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  1. 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
  2. Samson Power Level: 7/10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Rich kid starts taking super serum to avenge his brother and fix the harm his family has caused. Catchphrase: "You should run." Theme: Forever - Kamelot Alternate Identity: Aaron Howle Birthplace: Cape Cod, Massachusetts Residence: Bedlam City Occupation: Socialite Affiliations: None Family: Vivian Howle (Mother, CEO), Todd Lester (Father, Art Dealer), Jason Howle (Brother, Deceased) Description: Age: 23 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 180 lbs Eyes: Blue Hair: Brown Aaron Howle is modestly handsome, with a strong, sharp face but soft, deep eyes. He wears his hair short, with a well-trimmed beard running along his jawline and upper lip. It's a fairly recognizable face to anyone who reads the business page of a major newspaper. Aaron's build, though, has changed somewhat since most of those photos. He has put on twenty-five pounds of pure muscle, leaving him broad-shouldered and with corded arms and legs that stand out all the more given his merely average height. Young and fresh-faced, he has had dark circles beneath his eyes almost perpetually of late. He is a sharp dresser, and fills out a twenty-thousand-dollar suit nicely. In costume as Samson, Aaron favors mobility and anonymity. He wears a loose black duster coat with an attached hood; a cloth scarf up to the bridge of his nose works with the hood to keep his vision clear while hiding his identity. Beneath the coat, Samson's clothes are durable but flexible, a close fit but not a tight one. They are unarmored, as Samson's layer of muscle just beneath his skin is as tough as kevlar, and particularly violent fights or big explosions can burn or tear big holes in the costume. Fortunately it's not difficult for Aaron to afford many, many spares. Samson wears padded gloves and boots to help absorb the impact of punches and long jumps. History: "You can't imagine how bad it is here, Ron. The money-changers are in the temple. The foundations are rotten. And our family's deep in it. Come and see. Please. I can't fight this alone." Aaron Howle's world began to unravel with that email. Until that moment, everything had been easy. Born the second son of internationally-famous businesswoman Vivian Howle, who had refused to give up the maiden name she shared with her company and had soon given up her husband instead, Aaron grew up surrounded by wealth and privilege unimaginable to most of the world. A reasonably intelligent and very well-mannered kid, he did well in school and made friends easily - in his little bubble of extremely elite private schools, from kindergarten to college. Coached on how to behave in the spotlight, he was used to the media circus that surrounded his family. He never gave the tabloids any ammunition except the rumor that he might be secretly gay, as he'd never dated anyone. In reality he was just shy, but if that was the rumor they were going to run with, he wasn't insulted. Four years and a personality gulf separated Aaron from his older brother Jason. Where Aaron was laid back and a little bookish, content to live the life he'd been given at his own pace and eventually take over from Mom, Jason was driven and possessed of deep convictions; Mom's example of fierce independence and strongly-held beliefs had worked a little too well on him. Jason always had a cause, and it usually wasn't a cause that lined up with the Howle-Brandt Consortium's business plan. Arrested twice for environmental protesting in college, he turned around and pursued a law enforcement degree at the University of Wisconsin, hoping to create internal reform in the local PD. He refused Mom's money and made his own way through school with scholarships and part-time jobs. Yet for all that they were different, Jason and Aaron were inseparable. They talked on the phone almost every day. Jason quickly proved to be a good, conscientious cop. He made detective at 26, just as Aaron was graduating from Georgetown's McDonough School of Business, though he flew out for the ceremony. Mom did too, and she might even have been a little proud. But Jason always had to have a cause, and when he looked around he saw blighted, corrupt Bedlam City just up north, a city where Howle-Brandt was one of the major (and virtually unregulated) employers. So he transferred to the Bedlam PD, full of spunk and idealism, with no idea just how deep the pit he'd just leapt into really was. The open graft and corruption shocked him like nothing he'd ever seen before. His refusal to participate, and attempts to tell IA about it, would have gotten him immediately killed if he had been less famous. As it was, he was sidelined to the dead-end Missing Persons squad. He took to the assignment with gusto anyway. Still, it took its toll. Not even his partner would talk to him, and he was handed the most hopeless cases the department could find. His calls with Aaron grew less and less frequent, and his brother grew worried. Then came the email. Jason said he'd found full and irrefutable proof of the Bedlam PD's corruption, enough that the Feds would be forced to step in and take over the department. But he couldn't do it alone; there was no one he could trust, and he was afraid the higher-ups were on to him. Aaron dropped everything and came to Bedlam as fast as the company jet could carry him. It wasn't fast enough. He landed to the news that Jason had been killed in a shootout with a Wolverton gang up on Industrial Row. He couldn't view his brother's body; he had already been cremated. He couldn't claim his personal effects from his office; they were "relevant to an ongoing investigation." Jason's apartment had been tossed. Even his car was gone. It was blatantly obvious to Aaron that everything Jason had been saying was true, and that his brother had died for it. For the first time in his life, he felt totally powerless and adrift. That feeling only intensified as he got a glimpse into his family's company's operations in Bedlam. The Howle-Brandt Refinery and the surrounding corporate dorms were warrens of human misery. Every dime in his trust fund began to feel utterly tainted. And in that moment, some of the steel that Jason had possessed found its way into Aaron. He was going to fight this, all of this madness and corruption and ruin. He told his mother, whom he was no longer sure he trusted, that he was moving to Bedlam full-time for charity and political work. However ruthless Vivian Howle could be, she mourned her son, and she understood - for the moment. But money was not the only weapon Aaron intended to use. Aaron had friends at all levels in Howle Chemical, not to mention extensive clearance as the boss's business-involved son. That was how he knew about Xanacet-12. It was designed to be given in small doses to heavy labor employees, enabling them to build muscle faster and bigger than just daily exercise would. But things like caution and "small doses" had little place in Aaron's mind; his new mission occupied his every thought. He had never shot a gun or taken a karate class, didn't have magic spells or psychic powers, but he needed a way to become powerful enough to fight this fight. So he took Xanacet-12, a lot of it, and regularly. Heavy injections of the strength serum bulked him up to inhuman strength while maintaining a fairly slim build, changing the very makeup of his musculature. The rush that came with it, the power, was the best thing he'd ever felt, a relief for that helpless hopelessness that had descended over him. In the back of his mind, he's not sure he could stop even if he wanted to. Either way, he won't. Not until he finds the truth, reveals the corruption, undoes the harm... or dies trying. Personality & Motivation: Aaron is driven, even obsessed, when it comes to finding out who killed his brother and bringing them down - along with the entire system of corruption and disorder that led them to that point, or as much of it as he can reasonably dismantle. But he also recognizes that he's had chances most people never get, and that anything he does has consequences for people with less freedom than billionaires. He was always kind and thoughtful, thinking first of others, and while he doesn't much care what happens to him personally, he would never put an innocent person in danger to pursue his goals. Killing for any reason is totally beyond him. In truth, Aaron runs the serious risk of running himself into the ground. He has always been hard on himself, berating his every failure and devaluing his successes, while granting others easy grace - sometimes too much. The potent cocktail of grief for Jason and guilt over the way his easy life was financed that drives him allows him little rest even as he picks a fight it's impossible to ever completely win. His practical experience outside boardrooms, resorts, and private schools is limited, which he freely admits, and while he has always been quick and eager to learn, gaps in his real world knowledge might well be the death of him if his self-destructive impulses don't get him first. Powers & Tactics: Aaron can do a lot of good at a benefit dinner or charity fundraiser, and he tries not to lose sight of that. He's very good with people, and has tremendous resources at his disposal through his trust fund, his wealthy and powerful contacts, and his access to Howle-Brandt. When that isn't enough, Samson picks up the slack. Fast and strong, it's a simple matter for him to bowl over entire groups of armed thugs and pound them senseless - he actually has to hold himself back to keep from breaking their bones beyond repair. A slap of his hands or a stop of his feet can bring down opponents without his ever having to touch them through resounding shockwaves. Power Descriptions: Thanks to Xanacet-12, Aaron is strong massively beyond human limits. Capable of bench-pressing semi trucks and throwing punches with the force of a sniper rifle, he is a human weapon of considerable power. His muscles allow him to take great bounding strides at speeds of up to a hundred miles per hour or leap multiple stories in a single bound. The tough, corded muscle tissue is strong enough to flatten bullets and withstand heavy impacts. The drug makes all of this possible with muscle growth hormones, myostatin inhibitors that mean the body isn't told when to stop producing muscle, and RNA strands that build muscle tissue along the pattern of coiled steel. Complications: I Can Stop Anytime I Want: Xanacet-12 is deliberately addictive, an intentional means of keeping Howle-Brandt's workers from leaving the company. It also doesn't keep working forever; continued consumption is required to maintain the muscle-building effects. Aaron has discovered the hard way that his enhanced musculature shuts down if he stops regularly taking the massive doses he's been using to achieve super-strength. As his body's myostatin levels return to normal, it frantically starts breaking down his muscles in order to normalize his metabolism (he eats A LOT when he's on Xanacet-12). Withdrawals are both physically and mentally debilitating for him. If Aaron is unable to take a dose of Xanacet-12 for more than two days, he loses all powers and gains a hero point. At the GM's discretion, he may begin to suffer random DC17 Confuse effects and gain a hero point. Side Effects May Include: No one, least of all Aaron, has any idea what the long-term effects of taking massive doses of Xanacet-12 will be. It's designed to be sprinkled into food in doses less than a sixteenth of the size of what Aaron is injecting. There are nights when he stays up late, hunched over the toilet as he wonders if his newly-empowered muscle action is actually capable of making him puke up his own organs. It hasn't happened yet, but he is not infrequently sick and rarely sleeps well. If something does start to go wrong, it will be very difficult for him to get help without revealing who he is and how this happened... so he probably won't. At the start of a scene, Aaron may be fatigued from poor sleep, gaining a hero point. At the GM's discretion, he may have to save against a DC17 Nauseate effect at an inopportune moment, gaining a hero point. Why Yes, I Am Aaron Howle: Aaron was somewhat famous for all of his life as the son of Vivian Howle of the Howle-Brandt Corporation, and the recent media circus surrounding his brother's death and his own public presence in Bedlam have only increased his reputation. This can be very inconvenient for someone trying to lead a double life abusing muscle-building drugs to beat mobsters over the head by night. Aaron is keenly aware that he has a great deal to lose if his secret is revealed - his activities are against the law in Bedlam, and discovery could lead to the loss of his money, his reputation, and his freedom, plus plenty of problems for his surviving family. When out of costume, Aaron may (at the GM's discretion) be inconvenienced by reporters, admirers, or protesters to whom he must not reveal his secret, gaining a hero point. It Must Be Put Right: Aaron is dangerously obsessed with solving his brother's murder, fixing the damage his family's company has caused, and punishing those responsible. He is perfectly willing to sacrifice his own safety and well-being for the slightest chance at advancing one of those goals, but not the safety and well-being of innocent people. Even as he puts himself in increasing danger, Aaron feels compelled to go out of his way to help and protect those in need. He is also very careful to restrain his tremendous strength so that he doesn't hurt anyone beyond their ability to eventually heal, no matter how awful they might be. He can't cross that line. Abilities: 2 + 2 + 4 + 4 + 4 + 4 = 20PP Strength: 12 / 25 (+1 / +7) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +7 Melee, +4 Ranged Grapple: +12 (+7 Str, +5 Super-Strength) Defense: +7 (+2 Base, +5 Protection) Knockback: -3 Saving Throws: 7 + 8 + 5 = 20PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +9 (+2 Con, +7) Reflex: +9 (+1 Dex, +8) Will: +7 (+2 Wis, +5) Skills: 80R = 20PP Acrobatics 4 (+5) Bluff 8 (+10) Computers 4 (+6) Diplomacy 8 (+10) Drive 4 (+5) Gather Information 8 (+10) Intimidate 8 (+10) Knowledge [Business] 8 (+10) Knowledge [Civics] 8 (+10) Notice 4 (+6) Search 4 (+6) Sense Motive 8 (+10) Stealth 4 (+5) Feats: 34PP Attack Focus (Melee) 3 Benefit 4 (Filthy Rich, Status: Upper Crust) Chokehold Connected Contacts Dodge Focus 3 Fast Overrun Fearless Fearsome Presence 7 Grappling Finesse Improved Grab Improved Grapple Improved Initiative 1 Improved Overrun Improved Trip Improved Throw Stunning Attack Takedown Attack 2 Uncanny Dodge 1 (Auditory) Well-Informed Powers: 13 + 2 + 5 + 5 + 15 = 40PP Enhanced Strength 13 [13PP] Leaping 2 (5x distance; 85ft running long jump, 42ft standing long jump, 21ft high jump) [2PP] Protection 5 [5PP] Speed 4 (100 mph; Feats: Alternate Power 1) [5PP] AP: Swimming 4 [4/4PP] Super-Strength 5 (50 effective strength; Power Feats: Bracing, Groundstrike, Shockwave, Super-Breath, Thunderclap) [15PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Fearsome 35ft radius DC17 Will Fear (Mental) Groundstrike 70ft radius DC17 Reflex Trip (Physical) Shockwave 70ft cone DC22 Tough Damage (Physical) Stunning Fist Touch DC17 Fort Stun (Physical) Super-Breath 70ft cone DC17 Reflex Trip (Physical) Thunderclap 35ft radius DC17 Reflex Dazzle (Auditory) Unarmed Touch DC22 Tough Damage (Physical) Totals: Abilities (20) + Combat (16) + Saving Throws (20) + Skills (20) + Feats (34) + Powers (40) - Drawbacks (0) = 150/150 PP
  3. Chrome Player Name: Raveled Character Name: Chrome Power Level: 10 (157/159PP) Trade-Offs: None Unspent Power Points: 2 In Brief: A sickly boy catapulted to superheroics with the help of alien nanotech. Alternate Identity: Warren Locke Identity: Secret Birthplace: Freedom City Occupation: Student Affiliations: Claremont Academy, AEGIS Family: Anthony (Father), Marie (Mother) Description: Age: 16 (DoB: September 1999) Gender: Male Ethnicity: Caucasian/Cyborg Height: 5' 8" Weight: 330 lbs Eyes: Brown/Yellow Hair: Brown/Black Warren Locke has an appearance that would make most creatures in the galaxy scream in fear. He looks a great deal like a Communion drone; his skin is shiny metal, his eyes are a glowing, solid yellow, and his 'hair' is a collection of black threads that glow with UV light. While many Communion drones were a forceful melding of such features, Warren has the entire package. His skin is obviously not normal metal, showing off his muscles underneath and moving just like natural skin. With his image inducer activated, Warren looks like an unremarkable, if extremely fit, young man. His hair is brown and he lets it grow out down to his collar, and his eyes are similar and bright. He's naturally incapable of growing a beard, and his skin is pale (but the inducer could be reprogrammed to change either of those facts). He is extremely well-muscled and likes to show it off with tight shirts and shorts, when the weather's appropriate. When he's expecting trouble, Warren wears the usual Claremont uniform. He favors a tee-shirt over the longer jacket and bike shorts over the longer trousers, sometimes choosing running shoes but just as often going barefoot. Power Descriptions: Warren Locke has been infested/augmented by an AEGIS-modified dose of Communion nanobots. They've completely infused his body down to the last cell, and this makes him stronger and tougher than most people. The nanobots have been modified to sever their connection to the Communion overmind, but they still allow Warren to mentally interface with computers and other machines. Since his bones and skin and muscles are all now a nanobot construct, he can even transform his limbs into weapons. His image inducer is a piece of technology that Claremont routinely issues to teenagers who have a non-human appearance. He's legally bound to wear it when off the grounds, unless he's acting as a superhero History: Warren Locke has been sick for as long as he can remember. He had developmental problems and seizures as a child, but it wasn't until he was ten that he was diagnosed with multiple sclerosis. It was a blessing and a curse; now the family knew what the root of the problem was they could fight it more directly, but Warren's parents had to face the fact that he was never going to magically get better, than he would probably die of the condition before they did. It was hard on their relationship, especially since Anthony was a soldier often deployed overseas, which left Marie to handle Warren's treatments and try to raise him. Warren grew up a lot in various hospitals, spending more and more time there as he grew older and his disease progressed. The prognosis was not good and eventually the boy was spending almost all of his time in a hospital bed or a wheelchair, but he did his best to cope. When Anthony was at home it was hard for them to bond, since even something as simple as going to the movies was a medical endeavor, but they bonded over Anthony's collection of old Fifties and Sixties SF books. Father and son read yellowing paperbacks, books that were almost falling apart with age, and for a few hours Warren was a brave astronaut or doughty space explorer. Things got easier when Anthony transferred from active duty to AEGIS and took a posting stateside. Marie and Warren moved with him from posting to posting, eventually settling in Freedom City when he was transferred to the AEGIS central office in the Federal Building. He continued to liaise between the civilian government and the experimental, superhuman exploits of AEGIS field agents, but at least he was able to be home most nights. His job became much more hectic in late 2015 as the intergalactic menace of the Communion came to Earth. AEGIS and UNISON worked hand-in-hand, along with dozens of superheroic individuals and teams, fighting back the metallic enemy from beyond the stars; even after the Communion's overmind was destroyed the remnants of the incursion had to be collected and carefully stored away, lest they become a threat all on their own. In this, Anthony saw a oft-dreamed for opportunity. A sample of Communion nanotech was lent to ASTRO Labs for testing. Anthony made sure as many scientists as possible were called to a meeting and hired a group of super-mercenaries to attack the lab. He was able to get his hands on a sample of altered Communion nanotech and raced to Freedom Medical Center, where Warren was being treated. He deliberately infected his son and, as his only child was overgrown with Communion metal, was taken into custody. The Communion nanobots went to work in the boy's body, forcing his disease into remission and rebuilt him. In a few days the silvery shell retreated, leaving him permanently changed and healed. After a long conversation between his mother, AEGIS agents, ASTRO scientists, and a quiet woman in dark clothes, it was decided that he should be enrolled in Claremont Academy. The school was uniquely equipped to help Warren learn to use his new abilities -- and to contain him if he should turn out to be some kind of sleeper agent. Personality & Motivation: Warren's an enthusiastic, earnest young man. He sincerely believes that he's been given a second chance at life and intends to take full advantage of it. He wants to see everything and travel everywhere, try a little bit of all that's around himself. Growing up with MS forced him to mature at an early age and sometimes he can seem overly serious compared to his peers, but that facade usually crumbles in minutes when he finds something else to be wide-eyed and enthusiastic about. Warren's an army (well, Air Force) brat at heart and has an open and trusting view of the world, combined with a deep commitment to lofty ideals like Justice, Service, and Duty. He's also young enough to be naive, and sometimes the harsh realities of the world can clash disastrously with his untempered views. Powers & Tactics: Warren is a largely untested combatant, and he favors simple tactics over elaborate battle plans. He's likely to charge straight at the biggest threat with his big claws, or stand off and blast it with his arm cannon. While he's perfectly capable of following more complex plans, he's also likely to be taken in by a villain's deception. Complications: Secret Champion of the Communion Chrome's nanobots are Communion constructs and scan as Communion technology to anyone with advanced enough sensors. Many individuals, especially in the wider galaxy, may attack him on sight. Complicated Relationship Warren has a... complex view of his father, the military, and the Communion. A villain could exploit this to make him unsure of himself. Electromagnetic Disability A powerful or targeted EMP could scramble the nanobots in Warren, reducing him to a normal person. In the middle of a fight that could be deadly. Big Eater Warren's nanobots don't create matter from nothing; while they're very efficient, a large or prolonged use of a power like Regeneration would require him to eat a big meal. Or several big meals. Tumblr Distraction Warren is always connected to the Internet, which means he can get distracted by trivial matters at any moment. Naive Newcomer Warren has a simple view of the world, where Good and Evil are starkly defined and in sharp contrast. A persuasive enemy could confuse him, even temporarily turn him against his allies. Abilities: -4 - 2 - 6 + 6 + 4 + 4 = 2 PP Strength: 6/18 (-2/+4) Dexterity: 8/14 (-1/+2) Constitution: 4/26 (-3/+8) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16 PP Initiative: +2/-1 Attack: +4 Base, +10 Cybernetic Enhancements Grapple: +12/+9/+2 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -6/+1 Saving Throws: 2 + 4 + 6 = 12 PP Toughness: +10/-3 (+8/-3 Con, +2 Protection) Fortitude: +10/-1 (+8/-3 Con, +2) Reflex: +6/+3 (+2/-1 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 64R = 16 PP Computers 8 (+11) Diplomacy 8 (+10) Gather Information 8 (+10) Intimidate 10 (+12) Knowledge (Popular Culture) 7 (+10) Knowledge (Technology) 7 (+10) Notice 8 (+10) Sense Motive 8 (+10) Feats: 13 PP All-Out Attack Challenge (Fast Startle) Dodge Focus 6 Interpose Move-By Action Power Attack Startle Well-Informed Powers: 4 + 94 = 95 PP Comprehend 2 (Electronics 2) [4 PP] Alternate Form 18.2 [91 PP] Cybernetic Enhancements 11 (22 PP Container, Feats: Accurate 3, Alternate Power 1) [26 PP] Base Effect: Damage 6 (Extra: Linked [+0] [Drain (Toughness)], Penetrating [4] Feats: Mighty, Variable Descriptor [Bludgeoning/Piercing/Slashing]) + Drain 10 (Toughness Extra: Linked [+0] [Damage]) (Cyber Weapons) [22/22] Alternate Power: Damage 10 (Extras: Range [Ranged], Feat: Variable Descriptor 2 [Any Electromagnetic]) (Arm Cannon) [22/22] Density 4 (+8 STR, +2 Protection, +1 Immovable, +1 Super-Strength, Feat: Innate, Subtle 2, Extra: Permanent) [Cyber-bulk] [15 PP] Enhanced Constitution 22 + Enhanced Dexterity 6 + Enhanced Strength 4 (Cyber Bodybuilding) [32 PP] Integral Comms 3 (6 PP, Feat: Alternate Power) [7 PP] Base Effect: Datalink 5 (Radio, 5 miles, Feat: Machine Control) (Computer Chat) [6/6] Alternate Power: Communication 5 (Radio, 5 miles, Feat: Subtle) (Cyber Cell) [6/6] Nanoassisted Movement (4PP Array, Feat: Alternate Power) [5PP] Flight 2 (25 MPH) (Rocket Feet) [4/4PP] Leaping 2 (x5, 70 ft, Extra: Linked [+0] [Speed]) + Speed 2 (25 MPH, Extra: Linked [+0] [Leaping]) [4/4PP] Regeneration 3 (Bruised 3 [No Action]) (Self-Repair Subroutines) [3 PP] Super-Senses 3 (Radio Sense [Acute, Radius, Ranged]; Extras: Accurate [+2], Feat: Uncanny Dodge [Radio]) + Super-Senses 4 (X-Ray Vision, Flaw: Limited [Not vs. Metal]) (RADAR) [4 + 2 = 6 PP] 26 + 15 + 32 + 7 + 2 + 3 + 6 = 91 Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed (Unpowered) Touch DC 13 Toughness (Staged) Damage (Physical) Unarmed (Powered) Touch DC 19 Toughness (Staged) Damage (Physical) Cyber Weapons Touch DC 25 Toughness (Staged) + DC 20 Fortitude (Stage) Damage (Physical) + Drain (Toughness) Arm Cannon Ranged DC 25 Toughness (Staged) Damage (Energy) Totals: Abilities (2) + Combat (16) + Saving Throws (12) + Skills (16) + Feats (13) + Powers (99) - Drawbacks (0) = 157/159 Power Points
  4. Here is my next new character, to debut alongside Critical! Chrome is a young man, infected/transformed by modified Communion nanobots. He's my latest Claremonter, and hopefully he'll make a big splash. As always, Please Examine And Comment Helpfully.
  5. Player Name: Ari Character Name: The Salmon Power Level: 7 (105/131PP) Trade-Offs: +3 Attack/-3 Damage, +3 Defence/-3 Toughness Unspent Power Points: 26 In Brief: Aquatically-adapted and linguistically-gifted mutant way out of his depth in the Emerald City underworld. Residence: 635 Tkope Ekoli Way, Riverfront District, Emerald City Base of Operations: (Incomplete) A cave in the flooded subway tunnels. Catchphrase: "I got this!/I don't got this!" Alternate Identity: Ishmael Paris Redwater/Ishi/Fishy Identity: Secret Birthplace: Emerald City, Oregon, USA Occupation: Student, translator, superhero Affiliations: Golden Dragon Society, the Malakov Mafiya, the Takazumi-gumi, Emerald City Community College Family: Ellen Riverrun(aunt, paternal), Abraham Hector Redwater(brother, elder) Description: Age: 18 (March 21st, 1998) Apparent Age: N/A Gender: Man Ethnicity: Coastal Chinook(Clatsop) Height: 5'6" Weight: 160 lbs Eyes: Brown Hair: Black Ishmael is slim and athletic with shoulder-length straight black hair. Everything from his fresh-faced, guileless good looks to his relaxed, fluid body language to his relentlessly casual dress sense seems almost tailored to make people feel comfortable around him. He generally wears clothes at least one size larger than fits (mostly hand-me-downs from his brother), many of which have pithy slogans or intricate designs. His favorite outfit, regardless of weather, is a beaten green jacket, red t-shirt, green cargo pants and scuffed red sneakers. His voice is usually soft and awkward, but can quickly switch to clear and projecting. He has the names "Priam" and "Cassandra" tattooed on his shoulders. When talking in most languages, he does not have a noticeable accent. As the Salmon he wears a green and black costume with slanted orange eyes and patterns of thick wavey lines of the same color on the trunk. In costume he becomes much more expressive and animated, talking with a slight accent he doesn't have in normal life. Power Descriptions: Ishmael's powers are internal and nonlbvious besides what they let him do, being a mutation of his body chemistry and biology making him superhumanly-fast, his skin capable of absorbing oxygen in liquid form and improving his ability to sense vibrations. History: Abandoned by his parents as an infant, Ishmael grew up with his brother Abraham in the extended Riverrun family. The boys early formed a bond with their aunt, Ellen, and Ishmael still lives with her and helps out at the art gallery she runs. Growing up, the boy developed none of his brother's self-assurance or independence, instead remaining reliant on others for direction and purpose. As a result, Ishmael's social skills quickly surpassed solitary, introspective Abraham's, and the younger brother became adept at getting in and out of trouble, confident in his legion of pals to back him up. Exposed to so many people from other cultures, he also quickly picked up on other languages with a dedication that far outstripped his academic efforts. While his brother was around, Ishmael had a steady role model to keep himself out of the ever-present gangs around their school. But only two years after Abraham left on a scholarship to Freedom City's Hanover Institute of Technology 'Ishi' has become an invaluable asset to the Emerald City underworld. Lured in by both the promise of easy money and the stylish, iconoclastic flair of mob prince Ryu Takazumi, Ishmael became enmeshed in the inner politics of the crime families as an interpreter and go-between. Thanks to his Amerindian ethnicity and facility with languages and people, Ishmael was ideal as a neutral, inconspicuous party. Even after graduating high school and starting at Emerald City Community College, even after it's become obvious just who he works for and what they do, Ishmael has found it impossible to leave. Besides the money and implicit threats, it's the first time in his life that he's really felt needed or wanted He has only just come into his powers and already made a monumental, horrible mistake with them that resulted in the death of now-late Triad dragon head and beloved Jadetown community leader "Uncle" Zhi. Ishmael's alter-ego, the Salmon, is already a murder suspect and hunted by both the law and the mob. Fighting against his employers as much to survive as to try and redeem himself, he's finally on the path to becoming his ownperson. Personality & Motivation: Ishamel is a jokey, cocksure, fun-loving and irreverent guy who's grown adept at lying to people(including and especially himself) and telling them what they want to hear. He doesn't like making his own opinions known, and mostly just goes with majority views and whatever will get him off the hook fastest, which has badly-strained his relationship with his family. Ellen doesn't know what he does for money, but as he evades and dodges she gets more and more worried, which pushes him to lie more. At heart, Ishmael is deeply unsure of himself and afraid of being abandoned or unwanted. But as he starts to understand that the underworld needs him more than he needs them, that's beginning to change. For now, however, he's still learning that his alter-ego can be something besides a liability and convenient cover. As the Salmon, Ishmael mostly just copies what he's seen speedsters like Johnny Rocket and Velocity be like on TV: confident, quippy and a little impulsive and prone to water or fish-based puns(Johnny went through a rockets and speed jokes phase that the League is trying very hard to forget). Powers & Tactics: Run up to a guy real fast and hit them, maybe run around a bunch of guys and get them tangled up in some stuff. The Salmon is still very new at this, and his martial training is very basic. Complications: After my alter-ego: The Salmon is not a popular guy after he apparently killed the respected "Uncle" Zhi. The police and the city's underworld are both after him, and they may not exactly have different ideas of what happens after he's caught. Black mark: Being partly responsible for a man's death has left a deep scar on Ishmael's soul. He'd do anything to avoid that happening again, and anything to undo what he has done. Blind Side: The Salmon's senses aren't near as fast as his top speed, and trying to get aroundin confined spaces(like anything built for normal people) can be incredibly dangerous to himself or others. Dependence: Ishmael is very easy to get latched onto things or people. Identity: Secret. Responsibility: Family, especially his aunt, Ellen Riverrun. The lowdown: Ishmael knows a lot of what's going on in Emerald City, much of it could cost him his life if it's found he told someone. Switcheroo: As the Salmon, he can't show he knows what Ishmael does. As Ishmael, he won't reveal anything about the Salmon, not even to other heroes. Abilities: 6 + 6 + 6 + 4 + 2 + 6 = 30PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +3 Attack: +10 Melee, +4 Ranged Grapple: +13 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -2/-1 Saving Throws: 1 + 4 + 4 = 9PP Toughness: +4 (+3 Con +1 Protection) Fortitude: +4 (+3 Con, +1) Reflex: +7 (+3 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 48R = 12PP Bluff 7 +(10/+14) Diplomacy 7 (+10/+14) Drive 2 (+5) Gather Information 7 (+10) Knowledge(Streetwise) 8 (+10) Languages 8 (Chinook Jargon, English(native), Italian, Japanese, Korean, Mandarin, Russian, Spanish, Vietnamese) Sense Motive 9 (+10) Feats: 18PP Attack Focus(Melee) 6 Attractive Benefit (civilian I.D. trusted by the Emerald City underworld) Contacts Dodge Bonus 6 Equipment 1 Move-by-Action Well-Informed Equipment 1= 5EP Caltrops [1EP] Handcuffs [1EP] [Masterwork] Smart Phone(Nova Comm's network)[1EP] [Masterwork] Lock-release Gun[2PP] Motorcycle(book-standard)[0EP] Size: Medium Str: 15 Spd: 5 Def: 10 Tou: 8 Powers: 20 = 20PP Physiology Mutation 4 (20PP Container; Action: Passive, Duration: Permanent) [20PP] Biology, Mutation Enhanced Array 6 (12PP Array, Feats: Alternate Power 2) [14PP] Base Power: Damage 1 (Extra: Autofire; Feats: Mighty [DMG4]) [4/12PP] AP: Enhanced Feats 2 (Moving Feint, Wall Run)[2PP] + Enhanced Speed 4 (to Speed 5 [250MPH, 2500FPH]) [4PP] + Enhanced Swimming 4 (to Swimming 5 [50MPH, 500FPR]) [4PP] + Super-Movement 1 (Water-Walking) [2PP] = 12PP AP: Snare 6 (Extras: Area [Burst, 30ft], Blocks Sense [Visual, Normal]; Flaws: Range [Touch], Limited [requires suitable materials(clothing, drapes, carpets, etc)]) [12PP] Immunity 1 (Drowning) [1PP] Protection 1 [1PP] Speed 1 (10MPH, 100FPR) [1PP] Super-Senses 2 (Tremorsesense [Danger Sense, Radius, Tactile]) [2PP] Swimming 1 (2.5MPH, 25FPR) [1PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18/23 Toughness Damage(physical) Totals: Abilities (30) + Combat (16) + Saving Throws (9) + Skills (12) + Feats (18) + Powers (20) - Drawbacks (0) = 105/131 Power Points
  6. Redline Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: -3 Attack / ±3 Damage, -3 Defense / ±3 Toughness In Brief: Tiny Test-Pilot in Power Armor Catchphrase = "It isn't a real test until we hit the Redline!" Theme: Stereo MCs Elevate My Mind Identity: Public Birthplace = New York City: Residence: Freedom City apartment near Liberty Park Occupation: Test Pilot Description: When not wearing his Battlesuit, Charles is a rich kid who can Shrink to 6" tall. In armor, Redline is a 6"-tall Battlesuit wearer. Age: 22 Gender: Male Ethnicity: Asian-American Height: 6'2" Weight: 210 lbs Eyes: Green Hair: Glowing Sky-Blue History:Charles was born rich, with an Asian name, the only child of an Asian multimillionaire and an American (White) ex-model. At 11 years old, his maternal Grandfather (Chas Wyndum the 4th) died, leaving him a trust fund requiring that he change his name to Charles Wyndum the 5th. His Father was ecstatic. He learned to use the radio at 9 years old, remote-control flying by 12, actually flying (ultralights, etc) by 16. At 18 he worked as an international courier using a private jet for a year. At 19 he became an expensive, free-lance test-pilot. Four months ago, he was landing an experimental disk-jet when a UFO rammed him and there was an explosion. When Charles woke up, he had glowing, sky-blue hair and was able to shrink down to six inches tall. He did the talk-show circuit, then hired a genius to create a Battlesuit for him. He has had it for one month and decided to move to Freedom City. Personality & Motivation: Charles is upbeat, open-minded, and focused on success. He is looking to testing his Battlesuit with an eye towards mass production and franchising (City Guardians? 21rst C police?). He knows himself quite well, so he also knows that he wants to be in the spotlight, he wants to be appreciated by whole crowds of people, but he also enjoys individual gratitude or adoration. Powers & Tactics: "Shrinking is really cool, but not much when you look at the adventures of the greats. I know I can be great, I just need the right tools to really shine. So I hired a genius to make the right 'tools', a Battlesuit! Mine is set-up for a 6-inch tall pilot, but that just for purposes of testing things out. I don't know, but maybe there are franchise possibilities? Battlesuit-wearing police, or private security forces, or something? Anyway, I'm gonna find out. My engineering buddies and fellow-pilots tend to call me 'Redline' for some reason, so I've decided to go with that for a hero identity. I had the genius install a bright set of LEDs to draw a red line behind me when I fly. Kind-of a calling card. So the battlesuit protects me, enables me to move things, lets me fly, shoot plasma shots at targets, as well as give forth an incredibly amazing prehensile, five-foot-long plasma sword! I know I can't do much on my own, but I have no idea of how to find a team..." Power Descriptions: When Redline shrinks there's no particular glow or anything. He generally carries the battlesuit in a right lapel pocket, but he drops it, shrinks, and puts it on. The act of shrinking takes time, and makes him feel dopey (foolish) and shaky for about 3 rounds after, while he struggles to put the battlesuit on. Once it is on, and he feels up to it, he re-focuses on the action. Tthe Battlesuit's exterior color is Ivory except for a 1" wide, horizontal, glowing red line The intensity of the light is such that. when flying, the Battlesuit leaves a red line trail for three rounds after having left that area (eye after-image effect) When the Blending power is activated, this is turned off. Complications: Addicted Gloryhound This is actually a need for love, but Charles doesn't believe he deserves to be loved by people he likes or loves, so he seeks to find, please, and earn the gratitude or adoration of crowds or strangers. Honor He was raised to believe and demonstrate that his word is his bond. Prejudice He has a basic American idea that every American citizen is equal, is deserving of a higher beginning degree of respect than any non-American just because, and that more successful or rich Americans are deserving of the higher and highest degrees of respect. Temper He is young and hasn't had to face many challenges that he didn't seek out or create for himself, so he isn't used to getting frustrated. When he is frustrated, he finds it difficult to remain cordial and self-controlled. He tries to cover this possibility by being happy-go-lucky, but that often comes out as a smart-assedness. Abilities: -2 + 10 + 0 + 4 + 6 + 0 = 18PP STR: 8/ 1// 14 (-1/ -5 // +2) (normal size/ shrunk // shrunk w Battlesuit) DEX: 20 (+5) CON: 10 (+0) INT: 14 (+2) WIS: 16 (+3) CHA: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +5 Attack: +3 (+7 w/Shrinking) DEF: +3 (+7 w/Shrinking) Grapple: +3, -9 Shrinking, -6 Battlesuit Knockback: -0, -12 Battlesuit Saving Throws: 5 + 3 + 5 = 13PP TOU: +0 Full Size/ +13 (Battlesuit) [+4 Density, +12 Armor, -3 Size; 10 Impervious] FORT: +5 (+0 Con, +5) REF: +8 (+5 Ref, +3) WILL: +8 (+3 Wis, +5) Skills: 56R = 14PP Concentration 10 (+14) Craft [Electronic] 2 (+4) Craft [Mechanical] 2 (+4) Knowledge [Technology] 4 (+6) Notice 6 (+9) Pilot 14 (+19) Search 10 (+12) Sense Motive 4 (+7) Stealth 4 (+9/+21) Feats: 8PP Benefit 2 (Rich), Equipment 2 Fearless, Hide in Plain Sight Improvised Tools Second Chance (Reflex Save to avoid being stepped on) Equipment: 2PP = 10EP Helmet = Comm Link Laptop Video camera GPS Flash Goggles Gas Mask 20 disposable zip-tie handcuffs Multitool Motorcycle with high-end long range radio Wrist-rocket slingshot, half-size arrows w blunted heads Stun 1 [8 EP] Powers: 81 + 4 = 85PP Battlesuit 20 (100 PP Device; Flaws: Hard-To-Lose, Power Feats: Restricted[Diminuative Sized Users]) [81 PP] Concealment 1 ( Flaws: Blending) [1DP] Density 9 (+18 Strength, Impervious Protection 4, Immovable 3, Super-Strength 3 [Effective Strength 21, Heavy Load 115lbs], x10 weight [2.5lbs], Extras: Duration[Continuous], Flaws:Permanent) + Protection 12 (Extras: Impervious 6) [27 + 18 = 45DP] (Battlesuit Structure) Immunity 9 (Life Support) [9DP] Energy Sword Array 14.5 (29PP Array; Feats: 1 Alternate Power) [30DP] BP: Blast 13 (175' no penalty, max range = 2000'; Power Drawback = Full Power, Feats: Improved Range, Progression 1 on Max Range, Indirect, Subtle) [29/ 29] AP: Damage 13 (0-5ft; Extras: Linked[Drain], Feat: Extended Reach, Power Drawback = Full Power Only) + Drain Toughness 7 (Extras: Affects Objects, Linked[Damage], Feats: Slow Fade[1PP per Minute], Power Drawback = Full Power) Movement Array 4 (8PP Array; Feats: Alternate Power) [9DP] BP: Flight 4 (100mph/1000ft per Move Action) [8] AP: Super-Movement 2 (Slow Fall, Wall Crawling [1/2 Normal Speed]) (4 / 8) Super-Senses 6 (Infravision, Visual, Extended 2, Direction Sense, Distance Sense) [6DP] Shrinking 12 Dim Size, -12 Strength, -3 Toughness, +4 Atk, +4 Def, -12 Grapple, +12 Stealth, -6 Intimidation, 6 inch height, 1/4 lbs, 1ft Space, 0ft Reach, x1/4 Carrying Capacity, Flaws: Action: Standard (-2), Side Effect -1 (Drain 3 Reflex (Total Fade) and Drain 3 Will (Total Fade); Extras = Continuous, Feats: Normal Movement; Power Drawback = Full Power only) [4PP] Drawbacks: none Abilities (18) + Combat (12) + Saving Throws (13) + Skills (14) + Feats (8) + Powers (85) - Drawbacks (00) = 150/150 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 13 Toughness Damage [Physical] Armed w/Strength Touch DC 17 Toughness Damage [Physical] Blast Ranged DC 28 Toughness Damage [Energy] Damage 5' DC 28 Toughness Damage [Energy}& ..............................DC 23 Fortitude....Drain Toughness Arrows Ranged DC 17 Toughness Stun
  7. Savant Power Level: 8/15 (207/230PP) Unspent Power Points: 23PP Trade-Offs: +5 Attack / -5 Damage (unarmed), +3 Attack / -3 Damage (Collapsable Baton) , +4 Defense / -4 Toughness In Brief: Memetically enhanced genius atoning for the wrongs done while controlled by Labyrinth Catchphrase: Theme: Redemption Song Alternate Identity: Xavier Steadman, Subject 24005 Birthplace: Unknown Residence: Bedlam City Base of Operations: Bedlam City Occupation: Private Eye Affiliations: The Fix Family: Unknown Description: Age: 45 (DoB: 1971) Apparent Age: Also 45 Gender: Male Ethnicity: African American Height: 6'2" Weight: 210 Eyes: Grey Hair: Black Xavier is a dark skinned, broad shouldered man of middle years, Dark grey eyes peer out from a heavy brow with an intensity bordering on unsettling. He keeps his hair closely shorn in a no nonsense easily maintained style. He normally dresses in a dark grey woolen suit though varies his outfit as needed for a job. When disguising his identity he opts for a heavy indigo scarf and dark grey fedora in the style of mystery men of old, though this is less sentimentality than pragmatism, even in disguise being able to bled into a crowd is just sound survival policy in Bedlam. History: His history is largely a blank slate. Until his escape in his early thirties Xavier was under lock and key in a Labyrinth run facility as part of 'Project Savant' an attempt to unlock the mind's potential through intensive hypnosis and memetic training. He was a rare success, most minds buckled under the strain of the deep hypnotic states and the assault of the memetic learning programs, the results were varied some crippled, some catatonic or driven to psychotic breaks. Subject 24005 as he was labeled also began the process earlier than most, he was taken or given up by his parents shortly after birth and even his enhanced recall techniques can not summon a memory a time before the project. By the time he was twelve he had outstripped most of his tutors and phase two began. Rather than focusing his capabilities toward any specific goal he was brought in to troubleshoot problematic research or operations for the organization. His ability to rapidly bring himself up to speed on any given subject and bring in disparate knowledge made leaps in both technologies but more often methodologies. Initial projects were presented as further tests and puzzles though the change in faces and the time pressure did not go unnoticed by the young Savant. Nor did he miss the clear discomfort and sometimes hostility his suggestions were met with by older experts. By adulthood he realized his simulations and tests were all too real and that his choices would impact real people though his conditioning kept him from outright rebellion he began to quietly plot and plan a way out. It took him nearly ten years to work his way free of the memnetic controls. More time still of active effort to plot an escape, he knew he'd get but one chance. Once they realized his programming was compromised he'd be a liability. He made his escape though not as efficiently as he'd have hoped, they'd be looking for him in the likely refuges and it was uncertain his efforts at reform would be met with anything but scepticism by the heroes of the world. Subject 24005 took the name Xavier Steadman, and made for the one place he knew they'd not suspect him to go after all, no one came to Bedlam voluntarily. But in this wretched hive he could vanish and work at erasing his trail, and maybe begin to atone for the wrongs he'd been part of. In Bedlam a false identity was easily enough crafted, a disgraced investigator, working PI jobs for his meager wages snapping shots of cheating spouses and fraudulent insurance claims. A small fish in a small pool, unremarkable but for a stalwart refusal to do the gangs or mobs dirty work. A clean PI trying to make due, slowly earning a reputation as one of the rare good guys in Wolverton. Not someone to make waves but someone of integrity and a distant cold kindness. Personality & Motivation: Xavier is driven by shame and fear. Not of death or pain, such things can be managed and are perhaps what he deserves in the end, but he fears the shackles of the mind returning and putting his brilliance once more to used for nefarious ends. He fears being weaponized again, turned to his former master's greater plans. Yet beyond that fear and shame is a desire to try and make right in some small way what his genius had put wrong. His actions are subtle and long term, a file mailed anonymously, a tip on a fraudulent lien. He wants to do more, but lacks the resources to take on his former masters on their terms so he works at the edges growing cracks and fissures, weakening, wearing them down. If his memetic enhancements hold through old age he might just survive to see some of his work bear fruit. Powers & Tactics: Savant has little in the way of flashy powers, he'd not even consider himself 'Super' though he knows his enhancements put his intellect in a frame rivaled by only a handful. He is an efficient and tactical fighter using terrain and situation awareness to his advantage to strike exactly where he needs to when he needs to. To ruthlessly exploit any weakness he uncovers and to always have a backup to his backups. He prefers to avoid confrontation but when unavoidable he'll strike fast and sure with his collapsible baton or fists to end the fight as quickly and quietly as possible. He understands the power of guns but refuses to rely on such means, they are usually more liability than benefit with the work he does. Power Descriptions: Savant has no obvious powers, his abilities are in the planning and execution of the plan, and always being ready with another, always seeking a weakness to exploit. Complications: The Good: Xavier is trying to make right the wrongs he was part of while under labyrinth control. He head is full of memories of the wrongs done and aspects coudl pop up and drive him to go further than is wise on a job. The Bad: Labyrinth wants him back or possibly just eliminated. Taurus hates loose ends. The Ugly: Xavier is a black man in Bedlam trying to to the right thing, the Mobs and Cops will target him for 'stepping out of place' and the Wolverton gangs will see him as potential threat to their power. Man with No Name: Xavier Steadman is a fabrication, there may be records of the infant that became subject 24005 somewhere in some dusty city hall waiting to be digitized but for all intents and purposes Savant has no Official past. Abilities: 6 + 0 + 8 + 20 + 10 + 0 = 44PP Strength: 16 (+3) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 30 (+10) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 22 + 24 = 46PP Initiative: +10 Attack: +13 Unarmed, +11 Base Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed Grapple: +14 Knockback: -2 Saving Throws: 4 + 5 + 5 = 14PP Toughness: +4 (+4 Con) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +10 (+5 Wis, +5) Skills: 68R = 17PP Bluff 4 (+4) Diplomacy 4 (+4) Gather Information 10 (+10) Investigate 10 (+20) Knowledge: Tactics 10 (+20) Notice 10 (+15) Search 10 (+20) Sense Motive 10 (+15) Feats: 16PP Ambidextrous Attack Specialization: Unarmed 1 Beginners Luck Eidetic Memory Equipment 1 Improvised Tools Jack-Of-All-Trades Luck 2 (4 Total) Master Plan 2 Power Attack Speed of Thought Teamwork 3 Equipment: 1PP = 5EP Collapsable Baton (Damage 2, Improved Crit (19-20), Mighty, Subtle) 5 Powers: 9 + 15 + 41 + 5 = 70PP Comprehend 4 (Polyglot; Codes, Language: Understand, Language: Speak One at a Time, Language: Read; Power Feats: Innate) [9PP] (Savantry) Luck Control 4 (Plan M; Spend HP for others, Grant HP to others, Negate Fiat, Force Reroll; Power Feats: Innate, Luck 2) [15PP] (Savantry) Probability Control 10 (Polymath; Power Feats: Innate) [41PP] (Savantry) Device 1(Earbud; Flaws: Hard to Lose, Power Feats: Subtle) [5PP] Communication Link 4(Other Earbuds; Radio; Power Feats: Subtle) [5PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Collapsable Baton Touch DC 20 Toughness Damage Totals: Abilities (44) + Combat (46) + Saving Throws (14) + Skills (17) + Feats (16) + Powers (70) - Drawbacks (0) = 207/230 Power Points
  8. L0vel@ce / Sofí Orellana Power Level: 8/12 (180/187PP) Unspent Power Points: 7 Trade-Offs: Attack / Damage, Defense / Toughness In Brief: Brilliant cyber-criminal, sticking it to the corrupt and cruel Catchphrase: Theme: Daft Punk (Pentatonix Cover) Alternate Identity: Sofía Orellana, aka L0vel@ce Birthplace: Hardwick Park, Bedlam City Residence: Bedlam City Base of Operations: Bedlam City Occupation: Hacker Affiliations: The Fix Family: Extended and large, Sofí's parents own their small garage in Hardwick Park and she has grandparents, aunts, uncles and cousins that are all local to the area, keeping her close to Bedlam even as she keeps quiet what she spends her spare time doing. Description: Age: 27 Apparent Age: 27 Gender: Female Ethnicity: Latina Height: 5'2" Weight: 120 lbs Eyes: Brown, if she's not wearing contacts to change it. Hair: Naturally, dark brown but its rarely the same color for any week in a row. Typically, her long curly hair is dyed in some rainbow of colors. Pink usually factors in over blues and greens but she's been known to regularly switch that up. It's very thick, naturally curly and long enough to reach her hips when dry. It's a bit of a pain in the butt to take care of but it's something of a vanity. Short and curvy, Sofía Orellana is not the most intimidating of figures at first glance, or even second glance. Give the woman even the most rudimentary of tools, though, and she will happily reign cyber destruction like a sweet-faced, vengeful god. She likes to keep her laptop close at hand, so a shoulder bag with a small horde of colorful pins is never too far from her fingertips. Her clothing tends towards practical and fun unless she's currently working on a car, at which point, she's wearing coveralls with her hair tucked tightly under a cap. Build wise, Sofía has some toned muscle under her curves. Girl doesn't slack on the working out just cuz she's a top-tier geek. History: Hardwick Park is not a nice place to grow up but its the only place that Sofía has ever called home. Her large family moved into the area with the influx of the other hispanic families as the neighborhood changed hands. Her parents weren't ever well off by the national metric, but her father owns his garage and takes a great deal of pride in that. Sofía grew up around cars and had a natural knack for fixing things, but her brothers were largely recruited into the mechanic's shop, and her sisters seemed content to staff the front of the shop part time. For her part, Sofía found her calling in fixing up the technology that was always third hand and breaking down around the shop. Without doubt, she's a genius but the public schools around Hardwick aren't exactly designed to help anyone find a way out of Bedlam. She was often bored in classes but while that got some of her cousins and siblings into trouble, Sofía avoided falling in with the local gang, but only because she realized that when money's largely electronic, its pretty easy to move around a few zeroes if you have the means and the know how. Despite her strong feelings on the public right to information and the unfairness of the financial distribution of this country, Sofí has no desire to see people suffer. She'd go full Robin Hood, really, if she wasn't well aware that most of her family, more money would really mean more problems. So, she fixes things, here and there, makes sure that there's enough windfall to keep her large extended family afloat without tipping her hand to her resources, or her skills. About half of her cousins are involved in petty crimes so she's not real eager to help them scale up to the sort of things that get a body killed. Personality & Motivation: Sofí's life choices are about three parts genius to one part stubborn pride. She knows she's very good at what she does, and there's some ego wrapped up in that. Despite her technically criminal endeavors, she's not actually a bad person. Her targets are those that have more than enough, or, in her estimation, don't deserve their good fortune. If the system is inherently broken, then its only fair to change the game. The entire world is full blown Kobayashi Maru in Sofí's book and all she's doing is finding the win. Honestly, Sofí could have left this two-bit town a long time ago but she's a fiercely loyal creature and family is important to her, even if she feels like none of them really even understand or even see her for who she actually is. So, Bedlam remains her home and in-between her cyber-antics, she tries to keep her kin from getting too deep into the trouble that winds its way throughout Bedlam. Powers & Tactics: Sofí is human but can hardly be called normal. Brilliant, she can make technology do all sorts of things that look like something out of an action movie. She has a few small electronic devices that are easily pocketable and function as a small bag of tricks that allow her not only to hack all sorts of electronics, but go above and beyond. Her Multi-Tool represents a few different palm sized items that are easily carried, from a cutting torch that's no bigger than a pocket flash light to the scanning and recording devices that she's installed in her phone. Physically, Sofí works out regularly and trains at the gym in both kickboxing and free-running. If it comes to hand-to hand fighting, she's going to do her best to break and run. She's not a close-in fighter - or really any sort of fighter at all - but she's better off if she can get some distance and use something as a distraction to get away. Power Descriptions: Sofí has no actual powers, at least nothing flashy or noticeable. She's not any sort of meta-human, but she functions at peak human intelligence and has mastered multiple fields through self guided study. There's nothing super natural or magical about it, but its certainly outside of any sort of normal bell curve. The super senses that she does have are to represent her intelligence and what she can glean via her computer skills, as well as Quickness to demonstrate the speed she functions at. I should note that she doesn't possess any supernatural speed and that the Quickness is there to mechanically represent that through her intellect, she can invent devices, build objects and get things done at an astonishing pace. Complications: Mi Familia: Sofía's large and extended family makes their home in Hardwick park so not only does she have to keep them out of her business and what she actually gets up to, she also occasionally has to try and keep tabs on their activities and try to buffer them from the many dangers in Bedlam... without any of them catching onto her antics. Robin Hood: Her morals generally align to righting the unfairness of the social order, a little bit of anarchy and issues with authority combined with the certainty of her own course of actions. She has a code of ethics that dictates her actions. Hack the Planet: Information should be free, if you ask her, and she's both willing and able to put her money where her mouth is on this subject. Her tendency to dump secrets out in the open has made her plenty of enemies, if they could track her down through her aliases. Wanted: L0vel@ce's antics are not legal by a large stretch and if connected back to her actual identity, could cause Sofí to end up in jail, or dead. Lover not a Fighter: Sofí is more used to video games than actual bloodshed, any combat she's been in has been the result of a serious error along the way. She's not going to act like a hardened combat veteran because she's just not that experienced with it. Abilities: 0 + 8 + 8 + 14 + 8 + 8 = 46 PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 16 + 16 = 32 PP Initiative: +4 Attack: +8 Unarmed, +8 Base Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Grapple: +8 Knockback: 4 (2 Flat-Footed) Saving Throws: 3 + 3 + 4 = 10 PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+4 Dex, +3) Will: +8 (+4 Wis, +4) Skills: 124r = 31 PP Bluff 6 (+10) Computers 13 (+20) Concentration 11 (+15) Craft (Electronic) 13 (+20) Craft (Mechanical) 8 (+15) Craft (Chemical) 8 (+15) Disable Device 13 (+20) Drive 6 (+10) Knowledge (Current Events) 3 (+10) Knowledge (Physical Sciences) 8 (+15) Knowledge (Technology) 13 (+20) Medicine 6 (+10) Notice 6 (+10) Search 8 (+15) Sense Motive 2 (+6) Feats: 9 PP Benefit: Wealth Defensive Roll x 4 Eidetic Memory Improvised Tools Inventor Online Research Equipment: Powers: = 52 PP Container 4 (Prodigy) [20 PP] (training) Comprehend 4 (Polyglot; Codes, Languages (Speak One Language, Understand, Read Languages) {8} (training) Comprehend 1 (Computer Savvy; Electronics) {2} (training) Quickness 8 (One with the Code; Flaws: Limited to Software Only) {3}] (training) Quickness 4 (Quick Hands) {4} (training) Super Senses (Speed Reading; Visual; Rapid x 2) {2} (training) Feature (Video Game Historian) {1} (training) Device 1 (Smartphone; Flaws: Easy-to-Lose; Feats: Subtle) [4 PP] Communication 2 (Datalink; Radio 100' range; Feats: Rapid (x10), Subtle 2) {5} Device 2 (Enhanced Earbuds; 10DP Container; Flaws: Hard-To-Lose; Feats: Subtle) [9PP] (technology) Communication Link 4 (Other Earbuds; Radio; Feats: Subtle) [5 DP] ESP (Audio Only; Extra: Simultaneous; Flaws: Feedback, Medium: Other Earbuds; Feats; Subtle) [5 DP] Device 6 (Multi-Tool; 30DP Container; Flaws: Easy-To-Lose; Feats: Subtle) [19 PP] Feature 1(Record and playback Audio, Video, Radio) {1} Multi-Tool Item Array (24DP; Feats: Alternate Power x 5) {29} Base Power: Dazzle 8 (Flash-Bang; Visual/Audio; Extra: Area(cone), Flaws: Range(touch)) {24} Alternate Power: Stun 8 (Taser; vs. Fortitude; Extras: Affects Objects) {24} Alternate Power: Damage 8 (Laser-Cutter; Extra; Penetrating, Linked (+0); Feats: Precise) {17} + Drain Toughness 6 (Laser Cutter; Extras: Affects Objects, Flaws: Objects only, Feats: Precise) {7} Alternate Power: Super Senses 24 (Audio/Radio Scanner; Acute(Audio) 2, Acute(Radio) 2, Analytical(Audio) 2, Analytical(Radio) 2, Radio Sense 1, Ultra-Hearing 1, Extended(Audio 1000') 2, Extended(Radio 1000') 2, Rapid(All Audio x10) 2, Rapid(Radio, x100) 2, Tracking(Radio) 3, Tracking(audio) 3) {24} Alternate Power: Super Senses 24 (Camera Analysis; Analytical(Visual) 2, Penetrates Concealment 4, InfraVision 1, Ultra-Vision 1, Microscopic Vision 2, Direction Sense 1, Distance Sense 1, Rapid(All Visual x100) 4, Extended (Visual 10,000') 3, Hidden Awareness(Visual) 2, Tracking(infravision) 3) {24} Alternate Power: Illusions 8 (Hack the System; Visual/Audio; Extras: Duration: Continuous; Flaws; Limited to Machines, Action: Full Round) {24} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Flash-Bang Touch DC 18 Reflex Dazzle Taser Touch DC 18 Fortitude Stun Laser-Cutter Touch DC 23 Toughness Damage Hack the System Perception DC 18 Will Illusion Totals: Abilities (46) + Combat (32) + Saving Throws (10) + Skills (31) + Feats (9) + Powers (52) - Drawbacks (0) = 180/187 Power Points
  9. Character Name: Red Rat Power Level: 9/15 (216/250 PP) Unspent Power Points: 34 Trade-Off: +4 Attack / -4 DC, +4 Defence, -4 Toughness In Brief: Mutant Super Spy with Soviet Computer in her head. Alternate Identity: Noemi Von Neumann Birthplace: Budapest, Hungary Residence: Bedlam Occupation: Taxi Driver Affiliations: None Family: None (Alive) Description: Age: 70 (Cryogenically frozen for decades) Apparent Age: 25 Gender: Female Ethnicity: Height: 5’8” Weight: 70Kgs Eyes: Green Hair: Blonde Noemi has a Slavic look, with chiselled features. It is not immediately apparent, but her body is in phenomenal shape. Her musculature is well developed. She usually wears glasses and has her hair up, and somehow nobody recognises her as the Red Rat...?! The Red Rat wears close fitting grey spandex and a short Brown-Red Jacket with a Bright Red "Rat" Motif on the back. She carries two super-high tech pistols of Soviet Design. History: Noemi Von Neumann was born into a poor family in Budapest at the height of communist power. As a young woman, she was politically active, and soon joined the underground movement of artists, philosophers, and anarchists who wanted change. She studied a little, read a little, and shouted a lot. And she was caught. A few dozen radicals, including her, were used as human guinea pigs for the Soviets' Super Programme. They were exposed to the virus Darwin-X, a highly unstable and dangerous pathogen. Only Noemi survived. The virus had triggered off something in her, making her body evolve and adapt. Darwin-X was in almost all cases lethal, and if not, then dangerous. Only a few candidates were any good. The Red Rat only knows of herself, but there may have been others. Nicknamed the “Red Rat” (after a lab rat), she was brainwashed. A soviet computer system was installed in her skull, nicknamed “Slave”, complete with cybernetic eyes that replaced her own. The Slave System is advanced, but normal humans are unable to tolerate it. The Red Rat, with her adaptive genetics, was able to bond with it. Now an agent of the Soviet Union, she was put on cryo-stasis until she was needed for certain missions in Europe Over the years she had been awakened a few dozen times, sometimes to upgrade Slave, sometimes to spy. When the Wall came crashing down, the unit handling her disbanded, and she was left for years, untended, unwatched, and asleep in a Berlin Cryo-unit deep underground, until a UNISON team found the old site and awakened her. Playing ball initially, the Red Rat soon went on the run. She had no wish to be anyone’s puppet anymore… Personality & Motivation: Noemi is an easy go lucky personality, who usually talks to her passengers when working, and loves hearing stories. She hits bars, coffee shops, and galleries in her free time, and hangs out with Artists, Poets, and Bohemians. She is basically a woman who likes standing up for, and helping people. However, she is also a militant believer in liberty, and not just in an abstract way. She may not be Patriotic, or Pro-American, but she will defend liberty with a real passion. When Devolved, the Red Rat becomes crude, unmannered, and simple, almost a feral thing. The Devolved Red Rat can be more caring and emotional, and believes itself to be a pure, spiritual thing, unfettered by modernity. It views Slave as a super smart God like figure in its head. Slave views it as an intolerable primitive. When Evolved, the Red Rat becomes egocentric and arrogant, believing itself to be the next stage of human evolution. It has a paternalistic but condescending view on primitive homo sapiens. It does its best to outwit Slave and is nasty to the system. Slave takes on an almost worshipful, sycophantic relationship to the Evolved Form. It is not clear if Slave is actually self aware or just a very well programmed computer system. When the Red Rat is in her normal human form, it speaks to her obediently and mechanically, and keeps interjecting communist propaganda, almost like an information station. Powers & Tactics: The Red Rat is a mutant with the ability to adapt to the environment. A relatively minor power, it also allows her to “evolve” into a weedy but brainy form, or “devolve” into the mirror opposite. It has also allowed her to tolerate the cybernetic system in her head. This gives her advanced visual senses and tactical advice. She had pilfered two high – tech soviet pistols, snub nosed and sleek, that are activated by SLAVE. Whilst they can be destructive, they are spy pistols – firing knockout poison darts, EMP rounds, or non-lethal ammunition, all silently. The Red Rat is in excellent physical shape, partly as she recovers quickly from physical training. She is also an expert martial artist and markswoman, and a highly trained spy. Tactically, she will prefer guile and surprise to a straight up fight. Power Descriptions: The Red Rat's powers are largely unseen. However, when she makes her body adapt to hostile environments, this can be visible; for instance, growing fur, or gills. Her devolved form looks like a primitive Neanderthal, with a large muscular hairy frame and small forehead, whilst her evolved form looks the opposite: a feeble shrunken body and massively enlarged head. Complications: Outlaw: Technically, Noemi Von Neuman is an ex-Soviet Spy and wanted by UNISON for questioning. Slave? The Soviet Computer, in her head, may be called Slave, and may be under her control. Or it may not. Slave is programmed never to harm Russian / Soviet agents or government, and also to filter out (via her eyes), any capitalist propaganda (and replace it with Soviet style propaganda). Things might be invisible to her, or changed. If really pressed, Slave can completely blind Red. It might also be distracting, spouting communist propaganda at her at critical times. Slave could potentially be controlled by Soviet technology, or even hackers. Nuclear Mutations: Radiation sends her powers crazy. Aside from the loss of her mutant powers she can have all sorts of other problems, such as breaking out in green boils, or her mouth sealing over. Split Personality: In her devolved form, Red is crude, aggressive, and unsubtle. In her Evolved Form, Red is arrogant and aloof. Of course, both forms feel that their personality is best, and may be reluctant to change back to her normal form. She cannot sustain her evolved or devolved form indefinitely, fortunately, Taxi Driver: Noemi works for “EZ Cabs” in Bedlam, with a hard nosed boss, “Easy Steve”. Easy Steve has plenty of enemies, and by default, so do his drivers. Abilities: 6 + 12 + 10 + 6 + 2 + 6 = 42 Strength: 16 (+3) Dexterity: 22 (+6) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 26 + 26 = 52 Initiative: +10 Attack: +13 Defense: +13, +7 Flat Footed Grapple: +19 Knockback: -2 Saving Throws: 5 + 2 + 5 = 12 Toughness: +5 Fortitude: +10 (+5 Con, +5) Reflex: +8 (+6 Dex, +2) Will: +6 (+1 Wis, +5) Skills: 92R = 23 PP Acrobatics 4 (+10) Skill Mastery Bluff 8 (+11) Computers 4 (+7) [12 (+15 Enhanced] Skill Mastery Diplomacy 4 (+7) Disguise 4 (+7) (Additional +20 Morph) Skill Mastery Drive 4 (+10) Skill Mastery Gather Information 4 (+7) Intimidate 8 (+11) Knowledge (Civics) 4 (+7) Knowledge (Streetwise) 4 (+7) Knowledge (Tactics) 4 (+7) [12 (+15) Enhanced] Language 4 (English, French, German, Hungarian [native], Russian) Notice 8 (+9) Pilot 4 (+10) Search 4 (+7) Sense Motive 8 (+9) Sleight of Hand 4 (+10) Skill Mastery Stealth 8 (+14) Feats: 25PP Ambidexterity Attractive Benefit 2 (Use Tactics for Master Plan, and to spot Ambush / Feint) Blind-Fight Chokehold Defensive Attack Equipment 15 Evasion 2 Grappling Finesse Improved Disarm Improved Grab Improved Initiative Improved Pin Jack of All Trades Master Plan Power Attack Quick Draw 1 (Draw Weapon) Skill Mastery 1 (Acrobatics, Computers, Drive, Sleight of Hand) Uncanny Dodge (Auditory) Equipment Headquarters: "The Safe House" [26 EP Total] Size Medium [1 EP], Toughness 15 [2 EP], Features: Communications, Computer, Concealed 7 / +40 DC, Defence System / Knockout Gas, Fire Prevention System, Garage, Gym, Hangar [Retractable Helipad], Infirmary, Living Space, Power System, Security System 5 (DC 40), Workshop [23 EP] Vehicle: "The Ratcopter" [42 EP] Size: Large [1 PP] Toughness: 10 [3 EP] STR: 30 [2 EP] Features: Remote Control, Smokescreen [2 PP] Powers: Flight 6 (500mph, Feats: Subtle) [13 EP], Concealment 1 (Normal Hearing, Extras: Continuous, Feats: Selective) [4 EP], Concealment 2 (Radio Senses, Flaw: Permanent) [4 EP], Super Senses 13 (Analytical all hearing, Accurate Radar, Extended Radar, Extended All Hearing, Radio, Ultrahearing, Penetrating Hearing) [13 EP] Total Cost 42 EP Concealable Microphone [1 EP] Multi-Tool [1 EP] Mini-Tracer [1 EP] Alternate HQ (Same type, based in Freedom City and Emerald City) [2 EP] Alternate Vehicle (Same type, base in Freedom and Emerald City) [2 EP] Powers: 6 + 2 + 4 + 14 + 5 + 1 + 5 + 17 = 54 Radio Array (5 PP Array, Feats: Alt Power 1) [6 PP] "SLAVE" BP: Communication 4 (Radio, 1 Mile, Extras: Omni Directional, Feats: Subtle, Flaws: Limited, one way) [5/5 PP] AP: Datalink 2 (100’, Feats: Subtle) linked with Quickness 6 (x100, Flaws: Limited to Computers only) [3+2=5/5 PP] Comprehend 1 (Decryption) [2 PP] "SLAVE" Enhanced Traits 4 (Computers 8, Knowledge [Tactics] 8) [4 PP] "SLAVE" Super Senses 15 (Analytical All Visual, Direction Sense, Distance Sense, Extended All Visual 1, Infravision, Microscopic Vision 1, Radio, Time Sense, Ultravision, X-Ray Vision, Drawbacks: Power loss X Ray Vision [Lead etc]) [14 PP] "Cybernetic Eyes" Adaptation 1 (5 PP of Variable Powers; mainly immunity to environment, Extras: Action 2 [Move], Drawbacks: Noticeable, Power loss 2 [Radiation]) [5PP] “Mutant” Immunity 2 (Aging, Sleep, Flaws: Limited [Half Effect]) [1 PP] "Mutant" Evolution Array (6 PP Array, Feats: Alt Power 1, Flaws: Power Loss 2 [Radiation]) [5 PP] "Mutant" BP: Morph 4 (+20 Disguise, Evolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] AP: Morph 4 (+20 Disguise, Devolved Form, Extras: Duration [Continuous], Feat: Metamorph, Drawbacks: Not clothes [-1], Standard Action [-2]) [6/6 PP] Device 5 (25 DP, Feats: Multiple Weapons 1, Restricted Use 1 [Datalink users], Flaws: Easy to Lose) [17 PP] "High tech pistols" Armaments Array (21 PP Array, Feats: Alt Power 4) [25 DP] BP: Stun 5 (Extras: Range, Feats: Improved Range 2 [250' incr], Progression Range 2 [2500' Max], Ricochet, Subtle) "Taser Bullet" [21/21 PP] AP: Blast 5 (Extras: Penetrating, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’ Max], Ricochet, Subtle) “Rocket Bullet” [21/21 PP] AP: Blast 5 (Extras: Area [Burst], Feats: Improved Range 3 [500’ Total Range, no penalty], Ricochet, Subtle)“Explosive Bullet” [20/21 PP] AP: Fatigue 5 (Extras: Range, Poison, Feats: Subtle) [21/21 PP] “Knockout dart” AP: Nullify 5 (All Electronic Tech, Extras: Alt Save [Fort], Affects Objects, Feats: Improved Range 2 [250’ Incr], Progression Range 2 [2500’], Subtle, Richocet) [21/21 PP] Drawbacks: -2 PP Vulnerability (Radiation; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Rocket Bullet Ranged DC 20 Tough Damage EMP Bullet Ranged DC 20 Fort Nullify Electronics Explosive Bullet Ranged DC 20 Tough Damage KO Dart Ranged DC 20 Fort / Poison Fatigue Taser Bullet Ranged DC 20 Reflex Dazzle (Visual + Radio) Totals: Abilities 42 + Combat 52 + Saving Throws 12 + Skills 23 + Feats 35 + Powers 54 - Drawbacks -2 = 216/250 Power Points
  10. Emerald Spider Power Level: 8 (120/144PP) Unspent Power Points: 24 Trade-Offs: None In Brief: You friendly neighborhood spider hero. Catchphrase: "It is the duty for those that can to protect the weak." Alternate Identity: Peri Pyeng (Secret) Birthplace: Emerald City Residence: Bethlehem Heights Base of Operations: Emerald City Occupation: Air Conditioner Repairs Affiliations: none Family: Mi-yeong Pyeng (mother, deceased), Jin-ho Pyeng (father), Myung-sook Pyeng (Grandmother) Description: Age: 25 (DoB: 25th February 1991) Gender: Female Ethnicity: Korean-American Height: 5'5" Weight: 125 lbs Eyes: Brown Hair: Brown Peri has never really paid attention to her looks often appearing a little unkempt with her hair tied up to keep it out of her way, though she normally keep it short for just that reason. Never being one to follow fashion she chooses her clothes for comfort and utility, often looking like her fashion sense is about ten years out of date. The costume she wears is now is based on the hoodie design that she wore original when Emerald Spider first appeared, though now she wears a hood and goggles to hide her identity and the whole costume is a very dark green rather than the black of her original costume. In addition to the black gloves boot and belt that make up the Spdr Rig she has inlaid over the costume in a web like pattern of fine silver thread that allows greater control of the rigs abilities. History: Every time before she would fly out on deployment Peri's mother would explain to her young daughter that it was the duty for those that can to protect the weak. As it was the last time she left, but an upset young Peri wasn't having it and she shouted at her mother that she didn't care about such stupid things as other more hateful things. Everything that Peri said she can still recall in perfect details, for that flight her mother took was shot down with the lost of everyone on board. The young Peri didn't cry or show any real emotions over her mother death, instead she set herself to make her mother proud in every way she could from this point onward. Already possessing a keen mind she threw herself in her studies paying less attention to the science fields that she loved in favor of the more practical fields of engineering. Whilst she didn't have many friends or go on many dates, she was content to follow this path and was rewarded by the top grade in both her High school studies and her courses at the local university. With such amazing grades there was a clamor of several of the top companies trying to get her to join their company. For once her future looked bright. After her normal careful consideration she went with a small research firm that was trying to develop a device that projected a field that both protected the wearer and allowed them to go almost anywhere, with even limited flight. This snappily named Spdr Rig was being designed to help emergency services reach trapped and injured people for when they couldn't rely on super heroic help. Though she didn't develop the suit herself she quickly made herself invaluable to the team making numerous improvement to the rigs operations, with several other ideas in the planning stage. Indeed the extra hour she put into developing the suit further sealed her fate that set her on the path to become the Emerald Spider. Working one late one night on the systems whilst wearing the rig she discovered that the rig was configured to emit a potentially deadly burst of energy, something that went against the very purpose of the rig in the first place. She should have left it at that and bought up to her supervisors in the morning, but instead she went digging through the companies systems and discovered that the actual purpose of the Spdr Rig was to be used as a weapon and sold to the highest bidder. Whilst she was careful she obviously wasn't careful enough as she was confronted by a group of strangely armored guards the business being a front to for an super-criminal organization. Luckily she was still wearing the suit and managed to escape from the building, without harming anyone in the process, and escaped into the night with the Spdr Rig. Unfortunately for Peri her troubles were just beginning. She awoke the next morning to find the police at her door and she discover that she was blamed for a fire at the company that not only destroyed the place but also claimed the lives of several of the guards. Her lawyer, sent by the evil organization, explained that this would all go away if she would only give them back the Spdr Rig that she had taken. She had never been the best at lying to people but she got lucky that day as she managed to convince them that the Spdr Rig had been destroyed. Though this got her off the hook they still destroyed her reputation such that she found it impossible to find any of the work that she worked so hard to achieve. Still she was a Pyeng and they didn't give up so she got herself back on her feet and got the best job she could. The real question was what to do with the Spdr Rig? The question was answer for her by circumstances and not in the way that she had expected. Whilst checking on the rigs hiding place, and considering destroying it, she spotted a mother and daughter about to be hit by a runaway bus. Without thinking, almost a first for Peri, she leapt in to action to snatch the two up from the path of the vehicle. She thought no more of it until she found that the event had been caught on camera and became she'd become a local hero almost overnight, luckily she'd had the forethought to disguise her appearance by wearing a red kerchief and pulling the hood up on her hoodie. This she realized was a chance to do good in the name of her mother and help people in the alias of who the media had dubbed the Emerald Spider. Personality & Motivation: Peri's entire life has been focus in someway to helping others people, feeling that in this way she honors the memory of her mother. Even though she know it's not her fault she's never been able to shake the guilt of the last things she said before her mother died. This has made her a very stern and serious person with little time to enjoy life, almost everything she does is calmly considered with the pro's and con's carefully laid out. When she's in patrolling as Emerald Spider things are very different she often doesn't have time to consider her actions and has to instead to react to the problems as it happens. This gives her a freedom that allows her to enjoy herself, she had even been know to make the odd quip now and again though she's really not that good at them. Powers & Tactics: Peri's relies on the Spdr rig's enhanced agility to keep constantly moving, making herself a difficult target to hit as can. She will do hit and run tactics, especially on ground base targets, hopefully keeping out of the way of potential danger. This is because even though she keeps herself in good shape, and is a fairly competent at acrobatics, she never been a solid or confident fighter. Power Descriptions: The Spatial Distortion Resonance Rig (Spdr Rig) generates a field that works on a strong and weak atomic forces to either attract or repel the operator from objects around them. The various way that this can be used is done with a series of complicated finger movements, they hadn't had chance to install a better interface. The rig itself consists of a pair of gloves and belt and boots that all work together to generate the field, this had been enhanced by the fine silver mesh she's inlaid throughout her costume, the web pattern forms was just a bonus. The Spdr Rig when active generates a shimmer in the air of a twisting of cords in the air, a visualization of multidimensional superstrings, the solidity of these cords depends on how concentrated that part of the field is currently, from almost hidden by the silver web of her costume for her force field to almost solid for her Spdr Blast. Complications: Don't run on Triple A's: Manipulating the fundamentals of the universe is a little power draining to say the least, at the most inopportune moments her Spdr Rig can sometimes run out of juice making things difficult to say the least. With Great Power: Peri is driver by the memory of her mother to always try and do the right things. She will push herself to her very limits, and sometimes beyond, to try and stop the villains. Can't fool Nana: Whilst Peri has managed to hide her identity in Emerald City from everyone except one, Nana Myung-sook. Nana had seen through her disguise almost immediately and got Peri to confess to the fact. Whilst it's mostly a bonus, giving Peri someone to talk to about her problems, Nana Myung-sook can't help but try to get involved in her granddaughter business putting herself in danger. Superheroin' don't pay the bills: Whilst repairing air conditioning units gives her access to lots of handy skyscrapers it doesn't exactly provide the money necessary for the exotic materials necessary to keep the Spdr Rig running. Abilities: 0 + 6 + 0 + 10 + 4 + 4 = 24PP Strength: 10/16 (+0/+3) Dexterity: 16/22 (+3/+6) Constitution: 10/18 (+0/+4) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 10 = 22PP Initiative: +3/+6 Attack: +6 Base +8 Spdr Blast Defense: +8 (+5 Base, +3 Dodge Focus), +2 Flat-Footed Grapple: +9 Knockback: -3 Saving Throws: 5 + 5 + 4 = 14PP Toughness: +0/+8 (+0/+4 Con, +4 Force Field [Impervious 1]) Fortitude: +5/+9 (+0/+4 Con, +5) Reflex: +8/+11 (+3/+6 Dex, +5) Will: +6 (+2 Wis, +4) Skills: 56R = 14PP Acrobatic 5 (+8/+11) Climb 6 (+6/+9) Computers 5 (+10) Craft (Electronic) 5 (+10) Craft (Mechanical) 5 (+10) Knowledge (Physical Sciences) 5 (+10) Knowledge (Technological) 5 (+10) Language +1 (Korean, English [Native]) Notice 8 (+10) Performance (Percussion) 1 (+3) Search 5 (+10) Stealth 5 (+8/+11) Feats: 10PP Acrobatic Bluff Attack Specialization (Spdr Blast) 1 Dodge Focus 3 Evasion 2 Move-by Action Takedown Attack Uncanny Dodge (Auditory) 1 Powers: 36 = 36PP Spdr Rig 12 (60PP Device, Easy to Lose) [36PP] Damage 7 (Spdr Blast 80 ft Extra: Range Feat: Alternative Powers 3) [19PP] · Snare 8 (Spdr Snare 80 ft Range Feat: Slow Fade (1 minute), Tether) [16PP] · Snare 5 (Area Spdr Snare 50 ft Range, 25ft Area Extra: Area Burst (General) Feat: Slow Fade (1 minute)) [16PP] · Trip 5 (Spdr Lines 50 ft Range, 25ft Area Extra: Area Burst (General) Feat: Slow Fade (1 minute)) [16PP] Enhanced Constitution 8 [8PP] Enhanced Dexterity 6 [6PP] Enhanced Strength 6 [6PP] Flight 4 (100 mph / 880 ft/rnd Flaw: Gliding, Forward Only) [3PP] Force Field 4 (Extra: Impervious 1) [5PP] Super-Movement 4 (Slow Fall, Wall-Crawling 3) [8PP] Super-Sense 1 (Danger Sense - Field Distortion) [1PP] Super-Strength 2 (+10 Str Heavy Load 400 lbs) [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Spdr Blast Ranged DC 22 Toughness Damage Spdr Snare Ranged DC 17 Reflex Snare Spdr Snare, Area Ranged DC 15 Reflex Snare Spdr Trip Ranged DC 15 Trip Tripped Totals: Abilities (24) + Combat (22) + Saving Throws (14) + Skills (14) + Feats (10) + Powers (36) - Drawbacks (0) = 120/144 Power Points
  11. Player Name: Sophistemon. Character Name: Robert 'Bob' Goodman, Jr. Power Level: PL7/8, 105/120PP. Trade-Offs: None. Unspent Power Points: 15 In Brief: An underachieving cable repairman has been transformed into a crime-fighting cartoon. Residence: Freedom City. Base of Operations: Freedom City. Catchphrase: “Now, stop me if you've heard this one before!” Alternate Identity: Punchline. Identity: Secret. Birthplace: Southside, Freedom City. Occupation: Cable repairman. Affiliations: The ACME Cable Company. Family: Orphaned; maintains positive relations with Father David Halloway and Sister Judy Valentine. Description: Whereas Bob Goodman was disappointingly average in almost every way imaginable, Punchline is a technicolor nightmare with ivory skin, dark blue hair, bright red lips, and yellow eyes. He wears an eye-popping, garishly colored costume of deliberately clashing orange, green, and purple. Age: 25 (as Robert Goodman) / 3½ (as Punchline). Apparent Age: Mid twenties. Gender: Male. Ethnicity: Caucasian. Height: 6'1”. Weight: 200lbs. Eyes: Yellow. Hair: Blue. Power Descriptions: Punchline is no longer a man of flesh and blood, but a cartoon brought to life; as such he possesses extreme physical resiliency and recuperative abilities. He is capable of pulling objects out of thin air, teleporting short distances, and altering his appearance to disguise himself as other people. Finally, his laughter is somehow capable of driving nearby listeners temporarily insane. History: Bob's boring little life ended three and a half years ago on the night he drove into the city to repair a cable antenna in the middle of a thunderstorm. Predictably, he was struck by lightning and his spirit was conveyed through the airwaves and spread throughout the informational infinity that is television. He emerged on the other side, reformed and better than ever, as the pugnacious Punchline! Personality & Motivation: Punchline is a frenetic maelstrom of manic energy, always moving and hamming it up, almost incapable of sitting still. He relishes the thrill of adventure and his powers allow him to find gleeful excitement in what would otherwise be dangerous situations. More than anything else he loathes having to disguise himself as the infuriatingly boring Robert Goodman, but the dead man's job affords him food to eat and a warm place to sleep, both of which remain necessities for now. Powers & Tactics: Punchline likes to use his disguises to get up close to his enemies without arousing suspicion, at which point he can drop the act and take them by surprise. When facing multiple opponents or a single, more dangerous enemy he will let loose with a peal of earsplitting laughter that can afflict everyone nearby with debilitating euphoria, generally allowing the battle to turn in his favor. Complications: Enemy: He is currently fighting an ongoing prank war with Boss Moxie and his notorious Toon Gang. Reputation: Not everyone loves a clown, and his appearance can be met with groans – if not hostility. Responsibility: Although he absolutely hates it, he needs to keep his job at the ACME Cable Company. Secret: It's currently essential to keep his civilian identity of Robert Goodman a closely guarded secret. Abilities: 4 + 6 + 6 + 4 + 6 + 4 = 30PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +7 (+3 Base, +4 Improved Initiative) Attack: +5 Melee, +5 Ranged Grapple: +7 Defense: +7 Base, +3 Flat-Footed Knockback: -3 Saving Throws: 3 + 4 + 3 = 10PP Toughness: +7 (+3 Con, +4 Force Field) Fortitude: +6 (+3 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +6 (+3 Wis, +3) Skills: 44R = 11PP Acrobatics 4 (+7) Bluff 4 (+6) Craft: Electronics 4 (+6) Diplomacy 4 (+6) Gather Information 4 (+6) Investigate 4 (+6) Knowledge: Technology 4 (+6) Notice 4 (+7) Search 4 (+6) Sense Motive 4 (+7) Stealth 4 (+7) Feats: 10PP Beginner's Luck Dodge Focus 2 Elusive Target Fearless Improved Initiative Jack-of-All-Trades Luck 2 Uncanny Dodge: Auditory Powers: 27 = 27PP Dimensional Pocket 1 (Flaw: Storage Only) [1PP] Base Power: Force Field 4 [5PP] Alternate Power: Morph 2 (Broad Group: humanoids) [4/4PP] Regeneration 10 (Bruised 3, Injured 6, Resurrection 1) [10/10] Base Power: Teleport 3 (Extra: Accurate; Flaw: Short-Range; Feat: Change Direction, Change Velocity) [11PP] Alternate Power: Damage 5 (Feats: Accurate, Mighty, Variable Physical) [8/8] Alternate Power: Damage 6 (Extra: Ranged; Flaw: Full-Round Action; Feats: Accurate, Variable Physical) [8/8] Alternate Power: Emotion Control 7 (Extras: Auditory Perception, Selective; Feats: Mind Blank, Reversible; Flaws: Happiness Only, Range 2; Drawback: Noticeable) [8/8PP] Drawbacks: (-3) = -3PP Vulnerable – Electromagnetic Interference (Very Common; Minor) [-3] Attacks with the Electric, Magnetic, and Radiation descriptors are more capable of damaging Punchline than other types of damage. Due to the disruptive effect that they have on the signal that makes up his body, any wounds inflicted by these descriptors can cause drastic changes to his appearance and personality. These changes can be expected to persist until the wound has fully healed. DC Block ATTACK RANGE SAVE EFFECT Damage 7 Touch DC22 Toughness (Staged) Damage (Any Physical) Damage 6 60ft. DC21 Toughness (Staged) Damage (Any Physical) Emotion Control 7 35ft. Radius DC17 Will (Staged) Combat Ineffectiveness Totals: Abilities (30) + Combat (20) + Saving Throws (10) + Skills (11) + Feats (10) + Powers (27) - Drawbacks (-3) = 105/120 Power Points. Power Notes Morph: Confers a +10 bonus to disguise; limited to humanoids. Regeneration: Bruises and Injuries heal at one per round without rest; Resurrection once per week. Teleport: Confers a movement speed of 300ft per Move Action; disallows Long-Range teleportation. Damage: Variable Physical allows the choice of Bludgeoning, Piercing, or Slashing damage per attack. Emotion Control: The subject is giddy, suffering a –2 on attack rolls, defense, and checks. Failure by 10 or more means the target is overcome with euphoria, helpless and unable to take any actions. Miscellaneous Notes Jumping: Running Jump 12ft.; Standing Jump 6ft.; High Jump 3ft. Throwing Distance: 175lbs. 5ft.; 10lbs. 25ft. Carrying Capacity: Light 58lbs.; Medium 116lbs.; Heavy 175lbs; Max 350lbs.; Push/Drag 875lbs.
  12. Character Name The Handyman Power Level: 10/12 (180/180) Unspent Power Points: 0 Trade-Offs: None In Brief: Teleporting Ex-crook turned AEGIS agent. Catchphrase: “I’ll take that…” Alternate Identity: Sebastian Black Birthplace: Freedom City Residence: Various (Freewheeling Agent) Occupation: AEGIS agent, Gambler Affiliations: AEGIS Family: Amber Black, Sister (Jazz Singer), Ace Black, Brother (Marine), Daisy Black, Mother (Elderly and Infirm) Description: Age: 32 Apparent Age: 32 Gender: Male Ethnicity: Caucasian Height: 5’10” Weight: 75Kgs Eyes: Blue Hair: Black The Handyman, as an AEGIS agent, wears a black fedora, coat and costume. He wears an eye-mask to conceal his identity. This is unusual for an AEGIS agent, but done so that nobody recognises him as an ex-crook. He is a man in reasonable, but not exceptional, physical shape. History: Blessed with nimble fingers, sharp mind, and smooth tongue, Sebastian Black soon became a gambler, a cheat, and a thief. He was pretty good at it, and amassed a small fortune. He also amassed a Quantum Field Gun, an experimental weapon stolen off a Russian scientist. The QFG was very effective, but also completely unreliable. When Sebastian tried to use it, it blew up in his face. The field generator did not do his brain any favours (and in fact has given him epilepsy), but allowed him the ability to generate quantum entanglement fields himself – namely, teleportation abilities. Flush with the disorientation of his accident and his new powers, Sebastian was busted by Foreshadow II. Faced with either a long jail sentence, he agreed to undergo intensive, experimental physical and mental rehabilitation with AEGIS. Personality & Motivation: The Handyman is actually a people person. He likes people, talking, friends, and is naturally inclined to look after them. Broadly. He also has compulsive lying, stealing, and cheating behaviours. Experimental hardcore AEGIS psychological “rehabilitation” has made him unquestioningly loyal to AEGIS, the government and the military. This has left him with slightly paranoid and suspicious traits. Powers & Tactics: The Handyman can cause specific local quantum field effects. He can teleport himself short distances. He can also teleport distant things into his hands, either to disarm people, grab objects, or even take out chunks (damaging them). With concentration, he can even teleport air into his hand, suffocating his opponent. His “accident” has also rendered him naturally superhumanly resilient to harm, although not impervious to it. Aside from his acquired power, the Handyman is a skilled thief and conman, and has additional AEGIS operative training. He is also a skilled marksman, and can throw things like playing cards with great force. Whilst the Handyman likes to deceive, negotiate and steal to solve problems, in a fight he will try to maintain mobility, teleporting around, and will always disarm opponents who carry dangerous objects. If needs be, he will throw his playing cards at opponents. Whilst an able hand to hand fighter, he will avoid such fights if he can. Power Descriptions: The Handymans teleportation powers make an audible “pop” sound with a slight smell of ozone at the point of departure and arrival. Complications: Kleptomaniac, Gambler, and Cheat For all his rehabilitation, the Handyman is obsessive-compulsive in all these areas. He might not do major crimes like bank robbery, but he fights urges to pickpocket, gamble, and cheat at cards all the time. Whilst there is some acceptance (due to his value and mitigating circumstances) of these crimes, it can still land him in hot water. Psychological Programming As a result of his intense and experimental psychological treatment, the Handyman is unquestioningly loyal to AEGIS and (to only slightly less intensity) the Government, the State, and the Military. Due to his other psychological problems, it does not apply to the Police. Nevertheless, this programming could be used against him by deceptive or cunning individuals (or groups), especially if they have appropriate psychology training or access to his AEGIS medical records. History / Secret ID / Mask Back when the Handyman was plain old Sebastian Black, he scammed and cheated (or even fairly beat) a lot of rich and powerful people. If they recognise him, they might be ill disposed or malignant. This list might include heads of state, royalty, businessmen, or criminals. It is for this reason that the Handyman wears a mask. His actual ID can be found out (not easily, but certainly with effort). The flip side is that whist he wears a mask, he might be treated with suspicion regarding his AEGIS agent status. Point and Click Due to the explosive nature of his power acquisition, the Handyman has a psychological block on his powers. He must point his finger and click his fingers, like a play gun, in order to teleport somewhere, or teleport something into his hand. Epilepsy the Handyman has acquired epilepsy. This is normally controlled by medication, but if deprived of his twice-daily dose, or exposed to other pro-convulsant effects (like flashing lights or large doses of caffeine), it might resurface, especially at times of stress. Scrambled Brains If exposed to Quantum field effects again, his brain can get scrambled (as it was when he had his accident). “Quantum” descriptor effects (other than his own powers, unless, plausibly, he uses them excessively) might cause confusion, panic, distraction, or a seizure. Abilities: 2 + 12 + 2 + 6 + 4 + 6 = 32 Strength: 12 (+1) Dexterity: 22 (+6) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 20 + 20 = 40 Initiative: +6 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +11 Knockback: -5 Saving Throws: 5 + 4 + 6 = 15 Toughness: +10 (+1 Con, +9 Protection) Fortitude: +6 (+1 Con, +5) Reflex: +10 (+6 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 96 R = 24 PP Bluff 12 (+15) Computers 4 (+7) Diplomacy 4 (+7) Disguise 4 (+7) Skill Mastery Drive 4 (+10) Skill Mastery Escape Artist 4 (+10) Skill Mastery Gather Information 4 (+7) Intimidate 4 (+7) Investigate 4 (+7) Knowledge (Behavioural Sciences) 4 (+7) Knowledge (Civics) 4 (+7) Knowledge (Current Events) 4 (+7) Knowledge (Streetwise) 4 (+7) Language 2 (English [Native], French, Spanish) Notice 8 (+10) Search 4 (+7) Sense Motive 8 (+10) Sleight of Hand 14 (+20) Skill Mastery Feats: 10 PP Benefit 1 (AEGIS clearance) Equipment 1 Precise Shot 2 Skill Mastery (Disguise, Drive, Escape Artist, Sleight of Hand) Throwing Mastery 5 Equipment – 5 EP (AEGIS agent stuff) Binoculars [1 EP] Concealable Microphone [1 EP] Lock Release Gun [1 EP] Mini-Tracer [1 EP] Pack of Playing Cards [0 EP] Masterwork Cellphone [1 EP] Powers: 9 + 42 + 10 = 61 Protection 9 [9 PP] Quantum Field Array (40 PP Array, Feats: Alt Power 2) [42 PP] BP: Teleport 10 (Extras: Attack [Reflex], Quick Use*, Perception Range [+2], Flaws: Limited [Teleport into his hand only]) [40/40PP] “Into the hand” *Quick Use: By taking a full round action, the Handyman can teleport something into his hand, and, if successful also use it (most typically, initiating a grapple, or attacking with the equipment or device). AP: Damage 10 (Extras: Penetrating, Perception) [40/40 PP] “Take a chunk” AP: Suffocate 10 (Extras: Perception) [40/40 PP] “Suck out the air” Teleport 10 (1000’, Flaws: Short Range) [10 PP] Drawbacks: 2 PP Vulnerability (Fear and Intimidation Effects; Frequency: Common; Intensity: Minor [+1]) [-2PP] “Rehabilitation trauma” DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Teleport Perception DC 25 Reflex Teleported Damage Perception DC 25 Toughness Damage Suffocate Perception DC 25 Fort Suffocation Playing Cards 10’/50’ DC 20 Toughness Damage Totals: Abilities 32 + Skills 24 + Feats 10 + Powers 61 + Combat 40 + Saves 15 – Drawbacks 2 = 180/180 PP
  13. Power Level: 10/13 (152/208PP) Trade-Offs: None Unspent Power Points: 56 In Brief: Avian Prince and weaponmaster gets sent to Claremont as a show of good faith. Residence: Claremont Academy Dorms, The Aerie Base of Operations: Claremont Academy Catchphrase: - Alternate Identity: Jann Fa-Re (known) , Jann Lo-Nah (actual) Identity: Jann Fa-Re is public, the fact he is actually Jan Lo-Nah is secret Birthplace: The Aerie Occupation: Student, Weaponmaster, Prince Affiliations: Claremont Academy, The Aerie Family: Ta Lo-Nah (mother), Va Lo-Nah (older sister), On Lo-Nah (older brother) Description: Age: 17 (DoB: 2000, 1st of January) Apparent Age: Mid-teens Gender: Male Ethnicity: Avian, Caucasian with really pale skin Height: 6’4’’ Weight: 90 lbs Eyes: Green Hair: Black Jann is a rather average looking teenager when it comes to looks. He keeps his hair at a short to medium length, and usually is completely shaved. His face, like the rest of his body, is fairly sleek, it’s features rather pointy. His frame quite thin, while also sporting a fair amount of muscle. The wings on his back, similar to those of a stork, and the talons that are part of his hands and feet clearly identify him as avian, and he does not try to hide this fact. His everyday clothes generally are those provided by the academy, hoodies and varsity jackets in the colours of the centurion, t-shirts for when the weather’s too hot. When going out into the city he will usually wear either his armor, or a variety of plain grey, black and white clothes. He can usually be seen wearing headphones, either wearing them on his ears and listening to music, or wearing them around his neck in case he is talking to somebody or sitting at school. A gold necklace with a small emerald and a golden bracelet worn on his right arm finish off his outfit. Power Descriptions: Jann’s Wings, clearly marking him as an Avian, are similar to those of a stork, the top feathers white, the bottom black. His armor has gotten an upgrade recently, changing its look rather radically. While before it was best described as an armored vest, the most recent upgrade added sleeves (something Jann isn’t too happy with personally), and small boosters on the back, to be used for the armor’s afterburners, allowing Jann to reach incredibly speeds for very short moments. While he’s gotten used to wearing it, he has some trouble concealing the armor, no longer being able to simply wear something over it and have it blend in perfectly. Meanwhile, when fighting, he just uses whatever he has on him or is in the environment. He always carries an extendable quarterstaff, but can use whatever could hypothetically used as a weapon. Recently, he has also started to focus his training around the use of a Kopesh, but he still uses whatever he can get his hands on to fight. History: “Every 10th generation there shall be a great warrior born to the rulers of the aerie.” So says a prophecy, passed down between generations. Jann Lo-Nah is the proof that sometimes, prophecies come true. Born to the ruler of the aerie, Ta-Lo-Nah, as her third child. Jann’s childhood was not luxorious, but certainly good. He learned from many, his own mother, his older siblings, and some supers who visited. Any time he would be taught about a new way to fight, it didn’t take long for him to learn it, and soon after he would achieve full proficiency. When he was 12 it was decided that as a show of good relations between the Aerie and the Freedom League, Jann would attend Claremont Academy once he was of the right age. There, he would also be able to be taught by many great warriors, able to learn more exotic ways of combat. It would also help ease the relations between the Freedom League and his mother. They weren’t always on best terms, after all. So, Jann spent the next four years preparing for Claremont, learning English, and trying to already learn as much of the curriculum as possible. He wasn’t as good at learning books as he was at learning how to use weapons, so a bit of a lead would come in handy. And when it was time to head for Claremont, so Jann did. Under the fake identity of Jann Fa-Re, to not attract too much public attention. Only his family, the Freedom league, some members of the American government and the Headmaster of Claremont know of him actually being Prince Jann Lo-Nah. As a gift from the League, he received a prototype armor, made to enhance one’s physical capabilities without encumbering them too much. It would also prove to both protect and track him, to make sure he did not do anything that could lead to an international incident, with him being a prince, and son of a wildcard super, a real possibility. Personality & Motivation: Jann does not have a whole lot of motivation, really. He enjoys fighting, and he enjoys learning, but he also knows that he is essentially forced to do what he is doing. And also that he is just a really fancy, hidden and minor piece in the great game of world politics. He just wants to enjoy his time at Claremont, fight some baddies, and have fun. He knows that whatever will come after this will be difficult, exhausting, and probably not suited for him. He can be quiet, contemplating and on the sad side, but also excited, joyful and energetic, and he himself isn’t sure what decides which it is. Once in combat, he forgets all of this and simply enjoys himself, moving, attacking and dodging like it's the only thing on his mind. Powers & Tactics: Jann’s tactics are fairly straight forward: Hit ‘em where it hurts most. He’s fairly skilled at combat and knows this, acting confidently, sometimes biting off more than he can chew. He uses his vast weapon skills and physical strength to pick up just about anything and potentially turn it into a weapon. While his weapon of choice is the quarterstaff, a few of which he carries on him at all times thanks to them being able to extend, but in a longer fight he will probably use at least one piece of furniture to smack somebody with. Complications: The prince and the Pauper: For his own Safety, Jann’s actual identity as a member of the ruling family of the Aerie is kept a secret. To everybody else he simply is Jann, avian weaponmaster. He isn’t quite accustomed to being treated as one of many yet, and it might lead to complications if he feels he is being treated unfairly. Sins of the Mother: Jann’s Mother, Ta-Lo-Nah is not only the ruler of the aerie, she has also fought against and alongside various heroes. She herself fights for what she believes is right, which might put her against heroes and villains both, and somebody might even attempt to use her family to get an advantage. International: Jann was sent to Claremont as a sign of good faith. If he were to get seriously injured, it could easily cause a diplomatic incident, and Jann would be forced to pick sides. This means people in the know might hesitate to allow him anything that could cause him any danger, thus causing conflict between them and him. The Mother Tongue: English is not Jann’s native language. While he has few problems talking in everyday life, his knowledge of the language breaks apart as soon as it enters any field of speciality that isn’t related to weaponry. He also has a rather thick accent, which might put off some people. Freedom Bird: Jann is an avian. It’s pretty obvious, he has wings sticking out of his back at all times. And talons. Some humans might be put off by him, avoid him, or even consider him a threat because of it. Fate and Destiny: As the product of an ancient prophesy a lot of expectations are placed on Jann. He usually wishes this wasn’t the case. While he will most likely never have to lead the Aerie, due to only being third in line and only in case of his siblings not taking up their duties, the Aerie’s armed forces expect Jann to join them, and later lead them as soon as he is done studying abroad. Really, Jann just wants not to deal with all this destiny stuff and carve his own path. High up North: The aerie is placed inside the arctic circle. Jann is used to the cold weather that comes with it, and the heat that can come with living closer to the equator still takes it’s toll on him, especially during summers. Power is Nothing: Jann’s powers are very subtle. In fact, some might say he has none. He is incredibly talented with all kinds of weapons, but those powers are neither flashy or loud. He’s just good at fighting. Some supers might consider him unfit due to this. Stack of Weapons: Jann carries around a multitude of weaponry on him at almost all times, and is able to use almost everything he can reliably pick up and lift as one. Still, there may be situations where he has been disarmed, and cannot use anything in his environment to fight (for example in an empty corridor), leaving him as simply a somewhat skilled martial artist. Abilities: 14 + 10 + 10 + -1 + 0 + 0 = 33PP Strength: 24 (+7) Dexterity: 26/20 (+8/5) Constitution: 20 (+5) Intelligence: 9 (-1) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 26 + 10 = 36PP Initiative: +8/5 Attack: +13 Melee, +13 Ranged Grapple: +20/22 Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Knockback: -3/-2 Saving Throws: 0 + 0 + 4 = 4PP Toughness: +7/5 (+5 Con, +2 (B.R.D Armor)) Fortitude: +10/5 (+5 Con, +5 Armor, +0) Reflex: +12/5 (+5 Dex, +3 Armor Dex, +4 Armor, +0) Will: +4 (+0 Wis, +4) Skills: 56R = 14PP Acrobatics 12 (+20/17) Concentration 4 (+4) Escape Artist 5 (+13/10) Language 1 (Avian [Native], English) Notice 10 (+10) Sense Motive 8 (+8) Stealth 8 (+16/13) Survival 8 (+8) Feats: 25PP Accurate Attack Acrobatic Bluff All-Out Attack Ambidexterity Beginner’s Luck Blind-Fight Dodge Focus 8 Evasion 1 Elusive Target Fearless Instant Up Luck 2 Move-by Action Power Attack Quick Draw Takedown Attack 1 Uncanny Dodge 1 (Visual) Powers: 3 + 3 + 16 + 20 = 42PP BP: Flight 2 (Feats: Alternate Power 1; Drawback: Power Loss (When wings are restrained, Does not work in water)) (genetic) [3PP] AP: Flight 4 (Drawback: Drawback: Power Loss (When wings are restrained, Does not work in water); Flaws: Limited (Only downwards at a steep angle) Super Senses 2 (Extended Vision (Normal Vision), Low-Light Vision; Feat: Innate) (genetic) [3PP] Device 4 ((B.R.D Mk IV Armor); Hard to Remove [20DP]) (all technology) [16PP] Protection 2 [2/20DP] Enhanced Dexterity 6 [6/20DP] Enhanced Fortitude 5 [5/20DP] Enhanced Reflex 4 [4/20DP] Flight 2 ((To 4/6 total); Feats: Triggered (Next Turn); Flaws: Fades; Drawback: Power Loss (When wings are restrained, Does not work in water)) [1/20DP] Super-Strength 2 (STR 34 (Heavy Load: 1.2 tons; Feats: Slow Fade 1 (5 turns); Flaws: Fades) [2/20DP] Weaponmaster Array (16PP, Alternate Powers 4) [20PP] BP: Damage 0 ( Extras: Autofire 7; Penetrating 4 ; Feats: Mighty, Extended Reach 1 (10ft), Improved Critical 2, Precise) [16/16PP] AP: Stun 7 ( Extra: linked to Damage ) + Damage 0 ( Feat: Mighty, Precise; Extra: Linked to Stun ) [16/16PP] AP: Trip 7 (Extra: Knockback) linked to Damage ) + Damage 0 ( Feat: Mighty ; Extra: Linked to Trip ) [15/16PP] AP: Damage 7 ( Extra: Range [Ranged]; Feat: Improved Critical 2 ) [16/16PP] AP: Snare 7 (Feats: Precise, Ricochet) [16/16PP] Drawbacks: (-2) + (-0) = -2PP Minor Vulnerability (Fire) DC Block ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 22 Tou Damage Standard Attack Touch (+10 ft.) DC 22 Tou Damage Stun Attack Touch DC 17 Fort Stun Linked DC 22 Tou Damage Trip Attack Touch STR/DEX vs. Power Tripped Linked DC 22 Tou Damage Ranged Attack 70 ft. DC 22 Tou Damage Snare 70 ft. DC 17 Ref Snared Totals: Abilities (33) + Combat (36) + Saving Throws (4) + Skills (14) + Feats (25) + Powers (42) - Drawbacks (2) = 152/208 Power Points
  14. In Brief: Huntress dresses like Moon Knight, after going to K'un L'un to learn how to control the Daredevil powers she got from Captain America's super-serum. Player: ShaenTheBrain Character: Mister Strix Power Level: 13 (10) Tradeoffs: None (+2 Attack / -2 Damage [Melee], +1 Attack / -1 Damage [Ranged], +2 Defense / -2 Toughness) Power Points: 193/193 Unspent Power Points: 0 Veteran Rewards: Bronze: Additional character slot at PL12/180PP (Mister Strix) Silver: 5PP of free Equipment ranks for Mister Strix, 10PP of Equipment/Minions/Sidekick unclaimed Residence: An outwardly modest townhouse, with a heavily modified and fortified interior, in the Southside neighborhood of Freedom City. Base of Operations: The bunker hidden under his townhouse. Alternate Identity: Brian Markus Brubaker Identity: Secret Birthplace: Freedom City, New Jersey, USA Occupation: Freelance Transcription Writer and Translator Affiliations: Shambala Temple (former student), Freedom City University (former student) Family: Franklin "Frank" Brubaker (Father, Estranged), Ann Miller-Brubaker (Mother, Deceased), Wade Brubaker (Younger Brother, Deceased), Valerie "Val" Nocenti (Ex-Girlfriend) Catchphrase: "..." Description Age: 27 (DoB: 1989) Apparent Age: 27 Gender: Male Ethnicity: Caucasian (Germanic descent) Height: 6ft 3in Weight: 250 lbs. Eyes: None (Grey prosthetics) Hair: Blonde 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" (a holdover from his yuppie/preppie upbringing), and he wears the dark sunglasses and wields the white cane which universally mark him as a blind man. Aside from his blindness, he is in perfect health. Power Description Thanks to the DNAscent process, all of Brian's physical abilities are just outside the normal human range. His strength, speed, endurance, and agility are all slightly higher than what any normal person could achieve, and unlike athletes without super-powers, his body is optimized for all physical activity. For example, he can sprint and run long distances equally well, while a normal human needs a very different body type to excel at either activity. 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 hold a pistol in his hand and know exactly how many bullets are in it by how heavy it feels. 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 carress an object gently enough to feel any fingerprints left on it without disturbing them, and he can perceive enough detail to compare them to other prints. His nose acts as a gas chromatograph mass spectrometer, able to distinguish the chemical makeup of a substance by the smell of its molecular components. In essence, his hyperkeen senses turn him into 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 momentarily "see" it, with the waves of different frequencies and different decibel levels of sonic energy appearing to him as differently-colored and sized lines, coating and illuminating the space and/or objects around them. Scents appear in his mind's eye as translucent clouds of mist or smoke, 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 would with sound. As he moves closer to the source of the scent, it becomes measurably "louder" to him. The DNAscent process not only enhanced Brian's original senses, but provided new ones as well. His brain has been altered to include a disk similar to a whale or dolphin's melon, which emits waves of ultrasound in all directions, receives the reflected waves after they bounce off of surrounding objects, and interprets the results. This allows him to "see" in all directions at once, though he focuses on one roughly 180-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 in black, white, and various shades of grey, with the "color" dependent upon the physical surfaces and contours of the objects around him, and their relative distance from him and from each other. For example, he would perceive the bricks and grout of a wall as different shades of grey, with no correlation to their actual color in the visual light spectrum, and he would not perceive chalk drawings or spraypaint at all, unless the paint was thick enough to form a layer visible to the naked eye. The echolocation is far more advanced than that of any existing animals or technological devices, granting him acuity roughly on par with human vision in the visible light spectrum. He can turn his echolocation "off," in a manner similar to how a human closes their eyes. While it is active, anyone capable of perceiving ultra-sound can detect the waves emanating from his brain and the echoes returning to it. History Brian Brubaker never saw things 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 boostraps." Ann Miller was a minimum-wage kid who hitched a ride out of the trailer park as soon as she could pass for 18. They were young and hungry, willing to do whatever it took to get ahead. By the time their first child was born, Brubaker Imports was one of Freedom City's most prominent shipping empires, moving just about anything that needed moving to just about anywhere in the world. Their kids grew up in a penthouse and went to private schools. But Frank always stressed the importance of hard work. His kids weren't going to have a free ride. They were going to work for everything they had, just like he had. Brian idolized his father, and spent every waking moment striving to earn his pride. He got near perfect grades, tried out for every sport, auditioned for every play, took after-school jobs and summer internships. Brian was 20, home from his sophomore year of university, the day he saw his family for the last time. His mother and little brother were already waiting in the limo. Brian was running down the driveway when the driver turned the key. They were going to pick up Brian's father on the way. They didn't make it. The ignition switch set off the car bomb. Ann and David were blown to pieces. Shrapnel shredded Brian's eyes and left deep cuts in his face. 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. Frank Brubaker's life was a lie. When recounting his family history, he'd neglected 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 "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. 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), they were able to quietly build up and then quickly fill a niche. These days, 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 into domestic slavery. Some are given to The Labyrinth to become test subjects for the DNAscent process. 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 submitting him to the DNAscent process. As far as the Labyrinth scientists were aware, the treatment failed. Brian's body was enhanced just past the peak physical condition for a normal human, but his eyes had failed to regenerate. Brian had heard enough 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 enhanced 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 didn't press the issue. Frank was consumed with guilt, a foreign sensation to him. When Brian decided to "study abroad," Frank didn't try to stop him. The school in Spain returned Brian's tuition cheque. He had never shown up. Brian eluded the bodyguards Frank had secretly sent after him before they made it out of the airport. His bank account was emptied, and if the funds were transferred to a new one, it wasn't one Frank's people were able to trace. Brian Brubaker vanished off the face of the Earth. He wandered through Europe and Asia for a time, 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 focus his new senses. They instructed him in the original martial art from which all others descended. They helped to temper his rage. During one of his meditations, he observed an owl plucking a rat off the ground right before that rat broke into a container of stored rice. That incident became a symbol for him, and soon, it would become a symbol for his people. Seven years after he left, Brian Brubaker quietly returned to Freedom City. His father employed thugs, crooked cops, money-laundering accountants, coyotes and snakeheads, all vermin who preyed upon the innocent and the desperate. Brian became a creature of the night who would rid his city of that vermin. He became Mister Strix. Personality Brian grew up as a happy son who idolized his father. Now that idol has fallen farther than he ever thought possible. 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. 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 they will, 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 it's worth saving. But he'll die before he stops trying to save it, because it's his people who corrupt and destroy it, so he owes the world that much. 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-depricating. 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, but it's easy for him to prove them innocent. 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, he'll use jiujutsu grapples. If they fight defensively, focusing on avoiding or parrying, he'll be aggressive, getting inside their defenses quickly and ferociously. Since the Shambala style is the foundation for every martial art on Earth, anyone fighting him is likely to see something familiar, and something 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 owl beaks or talons, to disarm and distract foes at a distance, before closing in to finish the job. Complications Addiction (Caffeine, Painkillers): Brian's enhanced senses cause him 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 automatically inflict conditions like Sickened, to represent the pain caused either by his powers or by medication withdrawal. The GM can also inflict conditions like Fatigued upon Brian to represent lost sleep. 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 are versions of those devices specifically made for blind users. He cannot perceive the level of light in the local area directly. At best, he can guess if he is in close enough proximity to a light source by feeling the heat from it, if it emits significant heat at all. (He can feel the heat from incandescent bulbs, but LED bulbs are difficult at best.) 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 tremorsense 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. He is physically capable of operating a vehicle or heavy machinery, but he cannot obtain a license to do so while maintaining his secret identity. Enemies (Frank Brubaker, The Labyrinth, Katanarchists): Neither Brian nor his father understand the full scope of The Labyrinth. Brian's father is a very small piece in a very big game. Brian's disruption of human trafficking operations has caused him to cross paths with a splinter sect of Katanarchists who have been corrupted by the Schattenwelt, and they now count him among their targets. Family Secrets: His father is a crime lord with good publicity, and his great-grandfather was a Nazi. Lost Love: Brian had a girlfriend in college, Valerie "Val" 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 and subjected to the DNAscent process, turning her into his brainwashed bodyguard and enforcer. The woman 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 ultrasound being broadcast and received 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. 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. Vulnerability (Sensory Overload): A GM can inflict a penalty, or a degree of automatic failure, upon Brian's ability to save against any power effect which overwhelms non-Visual type senses, such as an Auditory Dazzle effect from a loud noise, or a Nauseate effect from noxious gas. Brian may also suffer Damage (or some other attack effect), either automatically or with a failed Concentrate check, just by being in close proximity to the source, target, or area of any power with a relevant sensory descriptor, such as "Sonic." A GM may also require Brian to make a Concentrate check in order to take actions or avoid penalties while in the vicinity of a strong senory stimulus. Abilities 16 + 16 + 16 + 6 + 6 + 4 = 64PP Strength: 26 (+8) (Heavy Load: 1,200 lbs.) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat 8 + 8 = 16PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +12 Melee (+4 Base, +8 Attack Focus), +4 Ranged (+4 Base), +11 Masterwork Throwing Knives (+4 Base, +6 Attack Specalization, +1 Masterwork) Grapple: +20 (+12 Melee Attack, +8 Strength) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-FootedUncanny Dodge Knockback Resistance: 4 ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical, Bludgeoning) Stunning Attack Touch DC23 Fortitude (Staged) Dazed/Stunned/Unconscious Throwing Knives Ranged DC24 Toughness (Staged) Damage (Physical, Piercing) Saving Throws 0 + 2 + 7 = 9PP Toughness: +8 (+8 Con) Fortitude: +8 (+8 Con, +0PP) Reflex: +10 (+8 Dex, +2PP)Evasion 2 Will: +10 (+3 Wis, +7PP)Ultimate Save Skills 148R = 37PP Acrobatics 7 (+15)Skill Mastery Climb 7 (+15)Skill Mastery Concentrate 7 (+10) Craft (Structural) 2 (+5) Disable Device 12 (+15)Skill Mastery Escape 7 (+15)Skill Mastery, Ultimate Skill Gather Information 13 (+15) Intimidate 13 (+15)Skill Mastery Investigate 12 (+15) Knowledge (Streetwise) 6 (+10) Languages 7 (Arabic, Braille, Chinese [Mandarin], English [Native], Italian, Japanese, Russian, Spanish) Notice 17 (+20)Skill Mastery Search 12 (+15) Sense Motive 17 (+20)Skill Mastery Stealth 7 (+15)Skill Mastery Swim 2 (+10)Swimming Feats 39PP Acrobatic Bluff Attack Focus (Melee) 8 Attack Specialization (Throwing Knives) 3 Benefit (Wealth 1) Dodge Focus 8 Equipment 5 (25EP)Veteran Reward Evasion 2 Grapple Finesse Hide In Plain Sight Improved Initiative Improved Ranged Disarm Luck 2 Quick Change (Costume) Quick Draw Skill Mastery 2 (Acrobatics, Climb, Disable Device, Escape, Intimidate, Notice, Sense Motive, Stealth) Stunning Attack Takedown Attack Trance Ultimate Save (Will) Ultimate Skill (Escape) Well-Informed Equipment 5PP = 23/25EP Grapple-Gun Super-Movement 1 (Swinging) [2EP] Masterwork Smartphone (Modified for blind users) [1EP] Medication (Caffeine pills, Painkillers) [0EP] 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: Slow Fade [1 minute], Drawbacks: Full Power, Reduced Range 2 [2 20ft Range Increments / 40ft Max Range]) [2EP] Throwing Knives Damage 1 (10 10ft Range Increments / 100ft Max Range, Extras: Autofire, Range [Ranged], Feats: Masterwork [+1 Attack], Mighty) [5EP] Tools (Disable Device, Investigate) [0EP] Townhouse with Secret Bunker (PL13 HQ) [13EP] Size: Tiny [-1EP] Toughness: +10 [1EP] (Earthquake-Proofing, Bulletproof Windows, Steel Plate Shear Walls Reinforced With Pre-Cast Concrete) Features: Communications, Computer 2 (Masterwork [modified for blind users]), Concealed (+15DC), Fire Prevention System, Gym, Laboratory, Library, Living Space, Power System, Security System 2 (DC25), Workshop [13EP] 2 + 1 + 2 + 5 + 13 = 23/25EP = 5PP Powers 25 + 1 + 1 + 1 = 28PP Enhanced Senses 5 (25PP Container [Passive, Permanent]) [25PP] (Descriptors: Mutation) Immunity 5 (Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] Super-Senses 6 (Danger Sense 3 [Sense Types: Auditory, Olfactory, Tactile], Uncanny Dodge 3 [Sense Types: Auditory, Olfactory, Tactile]) [6PP] Super-Senses 4 (Normal Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Analytical, Extended [100ft Notice Increments]) [4PP] Super-Senses 5 (Echolocation/Ultra-Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Analytical, Extended [100ft Notice Increments]) [5PP] Super-Senses 4 (Normal Smell/Taste [Sense Type: Olfactory, Default Extras: Radius, Ranged], Extras: Acute, Analytical, Extended [100ft Notice Increments], Tracking [1/2 Speed]) [4PP] Super-Senses 1 (Normal Touch [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Analytical) [1PP] Super-Senses 2 (Tremor-Sense [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Ranged) [2PP] 3 + 6 + 4 + 5 + 4 + 1 + 2 = 25PP Leaping 1 (x2, Running Long Jump: 36ft) [1PP] (Descriptors: Mutation, Training) Speed 1 (10MPH / 100ft per Move Action) [1PP] (Descriptors: Mutation, Training) Swimming 1 (2.5MPH / 25ft per Move Action, Can always Take 10 on Swimming checks) [1PP] (Descriptors: Mutation, Training) Abilities (64) + Combat (16) + Saving Throws (9) + Skills (37) + Feats (39) + Powers (28) - Drawbacks (0) = 193/193 Power Points
  15. Requiem Power Level: 10 (150PP) Trade-Offs: +1 Damage, -1 Attack Unspent Power Points: 0 In Brief: Carter Corvin is the third man to bear the title and belt of Requiem, a mantle he has worn for a short time in the grand scheme of things. The purpose of Requiem is and has always been to avenge those spirits who have been wronged... and Carter takes that job very seriously, communicating and investigating with the help of ghostly victims in order to find the villains responsible. Residence: Freedom City, NJ. Base of Operations: Freedom City, NJ Catchphrase: Alternate Identity: Carter Corvin Identity: Secret Birthplace: Detroit, Michigan Occupation: Auto shop/bar owner Affiliations: Family: Mother & Father (Both deceased) Description: Age: 23 (DoB: October 30, 1992) Gender: Male Ethnicity: Caucasian Height: 6'0" Weight: 215 Lbs. Eyes: Pale blue/gray Hair: Brown Carter tends to be the dark brooding figure in the back of a room, making his way around the edges of a crowd. He tends to wear dark clothing, boots, leather jackets, jeans, etc. He spends most of his day and evening in his bar and motorcycle shop he set up with a hefty inheritance. He keeps to himself mostly, focusing on his job. When he’s not working on a bike or attending his bar, he works on his belt and suit, also using the special scanner device that allows him to see and speak with ghosts who have been murdered or otherwise require avenging. He hopes to bring justice for those restless souls, as did his predecessors. When Carter activates the power of Requiem via mental or verbal trigger, his belt buckle flashes a bright green, and a thick black liquid quickly rushes over his skin and clothing, which finally seals over his face, and his solid armor rises and solidifies. This dramatic effect is finalized with the shape on his helmet of a jagged, jack-o-lantern-esque smile lighting up in green to match his belt. His gauntlets bear three large bladed spikes. The top half of his helmet is a solid black visor with antennae coming from a slight ridge down the middle. The bottom half is a lighter metal with a jagged mouth indention. Power Descriptions: Carter's powers are not always visible outside of his armor. The belt's activation is one of the only demonstrations of his superhuman abilities outside of the suit. Even without it however, he shows great athleticism, heightened senses and strength. These only increase upon activation of the belt. History: Carter was born to rock star Eddie Corvin and groupie Shelly O'Landron. At a young age, they moved out east, where his father and mother were both tragically murdered by a group of thugs when Carter was only 10 years old. Carter was found by Hal Owens, a middle aged man who, by day worked as a journalist, but by night, roamed the streets, avenging restless ghosts who had been wronged, using a special device to contact the spirits and dish out justice to those who cause the spirit restlessness. Carter learned of Hal's secret before long, as Hal had chosen him to one day become his replacement. for 10 years, Hal trained young Carter in how to fight and how to upgrade and repair the suit summoned by the belt, which had been given to Hal by his predecessor, Jack O'Landron, Carter's grandfather and the first Requiem. Hal, a great teacher and excellent fighter, unfortunately for Carter, was not the most stable man to roam the earth. He used many harsh tactics to teach Carter the skills of Requiem, and focused largely on prepping Carter for his ultimate brutal revenge on the group of thugs who killed his parents. When Carter was 20 years old, he was allowed to use the belt on his own, which led to him to tracking down those who had wronged him 10 years ago and dealing with them in such a brutal way, a time he does not talk about. Carter's combat prowess and aptitude for dishing out justice led Hal to one day retire from his role as the Requiem. Carter returned to their secret lair to find the belt and a simple note from Hal saying that he was leaving, and that it was now Carter's responsibility to avenge those who have been wronged. This scenario was almost identical to that which had occurred in Hal's assumption of the Requiem belt, in which Jack, the first Requiem, mysteriously vanished. Jack, unlike Hal, had left a positive memory behind him. Carter, now slapped in the face with great power and great responsibility... and no more brutal mentor, decided to head to Freedom City in order to make a new name for himself and for the persona of the Requiem. He sought the city of super powered heroes as the place to find who he truly was, and to escape the teachings of Hal Owens. Even though Hal had not left a positive imprint, Carter was still curious as to why he vanished. Upon rigorous research of the Second Requiem's lair, Carter finally realized that his grandfather Jack was the first Requiem, and that his own assumption to the title was not a coincidence. Neither was the disappearance of his grandfather, much like the disappearance of Hal, or how the origin of the original Requiem was tied to an evil organization named SHADOW. Carter began a rigorous search for the truth in the two years after his move to Freedom. This search yielded only enough information to whet his appetite for mystery. The original Requiem was a detective who took cases for ghosts in order to rest their spirit, who eventually gained a high tech power suit after fighting in WWII and being captured and experimented on by the Axis organization SHADOW. Personality & Motivation: Carter spent his early years watching his parents struggle to support him. His father gave everything but his guitar to feed and support Carter. Even though he was in a popular band, he didn't make much and often hit hard times. After both is parents were killed, Carter came to the assumption that the purely good are always betrayed in the end. As with the previous men to wear the belt of Requiem, Carter's mission in life is to avenge those who have been wronged and punish those who prey on the weak. Carter isn't the most trusting person of all time, as the man who raised him after his parents' deaths had abandoned him, and many record companies had screwed over his father, and many jobs didn't treat his mother fairly. But past his low faith in humanity and mistrust of large corporations, Carter tries to have fun. Sometimes that comes out violently when in costume, as he is known for using laughter and a seemingly crazy persona to intimidate his enemies. Outside of costume, he tends to find an escape in music and playing guitar like his father. As a young man overcoming the depression of his childhood, Carter seeks many other escapes during his normal life besides just playing guitar. Carter is a big fan of motorcycles and going very fast. As a young boy he always wanted to become either a stunt man or some sort of athlete. He took gymnastics and martial arts as a boy. Now having the superhuman abilities implanted in him by his first use of the Requiem suit, Carter likes to go on sprints across rooftops in costume, or driving his bike incredibly fast. The rush of speed has always appealed to him, so much that it could almost be like an addiction. Powers & Tactics: The cybernetic bond the Requiem belt made to his body has allowed Carter superhuman strength, speed, agility, and reflexes. The armor is 'summoned' at will typically. When struck with something of high impact (such as a bullet), green sparks are known to flash out of the suit. The suit allows Carter superior vision as well as hearing. He can see almost 360 degrees around him and hear a whisper a block away. His fondness of listening to music can negate the advantage of hearing, however. Requiem's martial arts training was only expanded on by his mentor, Hal. Beyond that, though, his experience with combat is largely improvised. He tends to deal with lower level criminals with a few quick moves to utterly disable them, but when in combat with many people or a tougher opponent, he is more inclined to whip out something more dramatic that he may or may not have just stolen from a movie or video game. Concept: The third incarnation of Requiem as a concept is the love child of Batman, The Crow, and a Kamen Rider. Personality wise, he flops back and forth from Eric Draven and Matt Murdock. His angst is a personality flaw that comes up from time to time and keeps him from being the clean cut golden age hero that the original Requiem was. At the same time, he's trying to be better than Hal, the second Requiem, who was more like Frank Miller's All Star Batman, mixed with Frank Castle. Complications: 90's angst: Carter suffers from what most characters from the 90's did. He is quite gritty and dark at times, especially when in costume, he assumes the role of an angst-ridden dark avenger. This can easily get in the way of trying to talk to people in costume, and it tends to bleed out into his real life as well, not making him the most charismatic guy around. This can interfere with his social interaction as he also can get a bit of a temper, akin to that of Wolverine. "It seemed like a good idea at the time...": Carter has many God-given gifts such as his aptitude for fighting, his observance, and talent in music. Brilliant planning, however, was not among the gifts given to him. To make up for this, he tends to try things that are a tad ridiculous when observed in retrospect. He focuses too much on intimidation at times, and takes unorthodox measures with very exaggerated finishing moves and complicated execution of rather simple tasks, just for the sake of looking cool. In nothing we trust: Carter has low faith in humanity, and desires to see it change. Good people are constantly being cheated by those with money and power, as he observed in his youth, and as was indoctrinated in him by his mentor. He distrusts large organizations, as they are what seems to be tied to his own harm and the harm of his predecessors. His cynicism could easily cause penalty toward any kind of empathy. Even when he tries to be kind, he could easily say the wrong thing. Shadow of Requiem: The mantle that was left for Carter has a long history, one that he hopes to live up to. Carter goes through a reoccurring existential crisis based on the example set by Hal, and the example of his grandfather Jack, the original. Finding the middle ground between clean cut hero and angsty anti-hero plagues Carter in every choice he makes in costume, sometimes causing him to hesitate or act too harshly. “Music is my LIFE, mom!”: Music is something very important to many people. Most people listen to music fairly regularly, but that would be an understatement for Carter, however. As the owner of a small bar, it is very important to him. He often sacrifices being able to hear what is around him in order to listen to music through his helmet when he fights. This can easily serve as a distraction or hindrance to detecting sounds on occasion. Abilities: 8 + 4 + 8 + 4 + 4 + 0 = 28PP Strength: 32/18 (+11/+4) Dexterity: 20/14 (+5/+2) Constitution: 22/18 (+6/+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 10 + 10 = 20PP Initiative: +9 Attack: +5 Base, +9 Melee (5 Base + 4 Melee Focus), +5 Ranged Grapple: +20 Defense: +10 (+5 Base, +5 Dodge Focus), +5 Flat-Footed Knockback: -6/-3 Saving Throws: 0 + 2 + 7 = 9PP Toughness: +10/+6(+6/+4 Con, +4 from Device/Battle Armor) Fortitude: +6/+4 (+6/+4 Con, 0) Reflex: +7/+2 (+7/+2 Dex) Will: +9 (+2 Wis, +7) Skills: 124R = 31PP Acrobatics 10 (+15) Bluff 5 (+5) Climb 4 (+15) Craft (Mechanical) 12 (+14) Disable Device 3 (+5) Drive 14 (+19) Escape Artist 5 (+10) Gather Information 10 (+10) Intimidate 15 (+15) Knowledge (Arcane Lore) 12 (+14) Knowledge (Streetwise) 4 (+6) Notice 8 (+10) Search 3 (+5) Sense Motive 8 (+10) Stealth 11 (+16) Feats: 20PP Attack Focus: Melee 4 Dodge Focus 5 Equipment 4 * Fearless Improved Disarm Improved Initiative Quick Change Skill Mastery (Intimidate, Drive, Gather Information, Climb) Takedown Attack 2 Equipment: 4PP = 19/20EP Motorcycle (15 Str, 5 Spd, 10 Def, 8 Tough) [9EP] Base: Medium, Toughness 10, Garage, Gym, Living Space, Workshop, Concealed [8 EP] Comm-Link (Free) Power: Super Movement ( Dimension 1 [Ghost Zone]) [1EP] Powers: 12 + 30 = 42PP Device 3: [12PP] (15PP Container, Hard to Lose) (Battle Armor) Immovable 1 [1PP] Protection 4 [4PP] Immunity 2 (Suffocation, all) [2PP] Comprehend [Spirits] [2PP] Super Senses 7 [6PP] (Darkvision, Extended Hearing 2,Awareness 2 [Spiritual – Audio and Visual] ) Nanotech Blood 5.8: (29PP Container, Feat: Innate, [Passive, Permanent], ) [30PP] (Technological) Enhanced Constitution 4 [4PP] Enhanced Dexterity 6 [6PP] Enhanced Strength 14 [14PP] Super Movement 1 [2PP] (Sure Footed) Leaping 1 [1PP] Speed 2 ( 25 mph, 250' rnd ) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Totals: Abilities (28) + Combat (20) + Saving Throws (9) + Skills (31) + Feats (20) + Powers (42) - Drawbacks (0) = 150/150 Power Points
  16. Cassandra Alkaev / Subject 31A Power Level: 10 (150/153PP) Unspent Power Points: 3 Trade-Offs: None In Brief: Super tough amnesiac eager to learn about her past. Catchphrase: “…” Theme: Muse: Knights of Cydonia Residence: Homeless Base of Operations: n/a Alternate Identity: n/a Identity: Public Birthplace: Unknown, possibly eastern Russia Occupation: Freelance muscle Affiliations: None Family: Unknown Description: Age: 3 Apparent Age: Mid-twenties Gender: Female Ethnicity: Russian Height: 5’9” Weight: 150lbs Eyes: Blue Hair: Black, chin length At first glance, Cassandra appears to be a fit but plain woman in her mid-twenties. Her clothing is typically mussed and obviously from the cheaper section of a thrift store. She wears no cosmetics and sports a plain chin-length hairdo. She has a tattoo just below her right clavicle that says “31A” in plain block script. Power Descriptions: Cassandra’s physiology was designed to allow her to endure the stress of manipulating the fundamental forces of the universe. But before she could receive any training, she escaped the facility where she was created. She manifests these abilities only in brute force applications that stem from her desire to avoid situations that trigger her claustrophobia. Her Quantum Manipulation array represents this and manifests in ways that reflect the crude way she applies her abilities. Strike: Cassandra’s fists become surrounded by a rippling red-orange energy field. Her unarmed strikes then hit with a flare of concussive force. Flight: Her entire body emits the same red-orange flare which blooms behind her when she moves. History: Unbeknownst to Cassandra, she was created in a lab in eastern Russia. A rogue group of Russian military scientists sought to make living weapons and genetically engineered human experiments to test their theories. In at least one case they were successful. Cassandra’s enhanced physiology allows her to achieve the goal of the project. She can withstand the stresses generated by manipulating matter on a quantum level. Fortunately for Cassandra, something went wrong and she escaped before she received any sort of behavioral controls or training. As a result, she has no memory of her early life and no idea how her powers function. Cassandra remembers nothing before waking up in an alley three years ago in Vladivostok. Finding herself dressed in the scraps of medical garments in a port city alley was a quick way for her to learn just how strong and tough she was. Demonstrating this was enough to get some quick attention from locals in need of protection. They took her in and taught her basic social skills while she kept them safe from the local gangs. Cassandra took work where she could find it. With no expertise in anything but giving and receiving punches, her career options were limited. She worked primarily as freelance muscle, but also took jobs collecting debts and prize fighting. Eventually, she learned of a place where things were different: Freedom City. She dedicated all her efforts toward reaching the place she came to associate with her hope for a new life. Cassandra eventually saved enough money for English lessons, legitimate documents showing her to be a Russian citizen, and passage to Freedom City. She arrives there with nothing but hope. Personality & Motivation: Cassandra has known mostly poverty and exploitation since she woke up. She is determined to pursue something better and help others do the same. Her greatest desire is to find answers about her past. Powers & Tactics: Her general strategy is simple: hit things until they quit hitting back. Cassandra is an intelligent combatant, shifting her Quantum Manipulation Array to best fit the situation at hand. She uses her flight powers and move-by attacks against opponents slower than her, her Super-Strength and grappling skills to subdue those faster than her, and her Strike power to hit harder against tougher opponents. Complications: Born Yesterday: Cassandra does not remember anything before waking up in an alley three years ago. She has trouble relating to others and frequently appears naïve. She has no knowledge of history and a very limited skill base. A Looming Shadow: She lives with a dread certainty that the people that made her special are going to come for her one day. “I will not be caged!”: Cassandra suffers from claustrophobia, a remnant of her time growing up in a nutrient tank. The smaller or more restrictive her surroundings, the less rational she becomes. Illiterate: While Cassandra can speak well enough in Russian and English, she never learned to read either language. Manipulating the Universe Isn't Subtle: Cassandra's Quantum Freedom and Kinetic Expression powers both produce a distinctive rippling red-orange flare. It is immediately obvious to anyone who can see her when she activates those abilities. Abilities: 16 + 6 + 20 + 0 + 0 + 0 = 42PP Strength: 26 (+8) Dexterity: 16 (+3) Constitution: 30 (+10) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 10 + 20 = 30PP Initiative: +7 (+3 Dexterity, +4 Improved Initiative) Attack: +5 Base, +10 Melee Grapple: +18/+28 (+8 Strength, +10 Melee Attack, +10 Super Strength) Defense: +10 (+10 Base), +5 Flat-Footed Knockback: -10 Saving Throws: 2 + 1 + 8 = 11PP Toughness: +10 (10 Impervious) Fortitude: +12 (+10 Con, +2) Reflex: +4 (+3 Dex, +1) Will: +8 (+0 Wisdom, +8) Skills: 32R = 8PP Acrobatics 3 (+6) Intimidate 7 (+7) Knowledge (Streetwise) 6 (+6) Language 1 (English, Russian [Native]) Notice 8 (+8) Sense Motive 7 (+7) Feats: 15PP All-Out Attack Attack Focus (Melee) 5 Fearless Improved Grab Improved Grapple Improved Initiative 1 Improved Pin Interpose Move-By Action Power Attack Ultimate Effort (Toughness) Powers: 9 + 10 + 1 + 25 = 45PP All with Quantum Forces descriptor Immunity 9 (Bioengineered Celluar Structure; Life Support) [9PP] Impervious Toughness 10 (Bioengineered Resiliency) [10PP] Regeneration 1 (Bruised 1 [1 Round]; Feat: Regrowth; Drawback: [Requires UV Radiation]) [1PP] Quantum Manipulation Array 10 (20PP; Feats: Alternate Power 2, Dynamic Power 3) [25PP] DBP: Flight 10 (Quantum Freedom) {20/20} DAP: Super-Strength 10 (Quantum Powerhouse; Effective STR 76, Heavy Load 471 tons) {20/20} DAP: Damage 2 (Kinetic Expression; Extras: Penetrating 10; Feats: Mighty, Affects Insubstantial 2, Improved Critical 2, Takedown Attack 1) {18/20} Drawbacks: Impoverished (Cassandra spent all her money on proper documentation and passage to Freedom City. She literally only possesses the clothes on her back.) [-1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Toughness Damage Kinetic Expression Touch DC 25 Toughness Damage Totals: Abilities (42) + Combat (30) + Saving Throws (11) + Skills (8) + Feats (15) + Powers (45) - Drawbacks (-1) = 150/153 Power Points
  17. Kanunu Power Level: 12/14 (200/216PP) Unspent Power Points: 16PP Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness In Brief: Jovial Hawaiian powerhouse and hydrokinetic mutant balancing work, college, and super heroics in Freedom City. Catchphrase: Theme: Hawaiian Roller Coaster Ride Alternate Identity: Kimo Keli'i (Poorly kept Secret) Birthplace: Hilo, Hawaii Residence: Emerald City, University Hill Base of Operations: Emerald City, Riverside, University Hill, Oceanside Occupation: Grad Student ECU Affiliations: Emerald City University Family: Locally only his auntie Leilani, in Hilo on the other hand they are legion Description: Age: 19 (DoB: 1996) Apparent Age: 19 Gender: Male Ethnicity: Pacific Islander (Hawaiian) Height: 6' 4" Weight: 270 lbs Eyes: Dark Brown Hair: Black Kimo is a tall youth broad shouldered and heavily muscled. His skin is a deep burnished sepia, darkened from long hours in the tropical sun. His heavy jaw and broad nose lead up to a high forehead and frame his dark eyes twinkling with humor at some unspoken joke. His head is topped by a long mass of tousled raven curls that drape nearly to his waist falling in messy ringlets occasionally tied back in a vain effort to tame the locks. A days worth of stubble graces his jaw more often than not his polynesian heritage earning him an incomplete escape from regular shaving. In nearly any weather he wears a simple t-shirt or tank top with a logo of a favorite band or surfwear company, or none at all on beach days, over board or cargo shorts and flip flops or bare feet. When pressed to more dressy occasions he'll settle on knee length linen khaki shorts and a traditional aloha shirt and flip flops in better repair or perhaps leather sandals, traditional shoes are not negotiable. In costume his look varies little, black morphic molecule jammers replace his usual shorts and he goes shirtless with hair tied back loosely by a leather thong. Time allowing he makes a nod to 'costume' and adds a traditional Samoan ie lavalava tied about his waist in a rippling black and sky blue pattern. While nominally keeping his identity secret he doesn't bother with a mask relying mostly on the startling difficulty many non-islanders have telling one islander from another. History: Kimo was born the fourth of seven children amid a community that often seemed more family than not. This lent itself to a very wide net of 'family' for the young man as he was never far from someone he was at least tangentially related to it seemed. He lived a fairly normal if not luxurious life with lessons in song, dance, and instruments rounding out his traditional schooling and all the spare time he could muster spent at the beach or on the waves. With an active lifestyle and healthy genetics he grew into a strapping youth and spent all his free time swimming and surfing the beaches around his home town. He was 16 when things took a turn for the strange, surfing a particularly harsh set he got pulled under in the crush slammed into the coral below the break. Strictly amateur hour stuff while trying to showboat for some tourist girls. He should have been smashed up, possibly drowned by the force of the wave and the bad break he took. But he was unharmed and in fact felt better than ever. When he made it in to shore the crowd was amazed, when his baord washed up moments later, or what was left of it, everyone was sure it was some kind of miracle. And they were not entirely wrong. The Trauma had triggered a latent mutation rendering him nearly invulnerable and with the strength of ten men, maybe more. He knew something must have happened he remembered hitting the coral reef, the dull thud as he was dashed against the rocks, the rasping scratch as the coral scraped across his suddenly invulnerable flesh. He also was not so certain he could tell anyone and kept it secret for some time. Within a month he realized his powers were only growing, and expanding. He could command the waters of hte sea to do his bidding and his strength only grew. After he discovered his powers he took a short lived and rather embarrassing turn as a teen hero on the streets of Hilo. Calling himself Kanaloa after one of the chief Native Hawaiian deities he took to the streets to rid his neighborhood of pushers and meth heads. It did not go well. Even his command of hte waters was to little avail when a poorly planned attack on a local Meth lab ended in half the apartment complex it was housed in burning down. His absurd misuse of traditional iconography didn't help matters when his grandma caught him sneaking in that night. His career as Kanaloa was over before it really began, and he spent every spare moment for the next two years either in lessons on the Islands proud history and mythology or working to pay back his family who had stepped in to help those displaced by his mistake. While it never became common knowledge who was behind the disasterous amatuer appropriation of godhead, Kimo was done. After graduating high school Kimo set his eyes on Freedom city, for surely in the City of Heroes he could find his way to do more with his powers. He enrolled at Freedom College and moved into the dorms. He's been there almost a year and a half now and is starting to explore his potential as a hero under the less appropriative name, Kanunu, "The Strong." He knows he has alot to learn but if there is anywhere he can learn it's Freedom. Update 8/2019: After Graduating from FCU with his bachelors in Marine Biology Kimo has been accepted to the prestigious program at Emerald City University. He's pursuing his masters there currently and returning to his beloved pacific. WHat time he doesn't spend in school is usually spent pursuing the best breakers Oceanside has to offer or taking a trip down the coast. He relishes the relative quiet of Emerald City but finds the stark class divisions difficult to fathom. Personality & Motivation: Kimo takes the general 'Time is different on the Islands' attitude to heart. He's slow to anger and easy going in demeanor which can come off at times as if he doesn't take things seriously though he does, he just prefers not to act rashly. When he does move to act he can be implacable however and his fury when pushed is potent and relentless. Kanunu is new to him, he came to study in Freedom at least in part out of the hopes of turning his powers into something more. However in this city festooned with the monuments to the greatest heroes he can't help but feel somewhat inadequate. He has potential but lacks confidence in his abilities and in what he's doing, he's young and inexperienced and very concerned about doing more harm than good. With some experience and a healthy dose of self confidence though he could do great things. Powers & Tactics: Kanunu is a fairly straightforward fighter and while not devoid of tactics he takes a firm, 'If it ain't broke don't fix it.' approach to tactics. His mutations had granted him both great strength and left him nearly invulnerable to anything short anti vehicular weaponry. Wading into battle he'll focus first on dispatching underlings, a task he's very well suited to, before moving on to bring the battle to more worthy foes. With access to a suitable water source he can utilize his hydrokinetic potential to unleash the power of the waves on his foes allowing him greater command of the battlefield though aqueous manipulations. Shaping and wielding water to provide cover or hamper foes as well as take more direct action with powerful jets and waves or mighty tendrils to grasp foes or extract and protect innocents. When immersed in a body of water Kanunu becomes a truly mighty foe of evil. As comfortable in the waves as ashore and adapted to freezing crushing depths and able to hold his breath 'hella long' he gains benefits well beyond the able liquid to turn against foes. Commanding waves and tidal surges to grant allies mobility and turning his hydrokinetic might on foes with ease he is a force to be reckoned with. Power Descriptions: Kimos core mutations are supernatural strength and durability that have no outward signs beyond his admittedly impressive physique. Even his aquatic adaptations have more to do with endurance and familiarity than obviously mutant origins. Hydrokinetics of course are far more obvious. Kanunu commands the waves through gesture the larger the effect the more full body the movement, a simple stomp may send choppy ripples or slick waters flowing to impede his foes while a full bodied sawy and thrust of his arms may send waves crashing or an extended arm to reach out and grasp a foe with bonds of watery doom. The most advanced explorations of his powers are more akin to dance than battle in appearance as he draws from his heritage as influence over his command of the seas. When calling forth a wave to ride on dry land he's able to pull the water from the air or a nearby water source as needed to build a cresting wave he and allies can ride, if they're willing to get a little wet. Complications: Ohana: The concept of Family is of great import to Kimo. You take care of family and they take care of you, more than that though family goes beyond the bonds of blood. Those who earn a place in his heart have a steadfast friend and supporter. Kuleana: Kimo knows his start as a hero was poor, he feels a deep need to do better this time around. Ha'Aha'A: Kimo has alot of doubts that he can live up to the big city heroes of Freedom, he has alot to prove to himself as well as the world. Moana: Kimo's hydrokinetics require water to work with and while his big wave flight ability doesn't require a water source pulling moisture from the air when needed it does need some moisture. In air too dry without an alternate source he'll be grounded. Ha: Kimo is not truly amphibious. He doesn't have gills or anything and needs to breath oxygen to survive. His mutations do however allow him to hold his breath 'Hella long' represented by his full immunity to suffocation, there isn't a set time limit but he can run out of air. Abilities: 12 + 6 + 12 + 4 + 6 + 4 = 44PP Strength: 22/40 (+6/+15) Dexterity: 16 (+3) Constitution: 22/40 (+6/+15) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 6 + 12 = 18PP Initiative: +3 Attack: +3 Base, +9 Melee Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Grapple: +33 Knockback: -11 Saving Throws: 0 + 7 + 7 = 14PP Toughness: +15 (+15 Con, +0) Fortitude: +15 (+15 Con, +0) Reflex: +10 (+3 Dex, +7) Will: +10 (+3 Wis, +7) Skills: 600R = 15PP Climb 5 (+20) Knowledge (Earth Sciences) 8 (+10) Knowledge (Life Sciences) 8 (+10) Knowledge (Physical Sciences) 2 (+4) Language 5 (Native: Hawaiian Pidgin; English, Hawaiian, Japanese, American Sign Language, Hawaiian Sign) Notice 7 (+10) Perform (Dance) 3 (+5) Perform (Singing) 5 (+7) Perform (Stringed Instruments) 3 (+5) Sense Motive 7 (+10) Survival 2 (+5) Swim 5 (+20) Feats: 17PP Attack Focus: Melee 6 Dodge Focus 3 Environmental Adaptation: Aquatic Favored Environment: Aquatic Interpose Luck 3 Takedown Attack 2 Powers: 18 + 18 + 24 + 4 + 7 + 18 + 3 = 92PP *All powers use Mutation Descriptor Enhanced Strength 18 (Does Even Lift) [18PP] Enhanced Constitution 18 (Deep Reserves) [18PP] Hydrokinesis Rank 10 (20 PP Array; Feats: Alternate Power 4) [24PP] (Water) Base Power: Move Object 18 (Hydrokinesis; Flaws: Source [Water]; Feats: Accurate 2) {20/20} Alternate Power: Create Object 18 (Hydrokinetic Barriers; Flaws: Source [Water]; Feats: Selective, Tether) {20/20} Alternate Power: Environmental Control 5 (Hydrokinetic Manipulation; Visibility 2, Hamper Movement 2; Extras: Selective; Flaws: Source [Water]) {20/20} Alternate Power: Flight 3 (Surf's Up!; Extras: Affects Others, Area; Flaws: Platform; Feats: Selective; Drawbacks: Low Ceiling 1, Forward Only, No Swimming) {7/20} + Swimming 4 (Tidal Surge; Extras: Affects Others, Area(Burst 20'); Feats: Selective) {13/20} Alternate Power: Trip 15 (Water Jets; Extras: Knockback; Flaws: Source [Water]; Feats: Indirect 3, Accurate 2) {20/20} Immunity 4 (Aquatic Adaptation; Suffocation, Environmental Cold, High Pressure) [4PP] Impervious Toughness 7 (Unbreakable) [7PP] Super Strength 9 (Mighty!; Effective Strength 85; Max lift 3,200Lbs.) [18PP] Swimming 3 (Hydrodynamic) [3PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 30 Toughness Damage Water Jets Ranged Power Check VS. STR/DEX Trip Totals: Abilities (44) + Combat (18) + Saving Throws (14) + Skills (15) + Feats (17) + Powers (92) - Drawbacks (0) = 200/216 Power Points
  18. Player Name: Azuth65 Character Name: Gauss Power Level: 9 (built as PL 8; 120/131PP) Trade-Offs: None Unspent Power Points: 11PP In Brief: Teenage surfer girl turned magnetic controller. Residence: Claremont Academy Base of Operations: Freedom City, New Jersey Catchphrase: Alternate Identity: Selena Kwon Identity: Secret Birthplace: Guaynabo, Puerto Rico Occupation: High school student Affiliations: Family: Kwon Sang (Father), Maria Kwon (Mother), Christian Kwon (older brother), Sofia Kwon (little sister) Description: Age: 16 (DoB: April 3rd, 2000) Apparent Age: Mid-late teens Gender: Female Ethnicity: Mixed, Asian and Latino Height: 5'4" Weight: 125lbs Eyes: Green Hair: Black Description: Selena stands a few inches under average height, her wavy black hair hanging most of the way down her back. She likes to dress in shorts and tank tops during the summer when she isn't shredding waves at the beach, when the temps start to drop she sticks to jeans and hoodies. She's made a few alterations to her Claremont jumpsuit to include a few pouches to store bits of metal for combat and she added a cape with some extra material around the neck looking something like a scarf. Power Descriptions: When Gauss uses her powers her left eye and hands glow with a soft purple light but other than floating, metals she is controlling don't show any difference. History: Selena was the middle child born to Sang and Maria Kwon, though her father still prefers traditional form of surname first while the rest of the family has chosen to Westernize. As a child Selena was enrolled in several after-school programs by her fairly career oriented parents including martial arts classes, girl scouts, soccer, and ballet. It wasn't until a family vacation in 2010 when she learned how to surf did she find an extra-curricular activity she truly enjoyed besides her massive intake of genre fiction in various media. One sunny weekend afternoon in late April 2016 while taking a break between wave sets, Selena and a few of her friends were enjoying some snacks when a cargo van roared onto the beach, hitting anyone unable to get out of the way. When it was about to hit Selena her powers manifested and in a burst of magnokinetic force flung the van over her, dropping it on its roof twenty feet down the beach. The driver of the out of control vehicle was seriously hurt, lucky to be alive after Selena's fight-or-flight response to his vehicle's malfunction. Shortly after that event she tried her hand at practicing on her own, which did not go particularly well for her, before representatives from Claremont Academy invited her to come to the school for professional training. Personality & Motivation: Selena attends Claremont to better hone her powers, hoping to learn the finesse needed so that she would never end up hurting anyone in the course of diffusing a situation. Powers & Tactics: Gauss is a fairly straight forward fighter, firing bits of metal to strike her foes while zipping around the battlefield from one ferrous structure or item to another. Moving more than herself and one object is still more than she can handle most of the time. Complications: Identity: Secret Abilities: 2 + 6 + 6 + 4 + 4 + 4 = 26PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +7 Attack: +4 (+8 Gauss Blast) Grapple: +4 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -3 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +7 (+3 Con, +4 [Force Field]) Fortitude: +5 (+3 Con, +2) Reflex: +6 (+3 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 60R = 15PP Acrobatics 8 (+11) Computers 4 (+6) Concentration 4 (+6) Craft: Structural 4 (+6) Knowledge: Physical Sciences 4 (+6) Language 2 (English [Native], Korean, Spanish) Notice 8 (+10) Sense Motive 8 (+10) Stealth 8 (+11) Swim 10 (+11 Feats: 18PP Attack Specialization (Gauss Blast) 2 Beginner's Luck Dodge Focus 4 Endurance Improved Crit (Magnetic Blast) Improved Initiative Luck 2 Move-By Action Precise Shot 2 Quick Change Ranged Pin Teamwork Powers: 8 + 5 + 2 + 22 = 37PP All powers magnetic, Mutant Flight 4 (Magnetic Flight) 8PP Force Field 5 (Magnetic Force Shield) [5PP] Magnetic Control 10.5 (Feats: Alternate Power) [22PP] Base Power: Move Object 9 (Magnokinesis; Feats; Indirect, Precise, Split-Attack; Extras: Range [Perception]; Flaws: Metal Only) {21/21} Alternate Power: Blast 8 (Gauss Blast; Feats; Variable Descriptor [Blunt, Piercing, Slashing]; Extras: Penetrating [Ranks 1-4]) {21/21} Super Senses 2 (Detect Metals [Mental Detect Metals]) 2PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage (Physical) Gauss Blast Ranged DC 22 Toughness Damage (Magnetic, Blunt/Piercing/Slashing) Totals: Abilities (26) + Combat (16) + Saving Throws (8) + Skills (15) + Feats (18) + Powers (37) - Drawbacks (0) = 120/131 Power Points
  19. Nevermore Power Level: 10/13 (183/205) [Gold Reward Slot] Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness Unspent Power Points: 22 In Brief: The young apprentice and sidekick of the Raven, Nevermore is preparing himself to take on that legendary crime-fighting mantle one day soon. Alternate Identity: Aleksander Garen Nakani (Birth Name/legal name); Svarog (Name assigned by the Blood Dragons) Identity: Secret Birthplace: Rustavi, Georgia Occupation: Student (Claremont); Crimefighter Affiliations: Claremont Academy; Raven "family"; Blood Dragon Scoiety (former) Family: Henrik and Maral Nakani (biological parents, deceased); Loren and Melissa Barbeau (adoptive parents) Description: Age: 18 (DoB: December 12, 1997) Apparent Age: N/A Gender: Male Ethnicity: Armenian and Ossetian Height: 5'10" Weight: 160 lbs. Eyes: Grey Hair: Black Aleksander is a lean young man, clearly in the midst of his growth spurt. He avoids teenage awkwardness only due to over a decade of conditioned "training" and a few years of more natural training, and thus an instinctive sense of balance and poise. His frame is well-muscled, but he clearly favors speed and tone over sheer power. His deeply bronzed skin has no blemishes, and his face is free of scarring. His forearms, hands, lower legs, and torso bear a scattering of small, light scars, the sort one would associate with intense martial training. The long, thin scars on his back, faded for years now, are decidedly not from training. His grey eyes peer out keenly from slightly thick eyebrows, always observing. He doesn't have the furtive manner one would associate with a guilty party; instead, it's the keen observation of all those around him, and his environment. When he does focus on an item, person, or object, his gaze can be quite piercing indeed. His somewhat angular face has trouble frowning, and quite often, Aleksander's smiling or smirking about one thing or another. If he becomes angry, though, it is somewhat like a storm rolling over the plains. His dark hair has just a bit of curl to it, and while he keeps it neat, it reaches down to the bottom of his neck. Typically he just wears it combed back, but when training he'll keep it tied in a tight ponytail. His face is angular without being severe, with no features being over-prominent; the angles are smoothed out (helped by the fact he stays clean-shaven). Typically, he dresses in comfortable, non-descript clothes with low-key colors. He tends to prefer pants and long sleeves year round, though in the summer he usually opts for lighter-weight materials than in the dead of winter. His only ornamentation seems to be an antique wristwatch; when pressed, he explains it was his birth father's, and is one of the few mementos he has of him. Nevermore's costume is a finely-engineered piece of crime-fighting technology, and it looks it. It's a full-body suit that leaves only the mouth exposed, and while it's somewhat obvious that it's multiple layers, the outside is virtually seamless. The whole suit has armor plating somewhat visibly sandwiched in everywhere, but covered with a solid layer of morphic molecules on the outside to smooth over its appearance. The suit's base color is black, with the belt (holding several secure pouches of equipment), chest symbol (a stylized "N"), and a few lines on the gauntlets and greaves being a metallic silvery color. The inside of his cape is a dark grey-blue, helping blend in and break colors up a bit.The gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all separate pieces. When at rest, the cape's edge is a straight line, but thanks to the combination of the electroreactive "frame" inside of it, and the morphic molecules, when in "glide mode", the edges take on the appearance of a raven's wings spread in flight, or at least a stylized rendition of it. His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air. His eyes are covered by special lenses that appear, from the outside, to be somewhat milky-white when inactive, but faintly glow green when night vision mode is active. Recently Aleksander has added a very robust belt-and-harness assembly that includes a multitude of pieces of compact equipment. Using low-scale nanotechnology alongside hyper-efficient space-saving tech, these modules and pieces of equipment can quickly be activated and deployed, be it as handheld tools or as plug-in modules on his base suit (which has a multitude of subtle connection points for various modules). Some may alter the appearance of his suit in various ways. Power Descriptions: Aleksander is an essentially normal human being. His time under the "care" of the Blood Dragon Society had them injecting him with various chemical mixtures meant to encourage the maximum potential growth, and he was fed a rigorous diet rich in some unique vitamins and minerals, but while he shows the potential to enter the very top tier of human performance, right now he shows no signs of mutation or any other true superhuman powers. Instead, his body is in peak condition for a boy of 18, and he possesses more skill than most would think possible for one of his age (due to his...rigorous...care with the BDS). Some might describe Aleksander as a "living weapon", and truthfully, they wouldn't be entirely wrong. His physical fitness and sheer skill make him a formidable close-combat opponent. He's even starting to display athletic prowess at the very upper end of the human spectrum, at least in a few endeavors. Nevermore's costume is a masterful piece of crime-fighting engineering. The innermost layer is a thick, comfortable layer of thermal-insulated morphic molecules that help Alek survive extreme temperatures. Next is a layer of body armor, composed primary of thick, semi-rigid Kevlar plates that provide protection sufficient to deal with most regular small arms. The cowl contains lenses that can activate night vision, meaning even the darkest night is as bright as day to Nevermore. As well, an advanced communications suite is embedded under the armoring of the cowl. This system also works with some small microcomputers in his belt to give him up-to-the-picosecond accurate time, as well as precise geo-positioning data and magnetic north orientation readings. The belt also holds a number of tools useful for crime scene analysis, a fold-out tablet computer useful for taking notes and such, and a simple collapsible gas mask that fits over his exposed moth and provides an environmental seal and several minutes of clean air. The cape is composed of special electro-reactive morphic molecules that conform to a rigid frame when a very low but precisely calibrated electrical charge is run through them. While he has insufficient propulsion for true independent flight, Nevermore is capable of long glides. His ability for movement around the city is aided by special high-speed, high-power grapnel lines that are housed in his gauntlets (under the extra armor plating). Nevermore's belt and harness contain modules and gear that let him adapt on the fly to the situation in the field. Nevermore has been practicing figuring out the best pieces to use in any given situation, and while he's pretty good at picking equipment, the fact is he's still learning and it's still a developing technology, so it takes him a few moments to reconfigure his equipment. Rounding out his current arsenal is The Talon, a high-performance motorcycle which is Nevermore's primary means of transportation across larger portions of Freedom City (with his grapnel/glider cape combo being used for more precise positioning in specific areas). While unarmed, it is a tough, fast vehicle that bears a solid security system to prevent bike-jacking. The overall construction is rugged, with the bike mainly sporting two seemingly oversized tires (each with an independent electric motor for power), and a central "pod" with rugged armor plates, special steering "arms", and a simple voice-activated computer that has an always-updating navigation program. It is currently capable of speeds approaching the fastest performance road cars, though Nevermore rarely pushes it to that speed. Recently Nevermore was given full access to The Rookery, the large (hidden) cave-complex-based underground headquarters of the Raven. The facility is expansive and covers virtually every need a crime-fighter might have, with room for future improvements, as well as access to a large variety of tools, vehicles, and suits that he could draw on if needed. History: Aleksander Garen Nakani should have been a perfectly normal boy born in the country of Georgia. And for about 6 months of his life after birth, he was. Then, one day, he and his parents "disappeared". His father and mother were found weeks later, dead, their child missing, out well past city limits. Theories abounded. No one was ever charged, no conclusion made. Funerals were held. People mourned. Mementos were kept by parents/grandparents and other scattered family. None were the wiser that Aleksander had been taken by the Blood Dragon Society to their base in Transylvania, Romania. They are a fanatical group borne from the last members of the Order of the Dragon. Born in fire and blood, they escaped the purge that wiped out most of their brethren and went into hiding. They watched as one of their own members became one of the most feared monsters of all time, a household name half a millennium later. The Blood Dragon Society vowed all those years ago to protect Europe (and, eventually, mankind) from the "dark things". Unfortunately, their definition of what constituted a viable threat has varied over the years, and has never focused solely on supernatural threats, but instead included political or religious movements and individuals. Worse, they vowed to use any means necessary, and have taken that vow seriously. They employ methods most would never condone, and in the last couple of centuries have begun taking orphans or other "won't be missed" children to train them from a young age to be perfect "defenders". Aleksander was part of a new "trial group", selected based on genetic factors (in his case, the presence of many historically successful soldiers on his father's side, and genetics stretching back to some of the fiercest Sarmation warriors on his mother's side) that the Society believed would make them ideal warriors. These children, taken from all over the world, and being of all sorts of ethnicity, were brought in before their first birthdays. They were raised impersonally, granted single names based on mythology (Aleksander was called Svarog), and fed rigorous diets, supplemented by vitamin and chemical treatments intended to procure the maximum possible performance and growth. They were educated as soon as possible, trained from very early ages in tactics, stealth, sabotage, combat of all kinds, and more. Their minds were laced with subliminal programs to ensure obedience and efficiency. Psychics were brought in to aid all of these efforts, ensuring that the whole batch of 20 was far ahead of their peers in every way by age 10. Alkesander was 11 when the Freedom League rescued all of the children from the clutches of the Society. The Raven, with the aid of Foreshadow, had tracked down the location of the Society's facilities. The stealthier members of the League infiltrated the base and ensured that the children were there and safe, and disabled much of the security. The rest of the League then swept in and thoroughly disabled any BDS troops still up and about, including a few of their more exotic members. Raven herself was the one to open the cell holding Aleksander, who had been in solitary for a week because his young mind had shown itself to be (once more) resistant to the harsher aspects of the programming they were trying to induce on the children. It wasn't a conscious thing, simply an unusually resilient psyche that meant the next year would not be as harsh as it would for his fellows. But only a little less harsh. Thankfully, the BDS facility had included full medical and biographical files on the children there; the Society was thorough and meticulous, if nothing else. This allowed the League to track down what family remained...which was his father's father, who was by this point in no condition to take care of a child. So he would have to be adopted after his treatment. It took over a year for League psychics and psychologists to help young Aleksander reach a point where they felt he couldn't simply be "switched off" or reprogrammed with a single phrase, and that he didn't treat the entire world like one long spy or combat mission. It still was a delicate enough situation that his adoptive parents, Loren and Melissa Barbeau, had to be specially trained and prepared to help him learn to socialize more normally. As well, his state of mind, as well as his near-reflexive fighting ability, necessitated him attending the Nicholson school for 3 years. Thankfully, by 14 Aleksander was a comparatively normal, if quiet, boy. He was even attending a regular public school. What Loren and Melissa didn't know is that the mental focus that previously had been forced upon the lessons of being a weapon, was now turned to investigating the Raven more. For almost a year, he'd been slowly tracking bits and pieces of information. Not because he hated her; just the opposite, Aleksander felt only the greatest of admiration for her. He wished to thank her without having to get mugged first. But as his investigation continued, he came to an uncomfortable conclusion: Raven was growing older. Just as her predecessor had, she was starting to show small signs of aging. One day, perhaps soon, she'd have to give up the mantle. But to whom? The day he figured out who she was, was the day Alkesander Nakani decided that if the Raven wouldn't appoint a successor, maybe one needed to approach her. So he dug deeper. Eventually, he determined two facts. First, the original Raven had been Duncan Summers, who was now headmaster of Claremont Academy. Second, his daughter, Callie Summers, was the current Raven. This would explain all the various resources Raven had always had access to. But now...how to speak to either of them about it? Finally, he decided on just going to Claremont Academy and trying to speak with the Headmaster, as he wasn't sure Callie would be at the Summers home. He skipped school one day and caught the bus to Bayview. He managed to slip onto the Academy grounds with none of the students or staff noticing, and ended up right outside Headmaster Summers' office. At which point the retired hero invited him in to speak. Duncan explained that while he didn't know quite why Aleksander was there, he'd kept track of the boy, if for no other reason than to help alert other heroes if the Blood Dragon Society ever moved to try and retake him. But the boy's presence intrigued him, and he had a guess as to why he was here. So Aleksander laid out his research, the results, and his belief that Callie needed a successor. Duncan ended up calling his daughter into the meeting, and there were a couple hours of discussion (during which Loren and Melissa were called in as well). In the end, it was decided that until he was 15 & 1/2 years old, Aleksander would be undergoing rigorous "basic training" without stepping foot outside the "lair" under the Summers home. Loren and Melissa weren't thrilled, but recognized that between Aleksander's iron will and his rather unique background, they'd be unlikely to stop him. So instead they partnered with Duncan and Callie to help make sure Alek didn't do something stupid to get himself killed. By June of 2013, Alek was allowed on 2 patrols a month, to try and get him used to actually going through the motions of being a crime-fighter. He was primarily asked to watch Raven's back, but was sometimes allowed to take the fore and get some practice. Most criminals were at least smart enough to not mouth off to a kid in body armor who was working with the Raven. The ones that were were educated. Word started to spread. In the meantime, in an effort to take some of the work off of Callie, and maybe give Aleksander some independence on occasion, Nevermore (as he has dubbed himself) has transferred to Claremont, starting in the Spring 2014 semester. It is hoped that he will learn more skills related to working with other heroes, as well as broadening his own skillset for the purposes of crime fighting and prevention. Nevermore has been making the rounds of Freedom City, working to aid Raven and sometimes even pick up the "slack" of patrols. He's also been given fuller access to the Rookery. On the one hand, this increased responsibility helps him feel more confident in his ability as a lone hero. But on the downside, part of him is worried what it might mean for the future, never mind how busy it sometimes keeps him. Personality & Motivation: Aleksander is a fairly quiet young man, but for all that he's gone through, he's actually fairly hopeful. He doesn't go for much in the way of exterior shows of emotion, but being rescued from the clutches of the Society, in the way he was, taught him that the world has good people, and those good people can make a difference. While not anti-social, Alek prefers to ration his time with friends (which he makes slowly and carefully) and strangers. But when he is with them, his shell opens up at least a little bit; he has a tendency to be the dry wit of a group, making some quip with a completely straight face. Alek will almost fanatically stand up to bullies, especially if he sees them picking on someone notably less capable physically (or socially, if it's primarily verbal bullying). He does not initiate actual fisticuffs, but he has been sent home a couple of times for, in his words, "finishing what someone else started". He has never shown regret for those fights, either. Thankfully he abhors the idea of taking a life or producing permanent injury, and so he's always focused on restraint, or temporary discomfort, to breaking bones or the like. Alek tends not to get involved in discussions about politics or law or the like, beyond voicing a general dislike of "injustice", though with as young as he is it's still a nebulous concept (beyond "criminals running around not getting stopped"). Nevermore comes off as a gruff, no-nonsense crime fighter. He's willing to work with other heroes, though he's cautious if he does not know them, and might get slightly frustrated with those who have trouble with subtlety of any form. To criminals, he's somewhat quieter than his predecessor, but still carries an air of menace and shadows. He is relentless and fearless, and lets them know. He does have a bit of a tendency to try and put on a gravely bravado with older heroes, barring those like Midnight or Foreshadow who carry legacies similar to his own. To them he is respectful, though he's not afraid to voice an opinion. But to others he might be trying to over-compensate for his clear newness to his role, subconsciously trying to prove that he's worthy of the mantle he will be receiving. To the average citizen, he's polite, if a bit terse, but always wanting to prove helpful in a moment of need. Powers & Tactics: Nevermore will adjust his tactics depending on the number and quality of opponents. For a large number of "thugs" he tends to just dive in and start taking them down rapidly, weathering their blows with his body armor while he delivers precise, powerful strikes. Armed opponents are likely to be disarmed. Those who seem to focus on power over finesse may well end up put in one martial art hold or another while he tries to choke them just enough to knock them out. For a notably powerful opponent he is likely to attempt to remain in stealth until he can catch them unaware enough to get a couple of solid blows in. That, or try to work with someone else or call for backup. Complications: Once a Soldier, Always a Soldier: While the particular cell that was "raising" Aleksander was dismantled, the Blood Dragon Society as a whole still exists. And they aren't the sort to let resources go to waste, especially ones that display the potential Aleksander has. At some point, or several points, they may try to retrieve Aleksander, not realizing that he's also Nevermore. The River Runs Deep: Aleksander was given a thorough de-programming by more than one psychic who was affiliated with the Freedom League, and was further taken through more mundane therapies and de-programmings by psychologists and psychiatrists. However, the scars of that time still remain. It is possible, if unlikely, that one or two "trigger words" may still be buried in his mind and activated, either by someone with sufficient knowledge, or someone with enough skill (not power, but skill) in the psychic arts. This would not turn him into a mindless drone, but it might be enough to leave him slower, incapacitated, or in some other way less effective than he should be. Secret (Identity): Aleksander's identity as Nevermore is something known only to a few (though fortunately or unfortunately, at least some fellow students at Claremont know). The risk is not only to himself, but to both the Summers, to his family, and even, in a way, to Claremont itself. Some Pretty Big Shoes: Aleksander's status as heir apparent to the mantle of the Raven isn't officially known to many, and nominally speaking, his assumption of that role is a few years off. Some more experienced heroes might not take him seriously, or take offense to him attempting to "take over" the Raven's name one day. Alek himself may sometimes have issues with confidence or second-guessing himself due to doubts over his "worthiness" of the role. Disarmed: Aleksander's belts (around his waist and across his chest) need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. Others could be disabled on an individual basis, depriving him of that tool. Abilities: 8 + 6 + 6 + 8 + 6 + 4 = 38PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 12 = 22PP Initiative: +3 Attack: +12 Melee, +5 Ranged Grapple: +16 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -4 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +8 (+3 Con, +5 [Protection]) Fortitude: +9 (+3 Con, +6) Reflex: +9 (+3 Dex, +6) Will: +9 (+3 Wis, +6) Skills: 104R = 26PP Acrobatics 7 (+10) Computers 10 (+14) Drive 7 (+10) Escape Artist 7 (+10) Gather Information 8 (+10) Intimidate 8 (+10) Investigate 10 (+14) Language 8 (Arabic, Chinese [Mandarin], English, French, German, Georgian, Japanese, Latin, Romanian [Native]) Notice 7 (+10) Search 10 (+14) Sense Motive 8 (+11) Stealth 7 (+10) Survival 7 (+10) Feats: 38PP Accurate Attack All-Out Attack Attack Focus (Melee) 7 Beginner's Luck Benefit 1 (Team Raven) Benefit 1 (Wealthy) Chokehold Defensive Attack Dodge Focus 6 Eidetic Memory Equipment 27 [Veteran Award] Evasion Improved Disarm Improved Grapple Improved Trip Improved Pin Improvised Tools Jack of All Trades Luck 2 Online Research Power Attack Second Chance (Mind Control) Second Chance (Mind Reading) Takedown Attack 2 Track Well-Informed Equipment: 27PP = 135EP [Veteran Award] The Rookery (Headquarters; Cave) (23EP) The Talon (Vehicle; Motorcycle) [17EP] The Unkindness (Vehicle; "Car") [95EP] Powers: 5 + 2(1+1) + 20 + 14 = 41PP Damage 4 (Feats: Mighty) [5PP] (Training) ("Martial Arts") Ideal Human 0.4 (2PP Container [Passive, Permanent]) [2PP] (Training) Speed 1 (10MPH/100 feet per Move Action) [1PP] Leaping 1 (x2 distance) [1PP] Device 5 (25PP Container, Flaws: Hard-To-Lose) [20PP] (Technological; "Nevermore Costume") City Movement 3 (6PP Array; Feats: Alternate Power 1) [7PP] Base Power: Super-Movement 2 (Swinging, Wall-Crawling 2) [6PP] ("Grapnel Gun") Alternate Power: Flight 3 (50MPH/500 feet per Move Action; Feats: Subtle; Flaws: Gliding) [4PP] ("Electroreactive Glider Cape") Communication 5 (Radio, 5 miles; Feats: Subtle) [6PP] ("In-Built Headset") Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Protective Thermal Under-Layer") Protection 5 [5PP] ("Armor Plating") Super-Senses 3 (Infravision;Vision Counters Obscure (Darkness) [Darkvision]) [3PP] ("Night Vision Lenses") Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP] ("Head's-Up Display") Gadgets 2 (10PP Variable Power, Any Power, Multiple Powers At Once, Duration [Continuous], Flaws: Hard-To-Lose) [14PP] (Technological) ("Utility Belt and Harness")Example Gadgets: DC Block ATTACK RANGE SAVE EFFECT Unarmed (Normal) Touch DC19 Toughness (Staged) Damage (Physical) Unarmed (Martial Arts) Touch DC23 Toughness (Staged) Damage (Physical) Totals: Abilities (38) + Combat (22) + Saving Throws (18) + Skills (26) + Feats (38) + Powers (41) = 183/205 Power Points
  20. Pacer Power Level: 11 (195/200 PP) Trade-Offs: None (Offensive); +4 Defense, -4 Toughness (Defense) Unspent PP: 5 In Brief: Literally Speed Incarnate. A cosmic energy being has become the soul of a mortal human. Residence: Claremont Academy dorms Base of Operations: Earth, basically. Catchphrase: “A moment is all I need.” And variations thereof. Alternate Identities: Mona Simms Identity: Secret Birthplace: Glen Burnie, Maryland Occupation: Student Affiliations: Claremont Academy in general Family: Silver Streak (Holly Wood, grandmother & retired Golden Age hero), Hannah Simms (mother, deceased), Miss Invincible (Francine Simms, aunt, hero, secret agent, & twin of Frank), Frank Simms (uncle & twin of Francine); Stalwart (Mickey Simms, twin brother) Age: 16 Apparent Age: 16 Gender: Female Ethnicity: White Hispanic Height: 4’ 10” (5’ 1” in costume) Weight: 90 lbs Eyes: Brown Hair: Black Description: Mona is…well, tiny. Really, really tiny. Occasionally mistaken for a grade schooler tiny. She covers for it as best she can with baggy clothing, but now and again there’s just nothing she can do about it. Anyone who actually takes a good look at her will see she is a teenage girl. Just, you know, in miniature. She doesn’t do makeup or jewelry. Hell, she doesn’t even carry a purse. Definitely rocking that tomboyish aesthetic. Her costume is a bulky, dark blue bodysuit with a full cowl (though her hair sticks out in the back. That’s about it. No special markings or anything. History: Mona Simms has been fast ever since the day she was born. Fortunately, it took until she could walk reliably before she discovered the sound barrier wasn’t one to her. She’s been running ever since. She’s been quite literally everywhere on earth that’s above water. There probably isn’t a person alive who doesn’t have a story about the little girl who did something, then disappeared in an instant. If global urban legends were a thing, she’d be one. Not that she was ever late for dinner, mind you. Aunt Francine would’ve kicked her butt up between her shoulder blades. Of course, if one travels long enough, you start to see things you can’t let happen. Not and keep sleeping at night. The quickest way around all the annoying obstacles about doing the hero thing without actually being one is just putting on the mask already. Pacer was born. It started in the Golden Age, with the hero Silver Streak. Her speed (rivaling that of even Johnny Rocket) was the name of the game, but that wasn’t her only power. She was strong, tough, and hella smart, too. She had no idea how powerful she really was, and never found out. Until long after she retired, and her three children not only inherited her powers, but took them to heights she never imagined. Francine got the toughness, and is so close to being literally invincible as to make no real difference. Frank got the intellect, and he’s frightening with how much he understands about everything sometimes. And Hannah, her baby, got the speed and the muscle. None of the three went into heroics, not really. Francine’s dabbled, but she’s spent far more time as a freelance secret agent than anything else. They…lived not ordinary lives, exactly, but lives out of the spotlight. Then Hannah got pregnant. Frank’s never shown any signs of being interested reproducing, and Francine’s powers prohibit it. Even her eggs are hella tough. Unfortunately, that very same toughness was the reason Holly Wood survived birthing her children in the first place. A toughness Hannah did not share. Frank and Francine adopted the newborn twins in their sister’s memory. The thing that none of the four know (barring maybe Frank, he’s hella smart and might’ve checked) is that their powers have nothing to do with genetics, magic, or technology. Their souls aren’t human souls. They’re cosmic energy beings, each with a section of nigh-infinite power all its own. Speed, Strength, Stamina, and Mind. Holly Wood was possessed by all four, and passed on each one to one of her children. Hannah did the same. It’d have taken nullifying manacles to get young Mona to stay at Nicholson. So Francine bided her time. When she (well, Frank noticed first) that the two were starting the superhero thing, she called in a few favors to get her niece and nephew admitted to Claremont. Personality & Motivation: Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. And since she’s always been this fast, she knows it. Impulsive, impatient, and apparently suffering from the worst case of ADHD of all time. Her emotions appear ephemeral and fleeting. Often capricious and unpredictable, but never actively malicious. She’s someone who’s never had to slow down unless she wanted to. But even the most carefree of children gets older. Sees things. Things their conscience won’t allow to stand. Somebody has to do something. The faster the better, amirite? Power Descriptions: As before, Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. A blur, borderline impossible to hit. A swarm of tiny fists and flying pebbles, all supersonic and strong enough to crack steel. Everything she does comes from raw speed. She’s not strong, tough, or particularly skilled, but the speed makes up for a lot of failings. Also, weirdly, her powers don’t entirely do business with physics. She does not gain mass as she gets faster, and she lacks the hyperfast metabolism of other speedsters. She’s shown the fleeting ability to lend her speed to others, making regular Bystanders into PL10 Speedsters…somehow. Note: That’s not an I don’t know, that’s a she don’t know. Cosmic energy can be lent, apparently. Above Speed 10, for those who can actually see her, energy is crackling off her as if she was an electric controller. One last thing. For anyone who can perceive cosmic energy, she is a beacon in a dark universe. As impossible to miss as the sun would be if it was at the moon’s distance from earth. Powers & Tactics: Pacer’s tactics aren’t complicated. Hit the enemy until he stops getting up. She’s got a couple of tricks up her sleeve, though. She’s great at overruns, and can do that speedster trick of vibrating so fast she turns intangible. Lastly, she can do the twin thing with her brother, borrowing some of his strength at no cost to him. After all, he’s got plenty to go around. Complications: Too Fast, Too Furious: Pacer is fast, and this has made her reckless. She’ll do just about anything on a dare, because she thinks she’s fast enough to escape the negative consequences. It doesn’t even have to be a dare. She could just get bored with the plan and improvise. A GM may award a hero point for Pacer’s impulsive recklessness getting the better of her. Tokyo Drift: Pacer lives in a world the vast, vast majority of people wouldn’t understand. Her mind processes information faster than most neurons fire once. Staying still long enough for sound to enter her ears can be torturous at times. So…it’s entirely possible she was having an epic, 13 hour long episode TV series of a daydream, and missed the entire conversation. Or she ran to Japan for some ramen because the speaker was taking too long, and is just now getting back. Things like that. A GM may award a hero point when this becomes a problem. Turbo Charged:Pacer’s powers come from the nigh-infinite power of the cosmic energy being that is her soul. And all that energy has to go somewhere, if she’s not actively using it. If her powers are nullified, she’s kept immobile for a significant portion of time, or she’s just plain knocked out, the speed can…leak…and cause all sorts of zany hijinks. Hijinks that I’ll leave to a GM’s imagination, as he or she awards the hero point. La Bandolera: Pacer can borrow some of her brother’s immense strength, as they’re twins. However, this doesn’t work if one of them has their powers nullified, one’s knocked out, or they’re just way too far from each other for it to work. Sometimes it just doesn’t work for no apparent reason. A GM may award a hero point for this occurrence. Fast Future: Future Pacer is incredibly powerful, enough to make present Pacer seem weak and kittenish. She zips through time itself, doing the hero thing with no regard for the laws of time. Too fast for time itself to catch, let alone any of its servants and defenders. Naturally, the various guardians of the timestream don’t like her very much and wish she would just stop, already. This can…complicate present Pacer’s life. A GM may award a hero point for Future Pacer’s actions having a negative effect on Present Pacer. Also, plot hook! Abilities: 0 + 10 + 6 + 4 + 0 + 2 = 22PP Strength 10 (+0) (20 [+5], Lifting STR 40 w/ Borrowing From Mickey) Dexterity 20 (+5) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 12 (+1) Combat: 10 + 14 = 24PP Initiative: +25 (+5 Dex, +20 Improved Initiative) Attack: +5 Base (+11 Speed Attacks) Grapple: +5 (+15 w/ Borrowing From Mickey) Defense: +15 (+7 Base, +8 Dodge Focus, +4 Flat Footed) Knockback: -2 Saving Throws: 2 + 10 + 8 = 20PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +15 (+5 Dex, +10) Will: +8 (+0 Wis, +8) Skills: 36R = 9PP Acrobatics 5 (+10) Knowledge (Current Events) 3 (+5) Knowledge (Pop Culture) 3 (+5) Notice 10 (+10) Search 5 (+7) Sense Motive 10 (+10) Feats: 56PP Accurate Attack Acrobatic Bluff Defensive Attack Defensive Roll 2 Dodge Focus 8 Evasion 2 Fast Overrun Improved Initiative 5 Improved Overrun Luck 3 Move by Action Power Attack Seize Initiative Sidekick 33 (Stalwart) Uncanny Dodge (Auditory) Powers: 30 + 6 + 1 + 22 + 5 = 64PP All Speed Array 12.5 (25PP; Power Feats: Alternate Power 5) [30PP] Base Power: (Setting The Pace) Concealment 6 (All Visual Senses, All Auditory Senses; Power Feat: Close Range; Extra: Linked [+0]; Flaw: Limited to While Moving) + Enhanced Quickness 9 (to 20, Extra: Linked [+0]) + Enhanced Speed 9 (to 20, Extra: Linked [+0]) {7 + 9 + 9 = 25/25} Alternate Power: Damage 11 (Extra: Autofire; Power Feats: Accurate 3) {25/25} (One Million Punches) Alternate Power: Damage 11 (Extra: Area [Targeted, Burst]; Power Feats: Accurate 3) {25/25} (Crowd Control) Alternate Power: Damage 11 (Extra: Ranged; Power Feats: Accurate 3) {25/25} (Throwin’ Stuff) Alternate Power: (Borrowing From Mickey) Enhanced Strength 10 (to 20, Extra: Linked [+0]) + Leaping 5 (Extra: Linked +0) + Super Strength 5 (Lifting STR 45, Extra: Linked +0) {10 + 5 + 10 = 25/25} Alternate Power: Insubstantial 4 (Incorporeal; Power Feats: Subtle 2) {22/25} (Vibrating At The Speed Of Awesome) Enhanced Feats 6 (Improved Initiative 5, Seize Initiative) [6PP] Luck Control 1 (Force Reroll; Flaw: Limited 2 [Attacks against Pacer]) [1PP] Quickness 11 (Extra: Linked [+0]) + Speed 11 (Extra: Linked [+0]) [11 + 11 = 22PP] (Speed Incarnate) Super Movement 5 (Sure Footed 2, Wall Crawling 2, Water Walking; Flaw: Limited to While Moving) [5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Unarmed w/ BfM Touch DC 20 Toughness Damage One Million Punches Touch DC 26 Toughness (Autofire) Damage Crowd Control Area [Targeted, Burst] DC 26 Toughness Damage Throwin' Stuff Ranged DC 26 Toughness Damage Totals: Abilities (22) + Combat (24) + Saving Throws (20) + Skills (9) + Feats (56) + Powers (64) - Drawbacks (0) = 195/200 Power Points
  21. Hyperslice Power Level: 12 (180/187PP) Unspent Power Points: 7 Trade-Offs: -2 Attack / +2 Damage, +5 Defense / -5 Toughness In Brief: A serpentine star-soaring aristocrat. Catchphrase: "Have a slice!" Theme: Garbage: When I Grow Up Alternate Identity: Skirris Sandwinder of the Silver Shadow Birthplace: Haasaa Prime, The Nest Residence: Coalition Victory Station Base of Operations: Coalition Victory Station Occupation: Aristocrat, Praetorian, Affiliations: Praetorians, Lor Republic, Queenmother Neshath Family: Nasselth Sandwinder (mother), Ashmet Scourtail (father), several dozen sisters and brothers, Description: Age: 18 ( calendar) Apparent Age: N/A Gender: Female Ethnicity: Northern Dune Height: 7' Weight: 250lbs Eyes: Green Hair: None Resembling the naga from Hindu legend, Skirris is a brawny brown and black reptilian alien with a humanoid upper body and snake's lower body. While her head is blunter and more ape-like than a snake or Lemurian's, she is covered in golden-brown scales patterned with red, lacks ears and hair, and has a mouth full of curving fangs and a forked tongue. Like most adolescents of her species she hasn't fully developed the complex network of facial scales that give the haasaan their identification. On duty she wears a silvery costume from head to tip that doubles as a space-suit and armor, off duty she wears all the frills, bands, bangles and bizarre mixes of galactic fashion she can get her hands on. History: Two thousand years ago, in service of the now-vanished Delaztri Empire, there was an army of specially-gifted citizens called the Praetorians. Among their number was the Silver Shadow, a serpentine ghost who could pass through light-years as easily as millimetres and fell a hundred enemies on a hundred worlds before the first could fall. She was a conduit for that mysterious region known as hyperspace, able to bridge material gulfs through a benign mutation. She is thought to have died in the war against the Communion and was lost to history on all worlds but her home, Haasaa Prime, home of the haasaan, a golden-green jewel of deserts and luscious jungles. On that same world two millenia later was born Skirris Sandwinder, who quickly showed signs of having the same talent for manipulating hyperspace. Unfortunately, growing up in the royal estates, surrounded by the wealth and privilege of her rank and with the power to escape any situation she didn't want to be in, the kind of nobility and courage that marked her predecessor evaded her. Quickly boring of her home, by the age of seven she began wandering off to find trouble. By the age of ten she had graduated to petty mischief and the Queenmother of the haasaan knew that only worse was to come. She ordered the secret construction of a device to restrict Skirris's powers, and call her back to the Nest if she strayed. To the young girl, who all her life had been placated and coaxed with the awesome destiny that was her birthright, it was a sign that all along everyone had been lying and just wanted to control her. No longer able to simply leave her classes, the young aristocrat sullenly got back into studies and attending court lessons like all her noble siblings. It was in her thirteenth year that she figured out how to channel hyperspacial energy to empower her strikes, forcing a hasty refit of the Dam. By seventeen however, Skirris had seemed to calm and mellow, showing real interest in the wider world, especially the exotic cultures of other species. The Dam was relaxed, on the condition that she not do anything that had necessitated its existence. The rule proved depressingly easy to break, as every other month the teenaged noblewoman would systematically empty every bar on Haasaa Prime of its liquor and any local alpha female who figured they stood a chance in a fight with her. There was never death or permanent injury, but the constant reports of their misbehaving super-being and the seeming impossibility of correcting Skirris's behaviour outside of force made up for that. Even her parents were at a loss of how to deal with her. The outbreak of the Incursion War, and the desperate struggle for survival in the early days of the Communion attack, proved to be the solution. Despite her lack of experience Skirris was packed off to help haasaan colonies evacuate and get valuables and artifacts out of the growing warspace. Torn from the stifling confines of one planet, one people, and flung into a myriad others, the novice Silver Shadow saw for the first time how small and petty her lifelong-tantrum had been, the wonders and adventure that lay beyond her familiar star. Rushing through the shifting silence of hyperspace, saving innocent lives and priceless treasures from destruction, Skirris found her true calling. However, the war ended, she was recalled to Haasaa Prime, and though the Queenmother formally deactivated the Dam in light of her efforts and unexpected valour, she was forbidden from wandering outside the system until a Republic scientific study could be done on her unusual genetics and she had selected suitable mates. Realizing the years that now stood between her and any chance of getting to live like she had during the war, Skirris sank back into her old ways of boozing and barfights, enlivened wih the occasional scandalous dalliance with some obviously unsuitable male. At last, her parents and the Queenmother had had enough. With the opening of the ranks of the reestablished Praetorians, Skirris was promptly offered as a potential member, nobody more surprised than her when she was accepted. Presented with a specially-crafted Silver Shadow suit she was quickly packed off to the Praetorian base at CoVic Station, cut off from her family, her parents' wealth and prestige, everything she had known since childhood, out into the wild black yonder of infinite terrors and evils. Her life had begun at last. Personality & Motivation: Skirris is an unsophisticated party girl, a thuggish and loud-mouthed extract of a rigidly hierarchal and class-based society. While her name has no weight outside the Haas system, she's never short of confidence or expectation of obedience, especially from men, who she still has trouble taking seriously as leaders or fighters. Her naive ignorance about the world is compounded by an overweening self-regard for herself and her abilities, to the point where she all but reflexively challenges the decisions of anyone she sees as a rival. Lacking in social skills besides a well-honed ability to lie with a straight face, Skirris is largely concerned with getting what she wants when she wants it. Having lacked true peers for most of her life, she has trouble emphathizing with others' problems, though she does have a fierce sense of loyalty to anyone who treats her even a little like she sees as her due. Preferring bars to battlefields and roaming to reconnaissance, as Hyperslice she nontheless puts herself aside, plunging into battles and contests of power she has no chance of winning, both to avoid the nagging doubt of "Could I?" and to make herself into what she knows she was born to be: the greatest hero in all space. Powers & Tactics: Able to dart in and out of battlefields on multiple planets, when fighting alone Skirris prefers to rush in, get her punches into the enemy, and rush out before they can retaliate. When with allies, she constantly looks for ways to tilt the odds in their favour, though her inexperience limits what she can really do even with all her power. Power Descriptions: Hyperslice channels the forces underlying hyperspace, the intersitial dimension commonly used for travel by space-faring species. With it she can hurl herself across the cosmos by opening gaps or lanes to her destination, redirect energy and impacts directed at her into hyperspace, or just turn herself into a cosmically-fast brawler. Whenever she uses her powers, her body is suffused with a shifting silver aura, and in flight she leaves a trail of exotic particles that in some atmospheres create dazzling auroras. Complications: Amazing Traffic Hazard: Sending dangerous things into the most-used transit dimension in the known omniverse is hardly an infallible or safe strategy. Bar Boa: Local watering holes are good places for information and fun, but also good places to get into needless trouble or attract unwanted attention. Skirris doesn't care about that last, yet. Blowing through life: If it even kind of sounds like a good time, Skirris is there. Challenger: Hyperslice must prove equal or superior in all challenges or contests, no matter how improbable. Got Dam: The device created to nullify her powers and transport her back to Haasaa Prime is currently deactivated and partially disassembled. With the right know-how, that can easily change. Easy Mark: Skirris is horrifyingly easy to mislead. Got Something Ancient On My Scales: In the course of ferrying prehistoric artifacts and heirlooms, Skirris could have exposed herself to any number of things, from Preserver nanites to Hierarchy biomoulds, Delaztri energy reformers or the mystic crystal Siphons of Sirrion. Motivation: Living up to her and others' expectations of herself. Responsibility: Helping other Praetorians. Rivals with her boss: Hyperslice has an irrational and utterly pointless combatative relationship with Paradigm, leader of the Praetorians. Rivals with ANY boss: That extends to almost anyone in authority, no matter how earned it is or how good the authority figure. The Replacement: There's more going on with the first Silver Shadow's disappearance than anyone knows. Sucker for a good tail: Surrounded by exotic, fascinating aliens, Skirris is willing to overlook a LOT in someone if she thinks he's pretty. Abilities: 8 + 10 + 10 + 0 - 2 + 0 = 26PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 8 (-1) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +13 Attack: +10 Melee, +6 Ranged Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +15 Knockback: -4/-2 Saving Throws: 3 + 7 + 8 = 18PP Toughness: +7 (+5 Con, +2 Protection, +5/+0 Impervious) Fortitude: +8 (+5 Con, +3) Reflex: +12 (+5 Dex, +7) Will: +7 (-1 Wis, +8) Skills: 44R = 11PP Bluff 12 (+12) Escape Artist 5 (+10) Knowledge(Current Events) 10 (+10) Knowledge(Galactic Lore) 5 (+5) Knowledge(Pop Culture) 10 (+10) Languages 2(Galactic Standard, Haasri(Native), Jerreid) Feats: 22PP Attack Focus 4 (Melee) Dodge Bonus 11 Grappling Finesse Improved Initiative 2 Improved Trip Interpose Luck Move-by-Action Equipment 0 = 0EP Praetorian Personal Communicator(Communication: Flaw: to/from other PPCs only)[0EP] Powers: 17 + 6 + 32 + 27 + 2 = 84PP Device 4(20PP Device; Hard to Lose; Feats: Restricted 1(haasaan)[17PP] hypersuit Technology Immunity 9(Life Support) Impervious TOU 5 Protection 2 Super-Senses 4(Direction Sense(oriented towards Haasaa Prime), Distance Sense, Time Sense, Tracking(Infravision)) Haasaan Physiology(5PP Passive Container; Feats: Innate)[6PP] Elongation 1(5'; tail)[1PP] Super-Movement 1(Slithering)[2PP] Super-Senses 2(Acute Normal Olfactory; Infravision)[2PP] Hyper Array 15(30PP array; Feats: Alternate Power 2)[32PP] Mutant/Cosmic Base Power: Flight 12(50,000MPH, 500,000FPR)[24] + Super-Movement 3(Space-Travel 3)[6PP] = 30PP AP: Immunity 20(All Lethal Physical Damage; Extras: Linked(Immunity(Lethal Energy Damage, Heat/Radiation Effects); Flaws: Half-effect)[10PP] + Immunity 20(Lethal Energy Damage; Extras: Linked(Lethal Physical Damage, Heat/Radiation Effects); Flaws: Half-effect)[10PP] + Immunity 10(Heat/Radiation Effects; Extras: Linked(Lethal Energy/Physical Damage))[10PP] = 30PP AP: Teleport 15(anywhere in same solar system.; Extras: Accurate; Flaws: Long-Range Only)[30PP] Slice Array 12.5(25PP; Feats: Alternate power 2)[27PP] Mutant/training Base Power: Damage 10(Extras: Penetration 7; Feats: Mighty[DMG 14], Knockback 7[DMG 21])[25PP] AP: Damage 10(Extras: Area(Burst, 100ft), Selective Attack; Flaws: Action(Full-Round); Feats: Mighty[DMG 14], Progression 4(Area Radius))[25PP] AP: Damage 10(Extras: Autofire [DMG 14]; Feats: Mighty)[25PP] Super-Movement 1(Dimensional Movement 1 (to/from Hyperspace))[2PP] Mutant Drawbacks: (-3) + (-2 = -5PP Vulnerability(Cold Effects; Moderate(x1.5 DC), Common)[-3] Vulnerability(Gravity Effects; Moderate(x1.5 DC), Uncommon[-2] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage(Physical) Damage Touch DC 29 Toughness Damage(Physical) Damage(Area) Area(100') DC 29 Toughness Damage(Physical) Totals: Abilities (26) + Combat (24) + Saving Throws (18) + Skills (11) + Feats (22) + Powers (84) - Drawbacks (5) = 180/187 Power Points
  22. Doctor Deoxy Power Level: 10/11 (175 / 175PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Brilliant Geneticist in Hyper-evolved Techno-Organic Power armour Catchphrase: None Theme: Radioactive Alternate Identity: Dr. Nathaniel Anderson (public) Birthplace: Manchester; United Kingdom Residence: Maintains various Homes across the world Base of Operations: Emerald City; Genesis Base Occupation: Geneticist, full time super scientist. Affiliations: N/A Family: No immediate family; generally scattered branch families. Description: Age: 39 (DoB: 1978, 12th of March) Apparent Age: Late Thirties Gender: Agender Ethnicity: Caucasian Height:: 5’11 (varies) Weight: 159lbs (Varies) Eyes: Violet with Hourglass like pupils, similar to an octopus Hair: Black, Kept short and parted on the side.(Varies) History: Ever since Nathaniel Anderson was a child, he was interested in genes and mutations, because of a mutation of his own. Seeking the source of this mutation, he took his passion for the subject of genetics, applying himself in the relevant fields. This eventually led him to become one of the forefronts in the fields of genetics, finding good fortune in his work both as a geneticist and a hired lecturer for universities and conferences. While he was on holiday in Romania, he discovered an alien crash site. With his accrued funds, he purchased the land on which the crash site resided, building a holiday home as a cover for his research into the ship. Over the course of his studying of the vessel, he discovered the source of its FTL travel - a time dilation drive. Using his intellect, he reverse-engineered it to a working prototype, which with refinement became what he now calls the Time Dilation Artificial Evolutionary Ligature or Time DAEL for short. After his work on the crashed ship was concluded, he was surprised when he ran a land survey to find it was rich in uranium, possibly from the crashed vessel's power core. After moving the crash back to his homeland, he turned the property for a profit to the highest bidder, and moved back to his homeland, taking residence in London. Using what he had learned from his studies of the crash, he developed a suit of techno-organic power armour, and henceforth began to fight crime as Doctor Deoxy both from a sense of moral responsibility and a desire to test his creations out. Due to extended periods wearing the suit and drawing deeply on its nature he has recently become irrevocably merged with it, his very nature having been altered he Is now no longer human in the traditional sense of the word, though he still has a very human mind-set. He recently moved to Emerald city to pursue his interest in studying the prevalence of minor mutations amongst the populace Personality & Motivation: He is eternally curious and wishes to learn anything he can about everything. This has let people to find his personality grating, as his curiosity often comes at the expense of the personal space of others. He wants to see what his new suit is capable of, but is inclined to heroism Powers & Tactics: His body is augmented by the suit to expand upon his natural state acting as a source and filter for the amazing powers he displays. Generally in a combat scenario, he will pick off the lesser opponents first, prioritizing containment for the safety of civilians. Power Descriptions: Energy projections are typically dark violet in colour. The suit appears to be a metallic film over his body providing protection with little to no rigidity, supplementing it with a helmet, breastplate, gauntlets and boots. Complications: For SCIENCE!: Though he has a strong moral core, Nathaniel Anderson has always had a little trouble with the idea that just because he can do something doesn’t mean he should and as such he will sometimes over indulge his curiosity, focusing his attention on something to the exclusion of all others, this has also given him something of a bad reputation among his peers in the academic community. Space Invader: Nathaniel Anderson has always been a little socially inept, but now with the excitement of his discovery and the opportunities it provides have exacerbated this immensely, now rather taken with all the meta-human specimens around him he is want to prod and poke at them physically and psychologically and generally make a nuisance of himself. Scary Eyes: Due to the unique nature of his eyes, Nathaniel is totally colour blind readily confusing colours; they’re also very off-putting to look into and may make social interactions difficult or impossible. Feed me!: Now One with the armour the suits intensive metabolic energy needs are now his own, certain powers may fail to take full effect or fail entirely if deoxy lacks sufficient energy to fuel them, it has also increased his required daily calorific intake by four fold. Clean Freak: In spite of, or perhaps because of his extensive knowledge of microbes Nathaniel is an obsessive cleaner and germaphobe and when confronted with excessive levels of dirt and the germs, GERMS, GERRRMS! He may seize up, refuse to enter the premises or in an extreme reaction, attempt to clean the entire area with bombardments of scouring energy. Me, Myself and AI: With the suits full merging with Anderson the simple combat computer has found itself vastly improved, now able to tap into decoy’s mind as he can it’s, though it is generally helpful it is still in its infancy and has a naiveté that others might exploit, now being inseparable from Anderson it may also make him vulnerable to effects his once purely organic nature protected him from. The power within: Now a merger of the technological and the biological doctor deoxy’s physiology is forever changed and virtually unrecognizable from the human he used to be and thus his body may react surprisingly or unexpectedly when injured or exposed to certain stimuli, such as venting energy from wounds that might damage, or ignite his surroundings and indirectly or directly harm people in his vicinity. Enemies: Doctor Deoxy holds a great enmity towards Cerberus Rex and his dinosaur minions and they, in turn, have great disdain for him. He has also made an enemy of an alternate version of himself, Doctor Dissector: Who has allowed his fascination with genetics to lead him to dark and terrible places that disgust and offend Deoxy as a scientist and a Transhuman being. Abilities: 0 + 4 + 6 + 14 + 4 + 0 = 28PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 24 (+7) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8+8 = 16PP Initiative: +15 Attack: +4/+6 (with Symbiotic AI)/+10 (Evolving Technology) Defense: +8/+10 (With Symbiotic AI) (+4 Base, +4 Dodge Focus +2 Symbiotic AI), +3 Flat-Footed Grapple: +4/+6 (With Symbiotic AI) Knockback: -5/-10 Saving Throws: 5 + 3 + 6 = 14PP Toughness: +10 (+3 Con, +7 Protection) Fortitude: +8 (+3 Con, +5) Reflex: +5 (+2 Dex, +3) Will: +8 (+2 Wis, +6) Skills: 56R = 14PP Craft (Chemical): 8 (+15) Craft (Electronic: 3 (+10) Craft (Mechanical): 3 (+10) Knowledge (Behavioural Sciences) 8 (+15) Knowledge (Life Sciences): 8 (+15) Knowledge (Technology): 8 (+15) Language: 2 (+2) (Romanian, German, Native: English) Medicine: 8 (+10) Notice: 4 (+6) Sense Motive: 4 (+6) Feats: 14PP Attack Specialization 2 (Obliteration (Disintegration 10)) (On power) Benefit (Wealth) 3 Dodge Focus 4 Improved Critical 2 (Energy Projection (Blast 10)) (On Power) Improved Initiative 2 Inventor Jack-of-All-Trades Skill Mastery (Knowledge Life Sciences, Technology, Medicine, Craft Chemical) Speed of Thought Uncanny Dodge (Hearing) Equipment: 40ep = 8pp (Silver reward 8/15pp of equipment) Genesis Base (and island) Size: Gargantuan (4ep) Toughness: +45 (8ep) Features: (28ep) Combat simulator Communications Computer Concealed 5 (+30 to checks to locate) Defence System Fire Prevention System Grounds (x3 Size of base) Holding Cells Infirmary Isolated Laboratory Library Living Space Personnel Power System Sealed Security System 5 (DC: 40 Disable Device to bypass) Self-Repairing 2 (Recover from total destruction in 1 Week.) Work Shop Info:Built into the highly irradiated island off the coast of emerald city that once belonged to the atomic brain before his defeat and exile from earth prime, Genesis base is a subterranean system of bio-mechanical tunnels and alcoves spread out under the entirety of the island and even the floor of the surrounding ocean and allows his experiments to roam free within the boundaries of his domain. Doctor Deoxy has spared no expense and no breadth of his genius to ensure that the facility is a veritable fortress both to the outside world and inescapable prison for more dangerous experiments he cannot bring himself to destroy, having constructed the base from a more primitive iteration of the same techno-organic life that once composed his armour and is now permanently bound to him, as such it is capable of repairing and maintaining its various functions directed by the master control core, a bio-organic brain of sub sapient intelligence that acts as the master computer for the base. Intruders would need to not only brave the highly irradiated parts of the island to find an entrance but also face the numerous potentially ferocious life forms the good doctor has concocted and released into the lush jungles of the island environment as well as the bases bio-technological weaponry and Biometric Security systems, though these are far from infallible and can be overcome by determined enough foes they serve as heavy deterrents. Most impressively perhaps is the base’s ability to seal itself off completely from the outside world, retracting access points and shifting its subterranean layout, even redirecting teleportation of people who have not been granted access to its inner levels by the doctor, though this again is not perfect and can be fooled by good enough fakes (Such as morph with precise or a device built to alter the user’s purported genetic code or the effects of magic.) Doctor Deoxy is currently in a private and personal war against the local villain Cerebrus Rex Over the doctors recently cloned and enhanced dinosaurs and thus is loath to be away from his base for extended periods of time so as to be able to repel the saurian raiding of his island’s wildlife; this is because both worried for his creations well-being and enraged by the beings stealing and perversion of his work, he is unwilling to openly admit the situation for fear of the repercussions of his actions resulting in the destruction of all he has wrought and Cerebrus rex for his part is unwilling to mention where his new minions are being sourced from, some of these intelligent dinosaurs have shunned or been rescued from Cerebrus Rex and opted to return to genesis base both as personnel and security for the island. Powers: 1 + 45 + 7+19 + 1+ 7+ 8+ 2 = 90pp Biological Immortality(Immunity 1; Aging) [1pp] Evolving technology (Array 18) ( Techno-organic; 36pp array default power: Snare: PFs: Alternate Power 9) [45pp] BE: Capture Cells (Snare 10) (Array; DC 20; Extras: Contagious; PFs: Accurate 2 (+4), Affects Insubstantial 2 (full power), Precise, Reversible) AE: Energy and matter manipulation (Transform 12) (Array; affects: anything, Transforms: 5000 lbs., DC 22; Flaws: Action (full), Distracting, Range (touch)) AE: Energy Projection (Blast 10) (Default; DC 25, Feats: Improved Critical 2 (Energy Projection (Blast 10)); PFs: Accurate 2 (+4), Homing 2 (2 attempts), Incurable, Indirect 3 (any point, any direction), Precise, Ricochet 2 (2 bounces), Split Attack (2 targets), Variable Descriptor 2 (Broad group - Any Energy)) AE: Force field Projection (Create Object 10) (Array; Max Size: 10x 50' cubes, DC 20; Extras: Impervious; PFs: Precise, Progression, Object Size 3, Selective, Stationary) AE: Matter Materialization (Create Object 10) (Array; Max Size: 10x 50' cubes, DC 20; Extras: Duration (continuous); PFs: Innate, Precise, Progression, Object Size 3, Subtle (subtle)) AE: Molecular Manipulation (Transform 10) (Array; affects: broad > broad - inanimate to inanimate, Transforms: 1000 lbs., DC 20; Extras: Duration (continuous); Flaws: Action (full), Distracting, Range (touch); PFs: Accurate 2 (+4), Extended Reach 2 (10 ft.), Innate, Precise) AE: Obliteration (Disintegration 10) (Array; DC 25, Feats: Attack Specialization 2 (Obliteration (Disintegration 10)); Flaws: Distracting; PFs: Precise, Reversible) AE: Open Spatial Gate (Teleport 8) (Array; 2000 miles as full action; Extras: Accurate, Portal; Flaws: Long-Range; PFs: Change Direction, Easy, Progression 2 (Portal Size 25x25ft)) AE: Radial Blast (Damage 10) (Array; DC 25; Extras: Burst Area (50-250 ft. radius - Targeted), Auto fire (interval 2, max +5), Selective Attack; Flaws: Distracting; PFs: Accurate 2 (+4), Progression, Increase Area 2 (area x5), Variable Descriptor 2 (Broad group - Any Energy)) AE: Kinetic Projectors (Move Object 10) (Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, DC 25; Extras: Damaging; PFs: Accurate 2 (+4), Affects Insubstantial 2 (full power), Precise, Subtle (subtle)) Impervium Nanoscale Armour (Protection 7) (Techno-organic; +7 Toughness) [7pp] Lesser Augmentations (Array 8) (Techno-organic, Mutations; default power: Hardened Force field; PFs: Alternate Powers 3)[19pp] BE: Hardened Force field (Impervious Toughness 10) AE: Morphic (Morph 4) (Default; morph: any form, +20 Disguise, Feats: Quick Change 2; PFs: Custom (Covers Scent), Precise) AE: Metabolic Energy Form (Insubstantial 3) (Array; Energy.) AE: Tachyon Boosters (Flight 8 (Techno-organic;2500mph 25000 ft / rnd. Extras: Stacks with (Flight 1)) More than a Man, Less than a God (Super-sense 2 ) ( Cosmic Awareness Flaw: uncontrolled) [1pp] Sealed Environment (Immunity 7) (Techno-organic; environmental conditions (all), suffocation (all)) [7pp] Symbiotic AI (Enhanced Trait 8) (Techno-organic; Traits: Attack Bonus +2 (+6), Defense Bonus +2 (+10) [8pp] Tachyokinetic Flight (Flight 1+8) (Techno-organic; Speed: 10 mph, 100 ft. /rnd to 5000mph 50000 ft /rnd) [2pp] Totals: Abilities (28) + Combat (16) + Saving Throws (14) + Skills (14) + Feats (14) + Powers (90) - Drawbacks (0) = 176/176 Power Points DC Block ATTACK RANGE SAVE EFFECT ATTACK MODIFIER Unarmed Touch DC15 Toughness Damage +6 Capture Cells 100ft DC20 Reflex Snare +10 Energy Projection 100ft DC25 Toughness Damage +10 Energy and Matter Manipulation Touch DC22 Fortitude Transform +6 Molecular Manipulation 10ft DC20 Fortitude Transform +10 Obliteration 100ft DC20 Fort/DC25 Tou Disintegrate +10 Radial Blast 50-250ft radius DC25 Toughness (AF) Damage +10 Kinetic Projectors 100ft DC25 Toughness Damage/Mov-Obj +10
  23. Player Name: Vahnyu Character Name: Net Fly Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, +2 Defense / -2 Toughness Unspent Power Points: 0 Old character sheet is here. In Brief: Young gadgeteer genius Serge Explinker dons a simple yet sophisticated sonic harness/vibro-suit, in order to enhance his mutant powers and fight crime as the masked superhero Net Fly. Identity: Secret Alternate Identity: Serge Explinker Identity: Secret Birthplace: Freedom City Occupation: Student Affiliations: None (Claremont Allumni) Family: Father: Andrew Explinker. Mother: Catherine Coldear. Step-Father: Gregory Lineburg. Description: Age: 21 (DoB: March the 19th, 1995) Apparent Age: 16 Gender: Male Ethnicity: Caucasian Height: 5' 10" Weight: 180 pounds Eyes: Green Hair: Blonde Description: A lean, light-skinned teenager of medium height, Serge has curly short blonde hair and green eyes. He wears prescription reading glasses, although ever since his powers awoken, he stopped needing them. His casual attire consists of lion-colored baggy pants or jeans, a light-grey tank-top and a green camp shirt. His costume is mostly grey, composed of a spandex-like material, and covers most of his body, except the eyes, and it has extra pockets strapped at his thighs. He wears black boots and black briefs, on top of the suit, with a blue tool belt. He has blue mechanical gauntlets, and a white megaphone strapped on a blue x-shaped harness, in front of his chest. Finally, he has two blue head-pieces that cover his ears, on top of his mask. Power Descriptions: Net Fly is a mutant, with the power to influence his body's vibrations. This gives him an assortment of innate abilities, like enhanced agility, strength, and stamina, the ability to "stick" on surfaces, and the ability to fly. Further-more, he has costumised his VibroNet Suit so that he can further harness those powers and re-focus them into sonic energy. He can concentrate his gloves with sonic energy in order to enhance his fists or produce Sonic Blasts and hit his opponents from a distance. He can also opt to redirect his powers to his chest-phone, and unleash a powerful Sonic Beam. The suit also channels Net Fly's vibrational energies to create a protective Vibro-Field, which lessens the impact of attacks. Finally, his suit comes equipped with a Net Dive device, which allows him to interact with machinery and even enter the cyberspace. History: Serge was a gifted young boy, and he showed from an early age an aptitude with complex machinery and computers. While he comes from a divorced family, his parents have managed to keep a good relationship with each other and their son. When he became an adolescent, Serge started exhibiting his latent mutant abilities. It wasn't, however, until much later, when he became unwittingly entangled with a heist, that he decided to use his powers for a purpose. A group of armed robbers ambushed an armory car and stole a bunch of high-tech equipment. During the heist, things quickly escalated, and Serge, allong with a few other bystanders, was captured as a hostage, and held against his will. At first, he was paralyzed from fear, until he witnessed the robbers shot a man in front of him, in order to force the police to meet their demands. Finding an opportunity, Serge sneaked out of sight and undid his bonds with his strength. He took a few devices that were laying close to him, and tinkered with them as quickly as he could, fashioning them into Sonic Blasters. Before the robbers realized what had happened, Serge, wearing a makeshift outfit to conceal his identity, attacked them, and quickly subdued them. After rescuing everyone, Serge left the crime-scene. For the next few days, he reflected on what had just transpired. He realized that he could use his powers to fight crime, but in order to do so, he needed to make a costume for himself. Tinkering and improving upon the devices he aqcuired during the heist, and using a few more that he had created on his own, Serge was able to adapt them into a functioning suit. Now, Serge has emerged as the superhero Net Fly. He has performed adequately, but after a few close calls too many, he decided to enroll in Claremont Academy, and further hone his crime-fighting abilities. After some adventures with other fellow superheroes and Claremonters, most noteably El Heraldo, Glow, and Tsunami, Serge eventually graduated from Claremont, and enrolled into Freedom City's Hanover Institute of Technology to study Computer Sciences. During the Incursion, Serge, as Net Fly, spurred by the hero Fast Forward, joined forces with him, Grimalkin, and Triakosia, to protect the physical bodies of the heroes who had went on to do battle on the mental plane, against the Communion drones that had come to target them. During that battle, he revealed his secret identity to them, a first for him, as he had kept it a secret from other heroes who hadn't been to Claremont with him. Nevertheless, Serge might have withdrawn from heavy duty, in order to focus on his studies, the last year, but he has continued trainning and tinkering with his suit, so that he'll always be ready to step up when needed. Personality & Motivation: Serge's desire to help people is matched only by his curiosity and inquisitiveness. Serge spends a lot of his time fine-tuning his suit or practicing his programming skills. When he isn't tinkering with his devices, Serge can often be found socializing with his friends. He takes failure hard, but it also helps motivate him to try harder. However, his overeagerness to prove himself a good and worthy hero can often lead him to trouble. Powers & Tactics: Net Fly doesn't take hits well, so he prefers a hit-and-run fighting style over duking it out for prolonged periods. Having said that, however, he is perfectly capable of unleashing devastating attacks in close range, as well as take care threats from a distance. If he wishes to avoid fighting, he can opt to hide in the ceilings. Sonic Strength: This power allows Net Fly to tap into his natural vibrational powers to enhance the strength he exerts on objects. In combination with his naturally enhanced Agility, this adds a significant amount of bite in his punches. Sonic Speed: This power allows Net Fly to tap into his natural vibrational powers to create kinetic energy and exert it to gain a significant advantage in speed, allowing him to run at an accelerated pace. He can exert vibration to adhere to vertical surfaces almost as well as on horizontal ones. Additionally, he can use this energy to levitate himself, and fly around. He can run as fast as a bus or a semi, and he can fly at 1/5th the pace of a helicopter. Sonic Strength Amp: The VibroNet-suit is powered uo by Net Fly's natural vibrational powers, and enhances them further. This not only allows him to quadruple his naturally enhanced strength, it quantduples his speed and reaction, allowing him to unleash a mighty barrage of rapid-fire fisticuffs. Sonic Maelstorm: Combining his significant strength and speed enhancements thanks to the VirboNet-Suit, allows Net Fly to rapidly scour the battlefield, running, flying, and jumping left and right, and employ his sonic-fast punches and/or sonic blasts to put the hurt on multiple hostiles, with pinpoint accuracy. Sonic Blasts: Net Fly focuses stored vibrational energy from the VibroNet-Suit into the small harnesses in his gauntlets, and unleashes it into pure sonic energy waves. Sonic Beam: Net Fly builds up large amounts of stored vibrational energy from the VibroNet-Suit into the big harness in his chest, and unleashes it into a large destructive beam of sonic energy that knocks the wind out of and blasts away anyone who is unfortunate enough to cross its path. Sonic Torpedo: Net Fly covers himself in a vibrational field of energy channeled through the VibroNet-Suit that protects him from harm, and allows him to penetrate and harm hard materials. This also allows him to dig through concrete. Net Dive Harness & Installed Database: The VibroNet-Suit comes equipped with its own Bluetooth reciever/transmitter, which allows his suit to tap into and interact with nearby computers and machines. It also comes pre-installed with an extensive database that Net Fly can refer to at the drop of a hat, in case his own technological knowledges aren't sufficient to get the job done. Super Sonic Speed: The VibroNet-Suit enhances Net Fly's exceptional speed, allowing him to run twice as fast as a sports car or a motorcycle, breaking the sound barrier in the process, and Fly almost half as fast as a helicopter. Complications: In Space, no one can hear you vibrate!: Net Fly's powers are vibration based, and require a medium in order to travel. This means that if he is ever in vacuum, his ranged capabilites are extinguished, and he can only affect those he comes into direct contact. While in the vacuum of space, he can fly, but in a very limited and extremely dangerous manner, as he must exert large amounts of energy to change direction. That also means that powers that negate sound can also negate or severely limit Net Fly's powers. Rival(Volt Scorpion): After tangling up with him while in Dr Sin's captivity, aloof Korean martial artist and electrokinetic Volt Scorpion developed a sort of rivalry with Net Fly. He followed the hero to the states, and is prone of showing up unexpectedly and challenge the hero to a fight. Volt Scorpion believes that, despite Serge relying too much on his powers and suit, he actually makes a pretty compatible sparring partner for him, and Volt Scorpion will always try to goad him into battle, even if he has to make a few robberies here and there, to draw Net Fly's attention. On the Job Learning: Is learning as he goes. He had time to learn a lot throughout his Claremont days, and has managed some noteable superheroics on the side afterwards, but he still views himself as a newbie, and rightly so. Secret: Identity. Snarker Within: Extreme insecurity about his own faillings has developed into a sort-of split personality/alter self that tends to point out said flaws. Even so, Serge is usually more than willing to point his own errors himself, without outside, or for that matter, inside help, and thus, this alter self pops up very occasionally, during times of extreme duress(That is to say, more extreme than usual for a kid hero) Technobabble Motormouth: Is prone on making tangential notes about science, whenever he finds the opportunity. Trying Hard to Keep Up: Is prone of overexerting himself, and feels a compulsive need to prove his worth as a superhero. Abilities: 0 + 0 + 0 + 10 + 4 + 0 = 14PP Strength: 10/20 (+0/+5) Dexterity: 10/20 (+0/+5) Constitution: 10/14/18 (+0/+2/+4) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +4/+9/+17 Attack: +4 Melee, +4 Ranged, +8 VibroNet Amp Grapple: +4/+9/+11 Defense: +8/+12 (+4 Base, +4/+8 Dodge Focus), +2 Flat-Footed Knockback: -3/-2/-1 Saving Throws: 0 + 0 + 3 = 3PP Toughness: +6/+8 (+0/+2/+4 Con, +4 [Defensive Roll]) Fortitude: +2/+6 (+0/+2/+4 Con, +0/+2) Reflex: +5/+10 (+0/+5 Dex, +0/+5) Will: +8 (+5 Wis, +3) Skills: 68R = 20PP Acrobatics 5 (+5/+10)Skill Mastery Computers 10/15 (+15/+20)Skill Mastery Concentration 6 (+8) Craft (Electronics) 10/15 (+15/+20)Skill Mastery Craft (Mechanical) 10 (+15)Skill Mastery Disable Device 10/15 (+15/+20)Skill Mastery Knowledge (Technology) 10/15 (+15/+20)Skill Mastery Notice 6 (+8) Sense Motive 8 (+10)Skill Mastery Stealth 5 (+5/+10)Skill Mastery Feats: 15PP Defensive Roll 2 Dodge Focus 4 Evasion Improved Grab Improved Initiative Improvised Tools Inventor Online Research Move By Action Skill Mastery 2 (Acrobatics, Computers, Craft[Electronics], Craft[Mechanical], Disable Device, Knowledge[Technology], Sense Motive, Stealth) Powers: 37 + 45 = 82PP Container 7.6 (38PP Container) [16 + 4 + 10 + 7 = 37/37PP] (Vibration Mutation) Vibro-Control 8 (16PP Array; Feats: Alternate Power 0) [16PP] Base Power: Enhanced Strength 10 + Damage 5(Feats: Mighty) [16PP](Sonic Strength) Enhanced Constitution 4 Enhanced Dexterity 10 Sonic Speed 3 (6PP Array; Feats: Alternate Power 1) [7PP] Base Power: Flight 3 (50mph/500ft per Move Action) [6PP] (Sonic Flight) Alternate Power: Speed 4 (100mph/1'000ft per Move Action) + Super Movement 1 (Wall Crawling 50mph/500ft per Move Action) [4 + 2 = 6PP] (SuperSonic Dash) Device 11 (55PP Container; Flaws: Hard-To-Lose, Feats: Restricted 1[sonic Controllers]) [(24 + 6 + 6 + 12 + 5 + 2 = 55/55PP) * (4 / 5) + 1 = 45PP] (VibroNet Suit) Enhanced Vibro-Control 9 (to Vibro-Control 17, adds Alternate Power 4, adds Accurate 2) [24PP] Datalink 3 (Radio, 1000 feet; Extras: Linked[Quickness], Feats: Cyberspace) + Quickness 6 (x100; Extras: Linked[Datalink], Flaws: One Task[Datalink]) [4 + 2 = 6PP] (Net-Dive Harness) Enhanced Constitution 4 + Enhanced Fortitude 2 [4 + 2 = 6PP] (Enhanced Endurance Amp) Enhanced Reflex 5 + Enhanced Feats 6 (Dodge Focus 4, Improved Initiative 2, Improved Pin) [5 + 7 = 12PP] (Enhanced Agility Amp) Enhanced Skills(20R; Computers +5, Craft[Electronics] +5, Disable Device +5, Knowledge[Technology] +5)[5PP] (Installed Database) Enhanced Sonic Speed 1 (to Sonic Speed 4) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Sonic Strength (Damage) Touch DC25 Toughness (Staged) Damage(Physical) Sonic Strenght Amp (Damage) Touch DC27 Toughness (Staged) Autofire Damage (Physical) Sonic Maelstorm (Damage+Trip) Area DC25 Toughness (Staged) Damage (Sonic) 1d20+10 vs. STR or DEX(worse) Trip Sonic Blasts (Blast) Ranged DC27 Toughness (Staged) Damage (Sonic) Sonic Beam (Blast+Stun+Trip) Area DC25 Toughness (Staged) Damage (Sonic) DC20 Fortitude Dazed 1d20+10 vs. STR or DEX(worse) Trip Sonic Torpedo (Aura) Touch DC16 Toughness (Staged) Aura (Sonic) Sonic Torpedo (Aura+Damage) Touch DC27 Toughness (Staged) Aura+Damage (Sonic) Totals: Abilities (14) + Combat (16) + Saving Throws (3) + Skills (20) + Feats (15) + Powers (82) - Drawbacks (0) = 150/150 Power Points
  24. Barrier / Kresh Melek / The Shieldbearer Power Level: 10/12 (150/194PP) Trade-Offs: -5 Defense, +5 Toughness Unspent Power Points: 44 In Brief: Shieldbearer wielding the ancient shield of an ancient civilization. Residence: CoVic station, wherever she goes Base of Operations: CoVic station Identity: Public Birthplace: The planet Lyanka Occupation: Praetorian, Shieldbearer Affiliations: Praetorians, Ancient Delaztri Empire, Lyankans Family: None Alive Description: Age: 213 (And 2000 in stasis) Apparent Age: around 40 for a human Gender: Female Ethnicity: non-human Height: 8‘8‘‘ Weight: 9488 lbs Eyes: Dark Green Hair: Black, cut short Appearance: Kresh is about 8 ft. tall, with light grey skin. All of her limbs are longer than those of a human would be, and by nature she only has 4 fingers, all but the thumb arranged in a triangle, on each hand. Other than that, she looks rather humanoid she is somewhat muscular, most of her muscle based in her legs and feet. She wears white Armor protecting her torso and legs, as well as a full helmet, also held in white. On her arms she wears bracers, covering up her entire lower arms, both with mechanisms to hold the shield of Elmega without causing too much encumbrance. She can also put it onto her back, her Armor also being able to hold it. Power Descriptions: The shield of Elmega is a grey kite shield with green accents. It is about 7 ft. tall, and weights around 200 pounds. It was masterfully crafted long in Lyanka’s past, from the most masterful materials to be found, and infused with the warrior spirits of Lyanka. Its powers come from both the technology it is crafted with and the spirits in it, manifesting as a green glow. History: The Planet of Lyanka was the only planet in orbit of a supergiant star. It existed in the habitable zone, and itself was an above average size planet, causing it to have very high gravity. The people of Lyanka were a race of warriors, but also a peaceful one. While they held the art of combat in highest regard, they also believed that an aggressive war was a lost cause. This caused the shield, usable in combat but a defensive weapon at its core, to become the symbol of Lyankan culture. The most promising recruits to the military were admissioned to the academy of Gayaza. Amongst them, Kresh Melek. The young recruit had proven incredibly proficient in the defensive arts, and quickly became one of the highest scoring soldiers in the academy’s history. When the Delaztri Empire, a close ally of Lyanka, called for help, Lyanka replied. And amongst the forces sent was Kresh Melek, having only recently finished training at the academy with highest grades. She led a contingent of Lyankan forces, and garnered attention of the Praetorians, whose ranks she quickly joined. Over the next 40 years, Kresh fought when needed, but spent most of the time in quiet meditation, almost lifeless to non-Lyankan around her. Then, the communion attacked. Equipped with the shield of Elmega, a powerful artefact forged long in Lyanka’s past and infused with the spirits of warriors from Lyanka’s past, she set out among the biggest force of Lyankan soldiers to ever set foot off the planet. Combat was long and harsh, and the Lyankan soldiers proved their abilities. Many fell, many more were badly injured. Kresh fought alongside the praetorians, saving many a life. In the end, when the fighting was over, Kresh was barely holding onto her life, but the war was won. Many had fallen beside her, she did what she could but it had not been enough. And then, while still unconscious in the medbay, unable to defend herself or anyone else, she and her fellow praetorians were captured by the curators. When Kresh woke up again, 2000 years had passed. Even with the incredibly long lifespan of a Lyankan, this was an eternity. She fought in the incursion, but immediately afterwards she chose to set out, learn what had become of her people, and meditate about what had happened. The only thing she learned was that in the 2000 years that had passed, Lyanka was no more. Its star had, as predicted, gone supernova. Devastated, she started to search for any information on whether or not any Lyankans had escaped and resettled, but so far, has not learned of any information. After a period of meditation and consideration, Kresh decided to seek her fellow praetorians, they could most likely use her help. They also were the only thing she knew that remained, and she would not lose this last thing too. Personality & Motivation: Lyankan warrior culture was based around defending those around you and considering your every action. It considers going onto the offense as a mistake, too prone to sudden changes and surprises. Meditation also played a major role. While the other Lyankan warriors might have perished, Kresh still upholds these values to their fullest. She still seeks to find out whatever she can about what remains of Lyankan culture, and protect everything that reminds her of the past. Her fellow praetorians are the only thing she knows of that still remains, so she will protect them with everything she has. Powers & Tactics: Most of Kresh’s powers are focused around the shield of Elmega, an ancient shield from Lyanka’s past, forged from the highest quality materials and infused with various powers. She focuses on defending those around her with various powers, and herself is incredibly resilient thanks to her Lyankan physique. If necessary, she also packs quite a mean punch, once again enhanced by her physique. Complications: My home is no more: Kresh’s home was destroyed in the time she was in suspended animation, and she still feels guilty about not being able to help her people. She does not know whether or not any of them survived, and will throw away everything to chase any information, small as it may be. The values of a shieldbearer: Kresh still follows the code of the Lyankan warriors, not voluntarily going onto the offense unless absolutely necessary. She will also protect those around her from any danger, no matter how unimportant they may be, and even if it puts her into more danger than necessary. Amongst other things, she also sees taking unprepared actions as problematic, something to be avoided whenever possible. No past, no belongings: Kresh owns nothing but her shield, her clothing, and whatever she receives from people. The Legends: History may have forgotten Lyanka, but it has not forgotten the praetorians. Whether or not they are remembered as heroes or as villains, however, changes in many places. A true warrior physique: Due to her being Lyankan, Kresh is over 8 ft. tall. Many people might be wary of her, or even consider her a monster due to this. Especially nowadays where nobody remembers the Lyankans. A long time: Lyankan culture, due to both its planet high gravity, and its member’s long lifespan, ran much slower than that of many other races. While Kresh has adapted to some degree, her perception of what a long time is still is a lot different from that of other people, and she still acts less quickly than most people. Abilities: 0 + 0 + 16 + 2 + 6 + 4 = 28PP Strength: 10/30 (+10) Dexterity: 10 (+0) Constitution: 26/30 (+10) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 8 + 4 = 12PP Initiative: +0 Attack: +4 Melee, +3 Ranged, +10 Unarmed (4 Base, -1 due to Growth) Grapple: +20 Defense: +5 (+2 Base, +4, -1), +1 Flat-Footed Knockback: -12 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +15/+13 (+10 Con, +2Imp, +3Imp) Fortitude: +10 (+10 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +4/+3 (+3 Wis, +1(Mind Shield)) Skills: 40R = 10PP Concentration 6 (+9) Diplomacy 1 (+3) Drive 1 (+1) Gather Information 1 (+3) Intimidate 6 (+10) Knowledge 4 (Life Sciences) (+5) Knowledge 1 (Galactic Lore) (+2) Knowledge 2 (Tactics) (+3) Language (Lyankan [Native], Galstandart) Medicine 6 (+9) Notice 4 (+7) Sense Motive 4 (+7) Survival 3 (+6) Feats: 17PP Attack Specialization 3 (Unarmed) Attack Focus: Melee Dodge Focus 4 Environmental Adaption 2 (High Gravity, 0 Gravity) Fearless Interpose Improved Grab Improved Grapple Weapon Break Startle Ultimate Effort: Toughness Powers: 53 + 10 + 10 + 13 = 86PP Device 13 ( The Shield of Elmega, Hard to lose, 65EP, Restricted: Lyankans only ) (spirits/technology) 65/65EP 53 PP Super Movement (Space Travel 1) 2EP (Technology, spirits) Array 4 ( 8PP, Feat: Alternate Power 1) 9 EP (Spirits) BP: Teleport 4 (Extra: Accurate ,Flaw: Limited: Can only target area next to allies) 8PP AP: Flight 4 Array 17 ( 34 PP, Feat: Alt. Powers: 2 ) 36 EP BP: Healing 11 ( Extra: Total, Feat: Regrowth) 34/34 (spirits) AP: Create Object 12 (Impervious 10; feat: Selective; Flaw (Only create defensive barriers); linked Mind Shield 4 (extras: affects others; area; power loss: only inside protective barrier) 34/34 (spirits) AP: Immunity 30 (All piercing damage(10), All Fire Damage(5), All Radiation Damage(5), All Electricity Damage(5), All Cold Damage(5) ) (Extra : Affects Others ; Feat: Progression 4 (Subjects); Flaw: Limited (Half Effect) ) 34/34 (spirits) Mind Shield 1 1PP (spirits) Protection 2 (Extra: Impervious) 4 PP (technology) Impervious 10 (Extra: Affects only others, Feat: Progression 3 (Subjects) 13PP (spirits) Immunity 9 ( Life Support, Feat: Innate) (genetic) 10PP Growth 4 ( Flaw: Permanent, Feat: Innate) (genetic) 10PP (+8 Strength, +4 Con) Density 6 (Flaw: Permanent, Feat: Innate) (genetic) 13PP (+12 Strength, 3 Impervious Protection, Immovable 2, Super Strength 2) Drawbacks: (-3) + (-0) = -3PP Vulnerability: Magic (Minor) -3PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Tou Totals: Abilities (28) + Combat (12) + Saving Throws (0) + Skills (10) + Feats (17) + Powers (86) - Drawbacks (3) = 150/194 Power Points
  25. Character Name Lord Steam Power Level: 8/15 (211/250PP) [254] Unspent Power Points: 39 Trade-Offs: +4 Attack / -4 Damage, +4 Defence / - 4 Toughness In Brief: Steampunk Sherlock Alternate Identity: Lord Lucien Lockwood Birthplace: London (Earth Victoriana Dimension) Residence: Just outside Freedom City (Steam Manor) Occupation: Diplomat, Detective, Aristocrat Affiliations: FC Police Department, Earth Victoriana Government (Ministry of Extraordinary Affairs) Family: Lord Lombard Lockwood, Ederly Aristocrat Description: Age: 35 (DOB 03/03/1981) Apparent Age: 35 Gender: Male Ethnicity: Caucasian (1/4 Indian) Height: 6’1” Weight: 85 Kgs Eyes: Green Hair: Brown Lord Steam dressed in antique Victorian clothes of the finest cut (and yes, he pulls it off, although he looks eccentric). He is a handsome tall man with long, Bryon-esque hair. He has an athletic, yet somewhat gangly frame. He usually carries his antique (and very valuable) brass tipped walking stick with him. History: Lord Steam is a genius. He grew up in Earth Victoriana London, to a wealthy and elderly father and a beautiful (disappeared without a trace) mother. He studied at Oxford studying engineering, and soon excelled. But his real love was detective work. Actually, his really real love was mingling in high society and dazzling everyone with his brilliance. After an indiscretion with Lord Bellowforth’s young wife, it was agreed by all that it was best that Lord Steam made himself absent. An excellent position on the newly discovered “Earth Independence” dimension had opened, and Lord Steam became an official ambassador to Earth Prime. Since his seemingly indefinite time in this dimension, Lord Steam has thoroughly enjoyed himself as a detective, man of leisure, and his very occasional demands as a diplomat, and is quite keen to remain in his advantageous and interesting position. Personality & Motivation: Lord Steam is a restless and curious soul, unable to keep his nose out of trouble. Despite his intellect - and it is an intellect he uses - he is by nature somewhat reckless, a thrill seeker. One must also consider his upbringing - he believes in doing the right thing, in manners, politeness, law, and social order. In some ways, his aristocratic upbringing holds on to the code of "chivalry" from days past. He is no stick in the mud, however. He is also charismatic and charming, and loves throwing a good party and the company of equally charming women. He has a taste for all the fine expensive things in life, and only the best will do! Powers & Tactics: Lord Steam has no super powers, but is a genius and extremely charming. He is a master of all forms of detective work and an expert in mechanical engineering. If in a fight (which he prefers to avoid, as it hurts), he is a capable martial artist, trained in the EV Japanese/British hybrid martial art of Bartitsu. Complications: Antiquated Attitude: Lord Steam is somewhat antiquated in his view on servants, class, and even (in some regards) women, although always polite about it. (He has no prejudice on race or sexual orientation, and is actually very familiar with Asian cultures). Curiosity killed the Cat: The finest mind means the finest curiosity. Poking his nose in, and never letting go till the mystery is unravelled! Schmoozer: With an eye for the ladies, fine wine, and parties, Lord Steam can be distracted... Silver Spoon: Lord Steam can live without the necessities of life, but he simply must have the luxuries. He might refuse to use “common” things (public transport, cheap meals, cheap tools, etc). Equally, if a particular antique (or something artistic / splendid) captures his eye, he simply must have it! Steampunk Mechanic: Whilst clever with steampunk technology, modern stuff can sometimes defeat Lord Steam (particularly computers or electronics, but potentially some mechanical or structural work too). Abilities: 4 + 8 + 8 + 12 + 12 + 10 Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 22 (+6) Wisdom: 22 (+6) Charisma: 20 (+5) Combat: 24 + 24 = 48 Initiative: +8 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +16 Knockback: -2 Saving Throws: 2 + 6 + 2 = 10 Toughness: +4 (+4 Con) Fortitude: +6 (+4 Con, +2) Reflex: +10 (+4 Dex, +6) Will: +8 (+6 Wil, +2) Skills: 184 R = 46 PP Acrobatics 4 (+8) Skill Mastery Bluff 8 (+13) Craft (Chemical) 4 (+10) Craft (Mechanical) 12 (+18) Skill Mastery, Additional +2 with Masterwork Tools Craft (Structural) 4 (+10) Diplomacy 8 (+13) Disable Device 12 (+18) Skill Mastery, Additional +2 with Masterwork Tools Disguise 4 (+9) Drive 4 (+8) Handle Animal 4 (+9) Intimidate 8 (+13) Investigate 12 (+18) Second Chance, Additional +2 with Masterwork Tools Knowledge (Art) 4 (+10) Knowledge (Behavioural Sciences) 4 (+10) Knowledge (Civics) 4 (+10) Knowledge (Life Sciences) 4 (+10) Knowledge (Physical Sciences) 8 (+14) Knowledge (Technology) 12 (+18) Language 8 (English [Native]. French, German, Greek, Italian, Japanese, Latin, Spanish, Urdu) Medicine 4 (+10) Skill Mastery Notice 12 (+18) Second Chance Perform (Keyboards) 4 (+9) Pilot 4 (+8) Ride 4 (+8) Search 12 (+18) Second Chance Sense Motive 12 (+18) Stealth 4 (+8) Feats: 53 Attractive [High Society Natural] Assessment Benefit 6 (Wealth 3 [Filthy Rich], Earth Victoriana Culture, Diplomatic Immunity, Aristocrat) Chokehold Connected Critical Strike Defensive Attack Eidetic Memory Favoured Opponent 2 (Robots, Criminal Masterminds) Equipment 16 Grappling Finesse Improved Disarm Improved Initiative 1 Improved Pin Improved Sunder Inventor Master Plan Minions 6 (Blakely) Power Attack Second Chance 3 (Investigate, Notice, Search) Skill Mastery 1 (Acrobatics, Craft [Mechianical], Disable Device, Medicine) Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind Weapon Break Equipment 80 EP = 16 PP Headquarters: Steam Mansion (Toughness: 10 [1 EP], Size: Large [2 EP], Features: Communications, Dimensional portal [Earth Victoriana], Dock, Garage, Grounds*, Gym, Hangar, Infirmary, Laboratory, Library, Masterwork Living Space, Pool, Power System, Security System 5 [DC 40], Stables**, Staffed, Workshop) [25 total EP] *Grounds increase size to gargantuan for the purposes of gardens, estates, etc (used in 3E), Stables function as a garage for horses etc. Alternative HQ [Identical Mansion based in Earth Victoriana Dimension, London] [1 EP] Vehicle: Bessie the Steam Powered Car (Toughness: 10 [1 EP], Size: Huge [2 EP], Defence Bonus -2, STR 40 [2 EP], Features Alarm 1, Caltrops, Oil Slick, Retractable Weapons, Smokescreen [5 EP], Powers: Speed 5 [5 EP], Super Senses 1 [Radio] [1 EP], Armament Array [16 PP Array, 2 Alt Powers, Total EP Cost 18: Blast 4 with Autofire, Penetrating, “Gatling Guns” Alt Power: Nullify 8 all flame/heat powers, Touch Range, Cone Area “Retardant Spray”, Alt Power: Damage 8 Line Area “Flamethrower”) [34 EP Total] Masterwork Tools [Investigation, Mechanical, Disable Device] [3 EP] Rebreather [1 EP] Flash Goggles [1 EP] Splendid Brass Magnifying Glass [1 EP] (Microscopic Vision 1, x5 time to notice/search) Walking Cane (Damage 2, Feats: Thrown, Mighty) [4 EP] Steam Powered Pistol (Blast 4, Feats: Subtle, Non Lethal Ammunition) [10 EP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Cane Touch DC 19 Tough Damage Revolver Ranged DC 19 Touch Damage Totals: Abilities 54 + Combat 48 + Saves 10 + Skills 46 + Feats 53 = 211/250PP
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