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  1. Player's Name: Sandman XI Character Name: Vitalus Power Level: 14 (213/214) Tradeoffs: Undercapped, PL 12 (0 attack/0 save, -1 defense/+1 toughness) Unspent Power Points: 1 In Brief: A former hero looking to get back into being a hero. Residence: Riverside Base of Operation: None Catchphrase: "." Alternate Identity: Wesley Octavius Knight (birth name) Identity: Secret (mostly) Birthplace: Tunnel Hill, Alabama Occupation: body artist, business owner Affiliations: None Family: None, all passed or in the past. Age: 27 (born 13 December, 1979) Apparent Age: early twenties Gender: Male Ethnicity: African-American Height: 6 foot 6 inches (1.98 meters) Weight: 240 pounds (109kg) Eyes: green (due to mutation), brown (originally) Hair: black Wesley is a well-build man, with very defined muscle. A fighter's build. Swole arms, legs, and torso. His arms, chest, back and neck are covered with years with of inked art. Each one of them a personal memory (even if a few of those memories are 'this looks awesome'). His eyes are a vibrant green and have been so ever since his powers erupted forth. he loves his thick long dreadlocks and considers them a source of pride that he keeps them up so well. you can hear the southern inflect in his voice, even though he's been in Freedom for nearly a decade.Even though he's big, he does not walk like a big man. Almost always in thought about something and someone. When he's not doing that he like to sit or lean on walls. Never a straight stand. His clothing is urban wear baggy cargos, sandals, and an a-shirt when in public or when it's proper. He does love to show off his ink. His 'costume' is barely different. he throws on a brown hoodie on and ditches the sandals for work boots. Power Descriptions: Wesley's power set changes so much that even he thinks it's silly. The only thing constant is the glow. He glows dark green, gold, or purple when he uses his powers. All the ranged powers shoot of as shots of energy. If someone is under his powers effects they might even glow themselves. Not as bright as him, but definitely noticeable until it's done. History: Here for pre-Freedom City days When he got to his destination, it wasn't a cake walk. While he did have the job, it wasn't as good at it was made out to be. Sure everything was nice and the owner was a nice guy, but Wesley didn't get much being the new guy. So he poked around for side jobs where he could. There was a whole community around here! Riverside was great. Though his first big paycheck came from someone off the books. A woman who needed an intricate back piece done. She somehow new about his powers and knew he could stay up day and night if need be. Little did he know he was getting into Triad business. The woman, who only wanted to be known as 'Jade' taught him Mandarin as he worked. It was for his own good. By the time he was done (seven days? ten?) a whole boatload of gangsters came flooding in. This was the real deal, he had to protect himself and not hurt anyone. Jade was resting, but watching the whole thing. Of course, the was easy, a meta with biological powers versus normal guys (there were a bunch of them though, with hatchets!) Of course he survived and no one died. 'Jade' said that others who needed to know. She thanked him for being her 'Knight'. And that's how he got his first her name. Even though it was his last name. After that was one of the most disgusting things ever. A bunch of heroes gathered to fights some alien poo? He never found out what it was, but he and another (a machine kid) were the last ones to face down that piece of filth. That lead to more connections. The adventures start to blur after that. Only his time on the Knights of Freedom was the clearest out of it all (Avenger, Scarab, Divine, Grimalkin, Dr Archeville, others). By that time, he'd moved into his own place and with the money to buy a place in Riverside. It was small, but he had a following, both on the mundane and meta side. He tried, comically almost, his hand at the dating scene. It didn't work out. That and he was more absorbed in his work and art. By then he'd lost his way. doing more jobs for himself and his friends than focusing on the hero thing. And while that's not why he came up here, he always felt like it was his calling that he was ignoring. He even traveled a bit. Got his bachelor's degree in medicine. Still, the call of the hero beckoned him. Some times it even came to his front door! he was not callous. He helped what he could. Just never... OK enough's enough. He could ignore it no longer. The tug at his heart strings as the world almost drowned was too much. He was going to get out there and do something. He even took a (third after the short lived 'Life Knight') name. Vitalus! Personality and Motivation: Wesley is, well, quiet is an exaggeration. He does like conversation, he just never gets to talk. Not that he minds. He'll listen to anyone and answer in kind. He is a stand up guy and will rush to help if needed. All those years he was 'absent' was a misnomer. He was here, just in the background! He wants to step out of the back ground now. To do more than just hide in the shadow. To step up and take responsibility. Powers and Tactics: Wesley is a mix of range and melee. He'd prefer not to mix it up and shoot down his enemies in a nonviolent (as you can get with using bioenergy to blast others) way. But if it gets close range, he will flip on his signature Adrenaline Rush and quickly beat down his opponents with massive strength and speed. Complications The Job: Wesley owns and works at Knight's Ink body art shop. Tattoos and piercings are normal. But select clientele have special requests. As long as it's legal, Wesley will oblige them. The (kinda) Secret: While his new foray into the hero scene is that of a covered urban warrior, there are a handful of heroes villain and civilians that know his identity. Relationships: He is very friendly with his employees (and in fact won't hire someone if the crew disapproves). Ghosts!: Not that he fears them. Malevolent spirits are somewhat a sore spot for him as he cannot deal with them by himself. Warmth: Wesley leaves a faint heat trail that those with certain senses can see like a beacon. Abilities 12 + 10 + 12 + 6 + 8 + 4 = 52PP Str 22/30 (+6/+10) Dex 20 (+5) Con 22 (+6) Int 16 (+3) Wis 18 (+4) Cha 14 (+2) Saving Throws 5 + 4 + 4 = 13PP Toughness 13 (6 con, 7 protection) Fortitude 11 (6 con, 5 save) Reflex 9 (5 dex, 4 save) Will 8/17 (4 wis, 4 save, 9 enhanced save) Combat 24 + 14 = 38PP Attack +12 (base) Defense +11 (+7 flat-footed) Grapple +18/+26 Initiative +5 Knockback -6 (-3 without protection) Skills 92R = 23PP Acrobatics 10 (+15) Craft (artistic) 7 (+10) Diplomacy 8 (+10) Gather Information 8 (+10) Knowledge (current events) 2 (+5) Knowledge (life sciences) 12 (+15) Knowledge (popular culture) 2 (+5) Knowledge (streetwise) 7 (+10) Language 1 (English [native], Mandarin) Medicine 11 (+15) Notice 6 (+10) Search 7 (+10) Sense Motive 11 (+15) Feats 12PP Accurate Attack Acrobatic Bluff Contacts Dodge Focus 4 Interpose Leadership Power Attack Precise Shot Ultimate Effort (Craft [artistic]) Powers 48 + 12 + 8 + 7 = 75PP Biological Manipulation: Array 20 (Power Feats: Alternate Power 8) [48PP] . . Adrenaline Rush: Container 8 (passive) [40/40] . . . . Damage 2 (hardened muscle; Power Feats: Mighty) [3CP] . . . . Enhanced Strength 6 [6CP] . . . . Enhanced Feats 2 (Improved Grapple, Move-by Action) [2CP] . . . . Enhanced Save 9 (Will 9) [9CP] . . . . Leaping 3 (x10) [3CP] . . . . Speed 3 (50MPH) [3CP] . . . . Super-Strength 4 (Effective 48 str; Power Feats: Groundstrike, Shockwave, Super-Breath, Thunderclap) [12CP] . . Atrophy: Paralyze 12 (Extras: Range [Ranged]; Power Feats: Incurable, Reversible) [38/40] . . Biokinetic Disruption: Damage 12 (Extras: Alternate Save [Fortitude], Range 2 [Perception]; Flaws: Action [Full]; Power Feats: Incurable, Reversible) [38/40] . . Cure: Nullify 12 (all biological effects; Extras: Effortless; Power Feats: Selective) [37/40] . . Heal: Healing 9 (Extras: Action [Standard], Total; Power Feats: Persistent, Regrowth) [38/40] . . Muscle Control: Mind Control 12 (Extras: Alternate Save [Fortitude], Conscious, Duration [Sustained]; Flaws: Range [Ranged]; Power Feats: Precise) [37/40] . . Serotonin: Emotion Control 12 (Extras: Independent, Total Fade; Power Feats: Mind Blank) [37/40] . . Shape Body: Transform 12 (living to living; Flaws: Range [Touch]; Power Feats: Incurable, Precise, Reversible) [39/40] . . Virus: Nauseate 12 (Extras: Range [Ranged]; Power Feats: Incurable, Reversible, Variable Descriptor [Viruses]) [39/40] Life Support: Immunity 12 (aging, disease, environmental conditions [all], poison, sleep, starvation and thirst, suffocation [all]) [12PP] Sense Life: Super-Senses 8 (Life Awareness [very common; accurate (mental), acute (mental), ranged (mental), radius (mental)]) [8PP] Tough: Protection 7 [7PP] DC Block Unarmed Melee DC 21 Toughness (Staged) Damage (Physical) Unarmed, Adrenaline Rush Melee DC 25 Toughness (Staged) Damage (Physical) Hardened Muscle Melee DC 27 Toughness (Staged) Damage (Physical) Atrophy Range DC 22 Fortitude (Staged) Slowed or Paralyzed Biological Disruption Perception DC 27 Fortitude (Staged) Damage (Energy) Cure Range DC 22 Fortitude Biological Effects Nullified Muscle Control Range DC 22 Fortitude Controlled Seratonin Perception DC 22 Will (Staged) Calm or Despair or Fear or Hate or Hope or Love Shape Body Melee DC 22 Fortitude Transformed Virus Range DC 22 Fortitude (Staged) Sickened or Nauseated or Helpless Totals: Abilities (52) + Saves (13) + Combat (38) + Skills (23) + Feats (12) + Powers (75) + Drawback (-0) = 213/214 Power Points
  2. Super-Movement 3 (Slow Fall, Wall-Crawling 2) [8PP] Gravity Array (x PP, Feats: Alternate Power 4) BE: Move Object 7 (Flaw: Range/Touch, Extra: Damaging) AP: Blast 7 AP: Snare 7 (Flaw: Range/Touch, Extra: Transparent) AP: Drain Movement Powers 7 (Flaw: Action [Full], Extra: Range [Ranged]) Leaping 2 [2PP]
  3. Player Name: Thunder King Character Name: Prism Power Level: 10 (150/161 PP) Trade-Offs: None Unspent Power Points: 11 In Brief: Ordinary teenage girl with the power to summon color shifting energy constructs and blasts Alternate Identity: Hannah Cooper Identity: Secret Birthplace: Chicago Occupation: Student Affiliations: Claremont Academy Family: Jacob Cooper, father; Mary Cooper, mother; Jacob 'Jake' Cooper II, brother; Laura Cooper, sister; Ashley Cooper, sister; Peter Cooper, brother; Samuel 'Sammy' Cooper, brother Description: Age: 16 (DoB: February 24th, 1999 Gender: Female Ethnicity: Caucasian Height:: 5'2” Weight: 115 Eyes: Blue Hair: Brown Hannah is short, slightly out of shape, and somewhat nondescript. She has shoulder length brown hair that she keeps neat and out of the way. Most of her clothes are hand-me-downs from her sister Ashley, and thus a couple of years out of style and not fitted for her. What she's gotten for herself tend to be various hoodies, which she tends to wear unless the heat is too severe. However, she has bright blue eyes and a warm smile. Hannah's costume is light purple, loose and comfortable top and pants with a hooded cloak and a simple face mask. She also wears a tactical Kevlar vest her parents bought her before she went off to school and completes the outfit with a pair of sturdy, practical boots. Power Descriptions: Hannah produces blasts and constructs of colorful energy of a cosmic origin. For reasons she doesn't understand, she has no control over what the colors or patterns of her blasts are. The colors range from vivid and garish to muted and subtle, and she has no control over that either. The energy she produces can take the form of cloud-like formations to laser-like beams, but her constructs are consistently crystalline and translucent in appearance. History: Hannah Cooper was born the fourth of six children to a family in the suburbs of Chicago. Her oldest brother is a moderately successful professional football player, while her oldest sister is attending Harvard Law. While she has a loving family, she's always felt buried and overlooked. Her plan for her life was pretty typical, high school, college, marriage, children. The same kind of life she had always expected and wanted. In January of 2015, though, her powers awakened. She kept them a secret for the most part, but practiced with them whenever she could. She struggled between the typical life she'd wanted and her super powers. She had no interest in a life of heroism, but she felt a need to understand them. One night in April she traveled into the city of Chicago. It was dangerous, but she was driven to do it by her need to understand her powers. Her plan was to get in touch with a local hero. Hopefully someone that could help her understand her powers. The person who noticed her, Iron Maiden, couldn't help her, but she did have contacts. Iron Maiden's idea was to find a hero that could take Hannah under their wing and teach her how to use her powers. Iron Maiden promised to be in touch, and for three weeks, Hannah didn't know what was going on. When she received contact from Claremont, it was both better and worse than she expected. Part of her wanted to stay home, ignore her powers and live the life she expected. However, she felt drawn to understand her powers, and so enrolled. Personality & Motivation: Strictly speaking, Hannah doesn't want to be a superhero. She wants to learn how to use her powers and make sure they're controlled. However, in practice she would never walk away from people in need. She knows she can use her powers to help people. She's far more about helping people than punishing criminals, but she also knows her powers can hurt. Powers & Tactics: Hannah generally uses her constructs to control the battlefield, often isolating villains from potential victims. If she's alone, she uses blasts of energy to drop them quickly to end the fight with minimal harm and casualties. If she's working with others, she often uses her powers to support her allies. Complications: I don't know who this Prism is...: Her identity is not public knowledge, and she likes it that way. Um, no, not me: Hannah has a mild case of social anxiety disorder. When forced into the spotlight she is liable to make mistakes and seek to get away. Big Family: Hannah is the fourth of six children, this may cause her problems. Abilities: 0 + 2 + 0 + 6 + 4 + 0 = 12PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +4 Base, +10 Ranged Grapple: +4 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -10 Saving Throws: 8 + 7 + 6 = 21PP Toughness: +10/+4 (Impervious 10) (+0 Con, +10 Force Field) (+0 Con, +4 Kevlar vest) Fortitude: +8 (+0 Con, +8) Reflex: +8 (+1 Dex, +7) Will: +8 (+2 Wis, +6) Skills: 60R = 15PP Computers 6 (+9) Knowledge (Current Events) 9 (+12) Knowledge (Popular Culture) 9 (+12) Knowledge (Technology) 9 (+12) Knowledge (Art) 6 (+9) Notice 8 (+10) Search 5 (+8) Sense Motive 8 (+10) Feats: 18PP Attack Focus (Ranged) 6 Dodge Focus 6 Equipment 1 Improved Initiative Luck Move-By-Action Power Attack Quick Change Equipment: 1PP = 5 EP Commlink [1EP] Tactical Vest (Protection 4 [4EP] Powers: 38 + 10 + 20 = 68PP All powers have the Cosmic descriptor Cosmic Rainbows Array 16 (32PP; Power Feats: Alternate Power 6) [38PP] Base: Create Object 10 (10 x 5' cubes; Extras: Movable [Strength 50], Power Feats: Stationary, Tethered) [32PP] AP: Blast 10 (Extras: Autofire) [30PP] AP: Blast 10 (Extras: Area [General, Shapeable, 10 x 125' cubes]) [30PP] AP: Dazzle 10 (Visual) [20PP] AP: Dazzle 10 (Visual; Extras: Area [General, Burst, 50'])[30PP] AP: Light Control 10 (100') [20 PP] AP: Snare 10 (Power Feats: Reversible, Tether) [22 PP] Flight 5 [10 PP] Force Field 10 (Extras: Impervious 10) [20 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch 15 Toughness(staged) Damage Blast 100 ft 25 Toughness (staged) Damage Dazzle 100 ft 20 Fort/Ref Visual Dazzle Snare 100 ft 20 Ref Entangled/Bound Totals: Abilities (12) + Combat (16) + Saving Throws (21) + Skills (15) + Feats (18) + Powers (68) - Drawbacks (0) = 150/159 Power Points
  4. Zenith Corinne Conrad Power Level: 8/11 (162/182) Unspent Power Points: 20 Trade-Offs: None In Brief: Matter manipulating daughter of a hero, just trying to make it on her own in the big city. Catchphrase: "I am the agent of change." Theme: Chvrches, “Gun” or Hundred Waters, "Particle" Alternate Identity: Secret Birthplace: Los Angeles, CA Residence: Claremont Base of Operations: Claremont Occupation: Student, wanting to be an artist/dancer. Affiliations: Claremont. Family: Amir al-Misri, father; Natalie Conrad; mother; Harold Conrad, step-father; Nicholas Conrad, younger brother; Dalir Saleh, half-brother. Description: Age: 16 (DoB: 2001, April 1st) Apparent Age: 16. Gender: Female Ethnicity: Caucasian (British) /Arabic (Egyptian) Height: 6’2 3/4 Weight: 161 Eyes: Blue (Glowing White) Hair: Dirty Blonde, generally dyed (Various shades of oranges and pinks) Corinne takes more firmly after her mother than father, though she has his height (On her it would be described as Statuesque), and a bit of his jaw, and serious eyebrows. She is built like someone who has taken dance for many years, slender and willowy with the proper mass that came with a decade of ballet and having to be able to hold herself en pointe. Perpetually she has a crooked smile, matching teeth that were a bit crooked as well. She is, though, gorgeous and knows how to employ her beauty, even it is not her first choice. Corinne’s aesthetic tends towards ‘Hipster Bohemian,’ when outside of dance class and practice. She does have to wear glasses, however. Her hair is currently in an asymmetrical undercut style, normally bleached or dyed varying shades and colors, with patterns and notches done in the clippered hair. When she changes she restructures her clothing into a variegated colored summer dress and bare limbed, though her left leg had has a thigh high covering. A distortion effect around her median, and occasionally around the rest of her, similar to artifacting that can happen in video. Her limbs trailing off into coruscating light, that moves over her skin. Her pupils and irises turn into apertures of like, and her hair stands like a flaming crown of pinks and oranges. History: Corinne is the result of a tryst between her mother and then less famous and rich playboy Amir al-Misri. She eventually found this out, after she got upset in a normal argument with her mother, and in the process did an impromptu remodeling of the kitchen, turning it into glass. All of it. With that in mind, her mother explained some things, and reached out to Amir, and Corinne found herself in Freedom City, and Claremont. She is still dealing with all of the changes. Though she still has her art, and dancing, and been semi-normal, she hopes that will keep her grounded even as her entire world changes around her, like some sort of outward expression of her newfound powers While she knew that Harold Conrad wasn’t her biological father, she had accepted him as effectively her father, and Amir feels alien to her. Though the relationship is tentative, as their involvement with each other’s life has been nonexistent until recently. She is still strongly connected to her family and speaks to them frequently, though is less… clear on her relationship to Amir and his family and associates. She wonders if she can truly go through what is happening without issue, but that remains to be seen. Though one thing is certain, she will have an amazing ability to do art with her powers, and that prospect alone is enough to drive her to learn and refine more in her abilities. Does superheroing even look good on an art school application? Personality & Motivation: Corinne is a nice person, and apparently has inherited powers from her father. She feels obligated to figure out how to use them, and how to apply them effectively and safely. She is certainly not retiring sort, though despite a bit of occasional bubbly personal, she is still concerned to what others things of her. Outside of that, she still wants to pursue artistic endeavors, and perhaps try to juggle that and her powers. She does strive very hard in both dancing and her other media of art not just do good, but to have her work judged as good. When changed, her behavior is changed, becoming more haughty, even arrogant. Though her moral character doesn’t change. As it seems there that it an expression of being less concerned with the views of others about her. Powers & Tactics: She is still working out this whole fighting thing. Generally just uses straightforward tactics and her powers to stop people, preferring using Snare, Create Object, or Transform first to restrain/detain someone. Power Descriptions: Her powers are Mutational, and are based around the ability to manipulate matter by controlling the energetic bonds in it’s structure. It seems associated with her emotional state, tied to her id, or subconciousness and while in her Zenith form does have a different personality. Currently this is expressed through a change in herself, adopting an alternate form with different behavior, and full access to her powers. Outside of that, she has base access to change matter and react defensively to restrain others, as well as be able to walk on air as it it was solid. The change to Zenith is a violent reshaping, brilliant, her clothes turned into whatever attire she feels she should have on, which is invariably different than her normal clothes. Transform is dramatic, looking like she was digitizing the matter as she reshapes and changes the nature of it. She can also reshape matter, though strangely this can be considered the most difficult/taxing of her abilities. Create Object is still rough, though with a similar effect as she ‘draws’ in a structure, and then fills it with matter, but the shapes can be a bit crude, and she cannot pass them off as real, and the colors tend to be bright or matching something similar to her emotional state. Snare is a specific application of the above powers, quite literally altering or making matter to be purpose built. It does not have defined structure, and it seems to not really have a conscious thought process besides ‘surround them.’ Drain Toughness has pieces of matter being ripped apart and drawn back into her. Her Damage effect is an expansion of her Forcefield, creating a brilliant, swirling light and force that knocks down those inside of it. Complications: Commitments: Does have dance recitals and schoolwork. This stuff is complicated with the super power thing. The heroing thing cuts into that. Crap, you know who my dad is: He’s famous, he’s divisive. Some enemies may want to get her. She may be thrust into a limelight she does want, or have attention she doesn’t need. Fascinated: Due to her artistic personality, when infused with energy in her alternate form she is easily or distracted by flashing lights or other pretty twinkles. Grandiose: In general she needs reliant on being able to gesture to use a good bit of her powers. Being bound, or restrained will prevent her from really being able to access them in most cases. Keep Calm, Can’t Carry On: Her powers require a heightened emotional state, and If for instance under the effect of emotional control (calm), she cannot muster up energy to use her powers, particular changing to her Alternate Form. At the same token strong emotional responses, or reactions, do not empower her, and it does seem to generally inhibit her ability to be precise.. Secret Identity: Well… yeah. Warring with Herself: Her powers still frighten her and may become upset with the aftermath of them. She can become Shaken during those times. Abilities: 2 + 4 + 4 + 2 + 4 + 6 = 24 PP Strength 12 (+1) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 16 (+3) Combat: 8 + 8 = 16 PP Attack: + 4 Base Defense: + 8 (+4 base, +4 w/ Shield), +2 Flatfooted Initiative: + 7 (+3 Dex, +4 Improved Initiative) Grapple: + 5 Knockback: -1/ -4 Forcefield / -8 Alternate Form Saving Throws: 4 + 3 + 4 = 11 PP Toughness: +2/+8 Impervious w/ Alternate Form (+2 CON, +6 Force Field, Impervious +8) Fortitude: +6 (+2 CON, +4) Reflex: +6 (+3 DEX, + 3) Will: +6 (+2 WIS, +4) Skills: 76r = 19 PP Acrobatics 12 (+15) Bluff 4 (+7/+11 with Attractive) Concentration 4 (+6) Craft: Artistic 8 (+9) Diplomacy 4 (+7/+11 with Attractive) Gather Information 4 (+7) Knowledge: Art 4 (+5) Knowledge: Popular Culture 4 (+5) Perform: Dance 12 (+15) Perform: Percussion Instruments 4 (+7) Notice 4 (+6) Search 4 (+5) Sense Motive 4 (+6) Swim 4 (+5) Feats: 5 PP Attractive Beginner’s Luck Improved Initiative Luck Uncanny Dodge (Auditory) Powers: 6 + 4 + 49 + 2 + 26 = 87 *All powers carry the Mutation and Matter Control/Manipulation base descriptors Force Field 6 (Extras: Linked) [6PP] + Shield 4 (Extras: Linked) [4PP] 'turn aside the slings and arrows' Restructuring 24 (Array, Matter Control/Manipulation, 48PP, PFs Alternate Powers 1) [49PP] BE: Transform 8 (Inanimate Objects to Inanimate Objects, 250lbs; Extras: Duration [Continuous]) {48/48} AP: Snare 8 (Extras: Area (Burst), Regenerating, Selective; PFs: Accurate 2, Reversible, Variable Descriptor 2) {45/48} 'reshape and bind' Super Movement 1 (Air Walking) [2 PP] Zenith (Alternate Form, 26PP, Extra: Duration [Sustained]) [26PP] Enhanced Feat 1 (Quick Change) [1 PP] ‘Let me slip into something proper’ Adds, Linked to Forcefield and Shield, Impervious TOU 8 (Extras: Linked) [8PP] + Immunity 9 (Life Support; Extras: Linked) [9 PP] ‘Imperious armor’ Restructuring 0 (Array, Adds PFs: Alternate Powers 4) [4PP] AP: Create Object 10 (10x 250’ Cubes, 50 Str Load: 25.6 tons; Extras: Duration [Continuous], Movable; PFs: Innate, Precise, Progression 3, Selective, Stationary, Subtle [just like real]) {47/48} 'vibrant genesis' AP: Drain Toughness 8 (pattern scatter, 8x 10’ Cubes; Extras: Only Objects [+0], Linked [+0], Area [Shapeable], Ranged, Selective Attack; PFs: Progression, Reversible) {42/48} 'sublimating reformation' AP: Damage 8 (40’ Radius, Extra: Area [cylinder], Linked [Trip], Selective Attack; PFs: Variable Descriptor 2 [any]) {26/48} + Trip 8 (40’ Radius; Extras: Area [cylinder], Linked [Damage], Selective Attack; Flaws: Range [Touch], PFS: Improved Trip, Variable Descriptor 2 [any]) {19/48} 'tumultuous rebuke' AP: Move Object 16 (Effective Strength 80; Load: Heavy 800 tons, Max: 1.6k tons; Extras: Range [Perception]) {48/48} 'it moves as I wish it to' Teleport 4 (400’/1 Mile; Flaw: Medium [Created/Transformed Objects]) [4 PP] 'that which I touch I am connected to' TOTALS Abilities 24 + Combat 16 + Savings Throws 11 + Skills 19 + Feats 5 + Powers 87 = 162/182 PP
  5. Player Name: Sandman XI Character Name: Blockbuster Power Level: 10 (150/151PP) Trade-Offs: -4 Defense/+4 Toughness Unspent Power Points: 1 Alternate Identity: Antonio Morgan Identity: Secret Birthplace: New York City, New York Occupation: Movie theatre ticket taker Affiliations: The First Responders Family: Joy Morgan (aunt, 36) Description Age: 18 (Date of Birth: December 13, 1998) Apparent Age: late teens Gender: Male Ethnicity: Black-Hispanic Height: 6'3" Weight: 190 pounds Eyes: Brown Hair: Black Power Descriptions: Tony is a biokinetic with the ability to manipulate his body into a fighting form. His body automatically is a bit more hardy and flexible due to his power. His signature powers are the ability to hard his skin and his body. When he does so, it is visible as thick dark green lines swirl on his skin. He recently found a trick to do is a burst of adrenaline. As long as he keeps moving he can run very fast, but if he stops he gets disoriented. Also, instinctively, without sight, he can sense living beings. History: Born in one of the roughest cities on the east coast, Antonio's parents wanted better for him. When his aunt hit the numbers and moved upstate to better living, his parents sent their child to live with her. Joy didn't mind, at least they weren't asking for money like everyone else! His parents would visit when they could, but Joy is the woman who would raise Antonio. Joy was a bit of a rake, but she knew that Antonio deserved a good role model. So she kept him well and taught him what she thought were good manners. Despite being a bit of a player, Antonio grew up with good values and a good head on his shoulders. A few years back, the DNAscendant program was secretly conducting a program in the small town where he lived. Putting undetectable chemicals in the water. A bunch of people got sick, but the true purpose was to see if the chemicals could stay there for an extended amount of time. The DNAscendant program was less worried about the sick people, but they noted that a portion of the small town got actual physical abnormalities. 'Superpowers'. They weren't all spectacular, but they did jazz up the community a bit. Some people who did have the most power used them for what they believed was their own good. But they weren't the only ones, there were some supers who decided to stand up. Antonio was one of the protectors. He was young, but he didn't want to sit around while people were getting hurt. He and a few other supers joined together to respond to superpowered crime. They were called The First Responders. There was five to seven of them and the criminals never rolled with more than three. So they had the numbers game. Antonio was one of the many rotating crew, and despite being one of the founders, was never seen as anything more than 'The Kid'. Not that that stopped him from what he believed was his duty. When he graduated from high school, he made a plan to move to Freedom City. Sure, that would mean he's be a small fish in a big pond, but he knew he had to figure out this hero game for himself. Personality & Motivation: He's a snappy fellow, quick wit with a retort always on hand. Not in a mean way, he just likes to have the upper-hand in social situations. He presents himself with much bravado and never backs down. He's motivated by the simple fact that people need protection from bad things and underdogs need to be spoken for. Powers & Tactics: Boxing has taught him two things, never back down and always keep swinging. Protect yourself, yes, but never give them a chance for an offense. He's most used to swinging fists, but with his Harden Body, he can elbow, knee, headbutt, any physical strike can hurt as well as the other. Complications The Job: Has to earn money somehow. For him it's taking tickets at the movie theatre. The Secret: Antonio tries to keep the Blockbuster part of his life on the down low. Old School Chivalry: Does not hit women. Will not fight female villains, most likely to talk them down from it. Pretty Faces: One of the 'perks' of growing up with his aunt is that she taught him such vanity. Hydration: If Antonio drinks less than a gallon of water a day, he'll begin to feel sick. Adrenaline: Powers marked adrenaline will have a consequence if used too long. Abilities: 4 + 4 + 4 + 4 + 6 + 6 = 28PP Str 14 (+2) Dex 14/24 (+2/+7) Con 14/24 (+2/+7) Int 14 (+2) Wis 16 (+3) Cha 16 (+3) Combat: 12 + 12 = 24PP Initiative +2/+7 Attack +6, +10 melee Grapple +12 Defense +6 (+3 flat-footed) Knockback -1, -3 with Enhanced Constitution, -4 with Harden Skin, -7 with Enhanced Constitution and Harden Skin Saving Throws: 3 + 2 + 2 = 7PP Toughness +2/+7/+14 (+2/+7 con, +7 Harden Skin) Fortitude +5/+12 (+2/+7 con, +3) Reflex +4/+9 (+2/+7 dex, +2) Will +5 (+3 wis, +2) Skills: 68R = 17PP Acrobatics 8 (+15) Bluff 7 (+10) Diplomacy 7 (+10) Escape Artist 8 (+15) Knowledge (popular culture) 8 (+10) Knowledge (streetwise) 8 (+10) Notice 7 (+10) Sense Motive 7 (+10) Stealth 8 (+15) Feats: 25PP Accurate Attack Acrobatic Bluff All-Out Attack Ambidexterity Assessment Attack Focus (melee) 4 Attractive Defensive Attack Distract (Bluff) Endurance Evasion 2 Fast Overrun Improved Overrun Interpose Power Attack Redirect Set-Up Skill Mastery (Acrobatics, Bluff, Escape Artist, Stealth) Stunning Attack Taunt Uncanny Dodge (hearing) Powers: 10 + 10 + 10 + 7 + 2 + 10 = 49PP Damage 8 (harden body; Power Feats: Mighty, Variable Descriptor [any strike]) [10pp] Enhanced Constitution 10 [10pp] Enhanced Dexterity 10 [10pp] Protection 7 (harden skin; Flaws: Duration [Sustained, -0]) [7pp] Speed 2 (adrenaline; 25MPH, 250 feet per move action) [2pp] Super-Senses 10 (Living Awareness [very common; accurate (mental), acute (mental), radius (mental), ranged (mental)] Danger Sense [Living Awareness], Uncanny Dodge [Living Awareness]) [10pp] Drawbacks: (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Harden Body Touch DC25 Toughness (Staged) Damage (Physical) Totals: Abilities (28) + Combat (24) + Saving Throws (7) + Skills (17) + Feats (25) + Powers (49) - Drawbacks (0) = 150/151 Power Points
  6. Weekend Man Power Level:10 (150/150PP) Unspent Power Points: 0 Tradeoffs: +5 Dodge / -5 Toughness In Brief: A man with limited HydroGeometric Kinises, but a mind to Make it work. Alternate Identity: Roland Bream (private) Birthplace: Austin, Texas Occupation: Game Designer Affiliations: N/A Family: Olivia (mother), Maria (sister) Description: Age: 24 (DoB: 1993) Apparent Age: 24 Gender:Male Ethnicity: Caucasian Height:6’5” Weight:210 Ib. Eyes:Grey Hair: Brown A tall caucasian male with Bluish clothes and a mask to cover the lower half of his face. He has a large pack to which he holds his water javelins and hammer. His prominent tower shield is crystal clear and only shows minor signs of movement, looking like distorted glass. His glasses have blue opaque lens, hiding his grey eyes. History: Roland was a student at Freedom U when his powers awoken, much to his detriment. As he wanted to finish his education first, he kept the power hidden. However, he was heroing on the weekends, hence his title. Once he graduated, he sought a job at a software firm before becoming more active. He never knew his father, and his mother claims that he is the genetic father of both him and his sister, in spite of there 8 year diffrence. His sister may also be a metahuman. Personality & Motivation: A relaxed man, with a jovial and fun loving attitude with an especially sharp mind. He has a tendency to space out when things do not interest him and will go on about his favored subjects for hours on end if given the opportunity. Powers & Tactics: He has the power of Hydrogeometric kinesis, the power to form water into hardened geometric shapes. Once they are done shaping, gravity takes hold and they become interactable as if they were solid. They are limited by actually needing water, as Roland cannot generate any on his own. That said, Roland knows how to provide water, carrying a large amount of water bottles on him. He is also a planner, prefering to go in when the advantage is his. In combat, he is dangerous at range with his water javelins, and will do well in melee with his water hammer too. On the defense, he wields a massive tower shield to great effect. Power Descriptions: He is a hydrokineticist, but limited in his capacity to making existing water in hardened geometric shapes, of which he can fuse together. He cannot generate new water, and he cannot manipulate them beyond fusing and making them with his powers, however he can interact with them as if they were solid objects, as they truly are. Others can also interact with them as if they were solid objects. An example is that he cannot command water to fly through the air by waving his hand, but he create a water "javelin" by fusing a water cylinder with a water cone, and a water hammer with a pair of cylinders, a long one, and a stocky one. He can also cuff or snare someone by forming geometry around their wrists. Complications: Attention defi...what is that sound?: He has a tendency to lose focus on a task at hand. I CAN-HAHAHAHAHA: Prone to strange laughing fits about the most asinine things. You require more water to construct that!: Requires water to fuel his powers. Relationships: Maria is currently attending a school in Freedom City. He sees her on occasion, mostly to annoy her on a mission from their mother. His mother is also alive and well back in Austin, planning on retiring soon to the nearby Wimberly. Abilities: 4 + 2 + 4 + 10 + -2 + 2 = 20PP Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 8 (-1) Charisma: 12 (+1) Combat: 12+10 = 22PP Initiative: +5 Attack: +6, +10 With the Water Hammer and The water Javelins Defense: +15 (+5 Base, +3 Dodge Focus, +7 Shield), +3 Flat-Footed Grapple: +8 Knockback: -2 Saving Throws: 5 + 8 + 13 = 26PP Toughness: +5 (+2 Con, +2 Armor, +1 Defensive Roll) Fortitude: +7 (+2 Con, +5) Reflex: +10 (+2 Dex, +8) Will: +12 (-1 Wis, +13) Skills: 124R = 31PP Bluff 12(13) Investigation 12(17) Knowledge(current events) 12(17) Knowledge(Cyberculture) 12(17) Knowledge(Physical Sciences) 12(17) Knowledge(pop culture) 12(17) Knowledge(tactics) 12(17) Knowledge(technology) 12(17) Notice 12 (17) Profession(Game Designer) 8(7) Drive 8 (9) Feats: 15PP Combat Awareness Defensive Roll 1 Distract (Bluff) Dodge Focus 3 Fearless Improved Initiative Interpose Master Plan 2 Taunt Equipment 3 Equipment: 3PP = 11EP Cellphone (basic communication) [1ep] Antique Hero Car Large 30 Strength Speed 50 Costume Changer Computer Disguise 1 Navigation System 1 Powers: 29 + 7 = 36pp Water Shield (Shield 7) {7pp} (water Kinetic) HydroGeometric Kinesis Array 12 (24pp array; Feats: Alternate powers 5) [29] Base Power: Create Object 10 (Water Geometry) {20/24} Alternate Power: Blast 10 (Water Javelin: Feats; Accurate 2, Ricochet 2) {24/24} Alternate Power: Strike 10 (Water Hammer; Feats: Accurate 2) {12/24} Alternate Power: Stun 10 (Geometric Slap) {20/24} Alternate Power: Snare 10 (Geometric Cuffs) {20/24} Alternate Power: Trip 10 (Geometric Hazard) {20/24} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Water Javelin 100ft DC 25 Toughness Damage Water Hammer Touch DC 25 Toughness Damage Geometric Slap Touch DC 20 Fortitude Daze / Stunned / Unconcious Geometric Snare 100ft DC 20 Reflex Entangle Geometric Hazard 100ft Opposed Rolls Trip Totals: Abilities (20) + Combat (22) + Saving Throws (26) + Skills (31) + Feats (15) + Powers (36) - Drawbacks (0) = 150/150 Power Points
  7. Power Level: 10 (150/150PP) Tradeoffs: +0 Toughness/-2 Defense Unspent PP: 0 In Brief: Alien cyborg with telepathic and technopathic powers Alternate Identity: ditra055diplo Identity: Public Birthplace: Somewhere in Lor space Occupation: Diplomat and politician Affiliations: Second Hive, the Coalition, the Praetorians? Family: Hundreds of hive mates Description: Age: 10 Gender: Female shell Race: Nameless (Diplomatic model) Height: 170 cm Weight: 55 kg Eyes: Golden Hair: Green Skin: Green Ditra is a very pretty Nameless agent of the Diplo class, marked by green skin and green hair, which she currently wears short. Due to the nature of her robotic body, she has few physical needs, so she tends to dress in simple yet flattering jumpsuits in gray, white or black, which offer little protection from hostile environments or attacks. She does own an older EVA suit that she keeps in her luggage in case of emergency. History: Ditra is a Nameless agent, one of hundreds chosen to serve her race's long-term plan to infiltrate and overthrow the Republic from the inside. But the Fifty Year Plan, which had somehow not been completed in nearly two hundred years, quickly became obsolete once the first agents were exposed in the early stages of the Communion Incursion three Terran years ago. Like the rest of her race, Ditra had to adapt to a radical new situation, and she was as surprised as anyone else to find herself fighting alongside the 'marks' in what would come to be called the Coalition. But she has always liked the Lor, and never specifically wished them any ill will, so maybe it should have been less of a shock. She served with distinction throughout the conflict, even receiving the grudging respect of members of other races. With the fighting over, Ditra registered herself along with the other more or less law-abiding agents, and looked into finding some sort of gainful employment on CoVic Station; she did a number of odd jobs, including security, labor negotiations and working in the various markets throughout the station. One day she was approached by members of her hive about possibly serving on the Coalition council as a representative for the Nameless; they pointed out that she was a popular agent, and her distinguished war service meant that she was already known outside the hive. After much consideration, she agreed to having her designation placed on the ballot, and was shocked to find that she'd won the election by a significant number; she now suspects there was some sort of tampering that guaranteed her victory. Despite (or perhaps because) of the way she came to her position, she takes it very seriously, and she sincerely wants what's best for her people, even though no one can agree on what that truly is right now. Personality & Motivation: Ditra Fifty-Five was, like all Diplomatic units, designed, bred, cloned, assembled and programmed specifically to be likable, helpful and attractive to the Lor. Yet even if one knows this, it's hard not to like her; she's pretty, warm and charming, and genuinely wants to serve both her race and the Coalition as a whole. She's very much aware of how most races see her kind, and will freely acknowledge their concerns; she knows that will have to work very hard to earn anyone's trust, and that even then, a single careless word or action can bring it all crashing down. But all is not so serious for this young sentient; she is very curious and loves to learn things, and finds other races and peoples to be fascinating. She also loves playing the elaborate videogames her people design, and spends much of her free time in highly competitive gameplay Powers & Tactics: In terms of offense, Ditra really only has one weapon: the powerful blaster built into her right forearm. But to think this is all she brings to the table is to sell her short; her communication capabilities are considerable, and her databanks hold a tremendous amount of information, which make her an ideal investigator, interrogator or negotiator. Complications: The Nameless Peril: Ditra is a member of one of the least trusted races in the galaxy, and is frequently the subject of considerable prejudice. A Bit of a Snoop: Ditra is both naturally curious and a telepath; she may have a hard time resisting peeking into someone's mind, even if they're a friend. For Love of the Game: Like many Nameless agents, Ditra is a bit of a videogame addict, and may be distracted from time to time by gameplay in her head. Domo Arigato, Mistress Roboto: Though her body contains several biological components, it is still mostly robotic, and thus is susceptible to powers or devices that affect technology. Horrible, Horrible Freedom!: If her centipede-like pilot is ever pulled out of her shell, Ditra would be terribly exposed. A Sense of Duty: As an elected councillor of the Coalition, Ditra takes her duties very seriously, which may lead to moral conflicts over where her loyalties lie. Abilities: 0 + 6 + 0 + 10 + 4 + 8 = 28PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 16 + 12 = 28PP Initiative: +3 Attack: 6, Melee +6, Ranged +6, Unarmed +6, Blaster +10 Grapple: +16 (+10 Str, Attack 6) Defense: 8 (+8 Defense), 4 Flat-footed Knockback: Saving Throws: 0 + 8 + 5 + 8 = 21PP Toughness: +10 (+0 Con, +4 Defensive Roll, +6 Protection) Fortitude +8 (+2 Con, +8 Enhanced Con) Reflex +8 (+3 Dex, +5) Will +10 (+2 Wis, +8) Skills: 60R = 15PP (*Skill Mastery) Bluff 6 (+10)* Computers 5 (+10) Diplomacy 11 (+15)* Gather Information 6 (+10)* Knowledge (Behavioral Sciences) 5 (+10) Knowledge (Civics) 5 (+10) Knowledge (Galactic Lore) 5 (+10) Notice 3 (+5) Perform (Oratory) 6 (+10) Sense Motive 8 (+10)* Feats: 7PP Benefit: Diplomatic Status Defensive Roll 2 Eidetic Memory Jack of All Trades Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive) Well-Informed Powers: 24 + 9 + 3 + 18 = 54PP Standard Diplomatic Shell [24PP] Comprehend 3 (Read, Speak and Understand any Sapient language) [6PP] Features 3 (Internal Compartment, Internal Computer, Iron Stomach) [3PP] Immunity 9 (Life Support) [9PP] Protection 6 [6PP] Communications Package (ComPac) [9PP] Base Power: Mental Communication 5 (Extra: Subtle) [6PP] AP: Datalink 5 (Radio-based, Extra: Subtle) [1PP] AP: Mind Reading 10 (Extra: Subtle, Flaw: Limited to Surface Thoughts Only) [1PP] AP: Radio Communication 5 (Extra: Subtle) [1PP] Sensory Package (SensPac) [3PP] Super-Senses 3 (Mental Awareness, Radio) [3PP] Tactical Package (TacPac) [18PP] Blast 8 (Extra: Accurate 2) [18PP] Drawbacks: (-3) = -3PP Weakness (Requires Radioactive Materials, Frequency: Common, Intensity: Moderate [cumulative -1 penalty on all checks, attack rolls and Defense]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Blaster Ranged DC 23 Tough Damage Mind Reading Perception DC 20 Will Read Surface Thoughts Abilities 28 + Combat 28 + Saving Throws 21 + Skills 15 + Feats 7 + Powers 54 - Drawbacks 3 = 150/150 Power Points
  8. The Scarab III Player Name: Tiffany Korta Power Level: 10 [15] (214/250PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent Power Points: 36 In Brief: Genius gadgeteer with a surprising origin for her powers... Residence: Apartment in Downtown Freedom City Base of Operations: Mandjet Building, Khepri Incorporated, Downtown Freedom City. Catchphrase: Alternate Identity: Kamala Khanufasa Identity: Secret Birthplace: Jersey City, New Jersey Occupation: Engineering Entrepreneur, Owner of Khepri Incorporated Affiliations: None Family: Sana Khanufasa (Mother), Khalili Khanufasa (Father), Sorayah Khanufasa (Older Sister), Aamir Khanufasa (Older Brother) Description: Age: 28 (DoB: 31st August 1992) Gender: Female Ethnicity: Egyptian Height: 5'4" Weight: 135 lbs Eyes: Brown Hair: Black Kamala's family is descended from a long line of mixing pot that was Ancient Egyptian, having a little bit of Nubian and Greek in her ancestry, though her Egyptian roots can be traced back to the very dawn of Ancient Egypt, even if part of it is from pure myths and legends. Whilst the families appearance caused little problems in their home village or the more cosmopolitan Freedom City, they often caused them problems in the less enlightened parts of Egypt. Whilst not an unattractive woman Kamala is very aware of how her image can affect both her personal and company image. To that end, she spends a vast amount of time taking great care to craft the absolutely perfect image of a professional businesswoman. Whilst she has fully adopted West style dress she still takes great pains to accentuate it with touches from her Arabic heritage. Her superhero costume is an encompassing bodysuit in a vivid red with yellow trim that goes right from her neck to her toes. Her face is covered by a pair of oversized insect-like goggles with yellow lenses. On her back, she wears a backpack resembling a stylized scarab that contains a self-designed gravitic generator that projects a gravimetric field that allows her to fly and provides a protecting force field. On her wrists she wears a pair of intricately designed Egyptian looking vambraces, one is actually an Ancient Egyptian artifact that is the source (she believes) of her psychic abilities whilst the other one is a much more modern sonic projector of her own design that she uses as a defensive weapon. To enhance her own abilities she's designed and build a power armor that syncs up with all her other devices as well as providing additional strength and life support, in styling and coloration it is almost identical to her regular costume. Power Descriptions: Most of her crime fighting equipment has been meticulously crafted by her own hand, using cutting edge materials and techniques that she couldn't possibly afford to sell to the public. Being who she is each piece of equipment has been tested and refined down to the last nanometer until it's as close to perfection and predictable in its behavior. Despite this, she is still constantly tinkering on a series of spares of the various devices to try and improve them even more than they are right now, including improvements from the most cutting edge research. The actual styling's of the devices are inspired from Art-Deco designed to suggest the Scarab beetle, along with a heavy touch of Ancient Egyptian styling. She has chosen the red and yellow colouration for the costume to match those of the previous Scarab(s) as it just seemed to feel right to honor those who name she is using. On the top of her fierce intelligence, Kamala also has a natural untapped psychic potential, a family legacy triggered by her close proximity to the ancient vambrace. At the moment it's just fairly simple and obvious telepathy but it has a potential to develop into something much more powerful. Kamala doesn't actually realize she has this potential and mistakenly believes that the psychic abilities come not from herself but from the Ancient Egyptian artifact that she wears when in costume. . History: Before she was born her family had chosen to flee their Egyptian to start a new life in the United States, not only were the Khanufasa's persecuted for their Shia faith, in a predominately Sunni country, but there was a long suspicion of the family being tomb robbers back many generations. But the family knew better-telling tales that they were descended from priestesses of Ancient Egypt, and that they had been entrusted of an ancient artifact. This artifact, an ancient vambrace, was the only thing of value they brought with them when they moved to New Jersey. Not many months after they moved to the states Kamala was born, the first of her family to be born on American soil. The artifact held some sort of fascination for Kamala since she could remember, wearing it often and even sleeping whilst wearing the vambrace, finding the object somehow comforting almost as if it was alive. When she did sleep with the device she had vivid dreams her ancestor, a great priestess of Isis, gathering some of the Ib (heart) and Shebuet (shadow) of the heroic prince Heru-Ra as he fell in battle. Preserving those part of the soul so they could serve future generations. Little did she know that these dreams were of events that happened long ago and that the vambrace had awoken abilities that had been in her family since that very priestess. From an early age Kamala showed that she was intelligent, always with a questions on her lips, and her parents encouraged her to question everything, not that they could easily stop her questioning. As she grew older her fascination with the world led to her been drawn to the engineering, and with her grades, she attended what is considered one of the finest programs in the country at Freedom Cities HIT. All this was mostly paid for by her parents, and extended family back in Egypt, who sacrificed much to ensure that she could have every opportunity that their new home allowed. She decided early on that she didn't want to work for anyone else, despite offers from several tech companies, so even before she graduated she began to work on viable products to sell and to try and gather the resources to be able to found her own company. With this money, she founded Kherpi Incorporated in Freedom City and with her business and engineering acumen it has rapidly grown over the past few years from just herself to a company employing hundreds of people. This success has allowed her and her family to enjoy a lifestyle that her family couldn't possibly imagine when they left Egypt all those years ago. For most people it would be enough to just run a successful company, but Kamala wasn't just anyone and she had an unusual form of inspiration of what else she could do. For since around the age of sixteen, Kamala began to have other dreams alongside those of Ancient Egypt, these dreams were of a woman in crimson and gold who was doing heroic deeds. It didn't take long to figure out that she was somehow linked with the current Scarab, simply by just by watching the daily news, and though she's never been sure exactly why she started having the dreams, suspecting as always it was the influence of the vambrace, but it inspired her to follow the Scarab's lead and try and help people. As well as the support she could give in her professional capacity, by offering financial aid to those less fortunate than herself, she also began to work on various devices that she could use to fight crime. After months of testing and small dry runs, she finally feels that she is ready to begin her career as a crime fighter. With the previous owner apparently out of action, Kamala has chosen to adopt the name, with every intention of giving it back if asked, to become The Scarab. Personality & Motivation: Kamala is a driven dedicated person and puts' 110% into everything that she does. As a business woman, she drives everyone hard but also drives herself just as hard if not even more so. Everything she does is worked out in meticulously down to almost the last detail. This does occasionally backfire as she can over think something to the point that she ends up doing nothing but just the planning. Even being a hero is a calculated response, why would she not help people if she has these gifts to share with the world? This thinking also allied to her business practices and as well as running a meretricious honest business she also donates a lot to charity as both herself and as Khepri Incorporated. Kamala is a devout, if moderate, Shia Muslim and tries to live her life by the tenants of her faith. Her hectic lifestyle does sometimes make it difficult to always be faithful as she'd like, but Kamala's pretty sure that God will understand the time she'll miss prayers to save the world. She see's her time spent as a hero as part of her duty to help the community, everyone in the city and beyond, and protect those who cannot protect themselves. Powers & Tactics: Kamala tends to take things cautiously trying and gather as much information as she can before she begins to tackle the problem. As long as people aren't being hurt she's prepared to wait days if necessary to find out everything to solve the issue. If she can Kamala will take pains to recompensate any losses incurred whilst she carry's on her investigations. If forced into actual conflict without time to prepare she was trying to quickly and efficiently take the enemy down, going for either the most powerful threat or those that her abilities will work the most efficiently against. Complications: Enemies old and new: The name Scarab draws the attention of quite a few super villains who would like to destroy the legacy of the Scarab once and for all. Magic Feather: Whilst Kamala is a natural psychic she doesn't actually realize that she is so empowered, believing instead that her bracelet provides the abilities technologically. If she is caught without her bracelet she cannot use any of her psychic abilities. Young, gifted and Black: As a young Arabic woman in business a lot of people underestimate her abilities or worse refuse to deal with her directly. This mainly affects her civilian personal, most seem less concerned when there being saved. Abilities: 0 + 4 + 4 + 14 + 6 + 0 = 28PP Strength: 30/10 (+10/+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 24 (+7) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +8 Unarmed w/ Carapace, +8 w/ Scarab's Bite Grapple: +18, +6 without Carapace Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -11 w/ Carapace & Pack, -6 w/ Pack only, -2 w/ Carapace only, -1 w/ nothing Saving Throws: 8 + 7 + 10 = 25PP Toughness: +2/+12 (+2 Con, +10 Force Field; Impervious 10 from Carapace) Fortitude: +10 (+2 Con, +8) Reflex: +9 (+2 Dex, +7) Will: +13 (+3 Wis, +10) Skills: 128R = 32PP Computers 13 (+20)Skill Mastery Concentration 12 (+15) Craft (Electronic) 13 (+20)Skill Mastery Craft (Mechanical) 13 (+20) Disable Device 13 (+20)Skill Mastery Drive 3 (+5) Knowledge (Business) 13 (+20) Knowledge (Technology) 13 (+20)Skill Mastery Knowledge (Physical Sciences) 12 (+20) Language 2 (Ancient Egyptian, Arabic, English [Native]) Notice 7 (+10) Pilot 3 (+5) Search 3 (+10) Sense Motive 7 (+10) Feats: 18PP Beginner's Luck Benefit 2 (Wealth 2 [Rich]) Dodge Focus 2 Eidetic Memory Equipment 4 (Mandjet Building) Evasion 1 Inventor Luck 3 Master Plan Second Chance (Concentration) Skill Mastery (Computers, Craft [Electronics], Disable Device, Knowledge [Technology]) From Scarab's Eye Accurate Attack Attack Focus (Ranged) 2 Improved Aim Power Attack Equipment: 20EP = 4PP Mandjet Building (Headquarters) [20EP] This small skyscraper is a surviving 1920 Art-Deco building originally designed and built by the Rhodes family. The building is brick built and faced with limestone blocks, the blocks are decorated in an Egyptian style with the front of the building having a massive carving of two winged women (representing the goddess Isis) facing each other. The interior of the building has been totally redesigned and rebuilt making it not only ecologically friendly but able to withstand some of the perils of being in Freedom City. The top floor not only contains Kamala's office but her own private workshop and a small apartment where she can sleep when needed, though she rarely uses it preferring her own place. Size: Large [2] Toughness: +15 Features: Communications, Computer, Defense System, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 3, Workshop [16] Powers: 28 + 20 + 16 + 12 + 11 = 87PP Device 7 ("Scarab's Carapace," Hi-tech Power Armor; 35PP Device, Hard to Lose) [28PP] Enhanced Strength 20 (to 30/+10) [20PP] Enhanced Feat 1 (Attack Specialization [Unarmed Attack]) [1PP] Impervious Toughness 10 [10PP] Super Strength 2 (effective lifting STR 40, heavy load 6 tons) [4PP] Device 5 ("Scarab's Bite," Hi-tech Vambrace; 25PP Device, Hard to Lose) [20PP] Sonic Projector 6 (24PP Array Feat: Alternative Power 1) [25PP] BE: Blast 12 (120ft range) [24PP] AP: Dazzle Auditory 10 (100ft range; Extra: Burst [50ft, General, Area]; Feat: Subtle) [21PP] Device 4 ("Scarab Pack," Hi-tech backpack; 20PP Device, Hard to Lose) [16PP] Flight 5 (Gravitic Repulsion, 250 mph/2,500 ft/rnd.) [10PP] Force Field 10 (Gravitic Field) [10PP] Device 3 ("Scarab's Eyes," Hi-tech Googles; 15PP Device, Easy to Lose) [12PP] Enhanced Feats 5 (Accurate Attack, Attack Focus [Ranged] 2, Improved Aim, Power Attack) [5PP] Super Senses 5 (Direction Sense, Distance Sense, Infravision, Microscopic Vision 1, Radar [Radio Sense, Accurate] {3PP}, Time Sense, Ultra-Hearing, Ultravision) [10PP] Psychic Potential 5 (10PP Array; Feat: Alternative Power 1) [11PP] BE: Mind Reading 10 [10PP] AP: Communication 6 (telepathy, 20 mile) [6PP] and Comprehend 2 (Speak and Understand all Languages) [4PP] [10PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed* Touch DC 25 Toughness Damage (Physical) Unarmed Touch DC 15 Toughness Damage (Physical) Blast Ranged DC 27 Toughness Damage (Sonic) Dazzle Ranged DC 20 Fort/Ref Dazzled (Staged) Mind Reading Perception DC 20 Will Mind Read * while wearing Carapace Totals: Abilities (28) + Combat (24) + Saving Throws (25) + Skills (32) + Feats (18) + Powers (87) - Drawbacks (0) = 214/250 Power Points
  9. 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
  10. 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
  11. Bloody Mess Power Level: 10/15 (250/250PP) [254] Trade-Offs: None (In alternate form: +4 Attack, -4 DC, +4 Defence, -4 Damage) Unspent Power Points: 0 In Brief: Mutant Pugilist blood controller. Alternate Identity: Fred 'Freddy' Furlong Identity: Public Birthplace: Freedom City Occupation: Hero for hire (Ex Pugilist) Affiliations: Bloodhound Investigations Agency, Revenant Family: Alex Furlong (father), Dasha “Mama” Furlong (mother) Description: Age: 30 (DoB: 01/01/1985) Apparent Age: 28 Gender: Male Ethnicity: Caucasian Height: 5’1” Weight: 140 Kgs Eyes: Green Hair: Brown Fred Furlong looks like a brick. He is only a whisker over five foot, but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder. As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is - an equally red eye mask. Power Descriptions: Fred is a mutant with an unnaturally stocky, resilient and strong body. When he “pumps up”, his blood becomes supercharged – meaning his muscles swell and engorge, his veins and arteries throb, and he looks like a sack of watermelons. His ability to control blood is generally unnoticeable, unless he controls his own blood by pushing it out of his body into a small homunculus of blood (and his real body a desiccated shrivelled up horror). History: Fred grew up in a poor Immigrant family (from Poland). His father was always keen for his son to be able to “look after himself” and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bare knuckle boxer, and got mixed up with the mafia. When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power: the ability to control blood. His wound stopped bleeding and he arose stronger than ever. The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero. Personality & Motivation: Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him “in business”, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance. Powers & Tactics: Fred is exceptionally strong and tough, with a body that has adapted to blunt force. His blood gives him superhuman strength. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. If he has time, he will “pump up”, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heartbeat. Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high “homunculus” of his own blood that can then act, retaining most of Fred’s strength. He uses his homunculus form when he needs to be stealthy or creep into places he could not normally access. Whilst his homunculus form has certain advantages in terms of resilience, it does of course leave his desiccated body very vulnerable... Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. He can also cause bleeding eyes and ears, blinding his opponent (at least till they wipe the blood away). As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations. Complications: Bloody: Harry's alternate form is continuous, but he cannot actually deactivate it without the blood crawling back to his body; or more accurately, if he deactivates it (leaving a puddle of his blood), he cannot restart his real body without a blood transfusion or the like. Cowardly Dog: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him.. Crude: Fred lacks many social graces and is happiest in the gutter with street life. He ain’t going to fit in with polite society. Don’t Hit Dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame. Illiterate: Fred can’t read or write, although he has learned a crude signature. Iron Man: To maintain his powers, Fred needs a vast amount of iron in his diet. He eats vast quantities of red meat and spinach. Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but it’s easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling... Old and Rusty: The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp. Abilities: 12 + 6 + 20 - 2 + 2 + 2 = 40PP Strength: 22/26 (+8) [up to 30 (+10) if boosted] [14/18 (+2/+4) in alternate form, up to 22 (+6) if boosted] Dexterity: 16 (+3) Constitution: 30 (+10) Intelligence: 8 (-1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +11 Attack: +10 [+14 in alternate form from size] Grapple: +20 [+4 in alternate form], up to extra +4 when boosted Defense: +10, +5 Flat-Footed [+14, +9 Flat Footed in alternate form from size] Knockback: -6 [-1 in alternate form] Saving Throws: 2 + 6 + 5 = 13PP Toughness: +10 (+10 Con) [+6 in alternate form from size] Fortitude: +12 (+10 Con, +2) Reflex: +9 (+3 Dex, +6) Will: +6 (+1 Wis, +5) Skills: 60R = 15PP Bluff 4 (+5) Climb 2 (+10) Craft [Mechanical] 4 (+3) Drive 4 (+7) Gather Information 4 (+5) Handle Animal 4 (+5) Intimidate 8 (+9) [+3 total in alternate form from size] Knowledge [streetwise] 12 (+11) Notice 4 (+5) Search 4 (+3) Sense Motive 4 (+5) Stealth 4 (+7) [+19 total in alternate form from size] Swim 2 (+10) Feats: 57PP All-Out Attack Challenge: Fast Feint (No -5 penalty for Move Action Feint) Defensive Attack Elusive Target Equipment 5 Fast Overrun Fearless Improved Critical 1 [unarmed Attack] Improved Initiative 2 Improved Overrun Improved Sunder Improved Throw Improved Trip Interpose Move By Action Power Attack Second Chance (Toughness save vs Unarmed Attacks) Sidekick 30 The Hound Takedown Attack 2 Teamwork 3 As enhanced traits Endurance 1 (Potentially boosted up to Endurance 5) Equipment 5PP = 25EP Ultrasonic Whistle (Communication 2, Extras: Omni Directional, Flaws: One Way, Limited to whistle) [1 EP] Headquarters: The Bloodhound Detective Agency [11EP] (Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Living Space, Security System 3, Workshop [9EP]) Vehicle: Modified Chevy [13 EP] (Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Oil Slick, Smoke Screen [3EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP]) Powers: 48 + 9 + 4 + 1 + 3 + 4 + 2 + 2 + 5 + 6 + 2 = 86PP Blood Control Array (42PP Array; Feats: Alternate Power 6) [48PP] BP: Healing 10 (Extras: Action [Standard], Range 2 [Perception]; Flaws: Limited (Damage causing blood loss or blood effects only); Feats: Stabilise) {41/42} “Seal Wound” AP: Alternate Form 9 (45PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {42/42} AP: Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception] Feats: Sedation, Subtle, Variable Descriptor 1 [blood], Drawback: Target must have blood system*) {42/42} “Cause bleeding / clotting” AP: Fatigue 10 (Extras: Range 2 [Perception]; Feats: Reversible, Sedation, Subtle, Drawback: Target must have blood system*) {42/42} “Thin Blood” AP: Dazzle 8 (All Senses but NB Drawback, Extras: Alt Save [Fort], Range [Perception], Feats: Reversible, Selective [Can choose which senses affected], Subtle, Drawback: Sensory organs must have significant blood supply [-2]*) [41/42 PP] AP: Nauseate 5 (Extras: Contagious, Continuous Aura [+4], Disease [+2], Feats: Reversible, Selective Aura, Flaws: Sicken only [-1]) [42 PP] “Blood Infection” AP: Nullify 10 (All Blood Effects/Blood Loss, Extras: Effortless, Perception Range [+1], Feats: Selective, Subtle) [42/42 PP] *Drawback Boost 4 (All strength powers [Enhanced Strength, Leaping, Speed, Super-Strength, Endurance]; Flaws: Personal; Feats: Slow Fade 1 [1 minute]) [9PP] (pump blood) Enhanced Strength 4 (turbo powered blood) Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood) Immovable 1 (Extras: Unstoppable; Feats: Innate) [3PP] (squat body) Immunity 10 (Fatigue Effects, Disease, Own Blood infection power Flaws: Limited [Half effect] for disease and fatigue) [4 PP] “Mutant Blood” Leaping 2 (Running jump 90’, standing jump 45’, high jump 22’) [2PP] (mighty pumped up legs) Speed 2 (25mph / 220’ rnd) [2PP] (mighty pumped up legs) Super Senses 5 (Detect Blood*, Olfactory, Accurate, Acute) [5 PP] Super Strength 2 (Effective lifting strength 32/36; Feats Ground Strike; Super Breath) [6 PP] Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs) Drawbacks: -2PP Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Minor [x1]) [-1PP] DC Block ATTACK RANGE SAVEE FFECT Unarmed Touch DC 23* Toughness Damage (Physical) Blood Control Perception DC 25 Fortitude Damage (Physical) Blood Thinning Perception DC 25 Fortitude Fatigue Bloody Nose Perception DC 23 Fortitude Dazzle** *Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted. **Any sensory organ that would be affected by bleeding (in most humans this would be visual, auditory, olfactory senses). Totals: Abilities (40) + Combat (40) + Saving Throws (13) + Skills (15) + Feats (57) + Powers (86) - Drawbacks (-1) = 250/250 Power Points
  12. The Stranger Power Level: 12 (180/183PP) Trade-Offs: None Unspent Power Points: 3 In Brief: An inhuman creature bonded to a human shell. A protector of the dreamscape. Alternate Identity Identity: Seth Machan (Secret) Birthplace: The Dreamspace/Atlantis Occupation: Criminal Attorney, volunteer defense attorney Affiliations: Delphic Industries, Project Freedom, Public Defender's Office Family: None, and innumerable. Description Age: ~16,000 years old (Incarnated during the Pleistocene) Apparent Age: Mid-thirties Gender: Male Ethnicity: Caucasian by default Height: 5’ 8” Weight: 140 lbs Eyes: Brown Hair: Black Seth Machan is not a man who stands out in a crowd. He’s of average height and skinny, with unlined skin and dark hair that grows straight and smooth and thick to the nape of his neck. He favors grey Oxford shirts, dark suits, and shiny black brogues. He’s almost never seen in anything more casual. He often wears a silver lapel pin depicting what looks like a leaf or frond. When on patrol, the Stranger does not wear a cape or bright colors. He still wears a black shirt, a black sportcoat, and black slacks. His feet are bare, though, and his hair is wild and tangled. His hair isn’t just black anymore either; it almost looks absent, like it absorbs all light that touches it. His skin becomes pale as china, and his face becomes a smooth expanse of flesh from his brow to his chin with mere slits for his black-on-black eyes. The frond-symbol moves to his forehead and has the same not-quite-there coloration as his hair. In the dream realm, the Stranger looks even less human. Superficially he still appears to be a man in pale skin with messy hair and dark clothes, but his face is a stylized noh mask and he rarely takes his hands out of his pockets. Instead, his jacket bulges like there are great, tunneling creature moving underneath it, and either the hems of his slacks cover his feet or his feet meld into the dream terrain. Power Descriptions: The Stranger’s powers come from his otherworldly lineage. His body is not something that grew around him; it’s a thing he constructed. As such he has incredible control over his biological processes, rendering him immune to virtually all the natural toxins that plague humans. In addition he can tap into his eldritch nature to empower himself, either to supercharge his physical body or attack his enemies’ minds in different ways. If he’s injured , he can reach out and absorb the power within a particular person or object to heal himself. Finally, as a creature native to the mindscape, he can enter the minds of sleeping creatures and travel via dreams to any other dreaming creature in this universe. In the realm of dreams, he is much more powerful and much stranger. He can reshape the dreamscape to his will and uses that to create walls and other structures to defend himself or tie up enemies, or to create attacks to overwhelm his enemies. He can even attack the very nature of the dream dimension itself to remove enemies History: The history of the creature most often known as the Stranger goes back to ancient Atlantis. A mage, his name forgotten to all, became aware of the strange beings that prowled on the edges of the dream realms. He enticed one in and captured it, forcing the creature to manifest physically. At first the creature was a formless mass, but as it spent more time around humans the spirit took on a more human form. Eventually the mage created a body for it, for the dream entity to move around the city and see its wonders. The creature survived the mage and was inherited by his family, but it was never regarded as anything but a monster to be studied and contained. The spirit’s body did not age or die though, and it was around to see the city sink. The spirit escaped to Mesopotamia, settling among the proto-Sumerians in the region and tried to live as just a man. However, there was a suffering that he couldn’t ignore. The dreams and minds of Atlanteans and mages were protected, but out in the wilds there were monsters and demons and worse to prey on people. The spirit had the knowledge of thousands of years of observing the greatest mages in history, and his own nature allowed him to travel to the dreamworld and do battle directly with the predators there. Time passed, and the creature traveled the world. Every place that he found evil preying on innocents he fought against it, often triumphing, sometimes dying, always returning. He’s spent tens of thousands of years this way, observing humanity’s slow climb up it its current state. He settled in Freedom City a few decades ago and eventually found a job with the Public Defender's Office, helping those who had recently gone through a traumatic life change. He remains a defender of the dreamscape, though, a terror to nightmares and an eerie defender of the waking world. Personality & Motivation: Seth appears rather distant to most people, even cold. Even when he claims to have strong feelings on a subject, he’ll often explain himself in a detached, logical fashion. This can be unsettling when he acts calm and collected in a stressful situation, even carrying on casual conversation in the middle of dangerous fights. The truth is that Seth views humanity as a fascinating mystery, full of questions and inconsistencies. He’s spent tens of thousands of years in and among them, and yet every day there is something that surprises him. He will protect humanity at least until he can unravel their mysteries. Powers & Tactics: There’s a marked difference between how the Stranger fights in the physical world and how he fights in the dreamworld. In the physical world he’s more or less a straight-up brawler, mixing bone-shattering blows with the occasional psychic dagger. If he’s too injured he can reach out and eat the energies that sustain a certain thing, dissolving it to dust and repairing himself. As a last resort he can drop the illusion of normality that covers him and subject everyone who can see him to his true, unnatural, mind-shattering shape. In the dreamworld fighting the Stranger is like fighting the land itself. He can use the mutable landscape to cause mountains to crash onto an opponent, freeze them solid one moment and boil them alive the next. He’s much less restrained in these fights, since all the damage is metaphorical; it takes a concerted effort to kill someone in the dreamscape, allowing him to fight without the usual consideration. Complications Not Meant to Be Seth is a creature not of this dimension, and his very nature is against the rules of this dimension. Observant people can figure out this wrongness from how the environment reacts to him. Staring into the Abyss Seth’s magical and psychic nature is a stain on the world. Anyone observing him with Magic Awareness or Mental Awareness will immediately know that he is something weird and dangerous. Constant Observer Seth is fascinated with the actions of humanity and its reasons for such. In the heat of the moment he may stop acting to simply observe, or even to interrogate someone engaged in delicate work. Never Forget In his very first incarnation Seth was essentially a slave of an Atlantean wizard. While that family is long dead, he still doesn’t trust any Atlantean or anyone of Atlantean descent (including Ulti-men and the inhabitants of Ultima Thule). Abilities: 0 + 4 + 0 + 2 + 10 + 6 = 22PP Strength: 30/10 (+10/+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Melee, +6 Ranged, +10 Pseudonatural Dreams Grapple: +6/+16 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -10/-5 Saving Throws: 8 + 4 + 5 = 17PP Toughness: +10 (+0 Con, +10 Protection, 10 Impervious) Fortitude: +8 (+0 Con, +8) Reflex: +6 (+2 Dex, +4) Will: +10 (+5 Wis, +5) Skills: 100R = 25PP Diplomacy 7 (+10) Intimidate 17 (+20)Skill Mastery Knowledge (Arcane Lore) 14 (+15)Skill Mastery Knowledge (Behavioral Sciences) 9 (+10) Knowledge (Civics) 14 (+15)Skill Mastery Knowledge (Current Events) 9 (+10) Knowledge (History) 9 (+10) Medicine 5 (+10) Notice 10 (+15) Sense Motive 6 (+11)Skill Mastery Feats: 8PP Dodge Focus 4 Fearless Ritualist Skill Mastery (Intimidate, Knowledge [Arcane Lore, Civics], Sense Motive) Startle Powers: 4 + 6 + 1 + 28 + 37 + 7 + 1 = 84PP All powers have the pseudonatural and magic descriptors Flight 2 (25 MPH) (Forsake the Earth) [4PP] Morph 2 (Any humanoid, +10 Disguise, Feats: Quick Change 2) (Shape this Shell) [6PP] Morph 0 (+0 Disguise, Feat: Metamorph) (Dream Self) [1PP] Pseudonatural Biology Container [28PP] Immunity 30 (Fortitude, Feat: Trance, Flaw: Half Effect) (Constructed Body) [16PP] Protection 10 [10PP] Immunity 2 (Ageing, Sleep) [2PP] Pseudonatural Dreams Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP] BE: Enhanced Strength 20 (Extra: Linked [+0] [Impervious]) + Impervious Protection 10 (Extra: Linked [+0] [Enhanced Strength]) (Inhuman Might) [30/30PP] AP: Stun 10 (Extras: Range/Ranged) (Psychic) (You Sleep) [30/30PP] AP: Damage 10 (Extras: Range/Ranged, Alternate Save [Will]) (Psychic) (Visit Your Nightmares) [30/30PP] AP: Damage 10 (Extras: Range/Ranged, Vampiric) (I Hunger!) [30/30PP] AP: Mind Reading 10 (Extras: Linked [+0] [Drain Will]) + Drain Will 10 (Extra: Range/Perception, Flaw: Limited [Sleeping Targets Only]) (Dream Invasion) [30/30PP] AP: Dreamwalking [13/30PP] Super-Movement 1 (Dimensional 1 [Dream dimension]) [1PP] Teleport 20 (Anywhere in the universe, Feats: Change Direction, Change Velocity, Flaws: Limited [Long-Range Only], Medium [Dreams]) [12PP] Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Extended [100 ft], Feat: Uncanny Dodge) (Spatial Awareness) [7PP] Regeneration 1 (Resurrection, 1 week) [1PP] Drawbacks: (-0) = -0PP DC Block Powers: 4 + 7 + 28 + 37 + 7 + 1 = 84PP All powers have the pseudonatural and magic descriptors Comprehend 2 (Understand all Language, Speak any One Language) (Dream Speech) [4PP] Morph 2 (Any humanoid, +10 Disguise, Feats: Metamorph, Quick Change 2) (Dream Self) [7PP] Pseudonatural Biology Container [28PP] Immunity 30 (Fortitude, Feat: Trance, Flaw: Limited [Half Effect]) (Constructed Body) [16PP] Protection 10 [10PP] Immunity 2 (Ageing, Sleep) [2PP] Dreamcrafting Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP] BE: Create Object 10 (Extra: Moveable) (Modeling the Dreamscape) [30/30PP] AP: Damage 10 (Extra: Autofire, Range/Ranged) (Dream Barrage) [30/30PP] AP: ESP 10 (200 000 miles; All senses, Flaw: Feedback) (Spy on Dreams) [30/30PP] AP: Concealment 10 (All senses, Extra: Linked [+0] [Insubstantial]) + Insubstantial 2 (Gaseous, Extra: Linked [+0] [Concealment]) (Fade Into Dreams) [30/30PP] AP: Dimensional Pocket 10 (Extra: Range/Ranged) (Into My Dreams) [30/30PP] AP: Snare 10 (Extra: Contagious) (Dream Quicksand) [30/30PP] Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Extended [100 ft], Feat: Uncanny Dodge) (Dream Awareness) [7PP] Regeneration 1 (Resurrection, 1 week) [7PP] DC Block ATTACK RANGE SAVE EFFECT Dream Barrage Ranged DC 25+Autofire Toughness (Staged) Damage (Physical) Into My Dreams Ranged DC 20 Reflex Trapped Dream Quicksand Ranged DC 20 Reflex (Staged) Snare Totals: Abilities (22) + Combat (24) + Saving Throws (17) + Skills (25) + Feats (8) + Powers (84) - Drawbacks (0) = 180/183 Power Points
  13. Stronghold Player Name: Raveled Character Name: Stronghold Power Level: 7 (105/108 PP) Trade-Offs: None Unspent Power Points: 3 In Brief: A big man with a big arm trying to keep his little sister safe. Catchphrase: "I'll fight you with one hand behind my back." Alternate Identity: Luther Lionel Lexington (Secret) Birthplace: Bedlam City, WI Residence: Disused warehouse in Wolverton Base of Operations: Wolverton Occupation: Construction, bouncer, various jobs under the table Affiliations: Good News Thunderous Hammer Church of God in Christ Family: Alice (mother), father (unknown/estranged), Lena (sister) Description: Age: 32 (October, 1983) Gender: Male Ethnicity: African-American Height: 6' 0" Weight: 210 lbs Eyes: Black Hair: Brown Luthor Lexington is a large man with a barrel chest and a heavy build. It would be easy to call him fat, except that he moves with the restrained grace of someone with a lot of power who knows how to use it. He wears a short, neat beard and close-cropped hair, and dresses in clean clothes, usually athletic shirts and old, baggy jerseys and well-patched jeans. His hands are large and calloused and his face is stuck in a permanent scowl. When he goes out on the street with Lena, he wears a similar outfit. The most eye-catching part is a bright red tee-shirt with a black shield on it. He wears a black mask wrapped around his head to hide his identity, and black motorcycle gloves and combat boots. History: Luthor Lexington was born in Bedlam and grew up in Wolverton, amid poverty and discrimination and need. His mother wasn't a very good provider, and at an early age he became responsible for his sister Lena. He did everything he could to keep her safe and warm, and in Wolverton that meant joining a gang. They weren't as high profile as the Devil Rays, but they did a brisk trade by stealing or disassembling cars on the street. One night Luthor ranged wide outside of their normal territory looking for a good mark, and ended up breaking into an up-market SUV too near Stark Hill. The cops caught him, chased him, and arrested him; they charged him with grand theft auto (stealing a stereo), resisting arrest (running away) and assaulting a police officer (throwing a trash can at one of the cops). He was thrown into Bedlam City Jail and waited for his day in court. So he waited, and waited, and waited. Months went by and Luthor didn't have any contact with the outside world. He tried to lay low, but the big man was actively courted by several gangs who had their tendrils in the penitentiary; when he refused to play ball, he was jumped in the shower. Luthor fought back and put a couple of his assailants in the hospital and two charges of assault were appended to his case. It began to look like he would never walk free again and he fell into a deep, dark depression. That was when he met with a trim woman and a fat man who dressed in dark suits that screamed "Fed." They offered him a chance to get out of jail and sidestep the entire trial, a chance to earn enough money to get him and his family out of Bedlam forever. It was the chance of a lifetime and Luthor jumped at it. He was transferred to Bald Hill Penitentiary and placed in solitary confinement, but before long the experiments began. He was cut open and machines were put in him, he was subjected to electric shocks and freezing baths, he was injected with drugs and poisons. At some point he began lifting things with streamers of blue-red energy, and with a little more work (and more 'enticement' by his handlers/torturers) he learned to refine these abilities. Still, the researchers weren't very happy with him and once again Luthor began to wonder again if he'd ever see the sun again. One gloomy day (all days are gloomy in doors) he was shackled and loaded into a van and drove out into the city. His chains were short enough that he could barely get off his bench, but he did his best to watch the city through the barred window in the side of the van. He was probably the first one to see the dump truck that hit them. In a few moments the strict, military air of the group descended into anarchy and gunfire. A tall figure in a hoodie literally tore the door off Luthor's truck and helped him out of the shackles, freeing him and helping him escape into the city. It was a shock when he realized that this was his little sister Lena, all grown up and casually throwing dumpsters around. They caught up, and while Luthor was happy to be free and out of prison he quickly realized that Lena wanted to go further with it. She worked out, took tae kwon do classes at the Y, and sought out injustice in the city. Luthor tried to dissuade her, but years on her own and her growing maturity meant Lena wasn't persuaded. Eventually he was the one who bent; if his sister was going to be risking her life out on the streets, the least he could do was go out with her and try to protect her. Luthor's not as devoted to saving the city as Lena is, but he is devoted making sure she comes back every night, safe and secure. Personality & Motivation: Luthor had learned, though painful lessons, that the world is mostly full of people trying to screw other people over. He doesn't want to be a part of that cycle of hurting and predation, and so he does his best to stay out of it. The problem is that a lot of people on the streets want a big, strong guy like him as an enforcer, so to avoid hurting people Luthor learned to either scare them off or fade into the background. Really, Luthor is tired of all the dirt and grime and crime in his life and just wants to be rid of it all. The one bright spot in his life is his sister. Lena is, to him, a genius that is well on her way to escaping the festering pit that is Bedlam. Luthor's main goal is to help her and provide for her so that one day she can rise over it all and get out of the city, and he will do whatever is necessary for that to happen. Powers & Tactics: Luthor fights by getting in close. He's a brawler, not a tactician, and he will do his best to pick out the most dangerous enemy and engage them directly. At the same time, his biggest goal in a fight is to protect Lena so if anyone is proving a threat to her Luthor will jump straight into their face and start smashing them. If someone is using Movement powers or ranged attacks to stay away from him, he'll pick them up in his hand and shake them like a rag doll. Power Descriptions: Luthor can manifest a spectral arm of pure energy, a red ghost of his left arm that can lift nearly superhuman weights. In addition to lifting and squeezing, he can use it to strike with superhuman strength, or simply bring the arm and oversized hand around to shelter behind it. He can hide an entire crowd behind the energy field of his hand. Complications: Secret Luthor has to keep his identity as Stronghold a secret. The gangs don't care for capes hanging around their neighborhood. Struggling Luthor and Lena are usually running at the edges of their budget. Any extra, sudden expenses could ruin them. Family First Luthor puts his sister's safety first. He'd sacrifice anything or anyone to protect her. Unstable Experiment Stronghold's powers were awakened artificially, and no one can be sure how his implants will react to a particular stimulus. Wanted Man There's still a warrant out for Luthor Lexington, and if he's arrested he'll be in prison for a long time. Anger Mismanagement Time in prison hardened Luthor and taught him to react with violence. He's still working past those instincts, and under pressure he may still lash out without thinking. Abilities: 10 + 4 + 8 + 2 + 0 + 4 = 28 PP Strength: 20 (+5) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 6 + 6 = 12 PP Initiative: +2 Attack: +3 Melee, +3 Ranged, +7 Psychic Armament Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +8/+14 Knockback: -3/-6 Saving Throws: 3 + 2 + 4 = 9 PP Toughness: +7 (+4 Con, +3 Protection, Impervious 6) Fortitude: +7 (+4 Con, +3) Reflex: +4 (+2 Dex, +2) Will: +4 (+0 Wis, +4) Skills: 68 R = 17 PP Climb 5 (+10) Concentration 4 (+4) Craft (Mechanical) 9 (+10) Craft (Structural) 9 (+10) Intimidate 10 (+12) Knowledge (Current Events) 4 (+5) Knowledge (Streetwise) 9 (+10) Notice 8 (+8) Search 2 (+3) Sense Motive 8 (+8) Feats: 4 PP Dodge Focus 4 Equipment 2Bronze Reward Warehouse HQ [10 EP] Size: Medium [1 EP] Toughness: +5 Features: [9 EP] Concealed Fire Prevention System Garage Gym Infirmary Living Space Security System 2 [DC 25] Workshop Powers: 3 + 24 + 8 = 35 PP All powers have the Psychic and Telekinesis descriptors Protection 3 (Personal Forcefield) [3 PP] Psychic Armament 9 (18 PP, Feats: Accurate 2, Alternate Powers 2) [24 PP] BE: Move Object 7 (Str 35, Feats: Chokehold, Extended Reach [10 ft], Improved Grab, Improved Pin, Extra: Damaging, Flaw: Range/Melee) (Energy Arm) [18/18] AP: Damage 7 (Extra: Area/Line [Targeted]) (Liner Punch) [14/18] AP: Impervious Protection 6 (Extra: Affects Others [+1], Area/Burst [Targeted]) (Sheltering Hand) [18/18] Leaping 2 (x5, move action, Extra: Linked [+0] [Speed, Super-Movement) + Speed 2 (25 MPH, Extra: Linked [+0] [Leaping, Super-Movement]) + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [+0] [Leaping, Speed]) (Telekinetic Grapnel) [8 PP] Drawbacks: (-0) = -0 PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage Energy Hand 10 ft DC 22 Toughness (Staged) Damage, Grapple Liner Punch Touch DC 22+Autofire Toughness (Staged) Damage Totals: Abilities (28) + Combat (12) + Saving Throws (9) + Skills (17) + Feats (4) + Powers (35) - Drawbacks (0) = 105/108 Power Points
  14. Player Name: Chimeric Character Name: Annie Sage Power Level: 10 (150/151pp) Trade-Offs: -5 Defense +5 Toughness Unspent Power Points: 1 In Brief: Cloned psychic teenager with a righteous superhero alter ego. Residence: Claremont Academy Base of Operations: Claremont Academy Catchphrase: “Righteous.” Alternate Identity: Archangel Identity: Secret Birthplace: Secret DNAscent Cloning Lab in Arizona Occupation: Student Affiliations: Claremont Academy Family: Mother: Dana Sage (Deceased), Father: Daniel Sage (Deceased) Description: Age: 17 DOB January 1st 2000. Apparent Age: 17 Gender: Female Ethnicity: Caucasian Height: 5’ 10” Weight: 120 Pounds Eyes: Brown Hair: Brown Annie is tall slim teenage girl, she dresses conservatively in earthly colors wearing sweaters and long pants and has never been seen with makeup. She has shoulder length brown hair. A rather plain looking young woman with a slightly flawed complexion, her only characteristic of note is her particularly intense gaze. Her air is protective and insecure. Her facial expressions are mostly wary or critical. Her costume is completely amatuer, a bandana or cloth face covering and a hoodie is what she uses to hide her identity when super-heroing. Power Descriptions: Her Psionic powers are subtle, a tense gaze, balled fists and a furrowed brow are the only things that may give hint that she’s the one who’s hurling parked cars or setting fires. History: Annie was created by an artificial process in a rebooting of the DNAscent program with the purpose of designing super soldiers for The Labyrinth. She’s the genetic offspring of Professor Psion, an evil psychic mastermind who’s in charge of The Psions and affiliated with The Labyrinth. Annie was created alongside several other children for The Labyrinth’s insidious purposes. Annie showed early on, the most potential of the bunch. Prenatal evaluations expressed off the charts latent Psionic ability. Many ‘test subjects’ died during this rebooted DNAscent program. Annie was of the second batch of these subjects. Shortly after she “born” and while she was just a baby the lab was raided by Patriot, an AEGIS affiliated Hero and the experiments were put to a stop. Unfortunately the culprits escaped. Annie and the other children were handed over to AEGIS, who’s director Powers C. Horatio “Harry” felt the safest place for her was to raised by a married couple who were mundane but trusted administrators of AEGIS. Their primary job was allotting funds for emergency aid missions. Annie Sage taking the last name of her adopting mother and father, grew up completely unaware of her origins and her potential. Dana Sage and Daniel Sage were a quiet christian couple who had no children until Annie. Daniel was infertile and they were happy to raise a child. They were kind loving parents who raised her in a traditional and conservative upbringing. Their quiet life was torn asunder when Professor Psion came to collect his “daughter”. Professor Psion killed her parents and while he was just finishing up his evil monologue Annie rose to the occasion. But as a different person, she chastised Professor Psion for his evil ways and used her latent psychic powers against Professor Psion turning her quiet Freedom City suburb into a psychic war zone. Afterwords Annie collapsed from exhaustion, terror, trauma and confusion. She felt like she had been split in half and she didn’t recognize herself. In between the trauma and the shock of her awakened psychic abilities something happened to her and she was aware of a part of her that she was afraid of, a part of her that was strong and righteous. Everything she believed she wasn’t up until that point. She believed she was an Archangel who’d been placed on earth, and her ability to read minds, to know of people’s deepest evils and her other metahuman abilities were a result of her divine origins. From there and while she was still in shock AEGIS agents swooped in and escorted her to an AEGIS safe house. She then met Harry a second time, he remembered her as an infant who was dropped on his door step so to speak. He told her of her origins, her parents affiliation with AEGIS, her powers and how she may still be a target of The Labyrinth. Then, he instructed her that she would be safest at Claremont Academy and under the careful stewardship of metahumans who could help her understand her situation. Completely overwhelmed, she told Harry she was infact an angel sent to earth to restore balance and order to humanity and not a clone of some malignant psychopath. She was taken in hand by an AEGIS agent and loaded up on a helicopter, with just a backpack full of clothes she was sent to live at Claremont Academy. Months passed by as she settled into her new home. She began under careful instruction experimenting with her powers. She kept up practicing the piano, she went to class, even making some fellow literary aficionado friends. She tried to put everything that had happened, AEGIS, her belief in her angelic birth behind her, like she was suggested by the school’s counselor. Although her delusions subsided momentarily, she could not deny her true purpose in life for long! When the Atlantians waged war on the surface war she knew that she might take up the mantle and defend humanity. She calls herself ArchAngel. She still resides at Claremont academy, she keeps up with her friends and her classes, tries to live a normal life of a teenager. But she believes that she is really an Archangel sent by God to right wrongs and punish the wicked, and she acts out these fantasies at night in Freedom City. Personality & Motivation: Annie is a traumatized young woman with incredible psychic gifts, she can read and control minds, lift tractor trailers with out touching them and stop bullets mid strike. The realization of this incredible power alongside her parents death has fractured her vulnerable psychic mind and she believes herself to be a powerful angel. A relatively shy but intense person who was raised in a conservative traditional and sheltered life, she secretly harbors an incredible fury and confidence that she let’s loose on those who’ve wronged others or pose a danger to society. Sometimes her delusions take her away, she believes she can see signs of God’s will and while she can know a great deal from prying into others minds and emotions what she doesn’t know she’ll try and interpret through stars and the feeling of the wind. She is deeply afraid of losing control again, she fears that the other psychics she may meet are working for Professor Psion. She believes she is being watched by AEGIS still, that they are using her as bait to lure The Labyrinth into a trap. She loves classical music, and has an appreciation for aesthetic pleasures. She’s young and occasionally gives into her emotions, rage, angst, melancholy. Her judgement calls spring more from gut instincts and the Bible than from a well reflected moral code like others heroes might have. She has great faith in her ability to judge people, backed up both by her ability to read minds and her belief in her divine origin. Powers & Tactics: ArchAngel can trick others into ignoring her or morphing using her psychic gifts. She can control or read minds, grapple foes with her telekinesis and blast them with mental attacks. She can communicate telepathically over some distance and has a radial psychic sense that allows her to have limit psychic omniscience which feeds her belief in her divine origin. She sometimes receives uncontrolled glimpses of the future and the past. She can protect herself with a forcefield and fly at mild speeds. Her psychic senses let her feel danger before it happens. She uses these powers to find out who’s evil and who is good and she acts accordingly. Preventing harm is her top priority, always. Complications: Daddy’s Little Girl: Professor Psion wants to be involved in Annie’s life, he doesn’t want to kill her but he’s going to make her life difficult until she quits Claremont and comes and does his bidding like the rest of his offspring. Hunted (The Labyrinth): The Labyrinth hasn’t stopped hunting for Annie all these years, and now that she’s broadcasting her powers flying around Freedom City fighting crime it won’t be long until her identity is discovered and then The Labyrinth won’t stop until they’ve collected their genetic property. Secret Identity: She wears a hooded sweatshirt and a bandana and fights crime at night under the mantle ‘ArchAngel’. Responsibility (Claremont Academy): She has certain commitments to the school and to the school's counselor. Delusional: Annie believes she is an Archangel, one of the highest angels of heaven. God’s providence guides her. She reads the signs to interpret his will and acts according to these signs. The GM can use this flaw to ‘trick’ Annie into believing something via reading the signs. Trauma (Parents Death): Annie saw her parents get killed by Professor Psion, she hopes nobody uses that to torment or mess with her. Believe me!: Annie believes she is an Archangel, not just a regular angel, definitely not a mortal. It's extremely important to her that others (especially other heroes and villains) believe that she's a special divine creature. The only problem is... she isn't one. If confronted by the reality, that she is a mere mortal with psychic powers she'll cling to her delusions and evade rational discourse. Abilities: 0 + 0 + 2 + 2 + 2 + 0 = 6PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 12 (+1) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 6 + 4 = 10PP Initiative: +0 Attack: +3 Melee, +3 Ranged Grapple: +0/+20 Perception Based Move Object Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -0/-7 Saving Throws: 4 + 5 + 9 = 19PP Toughness: +15 (+1 Con, +14 Forcefield) Fortitude: +5 (+1 Con, +4) Reflex: +5 (+0 Dex, +5) Will: +10 (+1 Wis, +9) Skills: 36R = 9PP Concentration 12 (+13) Disguise 0 (+0/+50) Using Morph Notice 12 (+13) Perform (Piano) 6 (+6) Sense Motive 6 (+7) Feats: 8PP Dodge Focus 3 Interpose Luck 2 Second Chance (Concentration checks to maintain powers) Ultimate Will Powers: 4 + 15 + 51 + 7 + 6 + 15 = 98PP All powers have Psionic descriptor Flight 2 ( 25mph; 250’ per move action) [4pp] Forcefield 14 (Telekinesis; Feats: Subtle) [15pp] Psionics 22.5 (45PP Array, Feats: Alternate Power 6) [51PP] BE: ESP 6 (Clairvoyance; Auditory + Visual Senses, 20 mile, No Notice; Extras: Action [Free], Duration [Sustained], No Conduit, Simultaneous; Feats: Fast Task 4 [Full Action to search 20-mile-diameter area], Subtle 2) {44/45} AP: Blast 10 (Pyrokinesis/Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; Feats: Split Attack, Subtle, Variable Descriptor [fire/force]) + Drain Toughness 7 (Extra: Range 2 [Perception], Affects Objects, Flaw: Action [Full], Feats: Subtle) {22} {45/45} AP: Mind Control 14 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; Feats: Mental Link, Subtle) {44/45} AP: Move Object 14 (Telekinesis; Strength 70, Heavy Load 200 tons; Extra: Range [Perception]; Feats: Precise, Split Attack, Subtle) {45/45} AP: Stun 14 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation, Subtle, Variable Descriptor [pain or sleep]) {45/45} AP: Damage 10 (Extras: Range 2 (Perception), Alternate Save (Will), Mental; Feats: Subtle, Split Attack, Incurable;) {43/45} AP: Drain Will 14 (Extras: Range 2 (Perception), Alternate Save (Will), Mental Flaw: Action [Full]; Feats: Subtle) {43/45} Super-Senses 8 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [7PP] Super-Senses 6 (Psychic Blindsight (Mental Sense, +Accurate, +Acute, +Radius, +Ranged) [6PP] Telepathy 6 (12PP Array; Feats: Alternate Power 3) [15PP] BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) {8} + Comprehend 1 (Understand any language, Extras: Linked [Communication]) {2} {12/12} AP: Concealment 10 (All Senses, Flaw: Phantasm, Feats: Selective) {11/12} AP: Mind Reading 10 (Extras: Effortless, Mental, Flaw: Duration [Instant/Lasting]; Feats: Subtle) {11/12} AP: Morph 10 (Humanoids, Flaws: Phantasm, Feats: Selective, Subtle) {12/12} Drawbacks: DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage [Physical] Blast Perception DC 25 Toughness Damage [Energy] Mental Blast Perception DC 25 Will Save Damage [Mental] Mind Control Perception DC 24 Will Save Controlled Move Object Perception +28 Grapple Pinned/Bound Stun Perception DC 24 Will Save Dazed/Stunned Drain Will Perception DC 24 Will Save Drain Will Totals: Abilities (6) + Combat (10) + Saving Throws (19) + Skills (9) + Feats (8) + Powers (98) - Drawbacks (0) = 150/151 Power Points
  15. Power Level: 10 (150/151PP) Unspent Power Points: 1 Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness. In Brief: A human transformed into an avatar for Mother Gaia herself and sworn to protect both humanity and the Earth herself. Catchphrase: Don't really have one...for now. Theme: https://www.youtube.com/watch?v=bTGfvj-QPqE Alternate Identity: Jaden Maxwell Birthplace: Alternate Earth Residence: An abandoned greenhouse he managed to renovate. Base of Operations: Same as residence. Occupation: Works as a Baker at his own shop when not out being a hero or tending to his plant friends. Affiliations: None at the moment, though it's my hope to have him establish a working relationship with various heroes. Family: Has an Aunt and Uncle back on his Earth named Laura and Adrian Maxwell respectively. Description: Age: 20 (DoB: April 17, 1996) Gender: He's a plant elemental. He technically doesn't have one Ethnicity: Caucasian Height: 5 foot, 10 inches Weight: 200 pounds Eyes: Brown Hair: Jet Black in a crop cut. Appears to have the physique of a young man who engages in modest amounts of exercise with fair skin and the traits listed above. He can typically be seen wearing clothing that fits the climate, such as a blue tank top and brown shorts during warmer months and a hooded coat with boots, hat and gloves when it gets cold. Ever since his transformation into a living plant, he tends to sway between different forms depending on his mood. However, perhaps the one he is mainly seen with is a humanoid figure colored in emerald green with darker section to highlight features like a tunic and pants. His hair is actually white rose petals arranged in a sweeping style with a green eye mask and red eyes. He also wears a type of mantled long coat that shares a similar color scheme to the rest of him. History: Jaden had, for the most part, a normal upbringing growing up. He was born to a loving Mom and Dad who took good care of him for the first few years of his life and he had an Aunt and Uncle who thought the world of him that he frequently visited on the weekends or during the holidays. However, when he was about 7 years old...tragedy struck. One night, he was at his Aunt's place watching cartoons when the phone rang. His Aunt went to answer it only to drop the dish she'd been drying in horror at what the police man on the other end had told her. Mr and Mrs Maxwell had been on their way home from a business trip when a drunk driver slammed into them, killing both parents at once. Needless to say, it was like Jaden's entire world had come crumbling down in the course of just one night. After the funeral, Jaden was taken in by his Aunt and Uncle and it quickly became evident that despite the fact that they treated him well, that life was not going to be easy since both relatives were in their elderly years and they did not have too much money. As such, Jaden had to learn at a young age to pitch in and be self-sufficient, helping his folks around the house and gradually learned skills such as cooking, cleaning dishes and even pulling weeds out of the garden. It didn't help that they ended up having to move twice even before he got into high school. Life was difficult but it wasn't bad by any means as the young lad excelled in his classes and enjoyed helping others with their work. He took on a part-time job at one point to help his folks too. Of course, he sometimes let himself get lost in video games and anime as he got older. Eventually, he graduated from high school to the delight of his Aunt and Uncle and seemed to have a bright future ahead of him. However, that's when his life took a most unexpected turn. During one summer, he took part in a field trip set up by a club he use to be part of that were planting trees in an area that had recently been decimated by a wildfire. During the program, Jaden caught sight of a bear cub that had slipped into the water and was now heading down the stream towards a waterfall. Without thinking, he risked his life to save the cub and return it to its family. Despite not thinking much of it, someone else took notice of his act... That night, he was visited by a voice in his dreams. The voice introduced itself as Gaia, Spirit Of The Earth. It had watched the man's act and, despite its usual indifference towards humans, had been intrigued by his selfless act despite the fact he had risked his life and got no reward out of it. He explained that he didn't do it for a reward but because it was the right thing to do and that he didn't want anyone else to endure the pain of lost loved ones. Growing ever more intrigued with him, the spirit handed him what she called the "Seed Of Gaia" and that she would give him the chance to prove to her that humans and the Earth could co-exist together. With that, the dream ended...Jaden thought no more of it. One night though, he was in his room, doing some reading when he heard a commotion downstairs. Going to check, he saw several men in black suits ransacking the place while holding his Aunt and Uncle at knife point. For a brief moment, he felt like a small boy all over again, like history was about to repeat itself...but not if he had anything to say about it. When the men saw him, they shot the young man on the spot...only for his wound to heal up within seconds, causing all those present to freeze in shock. Anger fueling his actions, Jaden's power activated and vines broke through the windows and floorboards, disarming the men and slamming their bodies against the walls over and over again with enough force to shatter the plaster. However, just when it looked like he was ready to do the unthinkable and take their lives...his Aunt and Uncle's voices brought him back to reality. He collapsed to his knees, sobbing and wondering what he had become. His folks consoled him as the would-be murderers were taken into custody, likely traumatized for life by the ordeal. The police asked questions but nobody was in the mood to give the actual story. After having some time to calm down, and being reminded that his Aunt and Uncle still loved him, it was decided that he needed to learn control since the world was likely not ready for an individual like Jaden. As such, the next week or so saw him practicing with his new abilities and growing quite adept at them. His body underwent more changes until he instinctively created a new identity for himself to go with his new form. It was around this point that an event happened that awoke his inner hero and made him realize that his powers were meant for bigger things. A powerful Fae had come to his town by the name of Glastig and, true to the myths surrounding her, went about luring in unsuspecting men and draining them of their blood, leaving lifeless corpses in her wake, meant to gather strength as her followers constructed the pieces for a gate that would open a way to the Fae Realm and allow her army to come through. After several close calls, and having his family's lives endangered and discovering that his supposed girlfriend was a dirty coward willing to sell him out to secure her own future as a journalist, Evergreen cornered and exposed Glastig, in the process destroying the gate and closing one of the links to the Fae Realm for good. One lengthy battle later, Glastig was defeated. Evergreen refused to kill her...but that didn't mean he or Gaia let her off the hook either. In an event that still haunts him, Gaia, manifesting physically, transformed Glastig into a plant entity...and then Evergreen transformed the fallen Fae into a tree for the rest of her days. Victory was his...but at the price of never again reclaiming a normal life or his humanity as the power he had inherited had transformed him completely. Not helping matters is, upon realizing his girlfriend didn't love him and had betrayed him, broke up with her, leaving him somewhat downtrodden. As if all that were not enough, his new powers had changed the very concept of his existence somehow and thus made him fundamentally incompatible with his home reality. He was slowly fading out of existence, and time was running out... Thankfully, Gaia provided a solution in using her connections to transfee him over to another parallel Earth where he could remain until a more permanent solution could be discovered. After agonizing over the decision and, realizing other heroes were starting to appear on his Earth to take up the torch, decided it was for the best, bid good-bye to his loved ones and was thus whisked off to the other Earth...an Earth very similar to our own yet very different... What adventures await from here? And how will his experiences change him? Only time will tell... Personality & Motivation: Jaden is for all intents and purposes a rather easygoing and calm individual. He enjoys life for what it is and tries not to worry too much about the future. Growing up with his Aunt and Uncle bestowed on him the values of hard work and independence, as such when he commits himself to something he tends to see it through, regardless of the consequences. Being a fanboy of anything related to anime or video games, when he runs into someone who shares what he is into, he can get surprisingly passionate and ecstatic, to the point that he briefly stops acting his age and behaves like a kid in a candy store. Inspired by the comics he read growing up, he has a strong sense of justice and morals and tries to see the good in people along with being willing to stand up for those who can't do so for themselves. He does not want to see anyone else suffer the tragedy of lost loved ones, but that does not mean he is blind to the real world either. He is aware that unfortunate things happen regardless of what one does in life but does not see that as a reason to do nothing either. He does have a fun-loving side to him too, sometimes using his power to pull off jokes or pranks on his friends all in good fun. Powers & Tactics: Evergreen has not had much in terms of professional training with his abilities...ok, to be more exact, none at all, other than what he's learned through practice and experience. His favored tactics seem to scale to the threat. As such, unless it is not possible, he'll use his plant friends to scout an area before moving in to take out a group, utilizing his plant powers from long range to wear them down before moving in to mop up the leftovers with some hand to hand combat. He also prefers to avoid using lethal force unless it's a situation where it's required. Power Descriptions: Being an avatar for Mother Gaia means Evergreen has total control over any and all forms of plant life and thus can call upon their aid whenever he wishes. His uses for it range from simply calling upon vines and roots to constrict and crush his targets to turning giant sunflowers and watermelons into turrets that shoot seeds as bullets. However, because his original body has been transformed into plant matter, his strength, agility, and endurance are no longer trapped within human limits, allowing him to pull off feats that, although not up to the level of traditional physical-based powerhouses, is still enough to seem superhuman, and he even has a radar-like sense that allows him to commune with other plants. Having a body made up of plant matter also means he has total control over its shape and flexibility, allowing him to morph his limbs into various kinds of weaponry such as hammer fists, spiked maces, blades, and so on, and can even alter his appearance to varying degrees. He is immune to poisons and disease and does not age at all, being virtually immortal. Complications: Fire And Ice: Evergreen maybe extremely powerful but that strength comes with a hefty number of weaknesses. Not the least of which is having a severe weakness to extreme heat and cold. His creations will either burst into flames or eventually freeze solid if exposed to these elements for too long and he himself is not safe from them and he will likely maintain his distance unless otherwise. Usage of these elements is perhaps one of the only ways to permanently destroy his physical form, or at the very least incapacitate him. Also, this could make it difficult for him to work with individuals who have said abilities. Sun And Water Dependence: Another weakness is that Evergreen derives much of his power from his connection to the sun and the water. As such, while he is stronger during the day and/or near bodies of water, the opposite is also true since as the light wanes, that power diminishes. Not enough to make him completely helpless, but enough that an enemy could eventually gain the upper hand by severing him off from the source of his strength, which can be done by facing him within enclosed spaces and what not. Corruption: Similarly to another hero themed around the environment, pollution is another way to get the upper hand on Evergreen in that although he is immune to things like poison and disease, actual pollution such as oil can have a detrimental affect on his physiology if he gets too close to it. Also, although it may partially due to his transformation, he does not have a high opinion of people who shamelessly pollute and destroy the environment for no good reason. A Stranger In A Familiar Land: One of Evergreen's reasons for coming to this other Earth was to get away from everything and find some peace of mind. However, an alien world like this makes it sometimes difficult for him to fit in. After spending so much time as a solo hero, he is eager to meet others like himself but at the same time can occasionally be unsure how to handle himself, and having such a vast new, yet familiar, world to explore and interact with can be a daunting task at times. Doesn't Like Attention: Jaden has never been one to enjoy being the center of attention as although he is friendly and well-behaved the events since his transformation, and said transformation itself, have left him in a bit more of a rut than he is use to, and even getting a girlfriend doesn't really appeal to him much at the moment. However, if he intends to be a proper hero on this Earth, he may have to get use to stepping out into the spotlight... My Hidden Self: Although Jaden has revealed it to very few people, he is actually the kind of man whom is in touch with his feminine side, to the point that they use their abilities to crossdress and take on forms that have more of an androgynous and/or feminine appeal. This side of him is one mostly enjoyed in secret as he knows how judgmental society can be at times, and does feel some hints of secret shame, even if it is not really hurting anyone. Morality: Evergreen is an extremely moral individual who is well aware of what his powers are capable of and the responsibility that goes with them. As such, he tends to limit himself when facing his enemies, wanting to bring them in alive rather than severely harm them. He tends to also question himself and what the right course of action is in certain situations, especially in his struggles to maintain balance between the human world and the natural world, even if that means inconveniencing progress on one side of the spectrum or the other, and having some degree of honor means he will prioritize saving lives over pursuing the villain. Abilities: 14+10+14+4+2 =44 pp STR 24 (+7) DEX 20 (+5) CON 24 (+7) INT 10 (+0) WIS 14 (+2) CHA 12 (+1) Combat: +12 +12= 24 pp ATK +6 (+9 Melee, +10 Ranged Plant Control, +13 Melee Plant Control) DEF +13 (+6 Base, +3 Flat-Footed, +7 Dodge Focus) Init: +9 Grapple: +20 Saves: +2 +5 = 7 pp TOU +7 (+7 Con) FORT +7 (+7 Con) REF +7 (+5 Dex, +2) WILL +7 (+2 Wis, +5) Skills: 40 r=10 pp Climb 3 (+10) Knowledge: Life Sciences 10 (+10) Medicine 3 (+5) Notice 8 (+10) Sense Motive 8 (+10) Stealth 5 (+10) Survival 3 (+5) Feats: +2 +3 +2 +7 +1 +2 +1 +1 +1 +1 +1 = 22 PP Attack Specialization (Plant Control) 2 Attack Focus 3 (Melee) Attractive 2 Dodge Focus 7 Improved Initiative Luck 2 Move-By Action Power Attack Skill Mastery (Sense Motive, Notice, Life Sciences, Survival) Takedown Attack Uncanny Dodge (auditory) Powers: 27 + 3 + 4 + 9 = 43 pp Descriptors: All plant Plant Control Array 10 (20 PP, Array, Feats: Alternate Powers 7) [27 PP] Base Power: Create Object 8 (Feats: Innate, Precise,Tether) 19/20 Alternate Power: Snare 10 (Root Attack) 20/20 Alternate Power: Paralyze 7 (Spore Swarm) 14/20 Alternate Power: Blast 10 (Flower Blaster) 20/20 Alternate Power: Teleport 10 (200,000 Miles. Flaw: Medium (Plants), Extra: Accurate) 20/20 Alternate Power: ESP 6 (Visual And Audio Cues; Flaw: Medium (Plants), Feat: Subtle 2) 14/20 Alternate Power: Strike 7 (Feat: Variable Descriptor 1(bludgeoning, piercing, slashing), Extended Reach 2, Accurate, Precise, Penetrating 5, , Improved Critical ) 19/20 Alternate Power: Healing 8 (Healing Fruit Sprouts; Feats: Stabilize, Persistent) 18/20 Flight 3 (50 MPH) [3 PP] Immunity (Aging, Disease, Poison, Suffocation [breathes CO2, immune to choking/blocked airways]) [4 PP] Morph 3 (Disguise +15, any form) [9 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Strike Touch DC 22 Toughness Damage Spore Swarm Touch DC 17 Toughness Paralyze Root Attack Ranged DC 20 Toughness Snare Totals: Abilities 44 + Combat 24 + Saves 7 + Skills 10/40 + Feats 22 + Powers 43 = 150/151 PP
  16. Player Name: Droideka Character Name: Gallant Power Level: 10 (150/151PP) Trade-Offs: +2 Toughness / -2 Defense, +2 Damage / -2 Attack Unspent Power Points: 1 In Brief: Heroic Swordsman and Adventurer, secretly sleep-walker controlled by three fey spirits. Residence: Freedom City Alternate Identity: Leon Angles [Birth Name] Identity: Secret Birthplace: Oregon, Portland Occupation: Retail at local book store. Affiliations: None Family: Oscar Angles (Father, 55), Bianca Angles (Mother, 43), Guinevere Angles (Older Sister, 23), Giselle Angles (Older Sister, 25) Age: 17 (DoB: February 12, 2000) Gender: Male Ethnicity: French-American Height: 6"0 Weight: 190 lbs. Eyes: Green/Blue Hair: Pale Blonde/Honey Blonde Leon is a somewhat wiry young man who is neither muscled nor overweight. His posture is proper, and though somewhat clumsy at times his general gait is quiet and controlled. His hair is feathery and mid neck length, with long wavy bangs that at times obscure his eyes. Due to his enjoyment of indoor activities, his complexion is somewhat pail. His eyes are generally cloudy, but brighten when something catches his interest. In general, he always looks somewhat tired. His clothing is based on practicality and is generally low-key. eon has a faint lilt in his voice that denotes an accent, which becomes more pronounced the more nervous he is. Gallant's most notable features are his omnipresent grin, and the golden aura that surrounds him. In general, he appears older than Leon, more a man in his early twenties than a teenager. The aura seems to brighten him instantly, and makes features such as his hair a far more honey rich gold. Unlike Leon, Gallant possesses a lithe, runner build of toned muscle. His eyes are a vibrant, almost glowing blue. If one looked past the aura, his complexion would still seem slightly pale, though less so than Leon. Gallant's posture is straight and confident, and he is always looking about and moving. The Gallant costume consists of a black and white trimmed tunic and pants, brown and gold boots, a white, brown, and gold trimmed overcoat, black gloves, and a red sash around the neck and shoulders. The mask is a white and gold plated half-mask, designed to resemble a lion's upper jaw and face. It stops at his hairline. Gallant's sword is a medium sized broadsword that seems to swirl with the same aura he possesses. It's made of a metal that resembles bronze in coloration. The blade's scabbard is brown, with a single red ruby at it's base, and it's hangs on Gallant's right hip. Power Descriptions Leon has no powers of his own. When Leon falls unconscious (Sleep, knocked unconscious, etc.) the spirits inside of him surface and grant him power. Gallant is blessed by fey-like spirits, who grant him greatly increased speed, strength, constitution, and charisma at the small cost of a weakness to cold steel. Gallant's sword is magically blessed, and can extend its reach to more resemble a pole-arm. Gallants' strategy shifts depending on which spirit is advising him, but in general he is a bold melee fighter. Gallant is enhanced with magic, and thus all of his abilities fall under that descriptor. History Leon was a quiet child, at his home and at his school. Always in the corner with a fantasy book. He loved fantasy, knights, dragons, fair maidens! He wished he could be so heroic. But no, no, that was never him. Best to keep to himself.... That was the life of Leon Angles, in summary. His sisters, bright, cheerful, sporty, they were always off with new friends or some such. His parents, cold and quiet and harsh, they weren't much for support. So it was just him, and his toys, and his books, and his few friends, for fifteen years. Fifteen years, before his oldest sister, Giselle, decided the small port town they lived in was not her dream city. She was a socialite by nature, with a sharp, silver tongue. She could get by in the big city, Leon had no doubts. So, with a clear conscience he smiled and waved her off at the airport. His other sister, Guinevere (Or Ginny, as she preferred.) had always looked up to her big sister. She was smiling too, though he could tell it was a bit forced. He was worried, then. Those worries were founded, as it turned out. One year later, and he was smiling, a bit forced, and waving her off at the airport. Ginny wasn't cut out for the big city, as far as Leon was concerned. She was sporty, yes, good at physical actives of all kinds. But she was...naive. He loved her dearly, but she was a bit of a ditz. His parents had turned to him, as Ginny's plane took to the sky. They said nothing, but they had a look in their eyes. But they had no need to fear. He was perfectly content in his hometown.... Of course, one year later, he was the one standing at airport. Nobody waved him farewell, though his parents looked on with a sort of melancholy. Perhaps they were catching empty-nest syndrome. Leon sat in his uncomfortable seat within the plane, sighing as child behind him reared their legs back in preparation for take-off. He had more reasons to leave than just a growing wanderlust, sadly. Communication with his dear sisters had dried up, and mom and dad were getting antsy, in there own way. Freedom City was a nice place, according to the brochure. Big legacy of superheroes. He was sure it was nothing. It was of course, quite a bit more than nothing, he later mused, as Giselle helped him nurse his violent black eye. Some street gang coalition, full of thugs and brutes and other big muscled men and women who could snap him like a twig. They wanted something, a location, from Giselle's current beau, David Gale. Some kind of explorer, apparently. He had found a trove on a nearby island, and, according to the thug's appointed leader, this trove matched up with a riddle given by a late great mob boss some ears back, as he lay dying. One that lead straight to a vast trove of weapons and loot. And, it just so happened, those weapons could be the bolster they needed to stop vigilantes from thinning the herd, so to speak. Giselle's boyfriend had folded easily under pressure, and his sisters were witnesses, and now, unwilling accessories. Leon walked back to their shared apartment every night, nervous and afraid. Always afraid... One night, dark and rainy and far too cold to be moving about, they came. A boat, a very uncomfortable sea-side trip. A small island, a lot of shovels, a lot of walking, and lots of digging. A shovel clanged, mud fell away. A structure, stone and granite and slate. Leon was part of the advance party, along with Giselle's boyfriend and some random goons. They were expendable, so they would look out for any traps. It was somehow even colder inside then it was out in the rain. He could see his breath as they walked, his eyes always down on the floor. He wanted to act, wanted to grab one the guns right out of the gonna hands, Rambo his way out! But that wasn't going to happen, he thought bitterly. He was going to die, either to a trap, the gangs, maybe hypothermia. His sisters, t-they would die. They deserved better... The group came to a fork. There were six off them, so they split two ways. Leon, the boyfriend, and some lady with a gnarly scar on her arm went left. Left soon turned right, then down, then up, then down, then, mirrors? Mirrors indeed, on the walls, on the floors, on the ceiling. Leon looked about, and realized that at some point he had separated from the others. He stepped forward. He didn't know why, but it felt like something was calling him. Studying him. He looked straight at a nearby mirror. A scream, feminine, resounded through the hall, but he couldn't truly work up the care. His head was swirling, thoughts of his weakness, of his hopes, his dreams, he wanted to be heroic, he wanted to save the day, he wanted help, he wanted... It came out, all at once. A swirl of strange, golden energy. And suddenly, he wasn't Leon anymore. He was, uh, what was his name? Gallant. Right, right, he shook his head. He needed to do something, he needed to...save. Yes! He needed to save his sisters, because he was, a hero! He pulled out his sword, and in an instant, Gallant was off! Leon woke, much later. He had had a very, strange, dream. Gangs, ghosts, fights...he looked around. He was in his sister's apartment. He was on the sofa, and the TV was on some cartoon. He grunted and switched it to the news as he pulled himself up. But, as he listened, he lost his focus, and fell. A cave-in, a massive gang arrest. David Gale, hero? He could hear a buzzing in his head, thoughts and voices not his own. He could see Ginny in the corner, a somewhat suspicious look on her face. From the other room, Leon could hear Giselle arguing with mom and dad. He exhaled harshly, and without further ado, passed out. Personality & Motivation Leon is a soft spoken young man, with somewhat low self esteem, a streak of curiosity, and a tinge of cynicism. If you ignite his interest he can be quite passionate, however. These interests include literature and music. In general, he tries kind and helpful, even to the point of being derided as pushover by others. In confrontations, Leon backs down easily, though he is not satisfied with his self described cowardice internally. Leon is nervous about Gallant, and the spirits, and at times envious about them and the strength they show, though he is willing to deal with it if it means good is done. Gallant is joyful and boisterous, and is a seemingly uncontrollable chaotic young man. He is ever curious, always looking about and grinning ear to ear. He seems to enjoy battle, though not true violence. He speaks in a flowery tone, and enjoys talking about heroics, and adventure, and friendship, and...what else is there to talk about, really? Despite his at times boastful nature, Gallant seems to avoid self reflection, doesn't like close scrutiny or heavy attention, and avoids mirrors if possible. In truth, Gallant is a fledgling consciousness, something of an alternate personality of Leon. He is naive to the world, and has little personality on his own. He is somewhat aware that he is Leon and somewhat not, and is guided, or steered, by the three fey spirits that grant him his power. He loyally follows the spirit's advice, but primarily listens to one at a time. The loudest spirit, the main spirit, switches at points, and so Gallant can seem somewhat neurotic. Complications Possessed Hero: Gallant is steered by three powerful spirits that possess Leon's body. The spirits are in semi-flux, and who is the main driver changes occasionally. Secret: Leon has two secrets to keep. The fact that he is (technically) Gallant, and the fact that he is host to three fey-like spirits of unknown origin. Relationship: Giselle and Guinevere (Sisters). Abilities [2 + 2 + 4 = 8PP] STR: +10/0 (30/10) DEX: +1 (12) CON: +10/0 (30/10) INT: +1 (12) WIS: +2 (14) CHA: +10/0 (30/10) Saves [5 + 6 = 11] Tough: +14 (+10 Con, +4 Protection) Fort: +10 (+10 Con) Ref: +6 (+1 Dex, +5) Will: +8 (+2 Wis, +6) Combat [8 + 12 = 20PP]Initiative +5Attack +4, +8 (melee)Grapple +8/18Defense +6, +3 flat-footedKnockback -10 Skills [52R = 13PP] Bluff 10 (+24/+14) [+4 Attractive] Diplomacy 10 (+24/+14) [+4 Attractive] Gather Information 10 (+20/+10) Knowledge (Art) 5 (+6) Language 1 (English[Native], French) Notice 8 (+10) Sense Motive 8 (+10) Feats [24PP] Accurate Attack Attack Focus (Melee) 4 Attractive Ambidexterous Beginner's Luck Distract (Bluff) Fearless Improved Disarm Improved Initiative Improved Throw Improved Trip Interpose Instant Up Luck 1 Move-By Action Quick Draw Quick Change Stunning Attack Take-down Attack Taunt Uncanny Dodge (Auditory) Powers [6 + 20 + 20 + 20 + 10 + 3 + 5 = 84PP] Device 2 [Gallant Blade] (10PP Container, Gallant Blade, Flaw: Easy to Lose) [6PP] -Strike 2 (Extra: Penetrating 3, PFs: Extended Reach 1, Improved Crit 2, Mighty, Variable Descriptor 1 [Bludgeoning/Piercing/Slashing]) [10PP] Enhanced Constitution 20 (+20 CON) [20PP] Enhanced Strength 20 (+20 STR) [20PP] Enhanced Charisma 20 (+20 CHA) [20PP] Protection 4 (+4 Toughness; Impervious [6 ranks]) [10PP] Speed 3 (50 MPH) [3PP] Healing 5 [Chi] (Flaws: Personal) [5PP] Drawbacks [-2 + -2 + -6 = -10PP] Normal Identity, Involuntary Transformation (Unconscious/Asleep, Frequency: Uncommon, Intensity: Major) [-2PP] Vulnerability (Iron, Frequency: Uncommon, Intensity: Major [+50% DC]) [-2PP]Weakness (Iron, Frequency: Common, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage (Physical, Bludgeoning) Gallant Blade Touch DC 27 Toughness Damage (Physical, Bludgeoning/Piercing/Slashing) Totals: Abilities (8) + Combat (20) + Saving Throws (11) + Skills (13[52 ranks]) + Feats (24) + Powers (84) - Drawbacks (10) = 150/151 Power Points
  17. Player Name: Droideka Character Name: Gallant Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Heroic Swordsman and Adventurer, secretly sleep-walker controlled by three spirits. Residence: Freedom City, Queens Alternate Identity: Leon Angles [Birth Name] Identity: Secret Birthplace: Oregon, Portland Occupation: Retail at local book store. Affiliations: None Family: Oscar Angels (Father, 55), Bianca Angles (Mother, 43), Guinevere Angles (Older Sister, 23), Giselle Angles (Older Sister, 25) Age: 17 (DoB: February 12, 2000) Gender: Male Ethnicity: French-American Height: 6"0 Weight: 190 lbs. Eyes: Green/Blue Hair: Pale Blonde/Honey Blonde Leon is a somewhat wiry young man who is neither muscled nor overweight. His posture is proper, and though somewhat clumsy at times his general gait is quiet and controlled. His hair is feathery and mid neck length, with long wavy bangs that at times obscure his eyes. Due to his enjoyment of indoor activities, his complexion is somewhat pail. His eyes are generally cloudy, but brighten when something catches his interest. In general, he always looks somewhat tired. His clothing is based on practicality and is generally low-key. Gallant's most notable features are his omnipresent grin, and the golden aura that surrounds him. In general, he appears older than Leon, more a man in his early twenties than a teenager. The aura seems to brighten him instantly, and makes features such as his hair a far more honey rich gold. Unlike Leon, Gallant possesses a lithe, runner build of toned muscle. His eyes are a vibrant, almost glowing blue. If one looked past the aura, his complexion would still seem slightly pale, though less so than Leon. Gallant's posture is straight and confident, and he is always looking about and moving. The Gallant costume consists of a black tunic and pants, brown boots, a white and gold trimmed overcoat, black gloves, and a red sash around the neck and shoulders. The mask is a white and gold plated half-mask, designed to resemble a lion's upper jaw and face. It stops at his hairline. Gallant's sword is a medium sized silver broadsword that seems to swirl with the same aura he possesses. It appears to be made of a metal that resembles bronze in coloration. It's scabbard is brown, with a single red ruby at it's base, and hangs at his hip. Power Descriptions Leon has no powers of his own. When Leon falls unconscious (Sleep, knocked unconscious, etc.) the spirits inside of him surface and grant him power. As Gallant, Leon's body is granted greatly increased strength, speed, constitution, and charisma. As well, he summons a mighty blade, though not the skill with which to wield it. The golden aura that surrounds Gallant can be channeled internally to mend himself. Depending on which spirit is steering Gallant, he shifts tactics, though in general he is a bold melee attacker. Gallant is enhanced with magic, and thus all of his abilities fall under that descriptor. History Leon was born in Portland, Oregon, and lived for time with the rest of his family in a well sized seaside home. His father Oscar was over a decade his mother's senior, though despite the claims of some, the two seemed to have genuine love for the other. His father had in his prime been a successful stock-broker in wall-street and therefore had retired in luxury, capable of providing for his family as needed. Despite this, Leon's parents were somewhat withdrawn form their children, as was their nature. Though they often teased him, Leon and his sisters got along well. Giselle was outgoing and emotional, and enjoyed meeting new people, though she also had a tendency to pick bad friends. Guinevere was more focused on athletics and sports, but she adored her sister and followed everywhere she went. Leon, by contrast, liked to stay indoors, having always been a somewhat introverted youth, and, unlike his sisters, he was home-schooled. His favorite activities were reading and watching films, his favorites in the mediums being the Arthurian based, knightly tales of heroics and valor. Eventually, the combination of living in a small town, with a set of reserved and quiet parents, resulted in Giselle drifting off to greener pastures, the big city. Guinevere followed soon after. Leon was, however, happy to stay in his home town. Initially, his sisters sent frequent messages and updates, and Leon knew his parents quietly appreciated them as he did. Slowly, however, the messages dried up. Though at first this was brushed off, by the time a year had passed with little to no new messages, worry set in. And so, a combination of concern and a growing wanderlust sent Leon to Freedom City. It didn't take long to discover the problem. In a rundown part of the city, in a dingy apartment building, he found them. They were concerned, panicked even, when he showed up. They had found something, one day, by chance. A location, a treasure map, and though they had memorized it's contents, per the owners request, it had been destroyed in a fire. Someone wanted what was on that map. And that someone was, as Leon discovered later that day, while lying face down with a black eye, a gang boss of some repute. He was told to stay quiet and follow directions when asked, just as his sisters did, lest someone get hurt. Over the following two months, feeling helpless and morose, Leon complied. One rainy, miserable night, several burly thugs came into Leon and his sisters shared apartment. Giselle had caved, finally, when he had been threatened in full. The family was brought along, captive, by the gang on a small boat to a small off-coast island. When they reach shore, Leon and the thugs were made to dig. And dig they did, as the rain and cold wallowed around them in the mud and dirt. A shovel hit rock. The rain washed away the muck, and it was revealed. A large, stone structure. Leon was pulled aside, and he was briefed. A weapons cash had been hidden away in the large structure, a very valuable one at that. But it was trapped, and they needed someone expendable... Shoved into the dank, musty rock structure alone with but a flashlight for defense, Leon could't help the shiver that ran down his spine. The inside was as stone as the exterior, filled with odd statues and carvings. Walking slowly and cautiously through the winding halls and tunnels of the structure, turning down into the earth. Leon came to a fork. Before he could investigate the paths, his foot caught on something. Hearing the click that resounded through the hall, Leon moved. He stumbled down a random hall as the sound of a gunshot rang out behind him. He ran, ran until he felt the dull thud of granite on his face. A dead end. He recovered quickly, but it didn't matter. He could hear footsteps echo out from farther in. He'd been inside for too long. They were going to find him and kill him, kill his sisters! He was too weak, too, pathetic, he was-it was too much. With a cry he struck the wall, in frustration, in anger, again and again. He kept going, as the steps got closer, until, finally he heard a small click. He had no time to react as the floor dropped out from under him. His back hit soft dirt, and the trapdoor shut silently. The cavern was dark, save for a small, golden light that permeated from the center of the room. All around, more strange statues stood. With no other option, Leon moved closer. The light was coming out from coffin like structure, a tomb of some sort. On it's lid was a figure robed in heavy armor, both hands clutching a sword. With a small push, the lid gave and fell the floor, the golden light now shining furiously. Inside, a broken skeleton lay, clutching a scabbard containing a glowing, golden sword. After his initial revulsion passed, Leon felt a strange sensation. It was as if the sword was humming, calling to him... The instant he touched the pommel, the glow spread from the sword to him, and he could see no more. All there was around him was darkness, and voices. Three voices, chaotic, asking for a deal, a bargain, a purpose. His tried his best to wade through the sounds and give his own, but they were fragmented. Hero..save...protect...stop... A voice resounded. "We can work with that." It was blurry after that. A flash of laughter, a fight, a shocked gang boss. His sisters looked in awe, he restrained the criminals, and then, a..boat? With a jerk, he awoke. He looked about the boat, confused. His sisters would later tell him how brave he was, how amazing. They were proud, what would he do with this power? As several voices rang about his head almost silently, Leon couldn't help but feel overwhelmed. Personality & Motivation Leon is a soft spoken young man, with somewhat low self esteem. If you ignite his interest he can be quite passionate. These interests include literature and music. In general, he is kind and helpful, and at times has been derided by others as a pushover. Though he tries to be friendly and optimistic, it is at times difficult, as he suffers from mild mood swings into apathy and depression. Leon is somewhat nervous about his time as Gallant, though as long as he continues to do good is willing to be the vessel for the spirits. Gallant is joyful and boisterous, and is a seemingly uncontrollable chaotic young man. He may be boasting of his prowess one second, and the next be off on his next adventure. Gallant loves heroics and adventure, talking about heroics and adventure, and seemingly not much else. Despite this, Gallant does have a set of morals that he believes in, based upon helping others in need and other heroic, knightly conducts. Gallant seems somewhat shy when under scrutiny, avoids self-reflection, and strangely, mirrors. In truth, Gallant is simply Leon's sleepwalking body being steered around by spirits, his consciousness off in the corner of his mind, though at times it may leak through. Like Leon, Gallant suffers from mood swings, of a sort. In this case, however, it is actually his behavior shifting depending on which spirit is currently steering him. Complications Possessed Hero: Gallant is steered by three powerful spirits that possess Leon's body when he is unconscious. The spirits are in semi-flux, and who is the main driver changes occasionally. Heroic: Gallant must be heroic, no matter the cost. He must spare the villain, he must save the civilian in distress. Even if he knows it is a trap, he must make the attempt. It's in the very nature of Gallant as a unique entity, regardless of which spirit is steering him. If what is considered heroic in a situation is murky, things can get hectic in Gallant's head quickly. Secret Identity: Leon has two secrets to keep. The fact that he is (technically) Gallant, and the fact that he is host to three spirits of unknown origin who are actually Gallant. Relationship: Giselle and Guinevere (Sisters). Abilities STR: +10/0 (30/10) DEX: +1 (12) CON: +10/0 (30/10) INT: +1 (12) WIS: +2 (14) CHA: +10/0 (30/10) Saves Tough: +15 (+10 Con, +5 Protection) Fort: +10 (+10 Con) Ref: +5 (+1 Dex, +4) Will: +8 (+2 Wis, +6) Combat Initiative +5Attack +4, +8 (melee)Grapple +16/20Defense +6, +3 flat-footedKnockback -10.5 Skills Bluff 15 (+29/+19) [+4 Attractive] Diplomacy 10 (+24/+14) [+4 Attractive] Gather Information 10 (+20/+10) Knowledge (Art) 5 (+5) Language 1 (English[Native], French) Notice 8 (+10) Sense Motive 8 (+10) Feats Accurate Attack Attack Focus (Melee) 4 Attractive Beginner's Luck Distract (Bluff) Fearless Improved Critical Improved Initiative Improved Throw Improved Trip Interpose Instant Up Luck 1 Quick Draw Quick Change Stunning Attack Take-down Attack Taunt Uncanny Dodge (Auditory) Powers Gallant Sword (Device 2) (Hard to lose) -Gallant Sword (Strike 4) (DC 29, Feats: Improved Critical (Gallant Sword (Strike 4)); Mighty) (Extra: Penetrating) Enhanced Constitution 20 (+20 CON) Enhanced Strength 20 (+20 STR) Enhanced Charisma 20 (+20 CHA) Protection 4 (+4 Toughness; Impervious [6 extra ranks]) Speed 3 (50 MPH) Chi [Healing] 5 (Flaws: Personal) Drawbacks Spirit Possession: [Involuntary Transformation, Normal Identity] (8PP) Leon only becomes Gallant when he falls unconscious, and likewise Gallant reverts back the same way. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage (Physical, Bludgeoning) Gallant Blade Touch DC 29 Toughness Damage (Physical, Slashing) Totals: Abilities (8) + Combat (20) + Saving Throws (10) + Skills (14[58 ranks]) + Feats (22) + Powers (84) - Drawbacks (8) = 150/150 Power Points ----------- So, didn't know if I should put this with the complication or what. My new idea for it was that at the start of every thread I do a personal roll to determine which spirit is dominate in general. And then, like was suggested, if a GM requested me to switch I could do so.
  18. Kid Kamehameha Power Level: 7 (105/116PP) Unspent Power Points: 11 Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness In Brief: A new champion of the Hawaiian Gods in Emerald City Catchphrase: Theme: Alternate Identity: Kimo Kahananui Birthplace: Lahaina, Hawaii Residence: Emerald City University Dorms Occupation: Student at Emerald City University Affiliations: Family: Father: officer Kelui Kahananui, mother Lily Kahananui Description: Age: 18 (DoB: Year 1999) Apparent Age: 18 Gender: Male Ethnicity: Hawaiian Height: 5’9” Weight: 125 lbs Eyes: Brown Hair: Black Kimo is a thin young man with brown skin and eyes. His entire torso up to the collarbones is covered in Polynesian tattoos. His upper left arm is also covered in the same black tattoos. He tends to wear t-shirts and jeans. His choice of footwear would be flip flops. While in costume as Kid Kamehameha he wears a golden helmet in the traditional Hawaiian style. He also goes entirely bare chested when he goes into battle. He wears a mantle of red feathers as well, though he sometimes sheds this in battle. From the waist down he wears a skirt of grass, feathers, and red fabric. History: Kimo was born a totally average child. He grew up in Lahaina while his father was a cop on the anti-meta task force. While Kimo grew up he was picked on by the kids of the metas that his father put away. Most of these kids were normal, but one of the more vicious bullies was. A paragon in the making, he would consistently harass most of the students and Kimo specifically. One day while being picked on by this meta, Kimo pushed back. He was beaten down into the ground. Literally. Yet, he was saved. Not by his father, but by a man on a motorcycle with a mace. The man revealed himself to be the avatar of Ku, god of war. Ku took Kimo to Hunamoku. He trained Kimo to fight in the Hawaiian art of Lua. Not wanting Ku to have another champion on Earth, many of the gods lent him power. Pele gave him strength. Laka gave him agility and speed. Lono grant him fortitude and healing powers. Kanaloa gave him clarity of mind and increased intellect. Puenui enhanced his senses, HIna gave him her charm. He became their weapon, capable of channeling each god one at a time. Ku then took kimo back to Lahaina where he fought the meta in the crater of Haleakala. The two swapped blows, but Kimo’s new and versatile magic powers made him the far better fighter. Kimo struck his opponent down and Ku granted him a new name, Kid Kamehameha. Personality & Motivation: Kid Kamehameha has been tasked by the gods to stand where others cannot and to fight for those who cannot. He fights when he has to, preferring to use his powers to settle matters peacefully, however he is a warrior. He will use his abilities to protect the innocent, from both the mundane and the occult. Powers & Tactics: Kid Kamehameha fights first with brute strength. He prefers to use debilitating strikes and dislocations when and where he can. His skill in Lua allows him to close in, and his personal style makes use of his enhanced strength and light weight. When outnumbered by easily beatable enemies he will often simply throw them into one another. When he encounters enemies who are physically tougher than he can dish out, he tends to switch over to using his mental blasts or mind control. When he uses his speed powers he prefers to use hit and run tactics. When he fights alongside others he rounds out the team. Often times this means that he will be using his powers from Lono and healing. Power Descriptions: When he channels the divine power his tattoos glow different colors: Red for Pele, Orange for Laka, Green for Lono, Blue for Kanaloa, yellow for Puenui, silver for Hina. All his powers are divine in origin. Complications: Champion of the gods: Kid Kamehameha is beholden to the will of the gods of old Hawaii. He must serve their will from time to time and act on their agenda. There is also very little in terms of two way communications. So he has no idea if he is being heard. New to the Powers: Kid Kamehameha has not had his powers very long. He is still honestly afraid of some of them. Can’t Stand a Bully: Years of being picked on have made Kimo very angry with bullies, especially metahuman ones. He tends to go out of his way to humiliate them. Always Another Lesson: Ku has decided to continue to train Kamehameha. He will often put him to the test and force him to adapt. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10/28 (+0/+9) Dexterity: 10/20 (+0/+5) Constitution: 10 (+0) Intelligence: 10/20 (+0/+5) Wisdom: 10/20 (+0/+5) Charisma: 10/20 (+0/+5) Combat: 10 + 10 = 20 PP Initiative: +0/+5 Attack: +5 Melee, +5 Ranged Defense: +5, +3 Flat-Footed Grapple: +0/ +22 Knockback: -4/-9 Saving Throws: 5 + 5 + 5 = 15 PP Toughness: +9 (+0 Con, +9 protection) Fortitude: +5 (+0 Con, +5) Reflex: +5/ (+10 Enhanced Dexterity) (+0 Dex, +5) Will: +5/+10 (+0 Wis, +5) Skills: 32R = 8PP Bluff 7 (+7/+12) Diplomacy 7 (+7/+12) Gather Information 7 (+7/+12) Knowledge Arcane Lore 1 (+1/+6) Knowledge Tactics 1 (+1/+6) Knowledge Theology 1 (+1/+6) Perform 7 Dance [Hula] (+7/+12) Search 1 (+1/+6) Feats: 7 PP Defensive attack Improved grab Improved trip Jack of All Trades Move by Action Takedown Attack 2 Powers: 55 = 55 PP Divine Power Array 25 (50 PP array, alternate power 5, Complication; Must be able to speak to change power set) [55 PP] (Divine, Magic, Mana) Base Power: Enhanced Strength 18 and Leaping 4 and Protection 9 and Super Strength 8 (Power of Pele, Feats; Ground strike, Shockwave, Thunderclap) {50/50} Alternate Power: Enhanced Dexterity 10 and Protection 9 and Quickness 10 and Speed 10 and Strike 9 (Agility of Laka) {48/50} Alternate Power: Protection 9 (extras; Impenetrable) and Healing 10 (Healing of Lono, extras; action) {48/50} Alternate Power: Blast 9 (Mind of Kanaloa, Alternate save: Will save) and Enhanced Feat: Skill Mastery (Knowledge Arcane Lore, Tactics, Theology, Search) and Enhanced Intelligence 10 and Protection 9 {47/50} Alternate Power: Enhanced Wisdom 10 and Impervious Will 10 and Mind Reading 7 and Protection 9 and Super Senses 11 (Perception of Puenui, Detect Magic, Dark vision, Radius (Vision), Tracking, X-ray vision (Gold blocks)) {47/50} Alternate Power: Enhanced Charisma 10 and Enhanced Feat: Skill Mastery (Bluff, Diplomacy, Gather information, Perform Hula) and Mind Control 7 (Charm of Hina, Extra; Subtle) and Protection 9 {43/50} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Enhanced Strength Touch DC 24 Toughness Damage Mind Blast Ranged DC 24 Will Damage Mind Control Perception DC 25 Will Mind Control Mind Reading Perception DC 25 Will Mind Reading Strike Touch DC 24 Toughness Damage Totals: Abilities (0) + Combat (20) + Saving Throws (15) + Skills (8) + Feats (7) + Powers (55) - = 105/115 Power Points
  19. Greasy Gear Power Level: 10 (150/155PP) Unspent Power Points: 5 Trade-Offs: -5 defense/+5 toughness, -2 attack/+2 damage In Brief: A four armed time and space traveling gunsmith who is running from his past. Catchphrase: My Past is my business Theme: Alternate Identity: Emperor of Terror Xor'cran Zemer'ker'fren Xax'lec'kian, High Weapon Artist, Lord Smith of The Grand Rel Imperium, Forger of: the Hammer of Infinty, The Spear of Unending Terror, the Cannonade of Destiny and a Thousand other Beautiful and Unspeakable Bringers of Death. Birthplace: Xobron Residence: Space Base of Operations: Space Occupation: Bounty hunter/wandering vagabond (Formerly weapon maker and artist) Affiliations: Rel Imperium, Formerly. Family: None. Description: Age: 275 (DoB:, 2175]) Apparent Age: Stopped aging at 123 years old, or early adulthood. Gender: Male Ethnicity: Green Xobron Weight: 250 lbs Eyes: Orange Hair: Green Greasy Gear is a Green Xobron, four armed and three tailed creatures from deep space. He has four very powerful arms sprouting from a large stocky frame. His face is simian like, with his two orange eyes often behind his blue goggles. He is tough, muscled and fairly attractive. His tail is long and lithe, with golden rings on the end. He doesn't want to talk about this. History: Through time and space, in the right circles one name carries fear and respect: Xor’cran. Weapons of that name carry a connotation of quality and beauty. Across the multiverse there are weapons with the Mark of Xor’cran. They have been used to change history. A Xobron is born with one syllable. He or she must earn every last syllable. Xor was no different. He was thirteen when he earned his second syllable and became a full-fledged member of his house by passing the trial of the forge. At the age of thirty Xor Xax witnessed a crime committed with future weapons. The authorities put it away quietly, but Xor Xax saw something. He saw beauty in death, and he saw his ticket to greatness. Over the next few years he worked his way into a criminal organization. He earned new names and a new reputation. He was one of the greatest weapon smiths in the game. A veritable artist. Eventually he encountered a wounded time master and killed him. He took the time master's gear and reverse engineered it. He then went back in time and prevented the officer's murder, while handing the new time travel materials to his younger self. After that: Chaos. He committed crimes across time and eventually the multiverse in the name of profit. He killed a few people, but mostly he sold weapon art to the highest bidder. The blood of empires was on his hands. His own syndicate became known as the Rel Imperium. He was the Emperor of Terror. He was the High Weapon Artist. He was the Lord Smith of The Grand Rel Imperium. He was the Forger of: the Hammer of Infinty, The Spear of Unending Terror, the Cannonade of Destiny and a Thousand other Beautiful and Unspeakable Bringers of Death. He was all these things, until he wasn't. Some say he killed an innocent child. Some his lover. Some say he saw a world felled by his weapons. In any case, the Emperor of Terror simply vanished. Greasy Gear will tell anyone that he's been sailing across the multiverse for decades. He’s spent a pretty significant time on Earth-D-Pirate-1. That's all. He is just a bad guy doing good. He will not speak of his past, it is no one’s business. Personality & Motivation: Redemption. He wanders the multiverse doing good on any scale he can. Staying below the radar to avoid time cops, his gang, and rivals alike. He also needs money to eat, so he still gambles and bounty hunts across time and space. Powers & Tactics: Greasy Gear tends to resort to violence as a last resort. He tries to sneak about, and is decent at doing so. However when combat appears inevitable he has two strategies. He prefers to fight the common thug with his massive hammer. When he’s out numbered or the enemy draws large weapons he tends to get to cover and open up with his four acoustic disruptors. Big and powerful targets will often find themselves the focus of him firing all four of his weapons in an all-out blast. Power Descriptions: Gear uses four glowing blue disruptor pistols that emit glowing blue energy beams when they fire. They make a “FWAZZIP!” noise when they fire. His Hammer is almost six feet long and he uses all four hands when he uses it. He prefers wide sweeping strikes when he attacks. Complications: Legacy of Death: Across the multiverse, he was sown and reaped death. He has sold to the worst of the worst and had no cares for who was hurt by that. Now he does and he is haunted by the fact that history and the future will only know him as a villain. Emperor of Terror: Gear sowed terror and horror across the multiverse and his face in some worlds is still one that will get him killed if he isn’t careful. His reign was across time, past and future, meaning that the multiverse will never know him as a hero. High Weapon Artist: His weapons are prized and deadly, and despite his shame he still feels pride over each piece he made. As foolish as it seems he would rather collect his old weapons and lock them away than to destroy them. His weapons usually use sonic energy or vibrations which are both the traditional weapons and vulnerabilities of his people. When did you meet me?: Because of his time travel, he may meet people who he wronged in his old life. Or he may meet people who he or his weapons killed but haven’t died yet. Wanted Man: The Time Masters are after him for selling anachronistic weapons across time. This can definitely be a plot hook. Abilities: 0 + 8 + 8 + 10 + 0 - 2 = 24PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 16 + 10 = 26 PP Initiative: +4 Attack: +8 Melee, +8 Ranged, +8 base Defense: +5, +3 Base, +3 Flat-Footed Grapple: +8 Knockback: -10 Saving Throws: 3 + 2 + 4 = 9 PP Toughness: +15 (+4 Con, +11 Protection) [+5 Impervious] Fortitude: +7 (4 Con, +3) Reflex: +6 (+4 Dex, +2) Will: +4 (+0 Wis, +4) Skills: 44R = 11PP Computers 8 (+13, Skill Mastery) Craft (Electronic) 8 (+ 13, Skill Mastery) Disable Device 8 (+13, Skill Mastery) Knowledge Technology 8 (+13, Skill Mastery) Knowledge History 4 (+9) Language 4 (Lor, English, Grue, Pirate, Native: Galstandard) Stealth 4 (+ 8) Feats: 4 PP All Out Attack Improvised tools Inventor Skill mastery (Computers, Craft (Electronic), Disable Device, Knowledge (Technology)) Powers: 35 + 29 + 15 = 79 PP Container 7 (Xobron Physiology, Extra; Duration: [Permanent]) [35 PP] (Alien, Genetic) Additional limbs 3 (5 limbs; 2 extra arms and three tails) [3PP] Immunity 10 (Life support, Aging) [10 PP] Protection 6 (Tough skin) [6PP] Protection 5 (Impenetrable skin, Extras: Impervious) [10 PP] Super movement 3 (Wall crawl 2, Sure-footed) [6PP] Device 8 (Futuristic Weapons, 40 PP container, Feats; Multiweapon 5, Flaws; easy to lose) [29 PP] (Tech) Future Weapons Array 19: (38 PP Array, Feats; Alternate power 2) [40 PP] Base Power: Blast 12 (Acoustic disruptors, Extras; Autofire, Complications: Power loss: 3 ranks of Blast and 1 rank of split for each blaster disarmed, Feats; Split attack 2) {38/38 PP} (Sonic, tech) Alternate Power: Blast 10 (Plasma grenades, Extras; Area: Burst, Feats; Accurate) {31/38} Alternate Power: Strike 12 (Hammer of Sorrow, Extras; Autofire, Penetrating) {36/38 PP} (Sonic, tech) Device 5 (Cosmic Cycle, 25 PP container, Easy to lose) [15 PP] (Tech) Flight 10 (10,000 mph) [20 PP] Super Movement 3 (Temporal Travel 3, Flaws; unreliable 1/day -1 PP/rank) [3PP] Super Movement 1 (Space travel, almost light speed) [2PP] Drawbacks 3PP Vulnerability (Vibration, Frequency: Uncommon, Intensity: Major, -3PP) DC Block ATTACK RANGE SAVE EFFECT Acoustic pistols Ranged DC 27 Toughness Damage Hammer Touch DC 27 Toughness Damage Plasma Grenade Ranged DC 25 Toughness Damage Totals Abilities 24 + Combat 26 + Saves 9 + Skills 11/44 + Feats 4 + Powers 79 - Drawbacks 3 = (150/155PP)
  20. Player Name: Mister Shoebox Character Name: Joe Eastwood (Full name: F'zzit-Liano-Solinax-Granno of the Egg group Seeker, Hatchling of Grenslak the Finder and Y'rilk the Brawler.) Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Alien Sam Spade Residence: A small apartment in Southside. His ship is parked on the roof of his building. Base of Operations: His office - also in Southside. Catchphrase: He has a habit of calling humans "Meat-mammals." Alternate Identity: None Identity: Public Birthplace: Hatchery moon of Jolgia 12 Occupation: "Finder for hire" (PI) Affiliations: FCPD Family: 40 hatch siblings of assorted genders. Paternal figure, Maternal figure. Description: Age: 288 Earth Years, but 36 physically. Apparent Age: late 30's early 40's Gender: To make it simple on humans, he identifies as male Ethnicity: Dude's purple. Height: 7'2 Weight: 800 lbs Eyes: Red (All three of 'em) Hair: Blue. He's definitely not from Earth, that's for damned sure. Purple, scaly skin, three eyes (One big one in the middle and two smaller ones on either side) and blue hair are a few of his defining visual characteristics. Seven fingered hands, a long, whip-like reptilian tail, and a mouthful of sharp, needle-like teeth complete the package. He wears his Finder Uniform under his "Meat-Mammal garb," a trench-coat and fedora. "Me in my usual uniform." "Me dressed in Meat-Mammal gear." Power Descriptions: When he uses his camouflage ability, he "Fades" into the background with a slight squelching sound. When he uses his heat-detecting reflex, a thin membrane descends over each of his three eyes. His Jolgian Pistol is a huge plasma weapon, with two settings: Incapacitate and Terminate. Terminate fires out a ball of plasma that's capable of punching through steel plating like butter. Incapacitate sends out a nasty blast of a neurological toxin that induces complete and utter paralysis. There's no antidote within five light years, so if you're zapped, you're not going anywhere. Fortunately, it wears off after about half an hour. History: Hatched more than two-hundred and eighty Earth years ago on the 12th Hatchery moon of the planet Jolgia, F'zzit's life was not an easy one. Being the youngest child to a moderate-sized clutch of 40, he often found himself having to compete with his siblings for approval. He wasn't bitter, however, and his dream was always to follow in his Pater's parth and become a Finder, much to the disgust of his Mater. His mater Y'rilk, was a Brawler who brought home many wins during her time at the Fights, and wanted all of her hatchlings to follow in her footsteps. She did love her mate and all of her hatchlings, but her relationship with F'zzit was always...frosty, even after he achieved his goal and received the Finder Accurment at the relatively young age of one hundred and forty-four. ...It became even frostier when, a scant two years after he got his Stripes, F'zzit had to arrest his mother when she murdered an opponent during a particularly vicious Brawl. She was sentenced to one hundred years in a Galacell, a relatively light sentence, but still...F'zzit's father never quite forgave him, even if he understood that his Hatchling was just doing his job. His siblings themselves were...well. There was some tension. He was never outright called a traitor, but he could tell that they never really trusted him again. So he left the Jolgia Finder force after a few years of distinguished service, taking his tiny patrol ship and spending a few decades drifting from planet to planet and outpost to outpost, sometimes being a sheriff, sometimes being a deputy...and then, about six months before this writing... Everyone needs a vacation now and then, and this "Eyarth" planet seemed like a good place to rest his legs and take a load off, as it were. So he landed on top of a small apartment building in some place called "Freedom City," and - once he reassured the poor landlord that he was not the predecessor of an alien force - asked if he could get a tiny apartment for him to rest his weary head. Once he calmed down, Mr. Mendoza told the giant purple alien that "Rent is 300 a week. No spacedollars." Huh, boy. Seems in order to enjoy his "Time Off," F'zzit needed to find a source of income. Inspiration struck when he was watching TV one day (Rent wasn't due 'till the first of the month, Mr. Mendoza is tough but fair) and he came across an old Sam Spade movie. Realizing that this PI work may prove fruitful, he set up an office in a nearby abandoned building and took a "Meat Mammal" name, Joe Eastwood. Now he patrols the mean streets of Freedom City and the mean spaceways surrounding it, solving cases, helping out where he can...it's not a thankful job, but "It puts food on the table, fuel in the ship, and cigarettes in me, I'm good at it, and I'm still doing what I was hatched to do." Personality & Motivation: Laid-back but duty-driven, he's got a dedicated but not inflexible air about him. He's surprisingly soft-spoken for a man of his size, almost never raising his voice above a pleasant conversational one. He's not unemotional, but he is reserved, often speaking in clipped, to-the-point sentences. He'll use every opportunity to get his man, but won't go outside the law of the planet to do so. "I'm here to help, not hurt. Sometimes the latter is unavoidable, though, but never go overboard. If you do, you're just as bad as the guys you're going after." He's slow to anger, but when he DOES get angry, look out. He likes soft rock tunes, old movies, cheap cigarettes, expensive whiskey, and The Freedom City Falcons Hockey Team. He hates cats (They make him sneeze), the taste of fried chicken, and long lines at the DMV. What motivates him to fight crime on his new home is simple: "I'm a Finder. Even on this new locale, bud. Surrounded by meat mammals, some of which have meta abilities, I'm still a Finder. I grab bad guys and put them behind bars. Even if those bad guys are meat-mammals who shoot lightning out of their butts or something." Powers and Tactics: "Okay, fella, sit down. This could take a while. I'm a Jolgian, we differ from you meat-mammals in several areas - besides the obvious, that being you guys are tiny and covered in squishy skin, not scales. I can blend into the background like that little squid-thing....A cuttlefish, that's it. I can see into the infared spectrum, too. See, everything leaves a heat trail when it moves; as a Jolgian? I can track it. No one escapes me for long. I'm also a lot stronger and faster than your average human. I can run at about a hundred miles per hour...helps. That's not dismissing you; it's just a fact. My scales are about as hard as that...what-do-you-call-it...Kevlar, yeah. Radiation doesn't bother me, either. One good thing about living on a planet constantly bombarded by gamma radiation? You get a natural immunity to the stuff. " "My trusty blaster has gotten me out of more than a few scrapes. I'm a good shot, but it's not like I go around shooting up the place. There's a time for that, but it's not often. It's a Jolgian L13-F3LD Special. Good gun. Burns through armor pretty easily and has a nasty paralysis effect. Only way someone's waking up when zapped with that thing is when it wears off - no Earth meditech can revive 'em. Burns through people, too, so you understand why I don't like to use the Terminate effect on meat mammals; I like smoked jerky, but I don't want to turn those I'm trying to apprehend INTO the stuff. 'course, a lot of people surrender at the sight of a giant, scaly guy with three eyes who's holding a really big gun, so I rarely have to use it." "Tactically? Hit hard, hit fast, apprehend, Do Not Kill unless absolutely necessary. I have killed, yeah, but I've never enjoyed it; it's just one of the problems of the job. Only on other planets, though; I've never had to kill a meat-mammal, a record I'd like to keep. If your car is too fast for me to leap after, though, I'm not afraid of giving your vehicle a few new holes. Give your insurance guy a reason to put on a happy face. Sneaking up someone with the ol' camouflage reflex and a tap on the head isn't outside the realm of possibility either." Complications: One is the Loneliest Number. He can get lonely at times, considering he's - as far as he knows - the only Jolgian within fifty light years of "This meat-mammal-coated world. Nothing against you guys, but a fella gets lonely." Lybu Tahq! Something not human! His appearance can be...off-putting, even for those who are accustomed to extra-terrestrials on this planet. "I'm not the only alien on this blue mudball, but apparently not looking human is a social faux pas.You meat-mammals and your focus on appearance...grumble grumble." Cursin' in his native language. When stressed, upset, or surprised, he may slip back into InterLac, his native tongue. This can make it a bit hard to understand him at times. I hate the cold. He's extremely vulnerable to extreme cold, being a cold-blooded being. It's not a real issue during winter or a cold day, just put a coat on and he's fine, but if he's in an arctic environment or hit with a freeze ray, he's likely to slip into a hibernation state that it's difficult to roust him from. It's muscle and scale, really. 800 lbs of pure alien ass-kickery does not a light person make. He's difficult to move if he collapses due to the aforementioned cold effect, and he's not exactly easy to find clothes or vehicles for. Paralyze Only: He's actually had his weapon registered on Earth, with the understanding that he'll never use the "Terminate" setting unless it's against metas. Everyone else gets the "Incapactiate" setting. Abilities: 16+ 6 + 12+ 2 + 4+ 2 = 42PP STR 26(+8) DEX 16(+3) CON 22(+6) INT 12(+1) WIS 14(+2) CHA 12(+1) Combat: 8 + 7= 30PP Initiative: +7(Dex +3, misc +4) Attack: + 8 (Unarmed) (+9 Melee, +9 ranged) Grapple: +17/20 (Strength + 8, Base Attack Bonus +9, Super Strength +3) Defense: +7 (4+3 Dodge), +13 Flat-Footed Knockback: -5 Saving Throws: 1 + 2 + 4 = 7PP Toughness: +6 (+5 Impervious) Fortitude: +7 (+6 Con, +1) Reflex: +5 (+3 Dex, +2) Will: +4 (+2 Wis, +4) Skills:40R = 10PP Concentration 5 (+7), Investigate 6 (+7), Knowledge (Galactic Lore) 3 (+4), Knowledge (Popular Culture) 3 (+4), Language (English, Interlac), Pilot 5 (+8), Search 6 (+7), Sense Motive 3 (+5), Stealth 4 (+7), Survival 3 (+5) Feats: 22PP Ambidexterity, Attack Focus (Melee), Attack Focus (Ranged) Equipment 15, Fearless, Improved Initiative Quick Draw Takedown Attack 1 Equipment: 75ep Jolgian One-man Ship Size: Huge (-2 def;) [2ep] Str: 30 Toughness:15 [6ep] Features: [3PP] Navigation System (3) Hidden Compartments (1) Powers: 63 Flight 12 (50,000MPH) [24pp] Concealment 1 ( Sense Type: Radar) [2pp] Super-Movement 3 (Space Travel 3: InterGalactic) [6 ep] "Weapons Systems" 31pp BP: Blast 10, (Blaster Cannons) Feats; Improved Range (5,) Range progression (5) AP 1 AP: Nullify 10 (Electronics), (Ion Cannon), Flaws: Objects Only Feats: Improved Range 5, Range Progression 5 Powers: 31+14=45 Jolgian Physiology (30pt container, Feats: Innate) [31pp] Additional Limbs 1 (Tail) [1/30pp]) Concealment 2 ( Flaws:Blending, Feats:Close Range) Camouflage [3/30pp] Immunity 6 (Jolgian Radiation adaptation; Damage Type (Radiation), ) [6/30pp] Impervious Toughness 5 ( Armored Scales) (5/30pp) Strike 1 (Tail Whip, feat: Mighty) [2/30pp] Super Strength 3 (Feats: AP - Leaping 3 (x10),) [7/30pp] Super-Senses 2 (Lizard Vision; Infravision,Tracking (Half-Speed)) [2/30 PP] Speed 4 (100 MPH,) [4/30PP] Device 4 (20 DP, Flaws: Easy to Lose, Feats: Restricted 2, (Jolgian DNA, F'zzit)) [14PP] "Lawman's Friend" Blast 6 (Extras: Penetrating 1, Feats: Accurate, Alternate Power 1) [20 DP] (plasma bolt) AP Paralyze 6 (Extras: Ranged, Alt. Save [Fortitude], Feats: Alternate Power 1, Incurable) [19/19] (Paralyzing Beam) Drawbacks: (-3+-3) = -6PP Drawbacks: Vulnerable (Extreme Cold;Uncommon,Major) (-3) Weakness: (Extreme Cold; Uncommon, Major) (-3) DC Block ATTACK RANGE SAVE EFFECT Plasma Blast Ranged DC 21 (Toughness) Damage (Energy) Paralyze Ranged DC 16 (Fortitude) Non-damage Attack Strike Melee DC 24 (Toughness) Damage (Melee) Unarmed Touch DC 23 (Toughness) Damage (Melee) Totals: Abilities (42) + Combat (30) + Saving Throws (7) + Skills (10 (40R)) + Feats (22) + Powers (45) - Drawbacks (-6) = 151
  21. Hyperactive Power Level: 10/12 (169/183PP) Unspent Power Points: 14 Trade-Offs: -5 Toughness / +5 Defense In Brief: A Speedster who has moved to Freedom City to make his own life and name for himself. He gains his powers from being able to manipulate and absorb kinetic energy. Catchphrase: “I’ll give you a headstart” Alternate Identity: Tyson Masters (Secret) Birthplace: Chicago, IL Residence: Apartment in Freedom City Occupation: Hero / college student Affiliations: Family, Waco Warriors Family: Parents: The Sunset Speedster (aka Jennifer Masters, Mother) and Mr. October (Fredrick Masters, father), Kas Masters, Younger Sister (Claremont student). Wife? Emily Masters Description: Age: 20 (DoB: Year [1997, January 20]) Apparent Age: 20 Gender: Male Ethnicity: Mix: Black and Hawaiian Height: 5’10” Weight: 145 lbs Eyes: Brown/Green glow while using powers Hair: Short and black. Tyson typically wears a long black duster coat and a short brimmed fedora hat over a t-shirt, jeans and Cowboy boots. He has dark brown skin and brown eyes. He is rail thin and lean. His costume is an all black suit with a green stripe down his front and back. The letter H is in Silver on the stripe on the front. His helmet is all silver with a green face shield that can either cover his whole face, or just the top. The helmet has a black stripe that extends from the forehead down the back. It all locks into one seamless piece. History: Tyson always knew he would be a hero. The Chicago heroes Mr. October and the Sunset Speedster are his parents after all. His Grandfathers had been heroes too, in fact it was expected that Tyson would take up the mantle of his Grandfather: the Summer Son. He grew up training, with the knowledge that one day he would be the next one in a long line of heroes. Tyson longed for the day that he would wear the costume of the Summer Son. He had watched and studied all the video and data. He had trained for hours and hours with his mother. He was ready to step in and take up the mantle that his grandfather had left behind. That is until he realized he couldn't live up to that. The original Summer Son lobbed fire balls, shielded himself with flame, and could fly. The new Summer Son couldn't, and the papers slammed him for it. No matter how hard he tried, Tyson couldn't quite measure up. Of course he couldn't quite escape the limelight of his parents either. The papers noted that even if Tyson was faster than his mother, he certainly was more spacey. They named him the Hyperactive Hero. His time as a Chicago hero saw him facing down old enemies of the family. Tyson began to chafe at the reputation he gained as being a sidekick to his parents. He also grew secretly aggravated that the only villains who would challenge him were those who had issues with the original Sumer Son. Things began to change when Tyson first fought the Gingerbread Man. A mobster with superhuman speed, who forced Tyson to choose between saving innocents and stopping the villain. Choosing the innocents, Tyson was both aggravated by his failure and satisfied that someone had decided to take him on directly. Unfortunately this was Tyson’s only relief from the relentless hammering of a media who felt that he was an insufficient replacement. Yearning for a fresh start Tyson decided to transfer universities and move to Freedom City. He hung up the mantle of Sumner Son and made a new identity. He filed his paperwork and became a new hero: Hyperactive. Personality & Motivation: Tyson moves from one topic to the next with speed. His brain moving too quickly even for him to track sometimes. As such his intelligence often goes unnoticed. Hyperactive grew up training to be a hero, and protects people since it is right. In addition, he doesn't have an option to not from time to time run. He might as well do some good at the same time. He also wants a little bit of fame and recognition as a good and capable hero. Powers & Tactics: Speed. His ability to move faster than most people can follow keeps him alive. While not that tough, he prefers hit and runs. He also can use his ability to manipulate kinetic energy to steal it from people and objects. With a touch he can use his powers to steal or convert a person's kinetic energy, freezing them in place. Power Descriptions: As Hyperactive speeds up he tends to leave a green glow around him as he manipulates kinetic energy. This, of course, only applies to those who can see him moving near his top speeds. Complications: Showboat: Hyperactive won't ever take down the bad guys without first making it a show for his audience. If there's no audience, then he's far more likely to go in stealthily. Out of the Shadows: While he does save people because it's the right thing to do, he prefers and craves recognition. If a bad guy makes the case that it'll make him look more impressive he might give them a head start running away. Legacy: He's still Summer Son II to some people, sometimes that's fans of his grandfather, sometimes that's the people he put away, and sometimes it's the legacy villains of those villains. Relationships: He loves his family and will back them up if he's needed. Then there's Emily. Emily claims that she was his wife on another Earth. Her Earth was destroyed by Omega, and she is one of the few survivors making her story frustratingly difficult to fact check. She was never born on this world, because her parents never met. The only parent she does have on this world happens to be her father, his Archnemesis Gingerbread Man. While he may not entirely trust her story, he is attempting a relationship with her. Can't Stop Moving: Hyperactive is constantly absorbing kinetic energy and using it to power himself. If he can't use his powers he is still locking down energy. This begins to manifest as black smoke being coughed up, this is followed by nausea, then exhaustion, then blacking out. If he reaches an upper energy limit he can explode with the force of a nuclear weapon. Nullifying him doesn't dissipate the energy absorbed, but it will stop him from taking in more. Exposure to extreme cold can sap his energy (reflected in his weaknesses.) and can bring him to safe levels. Duty Calls: as head of the Warriors reserve he's expected to put Waco on his priorities. Even if that means letting a bad guy get away. I'm Not Me: Hyperactive is one of the few truly good and heroic versions of himself across the multiverse. (There are plenty of good versions and even plenty of heroic ones, but few are both.) He is often deeply shaken by the idea he could be like those other versions. Also any number of his doppelgängers could come to Prime hiding from Authorities. A case of mistaken identity is always possible. Shadow Zone: the Shadow Zone as Hyperactive has dubbed it, is a place beyond the speed of light, a place (but not the only one) where a speedster can wind up after moving faster than light. Anything that is in the Shadow zone gets stuck there, as the object's speed is maintained by the background vibrations and energy of the Shadow Zone. The Zone is a place where time and distance are in flux, usually this means that someone can enter the Shadow Zone and exit in drastically different locations. Perhaps someone can enter and leave in drastically different times or places. Besides super speed, exposure to Dark Energy can in some cases send one to the Shadow Zone. Archetech has means of getting people to and from the zone. The Zone also borders on the Terminus and by extension the rest of the multiverse. Whenever Hyperactive moves through the multiverse he has to pass into the Shadow Zone even if just for a moment. The Attometer: Hyperactive built a hideout in the Shadow Zone, potentially someone could get stuck in the zone and discover it. Weakness: Power Loss when exposed to vibrations of 14.247 gigahertz. Abilities: 4 + 8 + 4 + 4 + 2 + 2 = 24 PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 16 + 30 = 46 PP Initiative: +12 Attack: +8 Base Defense: +15 (+8 Base, +7 Dodge Bonus), +8 Flat-Footed Grapple: +10 Knockback: -1/-2 Saving Throws: 3 + 10 + 4 =17 PP Toughness: +5 (+2 Con, +1 protection, +2[Defensive Roll]) Fortitude: +5 (+2 Con, +3) Reflex: +14 (+4 Dex, +10 [Speed]) Will: +5 (+1 Wis, +4) Skills: 56R = 14PP Acrobatics 4 (+8, skill mastery) Diplomacy 13 (+14, skill mastery) Disable Device 10 (+12) Gather Information 8 (+9, skill mastery) Intimidate 7 (+8, skill mastery) Notice 7 (+8) Search 7 (+9) Feats: 16PP Acrobatic Bluff Connected Defensive Roll Eidetic memory Equipment 3 Evasion II Fast overrun Improved initiative II Instant up Move-by Action Skill mastery (diplomacy, gather information, intimidate, acrobatics) Well Connected Equipment: 3PP = 15EP The Attometer [15 EP] Size: Large [2 EP] Toughness: +20 [3 EP] Features: [10 PP] Communications, Computer, Gym, Infirmary, Isolated, Laboratory, Living Space, Power: Dimensional Travel [occupants only, any dimension], Power System, Security System (DC 20) Powers: 1 + 10 + 10 + 3 + 31 = 55 Protection 1 (Shock Absorption) [1PP] (Kinetic) Quickness 10 (X2,500) [10PP] (Kinetic)PF Speed 10 (10,000 MPH) [10PP] (Kinetic) Super Movement 3 (Wall-Crawling 2; Flaws: Only While Moving, Water Walking; Flaws; Only While Moving) [3PP] (Kinetic) Kinetic Control Array 12 (24 PP Array; Feats: Alternate Power 7, Drawbacks: Power Loss [14.247 gigahertz vibrations]) [31 PP] (Kinetic) Base Power: Damage 10 (Feats: Accurate 1) {11/26} Alternate Power: Damage 10 (Speeding Around Beating Down, Extras; area: Shapeable, Selective, Flaws; Action: full round, PFs; progression, accurate) {22/24} Alternate Power: Illusion 4 (Displacement Images; Auditory and Visual; Extras: Action 2 [Free], Duration [Sustained], Flaw: Only While Moving) + Concealment 4 (All Visual Senses; Flaws: Limited [Only While Moving]) {20 + 4 = 24/24} Alternate Power: Insubstantial 4 (Phasing; Extras: Affect Others) {24/24} Alternate Power: Move Object 12 (Air Control; Extras: Range [Perception], Flaws: Limited [Air]) {24/24} Alternate Power: Move Object 12 (Kinetic Drain; Extras: Duration [Continuous], Flaws: Limited [Stopping Moving Objects]) {24/24} Alternate Power: Paralyze 7 (Kinetic Drain, Extras: Affects Objects, Alternate Save [Fortitude, +0], Feats: Accurate) {22/24} Alternate Power: Speed 11 and Quickness 7 and Super Movement 3 (Dimensional Movement [Via Shadow Zone], Extras: Affect Others, Flaws: Limited [Moving at Lightspeed]) {24/24} Drawbacks: (-2) + (-1) = -3PP Vulnerability (Cold; Frequency: Common; Intensity: Moderate) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Damage Touch DC 25 Toughness Damage Paralyze Touch DC 17 Fortitude Slowed Totals: Abilities (24) + Combat (46) + Saving Throws (17) + Skills (14) + Feats (16) + Powers (55) - Drawbacks (3) = 169/183 Power Points
  22. In Brief: Huntress dresses like Moon Knight and learns kung-fu in K'un L'un to control the Daredevil powers she got from Captain America's super-serum. Player: Grumblefloof Character: Mister Strix Power Level: 13 (9) Tradeoffs: None Power Points: 193/196 Unspent Power Points: 3 Veteran Rewards: Bronze: Additional character slot at PL12/180PP (Mister Strix) Silver: 6PP of free Equipment ranks for Mister Strix, 9PP of Equipment/Minions/Sidekick unclaimed Gold: Unclaimed. Residence: A two-story townhouse with a modest exterior and a heavily renovated interior, located in the Hardwick Park neighborhood of Bedlam City. Base of Operations: The bunker hidden under his townhouse. Alternate Identity: Brian Marcus Brubaker Identity: Secret Birthplace: Bedlam City, Wisconsin, USA Occupation: Sculptor Affiliations: Shambala Temple (former student), The Labyrinth (DNAscent test subject) Family: Franklin "Frank" Brubaker (Father), Ann Miller-Brubaker (Mother, Deceased), David Brubaker (Older Brother), Joan Romita-Brubaker (Sister-In-Law), Samantha "Sammee" Brubaker-Mazzuchelli (Older Sister), Eduardo "Ed" Mazzuchelli (Brother-In-Law), Wade Brubaker (Younger Brother, Deceased), Alexandra "Alex" Nocenti (Ex-Girlfriend) Description Age: 26 (DoB: 1991) Apparent Age: 26 Gender: Male Ethnicity: Caucasian of mixed German and Irish descent Height: 6ft 3in Weight: 250 lbs. Eyes: None (Grey prosthetics) Hair: Blond The skin on the top half of his face is still heavily scarred from being lacerated and burned by jagged shards of superheated shrapnel. His hair and sunglasses hide most of the scars, but not all of them. He wears a set of acrylic prosthetic eyes which mimic his original grey eye color. When out in public in his civilian identity, his usual mode of dress is "business casual," and he wears the dark sunglasses and wields the white cane which universally mark him as a blind man. Were it not for his blindness, strangers might assume he was an NFL linebacker or a Hollywood stuntman. Power Description Thanks to the DNAscent process, all of Brian's physical abilities are just beyond the normal human range. His strength, endurance, agility, and reflexes are all slightly higher than what any normal person could achieve, and unlike athletes without super-powers, his body is optimized for all kinds of physical activity. Unlike a normal human, he could be the world's greatest weightlifter, sprinter, and marathon runner, all at once. All of Brian's non-visual senses absorb information with far greater detail and sensitivity than a normal human. He can hear a person's heartbeat from across the room, hear a tear sliding down their cheek, and feel the vibration through the floor when they take a step. He can rest a pretzel on his tongue and count exactly how many grains of salt are embedded into it. He can feel the weight of a pistol and know exactly how many bullets it contains. He can run his fingers along a page of text and "read" it by feeling the difference between the ink and the paper, or "view" a picture by feeling the differences between the colors of ink or paint. He can caress an object gently enough to feel any fingerprints left on it, without disturbing the prints, and he can perceive enough detail to compare them to other prints he's felt. His nose acts as a mobile gas chromatograph mass spectrometer, able to distinguish the chemical makeup of a substance by the smell of its molecular components. In essence, his hyper-keen senses make him a walking crime laboratory. His enhanced senses of hearing and touch also give him superhuman balance and physical coordination. Brian no longer has eyes, but his brain processes and interprets most of his enhanced sensory input visually. He can hear sound and feel vibration just as a normal human would, but he can also "see" it in his mind, with the sound waves of different frequencies and decibel levels appearing to him as lines of correspondingly different colors and sizes, coating and illuminating the objects around them. Scents appear in his mind's eye as translucent clouds of mist, in various colors and sizes, leaving trails he can follow. His sense of smell is acute enough to judge the distance between himself and its source, as a normal human could with sound. As he moves closer to the source of the scent, it becomes "brighter" and "louder" to him. The DNAscent process not only enhanced Brian's original senses, but provided a new one as well: Echolocation. His brain has been altered to include a disk similar to the "melon" of a whale or a dolphin's melon. This disk emits waves of high-frequency sound in all directions. Those ultra-sound waves bounce off of the objects around him, and then return to his ears. A fraction of a second later, his brain interprets the results and paints him a mental picture of his surroundings. This allows him to "see" in all directions at once, though he focuses on one roughly 90-degree field of "view" at a time, with the rest appearing as translucent overlays. This allows him to "see" just as a normal human would see in the visual light spectrum, only without color or fine detail. He would, for example, perceive the difference between the bricks and the grout of a wall, but he would not perceive chalk drawings or spraypaint on that wall. He can effectively "see" human faces, but he can't "look someone in the eye." The echolocation is far more advanced than that of any existing animals or technological devices. He can it echolocation "off," in a manner similar to how a human closes their eyes. While it is active, anyone capable of hearing ultra-sound can detect the waves emanating from his brain, and the echoes returning to his ears. History Brian Brubaker never saw the world clearly until the day he lost his eyes. "You can have anything you want, but you have to want it enough. With hard work, anything is possible. People get what they deserve." Frank Brubaker made sure his sons lived by those words. He was a self-described "city college kid" who "pulled myself up from nothing by my own boot-straps." He grew up on Stark Hill, but when Stone Ridge opened, he was one of the first people to move in. With his money, he could move anywhere, but he chose to stay in Bedlam and give back to his hometown. To hear him tell it, Bedlam City was full of poor people because they just didn't work hard enough. Ann Miller was a minimum-wage kid who hitched a ride out of the Shady Meadows trailer park as soon as she could pass for 18. She didn't mind if Frank slapped her around a bit, as long as he did it less than her parents did, and as long as he was going places. They were both young and hungry, willing to do whatever it took to get ahead. By the time their first child was born, Brubaker Imports was well on its way to becoming one of the country's most profitable shipping empires, moving just about anything that needed moving to just about anywhere in the world. Their kids went to private schools. But Frank always stressed the importance of hard work, often with the back of his hand. His kids weren't going to have a free ride. They were going to work for everything they had, just like he had. Despite the abuse, Brian idolized his father, and spent every waking moment desperately trying to earn his approval. He got near perfect grades, tried out for every sport, auditioned for every play, took after-school jobs and summer internships. Brian was 19, home for a visit from his sophomore year at Freedom City University, the day he saw his family for the last time. His mother and his little brother Wade were already waiting in the limo. Brian was walking down the driveway when the driver turned the key. His father had just made it through the front door. The ignition switch set off a car bomb. Ann and Wade were blown to pieces. Brian was blown across the driveway. Shrapnel shredded the front of his tuxedo. His face was a mess of steaming metal. Frank's jacket got dirty. Brian woke up in the hospital to his father's voice, telling him that he was going to fix everything. He'd only been there a couple of days when his father told him he was being moved to a "private clinic." Brian didn't know why the new nurse sedated him. He was kept in an induced coma, but he could still hear the people around him. As the "treatments" progressed, he could hear them louder, more clearly, from further away. He heard things he was never meant to hear, like why his father took so many "business trips" to Freedom City. Frank Brubaker's life was a lie. When recounting his family history, he would neglect to mention that his grandfather was none other than the infamous Hans Graumach, also known as Die Eule of the Nazi superteam Die Ubersoldaten. In Frank's case, the apple didn't fall far from the tree. If he had told his sons the truth, then their words to live by would have been a different quote: "In devastation, there is opportunity. When there is blood in the streets, buy property." The car bomb was meant for Frank, a "gift" from one of his "business rivals." The Brubaker fortune didn't come from moving freight. It came from smuggling and human trafficking, on an industrial scale, and it got a big boost from new "friends" in Freedom City. Ann and Frank had enough Irish blood between them to join the local Bedlam syndicate in Stark Hill, but once the Italians absorbed it, they knew they'd never rise to the top, at least not out in the open. They needed outside help, secret help. Frank and Ann's operation was built during the tail end of the Franklin Moore era and the aftermath of the Terminus Invasion. With a period of low superhero presence in town, and the sudden death and destruction of so many Freedom City citizens and their properties (legitimate businesses and mob fronts alike), The Labyrinth and its front syndicates were able to quietly expand. One of the fronts they expanded into was Bedlam City, where there has never been a shortage of vulnerable and desperate people, or men of means looking to take advantage of them. Years later, the Labyrinth would wind up owning the legitimate city government as well, but they started with the black markets. Brubaker Imports is a subsidiary of Delphic Industries, which is in turn owned and operated by Constantine Urallos, part of the inner circle of Taurus. Most of the trafficked victims are sold to sweatshops or domestic slavery. Some are given to The Labyrinth directly, to become test subjects for the DNAscent process. Frank knows he's a part of something bigger than the crime syndicates he pays lip service and a small cut to, but he has no idea of the true scope of Taurus's evil. When Brian lost his eyes, Frank called in a favor. He didn't want Brian to become a brainwashed super-thug. He just wanted to give his only surviving son his eyes back. He didn't bother to get Brian's consent before letting the Labyrinth's mad scientists play with him. As far as the Labyrinth scientists were aware, the treatment failed. Brian's body was enhanced to just past the peak physical condition for a normal human, but his eyes had failed to regenerate. Brian had heard enough during the treatments to know he should keep the unintended side-effects to himself. He didn't tell anyone about how all his other senses had been enhanced, or how he now possessed a natural sonar that would be the envy of every navy on Earth. The DNAscent process didn't restore what he'd lost, but it boosted everything he had left. He knew that he would need to keep his cards close to his chest if he were ever going to be able to use his new gifts to dismantle the horrific empire his father had built on a foundation of blood and human misery. He was quiet and distant after his "recovery." His father, never the most emotionally available man himself, didn't press the issue. Frank was consumed with guilt, a foreign sensation to him. When Brian decided he wanted to "study abroad," Frank didn't try to stop him. But the boarding school for the blind in Spain returned Brian's tuition cheque to Frank, un-cashed. He had never shown up. Frank had secretly sent bodyguards overseas with Brian to watch his back discreetly, but Brian gave them the slip. His trust fund account sat untouched. One day, Brian Brubaker just vanished off the face of the Earth. He wandered through Europe and Asia for a time, learning anything he could get people to teach him, before he found himself chasing the legend of Shambala Vale, scaling the mountain peaks, and finding refuge among the ancient order of monks. They taught him how to master his new senses, and how to temper the worst of his rage. They gave him outlets for that rage. He took up sculpting. They instructed him in the original martial art from which all others descended. They helped to temper the worst of his rage. During one of his meditations, he observed a rat breaking into a container of stored rice, and an owl swooping down from the night sky to pluck that rat up off the ground. That incident became a symbol for him, and soon, it would become a symbol for his city. Seven years after he disappeared, Brian Brubaker quietly returned to Bedlam City. He spent a few months in Europe first, where the "intense, macabre, Giger-esque" works of the "mysterious, reclusive blind sculptor" became a darling of the art scene on both sides of the Atlantic Ocean. Then he bought (and renovated) a humble two-story townhouse in Hardwick Park, where he planned his mission to save his city. His father employed thugs, crooked cops, money-laundering accountants, coyotes and snakeheads, all vermin who preyed upon the innocent and the desperate. Brian would became a creature of the night who would rid his city of that vermin. He became Mister Strix. Personality Brian grew up as a mostly-happy son who suppressed his anger and idolized his abusive father. Now that idol has fallen farther than he ever thought possible, and that suppressed anger is coming back like a hurricane. The revelation of his father's true nature forced Brian to re-examine everything he ever thought he knew about himself and the world around him. Good things didn't always come to those who worked hard for them like he was always taught. In fact, more often than not, the worst things happened to the best people, while the worst people took advantage of them and laughed all the way to the bank. Even if you never give up, you can still lose. Those revelations, and the trauma of his injuries, lost family members, and subsequent transformation, left him bitter, cynical, and full of rage. Gaining the ability to know when most people are lying showed him just how often people lie, which eroded his faith in human nature even further. He hears everyone's dirty secrets, and he's overwhelmed by just how many dirty secrets everyone has. His time with the Shambala monks helped to soften that edge, but he still believes that justice only happens in the world when a righteous person forces it to. The monks showed him that the world can be a better place than it is, without vermin like his father gnawing at its foundations. But that vermin will feed, unless an owl comes along to eat them first. So much of the world he thought he knew is a dirty lie, that he's not even sure that world is worth saving. But he'll die before he stops trying to save the world, because it's his family, his people, who corrupt and destroy it. He owes the world his father's debt. These days, Brian enjoys solitude, partially as a result of his disillusionment and partially as a practical matter of his enhanced senses amplifying every outside stimulus. Just as everyone a speedster meets is the annoyingly slow customer in front of them in the ATM or checkout line, every person Brian meets is the neighbor who blasts his TV or stereo at all hours of the night or the guy sitting next to him on the bus who hasn't showered in a week. He rarely engages in conversation at all, and even when he does engage, he remains laconic, withholding, almost sullen. He does have a sense of humor, but it leans toward the dry, the morbid, and the self-deprecating. He is reluctant to volunteer information, and his reaction to those he meets defaults to suspicion (though his powers make clearing that suspicion and earning some measure of trust a faster process than it would be otherwise). Everyone is guilty (of something) until proven innocent. He has come to view emotional attachment to other individuals as a weakness, and so he does the best he can to avoid it. But since he is human, he can't avoid forming attachments, no matter how much he chastises himself for it in hindsight. Powers & Tactics Brian is an expert martial artist, and a world-class detective, athlete, and inflitrator. The DNAscent process left him at peak physical condition, just barely superhuman. His enhanced senses make it almost impossible to lie to him or to catch him off-guard. He prefers to strike from stealth, ending a fight in one decisive blow before it begins. When facing a foe directly, he still takes any opportunity to remove the advantage of their sight, whether by destroying light sources or by deploying smoke bombs. He adapts his fighting style to each opponent, seeking to counter them rather than match them or beat them at their own game. If they seem to favor karate punches and kicks, or the knee and elbow strikes of muay thai, then he'll use jiujutsu grapples. If they fight defensively, focusing on parries or avoidance, then he'll be aggressive, getting inside their defenses. Since the Shambala style is the foundation for every martial art on Earth, anyone fighting him is likely to see something familiar, mixed with something else completely foreign. He uses his cape to obscure and distort his movements. His enhanced agility allows him to move and strike in unexpected directions and angles relative to his foes. He uses custom-built throwing knives, stylized like crescent moons or an owl's talons, to disarm and distract foes at a distance, before closing in to finish the job with fists and feet. Complications Addiction (Painkillers and Stimulants): Brian's enhanced senses cause him chronic headaches, and make it difficult for him to get restful sleep. The meditation techniques he learned in Shambala Vale mitigate this problem, but they do not eliminate it entirely. The GM can force Brian to save against effects like Nauseate, or even automatically inflict conditions like Sickened, to represent the pain caused by his powers, or by medication withdrawal. The GM can also inflict conditions like Fatigued upon Brian, to represent lost sleep, or withdrawal from stimulants. Disability (Blindness): Brian's enhanced touch can feel the difference between ink and paper, and even between different pigments, which allows him to perceive color by touch. His echolocation, on the other hand, can perceive distance, size, and shape, but not color. It can perceive texture, but not with the same level of detail as normal human vision. This means he can only read text or view pictures if they are within arms reach. The screens of television sets, computer monitors, tablets, and smartphones may as well be blank to him, even to his touch, unless they have been specifically modified for blind users. He cannot directly perceive the level of light in the local area directly. At best, he can infer by feeling the heat from a nearby light source, if it emits significant heat at all. Incandescent bulbs are easy, but LED bulbs are difficult to impossible. Anything in his surroundings which depends on light, text, or color is invisible to him once it is physically out of reach. His enhanced smell can identify people by their individual scent, and his echolocation and tremor-sense together provide enough detail to differentiate between people based on size, shape, and mass, but not enough to let him tell their faces apart from one another. The white cane and dark glasses sometimes make him a target for opportunistic criminals, and if he puts up much of a fight, he'll arouse suspicion. He is physically capable of operating a vehicle or heavy machinery, but he cannot obtain a license to do so legally. Enemies (The Labyrinth, Frank Brubaker, David Brubaker): Frank Brubaker is a human trafficking kingpin, and he initiated his oldest son David into the family business years ago. Neither Brian, nor his father or brother, understand the full scope of The Labyrinth, the grand machine in which they are tiny cogs. Family Secrets: His father is a crime lord with good publicity, and his great-grandfather was a Nazi supervillain. Lost Love: Brian had a girlfriend in college, Alexandra "Alex" Nocenti. When he vanished from her life without warning, she came looking for him. When she asked too many questions, Frank Brubaker panicked and overreacted. He had her kidnapped, brainwashed, and subjected to the DNAscent process, turning her into his bodyguard and enforcer. The girl Brian loved now stands at his hated father's side. Noticeable (Echolocation): Anyone with Ultra-Hearing, or any other applicable Super-Senses, can hear the waves of ultra-sound being broadcast by Brian's brain when he uses his echolocation. This includes animals such as dogs, bats, dolphins, and whales. Obligation (Shambala Temple): The monks of the Shambala Vale took Brian in and trained him. One or more of their number may call upon him for aid in the future. Power Loss: A GM can force Brian to make Concentration checks to make sense of the information provided by his superhuman senses. Failure can leave him with the equivalent of hallucinations or "blindness." Secret (Identity): Brian may be superhuman, but he's not invincible. One sniper's bullet could end him. And if Brian's father finds out who's targeting him, then he'll make Brian wish for a bullet to the head. Vulnerabilities (Sensory Overload, Sonic Powers): A GM can arbitrarily increase the effective power rank of any effect which overloads Brian's senses, such as loud noises or tear gas. A GM can also force Brian to save against additional attack effects, such as Auditory Dazzle or Nauseate, when someone near him uses, or is targeted by, a power with the "Sonic" descriptor. Weakness (Sensory Overload): When Brian is exposed to sensory overload, such as loud noises or tear gas, a GM can inflict penalties to his checks and combat traits as if he had the Weakness drawback. Abilities 16 + 16 + 16 + 8 + 8 + 4 = 68PP Strength: 26 (+8) (Heavy Load: 1,200 lbs.) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 14 (+2) Combat 8 + 8 = 16PP Initiative: +8 (+8 Dex) Attack: +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged (+4 Base), +9 Shuriken (+4 Base, +4 Attack Specalization, +1 Masterwork) Grapple: +18 (+10 Melee Attack, +8 Strength) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-FootedUncanny Dodge Knockback Resistance: 4 ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical, Bludgeoning) Shuriken Ranged DC24 Toughness (Staged) Damage (Physical, Piercing/Slashing, Lethal) Stunning Attack Touch DC23 Fortitude (Staged) Dazed/Stunned/Unconscious Saving Throws 0 + 2 + 6 = 8PP Toughness: +8 (+8 Con) Fortitude: +8 (+8 Con, +0PP) Reflex: +10Evasion 2 (+8 Dex, +2PP) Will: +10Ultimate Save (+4 Wis, +6PP) Skills 156R = 39PP Acrobatics 7 (+15)Skill Mastery Climb 7 (+15) Concentration 6 (+10)Trance Craft (Art) 11 (+15) Disable Device 11 (+15) Escape 7 (+15)Ultimate Skill Gather Information 13 (+15) Intimidation 13 (+15) Investigation 11 (+15) Knowledge (Streetwise) 6 (+10) Languages 12 (Atlantean, Braille, Cantonese, English [Native], French, German, Italian, Japanese, Mandarin, Morse Code, Nepali, Russian, Spanish) Notice 16 (+20)Skill Mastery Search 11 (+15) Sense Motive 16 (+20)Skill Mastery Stealth 7 (+15)Skill Mastery Swim 2 (+10)Swimming Feats 34PP Acrobatic Bluff Attack Focus (Melee) 6 Attack Specialization (Shuriken) 2 Benefit 2 (Status [Famous Artist], Wealth) Dodge Focus 6 Equipment 6 (30EP)Veteran Reward Evasion 2 Grapple Finesse Hide In Plain Sight Improved Ranged Disarm Luck 3 Quick Change (Costume) Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Stunning Attack Takedown Attack 2 Trance Ultimate Save (Will) Ultimate Skill (Escape) Well-Informed Equipment 6PP = 29/30EP Disable Device Tools [0EP] Grapple-Gun Baton Super-Movement 1 (Swinging, Feats: Subtle [Disguised as a cane]) [3EP] Masterwork Smartphone (Modified for blind users) [1EP] Medication (Painkillers and Stimulants) [1EP] Shuriken Blast 1 (100ft Max Range, Extras: Autofire, Flaws: Unreliable [5 Uses], Feats: Improved Range [25ft Range Increments], Masterwork [+1 Attack], Mighty 8, Subtle, Drawbacks: Lethal) [12EP] Smoke Pellets Obscure 2 (10ft radius, Visual-Type Senses, Extras: Action [Move], Independent, Total Fade, Flaws: Limited [One Sense: Normal Vision], Unreliable [5 Uses], Feats: Subtle, Drawbacks: Full Power, Reduced Range 2 [2 20ft Range Increments = 40ft Max Range]) [2EP] Townhouse with Secret Bunker (PL13 HQ) [10EP] Size: Tiny [-1EP] Toughness: +10 [1EP] (Earthquake-Proofing, Bulletproof Windows, Steel Plate Shear Walls reinforced with Pre-Cast Concrete) Features: [10EP] Computer Concealed 2 (+15DC = DC25) Fire Prevention System Gym Living Space Power System Security System 2 (DC25) Workshop 3 + 1 + 1 + 12 + 2 + 10 = 29/30EP = 6PP Powers 1 + 3 + 1 + 1 + 21 + 1 = 28PP Features 1 (Internal Laboratory [Can analyze clues with the Investigation skill on the spot, without access to a crime lab]) [1PP] (Descriptors: Mutation, Super-Senses) Immunity 5 (Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] (Descriptors: Mutation, Super-Senses) Leaping 1 (x2, Running Long Jump: 36ft) [1PP] (Descriptors: Mutation, Training) Speed 1 (10MPH / 100ft per Move Action) [1PP] (Descriptors: Mutation, Training) Super-Senses 21 (Accurate Extended Normal Hearing, Acute Analytical Extended Tracking 2 Normal Smell/Taste, Analytical Normal Touch, Danger Sense 3 [Sense Types: Auditory, Olfactory, Tactile], Sonar [Ultra-Hearing, Extras: Accurate, Counters Concealment, Flaws: Counters Concealment Limited to One Sense], Tremor-Sense, Uncanny Dodge 3 [Sense Types: Auditory, Olfactory, Tactile]) [21PP] (Descriptors: Mutation) Swimming 1 (2.5MPH / 25ft per Move Action, Can always Take 10 on Swimming checks) [1PP] (Descriptors: Mutation, Training) Drawbacks -0PP [None] Abilities (68) + Combat (16) + Saving Throws (8) + Skills (39) + Feats (34) + Powers (28) - Drawbacks (0) = 193/196 Power Points
  23. Upgrade Power Level: PL10, 150/160PP. Trade-Offs: -1 Attack, +1 Damage; -1 Defense, +1 Toughness. Unspent Power Points: 10 In Brief: An agent of AEGIS pilots a walking tank in defense of truth, justice and the American Way. Residence: Freedom City. Base of Operations: Lonely Point Navel Base. Catchphrase: “It's time for a little shock and awe.” Alternate Identity: Ethan Stone. Identity: Classified. Birthplace: Eglin Air Force Base (roughly three miles away from Valparaiso, Florida). Occupation: AEGIS agent tasked with piloting the XO-9 Armored Mobility Platform. Affiliations: The USAF, AEGIS, DARPA and the DoD. Family: Meryl Stone (wife), Lilly Stone (daughter). Description: Ethan Stone is a tall, athletic man with bright blue eyes, cropped black hair and an easy smile. When on duty as Upgrade he pilots the XO-9 Armored Mobility Platform, an enormous powered exoskeleton designed to showcase all of the very latest in American experimental weapons technology. Age: 35. Apparent Age: Mid-thirties. Gender: Male. Ethnicity: Caucasian. Height: 6’1”. Weight: 185bs. Eyes: Blue. Hair: Black. Power Descriptions: The XO-9 AMP has been equipped with a staggering array of cutting-edge weaponry, nearly impenetrable armored plating, reactive defenses, strength augmentation, supersonic flight and an autonomous repair system – all powered by a uniquely compacted LFTR thorium reactor. History: Seven years ago USAF pilot Ethan Stone was shot down over enemy territory and spent three weeks trapped behind enemy lines. Despite overwhelming odds he managed to evade capture, sabotage multiple enemy installations and eventually commandeer the aircraft with which he made his escape. His escapade resulted in a recruitment offer from AEGIS and his competency there made him worthy to serve his nation in a new way: as the pilot of the XO-9, soon to be known to the world as Upgrade. Personality & Motivation: Ethan has dreamed of flying since he was a very small child and his choice of a career in the Air Force was no surprise. Fittingly, Ethan has a light, breezy personality that is backed by a steely, patriotic determination to see things through. As Upgrade he serves as equal parts a superhero and piece of living propaganda designed to show the common American that their government doesn't have to rely on supernatural powers: a man and his machine are more than enough. Powers & Tactics: Although Ethan doesn't have supernatural powers of his own, he is a highly skilled agent of AEGIS and his training makes him more than a match for most mundane opponents. As Upgrade he has access to an indestructible war-machine equipped with state of the art weapons. In combat Upgrade will position his substantial bulk between his enemies and any noncombatants in the area before attempting to overcome his foes with all of the force afforded to him by superior firepower. Complications: Accident: The XO-9 is more of a vehicle than a suit and its size can be disadvantageous. Honor: As propaganda, Upgrade is expected to conduct himself in a way befitting of a hero. Responsibility: Upgrade's actions are beholden to the whims of the Department of Defense. Abilities: 6 + 4 + 6 + 4 + 6 + 4 = 30PP Strength: 32 (+11) / 16 (+3) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 5 + 0 = 10PP Initiative: +2 (+2 Base) Attack: +9 Melee, +9 Ranged / +5 Melee, +5 Ranged Grapple: +37 / +20 / +8 Defense: +9 (+5 Base, +5 Dodge Focus; +3 Flat-Footed) / +5 (+5 Dodge Focus; +0 Flat-Footed) Knockback: -12 / -3 Saving Throws: 3 + 4 + 3 = 10PP Toughness: +11 / +7 / +3 (+3 Con, +8 Protection; +3 Impervious) Fortitude: +6 (+3 Con, +3) Reflex: +6 (+2 Dex, +4) Will: +6 (+3 Wis, +6) Skills: 44R = 11PP Acrobatics 4 (+6) Computers 4 (+6) Diplomacy 4 (+6) Disable Device 4 (+6) Escape Artist 4 (+6) Intimidate 4 (+6) [+2] Notice 4 (+7) Pilot 4 (+6) Search 4 (+6) Sense Motive 4 (+7) Stealth 4 (+6) [-4] Feats: 12PP Benefit 1 (AEGIS Agent) Dodge Focus 5 Equipment 5 Move-by Action Equipment: 5PP = 25EP Communicator (0EP) Tactical Vest (4EP) Arsenal (21EP Container) Base Power: Tear Gas Grenade (18EP) Alternate Equipment: Blaster Rifle (1EP) Alternate Equipment: Fragmentation Grenade (1EP) Alternate Equipment: Smoke Grenade (1EP) Powers: 81 = 81PP Device 20 (100PP Container; Flaw: Hard-to-Lose; Feats: Restricted 1; Tech, All Tech) [81PP] Density 4 (+8 STR, Weight Multiplier x2, Immovable 1, Impervious Protection 2, Super-Strength 1; Extra: Continuous; Flaw: Permanent) [12PP] Growth 4 (+8 STR, +1 Size Category [Large: -1 ATK/DEF, +4 Grapple, -4 Stealth, +2 Intimidate, 10ft Reach]; Extra: Continuous; Flaws: Permanent, no CON bonus) [8PP] Primary Array (22PP Array; Feats: Alternate Power 3, Dynamic Power 3) [30PP] Base Power: Healing 10 (Extra: Total; Flaw: Self-only; Feats: Persistent, Regrowth) [22PP] Dynamic Alternate Power: Blast 11 (110-1,100ft) [22PP] Dynamic Alternate Power: Flight 11 (25,000mph, 220,000ft/rnd) [22PP] Dynamic Alternate Power: Snare 11 (110-1,100ft) [22PP] Dynamic Alternate Power: Super-Strength 11 (up to 90 Effective Strength) [22PP] Secondary Array (12PP Array; Feat: Alternate Power 1) Base Power: Autofire 11 (Blast Extra) [11PP] Alternate Power: Penetrating 11 (Blast Extra) [11PP] Enhanced Trait 5 (Attack Bonus) + Enhanced Trait 5 (Defense Bonus) [10 + 10 = 20PP] Immunity 9 (Life Support) [9PP] Protection 6 (Extra: Impervious 1) [7PP] Super-Senses 2 (Darkvision) [2PP] Drawbacks: (-4) = -4PP Normal Identity (Common, Major) DC Block ATTACK RANGE SAVE EFFECT Blast 11 110ft DC 26 Toughness (Staged) Damage (Energy) Blaster Rifle 8 80ft DC 23 Toughness (Staged) Damage (Energy) Frag Grenade 5 50ft DC 15 Reflex Blast Explosion 5 Smoke Grenade ––ft DC –– Reflex Obscure (Visual) 1 Tear Gas 4 40ft DC 14 Reflex Dazzle 4 + Nauseate Explosion 4 Unarmed 11 Touch DC 26 Toughness (Staged) Damage (Physical) Unarmed 3 Touch DC 18 Toughness (Staged) Damage (Physical) Totals: Abilities (30) + Combat (10) + Saving Throws (10) + Skills (11) + Feats (12) + Powers (81) + Miscellaneous (???) - Drawbacks (-4) = 150/160 Power Points.
  24. Player Name: Sophistemon. Character Name: Upgrade. Power Level: PL10/11 158/166PP. Trade-Offs: -5 Defense, +5 Toughness. Unspent Power Points: 8 In Brief: An AEGIS agent pilots a walking tank in defense of Truth, Justice, and the American Way. Residence: Freedom City (Lonely Point Naval Base). Base of Operations: Lonely Point Naval Base. Catchphrase: “It's time for a little shock and awe.” Alternate Identity: Ethan Stone. Identity: Secret / Classified. Birthplace: Eglin Air Force Base (roughly three miles away from Valparaiso, Florida). Occupation: AEGIS agent tasked with piloting the X-09 Armored Mobility Platform. Affiliations: AEGIS, the USAF, DARPA, and the DoD. Family: Meryl Stone (wife), Lilly Stone (daughter). Description: Ethan Stone is a tall, athletic man with bright blue eyes, cropped black hair, and an easy smile. As Upgrade he pilots the X-09 Armored Mobility Platform, an enormous suit of chrome powered-armor designed to showcase the very latest of America's experimental weapons technology. Age: 35. Apparent Age: Mid-thirties. Gender: Male. Ethnicity: Caucasian (European-American). Height: 6’2”. Weight: 185bs. Eyes: Blue. Hair: Black. Power Descriptions: The X-09 AMP has been equipped with a staggering array of cutting-edge weaponry, nearly impenetrable armored plating, reactive defenses, strength augmentation, supersonic flight, and an autonomous repair system – all powered by a uniquely compacted LFTR thorium reactor. History: Seven years ago USAF pilot Ethan Stone was shot down over enemy territory and spent three weeks trapped behind enemy lines. Despite overwhelming odds he managed to evade capture, sabotage multiple enemy installations, and eventually commandeer the aircraft with which he made his daring escape. The escapade resulted in a recruitment offer from AEGIS and his competency there made him worthy to serve his nation in a new way: as the pilot of the X-09 AMP, known to the world as Upgrade. Personality & Motivation: Ethan Stone has dreamed of flying since he was a very small child and his choice of career was no surprise. Fittingly, he has a light and breezy personality backed by a steely, patriotic determination to see things through. As Upgrade he is intended to serve as equal parts a superhero and piece of living propaganda. The AMP is designed to show the American citizen that their government doesn't have to rely on supernatural powers: a man and his machine are more than enough. Powers & Tactics: Although Ethan Stone doesn't have super-powers of his own, he is a highly skilled agent of AEGIS and his training makes him more than a match for most mundane opponents. As Upgrade he has access to an indestructible war-machine equipped with state of the art weaponry. In combat Upgrade will position his substantial bulk between his enemies and any noncombatants in the area before attempting to overcome his foes with all of the force afforded to him by superior firepower. Complications: Accident -- The X-09 AMP is more of a vehicle than a suit and its size can be disadvantageous. Honor -- As propaganda, Upgrade is expected to conduct himself in a manner befitting a hero. Responsibility -- Upgrade's actions are beholden to the whims of the Department of Defense. Abilities: 4 + 4 + 4 + 2 + 4 + 2 = 20PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 20 + 20 = 20PP Initiative: +10 (+2 Base, +8 Improved Initiative) Attack: +6 Melee, +6 Ranged Grapple: +8 / +16 Defense: +5 (+4 Base, +1 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 4 + 6 + 4 = 14PP Toughness: +2 / +15 (+2 Con, +13 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +6 (+2 Wis, +4) Skills: 72R = 18PP Bluff 4 (+5) Computers 4 (+5) Craft: Electronic 4 (+5) Craft: Mechanical 4 (+5) Diplomacy 8 (+9) Disable Device 4 (+5) Escape Artist 4 (+6) Gather Information 4 (+5) Knowledge: Technology 8 (+9) Notice 8 (+10) Pilot 4 (+6) Search 8 (+9) Sense Motive 4 (+6) Stealth 4 (+6) Feats: 18PP Accurate Attack All-Out Attack Benefit (Agent of AEGIS) Dodge Focus Fearless Improved Aim Improved Defense Improved Grab Improved Grapple Improved Initiative 2 Improved Overrun Improved Pin Luck 3 Move-by Action Power Attack Powers: 73 = 73PP Device 18 (Hard-to-Lose, Limited to Group (Training), All Technology, 90PP Container) [73PP] Power: Primary Array (32PP Array) [37PP] Base Power: Healing 10 (Extras: Action 2; Flaw: Personal; Feats: Persistent, Regrowth) [32PP] Alternate Power: Corrosion 10 (Feats: Accurate 2) [1PP] Alternate Power: Damage 10 (Extra: Area Cone, Selective; Feats: Homing 2) [1PP] Alternate Power: Blast 10 (Extra: Autofire 1; Feats: Accurate 2) [1PP] Alternate Power: Blast 10 (Extra: Penetrating; Feats: Accurate 2) [1PP] Alternate Power: Snare 10 (Extra: Backlash; Feats: Accurate 2) [1PP] Power: Secondary Array (16PP Array) [19PP] Dynamic Base Power: Flight 8 (Max speed of 2,500mph) [17PP] Dynamic Alternate Power: Super-Strength 8 (+40 STR carrying capacity, +8 to some checks) Power: Immunity 9 (Life Support) [9PP] Disease, Poison, all Environmental Conditions, & Suffocation Power: Protection 13 [13PP] Power: Super-Senses 12 [12PP] Danger Sense: Vision, Darkvision, Direction Sense, Extended Type: Vision (-1 per 100ft), Infravision, Radio, Radius Type: Vision, Tracking: Infravision 2 (normal movement speed) Drawbacks: (-5) = -5PP Disability -- Oversized Build (Uncommon, Minor) [-1] Normal Identity -- Activation Sequence (Common, Major) [-4] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Strike 2 Touch DC17 Toughness (Staged) Damage (Bludgeon) Corrosion 10 Touch DC25/20 Toughness (Staged)/Fortitude Damage/Drain (Technological) Damage 10 Touch DC25/20 Toughness (Staged)/Reflex Damage (Technological) Blast 10 100ft DC25 Toughness (Staged) Damage (Technological) Snare 10 100ft DC20 Reflex (Staged) Snare (Technological) Totals: Abilities (20) + Combat (20) + Saving Throws (14) + Skills (18) + Feats (18) + Powers (73) - Drawbacks (5) = 158/166 Power Points. Movement Notes: Flight -- 2,500 mph / 22,000 ft per round. Jumping -- Running Jump 12 ft, Standing Jump 6 ft, High Jump 3 ft. Throwing Distance -- 22.4 tons 5 feet, 100 lbs 2500 feet, 10 lbs 1.9 miles. Carrying Capacity Notes: Light Load -- 7.5 tons. Medium Load -- 14.9 tons. Heavy Load -- 22.4 tons. Maximum Load -- 44.8 tons. Push/Drag -- 112 tons.
  25. (Wanted to switch up a few aspects of Warp's layout ever since I came back, but didn't have the PP to spend on it. Now I do! This sheet is meant to represent changes to Warp that happen in-universe after her powers further awaken. Original sheet here. Let me know if I've fouled anything up.) Player Name: Curious Key Character Name: Warp Power Level: 10/12 (190/193) Trade-Offs: +4 Defense / -4 Toughness, +3 Attack / -3 DC Unspent Power Points: 8 In Brief: A teleporting T-baby trying to prove she has what it takes to be a hero. Alternate Identity: Katharine Lilly Shade Identity: Secret Birthplace: Normal, Illinois Occupation: Student Affiliations: Claremont (Alumni), FCU Family: Rose Shade (Mother), Alexander Shade (Father), Lyle Shade (Brother) Age: 20 (DoB: 1997, 3rd of August) Gender: Female Height: 5'4" Weight: 135lb Eyes: Glowing Red Hair: Red Kat's face is rounded and heart-shaped, with a pointed nose and eyes a little too wide for her face. Her rust-red hair falls to her neck at its greatest length. Kat has thin shoulders and a slight, whipcord build, maintained with deliberate effort and supernatural potency. Her eyes, lacking pupils or irises, are instead entirely red with flecks of black that dart across it,. Kat's complexion is fair and lightly freckled, interrupted by a spiderweb of lines pulsing with darkness and red light. They cross her skin like cracks in glass. While the lines are spread unevenly across much of her body the markings center around Kat's hands and over her heart, which glow like coals. Kat's HoloBand is a sleek silver wristband that can pop open to reveal several knobs and dials. By manipulating these dials Kat can trigger its routines, concealing the evidence of Terminus mutations beneath a hologram for as long as it is active. Her pure-red eyes become tinted gray. The markings on her skin erased. Just a normal, human, girl. During day-to-day activities, Kat wears a wide variety of clothes, but tends to lean more in toward comfortable sameness, sticking with leggings, boots, shirts and a vest, perhaps shorts instead during warmer months. She favors browns and reds. As Warp, Kat's color scheme is primarily red and black, and while she wears it well and keeps a consistent uniform, the clothes she wears are made of plain, ordinary fabric you could cobble together by going to everyday stores. She wears an open red hooded vest with a white, wavy spiral on the back. Beneath that a snug black, short-sleeved shirt. She finishes the look with black tights and a pair of red boots. Power Descriptions: While the increasing t-count of Warp's body has sparked a number of physical mutations which has instilled a certain sturdiness of character in Warp, the true focus of her power remains her ability to erode space. She corrodes reality, capable of tearing holes in the universe that she can use to travel quickly from place to place. She can also turn her powers against more immediate aspects of reality, erasing aspects the world around her, sometimes even drawing its strength into herself in the process. History: Katharine Lilly Shade was born in a hospital, in small-ish Normal Illinois. There was a spike of Terminus radiation that no one noticed, before her birth Subtly but definitively changed, she lived her life in Normal without understanding what she was, until the day before she was set to take a staring role in a play she woke up in a dumpster in Chicago. Things started happening fast, then. As soon as she got home her family met face-to-face with scouts from a Claremont Academy in Freedom City, offering her a place free of charge to learn to control her talents. And maybe even use them for good. No other such institution existed, and even if they did they certainly weren't offering to teach her for free. So off she went. Under the tutelage of experienced Claremont heroes Kat learned to put her powers through their paces and use them as she saw fit rather than the other way around. Inspired by the other would-be heroes of Claremont, Kat took up her own 'cape' and adopted the mantle of Warp and engaged in combat against freedom's most vile alongside Freedom's youngest. While she faced many things, the Day of Wrath was one of the most terrible. It set her off kilter, and no one else knew anything was going wrong until her powers started rebelling against her in the middle of the street. It was politely suggested that Warp retire from heroism for a while, at least long enough to go to therapy and get her powers back under control again. And she did get it under control, mostly, but never to the same degree she had before the Day of Wrath. Nevertheless, she stayed retired. On graduating from Claremont, Warp returned home for a year, where she tried to recover surrounded by family that didn't understand and didn't know how to start. She took an offer to start in FCU with Claremont's blessing, on some path to a normal life. But even then, she wasn't sure what she wanted to be. Desperate to feel less lost, Kat couldn't help but look up at the heroes in the sky above her. They were important. Everyone knew that. Luckily, she'd kept the costume. Warp returned. But as Kat first got her footing again she discovered her mutation was progressing quickly and, as she could see from the lines of entropic power crisscrossing over her skin, very distinctly. Desperate, she turned to AEON in hopes of finding support . . . Personality & Motivation: Dubious, weary cynicism. The flare and enthusiasm that Kat wore so openly on her sleeve when she came to Freedom City and joined Claremont has been . . . Not stamped out, but tempered. The events of the day of wrath . . . affected her. The fire and death were a great blow to her psyche and her powers failing toppled what confidence she had aside. Recovering has been a slow process of picking up the pieces again, and it's possible it will never really be done. But . . . In the end, she has not changed so much. The younger Kat hid her insecurities behind a deliberate veil of optimism and energy. Today, Kat's countenance hides her optimism. In an way, Kat feels that she let herself down. Let Freedom down. Let the world down. Part of her insists that she was always a kid playing at heroism in a suit that didn't fit. That it was Not For Her. Nonetheless . . . Kat wants to believe she can. Wants to try. Powers & Tactics: Warp is primarily a melee fighter. She uses her teleport to move swiftly about any battlefield she finds herself, engaging immediately with whoever is least prepared for her. Through a combination of amateur training, teleporting and entropic strikes Warp can bob and weave with the best of them. When possible, Warp augments her strikes by enveloping her body in an entropic shroud, causing anything her fists touch or that tries to hit her back to grow brittle and easily broken. All the same, Warp is not defenseless at range. She can focus her energy into a violent bolt of reality-eroding red-black power. Quick and tricky, Warp uses misdirection and bluster to set her opponent's off balance, baiting her opponents into poor choices. She revels in setting people off their game and engaging in ways they aren't comfortable, even if it means varying her approach a bit. Complications: Wayward Student — Kat is a student that doesn't know what to do with her life and is feeling increasing anxiety over her inability to find a function in the real world as something other than a costumed crime fighter. She's lost and desperate. A savvy person might be able to take advantage of that desperation to catch her in something she'd normally be savvy enough to anticipate. I Need This Gig — Lilly works as an intern in ASTRO in Emerald City, at the forefront for the development of many new avenues of super-science here and abroad, meaning that Warp is very likely to be not only nearby but on-site when something goes wrong. What's more, they are aware of her heroic identity and not at all afraid to send her off on errands. It's All Too Much — As her powers have advanced and entropy bled into her body and soul Warp's ability to deal with chaos and surprises have suffered greatly. Exposure to chaotic lights, sounds and crowds are deeply overstimulating experiences for her now, reducing her to awkward fidgets and stammering which can deeply inhibit her ability to communicate clearly or can cause her to lose her grasp on what she hears or sees as she loses the ability to pick important details out of the static. Reality Unweaving — When Warp teleports, she annihilates the difference between one place and another, violently forcing the two spaces to become one by corroding our world's universal laws. Reality usually mends quickly, but every time Warp uses her powers she wounds the fabric of reality itself, and it can sometimes behave erratically in spaces where reality is either damaged or abnormally strong. In addition, it's possible that some in this universe could take offense or that forces from outside this universe might exploit these rips in space as a foothold into this world. Psychosomatic Powers — The way Kat's powers work revolve around strict control of her own negative feelings. When that is compromised, so is her control, causing her powers to malfunction—hitting the wrong target, or sometimes taking on a completely new and unpleasant effect—or fizzle out completely. The GM can decree that her powers may malfunction or cease to function while Warp is distressed. Tempermental Tunnels — For interdimensional travel, Warp relies on a transient phenomena known as Terminus tunnels, brief connects between dimensions through the Terminus. While she can guide them, Warp cannot truly control them. While they usually take her where she wants to go, they can often redirect her to entire other dimensions entirely or simply refuse to answer Warp's call. Caught Red-Handed — While Warp's mutant physiology is useful it poses one tiny problem. It's obvious, sinister looking and very permanent. In her heroic persona it draws prejudice in spades and makes her an easy target for the media. In her civilian persona, it makes keeping her secret identity more important than ever and makes maintaining it that much harder. In Sheep's Clothing — . . . Which leads into her reliance on a prototype HoloBand to present a 'normal' version of herself to the world at large. It's high-quality, cutting-edge, easy to use tech. It also not infallible. Random system failures can cause her HoloBand to give a soft warning alarm, overload and shutdown. It takes some time to recalibrate before becoming usable again. Abilities: 4 + 4 + 6 + 0 + 8 + 8 = 30PP Strength: 14(+2) Dexterity: 14/22 (+2/6 Enhanced Dexterity) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +10/14 Attack: +5 Base, +13 Entropic Strike/Reality Erosion Grapple: +7 Defense: +14 (+5 Base, +9 Dodge Focus), +3 Flat-Footed Knockback: -3/-1 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +6 (+3 Con, +3 Protection) Fortitude: +9 (+3 Con, +6) Reflex: +12 (+2/6 Dex, +6) Will: +10 (+4 Wis, +6) Skills: 68R = 17PP Acrobatics 8 (+10/14) Skill Mastery Bluff 12 (+16) Skill Mastery Concentration 6 (+10) Diplomacy 6 (+10) Disguise 6 (+10/30 Morph) Notice 8 (+12/17 Cosmos Touched) Skill Mastery Sense Motive 6 (+10) Skill Mastery Stealth 6 (+8/12) Intimidate 10 (+14) Knowledge (Cosmology) 0 (+0/15 Cosmos-Touched) Feats: 27PP Challenge (Fast Feint) Defensive Attack Distract [Bluff] Dodge Focus 9 Elusive Target Equipment 2 Evasion 2 Improved Initiative 2 Luck 2 Power Attack Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Stunning Attack Takedown Attack Taunt Uncanny Dodge (Auditory) Equipment: 2PP = 10EP Prototype HoloBand Morph 4 ("Normal" Kat; Extras: Continuous; Feats: Subtle; Drawbacks: Action -3 [Full Action]) 6EP Tablet 1EP Commlink 1EP Powers: 8 + 5 + 3 + 2 + 13 + 49 = 80PP Enhanced Dexterity 8 8PP (Mutant Agility, Descriptor: Mutant) Enhanced Trait 5 5PP (Knowledge (Cosmology) 15, Notice 5) 5PP (Cosmos-Touched, Descriptor: Cosmic) Protection 3 3PP (Mutant Physique, Descriptor: Mutant) Super Senses 2 (Low-Light Vision, Entropy Awareness [Visual]) 2PP (Terminal Sight, Descriptor: Mutant) Strike 5 (Feats: Mighty, Improved Critical 2, Accuracy 4, Incurable) 13PP (Entropic Strike, Descriptor: Entropic) Reality Erosion 10 (50PP Passive Container; Drawbacks: Power Loss -1 [Daka Crystal]) 49PP (Descriptors: Entropic unless contradicted) Teleport 1 (100') 2PP (Warp) Prime Terminus Array 21.5 (43PP Array; Power Feats: Alternate Power 5) [48PP] BP: Enhanced Teleport 12 [+1] (1300' / 200 Million Miles; Extras: Accurate 13; Power Feats: Turnabout, Change Direction, Change Velocity, Progression 2 [500lbs], Easy) [43/43PP] (Greater Warp) AP: Disintegration 7 (Power Feats: Accurate 4, Incurable, Slow Fade [5 rounds], Homing) [42/43PP] (Entropic Bolt) AP: Teleport 9 (20,000 Miles; Extra: Portal, Accurate; Flaws: Long-Ranged; Feats: Easy, Progression 3 [50 feet by 50 max], Dimensional 3 [All Dimensions]), [43/43PP] (Tear) AP: Drain Toughness 7 (Extras: Affects Objects, Duration+2 [Sustained], Aura; Power Feats: Slow Fade [5 rounds], Incurable) [37/43PP] (Entropic Shroud) AP: Dimensional Pocket 10 (500000lbs [250 Tons]; Flaws: Limited [No Attack]; Power Feats: Quick Change 2, Progression 2 [Storage]) [14/43PP] (Pocket) AP: Apply To Strike (Extras: Vampiric, Secondary Effect, Penetrating, Linked) [21+22=43/43PP] (Reckoning) +Drain Toughness 7 (Extras: Affects Objects, Secondary Effect, Linked; Power Feats: Slow Fade [5 rounds]) 22 Drawbacks: -2 Vulnerability (Daka Crystals, Frequency: Uncommon, Intensity: Moderate [x1.5 DMG]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch 17DC Toughness Damage (Physical) Entropic Strike Touch 22DC Toughness Damage (Energy) Stunning Attack Touch 17DC Fortitude Stun/Daze/Unconcious Entropic Bolt Ranged 17DC Fortitude Drain Toughness 22DC Toughness Damage (Energy) Entropic Shroud Aura 17DC Fortitude Drain Toughness Reckoning Touch 17DC Fortitude Drain Toughness 22DC Toughness Penetrating, Vampiric Damage (Energy) Totals: Abilities (30) + Combat (20) + Saving Throws (18) + Skills (17) + Feats (27) + Powers (80) - Drawbacks (2) = 190/193 Power Points
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