 8 (+12) Feats: 20PP Accurate Attack All-Out Attack Attack Focus (Melee) 5 Defensive Attack Dodge Focus 5 Evasion Improved Grab Improved Grapple Improved Pin Paralyzing Attack Power Attack Takedown Attack Powers: 6 + 1 + 8 + 6 + 10 + 2 + 12 + 9 = 54PP Shepherd's Body Morph 6 (1 Single Form, +30 Disguise Self) [6PP] (Holy) ("Fearsome Countenance") Enhanced Feat 1 (Quick Change) [1PP] (Holy) ("Watchman's Rainment") Enhanced Constitution 8 [8PP] (Holy) ("Endurance of Eleazar") Enhanced Dexterity 6 [6PP] (Holy) ("Deftness of David) Enhanced Strength 10 [10PP] (Holy) ("Strength of Ishbaal") Speed 2 (25mph/250ft per Move Action) [2PP] (Holy) ("Swiftness of Shammah") Crook and Staff Luck Control 1 (Force Reroll; Extras: Area, Selective; Power Feats: Luck 3) [12PP] (Holy) ("Misfortune Aplenty") The Fear Of The Lord 4 (8PP Array; Feats: Alternate Power 1) [9PP] Base Power: Emotion Control 8 (Flaws: Limited to Fear) [8PP] (Holy) ("Is The Beginning of Knowledge") Alternate Power: Emotion Control 8(Extras: Area [General, Shapeable, 7 5ft cubes]; Flaws: Limited to Fear, Action [Full]) [8PP] (Holy) ("Is Clean And Enduring Forever") Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15/20 Toughness (Staged) Damage (Physical) Emotion Control Perception DC 18 Will (Staged) Shaken/Frightened/Panicked Totals: Abilities (24) + Combat (24) + Saving Throws (8) + Skills (32) + Feats (20) + Powers (54) - Drawbacks (0) = 162/182 Power Points
  25. Justicar Power Level: 7 (106/108PP) Trade-Offs: -1 Attack/+1 Damage, -1 Defense/+1 Toughness Unspent Power Points: 2 In Brief: A disillusioned law student with low-level psionic powers, seeking justice on the streets instead of in the courts. Catchphrase: "Liar." Residence: Wolverton Alternate Identity: Lena Alexandra Lexington Identity: Secret Birthplace: Bedlam City, Wisconsin Occupation: Law student Affiliations: Good News Thunderous Hammer Church of God in Christ Family: Alice Lexington (mother), Luthor Lexington (brother) Description: Age: 27 (May, 1989) Gender: Female Ethnicity: African-American Height: 5' 9" Weight: 145 lb Eyes: Brown Hair: Black Lena Lexington is a tall, striking woman in her mid-twenties, with dark eyes and long black hair that she wears in thinly corded dreadlocks. Visibly fit and athletic, she moves with unspoken, almost unconscious confidence. She dresses neatly (if informally) in sweatshirts, T-shirts, and jeans, with a few piercings in her right ear and a small tattoo of a set of scales on the side of her neck. Her face is typically focused and carefully implacable - until she dons the mask, at which point she can be prone to sudden outbursts of strong emotion. Whenever she's "on the job" with her brother Luthor, she wears a white hooded sweatshirt with another set of black scales emblazoned prominently on the back. She tops this off with jeans, gloves, and heavy-duty combat boots. Her identity is concealed by a black mask wrapped tightly around her face. Power Descriptions: Lena possesses the psionic ability to enhance herself with a sort of personal telekinetic field. It protects her body from harm, allows her to hurl herself prodigious distances, and makes it possible for her to lift objects many times heavier than herself, in what appears to observers to be displays of superhuman strength or durability. When she uses these abilities, faint wisps of red energy flicker off her body, and the pupils of her eyes glow red from within. History: Lena Lexington always had good instincts. Born into poverty in Wolverton, to a negligent mother and an uncaring city, there was never a time where young Lena wasn't relying on her older brother Luthor for protection. Bedlam City was a rough place for two children to grow up - it seemed as if there was forever someone out to hurt you. Whether they were a robber, a scammer, a crooked cop, or just a cruel-minded gang of hoodlums come down from Stark Hill for a bit of "sport," Lena learned quickly that if she didn't stay forever on her guard, bad things would happen. Luthor meant well, but he frequently let his temper overcome his judgement, and whatever the case, he couldn't always be there. Fortunately for young Lena, nearly everyone's unsavory designs involved lying to her at some point. And if there was one thing she had a gift for, it was seeing straight through someone, even as they lied through their teeth. No matter how skilled the deceiver or how tempting the promise, whether the lie be big or small, it seemed as if Lena simply could not be fooled - which made both her and her brother far more difficult targets for anyone who meant them harm. Unfortunately, her uncanny instincts were not entirely without drawbacks. Everyone lies, and the fact that Lena was never fooled by a single one could cause friction between her and her peers - especially since she had a tendency to call out said lies with little in the way of discretion. This earned her a reputation for being self-righteous, which led to her being largely ostracized by those who would prefer their everyday white lies remain undetected. Beyond this, Bedlam is a city that runs on lies. Politicians, police officers, public officials...everyone makes promises, no one means them. A crusading attorney might claim devotion to justice, while at the same time lining their pockets with illicit bribes. A panhandler might beg for money to feed their children - but all they really wanted was another fix. Cops swear that a certain suspect "resisted arrest," but Lena always knew better - all the suspect really did was look at a cop the wrong way, or sometimes just be the wrong color. Everyone knew about the lies, but most chose to ignore them, preferring willful ignorance. Lena had no such option. She perceived each and every lie for exactly what it was, and the picture it painted of the city disgusted her. This fostered in her a yearning desire to fix things. There was good in the city, she believed. It just needed someone to bring it out. Always a good student, as Lena entered high school, she turned her interests towards the potential study of law. If someone could enter the legal system and fix it from the inside, then that would be the first step towards making Bedlam a better place. Her studies progressed well, and quickly. She made it into law school, and it seemed as if her life was finally on the right track. Unfortunately, one aspect of her life that had suffered from her increased devotion was her relationship with her brother, Luthor. He felt that she thought she was too good for him now - she felt that he was content to do nothing but jack cars with his gang, with no ambition towards creating a life for himself or bettering the city. A rift of mutual resentment began to grow between them. A rift that only grew wider when he got picked up for grand theft auto. At first, Lena was disgusted. He had brought it on himself, after all, hadn't he? But as she went through the obligatory motions of asking questions and arranging the legal matters, she discovered a troubling thing: they were lying. The cops were lying about what he did, the legal system was lying about their intentions to see him given a fair trial. They wouldn't even let her see him, and everyone was lying about why. That was when she began to truly worry. The cops pinning a load of extra offenses to someone's sheet was nothing new in Bedlam. But she didn't even know where her brother was, or what was happening to him. Refusing to give up on her brother, Lena pushed harder. Answers were few and hard to come by, and she had the feeling that the more she pushed, the more jeopardy she placed herself in. Relentless investigation yielded two rewards: one, that whoever had him, Luthor was going to be tranported via convoy on a certain date. And two, she was run off the road by an unknown hitman. As her assailant sped away, Lena was shocked to see that her head had done more damage to the steering wheel than the steering wheel had done to her head. Even more so when she found she could tear the car door from its hinges with little effort. No one expects to find out they have powers, but Lena wasted no time in putting her newfound "gifts" to good use. Lena now knew that she would find no help in the legal system, so she turned to the other option: the gangs. A mask, a few hastily forged connections, and a display of her powers was all it took to get an audience with one of the city's more reckless - and gullible - gang lieutenants. She told them that she had the schedule of a convoy that would be moving a massive sum of money, and that it was sure to be easy pickings, carefully sewing the story with just enough facts to disguise the lie. Eager for an opportunity to rise in the ranks, her story was bought hook, line, and sinker, and the gang attacked Luthor's prisoner transport. The gang, while heavily-armed, had been made to expect cowardly rent-a-cops, not trained and equipped agents. A fierce firefight ensued - which Lena took full advantage of, freeing Luthor amid the chaos. The two escaped together. Luthor, as it turned out, had been subjected to horrific experiments, endowing him with his own set of abilities. Disgusted by what they had seen of the city's misdeeds, they resolved to rely on the only people they could ever trust - each other - and use their newfound powers to bring harsh justice to at least a few of Bedlam's resident scum. Personality & Motivations: Lena is a woman who has become completely disillusioned with the justice system. She has abandoned any hope of ever being able to truly fix it. The best anyone can do is harness it and turn it forcefully towards their own purposes. And most of the time they'd be better off simply...circumventing it, which is the route her and her brother have chosen to take with their nightly excursions. Why wear your fingers to the bone entering the legal system, only to be shackled by corruption and forced to sit through farcical trials? Why bother calling a lazy, malicious police force when you can punch through walls? Why implement ineffective crime-reducing policies when you can just put on a mask and go reduce it yourself? Lena's relationship with her brother could be best classified as "complicated." He's her closest family member and she loves him - but a certain subconscious part of her mind can't help but bitterly resent him for derailing her life just when it seemed she was about to rise above her circumstances. She was always the hardworking one, the diligent one, and yet still she ended up getting dragged back down by his mistakes. How was that fair? At the same time, however, she knows that there's no going back from the path they've started on. She's aware that Luthor wants for her to be able to one day escape the city and realize her old ambitions, and she doesn't have the heart to dispel him of that notion, but secretly she doesn't see how she could ever fully go back to being nothing but a cog in the machine. She still pursues her legal career - albeit with far less passion than before - but purely for the sake of having another weapon in her arsenal. Deep down, she believes that she's going to die wearing the mask. Whenever that may be. Despite all this, Lena manages to maintain a slightly offbeat sense of humor about her situation. She's given to wry observations, somewhat bitter wisecracks, and occasional moments of almost childish bickering with her brother. Powers & Tactics: Lena is typically an uncomplicated fighter. The strength and durability granted by her psionic powers mean that she typically has little cause for concern when engaging ordinary street toughs, allowing her to utilize simple, brutally effective methods of combat. She refrains from using lethal force - she's not ready to cross that line yet - but she has few compunctions about breaking a few bones. Or more than a few. The power that she values the most is also her least visible one: she invariably knows when she's being lied to. She makes a point of keeping that power a secret, because you can tell a lot about a person by what they lie about. When confronted with a situation where she is outmatched, she has no false pride to prevent her from fleeing - or preferably cheating. "Pride gets you killed" is her modus operandi. While she is never one to truly give up or admit defeat, she is perfectly comfortable with letting her opponent believe they've won just long enough for her to win back the advantage. Complications: Down with the System: Lena harbors a deep and not-unjustified resentment for both the legal and law enforcement systems. She has a hard time turning down any opportunity to stick it to The Man. Dual Life: Lena makes at least a token effort to maintain her studies, but counterbalancing that life with her midnight escapades can cause complications in both. Enemy: When Lena tricked the gang into helping her free Luthor, she made a lifelong enemy out of them. They have a personal (and not entirely unjustified) grudge against her, and will surely jump at any opportunity to settle the score. Family First: For all their disagreements, Luthor is still Lena's brother. There are a great many things she would sacrifice to keep him safe. Him being a wanted man doesn't help. Secret: Bad things happen to capes who let their identities be discovered. Lena keeps hers a closely guarded secret. Struggling: Lena and her brother are usually only just scraping by when it comes to finances. Technically, I Told The Truth: It is impossible to directly lie to Lena. It is, however, still possible to trick her, if you're careful about your phrasing. Her power means she has never had to develop the ability to naturally tell when someone's not being entirely honest with her, so she tends to take what people say at face value. Abilities: 2 + 6 + 6 + 4 + 2 + 4 = 24PP Strength: 26/12 (+8/+1) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +7 (+4 Improved Initiative, +3 Dex) Attack: +6 Melee, +4 Ranged Grapple: +17/+14/+7 (+6 Melee, +8/+1 Str, +3/+0 Super-Strength) Defense: +6 (+4 Base, +2 Dodge Focus), +2 flat-footed Knockback: -6 Saving Throws: 3 + 3 + 5 = 11PP Toughness: +8 (+3 Con, +5 Impervious Protection) Fortitude: +6 (+3 Base, +3 Con) Reflex: +6 (+3 Base, +3 Dex) Will: +6 (+5 Base, +1 Wis) Skills: 48R = 12PP Bluff 6 (+8) Diplomacy 3 (+5) Gather Information 8 (+10) Intimidate 8 (+10) Knowledge (civics) 3 (+5) Knowledge (current events) 3 (+5) Knowledge (streetwise) 8 (+10) Notice 4 (+5) Stealth 5 (+8) Feats: 8PP Attack Focus 2 (melee) Contacts Dodge Focus 2 Improved Initiative Takedown Attack 2 Powers: 14 + 5 + 7 + 9 = 35PP All powers have the Psychic and Telekinesis descriptors Enhanced Strength 14 (Psionic Strengthening) [14PP] Immunity 5 (interaction skills) (Living Lie Detector) [5PP] Personal Telekinetic Field 3 (6PP Array; Power Feat: Alternate Power 1) [7PP] Base Power: Super-Strength 3 (lifting STR 41; heavy load: 3 tons) (Tactile Telekinesis) {6/6PP} Alternate Power: Leaping 3 (x10; running long jump: 180 ft; standing long jump; 90 ft; high jump: 45 ft) + Speed 3 (50MPH/500 feet per move action) (Propel Self) {3+3=6/6PP} Protection 5 (Impervious 4) (Personal Forcefield) [9PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23/16 Toughness (staged) Damage (physical) Totals: Abilities (24) + Combat (16) + Saving Throws (11) + Skills (12) + Feats (6) + Powers (35) – Drawbacks (0) = 106/108
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