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  1. Mannequin Power Level:10 (150/155PP) Unspent Power Points: 8 Trade-Offs: ±0 Attack / ±0 Damage, -2 Defense / ±2 Toughness In Brief: A scientist who has lost it all and closed themselves off from the world literally. Catchphrase: Built from scratch. Theme: Bynn The Breaker https://www.youtube.com/watch?v=9Wh2HgBRRPs Alternate Identity: Mannequin (Public) James Horridan(Secret) Birthplace:Freedom City Residence: Uptown Freedom City Base of Operations: N/A Occupation: Head of R&D for Vision Inc Affiliations: Vision Inc Family: His mother Mary,his boss Jimmy at Vision Inc. Description: Age: 27 DoB: 1990/23/3 Apparent Age: N/a Gender: Male Ethnicity:Caucasian Height:8,2ft Weight:365Pounds Eyes:N/A Hair:N/A Mannequin is made up of sleek alabaster white segmented joints joined together on ball joints, chains, and electromagnets. His face has near blank features sans the shallow indents where the eyes would be. The only remotely human thing still left of him is his brain inside his chest cavity, beyond that everything else is robotic. History: James Horridan cursed at the pain of getting out of his bed. For as long as he could remember his body has been all but broken. When he was born he was diagnosed with both Osteogenesis Imperfecta and hemophilia. His bones were paper and his blood ran like water. He grew up confined to his home having to treat every move he made with great care or it would be another injury. He couldn't go outside to play, couldn't ride a bike, couldn't do so many little things and it was all due to his flawed body. To stop himself from going crazy from being a prisoner to his body he learned. His parents were somewhat well-known scientists who brought him all the books he ever wanted and taught him the curiosities of the world and encouraged him to be an explorer and learn everything he could despite his limits. And so from the time of 7 years old to 18 years James devoured knowledge as it came. Quickly coming to be seen as an intellectual equal to his parents and their colleagues. The employer of his parents "Vision Inc" saw great potential in this young man and gave him the same job as his parents working in the research and development department. For one of the few times in his life James was happy. Finally he was able to strive for something despite his body holding him back. He finally had a chance to make a difference in the world. The next few years went in relative peace as James worked alongside his parents making breakthroughs through technology to keep the body alive in the worst kind of environments. With their technology they would finally be able to colonize the stars. This isn't a fairy tale this is real life and with it comes tragedy. On the verge of a long awaited breakthrough Vision Inc was raided by Hired Mercenaries. They wanted to steal what James worked to hard to achieve. James and his father tried to stop these dastardly men from ruining everything only to be repaid in kind with the father being shot and James getting thrown to the side. When James awoke he was in a hospital with his mother by his bedside. Just one look at his mom told him everything. The work was gone, his father was gone, and his spine was crushed rendering him in a wheelchair. James filled with outrage over how life keeps knocking him down no matter how hard he tries to get back up. Cursed how his life been destroyed. Cursed how he was too weak to do anything about it. Too weak to stop the criminals and save his father. Something clicked for him in his hysteria and he realized the problem isn't the world its with himself. He had tried to make the world a better place for everyone, tried to make everyone else better while he remained broken. If he was to truly help people he would need to stop being broken. He would need to fix himself before fixing the world. And so using the life insurance and the last will of his father James devoted all his time to fix what nature has mistaken. Life gave him broken bones? He removed it. Life gave him a bleeding heart? He removed it. When James was done with his "Improvements" He hardly resembled a man anymore, looking more like a store display mannequin that has gained a life of its own. James was happy with this as he can finally be his own person free of the chains of his damaged body. James now roams the streets helping others where any crime might be because as he puts it "Why dream big and fail when you can think small and achieve.". Personality & Motivation: Mannequin is a hero because ever since he was a child he wanted to make the world a better place. However due to his body he was limited and tried to help the world by being an inventor. This failed horribly and Mannequin decided to finally fix his body and help the world on a smaller scale and to enact justice for his deceased father. Due to being raised at home he hasn't had much social interactions leaving him with less than desired social skills. He is very intelligent and empathetic to those who are disabled and will try everything he can to make life better for those who are down. Powers & Tactics: Mannequin's main strength is that his only vulnerable part is his brain enclosed inside his chest, any harm to the rest of his body can easily be replaced/fixed. He is able move at high speeds and is extremely flexible due to not being constrained to normal bodily movement this allows him to quickly get anywhere almost regardless of the obstacles in his path. He would prefer to plan his attack before fighting an enemy so that he can change his parts to have the best effect in countering his opponent. He is most effective at medium range to close range due to being able to extend his limbs using various chains and electromagnets. Power Descriptions: The most obvious thing about Mannequin is his power. He looks like something straight out of a mad scientist's lair made up of several "pieces" all in a alabaster white chassis. He moves by use of electromagnets and chains making his movements seem unnatural. One would be pressed into thinking that Mannequin is a human. Complications: Unnatural Form: Mannequin has replaced his entire body but his brain with a humanoid construct that isn't restricted in the ways a human body is. Because of this people will usually not assume he is a person. and is just another machine leading them to have unfair treatment of him. Selfish Greed: Despises people who commit violence and harm for the sake of profit. Considers them to be the worst kind of people Blank Slate: Mannequin has a blank canvas for a face leading to the inability to make any facial expressions. This makes it hard when he is trying to display his emotions. Foreign Senses: Mannequin doesn't have conventional senses due to not have a "head". Instead He hears normally and sees via radar. If anything were to disrupt his radar he would effectively be rendered blind. Abilities: -10 -10 - 10 + 12 + 2 - 2= [-18PP] Strength: --/18 (+4) Dexterity: --/18 (+4) Constitution: N/A Intelligence: 22 (+6) Wisdom: 12 (+1) Charisma: 8 (-1) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4 Attack, +10 Blades Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +10 Knockback: -6/-4 flat-footed Saving Throws: 0 + 4 + 6 = 10PP Toughness: +12 (+0 Con, +4 Defensive Roll, Protection 8 Fortitude: N/A Reflex: +8 (+4 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 96R = 24PP Acrobatics 6 (+10) Computers 4 (+10) Craft 14 (Electrical) (+20) Craft 14 (Mechanical) (+20) Intimidate 14 (+13) Knowledge 8 (Life Sciences) (+14) Knowledge 14 (Technology) (+20) Medicine 5 (+6) Notice 5 (+6) Sense Motive 6 (+7) Stealth 6 (+10) Feats: 23PP Accurate Attack Ambidexterity Attack Specialization 3 (Blades) Defensive Roll 2 Dodge Focus 4 Elusive Target Equipment 2 Instant up Inventor Luck 2 Master Plan Move-by-Action Power Attack Takedown Attack Uncanny Dodge (Radar) Equipment: Powers: 18 + 18 + 4 + 1 + 30 + 8 + 5 + 8 + 3 = [95PP] All powers are apart of Mannequin's constructed body and are robotic and electronic in origin. Enhanced Strength 18 [18PP] Enhanced Dexterity 18 [18PP] Elongation 4 (50') [4PP] Feature (Indestructible brain casing) [1PP] Immunity 30 (Fortitude effects) [30PP] Protection 8 [8PP] Speed 5 (250MPH) [5PP] Strike 6 (Telescoping Blades; Feats: Mighty, Subtle) [8PP] Super-Senses 3 (Radio; Accurate) [3PP] (radar) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Telescoping Blades Touch DC 25 Toughness Damage Totals: Abilities (-18) + Combat (16) + Saving Throws (10) + Skills (24) + Feats (23) + Powers (95) - Drawbacks (0) = 150/155 Power Points
  2. Synth Power Level: 11/15 (250/250) [251] Unspent Power Points: 0 Trade-Offs: +1 attack/-1 DC; +1 defense/-1 toughness In Brief: Socialist Synthetic Organism. Alternate Identity: Winter Snow Birthplace: Northern Scandinavia Residence: Freedom City, Downtown (Run down flat) Base of Operations: Freedom City Occupation: Refuse Collector Affiliations: Freedom City Refuse and Sewer services Family: None Description: As Synth (As Winter Snow) Age: 7 (18/8/2010) Apparent Age:25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Blue (Green) Hair: Chestnut (Jet Black) Synth can take on the appearance of any human. As such Synth has no gender, but “her” main secret ID (Winter Snow) is female, so “she” tends to use this pronoun. In natural state, Synth is a pale white, hairless human with no apparent gender. The skin is slightly translucent, and her appearance as a whole is pretty unnerving to look at. Whilst asleep, she reverts to this default form. When Synth activates “hypertrophied” muscles, Synth looks visibly (and extraordinarily) more muscular. Winter Snow, her main Secret ID is a tall woman with rather messy choppy hair. She is beautiful in a sense, but scruffy with drab, cheap clothes. As a “superhero” (and there is time to change), she wears a dark all in one spandex number. She changes her appearance slightly, her eyes becoming blue, her hair and skin lighter. History: Synth was created in a top secret laboratory in northern Sweden, led by Dr Ingvar Nyberg. Unknown to the team of scientists, the facility and research was funded by SHADOW to investigate creating the perfect “Aryan”. The team had access to Utopian (particularly, Superior) DNA. Synth grew up quickly, maturing in a year with full cognitive faculties and superhuman physical abilities. With such success, SHADOW moved in to reap its reward. Dr Nyberg managed to smuggle Synth out. The research team are gone, presumed (?) dead. With no identity, Synth moved to America. After some adventures as a superhero, Synth went into temporary retirement as part of self-discovery. She has worked a number of menial jobs, and had a number of identities. She settled down as part of the refuge collection service of the city. She would have been happy enough doing this, until she found on of her work friends murdered in a dumpster. Anger aside, she felt she could no longer just live the simple life…she had a duty to clean up the city, in more ways than one… Possessed of superhuman senses and spending days rummaging around the rubbish of the rich, famous, criminal, and ordinary citizen alike, Synth often comes across some interesting stuff… Personality & Motivation: Synth is reflective, wise, and even introspective. She leans heavily to liberal socialist politics, finding much to admire in democracy and little to admire in capitalism. That said, she is not a political person but finds her expresses her beliefs in day to day empathy. As synth also carries the imprinted memories of several scientists (and their brain patterns), she can also get a little odd, or unpredictable, if those personalities reassert themselves. That said, those brain patterns are generally of (relatively) benign and sensible scientists, and the imprinted memories usually have a rather vague quality rather than full blown personalities (unless…) Powers & Tactics: Synth has the ability to change her body to any humanoid. The change takes several seconds of concentration and is also painful depending on how extreme and speedy the change is. For this reason Synth will usually (time permitting) change slowly. As an artificial organism, Synth has several superhuman traits. Synth has superhuman strength, agility, endurance and speed. Synth’s senses are extremely acute. Synth does not age and is immune to poison and disease. Synth can control her own biological functions voluntarily (such as heart rate or various hormones like adrenaline) and is able to change muscle function; normally (as it is most comfortable), Synth’s muscles are extremely efficient, able to function with minimal metabolic demands. Alternatively, they can hypertrophy and gain additional power, or become loose and elastic, meaning Synth has remarkable contortionist abilities. Synth’s cells can “infect” others, causing them to break out in contagious boils or blotches, a tactic used against biological targets. Synth’s cells can also regenerate, and can cannibalize others flesh. Due to imprinted memories, Synth is an expert in many biological / psychological fields. Synth has no formal martial art training and will always prefer non-violent or non-lethal conflict resolution. In a fight, Synth will use a combination of strength, speed, and advanced knowledge of pressure points / anatomy to subdue rather than “skill” in combat. Complications: Inhuman: Regular medicine, unless done by biogenetic experts, will be ineffective on Synth, or possibly harmful. In addition, whilst Synth normally has immunity to poison and disease, certain engineered toxins and diseases will still affect her (or possibly she might be especially vulnerable to them). Ugly: Whilst Synth can normally choose attractive forms, the “natural” state is pretty hard on the eye (and sensitive to sunburn!). When she sleeps, for instance, she will revert to this state. Of course, this is not a complication unless actually being horribly ugly causes some additional problems over and above losing morphed status). Pain: Quickly changing appearance hurts Synth. Very slow changes (an hour) are barely noticeable. If done slowly (a few minutes) it is an unpalatable ache. A speedy transformation can be anything from a griping pain (if the changes are relatively minor) to a crippling agony (for major changes of size, build, or gender). This could leave Synth flat footed, stunned, or even unconscious, and at the very least are distracting. Reverting to "natural" state is, however, painless. Memories: Synth has the imprinted brain patterns of several top scientists which can bubble, distract or even change her personality, particularly if Synth is tired or drained. Whilst most of these brain patterns are benign, this is not automatically so. In addition, whilst Synth can normally access these “echoes” to gain expert knowledge of biological sciences, this might not always be the case. It is possible certain psychology experts or psionic / mental powers might take advantage of this part of her. Job Stinks: The job smells. If called away mid work, she will certainly have a detectible (and unpleasant) odour. Even out of hours and after a shower, sensitive noses (such as the scent supersense) may well pick up her day job. She would have to some time with industrial strength detergents to completely wipe the smell away. Aside from this making her recognisable, it may also make social interactions more difficult. In addition, refuse collection is not well paid; Winter snow is struggling financially (run down rented room, no car, etc). Abilities: 16 + 32 + 20 + 6 + 8 + 4 = 86 Strength: 26 (+8) [30 (+10) with Rage] Dexterity: 42 (+16) Constitution: 30 (+10) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 24 + 24 = 48 Initiative: +20 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +28 (Additional +3 with Hypertrophied muscles) Knockback: -5 Saving Throws: 2 + 2 + 2 = 6 Toughness: +10 (+10 Con) Fortitude: +14 (+10 Con, +4) [+16 with Rage] Reflex: +16 (+16 Dex) Will: +6 (+4 Wis, +2) [+8 with Rage] Skills: 100 Ranks = 25 PP Acrobatics 8 (+24) Bluff 4 (+6) Climb 4 (+6) Craft (Mechanical) 4 (+7) Diplomacy 4 (+6) Disguise 0 (+2) Skill Mastery [+20/+22 With Morph] Drive 4 (+20) Skill Mastery Escape Artist 0 (+16) Skill Mastery [With Hypermobile Muscles 16 (+32)] Intimidate 4 (+6) Knowledge (Behaviour Sciences) 8 (+11) [Enhanced: 16 (+19)] Knowledge (Life Sciences) 8 (+11) [Enhanced: 16 (+19)] Knowledge (Streetwise) 4 (+7) Language 4 (English, French, German, Russian, Swedish) Medicine 8 (+12) Skill Mastery [Enhanced: 16 (+20)] Notice 12 (+16) Search 4 (+7) Sense Motive 8 (+12) Stealth 8 (+24) Swim 4 (+12) Feats: 17 PP Acrobatic Bluff Blind Fight Chokehold Defensive Attack Evasion 2 Grappling Finesse Improved Critical 2 (Unarmed Attack) Improved Initiative 1 Jack of All Trades Move By Action Skill Mastery (Disguise, Drive, Escape Artist, Medicine) Takedown Attack 1 Stunning Attack Ultimate Effort [Fort Saves] Uncanny Dodge (Auditory) As Enhanced Traits: Attractive 2 (Potentially) Endurance 5 (with hyper efficient muscles active) Rage 1 (10 Round Duration) Powers: 6 + 3 + 7 + 2 + 8 + 6 + 1 + 2 + 7 + 2 + 25 = 69 Enhanced Trait 6 (Knowledge [Behavioural Sciences] 8, Knowledge [life sciences] 8, Medicine 8) [6 PP] “Imprinted Biomedical Science Memories” Feature: Autonomic control (Feats: Rage, 10 rounds) [3 PP] “Synthetic organism” Immunity 7 (Aging, Cold, Critical Hits, Disease, Own infection power, Poison) “Synthetic Organism” [Biological] Leaping 2 (x5 distance, total: running 90’, standing 45’, high jump 22’) [2PP] “Synthetic organism” Morph 4 (Humans, +20 to disguise rolls, Extras: Duration [continuous], Feats: Attractive 2, Drawbacks: Full round to change [-3], Not clothes or inorganic material [-2], Power Loss: Sleep [-1]) [8 PP] “Synthetic organism” Muscle Array (5 PP Array, Feats: Alternate Power 2, Drawbacks: Move action to change array) [6 PP] BP: Enhanced Trait 5 (Endurance 5) [5/5 PP] “Hyperefficient muscles” AP: Super Strength 3 (+15 to Strength, Drawbacks: Noticeable) [5/5 PP] “Hypertrophied muscles” AP: Enhanced Trait 4 (Escape Artist +15) linked with Quickness 3 (Additional x10 for x50 total, Flaws: One task [Escape Artistry]) [5/5 PP] “Hyperflexible muscles” Quickness 2 (x5 Speed, Flaws: Physical actions only) [1 PP] “Synthetic Organism” Speed 2 (25 mph or 220’/rnd) [2 PP] “Synthetic organism” Super Senses 7 (Acute Olfactory, Analytical Tactile, Extended Hearing 1 [x10], Extended Olfactory 1 [x10], Extended Vision 1 [x10], Low Light Vision, Tracking [Olfactory]) [7 PP] “Synthetic organism” [Biological] Swimming 2 (5mph or 44’/rnd) [2 PP] “Synthetic organism” Synthetic Cell Array (21 PP Array, Feats: Alternative Power 4) [25 PP] [Biological / Cellular] BP: Nauseate 10 (Extras: Contagious, Feats: Reversible, Flaws: Requires Grapple) [21/21PP] “Infect” AP: Healing 10 (Extras: Total, Feats: Regrowth, Flaws: Tiring) [21/21] “Regenerate” AP: Strike 10 (Extras: Alt Save [Fort], Vampiric, Feats: Incurable, Flaws: Requires Grapple)[21/21PP] “Cannibalize” AP: Nullify 10 (All mutation powers, Extras: Alt Save [+0, Fort], Disease [+2], Feats: Reversible, Flaws: Range [Touch], Requires Grapple) [21/21 PP] “Genetic shutdown” AP: Nauseate 10 (Extras: Area [Cloud], Contagious, Feats: Reversible, Flaws: Action [Full], Tiring) [21/21 PP] “Shed infected skin spores” Drawbacks Vulnerability (Acid, uncommon, Minor, +1 DC) [-1 PP) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23/25* Tough Damage (Staged) Infect Touch DC 25 Fort Nauseate Cannibalize Touch Dc 25 Fort Damage (Staged) *With Rage Active Totals: Abilities 86 + Skills 25 + Feats 17 + Powers 69 + Combat 48 + Saves 6 – Drawbacks 1 = 250/250PP
  3. Superlative Man Power Level: 8 (150/150) Unspent Power Points: 0 Trade-Offs: +1 Defense/-1 Toughness, +1 Club Attack/ -1 Club Damage In Brief: A man struggling with being unable to be noticed Catchphrase: "Watch out!" Theme: "Hear me now"- Hollywood Undead https://www.youtube.com/watch?v=pdoIs1jZbCY Alternate Identity: Unknown Birthplace:Freedom City Residence: Superlative Man is homeless. Base of Operations: Downtown Freedom City Occupation: Unemployed Affiliations: Works on his own. Family: Superlative Man has no family members Description: Age: 28 (DoB: 1989 Day & Month]) Apparent Age: Late 20s Gender: Male Ethnicity: Caucasian Height: 6'1 Weight: 152 Eyes: Blue Hair: Dirty Blonde If you were to see Superlative Man you would see a biker looking fellow who is wearing white primary motorcycle gear with a golden trim around the shoulders and a golden setting sun on the back of the jacket. His visor is solid gold in color and he wears black gloves and shoes. Has a toned build. History: Dr.Lobe cackles as the final piece of his wonderfully evil DEATH RAY was assembled. After Months of work soon the world will fear his genius might! But before he send his DEATH RAY into space to wreak destruction he needed to personally test the effects of it on the public...and what better representation of the public then the local homeless population, after all no one will notice a missing homeless nobody. "Bring in the test subject!" Cackled Dr.Lobe. 2 faceless goons carried a half conscious man who looked like he's seen better day and strapped him into the restraints of the test chamber. Dr.Lobe's eyes twinkled with glee as he prepared his mighty DEATH RAY. "Huh what's going on? Let go of me!" Said the restraint man only be be met with more cackling from Dr.Lobe. "Soon you will no longer exist when my mighty DEATH RAY shines upon you! Activate the ray!" The beam slowly glowed brighter and brighter before it shined a magnificent light upon the restraint man. When the Ray was turned off the man was no where to be seen. However the man was still there as instead of disintegrating him outright it erased his existence. Soon after the ray was turned off a local superhero busted through the wall and engaged the mad Dr.Lobe in combat defeating him and leaving the room in rubble. Hours later the Undetectable man rose from the ruins unaware of where he was and more importantly who he was. Superlative Man decided to find out just what happened to his image and figured what better way to do it then to confront super villains as a hero. However to be a hero Superlative Man realizes that he needs a base of operation. So he went underground literally and spent the next 14 months build his base and getting used to not being able to see himself so that he will be properly prepared to fight villains. During this time he investigated what had happened to him and found it it was due to a low time wanna-be world dictator Dr.Lobe. Wanting to find Dr.Lobe and reverse whatever cause him to be unseen is easier said than done as shortly after being incarcerated Dr.Lobe escaped from imprisonment and hasn't been seen since. The 14 months of isolation combined with being able to look at himself in the mirror has led to a less than stable mindset. Personality & Motivation: Superlative Man has gone somewhat stir crazy over not being able to look at himself anymore not being noticed by anyone which is his main cause for becoming a superhero because as he sees it if he fights crime then villains will have to notice him. He tries at every chance to have interactions with others to prove his own existence. Nonetheless he still tries to do the right thing in the end. Powers & Tactics: Superlative Man doesn't fight head on or fairly. Instead he attacks when there is an opening and only then. If he cannot get the jump on an enemy then he will try sabotage the enemy's equipment. Superlative Man's focus in group efforts is acting as a saboteur by going behind enemy lines and breaking things whether its using his computer skills to hack into systems or disable device skills to rip apart wiring of death machines. Power Descriptions: There is no appearance of his powers as his powers is of concealment from visual senses. Complications: Ignored: Because of his amazing power its somewhat difficult for Superlative Man to maintain relationships as people tend not to notice him. Impoverished: Superlative Man has no resources outside of taking from villians to help him fight crime. Amnesia: Due to the madness that was Dr.Lobe Superlative Man has lost his memories prior to gaining his power. No self Image: Superlative Man cannot perceive himself visually as his power affects him too. Insomnia: Being able to see through his own eyelids have made it difficult to sleep. Abilities: 10 + 4 + 4 + 4 + 4 + 0 = 26PP Strength: 20 (+5) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 10 = 18PP Initiative: +2 Attack: +9 Melee, +4 Ranged. Defense: +9 (+5 Base, +1 Dodge Focus), +3 Flat-Footed Grapple: +9 Knockback: -3 Saving Throws: 4 + 6 + 8 = 18PP Toughness: +7 (+2 Con, +4 Defensive Roll, +1 Armor) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +10 (+2 Wis, +8) Skills: 152R = 38PP Acrobatics 6 (+8) Climb 6 (+11) Computers 8 (+10) Craft 4 (Chemical) (+6) Craft 6 (Electrical) (+8) Craft 6 (Structural) (+8) Craft 6 (Mechanical) (+8) Disable Device 8 (+10) Drive 10 (+12) Escape Artist 8 (+10) Intimidate 6 (+6) Investigate 6 (+8) Knowledge 6 (Streetwise) (+8) Medicine 6 (+8) Notice 8 (+10) Search 8 (+10) Sense Motive 8 (+10) Sleight of Hand 10 (+12) Stealth 10 (+12) Survival 8 (+10) Feats: 33PP Accurate Attack Attack Focus 1 (Melee) Attack Specialization 2 (Club) Defensive Roll 4 Dodge Focus 1 Elusive Target Equipment 7 Evasion Fearless Feature (Supply Caches around the city) Improved Critical 2 (Club) Improvised Tools Instant Up Inventor Jack-of-All-Trades Luck 2 Movie-By-Action Power Attack Takedown Attack 2 Track Equipment: 8PP=40EP Audio Recorder [1EP] Cellphone [1EP] Flash Goggles [1EP] Flashlight [1EP] Gas Mask [1EP] Handcuffs [1EP] Laptop [1EP] Lead Pipe (Damage 2) [4EP] Leather Jacket (Toughness 1) [1EP] Mini-Tracer [1EP] Motorcycle (Extra; Speed 7, Alarm, Hidden Compartments, Oil Slick, Smoke Screen, Tracking Device, Remote Control [17EP] Re-breather [1EP] Sewer System HQ: Size: Small; Toughness 10; Features: Communications, Computer, Concealed, Garage, Living Space, ESP 6 (Visual and Audio Feed; Extra: Subtle, Rapid, Flaws: Medium-Limited to cameras around the city),Security Systems, Workshop [9EP] Powers: 16 + 0 + 0 = 16PP Concealment 4 (Sense Immunity; Extra: Continuous, Flaws: Permanent) [16PP] (Superlative Man is permanently immune to being sensed visually. The power itself is scientific photonic in nature causing light to not reflect off of him form.) Drawbacks: (-0) + (-0) = -0PP DC BLOCK Attack Range Save EFFECT Unarmed Touch DC 20 Toughness Damage Lead Pipe Touch DC 22 Toughness Damage Totals: Abilities (26) + Combat (18) + Saving Throws (18) + Skills (38) + Feats (33) + Powers (16) – Drawbacks (0) = 150/150 Power
  4. Squadron Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Ace pilot granted superhuman physical power by an extraterrestrial collision turns military superhero. Alternate Identity: Captain Hank Taggart (Public) Birthplace: West End, Freedom City. Residence: Star Island, Freedom City. Occupation: USAF Officer. Affiliations: US Air Force, Star Island Space Control Centre, erstwhile ally of AEGIS. Family: Jack, father, deceased, 2010. Diane, mother, 60 years old, lives in early retirement in Florida. Tom, brother, 33 years old. Mickey, brother, 31 years old. Adrian, brother, 28 years old. Benny, brother, 26 years old. Jonathan, brother, 22 years old. Two nephews, two nieces by Tom. Two nephews and a niece by Mickey. One niece by Adrian. One nephew by Jonathan. Description: Age: 35 (DOB 1981) Gender: Male Ethnicity: Caucasian Height: 6’0 Weight: 173 lbs Eyes: Electric blue Hair: Black Hank looks like he could have stepped off of a piece of wartime propaganda. His features are almost blandly handsome, with little to mark him out from the pack beyond his easy smile and square jaw. Though originally brown, his eyes are now a vibrant electric blue colour. He keeps himself in excellent shape, and has the lean yet athletic build of a middle-distance runner. He keeps his appearance to an immaculate, presentational standard befitting an officer, his hair cut close and his face clean and closely shaven. When not on the job, Hank dresses without much flair or regard for style. He is a man of simple tastes, and likes to limit himself to jeans, slacks and button-down shirts of various plain colours and simple patterns. There are places where Squadron’s techno-organic body is not covered due to the extensive damage he received in the original accident. In particular, there is a large patch of gleaming chrome muscle running from his upper left arm to his chest, and another similar patch running from over his right knee to the top of his ankle. Squadron’s costume is a combination of airman’s flight suit and more conventional spandex superhero outfit. A tight-fitting one-piece garment made of thick, warm material, it covers from his ankles to his wrists to his neck. It is a bright shade of blue, accessorised in white with gloves and boots, belt and a white star symbol on the chest. He wears a US flag patch on his left upper bicep. History: The eldest of six brothers, Hank Taggart was born to a warehouse worker and an office typing pool secretary in one of the more modest tenements of Freedom City’s West End district. Hank’s family were a loud, vibrant bunch, and the house was one where yelling from room to room was commonplace, roughhousing between the brothers frequent and love constant. As the eldest, Hank was pushed and strived in equal measure to be the model to whom his younger siblings could aspire, and he grew into the role admirably. By the time high school rolled around, he was the archetypal big man on campus: academically high-achieving, socially popular and a gifted track and field athlete. After 18 years spent kicking around the rail yards and abandoned warehouses, Hank longed to escape Freedom City and see the world, yet he felt he had a duty to his family to stay and contribute. It was Hank’s gym teacher, an Air Force veteran of some 20 years service, who pushed Hank into applying to the Air Force Academy on graduation. With the promise of the life of adventure and the chance to do his duty to family and country, Hank leapt into the challenge head-first, and found his enthusiasm rewarded. Though he was never the top student, his dedication and professionalism carried him through what raw skill alone could not. It was also at the AFA that Hank discovered a gift as a pilot. Though too professional to ever embody the model of a cocky fighter pilot, Lieutenant Taggart nonetheless demonstrated nerves of steel under pressure and proficiency behind the stick of an F/A-18. His determination earned him promotion to Captain, and he likely would have advanced further and faster had it not been for what came to pass in the skies over Afghanistan one twilit evening in 2011. A damaged exploratory probe from a distant and advanced alien civilisation had entered Earth’s atmosphere with all the speed of a meteor. Hank was on a return flight from a solo mission along the Pakistan border and the probe hit his plane like a bomb, sending him wrecked into the desert. Made of technologies far beyond the capabilities of Earth, the probe had a sophisticated techno-organic design. Possessed of only limited artificial intelligence, the probe sought to self-repair using the nearest available material, Hank’s critically injured body. Only moments away from death, Hank’s entire body was rebuilt from within by the alien craft, reinforcing damaged tissue, remaking skin and bone, replacing damaged organs and even repowering his heart and brain. Recovered from the wrecked plane by an Air Force rescue team, Hank was taken to the nearest field hospital to receive treatment. There, the fusion processed between living man and alien machine was completed before the doctors’ very eyes, with the probe completely integrated within him, powering him and granting him life. Following his rescue, extensive psychological and physical tests were carried out. It soon became apparent that he had not simply been repaired by the probe, he had been almost completely rebuilt from the skin down, “better, stronger, faster” as the old TV show went. After months of study, Hank was cleared once more for military service, though he would return to the field in quite a different role. Now more valuable for his powers than his piloting, Captain Taggart was retrained to become a superhuman operative within Air Force Special Operations Command. In situations too dangerous for ordinary infantry, Hank acted as the ultimate ground support. His versatility was such that he earned that he earned the nickname “Squadron”, a joking reference to how his superiors seemed to expect him to replicate the work of an entire squadron. Time spent on tours abroad and at air bases outside of his hometown meant that Hank had not returned to Freedom City in years before an unexpected mission brought him back. The military airfield at Star Island Space Centre had requested additional security for an experimental spaceplane, and Hank was selected. When the plane’s hangar was infiltrated prior to the launch by a crew of industrial saboteurs looking to delay the plane’s development, Hank fought and defeated the saboteurs, but was caught on camera doing so. The public revelation of what had until then been a confidential asset was sufficient to get higher-ups within the Air Force thinking. Superheroes had been allying themselves with the military since before the war, there’d been more super-soldier projects than you could shake a tube full of mysterious serum at, why couldn’t they use a pre-existing military asset as a superhero? With a costume inspired by his previous calling as a pilot and his joking nickname repurposed into a statement of power and purpose, Squadron was born. Officially a part of the USAF attachment providing security to Star Island Space Centre and a sometime ally to the city’s AEGIS group, Squadron continues to do his duty to his service and his city by fighting threats wherever they may arise. Personality & Motivation: Steely and determined, Hank is a man who knows himself inside and out, who knows his strengths and weaknesses, limits and capabilities. Experienced, and possessed of the special kind of confidence that comes from being partway indestructible, Hank is a calm, efficient professional who can remain graceful under fire and thrives under pressure. A man of rigid self-discipline, he accepts no excuses from himself and expects no excuses from others. He has an adventurer’s spirit, a love of pushing his own limits, of going above and beyond and riding the adrenaline which comes with such excitement. In spite of this, Hank is not as inflexible as he might sound. He has little patience for laziness, self-indulgence and ignorance, but he is considerate and compassionate of others’ feelings. His moral code is unapologetically old-fashioned and rigid, and he upholds all those gilded values of honesty, liberty and shared dignity. His patriotism and sense of duty is beyond doubt, as far as he is concerned. Along with his love of adventure, Hank is motivated foremost by this dedication, by the responsibility he feels to use his life to the betterment and defence of his ideals. Powers & Tactics: Squadron is most comfortable when pressing the offensive advantage, using his speed and mobility to lead charges, drawing fire with his enhanced durability. With few options for ranged attacks, Hank instead focuses on hitting the opponent with precise, high-impact physical assaults. Squadron’s combat experience and military training have made him a confident, capable fighter. His fighting style is technically very proficient, he has little time for flashy kung-fu tricks or for brawling, street-fighting tactics, and instead fights like a boxer, squaring off directly with super-strong punches, avoiding and absorbing damage when necessary. Power Descriptions: Hank’s powers are derived from the fusion of his critically injured body with a damaged techno-organic extraterrestrial probe. The probe used its own alloy and fully integrated itself with almost all of his body has used something similar to titanium- highly durable, flexible and strong- to reinforce, rebuild and enhance his body from his musculoskeletal structure to his epidermis. The process has not been perfect, and there are points in Hank’s body where his skin was damaged beyond even the probe’s repair, revealing metallic “patches”. Internally, he has been rebuilt extensively, with modifications to his nervous system and his organs, including modifying his digestive tract and changing his body chemistry, eliminating his need for both food and sleep, as well as providing an overall boost to his physical fortitude. Complications: Man Or Machine: To X-ray vision and metal detectors or even just by making him wear gym clothes to expose the metallic “patches” on his arm and leg, Hank has only limited ability to conceal his empowered nature. Even aside from the practical considerations, his cyborg nature also raises further questions: Is he even human any more? Could it be that he is simply a robot piloting a dead man, convinced “he” has the memories of the original Hank Taggart? Such concerns are rarely at the forefront of his mind, but they are perennial and nagging. Secret Origin: The purpose of the probe which constitutes the base of his cyborg components, its original mission and the alien culture who created it are unknown to Hank. He can be exploited in this way, as individuals with sufficient knowledge of alien races and technology may literally know his own body better than he does. Hank has little knowledge of his own internal processes, with even the power source of his cyborg components unknown to him, which makes getting medical treatment when injured virtually impossible from a conventional doctor. Good Soldier: Dedicated to his position, Hank is an airman first and a superhero second. He follows orders, and places his duties to his brothers in uniform, to the Star Island Space Centre and his current posting ahead of anything else in his life as a superhero or civilian. Inter-Service Rivalry: Squadron’s public profile is that of a superhuman airman. There is still sufficient inter-service rivalry between the different branches of the US military to mean that such heavy identification with the Air Force can mean that he is in for ribbing, hazing or even outright obstinacy from the other branches of the US military. Add in AEGIS, and there are all kinds of members of agencies and groups who could choose to get in Hank’s way for kicks. Big Brother Can’t Always Be Watching: The eldest of six brothers, all of whom still live in Freedom City, Hank feels like he missed out on a lot during his time away from home, and has tried to reconnect with his family to the fullest. This attempt at connection presents its own complications. With Squadron’s identity being public, his brothers and their young families may very well be in some danger themselves, and while Hank might try to reach out to his brothers, finding time in his schedule is quite another thing. Abilities: 6 + 6 + 6 + 4 + 6 + 6 = 34PP Strength: 16/30 (+3/+10) Dexterity: 16 (+3) Constitution: 16/30 (+3/10) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 12PP + 12PP = 24PP Initiative: +3 Attack: +6 base, +10 melee (+4 Melee Focus) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +25/+13 (+10 melee, +10/+3 Strength, +5/+0 Super Strength) Knockback: -8/-1 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +3/+10 (+3 Con, +7 Enhanced Con) [8 Impervious] Fortitude: +3/+10 (+3 Con, +7 Enhanced Con) Reflex: +7 (+3 Dex, +4) Will: +7 (+3 Wis, +4) Skills: 64R = 16PP Bluff 4 (+7) Diplomacy 6 (+9) Intimidate 8 (+11) Skill Mastery Knowledge (Tactics) 8 (+10) Skill Mastery Languages 2 (Native: English, Arabic, Pashto) Medicine 4 (+7) Notice 8 (+11) Skill Mastery Pilot 10 (+13) Skill Mastery Sense Motive 8 (+11) Survival 6 (+9) Feats: 17PP All-Out Attack Attack Focus (Melee) 4 Benefit (Airbase Security Clearance) Challenge (Fast Startle) Dodge Focus 4 Leadership Power Attack Skill Mastery Startle Takedown Attack Uncanny Dodge (Auditory) Powers: 28 + 8 + 2 + 1 + 2 + 10 = 51PP Descriptors: All techno-organic probe modifications. Enhanced Traits 28 (Strength 14, Constitution 14) [28pp] (Better, Faster, Stronger) Impervious Toughness 8 [8pp] (Man of Steel-like Unknown Alien Alloy) Immunity 2 (Starvation and Thirst, Need for Sleep) [2pp] (Internal Organ Reconstruction) Leaping 1 (Running Long Jump 40’, Standing Long Jump 25’, Vertical Jump 10’) [1pp] (Superhuman Strength in Legs) Speed 2 (25mph, 100’ per move action) [2pp] Super Strength 5 (Effective Strength 55; Heavy Load: 24 tons) [10pp] Drawbacks: (-0) = 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no powers Touch DC 18 Toughness Damage ATTACK RANGE SAVE EFFECT Unarmed w/ powers Touch DC 25 Toughness Damage Totals: Abilities (34) + Combat (24) + Saving Throws (8) + Skills (16) + Feats (17) + Powers (51) - Drawbacks (0) = 150/150 Power Points
  5. Curious Key

    Edict

    Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +3 Defense / -3 Toughness In Brief: A fate mage from the netherworlds, escaped from apprenticeship to a dark wizard, looking for a second chance. Alternate Identity: Ash Edict (Public) Birthplace: Skylands - Netherworld Residence: Apartment, West End Occupation: Finder. Minder. Magical mercenary for hire. Affiliations: - Family: Estranged Apparent Age: 25 (Converting to your calendars is more trouble than it's worth) Gender: Agender Ethnicity: Netherworlder Height: 5'9" Weight: 170 Eyes: Gray Hair: Black Ash is a narrow-shouldered individual of moderate height. Their eyes are a featureless gray surrounding dark pupils, their hair cut short above their neck, excepting a braid tied along their left ear that tumbles down to their shoulder, their skin a deep, natural tan. They conceal their body's shape under loose clothing and layers. Their wardrobe is full of jeans and plain, shoulder-length, dark shirts. Over these, Ash wears their cloak. The first magical artifact they made with their own hands, Ash considers their cloak a precious thing, and rarely bares to part from it. a mix of brown, black and gold that fall to their hips, sewn with mystical runes into its insides that flare and spark when harm is done to its wearer. Edict also owns a bat. A typical wooden bat, bought from a sporting goods store that they can't quite remember the name of. It's painted black, and shimmering blue runes are carved along its heft. At first, the bat was a matter of convenience, but over time it has become somewhat an iconic part of Edict's image. Like it or not, it's part of their brand now. History: Edict was never a native of earth-prime. The protections and assurances offered to many born there, the protection of their guardian sorcerer, these were things that Edict had never known. The world that they were born was one build on levitating blocks of earth above a twisting maelstrom of power. These were the Skylands, a Netherworld, as the people of Earth Prime were known to call them, a nominally independent tributary of Empress Una's (may she reign for all eternity) grand, interdimensional sovereignty. This was the place where Ash was born. It was where they thought they'd die. Even then Ash was always, in a curious way, a lucky child. Born under the right stars, with a secret magic burning dormant in their body, Ash understood that they were special. That they were not understood. It coiled inside them, made them bitter. Her bitterness was used as a weapon, to dismiss her words, and made her withdrawn. They wanted, more than anything, an escape to something more meaningful. Something more. Perhaps their powers gave them what they thought they wanted. Perhaps that was simply when their luck ran out. Or perhaps what came next was still better than what waited for them in the Skylands. Regardless, that is when David came. He did not understand all of it, but he understood a piece of it. 'You're special.' He said to them. 'You have a power that no one understands.' He told them. 'Do you understand what this means? You are a superior breed. You belong to another world.' 'I can show you. If you follow me.' He appealed to the angry, bitter part of them that wanted to stand apart, that wanted to stand above. So they took his hand and followed him, of their own will, through a shimmering hole in the air. __________ There is a secret world, hidden behind this one. Maintained with wards, willful ignorance and plain, non-magical bribes and mortal corruption. Castles hidden in folds of space, behind secret keys full of wizards and their servants. Full of mythical creatures penned into cages and dismantled for parts. This was the world David drew Ash into, and once locked there he did not them leave. For they were one of his apprentices, and David allowed his apprentices no more freedom than his dogs, until such a time as he deigned them ready. One of the few courtesies that extended Ash was the choice of their own name. From that moment onward, they were known as Edict. __________ There were three other apprentices in David's care. Leta. A scared young woman who feared being culled as the weakest. And Mal, the strongest of them all, with a born cruelty, who reveled in the monsters that David shaped them into, his inner aggression matched by fang, tooth and claw. And last, Murk, who they knew the least, who kept to his own and revealed nothing of himself. Edict grew up with them. In some ways, they were a fragile, dysfunctional family, sharing in the training and horrors that David set upon them, haunted by the knowledge that one day they would be expected to kill each other to earn both David's mark of esteem and their own freedom. Leta feared going against him, and so kept her head down and did her best to obey, to be the best apprentice she could be. Mal relished the thought of their death at his hands and reminded every opportunity he had. Even Edict didn't trust their odds fell into the habit of obedience. Magic or not, it seemed to them that there was no fate left to them where they did not belong to David. In his name, they did horrible things. In this world, in others. To humans and non-humans. _________ They were almost seventeen. The day that the apprentices knew was the traditional day where they were meant to face each other came nearer. Edict couldn't take it anymore; they mustered their courage and left. Mal hunted them in the form of vicious birds and beasts, while Edict fled with no weapon. The odds, it seemed, were against them. On the verge of death, Edict plucked at fate and attacked their own, twisting it, casting themselves adrift, away from the world that David's stronghold was. Frantically, they moved from Netherworld to Netherworld through gates that connected them together. Through their magic, Edict could always see their fellow apprentices, see David coming, but no matter what they did they were always three steps behind, and getting closer. Years Edict spent on the run, before throwing themselves at the mercy of a world that had kept the forces of Una and the teeming masses of the Netherworld at bay. The world that called itself 'Earth-Prime.' They begged protection from David. Some reared back, either unwilling to involve themselves in what they imagined to be Edict's retribution or imagining the plea to be part of some devious trap. Some came to Edict's aid. Not, Edict thought, nearly enough. But David never came. His castle stood empty. His pets abandoned in their pens. All that was left of his books were ashes. And no matter how they tried to look, they could not discover where he had gone to. _________ Taking the name 'Ash,' Edict started anew. At least as much as they could. The stigma of what they'd done, eased somewhat by the circumstances under which they had been forced to do it, remained, and became a barrier. No one would take them on as an apprentice or allow them closer to their books, and so Edict was forced to uncover things on their own. A mage for hire, Edict could find anything in a city on a whim and a guess, and their mere presence was a good luck charm with the money. They went from David's unwilling pawns to hired muscle. Guarding the back against creeping vampires and watching over kids in training try to call up demons in case something went wrong, Ash couldn't help but feel discontented. At long last, from from David and everything else, Ash truly began to understand parts of themselves that had been dismissed. They could not help but to wonder how many kids were out there. Kids who got restless under the full moon. Who couldn't shut the voices out by clapping hands over their ears. Who felt things no one could explain . . . And how many Davids were out there, holding out a hand, saying "I can show you. If you follow me?" They owed it to those kids to try to find a way to stop it. To be there for them before a David could find them. They laid out a spell over the map of probabilities casting wide, hoping for a direction. It didn't tell them 'how,' or 'when,' or even 'why,' but it told them 'where.' Freedom. With luck, they think, maybe they'll be able to remake themselves. Maybe they'll be able to reforge their fate. Maybe, in Freedom, they'll find their second chance. Personality & Motivation: Grim. Sober. Unfun. These are words that people often use to describe Ash, but they are not always fair. Despite understanding our language, there remains a great deal that Ash understands only vaguely about Prime society. Though in a better position now than they once were, much of what happen on Prime still makes little sense to them, and when they do not understand a thing they fall back into stoney, awkward silence. At the heart of it, Edict is wounded. They see themselves as a selfish creature, trying to create a little bubble of stability where it's a little safer for people to go. In time, Edict hopes to be able to establish themselves in Freedom. Create a place where young minds touched by magic can come and seek shelter. Eventually, reaching out to the Netherworld to bring more kids who need help—like Edict did—out of Una's influence and away from predatory monsters like David. And they'll do what they can to take steps toward making that a reality. Some would argue that alone is enough to name Edict a 'hero.' They would disagree. Powers & Tactics: While it's easy enough to dismiss Edict as a brute who runs up to anything in their way and smashes them with their bat, that isn't strictly true. As a fate mage, they have few avenues for direct attack. The methods Edict has available to them to engage with others physically are, quite simply, cheating by using magic outside their own specialty through ritual and artifact. As an ally, Edict is more valuable for their supportive abilities. With an incredibly potent scrying ability that, mixed with their magical ability to guess exactly where they need to look, Edict is an excellent person to have around if you want to know where to go. And when you get there, their unique ability to twist and subvert fate can help turn any conflict around. But from the outside? Edict simply always seems to know where to go, and when they get there, they hit someone with a bat until the problem goes away. Power Descriptions: To one who cannot perceive magic, Ash's powers are more notable for how they influence the world than how they appear, because the work of fate magic is invisible and terribly subtle. Attacks, on their own, never quite seem to touch Ash. Bullets whiz around them, not as though they were thrown off course or blocked by a shield, but because against probability all of them just so happened to miss. A small spot remains untouched in a furious firestorm, not because anything kept it away, but because the flames just so happened to leave that spot of ground untouched. Coincidences like this happen all the time around Ash, over and over. The fabric of the universe seems to refuse them harm. Their bat glows with strange runes when it hits someone and in the rare event ash is hit, their cloak seemed to absorb far more damage than it really ought, but that seems to be the only thing that seems explicitly supernatural. Someone who can perceive magic can feel what's really going on, though. Golden threads spin out from Mal's heart in countless multitudes, attaching themselves to everything. A constant flow of fate magic nudges, suggests, coerces reality to take a shape that will do no harm to Ash. Complications: Defector - Edict's fellow apprentices are still out there, somewhere. While Edict escaped the cycle David started them on, the others have not. They're involved deeply, and willingly, in the magical underworld. It's only a matter of time before Edict meets them again. Dark Apprentice - The time Edict spent serving as David's apprentice is not so easily cast aside. Their change of heart is often questioned, and some even suspect that their presence serves one of David's gambits. Perhaps they are, and simply unaware of it. Give a hero point whenever the doubt and cynicism of the magical community stand in the way of Edict's goals. Netherworlder - As a netherworlder, Edict's legal existence in Earth Prime is somewhat tenuous. While recognized by the magical communities of earth, non-magical governments and authorities who are not 'in the know' get suspicious, forcing Edict to rely mainly on magical communities. When their status as a Netherworlder cuts Edict off from support or aid, the GM may award Edict a hero point. For Me It Was Tuesday - Edict and their fellow apprentices did many terrible things to many people. There are many who would do anything to get even. Secret? What Secret? - Ash's identity as Edict is on the public record. Any enemies they have can simply look up who they are and they'll find out, immediately. Say what? - Edict's cloak is the only reason that they can understand Earth-prime languages. Without it they speak no language known on earth. This makes being separated from their cloak or being in any kind of magic-suppressing field especially confusing for both Edict and their allies. Abilities: 2 + 2 + 4 + 8 + 10 + 0 = 26PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Base, +10 Bat Defense: +13 (+5 Base, +2 Enhanced Defense, +6 Dodge Focus), +2/3 Flat-Footed Grapple: +5 Knockback: -1/4 Saving Throws: 5 + 3 + 4 = 12PP Toughness: +7 (+1 Con, +6 Protection) Fortitude: +6 (+1 Con, +5) Reflex: +8 (+1 Dex, +4 Enhanced Reflex, +3) Will: +8 (+4 Wis, +4) Skills: 8R = 3PP Intimidation 8 (+8) Knowledge (Arcane Lore) 2 (+6) Concentration 2 (+7) Stealth 0 [+12 Distorted Odds] (+13) Gather Information 0 [+8 Distorted Odds] (+8) Search 0 [+8 Distorted Odds] (+12) Notice 0 [+8 Distorted Odds] (+13) Feats: 4PP Ritualist Attack Specialization (Bat) 3 Equipment: 0PP = 0EP Powers: 1 + 35 + 9 + 15 + 15 + 12 = 87PP Features 1 (Temporal Inertia) [1PP] (Netherworld Native) Distorted Odds (35PP Container; Magic, Fate) [35PP] Enhanced Defense 2 [4PP] Enhanced Stealth 12 [3PP] Enhanced Gather Information 8 [2PP] Enhanced Search 8 [2PP] Enhanced Notice 8 [2PP] Enhanced Reflex 4 [4PP] Enhanced Feats 10 (Dodge Focus 6, Luck 2, Beginner's Luck) [9PP] Luck Control 2 (Force Reroll, Spend HP for Others: Feats: Luck 3) [9PP] Super Senses 9 (Fate Awareness [Mental], Mental Sense [Accurate, Acute, Danger Sense, Extended, Radius, Ranged], Uncanny Dodge [Mental] ) 9PP (Fate Reading) Fate Sorcery (16PP Array; Feats: Alternate Power; Drawbacks: Power Loss [If Unable To Speak] -2; Magic, Fate) [15PP] BP: Probabilistic Scry [17/17] ESP [Mental] 8 (Extras: Linked [Quickness]; Feats: Subtle 2) 10PP Quickness 14 (Extras: Linked [ESP]; Flaws; Mental Only) 7PP AP: Enhanced Strike 9 (Extras: Penetrating, Feats: Precise) [11/17PP] (Fated Flurry) Runic Bat 4 (20PP Device; Flaws: Easy To Lose; Magic) [15PP] Strike 9 (Feats: Mighty, Affects Insubstantial 2; Improved Critical 2, Knockback 5, Alternate Power) 20PP (Runic Slam) AP: Stun 9 [18/19PP] (Runic Smash) Apprentices' Cloak (15PP Device; Flaws: Hard To Lose; Magic) [12PP] Protection 6 [6PP] (Defensive Runes) Comprehend 3 (Understand any language, read any language, speak any one language at a time]) [6PP] (World-Walker's Tongue) Super-Senses 2 (Magic Awareness [Visual]) [2PP] (Magesight) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Runic Slam Touch DC 25 Toughness Damage Runic Smash Touch DC 19 Fortitude Daze/Stun/Unconscious Totals: Abilities (26) + Combat (18) + Saving Throws (12) + Skills (3) + Feats (4) + Powers (87) - Drawbacks (0) = 150/150 Power Points
  6. Player Name: Thunder King Character Name: The Tattered Man Power Level: 8/11 (150/176 PP) Trade-Offs: None Unspent Power Points: 26 In Brief: A murdered police officer, saved and empowered to save Bedlam. Residence: A cheap motel in Downtown Bedlam Alternate Identity: John Smith Identity: Secret Birthplace: Milwaukee, Wisconsin Occupation: Freelance and under the table work Affiliations: None Family: None he associates with Description: Age: 33 Gender: Male Ethnicity: Caucasian Height: 5'9" Weight: 185 Eyes: Gray Hair: Brown John's appearance varies by which face he's wearing, but his default appearance is of a man of average height and build, with a handsome but otherwise nondescript face. His hair is neatly trimmed and his face is clean shaven. He deliberately picked this face to make himself appear as bland and as uninteresting as possible, to make it easier to fade into crowds and keep his head down. John's costume is an old, tattered coat that's somehow connected to his powers. Despite being tattered and worn, it keeps him warm, and any further damage seems to somehow repair itself. With it, he wears a simple pair of black khaki pants, worn old boots and gloves. All in plain earth tones of black and brown, with a plain black cloth mask over his eyes, forehead and nose to stop 'John Smith' from being recognized. Power Descriptions: John is empowered by ghosts. He's stronger, tougher, and more perceptive than he once was. He can change his appearance to look like one of the ghosts did in life. He heals much faster than an ordinary person, and he can tap into the memory of places and objects that are associated with death. The visions he receives in this way, however, are often jumbled and twisted by emotion. History: He was born Stephen Chambers in Milwaukee, Wisconsin. He was an only child, raised by neglectful and abusive parents. His teenage years were full of anger, strife, and bad choices. However, sometime during high school he resolved to make something of himself. He emancipated himself and worked his way through college, trying to make a difference, wanting to be a cop. He served in Milwaukee for a time, and felt good about his life and the choices he made. Then, he transferred to Bedlam. He was in over his head and failed to see the warning signs. He knew Bedlam was bad, but he was unprepared for the scope of the corruption. He learned, though, six months into it. He was betrayed by someone he called a friend, and kidnapped. He saw things he shouldn't have seen. They dragged him out to an old abandoned lot and put two bullets in him, then buried him. Something about the gun or their aim went bad, because as bad as it hurt, he wasn't dead. The old lot was full of ghosts, the spirits of the slain. All the people who had been disposed of there over the years. They found him, clinging to life, and they concocted a plan. They poured power into him, supernatural, spiritual energy. They healed him, they strengthened him. They taught him a lot of what they knew about Bedlam, but the long years of haunting made much of their advice and knowledge incomprehensible. He doesn't quite know how long he was buried, some of his own memories were lost in the shuffle. He knows he was buried in autumn, and awoke in winter, and he doesn't quite know why. He dug himself out of his grave and discovered he was wearing a tattered old long coat, which he did not remember owning or wearing. He found himself some contacts for under the table work, and a motel that takes cash but doesn't ask questions. He introduces himself as John, John Smith, to all who ask. However, when rumors started up of a crazed man in an old coat sticking his nose in where it didn't belong, the rumors called him the Tattered Man. Personality & Motivation: Despite what happened, John's attitude hasn't gotten much worse. He's bitter about what happened to him, but he tries not to let it tear him apart. Whatever else happened, he's still alive. He feels that his newfound powers are more blessing than curse, because now he can fight Bedlam's corruption with the benefit of total anonymity. Powers & Tactics: John hits hard and moves fast, using basic self-defense techniques simply and efficiently. He can survive more than an ordinary person, but knows his limits. Therefore, he takes advantage of the environment and never fights fair when he can avoid it. Complications: Amnesia: There are some details about his former life that are fuzzy, up to and including the identities of his own attempted killers. He has most of the skills and knowledge that he used to have, but some of the minutae of his personal life remain a mystery. So Many Faces, So Little Time: John can change his appearance, but has a specific set of appearances he can take on. This means he has to be careful which faces he shows to whom, and can be caught if he's not careful. I am John Smith: John has no family, no friends, no support network, no job, and no real home. If it can't be done with cash or haggling, he can't do it. Through a Glass, Darkly: His postcognition is the ability to see visions of deaths in an area or on an object. However, this is done through the eyes of those who experienced it, either the killer, or the slain. What he sees is usually twisted and strange, difficult to understand and heavily influenced by emotional states. He has to parse what he sees and interpret it, and these interpretations are not perfect. Abilities: 4 + 8 + 6 + 8 + 4 + 6 = 36PP Strength: 14/26 (+2/+8) Dexterity: 18 (+4) Constitution: 16/22 (+3/+6) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 6 = 16PP Initiative: +8 Attack: +8 Melee, +5 Ranged Grapple: +16 Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed Knockback: -4 Saving Throws: 2 + 2 + 3 = 7PP Toughness: +8 (+6 Con, +2 protection) Fortitude: +8 (+6 Con, +2) Reflex: +6 (+4 Dex, +2) Will: +5 (+2 Wis, +3) Skills: 104R = 26PP Acrobatics: 6 (+10) Computers: 4 (+8) Disable Device: 6 (+10) Disguise: 2 Escape Artist: 4 (+4) Gather Information: 8 (+12) Intimidate: 8 (+11) Investigate: 8 (+12) Knowledge (Civics): 6 (+10) Knowledge (Current Events): 6 (+10) Knowledge (Life Sciences): 6 (+10) Knowledge (Streetwise): 6 (+10) Medicine: 4 (+8) Notice: 8 (+12) Search: 8 (+12) Sense Motive: 6 (+8) Stealth: 8 (+12) Feats: 24PP Attack Focus (melee) 3 Beginner's Luck Dodge Focus 5 Elusive Target Fearless Hide in Plain Sight Improved Disarm Improved Initiative Improved Throw Improved Trip Luck 2 Move-by Action Power Attack Quick Change Takedown Attack 2 Uncanny Dodge (Audio) Powers: 6 + 12 + 2 + 4 + 2 + 2 + 3 + 10 = 41PP All Powers are of the magic descriptor Enhanced Constitution 6 (to 22) [6PP] Enhanced Strength 12 (to 26) [12PP] Leaping 2 (x5; running jump 90ft; standing jump 45 ft, high jump 22 ft)[2PP) Morph 2: Broad Group (The dead buried in the abandoned lot) [4PP] Protection 2 [2PP] Regeneration 2 (Injured 1/5 minutes) [2PP] Speed 3 (50 mph, 440 ft. per move) [3PP] Super-Senses 10 (Accurate Audio, Darkvision, Postcognition) [10PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Toughness Damage (Physical) Totals: Abilities (36) + Combat (16) + Saving Throws (7) + Skills (26) + Feats (24) + Powers (41) - Drawbacks (0) = 150/176
  7. Dr. Rosa Thorne Power Level: 8/10 (173/200PP) Unspent Power Points: 27 Trade-Offs: None In Brief: One's an Occult Scholar the other a down on there luck private investigator, who happens now to share the same body. Together they fight the forces of the occult! Alternate Identity: Dr. Thorne, Occult Detective (Public) Birthplace: Milwaukee, Wisconsin Occupation: Former Occult Scholar, Private Investigator Affiliations: Black Rose Detective Agency Family: Phillip Thorne (Father), Rhosyn Thorne (Mother), Anissa Thorne (Sister) Description: Age: 26 (DoB: 1990) Gender: Female Ethnicity: African-American Height: 5'3" Weight: 140lbs Eyes: Brown Hair: Black Rosa has never been one to worry about her figure though she has always been active enough that she's never gotten too large, though she still has some curves about her. Likewise, she tends to wear only a little makeup, enough to allow her natural beauty to shine through. Countering this though Rosa has never had a day when she felt she should dress casually, still dressing even now as if she is about to go to a days work. Of the two of them, she's the one most likely to wear a sensible trench coat, if the weather calls for never as any kind of fashion statement. History: Rosa’s father had always told her that she could achieve anything that she could set her mind, something she’d taken to with some gusto. Whilst other followed the exploits of the brightly colored superhero’s Rosa was drawn to lesser known, but no less fascinating, exploits of those that fought the forces of the supernatural. She devoured every report and story of such thing, even sneaking into movies on such themes even if they were well above her age. A smart capable girl turned into an even more capable young woman who with a keen intellect had managed to gain an education at an early age in every field of occult studies, despite no magical talent of her own. She eagerly looked forward to a fruitful career in academia sharing thoughts and idea’s among her intellectual peers. Unfortunately for her many in the field where quite conservative in outlook not ready to listen to someone as young as she was, especially one of her gender and a few unfortunately of her race. Despite this, she soldiered on not willing to surrender so easily to those who wanted to put her down, instead of putting her efforts in pure academic research more and more esoteric subjects. But even she had days when despair would get the better of her and on one fateful occasion, she meets someone who would change her entire life. After one especially draining conference lecture, where her rather elegant discourse on a very poorly known aspect of occult lore had been dismissed out of hand by her audience, she was approached by a man with a literal Faustian pact. She of cause knew of him, the infamous Mr. Infamy, and in normal circumstance would have been fascinated to have the chance to talk to such a renowned occult figure of mythic proportions. But that day she was angry, tired and had maybe one too many whiskeys already and was more than willing to complain to him about how hard it was to get the kind of respect she was after in a field dominated by men. Rosa couldn’t remember exactly what she’d ask for but to the best of her knowledge if must have been something about being able to compete on an equal footing with men. When she awoke the next day she was in for a shock as the face she saw in the mirror wasn’t her own but of an older white man. And she wasn’t alone for now she was sharing her consciousness with that of the bodies original occupant, Liam Conners. Rather calm for such a momentous event the two of them quickly reached an uneasy peace and with a little investigation it was discovered that they could easily shift between the forms of Liam and Rosa. Such a victory was quickly tempered by another rather less pleasing revelation Dr. Rosa Thorne apparently had never existed all her documentation, achievements and right now more importantly saved money had vanished overnight. All they had to their name was a few dollars and a Private Investigation license to operate in a city that Rosa had never even heard of, that of Bedlam. Despite all this, both of them weren’t willing to give up completely and with Rosa help they managed to subtly alter the kind of business the now rebranded Thorne Investigations would deal with, a cesspool of a city like Bedlam tended to draw the worst of Supernatural entities something calling for their rather unique skills. Personality & Motivation: Rosa might be an excellent scholar but she isn’t exactly a people person she often crotchety and rude to people and tends to treat everyone like she’s the smartest person in the room, which to be fair in many situations this is true. It’s not helped by the fact that she’s extremely strong-willed and stubborn to a fault. She also has a very nasty habit of keeping things to herself only reluctantly revealing information when push comes to shove, not that she’s withholding information to herself she just want to wait until she has all the information to hand to come to a conclusion. Sometime the drive to discover the truth of a certain supernatural event or creature will overcome the necessity of dealing with said problem. Despite sometimes not seeming to care Rosa is a very passionate believer in helping people in trouble, making the city better by saving the souls (sometimes literally) one person at a time. Any friends she has are vanishingly rare since “moving” to Bedlam, lovers are nonexistent, very few can see beyond the hardened shell to the actually quite kind and generous person that lives under all that baggage. Powers & Tactics: If she can help it Rosa isn't really a fighter, that Liam's job, and will happily allow others to fight her battles for her. When it comes to magic matters, however, Rosa is more than happy to get involved, especially now that for some reason she can use all the knowledge she's gained over the years. She's still not one to rush into things, however, preferring to take the time to gather all the information before acting. Power Descriptions: The consciousness of Rosa are Liam are bonded together into a single entity and whilst both of them exist at the same time only one of their bodies, along with their accumulated skills and knowledge's, can be present at one time. With almost no effort they can shift between either of them, with the others mind taking a back seat to watch over and offer suggestions. With both always being active they remember everything that's happened since being bonded, through their own personalities can color their viewpoints, event prior to this are often only available when occupying that form. Whilst they have very different body shapes, and obviously, genders, the necessities of the bodies, for good and ill, are magically linked in such a way that they don’t have to make an effort to maintain both forms. This also means that if one of them get drunk or drugged the other would feel the effects and same goes for anything injuries the other might suffer. When one sleeps so does the other and as far as they can tell neither of the two consciousness's can operate independently of the other. Whilst neither of them are in a hurry to find out for certain it appears that anything specific to one form over the other does not appear to function, as far as they can tell Rosa would be incapable of getting pregnant for example. Somehow the bonding of the two has allowed Rosa to use the occult knowledge she had to collect to achieve real tangible results, but only when she's in her own form. Complications: Bedlam City Limits: Somehow her magical powers are tied to Bedlam, the further she gets from Bedlam the less her powers seem to operate. the knowledge behind the powers never, however, goes away. Never go home again: The whole world no longer knows of the existence of Rosa, including her family. But she still tries to keep an eye on them and help out where she can. Twin Shows: The transformation between Rosa and Liam is for most people completely unnoticed, they don't see the change happen just that one had left and other has taken their place. Supernatural creatures and extraordinary people, including but not restricted to supers, will notice the transition between the two. You want to do what?: Rosa tastes are very different from Liam and sometimes tries to take over when he's doing something she doesn't like. Abilities: 0 + 4 + 4 + 10 + 10 + 0 = 28PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 16 + 8 = 24PP Initiative: +2 Attack: +8 Base Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +8 Knockback: -4 Saving Throws: 4 + 5 + 7 = 16PP Toughness: +2/8 (+2 Con, +6 [Force Field]) Fortitude: +6 (+2 Con, +4) Reflex: +7 (+2 Dex, +5) Will: +12 (+5 Wis, +7) Skills: 200R = 50PP Computers 10 (+15) Concentration 15 (+20) Craft (Artistic) 10 (+15) Drive 3 (+5) Escape Artist 13 (+15) Gather Information 15 (+15) Investigate 12 (+20) Knowledge (Arcane Lore) 15 (+20) Knowledge (Art) 10 (+15) Knowledge (Behavioural Science) 10 (+15) Knowledge (Current Affairs) 10 (+15) Knowledge (History) 10 (+15) Knowledge (Popular Culture) 10 (+15) Knowledge (Theology and Philosophy) 15 (+20) Language 9 (Arabic, French, English [Native], German, Greek, Hebrew, Mandarin, Japanese, Latin, Russian) Medicine 5 (+10) Notice 10 (+15) Search 10 (+15) Sleight of Hand 8 (+10) Feats: 12PP Artificer Dodge Focus 4 Eidetic Memory Fearless Luck 2 Ritualist Second Chance (Concentration) Well-Informed Powers: 6 + 21 + 8 + 8 = 43PP Force Field 6 [6PP] Magical Knowledge 8 (16PP Array; Feats: Alternative Power 5) [21PP] Base Power: Damage 8 (Mystical Blast; Extra: Range) [16PP] Alternate Power: Clairvoyance 8 (Sight beyond sight, 2000 miles) Alternate Power: Exorcism 8 Alternate Power: Nullify 8 (Dispel Magic, 80 ft radius) Alternate Power: Obscure 8 (Mystical Darkness, 80 ft radius, 1,000 ft) Alternate Power: Snare 8 (Mystical Snare, 80 ft range) Morph 4 (Twin Souls, single appearance Feats: Innate, Metamorph, Subtle 2) [8PP] Super-Sense 8 (Magical Awareness - Mental Sense [Accurate, Acute, radius, Ranged]) [8PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Dispel Magic Ranged DC 18 Willpower Nullify Exorcism Ranged DC 18 Willpower Banish Mystical Blast Ranged DC 22 Toughness Damage Mystical Snare Ranged DC 18 Reflex Snare Totals: Abilities (28) + Combat (24) + Saving Throws (16) + Skills (50) + Feats (12) + Powers (43) = 173/200 Power Points
  8. SLITHER Power Level: 10 (150/156PP) Tradeoffs: -2 Toughness/+2 Defense Unspent PP: 6 In Brief: Former MI6 agent with stretching powers Alternate Identity: Isabel Liǔshuāng Fitzmorris-Blakely Identity: Secret Birthplace: Islamabad, Pakistan Occupation: Freelance investigator Affiliations: None currently, formerly MI6 Family: Sir Henry Albert Fitzmorris-Blakely KCMG (father), Anna Wong Fitzmorris-Blakely [Huáng Xiǎoqìng] (mother) Description: Age: 26 (March 29th, 1990) Gender: Female Height: 5’6” Weight: 125 lbs. Eyes: Brown Hair: Brown Isabel is an attractive young woman of mixed Chinese and English ancestry; she's typically dressed in very chic designer clothes typical of the 'horsey set', lots of Burberry tweed, scarves and boots, and always complimented by a pair of elegant leather gloves. When she's not dressing up or just hanging out with friends, she dresses for comfort, usually in sweaters or blouses and comfortable slacks, but she still wears gloves of some sort. As Slither, she wears a full body suit in black and gray made of a special mimetic, thermally-neutral material that refracts all wavelengths of light as well as dampening heat signatures; it makes her very hard to see, but if she moves too fast the photocells struggle to match her movement, and a distinctive ripple may be seen. A pull-up hood and facemask hide her face, and also includes light magnifying goggles for nighttime operations. The hands and feet also include adhesive padding to allow unimpeded movement on walls and ceilings. Lastly the suit is insulted to offer some protection from the cold, which othrrwise drastically impairs Slither's performance. History: Isabel Liǔshuāng Fitzmorris-Blakely (‘Izzy’ to friends and family) was born March 29th, 1990 into a well-respected family that has been part of Her Majesty's Government for over a century, mostly in the Colonial and Foreign Offices (now combined into the Foreign and Commonwealth Office, or FCO). Her father is Sir Henry Albert Fitzmorris-Blakely, the former High Commissioner to Pakistan, and her mother is a diplomatic translator from Hong Kong, who met her father through the Queen's Service. Izzy spent much of her childhood living with her family in India and Pakistan, where she developed an interest in Asian languages. While she attended International schools in Islamabad and New Delhi for her primary education, there was never any doubt that she would return to England for university. She inherited her mother’s gift for languages, and was conversant in four languages by age six, and fluent in eight by the time she started university. It was while she was at Cambridge majoring in Politics and International Studies that she was recruited by the Secret Intelligence Service (MI6); the excitement of espionage work intrigued her, and she knew her knowledge of South Asia would prove invaluable in the field. After she completed her studies, she was assigned a cover position as a translator at the British Trade and Investment Office in Lahore, which gave her many opportunities to gather intel on Pakistani business leaders possibly supporting anti-Western interests. She never revealed her undercover status to any of her coworkers, and was very popular among her peers. Then one day in 2013, the BTIO delegation was stopped on the road near Peshawar; all occupants were dragged out of their vehicles, beaten and thrown into trucks that made for the Afghan border. Once there, their captors delivered them to a heavily-armed camp where a huge Russian mercenary brutally questioned them all in turn. Isabel soon figured out that she was the prize he was looking for, and she offered to provide him with information as long as he let the others go free. The Russian, who his followers called 'the Black Dragon', gleefully agreed and then turned his full attention to breaking Isabel. This began a harrowing ordeal that lasted two weeks; the young agent was given numerous drug injections, forced to go for days without food, sleep or water and subjected to a barrage of questions that didn't make any sense. Snakes were randomly thrown into her cell at night by her laughing guards, biting her again and again, leaving dark purple wounds on her arms and legs. Finally Isabel became feverish and collapsed into unconsciousness. When she at last woke up, her mind was clear for the first time in days; the bites on her arms and legs had faded and an odd warmth spread throughout her whole body. Somehow she knew she was different, changed. Isabel walked up to the bars of her cage, took a deep breath, and squeezed right through. Several days later, she showed up out of the blue at the High Commission in Islamabad, stunning the Diplomatic Service who assumed she was dead. The full details of her capture and escape were never revealed to the press, but since her security clearance was in tatters, SIS was forced to let her go. Now out of work but possessing amazing new abilities, Izzy decided to pursue the Black Dragon on her own, determined to bring down his organization by any means necessary, though is reluctant to use deadly force. Her efforts have been fairly successful over the last three years, but she’s just discovered he’s fled to the US, to a city called Bedlam… Personality & Motivation: Most of Izzy's childhood was spent in South Asia, where she grew up around diplomats and the children of diplomats, giving her a very multicultural perspective. She's always been a team player, and though she's thoroughly competent and capable of working on her own, she misses being part of a group like she was back at uni or in the Queen's Service. Her normally outgoing attitude has been somewhat diminished by the events back in Afghanistan, especially by the changes to her physiology which have made human interactions more difficult. Her upper class manners and 'good breeding' might make people think she's a bit of a stuffed shirt, but Izzy is actually very warm and approachable once you get to know her. In her heart, Isabel is still a patriot, and the fact that monsters like Dragomirov walk the earth fill her with a cold fury. She may not be part of the SIS anymore, but she can still do her bit, which sometimes includes taking on freelance jobs for people who's problems with the criminal element that can't be solved by traditional means. Powers & Tactics: There are very few places Slither can't get into if she's really determined; between her serpentine abilities and her custom-made 'Slither suit', she's extremely sneaky and hard to pin down. If she was a more criminal mind, she'd be a highly successful thief, but she's not hurting for money and is passionate about justice. Unfortunately she is now much more sensitive to cold, and the befuddling toxin she secretes can't be turned off. Izzy's built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like. Complications: Enemy: Arkady Ilyich Dragomirov, aka 'The Black Dragon', a former member of the Spetsnaz GRU, now a metahuman gangster operating in Bedlam City. It was Dragomirov's men who captured Izzy and her team in Afghanistan, and it was during her captivity and mistreatment that her abilities first emerged, allowing her to escape. She has vowed to see him brought to justice. Pop Culture Illiterate: Growing up in the world of diplomacy and international travel, Izzy didn't have a lot of time to go to the cinema or watch the telly; besides books were far more interesting and portable. Because of this, she doesn't always get the jokes and references of more media-savvy individuals. Posh: Izzy comes from an upper class English family, attended Cambridge and speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK. PTSD: Isabel still has a lot of unpleasant memories of her captivity, leading to heightened vigilance, nervous tension and occasional nightmares. She's been seeing a therapist for over a year, but she still has a lot of work to do. Racism: Izzy’s father is Caucasian and her mother is Chinese; being a biracial child means she’s been exposed to her share of ignorance. Abilities: 4 + 6 + 12 + 6 + 4 + 8 = 40PP Strength: 14 (+2) Constitution: 16 (+3) Dexterity: 22 (+6) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 10 + 12 = 22PP Initiative: +10 (+6 Dex, +4 Improved Initiative) Attack: +5, +10 Melee (+5 Base, +5 Attack Focus), +5 Ranged Grapple: +23/+25 (+10 Melee, +6 Grappling Finesse, +7 Elongation [+2 if using Addl. Limbs]) Defense: +12 (+6 Base, +6 Dodge Focus) Knockback: Saves: 0 + 7 + 6 + 8 = 21PP Toughness +8 (+3 Con, +5 Defensive Roll) Fortitude +10 (+3 Con, +7) Reflex +12 (+6 Dex, +6) Will +10 (+2 Wis, +8) Skills: 80R = 20PP Acrobatics: 4 (+10) Bluff: 6 (+10) Computers: 2 (+5) Diplomacy: 6 (+10) Disable Device: 7 (+10) Drive: 1 (+7) Escape Artist: 7 (+13, +20 w/ Elongation)* Gather Information: 6 (+10)* Knowledge: Current Events: 2 (+5) Knowledge : Streetwise: 2 (+5) Languages: 7 (Cantonese, English [native], French, Hindustani, Japanese, Mandarin, Pashto, Russian) Medicine: 3 (+5) Notice: 8 (+10) Search: 3 (+5) Sense Motive: 8 (+10) Sleight of Hand: 4 (+10)* Stealth: 4 (+10)* Feats: 24PP Attack Focus 5 (Melee) Benefit: Ambidexterity (Hands and feet) Benefit: Wealthy Connected Defensive Roll 5 Dodge Focus 6 Equipment 1 Evasion Grabbing Finesse Improved Grab Improved Grapple (free w/ Additional Limbs) Improved Initiative Improved Pin Skill Mastery* (Escape Artist, Gather Information, Sleight of Hand, Stealth) Uncanny Dodge Well-Informed Equipment: 1PP = 5EP Binoculars 1EP Commlink 1EP Handcuffs 1EP Lockpicks 1EP Multi-tool 1EP Powers: 2 + 10 + 7 + 2 + 8 = 29PP Additional Limbs 2 (Both Legs) [2PP] Drain Wisdom 10 (Extras: Poison, Flaws: Permanent) [10PP] Elongation 7 (500 feet) [7PP] Super-Movement 2 (Slithering, Trackless) [4PP] Device 2 (Slither Suit; 10PP Container; Flaws: Hard-to-Lose) [8PP] • Concealment 4 (All Visual Senses, Flaws: Blending) [4PP] • Immunity 1 (Cold environments) [1PP] • Super-Movement 2 (Wall-Crawling 2) [4PP] • Super-Senses 1 (Low Light Vision) [1PP] Drawbacks: (-6) = -6PP Vulnerability (Cold Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] Weakness (Cold environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Drain Touch DC 20 Fort Drain Abilities 40 + Combat 22 + Saving Throws 21 + Skills 20 + Feats 24 + Powers 29 - Drawbacks 6 = 150/156 Power Points
  9. Player Name: MBCE Character Name: Kwame “Hammer” Harris Power Level: 10 (150/166PP) Trade-Offs: -2 Attack / +2 Damage, -4 Defense / +4 Toughness Unspent Power Points: 16 In Brief: Powerhouse that loves to showboat. A member of The Ultimate Wrestling League (UWL) Residence: Theater District Base of Operations: Theater District Catchphrase: “Time to knock some sense inta ya!” “It’s Hammer Time!” “Time for the main act!” Alternate Identity: The Hammer Identity: Public Birthplace: Chicago Occupation: Wrestler Affiliations: UWL (Freedom City Ultimate Wrestling League) Family: Older sister and younger brother living in Chicago. Description: Age: 35 (DoB: July 15, 1981) Apparent Age: 35 Gender: Male Ethnicity: African-American Height: 5’11” (180cm) Weight: 265lbs (120kg) Eyes: Brown Hair: Black but keeps he’s bald. Kwame is pure muscle. Unlike most powerhouse heroes, Hammer still looks relatively normal. If anything, he seems like a very dedicated bodybuilder, which he is. Power Descriptions: Hammer’s powers are manifested by pure muscles. He uses his superior strength to augment his wrestling fighting style. Having just recently gained his powers, Hammer has yet to learn how to use his powers in the traditional "powerhouse" fighting style. Instead, he uses his strength to power his devastating wrestling moves to great effect. It won't be long before life in Freedom city teaches him how to more effectively apply his great strength to helping the citizens of the city. History: Kwame Harris always wanted to become a wrestler. He grew up watching various wrestlers both in person and on TV. To fulfill his dream, he began working out to get his body into peak shape. He slowly began to gain a following in the wrestling world, but then Freedom City announced the newly formed Ultimate Wrestling League. Kwame saw the league as the next evolution to his dream. There was only the simple problem that he lacked any superpowers to allow him to compete in the league. Kwame didn't let that stop him. He began looking for ways to gain powers. Through his studies, he learned that some meta-humans gained their powers from manipulation of their basic genetic makeup. Kwame learned there were a number of drugs in the city that could enhance him. After a few months of fruitless pursuit, Kwame came across a shady dealer offering a drug guaranteed to give him enhanced powers. Kwame paid the large sum of money for the drug and returned home. Since he was unsure of the effects of the drug, Kwame made sure to take a leave of absence from his wrestling duties. Kwame took the drug and it had an immediate effect upon him. Unfortunately, it was not the intended effect as his hair fell out and he experienced constant pain. For months Kwame found himself restricted to his apartment as his body began to adapt itself. Now that his body has adapted to the changes, Kwame has moved to Freedom city to join the Ultimate Wrestling League. Personality & Motivation: Kwame sees Freedom City as the biggest stage to perform upon. With the large number of heroes and villains, the city has become a larger version of the Wrestling federation he once was a member of. Since his powers placed him in a league above the other wrestlers, he has turned his sights to becoming the greatest hero in the city. Now he can strive to become a star in the world of Heroes. Hammer is loud and friendly. He usually has a smile upon his face. Outwardly, his whole persona is way over the top but when he’s alone, a lot of his bravado disappears. Kwame is always acting in front of people. The act along with his powers tends to lull his adversaries into underestimating just how devious he could be when it counted. Powers & Tactics: Hammer is first and foremost, a showman. He likes to build up tension when he finds himself in a fight going so far as to fake the results of a blow. He starts by weakening his opponents with standard punches and kicks. From time to time, he places his foe into a submission hold. These holds vary depending on the area he wishes to weaken; leg locks are used to weaken a foe's ability to avoid attacks (vs Reflex), body locks to weaken a foe's ability to resist damage by applying pressure to nerve points (vs Toughness), arm locks and shoulder stretches are used to soften up the foe's ability to resist physical pain (vs Fortitude), and headlocks are used to rattle a foe's mental stability by inflicting pain directly on the head (vs Will). When he has his opponents on the ropes, he often uses that time to strut around getting any witnesses hyped up before delivering his finishing move, Hammer Down, a modified version of the Superman Punch. Hammer also likes to taunt his opponents throughout fights, treating his encounters as a typical wrestling match. Hammer uses his Eye rake as a means to further weaken his opponent as well as a way to escape grapples of other fighters. Hammer has taken his skills at wrestling to the streets. His punches and kicks are all signature wrestling moves. A suplex here, a drop kick there, are all ways that Hammer damages his opponents. It's when he goes for his special moves that things get interesting. Eye Rake: Hammer drags his fingers across an opponent's eyes, blinding them. [Dazzle visual] Hammer Down: Hammer's finishing move. After weakening his opponent, he poses slightly before performing a leaping attack. As he comes down, he he hits with his hands clenched together. His momentum and excessive strength increases the changes of a critical hit. [Damage (PF:Improved Critical 2)] HKO: aka Hammer Knockout is a modified version of RKO. Hammer leaps towards the opponent and grabs the opponent's head in a ¾ facelock while parallel to the ground, and then slams the opponent's face to the ground in a cutter. [Stun] Submission Move: Hammer likes to toy with his opponents. He quickly grapples whomever he is fighting and using his superior strength, weaken their ability to resist his attacks. [Drain any one save] Complications:  Got to keep the fans happy: Hammer is always putting on a show. He likes to get bystanders involved and would easily allow for an opponent to regain their senses instead of quickly finishing them off. The World’s a stage: Hammer tends to make sure that any possible witnesses know that he is around. This has lend to situations where deliberately announce his presence instead of using stealth. Secret: As a role-model for young kids, Hammer has to keep the true origin of his powers a secret. I’m no chicken: Hammer can’t back away from a challenge. Abilities: 8 + 2 + 6 + 0 + 2 + 4 = 22PP Strength: 18/34 (+4/+12), effective Str 69 Dexterity: 12 (+1) Constitution: 16/38 (+3/+14) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 6+ 12 = 18PP Initiative: +1 [+1 Dex] Attack: +8 Melee (+3/ Attack Focus(melee) +5), +3 Ranged Grapple: +27 [atk (8)+Str (12)+Super Str (7)+Size (0)] Defense: +6 (+6 Base), +3 Flat-Footed Knockback: -12 [Impervious Toughness 10] Saving Throws: 0 + 5 + 5 = 10PP Toughness: +14 (+14 Con, [Impervious 10]) Fortitude: +14 (+14 Con, +0) Reflex: +5 (+0 Dex, +5) Will: +6 (+1 Wis, +5) Skills: 44R = 11PP Bluff 6 (+8) Intimidate 6(+8) Knowledge (Current Events) 4(+4) Knowledge (Life Sciences) 6(+6) Perform (Acting) 6(+8) Profession (Wrestler) 10(+11) Sense Motive 6(+7) Feats: 11PP Assesment Attack Focus (Melee) 5 Fighting Style: Wrestling 5 [Chokehold, Improved Grab, Improved Grapple, Improved Pin, Power Attack] Powers: (All biological, Origin: Experiment) 22 +16 +7+10+4+2+17 = 78PP Enhanced Constitution 22 [22pp] Enhanced Strength 16 [16pp] Drain (Any one Save) 6 (Various submission holds;Feat: Slow Fade 1;Flaw: Requires Grapple) [7pp] Impervious Toughness 10 [10pp] Leap 4 (x25 -- running long jump 550ft, standing long jump 275ft, high jump 137ft) [4pp] Speed 2 (25 mph/ 200 ft per Move action)[2pp] Super Strength 7 (effective Str 69; Hvy Load 179 tons; Feats:Alternate powers 3) [17pp] AP: Damage 12 (Hammer Down; PF: Improved Critical 2) {14/14pp} AP: Dazzle (visual) 12 (Eye Rake; Extra: Linked [Damage]; Flaw: Range (Touch)) + Linked Damage 12(Extra: Linked [Dazzle]{12/14pp} AP: Stun 7 (HKO) {14/14pp} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Dazzle Touch DC 22 Reflex/ DC 27 Toughness Renders all visual senses useless/ Damage Drain Grapple DC 16 Fortitude Drains any one Save Grapple Touch DC 27 Damage (Physical) Hammer Down Touch DC 27 Toughness Damage (Physical) [Crits 18-20] Stun Touch DC 17 Fortitude Dazes or Stun on failed save Unarmed Touch DC 27 Toughness Damage(Physical) Totals: Abilities (22) + Combat (18) + Saving Throws (10) + Skills (11) + Feats (11) + Powers (78) - Drawbacks (0) = 150/166 Power Points
  10. Power Level: 10 (150/154PP) Trade-Offs: +2 Toughness / -2 Defense Unspent PP: 4 In-Brief: Experimental life form with the mind of a teenager Alternate Identities: Ralf Steiner Identity: Public Birthplace: Munich, Germany Occupation: Student Affiliations: None Family: Andrew Steiner (adopted father) Age: 2 (though mentally around 16) Gender: Male Ethnicity: ??? Height: 5' 8" Weight: 175 lbs Eyes: Green Hair: Black (usually) Description: In his raw, undisguised form, Ralf is a slender, vaguely humanoid blob with large, muscular looking limbs. He tends to look more than a little monstrous when not in disguise, sporting a large maw and large, glowing yellow eyes. His Claremont uniform typically consists of little more than a pair of baggy blue pants and a pair of black bracers that cover half of his forearms. Though he can look any way he pleases for the most part, he tends to walk around on the day to day looking like a teenager, based largely off of a picture of his creator when he was younger. In this particular form, he's a tall, somewhat gangly young man with black hair and green eyes. Power Descriptions: Ralf is a vaguely humanoid gelatinous blob, able to stretch his body and pass between a liquid-like and solid state almost at will. Because his entire body is a weapon, he uses it as such in often inventive ways, striking with mallet-sized fists (or actual mallets!) from a significant distance. History: Andrew Steiner was tasked by SHADOW to create a weapon: a life form that could cause untold destruction while being durable enough to withstand anything that any hero could throw at it. After years of development, he created an amorphous blob creature named RALF: Recombinant Artificial Life Form. It had everything that SHADOW asked it for--strength, durability, and the potential to cause significant destruction if mass produced. During the testing and experiments, however, Steiner noticed that his creation had odd quirks. While it didn't require sustenance in the traditional sense, it snatched a candy bar from an unwitting technician and immediately ate it. And it seemed to enjoy it. After six months, it began mimicking the speech of those around it. In time, it learned not only to speak, but to read and write as well. It started asking question, learning at a rapid rate with the curiosity and innocence typical of a child. Steiner realized what he had created, and that handing RALF over and turning him into a weapon would be a terrible mistake. This fact became all the more clear when RALF was put into combat testing and showed a clear reluctance to harm living targets, constantly questioning his handlers. Steiner fled to America, taking RALF with him. Giving him a name and instructing the still evolving life form to disguise himself in a form fitting his intellectual age, Steiner contacted Claremont Academy to put Ralf in their care before he disappeared. Personality & Motivations: Ralf is a playful individual, always quick with a joke or a witty retort. At a glance, he seems to take almost nothing seriously, and his general nature and energy border on the hyperactive. Still, he knows his situation and rails against the idea of someone else using him to harm others. His lessons in morality are, in his mind, a personal connection to the man who created him, and he'll do whatever he has to in order to honor it. Ralf is an uncompromisingly honest person--perhaps a little too honest. In most matters, he doesn't really know how to pull his punches, either physically or emotionally, which can often lead to a little bit of awkwardness and unintended friction with other people. He knows he's not perfect, however, and that's just one of many things he needs to learn. Powers & Tactics: Ralf tends to use his superior physical strength and durability to his advantage, and is perfectly fine with wading into a fight, fists swinging. His ability to stretch his limbs only lends to his preference for slugging it out with an opponent, and his elusive nature is often used as a distraction to allow heavier hitters to take advantage of the situation. His unusual body structure allows him to use more than just his arms as weapon; able to bounce from place to place, climb and suspend himself from walls, and use his entire body to snare opponents, Ralf can be incredibly unpredictable, but the constant is always about his mobility. Complications: Enemy: SHADOW wants its biological weapon back. It Ain't Easy...: All of Ralf's humanoid forms have green eyes. Keep It Together: Ralf has a tough time maintaining a disguise in the presence of water. While he can at least keep his basic form intact, anything more doesn't hold up, even rain. Sweet Tooth: Ralph can eat just about anything. Though he has no appetite to speak of, he can't resist sugar. Trophy Hunter: Ralf often feels like everything he does needs commemorating, and often looks to collect souvenirs from encounters. Abilities: 0 + 8 + 24 + 2 + 0 + 4 = 38PP Strength: 10/30 (+10) Dexterity: 18 (+4) Constitution: 34 (+12) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +4 Attack: +8 (+10 melee) Grapple: +28 Defense: +8 (8, +0 Dodge Focus) / +4 flat-footed Knockback: -6 Saving Throws: 0 + 2 + 6 = 8 PP Toughness: +12 Fortitude: +12 (+12 Con, 0) Reflex: +6 (+4 Dex, 2) Will: +6 (+0 Wis, 6) Skills: 32R = 8PP Acrobatics 4 (+8) Bluff 10 (+12) Disguise 4 (+6) Escape Artist 0 (+9 Elongation) Intimidate 4 (+6) Language (Native: German; English) Notice 4 (+4) Perform (acting) 3 (+5) Stealth 2 (+6) Feats: 5PP Attack Focus (melee) 2 Distract (Bluff) Improved Grab Improved Grapple Powers: 6 + 6 + 5 + 23 + 7 + 6 + 6 = 59PP Elongation 5 (100 ft range, 50 ft increments, +5 Escape and Grapple) [5PP] AP: Leaping 5 (x50; 250/500/1000 high/standing/running jump) [1PP] Immunity 6 (Critical hits, disease, poison, suffocation) [6PP] Insubstantial 1 (fluid) [5PP] Morph 10 (Broad--any humanoid, +50 disguise) [23PP] AP: Bouncing 9 (PFs: Move-by Action, Ricochet) [1PP] AP: Enhanced Strength 20 [1PP] AP: Snare 10 (Flaw: Distracting, Ex: Engulf, Regenerating) [1PP] Regeneration 6 (Injured 6 [1/round]; PF: Regrowth) [7PP] Super Movement 3 (Slithering, Sure-Footed 1, Wall-Crawling) [6PP] Super Strength 3 (+15 STR, heavy load: 6.4 tons) [6PP] Drawbacks: -0PP Abilities (38) + Combat (34) + Saving Throws (8) + Skills (8) + Feats (5) + Powers (59) - Drawbacks (0) = 150/154 Power Points DC Block Attack Range Save Effect ============================================================================ Unarmed Melee DC25 TOU [Staged] Damage [Physical] Snare Melee DC20 Reflex [Staged] Bound/Entangled
  11. Player Name: tv50watcher Character Name: John Blake Power Level: 10 (150/152PP) Trade-Offs: -5 Attack / +5 Damage -5 Defense/+5 Toughness Unspent Power Points: 2 In Brief: By day, he is a normal teenager mostly, just super strong. By night, he becomes a nigh unstoppable juggernaut. Residence: Freedom City Base of Operations: Freedom City Catchphrase: Ready to hear my ROAR?! Alternate Identity: The Gargoyle Identity: Secret Birthplace: Freedom City Occupation: Unemployed Affiliations: Claremont Academy Family: Annabelle Blake (Mother), Randy Blake (Father, dead, left when he learned his kid was a mutant) Description: Age: 16 (DoB: 2000 July 7th) Gender: Male Ethnicity: Caucasian Height: 5'5" (6'5" while transformed) Weight: 150 pounds (750 pounds while transformed) Eyes: Blue Hair: Blonde When not transformed, he looks like an average kid, maybe even below average. His muscles are not very prominent, just toned, and he's even a bit short. Once transformed however, his muscles typically rip right through any clothing he might have on, and his height jumps an entire foot. He looks grey, almost made out of stone, and but his voice remains the same, so he tends to try and change it on his own, creating a kinda gravelly deep voice. He has draconic-like wings and his eyes remain the same, but even his hands grow claws, his feet become like talons and he grows a tail. History: John Blake was never ordinary. When he was born, they figured out he was a mutant pretty quickly when he lifted the couch because he wanted to go underneath it as a small baby. This was very unusual as no one in his family ever had had powers, or even been a mutant, but he was completely natural. On the age of 16 however, he changed even more, as his full mutant power revealed itself, and he transforms into The Gargoyle, a beast of near unstoppable power. The only problem? If caught out in daylight, John Blake discovered he turns to stone, very breakable stone, for the entirety of the day if caught out as the Gargoyle. He before this had never been a hero except in rare circumstances because while he himself is rather vulnerable, and not terribly strong. Stronger than most, but not strong. He was always unable to help because of how easily he knew he could get hurt, and he knew he couldn't leave his mother alone. He then went on to become a superhero of the night, unwilling to before because he needed to stay alive for his mother, but given his new powers, could not resist the call for help, remembering how many times he could've used someone to help him, but people walked away anyway. Now he stalks the night, and goes to school by day where he's known for being the rather dorky kid actually, on account of sitting out during gym and otherwise just allowing bullies to walk over him. One of the stranger things about him though is that because of the short amount of time he has available to him while as the Gargoyle, he tends to lose most of his limitations, the amount of adrenaline coursing through his body forcing him to do SOMETHING physical while he is transformed, so he tends to go superheroing. He was more recently approached to enroll at Claremont Academy, and since it is what he wants to be, a superhero, he accepted. However, both him and the headmaster did not tell him mother it was a superhero academy. He keeps a secret on his powers anyway because he's used to it having had 16 years of conditioning to not use his powers while untransformed, but it's also simply wanting to go unnoticed. You do not be cardboard and tempt fire to attack you, you hope the fire doesn't notice you. And that's why he tries to not reveal himself. Personality & Motivation: John Blake is under his normal ego, a rather meek kid, kinda shy and refuses to do physical activities outside of possibly running around the track. He will confront bullies from beating up or otherwise harrassing other kids, but he will never raise a finger to help himself from those same bullies. However, while as The Gargoyle, he will confront any evil he sees, making sure to keep the innocent safe. If ever his Gargoyle form should not work, he will keep himself alive above all else, for the fear of what his death would do to his mother, but he may be willing to sacrifice himself anyway because he has never been able to fully look away from a call to help. He has just simply been conditioned to stay away from fights while not transformed. Powers & Tactics: He will for the most part punch and claw something. If that doesn't work, he'll try using his increased mass and high flying speed to gain even more momentum for an attack. Eventually, he thinks anything will fall to his fists. Complications: Wings: His wings can be bound up or otherwise incapacitated. If done, he cannot fly at all until he recovers his wings. Identity: Secret to his mother and most people, he does not like broadcasting that he has powers Sunlight: If caught in sunlight in his Gargoyle form, he will turn to stone until night falls again upon his form. This stone is no harder to break than concrete. If one were to destroy say his arm, it would remain destroyed when he turns back to normal. Even going back to his human form would have this arm lost. Same for any part of him. He can perceive things the same way a comatose man can, very rarely and not very well. And if one were to damage what would become a vital area of him when he turns back, or otherwise breaks the stone? He will remain stone, and he will be dead, even gluing him back together will not reverse his death. Bully Magnet: For whatever reason, people love bullying this guy. Maybe they know they can get away with it, or maybe they just like it. Wherever he goes, bullies inevitably follow. Abilities: 6 + 6 + 14 + 2 + 2 + 0 = 30PP Strength: 16/26/40 (+3/+8/+15) Dexterity: 16/20 (+3/+5) Constitution: 24/34 (+7/+12) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 8 + 4 = 12PP Initiative: +3/+5 Attack: +4; Melee +5 Grapple: +14/+19/+21 Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -3/-13 Saving Throws: 1 + 0 + 4 = 5PP Toughness: +15/+7 (+12/+7 Con, +3 Protection [Impervious 8]) Fortitude: +13/+8 (+12/+7 Con, +1) Reflex: +9/+7 (+5/+3 Dex, +4) Will: +1 (+1 Wis, +0) Skills: 52R = 13PP Acrobatics 4 (+7/+9) Bluff 7 (+8) Climb 10 (+13/+18) Concentration 1 (+2) Escape Artist 3 (+6/+8) Notice 8 (+9) Search 8 (+9) Stealth 2 (+5/+7) Survival 9 (+10) Feats: 5PP Untransformed: Attack Focus (Melee) 1 Dodge Focus 3 Luck 1 Transformed: Distract (Intimidate) Fearless Improved Grapple Takedown Attack Weapon Break Powers: 82 = 82PP Alternate Form 16.8 (Gargoyle Form) [82PP] (Mutation) Enhanced Traits 24 (Strength 10, Dexterity 4, Constitution 10) [24PP] Enhanced Feats 5 (Distract (Intimidate), Fearless, Improved Grapple, Takedown Attack, Weapon Break) [5PP] Density 7 (Used to Stone; +14 strength, Weight multiplier: x5; Extras: Duration[Continuous]; Flaw: Permanent; Immovable 2, Impervious Protection 3, Super Strength 2) [21PP] Super Senses 5 (Gargoyle Senses; Darkvision, Scent [Accurate]) [5PP] Additional Limbs 1 (Gargoyle Tail; Feats: Improved Grapple) [1PP] Flight 5 (Gargoyle Wings; 250 MPH) [10PP] Impervious Toughness 5 (Form of Stone; total Impervious 8) [5PP] Immunity 11 (Tough Like Stone; Ballistic Damage, Disease, Poison, Sleep, Starvation and Thirst, Suffocation (All)) [11PP] Drawbacks: -3 = -3 Action 3 (Full Round Action) [Alternate Form Transformation] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18/30 Toughness Damage (Bludgeon) Totals: Abilities (30) + Combat (18) + Saving Throws (5) + Skills (13) + Feats (5) + Powers (82) - Drawbacks (3) = 150/152 Power Points
  12. The Reducer (John Blake) Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: none In Brief: High schooler with shrinking powers Alternate Identity: John Blake (Public) The Reducer (Secret) Birthplace: Chicago, IL Occupation: Currently Unemployed Affiliations: None Family: His mother, Annabelle Blake Description: Age: 16 (DoB: 2000 Gender: Male Ethnicity: Caucasion Height: 5'5" Weight: 150 Eyes: Blue Hair: Blonde Wears a t-shirt, typically anime related, most especially Dragon Ball Z shirts, with blue jeans and some red and white shoes. He tends to hide his muscles with slightly baggier shirts than most History: John was a fairly normal guy, attended school, made jokes, passed all of his classed with A's as his most abnormal feature. One day, he noticed he woke up in his bed near an inch tall. He obviously freaked out a moment before finding out, he could control this power. He mostly has practiced his control with this power, to learn best how he could help people, but often times feels his power only limits him, not makes him stronger. Tries to keep his superhero life separate from his regular life. Personality & Motivation: For now, he just wishes to help people, but is unsure how to, leading him to freeze up when he sees crime, unsure how to help with his ability to shrink Powers & Tactics: (42 PP) Shrinking 19 (normal strength extra) (Subtle 2 extra) He tries to essentially be a bouncing bullet, but has learned to be able to apply his strength, and later, even his speed and durability to his shrinking power. Power Descriptions: His shrinking is exceptionally subtle, as it can happen in the blink of an eye to any size, and pop back just as quickly. He does retain his strength, durability and speed at this size nowadays Complications: Inferiority: Feels his power is underwhelming and can freeze up when needed to fight Abilities: 13 + 15 + 10 + 15 + 15 + 15 = 83 PP Strength: 23 (+6) Dexterity: 25 (+7) Constitution: 20 (+5) Intelligence: 25 (+7) Wisdom: 25 (+7) Charisma: 25 (+7) Combat: 0 + 0 = 0PP Initiative: +7 Attack: +8 Melee, +9 Ranged +8 Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Grapple: -9 Knockback: +2 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +5 (+5 Con, +0) Fortitude: +5 (+5 Con, +0) Reflex: +7 (+7 Dex, +0) Will: +7 (+7 Wis, +0) Skills: 84R = 21PP Acrobatics 8 (+15) Bluff 15 (+22) Climb 7 (+13) Computers 1 (+8) Concentration 0 (+7) Diplomacy 9 (+16) Disguise 0 (+7) Drive 1 (+8) Escape artist 12 (+19) Gather Info 12 (+19) Handle Animal 0 (+7) Intimidate 0 (-1) Notice 7 (+14) Ride 4 (+11) Search 7 (+14) Sense Motive 0 (+7) Stealth 1 (+24) Survival 0 (+7) Swim 0 (+6) Feats: 6 pp Normal movement Normal Toughness Teamwork 1 Hide in Plain Sight Attack Focus [Melee] 1 Assessment Equipment: 0PP = 0EP Powers: 42 + 0 + 0 = 42PP Shrinking 19 (Mutant Shrinking; Extras: Subtle 2, Normal Strength, Feats: Normal Movement, Normal Durability) [42 PP] (Mutant) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Totals: Abilities (83) + Combat (0) + Saving Throws (0) + Skills (21) + Feats (6) + Powers (42) - Drawbacks (0) = 150/150 Power Points
  13. Player Name: Macabreengel Character Name: Mason Akers Power Level: 10 (150/153PP) Trade-Offs: None Unspent Power Points: 3 In Brief: He is a college student with a bleeding heart and a cursed bloodline that allows him to tap into arcane power. Residence: His condo in the North End. Base of Operations: Same as his residence. Catchphrase: N/A Alternate Identity: The Sidhe Identity: Secret Birthplace: Creede, Colorado (Denver) Occupation: Student Affiliations: Family: Hank and Cheryl Akers Description: A shorter, lanky college kid. Usually in jeans and an oversized t-shirt. Age: 19 (DoB: September 9, 1996) Apparent Age: Same as age. Gender: Male Ethnicity: Caucasian (English heritage) Height: 5'8" Weight: 150 lbs Eyes: Hazel Hair: Light Brown, Shorter Power Descriptions: Mason's powers come from a century long pact between his family and The King on the Yellow Crowned Hill, a Fae (Fae in the style of Dr Strange and Mr Norell). The pact allows him to draw power directly from the Realm of the Fairies, which lets him ignore the whole hand waving and mumbling thing. There are other complications as well (See complications). History: Hundreds of years ago, Mason's family had dealings with the Fair Folk on the British Isle. Whether they were cursed or blessed is hard to determine. The family has a mystical nature, giving them access to certain powers and magic, but they also are unable to have more than one child. When the family left the British Isles for the new world, the Fair Folk took it as an insult. The Akers family has been on the run/hiding ever since. Hank Akers inherited most of his wealth and increased it slightly by expanding on his father's land deals in the west. He has focused most of his arcane study on keeping his family hidden from the Fae interests. When he met Cheryl Brewer, he put her through the general tests to see if she was open-minded enough to deal with his family's predicament. Things turned out well and not too long later, Mason was born. Mason Akers was an average country kid. He got good grades, enjoyed hiking and snowboarding, and played too many video games. He learned of his family's secret at 12 and started his study of magic at that time. Besides his extra studies, he had an average childhood. His parents were a little extra paranoid around the internet, but there was no avoiding it. He played some sports: Cross Country mainly, but dabbled in soccer, football, basketball, and others. The first real trouble came when he wanted to go out of state for college. After 6 months of arguing, it was finally agreed that he could go to Freedom City University. His parents got him a condo, which his father protected, and gave him a protective ring along with the usually send-off. Personality & Motivation: In many ways, Mason is an average college student. He goes to class and does his homework. Occasionally he decides to sleep through an early morning lecture. He gets good grades but more because of intelligence than hard work. He goes to parties on occasion and has a show or two that are guilty pleasures. He enjoys spending most of his free time outside, however, particularly in more rural landscapes. Some of his parents' paranoia has rubbed off on him, but for the most part he feels the threat is overblown. Mason has a hard time stomaching human suffering, especially of innocents. Thinking about the plight of refugees or targets of hate crimes really gets him worked up. Mason is motivated by the fact that he is capable of stopping people's suffering. He also wants to prove to his parents that it is possible to make the world a better place without being killed or taken by the King on the Yellow Crowned Hill. Powers & Tactics: Mason tends to scout areas from home using Astral Form. In confrontations he tries to use snare and let the police catch the troublemaker. Complications: Hunted: The King on the Yellow Crowned Hill is still trying to hunt down Mason's family to end the line. If Mason uses too much magic in a scene, or in front of too many witnesses, Fae loyal to the King might show up and try to detain him. They would want to bring him back in chains to their master. Fay Pact: Mason is not Fae, but the source of his powers are. Many faeries are unable to lie, although they will mislead through technicalities and such. If Mason tries to use magic to break his word, it will fail for the scene. If he breaks his word without magic, any spells he casts for the rest of the scene will try to enforce his promise. (After promising not to hurt someone, a suspect gives up. He could let one of his friends hurt the suspect or he could cast snare. If he tried to cast blast on the suspect, it would miss. If he stabs the suspect then tries to teleport away. The teleport would change to a heal spell, then his magic would fail for the rest of the scene. Attempts to cheat the system fail at best and backfire at worst.) Cold Iron Allergy: If bound in cold iron (true iron, not iron alloys, etc), his magic is completely suppressed. Abilities: 0 + 4 + 2 + 8 + 10 + 8 = 32 PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 20 (+5) Charisma: 18 (+4) Combat: 8 + 8 = 16 PP Initiative: +1 Attack: +4 Melee, +10 Ranged Grapple: +4 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -0 Trade-Offs: None Saving Throws: 5 + 6 + 5 = 16 PP Toughness: +10 (+1 Con, +9 [Force Field]) Fortitude: +6 (+1 Con, +5) Reflex: +8 (+2 Dex, +6) Will: +10 (+5 Wis, +5) Skills: 44R = 11 PP Acrobatics [2] (+4) Bluff [2] (+6) Computers [1] (+5) Concentration [5] (+10) Diplomacy [2] (+6) Drive [1] (+3) Gather Information [2] (+6) Knowledge: Arcane Lore [7] (+11) Knowledge: Cosmology [3] (+7) Knowledge: Current Events [3] (+7) Knowledge: Pop Culture [2] (+6) Notice [4] (+9) Search [3] (+7) Sense Motive [4] (+9) Stealth [2] (+4) Swim [1] (+1) Feats: 18 PP Dodge Focus 6 Ranged Attack Focus 6 Wealthy (1) Ritualist Artificer Trance Headquarters (10 EP) +Size: Tiny (-1) +Toughness 15 (2) +Concealed (X3) +Laboratory +Library +Living Space +Seurity System (X2) +Workshop Powers (Magic): 6 + 43 + 8 = 57 PP Super Senses Rank 3 (Magic Awareness; Extras: Extended 1, Radius 1, Ranged 1) [6 PP] (Mental, Magic) Magic Rank 16 (32 PP Array) [43 PP] (Magic) Base Power: Illusion 8 (Affects all senses) {32/32} (Magic) Alternate Power: Astral Form 6 (Astral Projection) {30/32} (Magic) Alternate Power: Blast 10 (Magic Missiles; Extras: Auto Fire; Feats: Split Attack 2) {32/32} (Magic) Alternate Power: Communication 14 (Mystical Message; Extra: Area; Feats: Dimensional, Selective, Subtle 2) {32/32} (Mental, Magic) Alternate Power: Concealment 7 (All Visual, All Hearing, Standard Smell; Extra: Affect Others, Area; Feat: Close Range, Selective) {30/32} Alternate Power: Emotion Control 10 (Charm; Feat: Subtle 2; Capped by PL) {22/32} Alternate Power: ESP 10 (Sight and Hearing; Feats: Subtle 1) {31/32} Alternate Power: Exorcism 10 (Capped by PL {20/32} (Magic) Alternate Power: Healing 10 (Extra: Total) {30/32} (Magic) Alternate Power: Move Object 10 (Extra: Damaging; Feat: Subtle 1) {31/32} Alternate Power: Snare 10 (Magic Chains; Extra: Regenerating; Feats: Reversible, Obscures Senses-Sight) {32/32} (Magic) Alternate Power: Teleport 10 (Extras: Accurate; Feats: Change Direction, Change Velocity) {32/32} (Magic) Device Rank 2 (Ring of Protection; 10 PP Container; Hard-To-Lose) [8 PP] (Magic) Force Field Rank 9 (Feats: Selective) [10 PP] (Magic) Drawbacks: DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Magical Missile Ranged DC 25 Toughness (Autofire) Damage (Energy) Snare Ranged DC 20 Reflex Snare Totals: Abilities (32) + Combat (16) + Saving Throws (16) + Skills (11) + Feats (18) + Powers (57) - Drawbacks (0) = 150/153 Power Points
  14. Character Name: Sha'ir the Spellsmith Power Level: PL 10/13 [180/203PP] Trade-Offs: Varies Unspent Power Points: 23 In Brief: 1-2 sentences which sum up the whole character. Residence: Lakeside, Emerald City, Oregon Base of Operations: The Library / Lakeside, Emerald City, Oregon Catchphrase: I've got a Spell for that ... somewhere. Alternate Identity: Hakim Naifeh Identity: Secret Birthplace: Santa Barbara, California Occupation: Programmer at WestRock Software Affiliations: None Family: Faiz Naifeh (Father, 60), Isra Naifeh (Mother, 58), Qamar Naifeh (Brother, 31), Lulu Naifeh (26, Sister), various other relatives Description: Age: 28 Apparent Age: Mid-20s Gender: Male Ethnicity: Arab Height: 6’1” Weight: 162 lbs. Eyes: Brown Hair: Black Hakim is an average looking man in his mid-20s. His black hair is cut short, with hints of a beard running down his jawline. Clothes-wise, Hakim does not have much of a style, usually wearing casual urban outfits, which can encompass just about anything not too extraordinary. One thing he is known for with his friends is his scarf, white and black, which he wears with just about every outfit of his. Source: Deluxe Mage: the Ascension 20th Anniversary Edition by Richard Thomas » Preview: The Ahl-i-Batin — Kickstarter As Sha'ir his outfit changes, towards a magical costume made up of his scarf, enchanted to turn into a hood and costume when pulled over his head. In this appearance, the wide hood covers his entire head, concealing everything behind a magical layer of darkness, with only green eyes, and occasionally the mouth penetrating it. The rest of his costume is best described as a somewhat tightly fit robe, in a similar white and black pattern to his scarf. It allows some freedom of movement, while still not being too loose to potentially get stuck in things. Occasionally, he will forgo this part of the costume and only wear the hood, together with his civilian outfit, or a different outfit consisting of a white t-shirt and black pants. Power Descriptions: Mage Book: The Mage Book has a simple appaearance, looking like a simple, unlabelled hardcover book. When in use, it opens and floats in front of The Spellsmith’s body, magically attached to him, in a way he can always see it. A glow, the colours changing depending on the spell in use, clearly shows its magical origins. It can be taken away, doing so requires breaking through its natural attachment, which mostly takes brute strength, or magic. Enchanted Scarf: Hakim’s white and black scarf has, over time, become somewhat of a trademark of his. When he started to dabble in enchanting, he went and enchanted it, giving it a variety of powers, the main one being its ability to transform into a full costume, triggered by simply pulling it over one’s head. The scarf can project a magical force field around it’s user and boosts the user’s defences. The scarf also has the ability to create a magical invisibility field, and by wearing it one is able to, very slowly, move through solid objects, which comes with a variety of problems. Cantrips & Spells: Sha'ir‘s spells do not have one singular appearance. Since he picks his spells from a variety of different sources and traditions, the appearance of spells can change, and reach from “traditional” hand gestures in order to create lights, to typing something with his mobile phone to reach the same effect. The same applies to the look of the spell’s effects. History: Hakim Naifeh was born as the second son of a family of Arab immigrants. His father worked for the city’s administration, his mother generally stayed home and took care of the kids. Hakim’s childhood was an average one. A sister soon joined him and his brother. The life down in Santa Barbara was good. While occasionally there were some troubles due to his parent’s heritage, all in all he never had many problems. Hakim found his passion for computers early on, his father had purchased a second one and offered the older one to his sons. School proved that Hakim was smart, and together with his passion for software in general, it meant that soon, he studied Information and Computer Science at one of California’s top universities, a scholarship paying for his education. There, he met Jamie Green, the two of them quickly becoming friends. Jamie had plans for a startup, which he would pursue after he graduated, while Hakim stayed and finished his last few remaining courses. Upon his graduation, Hakim joined his friends who had pursued their start-up plan up in the Oregonian part of Emerald City. They had already accomplished a few things, the company, creating specialized IT tools for professionals, was quickly becoming a name on the market. He moved to Emerald City, joining a few of his university friends in a shared flat. From there, he worked and the company grew. Soon, they had a proper office, and a few dozen employees, with Hakim having risen to a management position. His life was nice and average, as one day, he had just left a bar after a long night, he stumbled into an alley. While he was not sober, the strange glow emitted by a door in the alley was something he could still notice. Having grown a bit bored with office life, he decided to check further, entering through the door. The next day, he woke up in a strange looking building, a library of some sorts, with bookshelves ranging from the floor to the ceiling. While the shelves itself had been organized, there also were stacks of books scattered around, atop a few tables in the middle of the room, one of which Hakim had been sleeping on. A quick tour of the room showed that there were no doors, and all the walls were covered by bookshelves. Doing his best not to freak out, he decided to figure out the contents of the various books were. Much to his initial surprise, they turned out to be various magical instructions, scripts and manuals. Hakim had heard of magic and had made a few experiences with superpowered humans before, but this time he was right in the middle of it. Sensing an opportunity to spice up his rather boring life, he began to read into the books. After a few days, with help of the books, he could create small lights. From there, it quickly became easier. Water and food were no problems, thanks to a magical device conjuring them at intervals, so he could focus all his time on training. Thanks to the books, Hakim had purposely stayed with the more beginner level ones, casting simple spells became easier and easier. After about a week, he could cast a spell to transport himself out of the place he had been stuck in. As he’d learned from one of the books, it was a magical library, placed inside a magical pocket, consisting of just one room. Back home, Hakim’s sudden disappearance had caused some panic, with his roomates and colleagues having started a search action both online and in Emerald City itself. His sudden reappearance, knocking on the flat’s door at 4 AM on a Wednesday, caused a few questions. Not wanting to explain everything, a simple “Don’t wanna talk about it” was enough to shut down most questions. After quickly checking up with the company the next day, to prove that he was back and still alive, Hakim took a vacation. The library, as he’d started to call the magical room, still offered many secrets, and Hakim had not yet learned enough to go back to the boredom of everyday life. Over the next year, Hakim both worked and also continue to teach himself magic, managing to find a balance between the two. He started to delve into more advanced manuals, mainly enchanting, which led to him enchanting his trademark scarf. While going through the library’s stock, he came across an enchanted book, which held a variety of small and useful powers, but also allowed him to draw upon part the library’s knowledge even when in Emerald City. During this time, Hakim also started to dabble in crime-fighting, after unintentionally stumbling across a magical beast released onto the streets of Ontario, where he’d been staying for a short business trip. He started to go by the name of Sha'ir the Spellsmith when in his magical disguise. With Emerald City’s low rate of crime, especially supernatural one, there was not a whole lot to be done, but every once in a while, his involvement was required. Personality & Motivation: Hakim is a seeker of knowledge. He is constantly trying to learn new things, and has always been doing it. And now, with his somewhat recent discovery of “The Library”, there is a lot of stuff for him to learn. He greatly enjoys reading about all the different magical procedures, and then trying to get them to work, oftentimes replacing ingredients for more “modern” one. Because come on, who has frog livers nowadays? Hakim also enjoys taking a break from his “mundane” life. Sure, he has a great position at a good company, a stable income, and some prospects for his future. But, at the same time, sitting in an office all day isn’t really Hakim’s thing. Sure, he likes doing his job, but he also likes to get some change into his routine. And this change, at the moment, mainly comes from his activities as Sha’ir. Personally, Hakim isn’t that interesting of a person. He does his own thing. He likes modern art, indie music and films, and generally more obscure works of art. He is a convinced vegetarian, believing that animals deserve to be treated better. (He does like milk too much to be a vegan, though). What time he doesn’t spend at work or as Sha’ir, he can usually be found at parties, exhibitions or classical hangouts. He is not very religious, celebrating major holidays of various religions, but otherwise not participating in religious actions much, save for special occasions. He is convinced that the world can be made a better place through both actions and words, and this is his main conviction for creating the heroic persona of Sha’ir the Spellsmith, as whom he tries to do just that, and make the world better for those living in Emerald City, and wherever else fate might draw him. Powers & Tactics: Sha’ir doesn’t have any combat experience to speak of. He has only been in combat once or twice, so any combat situation will most likely cause a fair amount of stress and uncertainty. Should he ever get into combat, his main strength is his versatility. With the powers of his Mage Book backing him up, he can draw upon a large variety of spells, allowing him to find and abuse weaknesses in his opponent’s defences. As these spells do not always work as planned, some creativity is required, as he has to suddenly change his plans, something that causes problems for him. Without his book, he is much more limited, relying on only a few spells, most of which are more useful for confusing enemies rather than outright fighting them. Here, he is more likely to avoid fights when possible, using his toolset to not get caught in something he cannot handle. Against Magical Opponents, his style changes towards a more observant one, trying to learn from their own spellcasting. He is also likely to use his counterspelling, one of the things he has trained most, against these opponents, to avoid them getting any upper hand. Complications: Magical Manual Misfortune: Sha’ir’s Mage Book is the source of most of his powers. While he is able to cast a few weak spells, anything more advanced requires him to find it in his book, which is magically linked to parts of the library’s knowledge. This by itself is not much of a problem, however, the various spell instructions being transmitted through the Mage Book, can lead to spells outright not working, backfiring, or even causing unintended side-effects. Also, as he only has access to part of the library at a time, it could mean that the book is unable to bring the spell he is looking for, and he has to rely on substitutes, or does not have a fitting spell at all. Notes: When appropriate, a GM may choose to have a spell cast by Sha’ir simply not work. Spells affected by this are the ones in his book, and the ones he has access to through his Variable Power. Perhaps, it backfires in some way. Maybe it just fizzles, maybe the Damage Effect applies to somebody other than the target! Be creative! Secret Sorcerer: In a rare act of keeping with tradition, Hakim has decided to not reveal any connection between Hakim Neifeh, Software Developer and Sha’ir, Spellsmith. This ties into both his obligations as Hakim, but also any other way somebody could connect the two. For his personal sake, but also that of those who know him in either of the two forms, he keeps the two very distanced, taking great efforts to keep it that way. Meddling Middle Management: Hakim has a nice and secure position at WestRock Software, a company run by a former classmate and friend of his. He enjoys this job too, working both in his métier of programing, while also having some power as a member of middle management. This is nice and all, until suddenly there’s an important meeting he has to attend, or he is needed at a client’s headquarters to deal with potential issues. When that happens, he can’t just disappear all the sudden, there has to be a good reason for him to avoid his obligations. Some things may be able to be solved by a quick call onto his phone, but others will require his presence and full attention. And then there’s the business trips… Hermetic Hipster: Sha’ir doesn’t care about things like magical “traditions”. Just because somebody did something a while ago, does that mean he has to conform to it? He has access to a wide variety of magic, from many different sources and many different traditions, and he mixes and matches these as he sees fit, with no regards to the rules of their original source. This has multiple effects. It means that his spells may not work as intended, and simply fizzle or have an unwanted effect. On the other hand, it could also potentially make his interaction with other mages more difficult, with them looking down on him due to his lack of a tradition, and the way he handles the materials at hand with little regard and respect to their origin. Spellcasting Stipulations: Like most Mages, Sha’ir’s spell require him to do something. Due to the wide amount of sources he draws from, it isn’t simply “be able to speak” or “move your hand”. It is those, but many other things too. Some spells require him to be able to do both. For some, he only has to move, or only speak. Some have completely different pre-requisites too. This usually isn’t a problem, as he can move, speak and act freely. But, if somebody were to actually try to stop him, they could. Notes: The classical “Requires Speaking” Complication, but with added flavour! A GM can go and say that due to Sha’ir being restrained/silenced/unable to think clearly, and so on, he cannot possibly cast any/all spells. Condominium Company: Hakim shares a flat with a few of his friends, conveniently also his co-workers. This has a variety of benefits, lower rent, more social interaction, the ability to help each other with work even at home, and many more. But, for an up-and-coming superhero, it also has a variety of drawbacks. As these people are around Hakim pretty much the entire day, him suddenly disappearing will probably get their attention. If he enters his room, doesn’t leave, but isn’t in there, it's bound to raise suspicion. And if every time their friend and flatmate disappears some hero appears on the news, they will soon figure things out. Puzzling Place: Hakim has no idea what exactly the room he refers to as “The Library” is. Clearly, it is a magical archive. But, who created it? And for what purpose? Is it an ancient source of knowledge? A safe to lock away things no mage should ever know? Hakim doesn’t even remember its actual location. While it appears to be some kind of pocket dimension, it seems to be anchored to somewhere in Emerald City. Unfortunately, when Hakim stumbled across that very place, he was so drunk he doesn’t remember. And he doesn’t need to go there regardless, as his magic allows to enter and leave the room from anywhere. Hakim doesn’t really care about this much, but it is most likely only a matter of time until the origins of “The Library” will become important in his life. Abilities: 0 + 2 + 2 + 10 + 8 + 6 = 28PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Melee, +6/5 Ranged Grapple: +5 Defense: +10/7 (+5 Base, +5/2 Dodge Focus), +0 Flat-Footed Knockback: -5/3/2/0 Saving Throws: 2 + 2 + 0 = 4PP Toughness: +10/7/4/1 (+1 Con, +9/6/3 [Forcefield Effects]) Fortitude: +8/7/5 (+1 Con, +2 +2/2/1) Reflex: +7/5 (+1 Dex, +2 +2/2) Will: +10/7/4 (+4 Wis, +0 +3/3/0) Skills: 104R = 26PP Bluff 8 (+11) Computers 12 (+17) Concentration 8 (+14) Diplomacy 6 (+9) Disable Device 6 (+11) Disguise 4 (+7) Gather Information 5 (+8) Intimidate 1 (+4) Investigate 5 (+10) Knowledge (Arcane Lore) 5 (+10) Knowledge (Business) 2 (+7) Knowledge (Current Events) 4 (+9) Knowledge (Popular Culture) 2 (+7) Knowledge (Technology) 10 (+15) Language 4 (English [Native], Arabic, Atlantean, French, German, Sanskrit) Notice 8 (+12) Search 6 (+11) Sense Motive 6 (+10) Feats: 17PP Accurate Attack Artificer Distract (Bluff) Dodge Focus 2 Contacts Connected Eidetic Memory Luck 3 Move-By Action Quick Change Power Attack Ritualist Equipment 2: The Library: Headquarters (Toughness 10, Size (Huge), Features: Sealed (Pocket Dimension), Concealed Library, Living Space, Workshop (Magical), Power: Super Movement 1 (Dimensional (Library and Earth Prime), Feats: Affect Only Others; Flaws: Action (Standard Action)) [10/10EP] Powers: 30 + 12 + 17 + 3 + 4 + 1 + 18 = 85PP (Descriptor: all Magic) Mage Book (50/50PP Device, Easy-to-lose) [30PP] Enhanced Skill (Arcane Knowledge (10) [Raised to 15 (+20)], Notice 2[Raised to 10(+14)]) [3PP] Comprehend 1 (Languages: Written) [1PP] Enhanced Feat 4(Dodge Focus 3 [Raised to Dodge Focus 5], Attack Focus 1 (Ranged)) [4PP] Enhanced Fortitude 2 [2PP] Enhanced Reflex 2 [2PP] Enhanced Will 3 [3PP] Force Field 3 [3PP] Sorcery Array (26PP Array, Alternate Powers: 6) [32PP] BP: Damage 3 (Extras: Ranged, Autofire (10); Feats: Variable Descriptor 2, Accurate 1, Homing, Precise) [Applied to Damage Power] [22/26PP] AP: Damage 3 (Extras: Range (Perception), Alternate Save (Will)) [Applied to Damage Power] [26/26PP] (mental) AP: Snare 10 (Feats: Reversible, Tether, Obscures Senses (Visual, Auditory, Mental)) [26/26PP] AP: Illusion 8 ((All Senses) Feats: Progression 2; Flaws: Phantasms) [26/26PP] AP: Teleport 7 (Extras: Accurate, Portal; Feats: Change Direction, Change Velocity; Progression 3 (Size); Flaws: Action (Standard to Open(-2))) [26/26PP] AP: Move Object 8 ((STR 40 (Heavy Load: 3 tons) Extras: Range (Perception), Feats: Precise) [25/26PP] AP: Concealment 10 ((All Senses apart from Tactile); Feats: Close Range, Selective) [22/26PP] Enchanted Scarf (15/15PP Device, Flaws: Hard-to-lose) [12PP] (all Magic) Enhanced Fortitude 2 [2PP] Enhanced Reflex 2 [2PP] Enhanced Will 3 [3PP] Force Field 3 [3PP] Immunity (Suffocation) [2PP] Super Senses (Magical Awareness (Sight)) [3PP] Damage 7 (Extras: Ranged, Feats: Accurate 1, Affects Insubstantial 2) [17PP] Force Field 3 [3PP] Flight 2 [4PP] Enhanced Fortitude 1 [1PP] Variable 3 ((15PP Variable Power, Power: Descriptor (Magic), Any One Power At Once) Extras: Action (Free Action)) [18PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Damage Spell Ranged DC 22 Toughness Damage Damage Spell (Book) Ranged DC 25 Toughness Damage Damage Spell (Will) Perception DC 25 Will Damage Snare Ranged DC 20 Reflex Snare Totals: Abilities (28) + Combat (20) + Saving Throws (4) + Skills (26) + Feats (17) + Powers (85) - Drawbacks (0) = 180/203 Power Points Variable Configurations:
  15. Brianna Wilks (Quickstrike) Power Level: 10 (150 pp) Brief: An 18 year old Speedster with a love for Pro Wrestling and a hatred for bullies. Catchphrase: “I’ll make this quick!” Theme: Fastest Girl Alive by CFO$ Birthplace: Freedom City. Residence: Claremont Academy. Occupation: Student/Part time Barista. Affiliation: Claremont Academy. Family: Her best friend from the Soy Mixer (The coffee shop she works at), Elaine Stein. Her family is five brothers, five sisters and her parents who live in an apartment complex to the north of the city. Description: Age: 18. Gender: Trans-Female (I’m a trans girl myself, so I like to play trans characters.) Ethnicity: Caucasian, with a British accent. Height: 5’10 Weight: 120 lbs Eyes: Blue. Hair: Light blonde. Tied into a pony tail, which hangs down to her midback. Appearance: Brianna has a few freckles doting the mid of her face, coming from the bridge of her nose to under bother of her eyes. She has two small stud earings in her ears, both having a small emerald in them (A family heirloom.) Casual: Brianna has a love for faux-leather jackets, and often incorporates wearing them in any outfit. She wears, blue frayed-edge jeans, with a pair of Uggs finishing the look. Costume: Brianna’s costume as Quickdash is a silver body-armour, with a sleek design that covers her body from her neck to feet. On the fists and wrists, there is a set of bulky bracers, which serve no practical purpose, but Brianna enjoys how they look. Her face is covered by a two-way glass visor, so that her eyes stay clean when she runs. History: Brianna grew up to a crowded family that lived in the Freedom City Lanes (An apartment block to the north of the city.) Growing up with five brothers and five sisters wasn’t easy. Neither was being the eldest of them. Still, she wouldn’t trade it for anything. She loves her family, warts and all. What she also loved was Pro Wrestling. Ever since she saw her first match on TV when she was 8, Brianna fell in love. It was only when she was 11 did she realize it was staged, but this did not deter her one bit. Her dream was to one day become a wrestler herself. “Quickstrike” was what she wanted as her Ringname. It was through learning wrestling where she met her best friend, Elaine Stein. The two of them bonded over their shared love for the sport. They soon got a job as baristas together at the Soy Grinder, a way to pay for their training. It was at a wrestling show, in which Brianna’s favourite wrestler, “Issac the Destroyer” was main eventing, where her life changed. After the show had finished, Brianna had gone to get an autograph from Issac. It was only after she got that she realized she had forgot her bag. Heading back to her seat, she saw her bag stolen. Luckily, she managed to catch site of the thief. Unluckily, he was at the door, which was too far for Brianna to catch up. Letting impulse take over, she ran to after him. And she caught him. In half a second. Turning around, Brianna saw the large smoking trails her feet had left running. The people around her couldn’t believe what they had just saw. There were Meta’s in the world, but it was still a shock to see one up close. Panicking, Brianna grabbed her bag and used her newly acquired super-speed to get back to her apartment. She stopped before her apartment, not wanting to get her family involved. She instead head to the Soy Brew, and told Elaine about what had happened. It was then that Elaine revealed a secret of her own. She used to be a ward to a low-level hero known as the Silver Wind. While Elaine possessed no powers of her own, she was a skilled fighter. Elaine revealed that she knew a place, the Claremont Academy, that could teach Brianna how to control her powers. Over the next week, Duncan Summers, the head of the Academy, cleared the paperwork for Brianna to be admitted, with Elaine’s recommendation of course. While she knows that it’s unlikely for her career as a wrestler to pan out, Brianna feels she might use the name Quickstrike after all. It suits a super-hero. Personality: Brianna is a care-free girl at heart, who lives by her passions rather than logic. She also has a barely any sense of tact, often jumping head into situations without thinking. Brianna is a huge fan of wrestling, and often uses terms from in her everyday life. Motivation: Justice and Inspiring: Brianna believes that good should be rewarded and evil should be stopped. She also believes in setting an example for others. Powers and Tactics: Brianna has rank 10 super-speed. Her way of fighting revolves around unorthodox movement, such as running on water or on walls. When the enemies are disoriented by this, she uses her speed to barrage with attacks. Power Descriptor: Brianna’s speed comes in the form of her appearing to vibrate when she moves. As she runs, there are after-images following, with the images having a blue hue. Complications: Standing up to bullies: Brianna never like people who hurt others. When she sees a bully hurting someone, she can barely restrain herself from confronting them, even if it would not be smart. Power Level: 10 (150/150PP) Trade-Offs: +2 Attack / -2 Damage, +4 Defense / -4 Toughness Abilities: 4 + 4 + 4 + 0 + 0 + 4 = 16PP Strength 14 (+2) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 14 (+2) Combat: 8 + 8 = 16PP Initiative: +2/+18 Attack: +4/+8, +12 super-speed attacks Grapple: +6/+10 Defense: +4/+12 (+4 Base, +8 Enhanced Dodge Focus), +2 Flat-Footed Knockback: -1/-3 when not flat-footed Saving Throws: 5 + 3 + 7 = 15PP Toughness: +2/+6 (+2 Con, +4 Enhanced Defensive Roll) Fortitude: +7 (+2 Con, +5) Reflex: +5/+12 (+2 Dex, +3, +8 Enhanced Reflex) Will: +7 (+0 Wis, +7) Skills: 44R = 11PP Bluff 8 (+10) Gather Information 8 (+10) Notice 10 (+10) Search 10 (+10) Sense Motive 8 (+8) Feats: 6PP Beginner's Luck Luck 3 Taunt Uncanny Dodge (auditory) Powers: 8 + 9 + 27 + 8 + 23 + 8 + 3 = 86PP Quickness 8 (x500 speed) [8PP] (super-speed) Speed 8 (2500 MPH, 250' per round, Power Feats: Moving Feint) [9PP] (super-speed) So Fast It's Awesome Array 12.5 (25pp array, Power Feats: 2 Alternate Powers) [27PP] (super-speed) Base Power: Strike 6 (lightning fast fists, Extras: Autofire 1 [8], Secondary Effect, Feats: Accurate 2, Mighty) [25PP] Alternate Power: Strike 6 (beat up a gang, Extras: Selective Attack [8], Targeted Area - Burst [8], Feats: Accurate 2, Mighty) [25PP] Alternate Power: Stun 8 (mini sonic boom, Feats: Accurate 2) [18PP] Enhanced Attack 4 [8PP] (super-speed) Enhanced Feats 23 (Accurate Attack, Defensive Roll 2, Dodge Focus 8, Elusive Target, Evasion 2, Improved Initiative 4, Instant Up, Move-By Action, Quick Change, Power Attack, Ultimate Save [Reflex]) [20PP] (super-speed) Enhanced Reflex Save 8 [5PP] (super-speed) Super-Movement 3 (water-running, wall-crawling, Flaws: Limited to while moving) [3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage Super-Speed Strike Touch DC 23 Toughness (Staged) Autofire Damage Area Strike Touch DC 23 Toughness (Staged) Damage Stun Touch DC 18 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (16) + Combat (16) + Saving Throws (15) + Skills (11) + Feats (6) + Powers (86) - Drawbacks (0) = 150 Power Points
  16. Rosethorn Power Level: 10 (150/156PP) Unspent Power Points: 6 Trade-Offs: None In Brief: Lonely goth girl becomes natures champion Theme Song: VNV Nation - Illusion Alternate Identity: Lillian “Lilly” King (Secret) Birthplace: Thornwood, Oregon Base of Operations: Claremont Academy Occupation: Student Affiliations: Claremont Academy, The Court of Leaves Family: Julia and Adam King (Mother and Father) Description: Age: 16 (DoB: 9th october 2000) Gender: Female Ethnicity:Caucasian Height: 5'5 Weight: 110lbs Eyes: Green Hair: Black Lilly is a slender young woman with long black hair and pale skin. Her fashion sense leans more towards gothic, preferring black dresses, plenty of silver jewelry and any footwear that can add even the slightest boost to her height. In costume Rosethorn wears a dark green and black bodysuit with a red rose printed on the right side, fishnet sleeves and black gloves. A dark red mask helps hide her identity. Power Descriptions: Lilly is imbued with power from a high ranking spirit in the Court of Leaves. She can rapidly grow nearly any form of plant life she can think of from nearly anywhere and guide them into any shape she wills. From pheromone-laced flowers to thorn covered vines and carnivorous plants. She does seem to lack the power to animate or directly control them after growing them though. She has also gained enhanced strength, durability and the power to regenerate wounds thought photosynthesis. History: Lilly grew up in Thornwood, Oregon. A small town who's only notable feature was the incredibly dense forests surrounding it. More interested in fairy tales and stories as a kid rather than playing with others. Daydreaming rather than talking. As she grew older her interests became a bit darker. Horror movies, dark music and occult titbits from the internet became items of an interest and even her fashion tastes began to reflect that. Her parents were not too perturbed, thinking this was just a phase teenagers went through and she was not that rebellious all things considered. Unfortunately such feelings did not transfer over to high school life. Students avoided her at best and bullied her at worst, seeing her as some witch the town always seemed to have rumours about. It often became too much for her and she willingly hid away from people in places where they could not hurt her. Her favorite was clearing in the forest that surrounded the town. It was always a calming, peaceful experience for her and at times her only escape from it all. Things were different one day. She heard voices in the woods, speaking in unison in some language she did not recognize. Against her better judgment, she went in deeper to investigate. There she found a group of women gathered in a circle chanting with a tree-like human in the center. It started to scream for help as its essence was being pulled from its body violently. What was happening was clearly not good, but Lilly was not sure what she could do. But in the end she figured she had to try something. She grabbed a fallen branch, sneaked up behind one of the women and tried to knock her unconscious. It was not enough, but it interrupted the chant and broke whatever spell was being cast. The spirit was free and went on a rampage and the witches were forced to flee for their lives The spirit then stopped and studied Lilly. She was not sure what it was about to do or if rescuing it might have been a mistake until it pointed at her and declared. “You will become our Champion.” She did not have enough time to react before before Lilly found herself engulfing in a giant flower. It was not until late in the evening she emerged changed. She stumbled home to her worried parents, who then had their feelings turn to outright panic when she accidentally grew a tree in the living room while trying to explain what happened. Searching for a way to get Lilly's powers under control, it was not long until they came into contact with the Hero Boosters Club and then the Claremont Academy in Freedom City. Personality & Motivation: The years of social isolation have had an impact on Lilly. She is rather anxious and aloof of others at first, at least until they gain her trust. Then they find out she is a lot more cheerful and pleasant, even if her interests and sense of humor leans more towards the dark and morbid. She is happy to have superpowers, yet she frets that she might do something terrible with them by accident and feels a bit lost about being the champion of some mystical entity. The past few years have left Lilly sick and tired with mistreatment and cruelty in the world. She would rather see the world become a better place and now she can do just that. Powers & Tactics: Rosethorn does not like getting in close and personal with enemies. She prefers to use her plants, spores and pollen's to keep as much distance between her and them as possible. Should anyone manage to break through these powers hoping for a harmless target will be disappointed to find that she is much stronger than she looks and is more than willing to punch anyone close to her with thorn covered fists. Complications: Overgrowth: Rosethorn does not have full control of her powers and the plant life she creates tends to cause unintentional damage. Secret Identity: Lilly tried to keep her identity secret, if only out of privacy. Something Wicked: The Coven is after revenge for Lilly's meddling and covet the power she now possesses. What the hell is that?: Lilly's lacks knowledge about her status in the spirit courts and everything tied into that. Her ignorance could lead to problems. Abilities: 4 + 4 + 4 + 2 + 4 + 2 = 20PP Strength: 30/14 (+10/+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +6 Attack: +4 Base, +10 Melee Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +12/+20 Knockback: -5 Saving Throws: 6 + 4 + 8 = 18PP Toughness: +10 (+2 Con, +8 Protection) Fortitude: +8 (+2 Con, +6) Reflex: +6 (+2 Dex, +4) Will: +12 (+4 Wis, +8) Skills: 40R = 10PP Bluff 4 (+5/+9) Craft: Artistic 4 (+5) Diplomacy 4 (+5/+9) Knowledge: Arcane Lore 4 (+5) Knowledge: Theology and Philosophy 4 (+5) Notice 6 (+8) Sense Motive 6 (+8) Stealth 8 (+10) Feats: 16PP Attack Focus: Melee 6 Attractive Dodge Focus 6 Improved Initiative Luck Power Attack Powers: 4 + 16 + 3 + 24 + 8 + 6 + 2 + 7 = 70PP Concealment 4 (Forest Cloak, All Visual. Flaw: Limited [In Vegetation]) [4PP] Enhanced Strength 16 [16PP] Immunity 3 (Plant Physiology, Critical Hits, Poison) [3PP] Plant Powers Array 10.1 (3 Alternate Powers) [24PP] Base: Paralyze 10 + Damage 0 (Toxic Thorns. Linked, Power Feats: Mighty) [21PP] AP: Snare 10 (Vines and Flytraps. Extras: Area: Shapeable. Flaws: Range (touch) Power Feats: Progression (Area) 1) [1PP] AP: Emotion Control 10 (Pheromones. Extras: Area (Cloud). Flaws: Sense-Dependent (Olfactory)) [1PP] AP: Create Object 8 (Rapid Growth. Power Feats: Innate, Precise, Progression 2. Flaws: Permanent) [1PP] Protection 8 (Lignin Skin) [8PP] Regeneration 10 (Recovery +3, Bruised 1 (1 Round), Injured 3 (1 Minute), Staggered 3 (1 Minute), Power Feats: Regrowth. Flaws: Source (Sunlight)) [6PP] Super Senses 2 (Spirit Awareness. Visual) [2PP] Teleport 7 (200 Miles, Flaws: Medium: Plants) [7PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage (Physical) Toxic thorns Touch DC 20 Will (staged) Damage (Physical) + Slowed/Paralyzed (Toxins) Vines and flytraps Area (Shapeable) DC 20 Reflex (Staged) Entangled/Bound and Helpless Pheromones Area (Cloud) DC 20 Will (Staged) Emotion Control Totals: Abilities (20) + Combat (16) + Saving Throws (18) + Skills (10) + Feats (16) + Powers (70) = 150/156 Power Points
  17. Renegade Power Level: 10/12 (185/193PP) (Gold Reward) Trade-Offs: None Unspent Power Points: 8 In Brief: Surly exiled angel channeling celestial power through tattoos Residence: Riverside Base of Operations: Eternal Ink, lives above the shop that he owns Catchphrase: "Look, I don't even want to BE here." Alternate Identity: Araeriel / 'Ray Haskell' Identity: Secret Birthplace: Heaven Occupation: Tattoo Artist Affiliations: Heaven (currently out of favor) Family: Estranged but plentiful Description: Age: Circa 2500 BCE Apparent Age: Mid thirties Gender: Male Ethnicity: Caucasian Height: 6'3" Weight: 195 lbs Eyes: Green Hair: Blonde Ray is a tall, fit blonde man of ambiguous Western European ancestry that seems somehow perpetually scruffy. He usually favors tank tops and battered black BDUs. The most noteworthy feature Ray has are the prodigious amount of tattoos he's accumulated which all appear almost fresh with how bright the ink remains on his skin. The tattoos are mystic in origin with Enochian sigils hidden within the more evocative images and the bulk of Ray's tattoos shift based on what he needs to materialize at any given point. There are a few fixed points that do not change; the Enochian markings remain in place and although the wings might change position along his shoulders and back, they are always there. With the nature of his powers, Renegade's super hero costume is generally 'whatever Ray was wearing' right before there was a need for his super hero alter-ego, sometimes with his shirt abandoned if he's needing more than what he can pull from his arms for a conflict. Power Descriptions: Ray's picked up a few things over his time in the mortal realm. His place in the choir was a scholarly one, charged with observation and recording. He was never charged with a flaming sword or divine shield and so comes across more as a brawler and bar fighter than any sort of divine soldier as he's had the last few decades of getting into scrapes to draw on. The lingering divine grace locked within Ray gives his mortal body more natural potency and tenacity than it ought to have. When Ray utilizes his divine birthright through the medium of his tattoos, the ink on his flesh changes and reforms to represent his desires and he draws them from his flesh into reality. The sleeves on his arms most typically feature flames and chains which tend to be his go-to for manifestations but the images can ripple and change depending on his needs and whims. History: Araeriel was created during the Bronze Age and tasked with observing and recording. His was a silent, scholarly duty and it suited him, unsurprisingly, as if he were made for that purpose. It's important to note that his duty was not to understand or empathize, to heal or to fight, but simply to be a set of eyes and ears for those of higher rank and greater importance. Araeriel was a messenger, a scholar and an artist, low ranking but content in his use and purpose within the divine dimension he occupied. His focus remained on tracking the art and artists of the eras, documenting them and in his spare time, dabbling with creation himself. As time marched forward and art become more closely intwined with social and political commentary, it began to slowly alter Araeriel's own nature. He grew more recalcitrant in his duties, spending more time focusing on his personal work and less on his duties to the choir. It was clearly, entirely unacceptable behavior but nothing truly worthy of exile or damnation. At the close of the 1970's, Araeriel was exiled from Heaven to Earth, locked in a mortal body designed to blend in with his surroundings. The official party line on the matter was that Araeriel was to be given time to focus on this new and clearly overwhelming calling of his with less divine distraction. To Ray, however, it is clearly a punishment and, perhaps, a lesson. The tenants of that particular lesson, however, escape him. With his divine nature locked in a mortal shell, the difference was jarring. Ray has never longed for humanity and the longing he felt for home was keen in the first few years. Eventually, he put his not inconsiderable skills to use in attempting to shake off the restrictions of this mortal form. Through tattoos of Enochian inscriptions, he's managed to crack some of the shell and tap into some fragment of his true nature but he remains firmly land-locked, unable to go home until his sentence has been lifted. After bouncing around for the last few decades, Ray is no longer the fish out of water that he was originally. He has even come to enjoy some aspects of the human condition although it has only increased the rebellious streak just starting to crop up in Heaven. Adopting the moniker 'Renegade', Ray has taken on the occasional supernatural menaces that spill into his path. It might be in part that he hopes death in the line of protecting innocents might just be enough to send him home but mostly, even with his occasionally poor attitude, Ray's still an angel. Personality & Motivation: Ray is somewhat perpetually cranky. His outrage and homesickness have faded enough that it merely keeps him in a surly mindset. He does genuinely take a great amount of pleasure in his art and while he has a rather wide skill set of craft that he's perfected, his current love is in tattooing and he's very protective of his shop in Riverside. Despite his acerbic exterior, Ray has a good heart and maintains his angelic instincts to protect humanity. They are much harder to ignore down here than they were in Heaven, which may in fact have been the actual point of his current time-out. Powers & Tactics: Even after a few decades, Ray is not a subtle sort of fighter. He tends to take on threats head long and tossing everything and the kitchen sink at the most dangerous threat available. Its not that he's not capable of different tactics or stupid, Ray has no martial background to draw on and comes at the fight from a brawler's mindset. He has to work to remember that he can do more than hurt something as much as possible, as quickly as possible. For all of that, Ray has no desire to do more than is necessary to end the battle as he is neither overly violent nor cruel. He is more susceptible than many to various social deceptions as humans remain much less clear to him in their motivations than he might like. Functionally, he's a street level sorcerer with some firepower at his disposal. Complication Oi Polloi: Since Ray needs to channel his powers through his tattoos, he can be tripped up or limited by dress codes. Generally, to use most of his Enochian tattoo array, he needs at least his hands and forearms bare. Black tie events can really crimp his style more than most folks. Abrasive Wheels: Ray's cranky, surly and abrasive. Somehow this does not regularly endear him to the people around him. Further, he dresses like the tattoo artist he is and has things like neck and knuckle tattoos. This sometimes means that he is looked at askance. Dead Man's Shadow: It's not that Ray really wants to die but he misses his home and he misses his family, even if he's mad at them. Being on Prime is a gift but sometimes he'll take too much risk or danger because the idea of getting to be free from his fleshy prison is not the barrier it is for regular humans. Angelic Upstarts: Ray might be on an enforced sabbatical but he's part of the Abrahamic heavenly host and is sometimes constrained by that nature. It also sometimes means that demons try to eat his face. The Lurkers: Ray's not human, has never been human and they are sometimes still an enigma to him in their wants and needs. Abilities: 10 + 0 + 10 + 10 + 10 + 10 = 50PP Strength: 20 (+5) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 20 (+0) Wisdom: 20 (+0) Charisma: 20 (+0) Combat: 20 + 20 = 40PP Initiative: +0 Attack: +10 Melee, +10 Ranged Grapple: +15 Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Knockback: -5 Saving Throws: 5 + 10 + 5 = 20PP Toughness: +10 (+5 Con, +5 Protection) Fortitude: +10 (+5 Con, +5) Reflex: +10 (+0 Dex, +10) Will: +10 (+5 Wis, +5) Skills: 40R = 10PP Knowledge (History) 10 (+15)Skill Mastery Knowledge (Arcane) 10 (+15)Skill Mastery Knowledge (Cosmology) 5 (+10)Skill Mastery Craft (Artistic) 15 (+20)Skill Mastery Feats: 5PP Artificer Ritualist Jack of All Trades Luck Skill Mastery (Knowledge: History, Arcane, Cosmology, and Craft: Artistic) Powers: 6 + 5 + 2 + 6 + 4 + 37 = 60PP Descriptors: All of Ray's powers are holy and celestial in nature. Variable descriptors have been added to powers to demonstrate the difference in what is summoned but those descriptors are additive and for flavor. All of his powers still come from the same source, its merely to represent the variability in the physical manifestations that he can draw forth. Comprehend 3 (Tower of Babel) (Speak/Understand/Read All Languages) (Holy, Celestial) [6PP] Protection 5 (Divine Grace) (Holy, Celestial) [5PP] Immunity 2 (Mortality's Embrace) (Disease, Aging) (Holy, Celestial) [2PP] Damage 5 (Divine Might) (Power Feat: Mighty) (Holy, Celestial) [6PP] Flight 4 (Angelic Wings) (100 MPH, Drawbacks: Forward Only, Power Loss [Wing Movement], Wide Turns, Reduced Load) [4PP] Enochian Tattoo Array 16 (Breaking the Chains) (32PP; Power Feat: Alternate Power 5) (Holy, Celestial) [37PP] Base Power: Damage 10 (Wrath) (Extra: Range, Autofire Power Feat: Variable Descriptor 2 [any elemental or kinetic]) [32PP] Alternate Power: Healing 10 (Benediction) (Extra: Total, Restoration, Flaws: Limited to Others, Power Feats: Persistant, Regrowth) [32 PP] Alternate Power: Move Object 10 (Chains and Bonds) (Lift Strength 50 / 4 tons light load; Extra: Damaging, Power Feats: Variable Descriptor 2 [any elemental or kinetic]) [32PP] Alternate Power: Create Object 10 (Creation) (Extra: Duration: Continuous, Power Feats: Precise, Innate) [32PP] Alternate Power: Environmental Control 10 (Castigation) (1 Mile Radius, Mix and Match: Cold [ice and snow], Distraction [DC 10, sleet and rain], Hamper Movement [frost], Heat [flames], Light [divine radiance], Visibility [fog]) (Extra: Independent, Power Feats: Slow Fade, Reversible) [32PP] Alternate Power: Dazzle 10 (The Glory) (Visual, Extra: Area [Cone], Power Feat: Incurable, Reversible) [32PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed (Includes Divine Might) Touch DC 25 Toughness Damage (Physical/Holy) Blast (Wrath) Ranged DC 25 Toughness (Autofire) Damage (Holy) Move Object (Chains and Bonds) Ranged DC 25 Toughness Damage (Holy) Dazzle (The Glory) Area: Cone DC 20 Reflex/Fort Dazzled (Staged) Totals: Abilities (50) + Combat (40) + Saving Throws (20) + Skills (10) + Feats (5) + Powers (60) - Drawbacks (0) = 185/193 Power Points
  18. Player Name: Darksider42 Character Name: Riff Power Level: 12/13 (184/192PP) Trade-Offs: None Unspent Power Points: 8 In Brief: Super powered musician with the power to control sound, defending the world with the Power of Rock! Alternate Identity: Warren Wilder Identity: Public Birthplace: Freedom City, NJ Occupation: Musician Affiliations: Claremont Academy (alumni ) Family: Brian Wilder (Father) Elizabeth Wilder (Mother) Ozzy (Pet) Description: Age: 19 (DoB: January 5th, 1993 Apparent Age: Early 20's Gender: Male Ethnicity: Caucasian Height: 6'2 Weight: 160 lbs. Eyes: Brown Hair: Black Warren is a tall, slim young man with short black hair who always seems to look a little on the pale side. Warren always dresses for comfort, usually spotted wearing well worn jeans with a somewhat battered band t-shirt, sometimes with a a black jacket in colder weather. As Riff, he dons a Black long coat with stylized blue cracked glass patterns creeping up from his sleeves and the bottom of the coat and a dark blue domino mask complete with Dark blue fingerless gloves. He uses a similar cracked glass design for his guitar, which is always on hand or slung over his sholder. Power Descriptions: Riff is capable of directing and amplifying any sound to dangerous levels through mental manipulation, though he has a preference for using his abilities though his modified electric guitar to grant him better control over his powers. He is also capable of using ambient sound to create barriers and propel him into the air along with an enhanced sense of hearing that allows him to use a form of echolocation. History: Warren grew up in Southside. His Father was an electrician while his mother worked several part time jobs. Throughout Warren's childhood, there were a few strange incidents where glass would sometimes break whenever Warren threw a tantrum as a kid, but there was no real connection between the two as far as anyone could tell so it was always brushed off as a "freak incident" or an "accident" and forgotten. At some point he found his fathers old CD collection and developed a fascination with Music, Metal and Rock in particular. Though there were some fears he might become rebellious, he didn't seem any more different than he was before so they let him have the CD's. When he was 10 he was asking for a guitar and after saving up managed to get one on his 11th birthday. By the time he was 16, Warren was showing plenty of promise as a good musician as he spent almost all his free time devoted to practice. He tried getting into some school bands, but something always happened to cause them the dissolve or break up. It was frustrating for him that his rants and screams in private would leave cracks in glass and other objects, though he rarely noticed them until much later and by that time he couldn't make the connection. He also found out he had a knack for electronics (Something his father was proud of) and made a habit of mucking around with Amplifiers and anything he could get his hands on. Thanks to some help with his father who knew a few people across Freedom City, Warren was working part time at a few nightclubs whenever sound equipment needed fixing and got a bit of exposure to the music scene. Eventually though, things started to get a tough. His last band broke up when the lead singer and close friend Tomas died when a car crash that also took the life of of the singers father. It shook Warren and on some level left him wondering if he could have done something to stop it, though he knew rationally he had no way of helping even if he had the chance. His father broke his back on a job and needed several months of rest for it to recover before he could work again, requiring Warren to work more after school. The problem with that was that some of the clubs were cut down on requests to see him due to growing concerns about the teens age on their premises. Eventually, he was left working only at Midnight Hour and even then only occasionally. The last straw on top of everything happened on his first time with this new arrangement. The Maestro was taking control of several Club goers and forcing them to dismantle most of the sound equipment Warren spend weeks fixing up before this all happened. With all this happening, Warren finally snapped and started going after the conductor of Crime while screaming insults at him. It was then and there his latent sonic powers began to truly manifest as he went into battle. In the end, he was partially successful. He managed to break The Maestros mind control over the club goes and stop him from stealing the sound equipment, but he managed to escape and Warren was left battered and bruised. With the police swarming the area, a very confused and hurt warren slunk back home not really sure how or what he did even as his mind cleared from his temporary breakdown. before he reached his home, he was intercepted by Foreshadow who managed to calm Warren down and asked about what had happened exactly. He was able to ask the Hero's questions which would later on provide some help to the freedom league. He then explained that he knew people that could assist in learning how to control his abilities, and perhaps use them for good. Warren accepted his offer and was told to wait for an offer. Sure enough, a few days later he was offered a scholarship and a transfer to Claremont Academy. Which he took after some convincing from his parents. He did not stay as long as many of the other students however, being a senior by the time he joined. Still, he learned quite a bit there and worked with Young Freedom a few times. He eventually graduated, staying a little longer to help a few students and get better control over his abilities before leaving Freedom City to tour across the globe. Now he has returned home after so long, hopefully to continue defending his home from whatever seeks to destroy or take control over it and continue to prove his skills as a musician. Personality & Motivation: Warren appears as a calm but often distant individual wrapped in his own thoughts, guitar practice or whatever little project he has going on. Anyone that tries talking to him will find that he's quite friendly and has quite a sarcasm streak when annoyed. He has a tendency to think and plan as far ahead as possible, though it has been noted in the past he does grow increasingly stressed, nervous and/or aggressive when things start to fall apart, which may have contributed to the manifestation of his powers. He is a major music fan and pretty dedicated to Rock and heavy metal along with other musical genres, though he admits he finds Rap irritating. Powers & Tactics: Riff prefers ranged combat over up close and personal, using his abilities to assault his foes with painful sound blasts and other effects while while using flight to keep him out of reach. He will sometimes cook up traps or devices to help in any fight, given he has prep time to make them. Complications: Enemy: Riff and The Maestro do not get along Fame: Riff is a famous Musician with more than his share of Fans Public Identity: The world at large is aware that Riff and Warren are the same person. As a result, he rarely gets a moment to himself and worries about the safety of his family Abilities: 0 + 6 + 4 + 12 + 2 + 8 = 32PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 22 (+6) Wisdom: 12 (+1) Charisma: 18 (+4) Combat: 16 + 16 = 32PP Initiative: +6 Attack: +8 Melee, +12 Ranged Grapple: +9 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6 Saving Throws: 7 + 5 + 9 = 21PP Toughness: +12 (+2 Con, +10 Force Field) Fortitude: +9 (+2 Con, +7) Reflex: +8 (+3 Dex, +5) Will: +10 (+1 Wis, +9) Skills: 104R = 26PP Bluff 6 (+10, Skill Mastery) Computers 8 (+14) Concentration 8 (+9) Craft (electronics) 12 (+18, Skill Mastery) Knowledge (Physical Sciences) 8 (+14) Knowledge (Popular Culture) 4 (+10) Knowledge (Technology) 12 (+18) Notice 8 (+9, Skill Mastery) Perform (Singing) 12 (+17) Perform (Stringed Instruments) 17 (+21, Skill Mastery) Sense Motive 9 (+10) Feats: 16PP Attack Focus (Ranged) 3 Benefit (Wealth) Dodge Focus 3 Improvised Tools Inventor Luck 1 Move-by Action Power Attack Precise Shot Skill Mastery (Bluff, Craft [electronics] Notice Perform (Stringed Instruments) Speed of Thought Uncanny Dodge (Auditory) Powers: 12 + 10 + 28 + 5 = 55PP Flight 6 (500mph / 5,000ft per Move Action) [12PP] Force Field 10 (Sound Barrier, Sonic) [10PP] Sonic Control 12 (24PP Array, Feats: Alternate Power 4) [28PP] Base Power: Blast 12 (10 120ft Range Increments / 1,200ft Max Range) [24PP] Alternate Power: Dazzle 12 (Auditory Senses, 10 120ft Range Increments) Extras: Area [General, Burst, 60ft radius) [24PP] Alternate Power: Stun 8 (Extras: Range [Ranged], 10 70ft Range Increments / 700ft Max Range) [24PP] Alternate Power: Emotion Control 12 (Extras: Area [General, Burst, 60ft radius], Flaws: Sense-Dependent [Auditory]) [24PP] Alternate Power: Move Object 12 (Lifting STR 60 [Heavy Load: 100 tons], 10 120ft Range Increments / 1,200ft Max Range) Super Senses 5 (Ultrasonic Hearing, Extras: Accurate, Extended 2 [1,000ft Notice Increments]) (Sonar) [5PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Ranged DC27 Toughness (Staged) Damage (Energy) Dazzle Ranged/Area DC22 Reflex 1/2 Effect DC22 Reflex Deafened DC22 Fortitude (+1 per round) Recover Emotion Control Perception/Area DC22 Will (Staged) Emotion Control Move Object Ranged Grapple (Staged) Pinned/Bound Move Object (Thrown Object) Ranged DC27 Toughness (Staged) Damage (Physical) Stun Ranged DC18 Fortitude (Staged) Dazed/Stunned/Unconscious Totals: Abilities (32) + Combat (32) + Saving Throws (21) + Skills (26) + Feats (18) + Powers (55) - Drawbacks (0) = 184/192 Power Points
  19. La Gata Power Level: 10 (148150PP) Trade-Offs: -2 Toughness, +2 Defense Unspent Power Points: 2 In Brief: Legacy of 'El Gato', an Iron Age heroine thought dead; cat-woman under a mystical curse. Residence: Freedom City Alternate Identity: Camila Arroyo Identity: Secret Birthplace: Freedom City Occupation: College kid, majoring in Literature and minoring in Art Affiliations: None, for now Family: Maria Arroyo (mother, previously Maria Villagatos), Frank Arroyo (father). Description: Age: 22 (DoB: 1994) Gender: Female Ethnicity: Hispanic-American Height: 5'6" Weight: 133 lbs. Eyes: Brown (were-form: purple) Hair: Brown *picture reference pending* Power Descriptions: A fierce and agile acrobat, Camila is capable of cat-like feats of prowess. Able to leap up to incredibly far upward or forward, she's capable of slowing her falls as well as being able to dart around and across obstructions across the ground. Armed with razor-sharp claws as strong as steel, and with a body tough enough to withstand surprising amounts of abuse, her combat capabilities leave slower mooks in shock and awe. She's also a clever fighter, able to take advantage of her adversaries and set up foes for an ally's assaults. In addition, Camila also possesses the sensory abilities of a feline, able to see in poor lighting, detect through scent alone, and even react with lightning speed through a hearing-based 'danger sense'. Lastly, at least from a more 'academic' perspective, Camila's curse has inspired her to learn about the ways of the supernatural, and she possesses a tinge of magical skill and knowledge. However, almost all of these abilities come at a cost -- Camila must assume her bestial shape in order to achieve these feats; she cannot use most of them as a human! History: During the Terminus Invasion, it was thought that Maria Villagatos, the heroine known as El Gato, was killed in the battle. This, however, was not entirely true. While El Gato the superhero was eliminated, Maria survived as a result; in her death throes, her duty fulfilled according to the eyes of the gods of old in heroic sacrifice, they stripped Maria of her powers while allowing her to remain alive as a mortal. A year would pass, and the now-incognito Maria would fall in love with a man named Frank Arroyo. The two became betrothed and, as a result, Maria had a daughter named Camila. An ordinarily happy family, Camila lived a normal and quiet life with her mother and father. Sometime during Camila's teen years, however, disaster would strike. Remnants of those villains who Maria fought as El Gato had found out her secret identity, and with knowledge of Maria's true self came knocking in revenge. Injuring her father and capturing her mother, Camila was beaten profusely by the evildoers as she tried to stop the assault. Little did anyone know that the gods of old weren't quite finished with Maria and her bloodline -- before Camila knew it, she found herself in a similar predicament as her mother years prior, awaking to being covered in blood. Having been transformed into a were-cat herself by the gods, Camila gave chase and took out the hapless villains, showing amazing skill as a fighter. Frank recovered from his wounds with paramedical aid, and Maria was rescued. To this day, Camila carries on as the legacy of her mother's secret identity, referring to herself as 'La Gata'. Not nearly as bloodthirsty as her mother had been in her youth, Camila nevertheless fights the good fight against the street criminals and more between her college classes, overjoyed with her new self from the tales that Maria had told of her past. Personality & Motivation: Camila is a sharp-minded individual, a normally cheerful young lady if not a bit of a bookworm. She's not exactly the most apt at social situations with strangers, but is known to get bubbly around friends. Loyal to those she cares about, she'd defend her loved ones even if it would put her in danger. An ambitious young hero, she has a tendency to go in over her head at first, but usually falls back on her wits and willpower to prevail even when seemingly overpowered. Powers & Tactics: In combat, Camila has a bad habit of enjoying the thrill of the fight. She toys with her adversaries like a kitten with its prey, oft using her youthful personality to catch her foes off-guard, delivering powerful strikes soon after. However, she has a tendency to underestimate her foes, and without a real means of ranged attacks other than closing in with her foes, she is vulnerable to being bested by such. Complications: Keeping the Cat in the Bag: Knowing fair well that her secret identity could be dangerous to leak, Camila does her best to keep her other self hidden in public. However, if she gets too upset or angry, or is physically hurt too much... Thrill Seeker: Having lived a quiet and peaceful life prior to her first change, Camila has taken up the opportunity to do much more eagerly. There's little she's not willing to try these days, even if it can prove to be dangerous. Lycanthropy Addict: As a human, Camila sees herself as a simple girl of Hispanic descent, nothing more than a wallflower. As La Gata, however, she finds herself free to assume a whole different personality. Whether a part of her curse or this state of self-worth under it (or both), Camila can be hesitant to change back to her human shape. Abilities: 0 + 4 + 2 + 4 + 8 + 2 = 20 PP Strength: 10/18 (+0/+4) Dexterity: 14/26 (+2/+8) Constitution: 12/16 (+1/+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 12 (+1) Combat: 10 + 16 = 26 PP Initiative: +2/+8 Attack: +10 Melee (+5 Base, +5 Enhanced Attack Focus), +5 Ranged Grapple: +14 Defense: +12 (+8 Base, +6 Dodge Bonus, +4 Enhanced Defense), +6 Flat-Footed Knockback: -4 Saving Throws: 4 + 2 + 4 = 10 PP Toughness: +1/+8 (+1/+3 Con, +5 Protection) Fortitude: +7/+10 (+1/+3 Con, +4, +3 Enhanced Fortitude) Reflex: +4/+10 (+2/+8 Dex, +2) Will: +8/+9 (+4 Wis, +4, +1 Enhanced Will) Skills: 16 R = 16 PP Acrobatics 4/8 (+6/+16) Climb 4/8 (+4/+12) Craft: Artistic 8 (+10) Diplomacy 8 (+9) Intimidate 8 (+9) Knowledge: Arcane Lore 8 (+14) Notice 4/12 (+6/+16) Search 8 (+10) Sense Motive 8 (+14) Stealth 4/8 (+6/+16) Feats: 8 PP Acrobatic Bluff All-Out Attack Evasion Move-By Action Quick Change Set-Up Takedown Attack 2 Powers: 7 + 4 + 8 + 12 + 4 + 9 + 5 + 8 + 5 + 2 + 2 + 4 + 5 = 75 PP All powers have the Animal Descriptor Damage 6 (PF: Mighty) [7 PP] Enhanced Constitution 4 [4PP] Enhanced Defense 4 [8 PP] Enhanced Dexterity 12 [12PP] Enhanced Saves 4 (Fortitude 3, Will 1) [4 PP] Enhanced Feats 9 (Artificer, Attack Focus 5 (Melee), Blind-Fight, Fearless, Uncanny Dodge: Hearing) [9 PP] Enhanced Skills 5 (Acrobatics 4, Climb 4 , Notice 8, Stealth 4 ) [5 PP] Enhanced Strength 8 [8PP] Protection 5 [5 PP] Leaping 2 (70 ft Running Long Jump, 40 ft Standing Long Jump, 17 ft Vertical Jump) [2 PP] Speed 2 (25 mph, 250' per round) [2 PP] Super-Movement 2 (Slow Fall, Sure-Footed) [4 PP] Super-Senses 5 (Danger Sense [hearing], Low-Light Vision, Scent, Tracking [scent], Ultra-Hearing) [5 PP] Drawbacks: (-2) + (-3) = -5 PP Involuntary Transformation (Into La Gata when hurt or angry, Frequency: Common, Intensity: Minor) [-2 PP] Normal Identity (Must be able to concentrate, or fall to Involuntary Transformation, to become La Gata, Frequency: Uncommon, Intensity: Major) [-3 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Strike: Claws Touch DC 25 Toughness Damage (Physical) Totals: Abilities (20) + Combat (26) + Saving Throws (10) + Skills (16) + Feats (8) + Powers (75) - Drawbacks (5) = 150/150 Power Points
  20. Player Name: GhostLion Character Name: Star Tigress Power Level: 10 (150/150PP) Trade-Offs: +2 Defense for -2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Alien tiger-woman from a planet around Arcturus, a roguish acrobat with feline-themed powers. Residence: Freedom City Alternate Identity: Jin Arlcan Identity: Public Birthplace: Kalteria, a planet in orbit around Arcturus Occupation: Retail store worker, among other entry-level jobs Affiliations: None, as of yet Family: None to speak of; was orphaned at a young age Description: Age: 23 (DoB: 1992 in Earth years) Apparent Age: Mid-twenties Gender: Female Ethnicity: Cyrellan (Extraterrestrial) Height: 5'10" Weight: 148 lbs. Eyes: Blue Hair: Auburn Power Descriptions: Possessing an innate touch of psionics, Jin is capable of comprehending and speaking just about any language (with varying amounts of understanding expressions and sayings). In addition to these psychic powers, she also possesses innate superhuman traits from her alien species. Among them, she possesses above-average durability and excellent agility and physical grace, alongside razor-sharp claws and the learned ability to slow her falls by sliding along a surface mid-drop. She's not a bad shot with an energy weapon, and has a plasma carbine she uses from time to time; however, the bolts of plasma fired fly at a subsonic speed, and she's not necessarily the best at leading her shots over long distances. Lastly, she can move faster than the average human with ease and, with a moment or two to ready herself, can even leap up to 100 feet in the air to reach aerial foes with a vicious pounce. History: Hailing from a doomed planet, Jin's life hadn't been quite as easy as it could be. With her home of Kalteria ravaged by a combination of terraforming, failed colonization and a spaceship war that left metallic ruins in orbit, not much of the planet was left in a state that could be inhabited. Even so, the orphan tigress-alien managed to make a name for herself in her home city of Polaris, becoming a rather well-known and skilled hero of the city. Honing her psionics at her ripe teenage years and mastering skills such as acrobatics, stealth and larceny, she put a serious dent in the agendas of many criminals and corrupt rulers of Polaris. Fearing her skills, and the motivation she and others had given to the city-dwellers to step up against the corruption, the mayor of the city had decided to find a way to get rid of Jin for good. With failed assassination attempts, both subtle and obvious, the mayor called in a favor from the remnants of the government from that survivable chunk of planet. Jin and some of her followers were brought into the mayor's office with the false pretense of trying to help find a new planet to send refugees of the doomed city. In truth, this would be yet another assassination attempt, made off-planet in a small spaceship. With her excellent perceptive abilities, however, Jin was able to thwart yet another attempt at slaughtering her once in space. However, during the chaos of the battle against her would-be assassins, the mechanisms of the ship's piloting system were heavily damaged. Turning to her last surviving follower, mortally wounded from the attack (with the others slaughtered during it), she was able to get enough help to punch in the coordinates of a well-known planet, and one that the government had set eyes upon in the past to gather resources from for the benefit of its rulers -- Earth. Entering hyperspace and making it to the planet on a crash course, Jin landed outside of the closest area that was last observed by drone ships. Whether fate or good fortune, it just so happened that one of them was none other than Freedom City. With the death of her last follower aboard the ship, she was effectively stranded on Earth, fearing a return to her planet would warrant yet another attack against her. What's more, the feline being was anything but tech savvy even in a high-tech civilization, and had no idea how to repair the crashed space-yacht herself. Adapting herself as best as she could to human society, Jin eventually took up the mantle of super-heroism once more, this time defending Earth as a stranger in a strange, yet surprisingly stable (compared to her own) world. Personality & Motivation: Growing up in both an orphanage and on her own, Jin did what she could to survive. She's not above less-lawful acts, preferring to do what she feels is necessary to make it through life. That said, she's anything but a heartless criminal, and goes out of her way to avoid causing harm to the common, hard-working folk of where she resides. Already knowing life is a hard lot to plenty of average people, she's known to help those she cares about, as well as any other commoner she comes across. Despite this, she has no tolerance for cold-hearted criminals, nor does she blindly trust most forms of authority, including police enforcement and those in charge of running cities or countries. She's a fairly emotional person, and is honest around those she can trust regarding them. Powers & Tactics: More often than not, Jin prefers to take a more subtle approach to her heroics, at least at first. She does what she can to gather information and learn as much about a scenario or a villain, and from there develops a plan of attack. Not to say, however, that she can't get impulsive and rush head-first into things if her emotions get to her. When it comes down to taking on a group of baddies, she prefers to pick off her adversaries one-by-one, and only uses her blaster only when close-range combat is impossible to achieve or dangerous to perform. Complications: Alien Stigma: Lacking the ability to really disguise herself, Jin normally has no qualms with her body and the fact that she's a space alien to Earthlings. However, this doesn't mean she's always accepted in Freedom City's Earthling culture, and often has to play up a front of being a mutant to get even the slightest sort of avail. Occasional Catty Behavior: When she makes an enemy, it's hard for her to not hate their guts. When presented with one too many sleights, even from a friend, she can have a tendency to hold grudges for at least a little while. Especially paired with the above Complication, she can be known to be more than a bit catty now and again. When On Earth...: Needless to say, being from a planet roughly 36.66 light years away from Earth, Jin has little to not knowledge of Earth cultures or even various expressions. Even with her ability to psionically comprehend languages, things can often be lost in metaphysical translation to her. Abilities: 4 + 10 + 4 + 2 + 6 + 4 = 30 PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 18 + 18 = 36 PP Initiative: +9 (+5 Dex, +4 Improved Initiative) Attack: +9 Melee, +9 Ranged (+9 Base) Grapple: +11 Defense: +12 (+9 Base, +3 Dodge Focus), +9 Flat-Footed Knockback: -3 Saving Throws: 5 + 5 + 5 = 15 PP Toughness: +8 (+3 Con, +5 Protection) Fortitude: +7 (+2 Con, +5 Base) Reflex: +10 (+5 Dex, +5 Base) Will: +8 (+3 Wis, +5 Base) Skills: 92 R = 20 PP Acrobatics 12 (+17) Bluff 8 (+10) Diplomacy 8 (+10) Intimidate 8 (+10) Notice 8 (+11) Search 8 (+10) Sense Motive 12 (+15) Sleight of Hand 8 (+13) Stealth 8 (+13) Feats: 15 PP Acrobatic Bluff All-Out Attack Dodge Focus 3 Evasion 2 Improved Critical 2 (Claws) Improved Initiative Luck Set-Up Stunning Attack Takedown Attack Uncanny Dodge (Hearing) Powers: 1 + 16 + 5 + 8 + 2 + 1 = 34 PP Comprehend 2 (Understand and speak any language) [2 PP] Blast 5 (Plasma carbine) [10 PP] Protection 5 (+5 Toughness) [5 PP] (Animal) Strike 9 (Claws) (Critical threat range 18~20, Mighty: +2 damage due to Str) [10 PP] (Slashing) Super-Movement 1 (Slow-Fall) [2 PP] (Animal) Super-Senses 1 (Low-Light Vision) [1 PP] (Animal) Leaping 2 (100 ft.) [2 PP] (Animal) Speed 2 (100 mph) [2 PP] (Animal) DC Block ATTACK RANGE SAVE EFFECT Unarmed Tough DC 17 Toughness Damage (Physical) Claws Touch DC 27 Toughness Damage (Slashing) Plasma Carbine Ranged DC 20 Toughness Damage (Energy) Totals: Abilities (30) + Combat (36) + Saving Throws (15) + Skills (20) + Feats (15) + Powers (34) - Drawbacks (0) = 150/150 Power Points
  21. Fox

    Gremlin (PL8)

    Character Name: Alice Ishikawa Power Level: 8-13 (8.5 w/ Sneak Attack) (180/208PP) Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness Unspent Power Points: 28PP In Brief: Young sneak-thief without a sense of purpose. Residence: Bedlam. Alternate Identity: The Gremlin (pejorative) Identity: Secret-ish. Birthplace: USA Occupation: Thief. Affiliations: The Fix, assorted Bedlam criminal groups Family: Estranged (mother, father, brother). Description: Age: 21 Apparent Age: 21 Gender: Female Ethnicity: Japanese Height: 5'1" Weight: 110lb Eyes: Brown Hair: Black/Brown When she was a child, she dreamed of being the tall, classy cat burglar - elegant, curvy, and devastating. It wasn't in the cards. Alice Ishikawa is a lot of mischief packed into just over five feet of body (five feet one, she'd insist), and she manages to leverage a surprising amount of strength and stamina out of such a slight frame. A lifetime of good training and diligent attention to her health (in service to her profession) has rendered her fit, acrobatic, and flexible. As second-story work is not typically a daytime activity, her skin tends to be on the fair side, though she's somehow managed to get this far without earning many obvious permanent marks or blemishes. She keeps her dark hair short, largely for practical purposes, not coincidentally framing her delicately-featured face and complimenting a pair of equally-dark eyes that manage to be as sharp as they are playful. Her personal fashion demonstrates a fondness for old t-shirts (often of bands she's never heard play), odd accessories (apparently on pure whim), and reliable footwear (even if she could scale a building in sandals or heels)...unless she's working, in which case her clothing is close-fitting, durable, disposable, unmarked, and darkly-colored, with as much skin covered as possible and any sleeves or pant legs tied down with wrappings or tucked away where they can't interfere. History: Alice's life has been nothing if not defined by theft, even from birth. When a lab accident at Mr. and Mrs. Ishikawa's research station threatened the latter's late-term pregnancy, the over-funded and under-supervised military group in charge were only too happy to provide medical care. When their new child presented otherwise-inexplicable abilities, said group was entirely willing to take the child to a remote facility for testing...and somewhat less willing to give her back. She wasn't going to change the world, but with proper training perhaps she could have been molded into quite the asset. It was a sentiment that the criminals of Bedlam shared. When a cargo ship pushed its luck too far and fell out of local protection, its raiders expected valuables, drugs...but not a young metahuman on ice ("secured for transport", as decreased funding had called for the consolidation of various off-the-books facilities). At first she was a novelty, but once they realized what she was capable of she was a tool. Need something stolen? Send the kid to do it, worst case is she gets killed or captured...and while the former never happened, the latter became something of a game between the leaderships of the various Bedlam powers. Who's got the little gremlin now? What's she after, and what can we use her for if we catch her? Even she lost track of how many times she changed hands, but while she liked some "employers" more than others her age and upbringing left her feeling that she was without better options. Teenagers, however, are notoriously harder to control...and stealthy, teleporting teenagers doubly so. Eventually she tired of games and being ordered around and stole herself, vanishing into the city as soon as she could do so without angering anyone she couldn't handle. Since then, bereft of other purpose and knowing little else, Alice has worked freelance: if you need something stolen, if you need a sneak-thief or second-story artist, put the word out. Maybe the gremlin's bored. Personality & Motivation: Alice has few problems taking orders and frankly enjoys her work, but operating at the behest of a long series of handlers and thugs (not to mention being a constant outsider and red-headed stepchild) has left the young woman somewhat ill-equipped to pursue her own passions, if she even knew what those passions were...outside of her craft, which she continues to hold to a high (and proud) standard. She can take care of herself, but doesn't know where she fits in with the world at large. Her obedience should not be mistaken for blind servitude. She expects a certain level of disrespect and discrimination but blatant disregard for her person or autonomy will be met with sass and equal disregard for the interests of her would-be employer. Even on the job she is playful, mischievous, and impolite. Powers & Tactics: Alice is of the opinion that if fighting has started, something has gone very, very wrong and her best option is to get out of dodge. She's a reasonably-skilled hand-to-hand fighter and carries a collapsible staff for utility and personal protection, but both are weapons of last resort when working; get in, go unnoticed, and get back out - no getting caught on cameras, no getting seen by guards. If truly necessary she'll allow for the latter if it's a half-second of pre-unconscious panic as she descends on one she can't circumvent, but one of her hard rules is never, ever any killing - it invites more trouble than it's worth. Surprisingly few know about her teleportation, considering; she uses it sparingly and at some point she just became "the weirdly effective thief asset" instead of "that weird metahuman girl", especially among the lesser powers of the city. Alice prefers it that way: the fewer who know her secrets, the better they are at getting her out of trouble when she needs them the most. Power Descriptions: Alice's one and only super power opens temporary windows in space: these perfect but short-lived ellipses allow her to jump to another nearby location she can see. Complications: Family: Alice's parents don't know what came of her, but they're still out there, somewhere, and could be used as leverage. Missing Asset: It was a while ago now, but Alice was, theoretically, a military project - and likely not the only one. Records are scarce (curiously, acquiring and training children is not popular with many higher-ups who get wind of such things) but somewhere out there may exist a group or groups who'd love to reclaim their investment. Reputation: She never held membership with any of them, but many gangs and organized powers in the city at least know of 'that little gremlin', and very likely used her on a job at some point, somewhere. Opinions may vary, depending on performance and whether she was used for or against them, but among those in charge she's a known factor and her teleportation is unlikely to be a surprise to anyone very highly-placed. Sticky Fingers: Alice just...really likes taking things. She really likes taking things. Presented with the opportunity during a job, she's hard-pressed to not acquire goodies on the side if she thinks she can get away with it and it won't harm anyone she doesn't think has it coming. Teleportal: Alice's teleport is, in fact, a teleportal: she creates a window in space and either moves through it, or moves it around her. This makes it useless for getting out of grapples or bindings, as she can't be selective about what does and does not get teleported. Abilities: 4 + 12 + 8 + 4 + 2 + 4 = 34PP Strength: 14 (+2) Dexterity: 22 (+6) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +14 Attack: +12 Melee, +8 Ranged Grapple: +18 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -3/-2 Saving Throws: 5 + 7 + 6 = 18PP Toughness: +6/+4 (+4 Con, +2 Defensive Roll) Fortitude: +9 (+4 Con, +5) Reflex: +13 (+6 Dex, +7) Will: +7 (+1 Wis, +6) Skills: 156R = 39PP Acrobatics 13 (+19)SM Bluff 5 (+7) Climb 13 (+15)SM Computers 3 (+5) Concentration 4 (+5) Disable Device 13 (+16, +18 w/ masterwork tools)SM, SC Disguise 4 (+6) Escape Artist 13 (+19)SM Knowledge [Current Events] 3 (+5) Knowledge [Streetwise] 8 (+10) Knowledge [Tactics] 8 (+10) Language 2 (English [native], Italian, Spanish) Medicine 4 (+5) Notice 11 (+12)SM Perform [Dance] 8 (+10) Search 13 (+15)SM Sense Motive 5 (+6) Sleight of Hand 13 (+19)SM Stealth 13 (+19)SM, SC Feats: 43PP Acrobatic Bluff Attack Focus (Melee) 4 Attractive Blind-Fight Defensive Roll 1 Dodge Focus 2 Elusive Target Equipment 5 Evasion 2 Fast Task 2 (Feint, Trick) Grappling Finesse Hide in Plain Sight Improved Initiative 2 Improvised Tools Instant Up Luck 3 Master Plan 2 Move-By Action Power Attack Prone Fighting Second Chance 2 (Disable Device, Stealth) Skill Mastery 2 (Acrobatics, Climb, Disable Device, Escape Artist, Notice, Search, Sleight of Hand, Stealth) Sneak Attack Ultimate Effort (Stealth) Uncanny Dodge 2 (Auditory, VIsual) Redirect Equipment: 5 ranks = 25ep Binoculars [1ep] Climbing Equipment [1ep] Concealable Microphone [1ep] Knife [4ep] Masterwork Lockpicks [1ep] Medical Kit [1ep] Mini-Tracer [1ep] Night-Vision Goggles [1ep] Hideout [14ep] A forgotten and carefully-secured section of what was once an unfinished tower for high-class residents (now a mostly-empty home for squatters who don't want trouble); unremarkable and somewhat cramped, and nearly inaccessible from the outside without foreknowledge and the ability to teleport, it's home sweet home none the less. Toughness: 20 [3ep] Size: Tiny [-1ep] Features [12ep]: Communications Concealed 5 [DC +30] Fire Prevention System Gym Living Space Security System 3 [DC 30] Powers: 5+4+5 = 14PP Device 1 (5dp earbud; Flaws: Hard-to-Lose; Feats: Subtle) [5pp] Communication Link 4 (other earbuds; Feats: Subtle) [5dp] Device 1 (5dp collapsible staff; Flaws: Easy-to-Lose; Feats: Subtle) [4pp] Damage 2 (Feats: Extended Reach, Improved Trip, Mighty) [5dp] Teleport 3 (300'; Flaws: Short-Range; Feats: Change Direction, Turnabout) [5pp] Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC17 Toughness Damage (Staged) Knife Melee DC18 Toughness (19-20) Damage (Staged) Staff Melee +5' DC19 Toughness Damage (Staged) Totals: Abilities (34) + Combat (32) + Saving Throws (18) + Skills (39) + Feats (43) + Powers (14) - Drawbacks (0) = 180/208 Power Point
  22. Player's Name: Quinn Character's Name: Outlaw Power Level: 10 (150/153PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent PP: 3PP Description: Alternate Identities: Jacob Cross Identity: Public Birthplace: Hempstead, TX, USA. Occupation: Student Affiliations: Claremont Academy Family: James Cross (Father), Harriet Cross-nee-Prophet (mother). Age: 16 Gender: Male Ethnicity: Caucasian Height: 6’4” Weight: 164 lbs. Eyes: Red Hair: Auburn, occasionally on fire. Jake’s looks match the drek he’s had to deal with over the years – which is fairly sad, because if he managed to untwist his look from the near-permanent scowl on his face, he’d actually look pretty darned handsome. He’s tanned, well-muscled – plenty of work to be done around the farm, keep him from thinking too much. Clean-shaven, oddly, even with that strong chin; try as he might, he can’t seem to grow a beard. He dresses pretty plainly, for the most part – his day wear’s a pair of sneakers, blue jeans, and sleeveless shirts (since his fire spreads up from the hands when he’s really agitated, means he can usually catch it at the elbow before it lights his shirt on fire – more difficult with long-sleeves). On the job, he dresses in a costume made himself; a blue poncho with gold stylized flame embroidery, and Claremont Academy uniform pants and boots (also in blue and gold). A belt lined with energy drink cans and a brass plate vest with odd technological gewgaws lie below the poncho, as well (the closest metal he could get to the uniform color). A domino mask and bandanna (blue) hide his identity in turn, under a broad-brimmed leather hat. He’s taken to the school colors fairly well, actually. History: It’s hard to deny, and Jake really won’t even try, that the young hero’s upbringing was fairly cliché. The Cross family owned a plot of land a few miles outside of Hempstead, Texas; not very large, but good earth. A good retirement for a pair of broken-down old heroes; James Cross, alias The Silver Rider, and Harriet Cross-nee-Prophet, alias Ace High. They used to work the streets of Houston for decades, until the Terminus Invasion – as with many across America, they’d flooded with fist and courage into Freedom City, and watched the Centurion fall. In turn, they’d had their own spirits for the life of justice and freedom broken in turn; years of fighting having wore them down. They found themselves working together during the deconstruction, and eventually struck up an acquaintance – ultimately falling in love and choosing to retire together. They actually found it funny they’d never really fallen in together back home – maybe it was just the closeness of death that finally kickstarted it? Or maybe just good luck. Either way, they hung up the mask and cowl and settled down to a simpler life. For a while, at least. To a degree, they honestly didn’t expect the world would last as long as it did, after having seen what Entropy wrought. They even prepared a shelter for the inevitable next invasion…but it never came. It took almost five years for it to truly sink in to them that the world had been saved, in truth. Their neighbours picked up on the change overnight – James found in himself a new zest for improving their home, and began really turning that old house into something special; in turn, Harriet dove headfirst into the mechanics of the machines they used; using her old gadget know-how to turn their old tractor into a force to be reckoned with! The Fieldminator 7000! And, as in all things heroic, they began to notice each other more and more in…er…different ways; beyond the loving company they simply reveled in over the past five years. Took them another two before Jenny finally had a young boy – on March 16th, 2000, Jacob Cross hit the atmosphere. And on March 20th, 2000, lit it on fire. The genes were probably from Harriet’s side, they agreed. Her family had had a legacy of heroism stretching back to the founding of the ‘States, and while James had got his power from an incident with a radioactive horse, it wasn’t something likely to pass down in the family line. Still, he was their kid, even if he had a tendency to burp out a flame now and again. And hey, it meant he’d never want for protection when he grew up, right? In hindsight, the fact that the flames were black and red should have been an indication, but they were so happy with having a child to raise that they ignored it. They did ignore it, too – ignored it as he grew up a happy young boy who would run around chasing the chickens and spooking the horses, ignored it as he went to elementary school in a town a half-hour drive from the farm and showed off the fun smoke signals he could cough out after chugging down a can of Red Bull (and proceed to be hyper as heck the rest of the day), and ignored it right up until the year before he went to high school, and the wrong person heard about the color and shape of those flames. Honestly, it was nobody’s fault that it wasn’t caught sooner. They lived in a pretty rural area, and it wasn’t like the young man was going about burning down houses or causing mayhem. In fact, outside of some shows for his little friends now and again and the occasional declaration to his parents he’d grow up to be a Big Hero like them, or the famous Pale Ranger, or Adam Prophet (his mom raised him on bedtime stories about her great-great-great-great-great-etc. grandpappy), or Emily Swift (Harriet’s personal hero), or whoever had captured his young imagination at the time – he hadn’t really done much to draw big attention to himself. Which meant when a group of The Fellowship kicked in the door one August night, wanting to see if the kid was what they thought it was, it came as one hell of a nasty shock. It was an ugly fight. James and Harriet may have been retired, but they’d been prepared for a Second Terminus Invasion for years – even if they’d fallen off the wagon a few years back. They’d taught their son how to fight, too – how to throw a punch, and how to pack enough firepower into that punch to knock out a thug clean. In turn, this batch of Fellowship agents were damned determined, and they outnumbered the family five to one; sometimes T-babies didn’t want to come quietly, or accept the inevitability of their superiority over the common man. By the end of the mess, the farmhouse was in flames, both Crosses were laid out flat – thankfully alive – and Jake was thrown into the back of an old van, with a slightly singed wild-eyed zealot explaining how he was the new face of the world, how he was blessed by entropy. How they’d seen in that fight that he really was a Terminus-blessed demigod! Jake…didn’t take it well. In fact, he spat in the man’s face, swearing up and down it wasn’t true. Right up until the man lit up his eyes with the fires of Entropy, grinning. He really didn’t take that well. We’ll gloss over the finer details of the situation – the fleatrap motel they hunkered down in, the endless natter about how pleased their superior would be, how awesome it was to find a T-baby this potent, how those two idiots had looked when the door was kicked in; sure, they’d lost half their number to traps, tricks, and good one-two punches, but it was totally worth it. As soon as the teenage T-baby woke up from that catatonic trance, he’d thank them! See, Jake had also grown up knowing what made his parents quit. He knew full well what Omega was, and what he’d done to the hero of heroes. And that thought just kept going through his head, over and over – that what powered him up, that fun little flame, that he’d played with his friends with, that he’d said he was going to be a hero with, had broke his parents and killed so many people and it was in him it was in him it was in him he couldn’t control that he couldn’t use that to help people it had killed people he would kill people he was a monster. He didn’t roast them alive when he woke up, but it was a near thing. Something in him cracked when he finally came to that conclusion. His whole self, restraints and all, lit up in a pyroclasm that set the whole motel ablaze with black fire. He managed to seize some control when he heard the screaming, saw the fleeing figures, and tore the fire back into himself – but the damage was done. And when the firefighters arrived and saw him, and the cops arrived and saw him, and the press arrived and saw him, it was all over but the crying. They returned him home, eventually. After about a day of questioning, suspicion, threats, even a government agent who narrowly ended up having him assigned to some kind of project and a whole lot of supervision – but when his mom came in and hugged him and told him everything was going to be alright, and his dad nearly threw that suited clown out, well…he didn’t quite push them away, but he mutely went with them. Even started to think it wasn’t all bad. First year high school was all that bad – started to feel like he was on a roller coaster, actually. Huge up, then the plummet, and man did it go downhill fast. The press had had a field day with the ‘Dangerous Terminus Child’ living on the ‘Death Ranch’, how he’d only narrowly escaped arrest and censure because of his ‘age’ and how his parents had ‘refused comment’ on how he was going to be kept safe and away from ‘normal’ people. He didn’t get pushed around, mind – when you have to wear a limiter vest (supplied by his mother, who still had the gift), and can still light things on fire with your mind, that’s something nobody’s likely willing to risk – but a guy can feel pretty lonely when nobody’s wanting to even say word one to you. And teachers, well, they have to help you – that’s in their job description – but them throwing shifty eyes to any doorway or window when you start to back-talk and shuffling sideways like they’re about to run; that can wear a teen down pretty fast too. Ultimately? He started skipping more often than going. Then he started running with a rougher crowd that liked what he could do. Laughed when he breathed some sparks, or blew smoke outta his nose, making people jump or run. Didn’t last long, though, when they started to flinch when his temper got up and his arms started to light up. And he wasn’t bad enough to go looking for a gang – even with all that’d happened, his parents still raised him right, damnit. He just finally sort of gave up the whole idea of being anything more than a delinquent. Not quite a bad guy, he couldn’t make that leap; but smoking behind the school, sneering when people flinched, slouching in the back of the classroom – he just gave them what he expected to see. Broke his parents’ hearts to see it, though – least until they got a call from a very concerned citizen in a city they’d been to once or twice… They packed him up with a costume, a letter, a corned beef sandwich for the trip, and a long explanation – one he didn’t quite buy. A new school. Several states away. They weren’t getting rid of him, but he couldn’t learn and grow here, not as things were. There – things would be better. He could be his own person, instead of what they saw or thought. He had family there, old family, who would help him out – the Prophets still had relatives there who knew and loved him, even without meeting him. He could still be a hero, if he tried. It scared them, more than anything else, what might happen to him; but they knew he needed it. Even if he didn’t think he did. So Jake, sixteen, gruff, surly, fearful of himself, and entirely too stuffed to the gills with teenage angst, was sent off to Claremont Academy, Freedom City. He kept the costume – even if he chucked the sandwich halfway through the bus trip and bought a burger instead. Didn’t quite take the original name he’d planned for himself, though. If Claremont wanted him to try to be a hero; and he was still hesitant, a T-baby would never make a good Marshal. But an Outlaw… Personality & Motivation: Outlaw/Jake’s a teenager at odds with himself. Granted, that’s not exactly news to any high school guidance counselor or psychologist, but in his case it’s a bit more literal. Moreso if there are any flammable objects around. To the average eye, he’s a surly teenager. He talks back, he slouches, he acts grumpy, and his whole demeanor screams “I am a porcupine. Come close and I will poke you.” He acts this way. If you managed to crack his shell, though, you’d find Jake to be a passionate, even hot-tempered young man. He wants to do, to be, to act – very much like the fire in his belly. He doesn’t want to sit back there and growl at people – he wants to be the life of the party, to pull off little party tricks and make people laugh, to see someone smile at him, and be able to smile back. Make people happy, more than happy. He grew up with parents and stories of men and women who made the world a better place, and he wants to live up to that, more than anything. He is this way. Power Descriptions: Jake’s not a subtle teen when it comes to slinging his power. When he lets rip, it’s with gouts and jets of black and red entropic fire – used to be he thought that was special and fancy, now he almost hates to see it. Came to terms with that, at least, a while ago. Still, there can be some variation in it – for his basic blasts he generally indulges in the old Western standby of a finger gun from the hip (he takes what fun he can get) – those blasts being thin and precise, along with fast and rapid-fire. In close-range, not near as elegant, just an open palm, fist, or foot covered in fire to the tender bits; his mom taught him how to fight close-up. For the bigger blasts, his gestures get larger and more elaborate; hence the poncho (he needs the arm room) – his biggest being just one great big fireball hucked with both hands. He vastly prefers to avoid doing that, though. In a pinch he can light his whole self up – but he didn’t make a habit of that until he got the morphic molecule costume. As it stands, he’s managed to develop a defensive blaze that intercepts shots or simply discourages them through heat. Same color, but in twisting loops around him. Even worked out a neat trick of using fire blasts through the feet to fly. He actually cracked a smile when he learned how to do that. Powers And Tactics: If it’s one thing Outlaw’s tactical doctrine espouses – it’s caution. Which comes as a fairly difficult thing when the angrier you get, the more likely you are to burst into flame. In truth, if he had his druthers, he’d only ever fight close-in with bare-knuckles, and save the fire for non-living targets. He generally opens with that, in turn; punching with point-blank low-power blasts in each fist. Escalation of force is a principle he’s drilled into himself over and over again since he was told he could learn to be a hero at Claremont, and he’s one he’s determined to stick to – possibly to an unsafe degree. Still, he’s not a complete pacifist. If the enemy isn’t going to go down with a few punches, and he knows he’ll get turned upside-down getting in close, he’s got no problems with taking to the air and letting rip with precision long-range shots. Even then, though, he’s sometimes a bit too careful about lining up that shot to make sure it won’t really hurt… Complications: Burn It To The Ground: Problem with being a fire controller with control issues is it’s real easy to accidentally spook and/or cook your neighbours if you aren’t careful – that’s why he wears the vest. It’s like a big warm heavy metal snuggie that protects him and everyone around him, except when it doesn’t. A GM may offer a Hero Point when the actual nullifier effect of the vest is damaged – under those circumstances, all of Outlaw’s powers immediately gain the Uncontrollable Flaw, and may backlash on him (Immunity does NOT apply in this situation). Figured You Out: Let’s face it. T-Babies do not have the best press in the world – and when your reveal as a T-baby was in a paroxym of terror and self-hatred that nearly burned down a motel (no fatalities, thank God) and throwing around one of man’s most primal fears (FIRE BAD), that doesn’t do wonders for your image when the newshounds start working you over. GMs may offer a Hero Point when the bad press from Outlaw’s kidnapping influences someone’s actions or decisions toward him. Saturday Night’s Alright For Fighting: Which leads to the third part of Outlaw’s problems. He’s got…temper issues, sometimes. He’s handling it, at least, and it helps that he knows the consequences of letting off the leash – but sometimes if he gets real mad, it’s hard to think straight; and then the fire starts creeping up his arms before he knows what’s going on. Even the Nullifier Vest can’t keep it down when he’s that hot under the collar. A GM can offer a Hero Point when Outlaw’s anger issues cause him to do something that makes the situation worse – or force him to try and cool himself off when he really should be getting angrier. Rockstar: Besides being a bit of a caffeine addict, there is a reason Jake keeps multiple cans of sports and energy drink close to hand. See, the trouble with slinging a lot of power is you can get exhausted quickly - and when your power is fire and heat, sometimes you need to refuel. He's found different substances help, energy drinks to provide a jolt and a bit of extra flame when he's feeling low, and sports drink when the sheer heat began to dehydrate him. A GM may offer a Hero Point to force him to take a turn refueling or rest up - or even stop one of his powers cold - or have him actually run out/forgot his supplies. Gotta Be Somebody: And then there's the unfamiliarity problem - let's face it, despite his gruffness and attempts at worldliness, Jake's not exactly a big city kid. He grew up surrounded by cornfields, barnyard animals, and assorted back roads - not the gleaming silver spires that make Freedom City the city of the future! More often than not it's easy for him to get surprised or even overwhelmed by the sheer scope and mass of daily life in Freedom City; thank heaven Claremont's campus is, for the most part, fairly sedate and quiet. Right? A GM may offer a Hero Point when his unfamiliarity with the big city can cause trouble - whether not knowing roads or directions, or being distracted at an inopportune moment by something completely out of his experience. Edge Of A Revolution: Jake once saw a play in-city, and a line from it’s stuck with him for years since. “And therefore, since I cannot prove the lover / to entertain these fair well-spoken days / I am determined to prove a villain / and hate the idle pleasures of these days.” If the world thinks he’s a loose cannon waiting to go off? A delinquent and thug? A nascent monster who can’t be trusted? Well, he’s tried long enough to change minds, and got sand kicked in his face for it. A GM can offer a Hero Point when Outlaw’s bitterness causes him to act gruff and mean instead of trying to reach out. Abilities: 0 + 0 + 4 + 0 + 0 + 6 = 10PP Strength 10 (+0) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 16 (+3) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4, +8 energy attacks Grapple: +4 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -1, -6 w/ Force Field Saving Throws: 6 + 8 + 7 = 21PP Toughness: +2/+12 (+2 Con, +5 Force Field [Impervious 5], +5 Protection [Impervious 5]) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+0 Dex, +8) Will: +7 (+0 Wis, +7) Skills: 40R = 10PP Concentration 10 (+10) Handle Animal 3 (+6) Intimidate 12 (+15) Notice 10 (+10) Sense Motive 5 (+5) Feats: 11PP Accurate Attack Dodge Focus 4 Fast Task (Startle) Improved Initiative Precise Shot Luck 2 Startle Powers: 42 + 12 + 8 + 10 + 10 = 82PP Heartburn Array 18.5 (37pp array; Power Feats: 3 Alternate Powers, Accurate 2) [42PP] Base Power: Blast 12 (Feats: Variable Descriptor, Extras: Autofire) [37PP] (Fire/Entropy) (Fire Bolts/Punches) Alternate Power: Blast 10 (Feats: Variable Descriptor, Penetrating 3, Knockback 3, Extras: Area - Burst) [37PP] (Fire/Entropy) (Fireball) Alternate Power: Fatigue 12 (Feats: Variable Descriptor, Extras: Ranged) [37PP] (Heat/Entropy) (Heat Blast) Alternate Power: Strike 9 (Feats: Variable Descriptor, Extras: Aura, Duration 2 - Sustained) [37PP] (Fire/Entropy) (Fire Aura) Flight 6 (500 MPH) [12PP] (Foot Jets!) Armored Nullifier Vest (10 pp Container; Flaws: Hard-To-Lose) [8 pp] Protection 5 (Extras: Impervious) [10 PP] Force Field 5 (Extras: Impervious) [10PP] (Entropic Aura) Immunity 10 (all fire effects) [10PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage Aura Touch DC 24 Toughness (Staged) Damage Blast [Autofire] Ranged DC 27 Toughness (Autofire, Staged) Damage Blast [Burst] Ranged DC 22/27 Reflex (Area)/Toughness (Staged) Damage Fatigue Ranged DC 22 Fort (staged) Fatigued/Exhausted/Unconscious Abilities (10) + Combat (16) + Saving Throws (21) + Skills (10) + Feats (11) + Powers (82) - Drawbacks (00) = 150/153 Power Points
  23. Lou Lubrano: Hitter Power Level: 8 [Without Powers] / 10 [With Powers] / 13 (180/217PP) Unspent Power Points: 37 Trade-Offs: +2 Attack / -2 Damage [Without Powers], -2 Defence / +2 Toughness [With Powers] In Brief: Contender, cop, criminal, concrete. Theme: Push + Pull by July Talk Alternate Identity: Lou Lubrano (Secret) Birthplace: Stark Hill, Bedlam City Base of Operations: Converted Warehouse Occupation: Hitter Affiliations: The Fix, BCPD [Formerly], Scarpia Family [Formerly] Family: Nora D'Angelo [Ex-Wife], Max Lubrano [Son] Description: Age: 44 (DoB: 1972) Gender: Male Ethnicity: Italian-American Height: 6'0" Weight: 215 lbs Eyes: Ice Blue Hair: Grey, Black Beard Lou's layers of muscle are built for function rather than aesthetics and mostly hidden under the perpetually rumpled suits he wears. His hair, combed back off of his lined face, has gone uniformly grey but his beard remains jet black and notably better maintained than most of his appearance. He stands with his back straight and shoulders squared but with his unassuming manner he still tends to fade into a crowd. He never drinks while he's working and never smokes when he's not but the lingering scent of both suggest he still does more of both than he ought. History: Lou was never a great boxer. Making up for any lack of finesse with an ability to soak up monumental amounts of punishment, he was good enough to earn a modest scholarship and some respect in the neighbourhood but he never considered himself anything more than a big fish in a small pond. Real respect meant being more than a second rate prizefighter. Real respect in Bedlam meant joining up with a gang and he knew only one gang had a retirement plan: the police. Lou was never a great cop. The city didn't provide that opportunity. They didn't have a fraction of the resources to deal with all of the crime in Bedlam anyway so where was the harm in taking a bribe to let the organized, orderly stuff slide? Picking your battles was just another job skill and Lou wasn't afraid of putting in the work to learn. Nobody could say he didn't do some good and more people went home happy than not. Besides, it wasn't like the basic salary was worth risking his neck over and he had a family to think about. Lou was never a great husband. He met Nora at a college when her date made the poor decision to take a swing at him. He liked that she was pretty and quick witted, she liked that he was ambitious and laughed loudly and often. They got married the same month he graduated from the academy and joined the police force and their son Max was born a few years later. They never got around to taking that trip they talked about but maybe once they had enough set aside for Max's schooling. Lou was never a great partner. It wasn't like Simmons made it easy on him, always pushing his luck, always sticking his nose where it was liable to get cut off. They should have ignored the tip about the drug lab but Simmons wanted the bust and it was only two blocks away from a school. Max had just started Grade 5. They went in without backup. It wasn't a drug lab, at least not the way they were thinking. Somebody shot. Something exploded. Lou woke up in the hospital nearly two week later. Simmons didn't. Lou was never a great liar. He nearly slipped up maybe a dozen times before he finally got caught just shy of two years later; it was tough to miss a bullet bouncing off of a chin suddenly made out of the same steel as his car door. Metahumans couldn't be cops and that left Lou without a career and without friends. He took a few odd jobs but nothing stuck. He started to drink more. He never came home drunk but a lot of nights that meant he just didn't come home. Eventually he came home to an empty house and a note. He sold the house, moved into a closet the landlord had the gall to call a bachelor apartment. He signed the papers Nora mailed to him from her sister's place out of state seven months after that. She put a copy of Max's latest school picture in the envelope; that went up on the nearly empty fridge. He was down to his last excuse over late rent when one of the guys he used to take money from offered to buy him a drink. Turned out there were certain people very interested in someone with Lou's specific combination of experience, skills and abilities. Turned out that what Lou was truly great at was hurting bad people who'd made other bad people angry. Sometimes somebody needed to be found, sometimes something needed to be retrieved, sometimes it was just about sending a message. They gave their hitter a name and the situation got handled. He finally had respect, of a sort. The only trouble was that those names didn't always belong to people who were as bad as Lou might have liked. Sometimes they weren't that much older than his son. Lou started to think that someday he was going to be given a name and there'd turn out to be one more thing he wasn't great at. Personality & Motivation: Lou plays his cards close to his rumpled vest, content to remain anonymous and unassuming while others posture. Focused and goal-oriented he does his best to remain professional in a line of work that's often anything but. If he feels he's not being extended that same courtesy, however, he's quick to demonstrate why respect is a wise policy. That stoicism hides layers of self-reproach. Having seen both sides of the law in full Lou doesn't so much regret his indiscretions as a police office as wish that he'd been a good enough man to accomplish real good with his position. He considers himself to be a failure as a father and demonstrates a sometimes misplaced protective streak as a result. After years of doing whatever it took to get ahead or stay afloat he's begun to let his better principles guide him and found that standing up for those who need it suits him better than he'd expected. Powers & Tactics: The drug lab Lou and his partner raided was experimenting with metahuman treatments, leading to him being doused in unstable chemicals and buried in rubble in the explosion that followed. As a result he can take on the attributes of any inorganic material he touches. Doing so greatly enhances his overall strength and durability, enough to shrug off small arms fire. The specific material he mimics determines the specific benefits or side effects he receives on top of this, such as making him more or less conductive, fire resistant or brittle. As his powers provide a distinct visual Lou prefers to use them only as a last resort, favouring discretion and relative anonymity unless he finds himself otherwise outmatched. Even without them he is a competent hand-to-hand fighter with impressive endurance. When required to buy time he will gladly let an opponent wear themselves out before moving in for a decisive finishing blow but when the person he is protecting comes under immediate threat he switches to a much more aggressive style, foregoing his own safety to end a fight more quickly. Power Descriptions: Lou takes on the appearance of the materials he mimics along with their properties. This extends to copying graffiti sprayed on a brick wall or yellow centre lines painted down a concrete road. Dents and cracks sustained while in a transformed state are translated into bruises and cuts when he reverts to flesh and blood. His powers do not extend to the clothes he wear; Lou goes through a lot of suits. Complications: Blood and Iron: Lou's son and ex-wife no longer live in Bedlam but were they in danger there are very few things that would keep him from immediately going to their aid. Cement Overshoes: Quitting the Scarpia Family family is a poor health decision, leaving in the middle of a job even more so. Taking out Lou would be a good way to build a rep and earn points with the higher ups all at once. Concrete Evidence: Lou goes out of his way to avoid using his powers unless there's no other choice. They draw the wrong kind of attention and getting spotted would effectively ruin any cover story he's using. Feet of Clay: Lou is trying to be a better man but he's not there yet. He's slow to trust and slower to let go of a grudge. Convincing him to take risks for strangers may take some doing and convincing him to ask for help is all but impossible. Glass Half Empty: Although he makes a point not to drink while on the job, Lou definitely drinks more than he should. In an unexpected emergency there's no guarantee of finding him sober or without a hangover. Golden Rule: Respect is met with respect. Disrespect is met with percussive correction. Steely Resolve: Though usually methodical and cautious once Lou has committed himself to a fight he's loathe to walk away. He'll take on impossible odds or weather fantastic amounts of punishment if it means keeping his word. Tin Badge: Many of Lou's former colleagues in the BCPD take issue with his metahuman status while others resent his newer ties with the Scarpia Family. Plenty don't see any reason to choose just one reason to hate him. Abilities: 8 + 6 + 12 + 4 + 8 + 4 = 42PP Strength: 18 / 26 (+4 / +8) Dexterity: 16 (+3) Constitution: 22 / 30 (+6 / +10) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 16 + 12 = 28PP Initiative: +7 Attack: +8 Base, +10 Melee Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Grapple: +14 / +18 Knockback: -3 Flat-Footed / -4 without Powers / -8 with Powers Saving Throws: 4 + 6 + 8 = 18PP Toughness: +8 / +12 (+6 Con, +2 Defensive Roll, +4 Enhanced Constitution) [Impervious 4] Fortitude: +10 / +14 (+6 Con, +4 Enhanced Constitution, +4) Reflex: +9 (+3 Dex, +6) Will: +12 (+4 Wis, +8) Skills: 148R = 37PP Bluff 8 (+10) Concentration 6 (+10) Diplomacy 8 (+10) Drive 2 (+5) Gather Information 8 (+10) Intimidate 13 (+15) Investigate 13 (+15) Knowledge [Behavioral Sciences] 3 (+5) Knowledge [Civics] 8 (+10) Knowledge [Streetwise] 13 (+15) Knowledge [Tactics] 8 (+10) Language 2 (English [Native], Italian, Spanish) Medicine 6 (+10) Notice 11 (+15) Perform [Singing] 8 (+10) Search 8 (+10) Sense Motive 11 (+15) Stealth 12 (+15) Feats: 20PP All-Out Attack Attack Focus [Melee] 2 Connected Defensive Roll 1 Dodge Focus 2 Fast Task 2 [Feint, Startle] Improved Critical [Unarmed] 2 Improved Grab Improved Initiative Interpose Luck 2 Power Attack Startle Stunning Attack Uncanny Dodge [Auditory] Powers: 4 + 5 + 19 + 7 = 35PP Damage 2 (Boxing; Feats: Innate, Mighty) [4PP] (training) Device 1 (Earbud; 5PP Container, Flaws: Hard to Lose, Feats: Subtle) [5PP] Super-Senses 4 (Communication Link 4 [Other Earbuds], Feats: Subtle) [5DP] Alternate Form 4 (20PP Container [Active, Sustained], Drawback: Noticeable) [19PP] Enhanced Constitution 8 [8PP] Enhanced Strength 8 [8PP] Impervious 4 [4PP] Object Mimicry 1 (5PP Variable Power, Any Power, Multiple Powers at Once, Touch Range; Extras: Action [Free Action]) [7PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed [without Powers] Touch DC 21 Toughness Damage Unarmed [with Powers] Touch DC 25 Toughness Damage Totals: Abilities (42) + Combat (28) + Saving Throws (18) + Skills (37) + Feats (20) + Powers (35) - Drawbacks (0) = 180/217 Power Points
  24. Player's Name: Quinn Character's Name: Crow Power Level: 11/12 (180/184 PP) Trade-Offs: Defense +2 / Toughness -2; Melee: Attack -2 / Damage +2; Ranged: Attack +2 / Damage -2; Talon Barrage and Talon Wire: Attack +4 / Damage -4 Unspent PP: 4 In Brief: A son of the Morrigan, child of the Irish gods, of the same blood borne by Cuchulainn. Without any superpowers. Heaven help him. Alternate Identities: Morgan Crowe Identity: Secret Birthplace: Boston, USA. Occupation: College student, magical security specialist (Crowe Security Consulting) Affiliations: Irish Pantheon (technically demigod), various insundri minor gods and spirits (troubleshooter), Claremont Institute (student), The Irregulars (founding member), Parkhurst Denizens (member). Family: Patrick Crowe - Red Hand (father), The Morrigan (mother). Age: 22 (DoB: Oct. 31, 1994) Gender: Male Ethnicity: Caucasian Height: 5'10" Weight: 180 lbs (approx.) Eyes: Gold Hair: Black Description: Morgan Crowe is, in a word, imposing. Not in the physical height or weight sense, but there always seems to be a gravity around him, an intimidating mean that he almost unconsciously projects. He's every inch Black Irish, raven haired, with angular features that look almost avian on first glance (fine-boned, thin, slightly fragile; vaguely reminiscent of a raptor); his looks aren't what you'd call handsome, but they are striking. And while he is young, his muscles are considerably well-developed for a young man, hard-packed slabs that don't have the same "pretty" look a bodybuilder would have, but honed by years of physical labour. His clothing is generally fairly comfortable, tracksuits and the like when he's exercising, when out and about he tends to wear jeans and one of his favorite hoodies. As for accessories, he actually has a pair of (as he puts it, extremely manly) jewelry that he wears now and again - a shark-tooth necklace that was probably (keyword, probably) purchased at some cheap souvenir store, and a silver ring with Celtic engravings. When "on the job" as Crow, he takes to wearing a costume he's cobbled together from clothes he's made himself, and with his father: a pair of black jeans with Celtic emblems up the legs in white, a black hoodie with the same across the collar of the hood and the emblem of a crow in flight on the chest (very observant individuals may spot a slight bulge underneath that, where he has taken to wearing a bulletproof shirt), a new pair of black gloves with steel plates across the back of the hand (the plates having a trio of runes on them apiece), black steel-soled boots that thud ominously on the ground...and the coat. A great black coat, the collar usually turned up, reaching down to his ankles; gifted to him grudgingly by his mother. Covering the back, up the arms, and on the shoulders are numerous ancient and arcane runes, that smoke and burn whenever he calls upon them; as well as burn marks in the odd location, and a spot on the hem that looks slightly ragged - as if clawed. Combined with the darkened face once he pulls up his hood, and the eyeless, solid black-iron mask that now covers the top half of his face; he looks every inch a dangerous bird of prey. History: Several years ago, during the time when Centurion was running around and tussling against the likes of Roman and OverShadow's machinations, there was a young man in Boston, name of Patrick Crowe. He was a teacher of history, a kind and gentle man, given to a quiet demeanor. But yet, he found in himself a certain fire that he could never quench. Every time he saw the heroes on television or the news, he thirsted to help, to see the battle in person, to fight. This thirst scared him, and he suppressed it as best he can...until the day destiny came knocking. He was in a history class when all hell broke loose, teaching his students (ironically) about the legend of Cuchulainn of the Red Hand, the great Irish hero. The man who slew a thousand men in a single battle, who rejected the Morrigan when she sought to seduce him, who died standing, lashed to a rock so that his enemies would not see him fall - a true warrior hero of the ages. A spear and shield, said to have been wielded by the hero, lay on his desk. And a villain chose then, when Patrick held those two pieces of history, to strike at the university, attacking the son of a hero said to have attended there. He burst through the door in a blaze of fire and fury, saying that he would pay unto this child tenfold everything his father had done unto him! And then, out of nowhere, recieved a ringing blow across the head. Turning to face his assailant, there stood Patrick Crowe, his shirt stretched by new-grown muscles, grinning like a madman, eyes flashing, the spear and shield in his hands as if they belonged there; and the teacher bore down upon him bellowing an ancient war cry. Caught off-guard, the villain put up a valiant defense, and the two fought through the university – neither side giving nor asking quarter, until finally the villain lay defeated, battered, and broken on the steps of the school. As the haze lifted from Patrick, he stared at the weapons, looking at the applauding students. He was given a commendation by the city, treated like a hero, and granted a visitation from the gods of the ancient Celtic pantheon themselves, who informed him of a long-lost connection between his family and the legendary Cuchulainn; for the teacher, it was a dream come true. Keeping the weapons with the museum's blessing, he took on the moniker Red Hand, and made an armored costume to mask his identity (not really), and live up to the ideal he'd built in his head. After many years fighting in Boston, earning a reputation as a savage, yet noble hero, he eventually traveled to Freedom City to meet one of his idols, the great Centurion. It was a wonderful experience for the man, and he decided to settle down in the great metropolis for a while. It was at the behest of the Irish pantheon (specifically the Morrigan) and his own initiative that he fought beside Raven and the Freedom League on many an occasion, even earning an honorary membership (to his great surprise and honor). And it was about a year or two before Centurion's death that Red Hand began to feel the age of his years; he chose to hang up his spear and shield shortly thereafter, returning to Boston. It was about a day after his return to his old brownstone house that he received a message - a powerful individual wished to speak with him. He repeated an incantation he'd learned years ago, and promptly appeared in a dark forest clearing; standing before him was a young woman, clad in a black cloak and dressed from head to toe in black, with a raven on her shoulder. Crowe immediately knelt in respect, for he recognized her as one of the most dangerous women he'd ever known; the Celtic goddess of battle, strife, and fertility. Mor Rioghain, the Morrigan. She paced around him like a shark as he knelt, the (increasingly nervous) retired hero asking to what honor she had requested his presence, and she smiled. A chill went down his spine. She informed him that he had...pleased her, with his exploits. His legend might have not transcended the great stories of Cuchulainn, but he was a truly legendary figure in his own right. He demurred, acting humbly, and hoped to all his might she wasn't about to ask him what he thought she was. She did. She gave him an offer similar to what she'd given Cuchulainn; lie with her, and let her bear a child that would become an even greater hero than he, one whose name would ring throughout history. Patrick Crowe shuddered at the offer. Red Hand smiled wolvishly. Unlike his idol, Crowe did not deny her. Something that lingers in the back of his mind to this day. It was about a year later when a knock came on the door, and Crowe opened it to see a basket on the doorstep. A baby was there, and it looked up at him with big eyes. He stared at it briefly, then smiled goofily at it. The baby laughed, and his fate was sealed. For fifteen years, he raised Morgan Crowe as his only son, weaned him on stories of the ancient Irish heroes and his own days as Red Hand, raising him to remember what he'd learned during his long career. To fight your battles with joy, to protect those who couldn't protect themselves, and (he'd always grin at this one) never be afraid to fight dirty. It was on Crowe's sixteenth birthday that both Patrick and his son were summoned again, and they appeared in the same clearing Morgan's father had met the Morrigan in years ago. She approached the two, looking at her child in anticipation. Then stopped. And stared. Her face appeared puzzled. Then confused. Then astonished. Then angry. Very, very angry. She swore in a tongue no longer used by man, the two men stepping back as she raged. The boy had no legendary powers. Nothing in his blood that would match that of Cuchulainn's! He could not even wield Red Hand's ancient shield and spear! This boy could never be a hero like his ancestors before him! She cast them away, and the two returned to their home, very much shaken. Patrick silently gave thanks that his son, while knowing what was Right, wouldn't be following in his footsteps. Morgan, on the other hand...Morgan was angry. He was angry at his mother, angry at life in general (he was sixteen, after all). He'd grown up hearing stories of his dad as Red Hand, he'd seen those old weapons on the mantlepiece and prayed for years that he'd get to wield them one day. And now, for some unearthly reason he couldn't fathom? He'd never get to wield them. Never become a hero. He raged. He fumed. He showed for a time that he and his mother had a very similar temper. Eventually, he settled, but his resentment smouldered. Then, one day, he met somebody. It was a demonstration that Crowe had been interested in at his high school, the art of the "sweet science". Besides the legends of the heroes, he'd always had a great interest in old-school Irish boxing, Dornálaíocht, Coraíocht, and Speachóireacht . He watched the competitors go at it hammer and tongs, cheering with his classmates as they watched the show - when it got disrupted. In an act of sweet irony, a villain from Red Hand's heroing days invaded the school, breaking into the gym and roaring that if Red Hand didn't show himself immediately, he'd find his son and punish him for his father's "crimes". Crowe's resentment, still smouldering, exploded, and he stepped up and roared that if the villain wanted a fight, then he was right here! Crowe...got the stuffing beat out of him. The villain, grinning evilly, proceeded to slam his foot into the ground, kicking up a wall of earth to separate him from the other students and teachers who tried to run forward to aid him. Laughing, he punched Morgan with blows far beyond anything the young man could match, kicked him with kicks that made Morgan go sailing, savagely beat him while insulting Red Hand with every other breath. Morgan endured this punishment silently, desperately trying everything he'd managed to learn from the classes he'd taken, the old moves his dad had shown him, and nothing worked. Lying bleeding on the ground, he watched the villain turn and laugh, demanding that Red Hand show himself and not leave his son so broken and battered. Then, he remembered something; fight your battles with joy, protect those who couldn't protect themselves...and never be afraid to fight dirty. Silently clambering to his feet, he reached out and grabbed a nearby fire extinguisher - then cracked the assailant over the head with it with a mighty CLANG. The villain staggered briefly, spinning angrily to return the favor, then received a faceful of foam, blinding him, followed by another savage crack across the head. A solid kick to the shins hurt Crowe's foot horribly, but the villain tumbled down, clutching it and wheezing as another blast filled his vision. Crowe rained down blows with the fire extinguisher, finally stopping once the villain had stopped moving (but still breathing), and dropped the fire extinguisher on the man's groin. Crowe realized something. While mighty powers were the purview of a lot of different heroes, they weren't all like that. Didn't his father tell him about Raven, and wasn't there this new hero in Freedom City his dad had mentioned, Arrowhawk? They weren't superpowered, but they knew how to fight smart rather than stupid. From there, Crowe was a changed teen. He took his resentment and turned it around, becoming determined to prove his mother wrong. He took jobs on the docks to build up his muscles, followed a strict training regime that had even his dad sweating, practiced his skills endlessly. His father tried his best to dissuade him from his path (after the attack he'd undergone a serious bout of overprotectiveness) but eventually he gave up, essentially becoming Morgan's coach. He introduced him to a few old hero friends, even took him to meet the old Raven, now running the Claremont Institute, and Crowe's skills increased further. Finally, a knock came at the door while Crowe's dad was away. A spirit of the woods, having run from her ancestral home, was looking for the legendary Red Hand, begging for help with a Formorian hunter who sought to capture her. Morgan, now sixteen and full of bantam courage, told her he'd handle it. And, rather unbelievably, actually did. He remembered the lessons of the past, ambushing the hunter in an alleyway and giving him several solid sucker-punches that sent the beast reeling. After finishing the job with a heavy iron bat, he looked up at the sky, picturing his mother looking down...and gave a very rude gesture, grinning. He told the spirit his name was Crow, and if she ever had a problem, he'd be happy to help. Unfortunately (for him), she took him up on his offer. And so did her friends. And several other friends. Armed with nothing but ingenuity, his fists, and the muscle he was rapidly accumulating, he gained a reputation amongst the lower parts of the Tuatha de Dannan and their ilk as a troubleshooter and guardian. He actually managed to keep this a secret from his dad for a while, until he came back home covered in blood and bruises, just as his dad pulled up in the driveway from grocery shopping. This was followed by a very, very long explanation. Red Hand, Patrick Crowe, sighed. And then made a call. Morgan stood there, dripping and bandaged heavily, as his dad said a few things into the phone, something about Claremont, Freedom City, and an old favor. Then he nodded. And looked at Morgan. And told him to pack his bags. As Crowe went upstairs to pack, he opened his closet. And found something rather odd. A big black coat, hanging there, covered in old runes he'd never even seen before. He took it down off the hangar to admire it, and a note fell out. He gave it a cursory look-over, then a far more serious stare. Then simply burst out laughing. "Consider this a wager. On the future. Good luck, Crow. -M." He crumpled the note in his hand, and threw his stuff together. For better or worse, the eyes of the gods were on him now. And come hell or high water, one day his legend'd be just as big as his dad's! Personality & Motivation: Morgan Crowe's always been fairly easy to read, if you've known him long enough. It's pretty easy to tell that he wears his heart on his sleeve. He's quick to anger, quick to forgive, and can go from laughing to nail-spitting mad pretty fast if you push the right buttons. Granted, at times he can be a bit rough around the edges, but he's the sweetest guy in the world if you're his friend, and he'll back anyone he calls that to the bitter end. To call him stubborn would be a misnomer, he's a very determined individual, and when he sets his mind on a goal, it's very tough to dissuade him. Still, he has learned from experience that while determination is a good thing, taking time to plan and "fight smart" is always a far better idea than "fighting stupid". Don't get him wrong - his main motivation is to become a great hero, to forge his own legend like his dad and great ancestor, and to be a great hero that people would tell stories about; but some time and experience have caused him to do some re-evaluation on whether focusing on his own legend is truly what’s best for him as a hero. Still, for now, he's a young man with a great legacy to live up to, close friends that he'd do next to anything for, several secrets that need hiding, and a girlfriend who never fails to make his head spin. This is what he shows to the world. Power Descriptions: Generally, when Crow taps into one of his runes, it flares to life in whatever location it is on his coat. Depending on the strength of the rune, it might either smoke briefly, or burn with a near-blinding light as the power flows from the coat (or glove) into him. The Talon Gloves are generally a lot less noticeable than the coat, however; the throwing knives there simply appear in his hand or sleeve when required, and disappear when their use is concluded. Powers & Tactics: Crowe's motto has always been "Fighting smart hurts a hell of a lot less than fighting stupid", and it shows. He's an expert pugilist (for his age), being wicked fast and possessing an absolutely thunderous right hook. He's never afraid to just dive right into a fight, despite his obvious shortcomings compared to the vast majority of Freedom City, but he always tries to take the time to set the stage beforehand, ensuring the environment is favorable to him, preparing some dirty tricks that'll give him an edge, or at least keeping the villains off-kilter enough for him to nail that one lucky shot that deflates them fast. He never goes anywhere anymore without his duffel bag and girlfriend's ring, to boot. Post-training trip, Crowe has re-examined the use of his runes in combat, as well as done some tweaking of his own to the coat (with the aid of Logan Angusson, a dwarf mechanic and artificer of his acquaintance); he still uses the Rune of Wind Walking like it's going out of style, attacking from all angles with a variety of strikes, but there's a far more tactical element to his work (courtesy of old late-night planning sessions with Myrmidon, as well as cross-training in multiple types of martial arts with the others). Repeated long-range strikes using the Talons; followed up by the use of either a lightning-charged wire trap of his own devising, or several hard shots from different wind-walked angles using a new Lightning Rune-infused 'taser-punch' to slow them down further for his compatriots (he's learned the hard way that he just hasn't got the stamina for the kinds of close-range hand-to-hand slugfests they can handle, and it does rankle). Although, should he be flying solo, the same tactic is still useful; just saving the lightning shots until they're firmly trussed up with the wires, and operating from concealment whenever possible. In short, he's swiftly becoming an expert at hit-and-run tactics, as befitting his namesake. Complications: An Irregular Situation - Let it never be said that Morgan doesn't care deeply for those he considers close to him; in this case, the (former) Irregulars. Each former member of small group is a good friend (one moreso in particular) to him, and it's not an exaggeration to say that he would take a bullet for any of them (though he'd ream them up and down afterwards for getting into that situation in the first place). A canny villain could likely exploit that - one already has. An Eye For An Eye - Crow's reputation has grown somewhat in the world of the supernatural, as both a hero and as a troublemaker; however, one fact stands above quite a few others. Crow took by force the eldritch artefact known as the Eye of Balor from Bres the Beautiful himself - a powerful tool of chaos magic that several villains and monsters would literally commit murder to own. Any villains knowledgeable of this fact may focus their attentions on him, hoping to pry the location of the Eye from the young hero; by any means necessary. Eyes Of The Gods - The eyes of the Celtic pantheon, the Tuatha de Dannan, are upon Crow, now that he's taken a route in direct defiance to his mother. On the one hand, some of them are proud and fascinated by this young and resourceful mortal...but others consider him an upstart and a rogue who does not know his place in the way of things. Combine that with the fact that his mother has considerably mixed feelings about him (a great deal of rage that he isn't a superpowered warrior of lore, but a tiny inkling of pride that her son is making his way like this), and you see just how complicated things can get for the young man. Lovebird - Morgan is currently in a comfortable mutual relationship with Victoria Knight, also known as the heroine Wisp. Two young folks in their early twenties, dating, with considerable complications in their respective family histories. What could possibly go wrong? Not Subtle, Yet Quick To Anger - If it's one thing Crow's inherited from his mother, it's her fearsome temper. It's quite easy to make him angry if you know what buttons to push, and he'll never tolerate mocking of his family or especially his father. Although some re-evaluation as to his mother has reduced his antipathy towards her - not much, but still. Reputation - A few years of monster-busting and troubleshooting for minor spirits and demigods of the Tuatha have given Crow a bit of a rep as an expert problem-solver for those in need. This can lead to slight complications, as most spirits don't seem to realize that even though he's clever and resourceful, he is only mortal, and not all of their problems are suitable for a mortal to solve. This has only been exacerbated by going into the 'magic security' business, too... Seventh Deadly Sin - Crow, although he is loath to admit it, is a very prideful person. He knows he's of a great lineage, his dad was a great hero, his mother's a goddess (though he doesn't like to talk about her), and his own exploits have gained him a small bit of renown in the Tuatha. He's begun to learn humility (a thoroughly painful training trip, and years working with the formerr Irregulars, who didn't hesitate to whack him on the head when he got too overconfident, has done wonders for that), but he still has his moments. Home Is Where The Heart Is - Parkhurst Hotel is one of Crow's prides and joys, a sanctum he actually had a hand in creating, and a place he knows he has a home in once his years at Claremont are finished. He doesn't have quite the same level of trust for the inhabitants as he does with his friends, but he still cares for the place and the people who helped build it - enough that he'd drop whatever he has on hand to rush to the place's assistance if they needed it. Sins Of The Father - Crow's dad was a great hero back in the day, the legendary Red Hand, and Crow knows it. He's full of pride of that fact, but while he inherited a lot of his dad's resources and old contacts...he's also inherited a lot of his dad's enemies, as well as a great deal of expectation. Struggling - He's a young entrepreneur running an extremely oddball business. What is this thing you call cash flow? Abilities: 8 + 8 + 10 + 4 + 4 + 2 = 36PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 14 + 10 = 24PP Initiative: +8 Attack: +7 Base, +9 Melee, +13 Ranged, +15 Talon Barrage/Talon Wire Grapple: +10 Defense: +14, (+5 Base, +9 Dodge Focus) +2 Flat-Footed Knockback: -3, -1 Flat-Footed Saving Throws: 3 + 6 + 6 = 15PP Toughness: +10 (+5 Con, +1 Tough, +2 Undercover Shirt, +2 Defensive Roll), +7 Flat-Footed Fortitude: +8 (+5 Con, +3) Reflex: +10 (+4 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 88R = 22PP Acrobatics 1 (+5) Bluff 9 (+10) Craft (Artistic) 8 (+10) Concentration 8 (+10) Gather Info 9 (+10) Skill Mastery Intimidate 9 (+10) Skill Mastery Languages 1 (English [Native], Gaelic) Knowledge (History) 8 (+10) Knowledge (Arcane Lore) 8 (+10) Notice 8 (+10) Skill Mastery Sense Motive 8 (+10) Stealth 11 (+15) Skill Mastery Feats: 33PP All-Out Attack Attack Focus (Melee) 2 Artificer Beginners Luck Defensive Attack Defensive Roll (+2 Toughness) Dodge Focus 9 Equipment 3 (15EP) Evasion 2 Fearless Hide In Plain Sight (Engraved Ring) Improved Initiative Luck Master Plan Move-By Action Power Attack Quick Change 2 (Engraved Ring) Skill Mastery (Gather Information, Intimidate, Notice, Stealth) Startle Takedown Attack 2 Tough Uncanny Dodge (Auditory) Equipment: 3PP = 15EP 3 + 2 + 1 + 4 + 5 = 11EP Undercover Shirt: Protection 2 (Feats: Subtle) [3EP] Encrypted Commlink: (Feats: Subtle, Insidious) [2EP] Gas Mask [1EP] Smoke Bombs: Obscure 2 (visual, 10' radius; Feats: Independent) [4EP] Parkhurst Hotel (Shared HQ) [5EP] Powers: 12PP + 28PP + 6 PP + 4 PP = 50 PP Descriptors: General Damage Types (Bludgeoning/Piercing), Magic, Iron, Lightning Device 3 (15PP Container; Flaws: Hard-To-Lose) [12PP] (Runic Coat) Runes (8PP Array, Feats: Alternate Power 1) [9PP] Base Power: Healing 8 (Flaws: Empathic) [8PP] (Magic) (Rune of Revival) Alternate Power: Concealment 4 (All Visual Senses) [8PP] (Magic) (Rune of The Veil) Teleport 4 (400ft per Move Action, Flaws: Limited [short-Range], Feats: Subtle, Turnabout) [6PP] (Magic) (Rune of Wind Walk) Device 7 (35PP Container; Flaws: Hard-To-Lose) [28PP] (Runic Gloves) Rune Glove Array (30 PP Array, Feats: Accurate 2, Alternate Power 3) [35PP] Base Power: Strike 9 (Feats: Mighty, Knockback 2) + Stun 8 (Extras: Contagious [+1]; Flaws: Daze [-1]; Feats: Slow Fade) [12 + 17 = 29PP] (Bludgeoning/Magic/Lightning) (Rune of Lightning Strike) Alternate Power: Blast 9 (Feats: Precise 2, Ricochet 3, Indirect, Improved Range 2 [450'], Improved Critical 2 [18-20], Subtle) [29PP] (Iron/Piercing) (Summoned Crow's Talons) Alternate Power: Blast 6 (Extras: Autofire; Feats: Accurate, Precise 2, Ricochet 3, Indirect, Improved Range 2 [300'], Improved Critical 2 [18-20]) [29PP] (Iron/Piercing) (Talon Barrage) Alternate Power: Snare 6 (Feats: Accurate, Indirect, Improved Range 1 [150'], Subtle, Tether, Reversible) + Blast 6 [18 + 12 = 30PP] (Magic/Lightning) (Iron Wire and Rune of Lightning) Device 2 (10PP Container; Flaws: Easy-To-Lose) (The Iron Mask) [6PP] Super-Senses 10 (Analytical Vision [+2], X-Ray Vision (Cannot Pierce Lead) [+4], Darkvision [+2], Infravision, Tracking [infravision]) [10PP] (Magic) (Eyes of the Rook) Device 1 (5PP Container; Feats: Hard-To-Lose) [4PP] (Engraved Ring) Dimensional Pocket 1 (100 lbs) [2PP] (Magic) (Rune of The In-Between) Enhanced Feat 2 (Quick Change 2) [2PP] (Rune of Swift Raiment) Enhanced Feat (Hide In Plain Sight) [1PP] (Lesser Rune of The Veil) Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Lightning Strike Touch DC28 Toughness (Staged) Damage (Physical) Touch DC18 Fortitude (Staged) Dazed Crow's Talons Ranged DC24 Toughness Damage (Physical) Talon Barrage Ranged DC21+ Toughness Damage (Physical) Iron Wire Ranged DC16 Reflex Entangled/Bound Ranged DC21 Toughness Damage (Physical) Abilities (36) + Combat (24) + Saving Throws (15) + Skills (22) + Feats (33) + Powers (50) - Drawbacks (0) = 180/184 Power Points
  25. Power Level: 9 (158/175 PP) Trade-Offs: +1 Attack / -1 Damage (melee), +2 Attack / -2 Damage (ranged); +1 Defense / -1 Toughness Unspent Power Points: 17 In Brief: Daughter of the first Arrowhawk using Norse artifacts to fight crime Residence: Abandoned subway station underneath Stark Hill Base of Operations: Bedlam, Wisconsin Alternate Identity: Osla Jónsdóttir, Osla Jonsson Identity: Secret Birthplace: Upon the Bifrost, outside the gates of Asgard Occupation: Superhero/honourary Valkyrie Affiliations: Aesir, Arrowhawk I, Loki (grudgingly), Valkyries Family: John Fraser (Arrowhawk, father), Vivian Kriger (Valkyrie, mother, deceased) Description: Apparent Age: Early 20s Gender: Female Ethnicity: Scandinavian/Scot (Caucasian) Height: 6'0" Weight: 175 lbs Eyes: Blue-grey Hair: Golden blonde Osla is an imposing young woman; tall, broad, and muscular. She takes very much after her mother, with pale skin, piercing blue eyes, and long blonde hair she keeps in a tight plaited braid. Her physique is very much one borne of practicality, muscular and strong without making sacrifices in speed or agility. Her movements are precise and graceful, her hands and forearms scarred and nicked from a childhood in a wild, often unforgiving environment. Her features also come across as a little harsh, the lines of her jaw and cheeks lacking softness, especially with her hair pulled back tightly. In her uniform, Osla dons armour of black leather, with strike plates of a carbide composite segmented over the more vulnerable areas. The Arrowhawk emblem is emblazoned across her chest in a white-silver hue. Her cape is a dark grey, with a hood kept up over her hair. Her features are obscured beneath the hood with a black domino mask, throwing her ice-blue eyes into sharp contrast. The more modern Arrowhawk costume is contrasted by the Norse artifacts she wields. She wears fingerless gloves of an intricately small chainmail, each with four carved metal claws on the back, stopping at the knuckles. Her boots are a soft dark leather, lacing up the side and with scale mail over their tongues and toes, with a faint engraved hoof design on each individual scale. A bronzed belt coils around her waist, made of a narrow chain that loops around three times, fastening at the front with a snake's head with ruby eyes. She also hangs her quiver from her belt, a battered, elderly looking construction of worn brown leather and fraying stitching. When not fighting crime, Osla favours simple, practical clothes; wearing thrift store work boots and worn blue jeans alongside flannel shirts and leather jackets. She often carries a shoulder satchel containing a couple of knifes or axes in case something happens and she isn't otherwise armed. Power Descriptions: Osla's heritage hasn't particularly given her many innate abilities. Her sight and vision is clear and sharp, and her health hale, resistant to the ravages of the time and the cold. If she inherited anything from either parent, it was a great physical prowess, being as strong, fast and tough as some of the greatest warriors with twice her experience, taking to combat and to woodmanship like a duck takes to water. Somewhat reluctantly, she has accepted gifts from the trickster god, Loki, to aid her in her efforts upon Midgard. Fenrir's Gauntlets imbue her with near-superhuman strength, allowing her to lift nearly half a ton without breaking a sweat, and hurl grown men around like ragdolls. Sleipnir's Shoes bolster her speed, allowing her to outpace the fastest steed, and keep pace with cars at a dead sprint. The enchantment on the Cincture of Jormungandr lets her obfuscate herself from view, obscuring the sight and scent of her from all but the most observant. All of these are also enchanted such that only a worthy warrior can wield them, someone willing to defend the weak and innocent, and also to battle those that would harm them both with violence and with terror. Her father also saw fit to give her her own suit to be Arrowhawk, based on modern fabrics and materials. The suit manages to be light-weight and easy to move in and don, while also being incredibly resilient. The hood can deflect a bullet of low enough calibre, and it's much less armoured than most of the suit. The most important part of her outfit is her bow. Named 'Arrowhawk' itself, it is enchanted to be able to strike even the intangible, and with the same restrictions upon its use as her raiment. It comes with a supply of enchanted arrows, able to burst into flames upon striking, cover a target in impenetrable icy bonds, or even explode like the lightning of Thor himself. The body and strings are also reinforced to allow Orheidr to not just be used as an improvised weapon, but as one in deadly earnest, able to deliver repeated blows with Osla's enhanced strength without taking damage. She also has a limited supply of arrows carved from fragments of the Bifrost, allowing her to punch temporary rifts in the fabric of the Nine Realms, stepping from one to another like walking through a door. History: Some years ago, Vivien Kriger, the Valkyrie, emissary to Midgard of the Allfather, was slain in battle with Doktor Archeville in a period where he was consumed by madness. Tragically, she was pregnant at the time. Having embarked on a brief relationship with John Fraser, the first Arrowhawk, neither of them knew this at the time. But despite their dismissal of Kriger, the Aesir were not utterly without merciless, and so they allowed Osla to be born despite her mother's technical death. Children were a rarity in Asgard, and so Osla grew up among Einherjar and valkyries, among gods and beasts. Despite her great talent for physical pursuits, she didn't have the physique of a literal deity. Even after training for hours and hours, her skill would never surpass the Einherjar's skill won of lifetimes and lifetimes. And technically residing in the afterlife, she never knew her father. Her mother was seen as something of an embarrassment and an outcast by the Aesir. Osla grew up very lonely, and without much in the way of friends. So she listened to the stories her mother told her of the Arrowhawk, a man fighting in the shadows against the worst of mankind, not stopping to bask in the glory or honour of it. Surrounded by people who found glory and honour in things not savoury enough to merit it, she found this intriguing, and sought to emulate it. As was the nature of time in the Nine Realms, Osla grew up within a few Midgard years, and was allowed to become a valkyrie. But their treatment of her mother chafed, and the condescension over her mortal nature hurt even more. But one day, a visiting member of another pantheon, the Heliopolitans, came to speak to her. Set informed her of the looming threat of Typhon, Father of Monsters, and his assault on the mortal realms. And of how he needed to recruit mortal warriors to do so, and of how one of them would be her father, if only he could get her across to Midgard... Without the resources and weapons her mother had been given, then stripped of; and without the backing of the gods to get across the Bifrost, Set took her to Loki. They made an open-ended deal. He would provide weapons and tools with which to fight, and a means to cross the Realms. She would in return do him a few favours, one day in the future... Reluctantly she accepted, and finally reunited with her father, and was shocked to find out the stories were true, but not quite so glorious. He was a sad, lonely old man, and didn't even know she'd been born. Making up for some lost time, they spent months together, before she broached the subject of doing what he did. After a few months more, he finally acceded, giving her the blessing to take up the Arrowhawk name and go to Bedlam City, in the hope of providing what aid she could to the denizens of this, one of the most blighted and dangerous places on Midgard. Personality & Motivation: Osla is a by and large a direct, motivated person. She favours economy of action, and of speech, often coming off as blunt and reserved because of it. The task in front of her is the most important thing to her. Osla's watchwords are stubbornness and directness; she's a doer even to the exclusion of tactics and in some cases even foresight. Her very isolated upbringing and the necessity of the arduous training and work needed to keep up with her near-superhuman companions has led her to place very little value on social interaction. As such, on those occasions where she does wish to be social and have companionship and friendship, she is less task-focused, but also quite awkward and inarticulate. Much of her motivation comes from her perception of never being quite good enough. Her parents' careers, the powers of the Aesir she grew up among, and the martial skill of the einherjar and valkyries have led her to have skewed perspectives on her in no way inconsequential martial prowess and combat effectiveness. But what primarily drives Osla is a sense of kinship with the underdog. She didn't enjoy being treated like the runt, like a mistake, and takes great umbrage with others being treated in the same way. This is why she chose to go to Bedlam, even if she doesn't quite consciously register it: she doesn't believe the city is beyond saving, or that it isn't worth the effort to do so. Complications: A More Civilised Weapon for a Bygone Age: The disadvantage of Arrowhawk using arrows as a primary means of attack is that this is 2016. Arrows are bulkier, and if they run out due to being much more limited in how much ammunition can be carried, restocking is only possible in a select few stores. And much of Osla's arsenal of magical, and thus can only be replenished if she spends time creating more in her downtime, not by simply walking into a sporting goods store. Deal With The Devil: In order to even be on Midgard, in order to be armed and equipped to deal with the worst it has to offer, to be the Arrowhawk, Osla was forced to make an open-ended deal with the Norse trickster deity Loki. In exchange for being able to cross worlds, and for being armed, Loki has the right to ask a number of favours of her. He's not foolish, though, and will tend to ask her for things she'd likely agree to anyway even if it didn't further his own ends. Double-Edged Arrowhead: As the second Arrowhawk, Osla inherits a fearsome reputation, but also the downsides of the legacy: organized crime the English speaking world over knows the Arrowhawk will come for them. As such, mafia families may have specific preparations for archers, or even come gunning for her personally. Has To Win The War, Not Just The Battle: Osla doesn't quite understand the sheer level of institutional rot and endemic corruption in Bedlam, and as such hasn't come to terms with the fact she may not be able to save the city. As such, she deeply struggles with the idea of a tactical withdrawal, and outright won't run away. This can lead to her being dragged out of hopeless fights, or only staggering away into the dark after enduring grievous and needless injury. Never Quite Good Enough: For all her skill, for all her power, Osla can't quite come to terms with the idea she's perfectly worthy of both her parents' mantles. She feels she isn't skilled or moral enough to take up either, and as such is driven to prove herself worthy of feats of great martial skill and derring-do, even if it would be smarter or less dangerous to those around her to stop and reconsider her actions. Stranger In A Strange Land: While Osla has been on Midgard a few months now, she still grew up on Asgard. As such, things we take for granted, she has no familiarity with, like how to drive or how to reset the wi-fi. She knows what these things do, but isn't practiced or particularly skilled in how to make them do it. As such, she cannot Drive at all, and any modern technology she uses a little slowly and haltingly for any task which is more complex than being able to read and press buttons. Additionally, her identification is fake and she doesn't have a legal birth certificate or Social Security number. ABILITIES: 8 + 8 + 10 + 2 + 2 + 4 = 34PP Strength: 22/18 (+6/+4) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) COMBAT: 14 + 12 = 26PP Initiative: +8 Attack: +7 Base, +10 melee, +11 bow Grapple: +14/+17 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -4/2 SAVING THROWS: 4 + 4 + 8 = 16PP Toughness: +8 (+4 Con, +4 Protection) Fortitude: +9 (+5 Con, +4) Reflex: +8 (+4 Dex, +4) Will: +9 (+1 Wis, +8) SKILLS: 68R = 17PP Acrobatics 2 (+6) Bluff 4 (+6/+10) Diplomacy 0 (+2/+6) Gather Information 8 (+10) Intimidate 12 (+14) Knowledge [Theology and Philosophy] 4 (+5) Knowledge (Arcane Lore) 4 (+5) Knowledge (Streetwise) 4 (+5) Language 1 (Old Norse [Native], English) Medicine 4 (+5) Notice 9 (+10) Perform [string instruments] 3 (+5) Sense Motive 9 (+10) Stealth 11 (+15) Survival 9 (+10) FEATS: 23PP Accurate Attack Attack Focus (melee) 3 Attack Specialization (bow) 2 Attractive 1 Beginner's Luck Benefit (Reputation: Arrowhawk) Dodge Focus 4 Equipment 0 + 4 [Veteran Reward] Evasion Fearless Luck 2 Move-By Action Quick Draw Startle Takedown Attack Track Uncanny Dodge [auditory] Equipment (20ep/20ep): Dane Axe: Strike 2 (Feats: Improved Critical, Mighty, Thrown) [5ep] Grappling Hook Pistol: Super-Movement 2 (slow fall, swinging) [4ep] Other equipment: Flashlight, Masterwork violin [2ep] HQ: Abandoned Subway Car and Station: 9ep Size: Small; Toughness: 10; Features: Communications, Concealed 2 [+10 DC to find], Gym, Living Space, Security System 2 [DC25], Workshop POWERS: 4 + 16 + 14 + 1 + 3 = 38PP Device 1 (5PP Container, Flaws: Hard to Lose [-1]) [4PP] (Arrowhawk Costume) Protection 3 (Feats: Second Chance [Toughness save vs bullet damage], Second Chance [Toughness save vs conventional blades]) [5PP] (armour) Device 5 (25PP Container, Flaws: Easy to Lose [-2], Feats: Restricted [only the worthy]) [16PP] (Orheidr) Bow & Magic Arrows Array 9 (18PP Array, Feats: Affects Insubstantial 2, Alternate Power 5) [25PP] Base Power: Blast 3 (standard arrows, Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [14PP] (arrow, magic, variable) Alternate Power: Blast 3 (rapid arrows, Extras: Autofire [7]; Flaws: Action - Full; Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [18PP] (arrow, magic, variable) Alternate Power: Blast 3 (flaming arrow, Extras: Secondary Effect [7], Feats: Mighty 4) [17PP] Alternate Power: Dazzle 6 (thunderbolt arrow; visual and auditory, Extras: Area - Burst [+1]) [18PP] Alternate Power: Snare 7 (ice arrow) [14PP] Alternate Power: Strike 2 (bow strike, Feats: Extended Reach, Improved Critical, Mighty) [4PP] Device 3 (15PP Container, Flaws: Hard to Lose [-1], Feats: Indestructible, Restricted [only the worthy]) [14PP] (Raiment of the Trickster) Fenrir's Gauntlets Enhanced Feats 2 (apply Affects Insubstantial 2 to unarmed strike) [2PP] Enhanced Strength 4 [4PP] (magic) Super-Strength 1 (Heavy load: 1/2 ton) [2PP] (magic) Cincture of Jormungandr Concealment 4 (normal visual and all olfactory; Flaws: Blending [-1], Passive [-1], Feats: Close Range) [3PP] (illusion, magic) Sleipnir's Shoes Leaping 2 (x5 distance, 80'/40'/20' jump) [2PP] (magic) Speed 2 (25MPH) [2PP] (magic) Immunity 2 (aging, cold, Flaws: Limited to half effect [-1]) [1PP] (divine, valkyrie) Super-Senses 3 (extended hearing [x10], extended vision [x10], low-light vision) [3PP] (divine, valkyrie) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Gauntlets Touch DC21 Toughness (Staged) Damage (Physical) Arrows Ranged DC22 Toughness (Staged) Damage (Physical) Blast (fire) Ranged DC22 Toughness (Staged) Damage (Energy: Fire), Secondary Effect Dazzle Area [Burst] DC21 Reflex Blinded/Deafened Snare Ranged DC22 Reflex (Staged) Entangled Strike Touch DC23 Toughness (Staged) Damage (Physical) TOTALS Abilities (34) + Combat (26) + Saving Throws (16) + Skills (21) + Feats (23) + Powers (38) - Drawbacks (0) = 158/175 Power Points
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