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  1. Net Fly Power Level: 9/10 (130/157 PP) Trade-Offs: -2 Attack / +2 Damage, +2 Defense / -2 Toughness Unspent Power Points: 27 In Brief: Young gadgeteer genius Serge Explinker dons a simple yet sophisticated sonic harness/vibro-suit, in order to enhance his mutant powers and fight crime as the masked superhero Net Fly. Identity: Secret Alternate Identity: Serge Explinker Identity: Secret Birthplace: Freedom City Occupation: Student Affiliations: None Family: Father: Andrew Explinker. Mother: Catherine Coldear. Step-Father: Gregory Lineburg. Description: Age: 16 (DoB: March the 19th, 1995) Apparent Age: 16 Gender: Male Ethnicity: Caucasian Height: 5' 10" Weight: 180 pounds Eyes: Green Hair: Blonde Description: A lean, light-skinned teenager of medium height, Serge has curly short blonde hair and green eyes. He wears prescription reading glasses, although ever since his powers awoken, he stopped needing them. His casual attire consists of lion-colored baggy pants or jeans, a light-grey tank-top and a green camp shirt. His costume is mostly grey, composed of a spandex-like material, and covers most of his body, except the eyes, and it has extra pockets strapped at his thighs. He wears black boots and black briefs, on top of the suit, with a blue tool belt. He has blue mechanical gauntlets, and a white megaphone strapped on a blue x-shaped harness, in front of his chest. Finally, he has two blue head-pieces that cover his ears, on top of his mask. Power Descriptions: Net Fly is a mutant, with the power to influence his body's vibrations. This gives him an assortment of innate abilities, like enhanced agility, strength, and stamina, the ability to "stick" on surfaces, and the ability to fly. Further-more, he has costumised his Vibro-Suit so that he can further harness those powers and re-focus them into sonic energy. He can concentrate his gloves with sonic energy in order to enhance his fists or produce Sonic Blasts and hit his opponents from a distance. He can also opt to redirect his powers to his chest-phone, and unleash a powerful Sonic Beam. The suit also channels Net Fly's vibrational energies to create a protective Vibro-Field, which lessens the impact of attacks. Finally, his suit comes equipped with a Net Dive device, which allows him to interact with machinery and even enter the cyberspace. History: Serge was a gifted young boy, and he showed from an early age an aptitude with complex machinery and computers. While he comes from a divorced family, his parents have managed to keep a good relationship with each other and their son. When he became an adolescent, Serge started exhibiting his latent mutant abilities. It wasn't, however, until much later, when he became unwittingly entangled with a heist, that he decided to use his powers for a purpose. A group of armed robbers ambushed an armory car and stole a bunch of high-tech equipment. During the heist, things quickly escalated, and Serge, allong with a few other bystanders, was captured as a hostage, and held against his will. At first, he was paralyzed from fear, until he witnessed the robbers shot a man in front of him, in order to force the police to meet their demands. Finding an opportunity, Serge sneaked out of sight and undid his bonds with his strength. He took a few devices that were laying close to him, and tinkered with them as quickly as he could, fashioning them into Sonic Blasters. Before the robbers realized what had happened, Serge, wearing a makeshift outfit to conceal his identity, attacked them, and quickly subdued them. After rescuing everyone, Serge left the crime-scene. For the next few days, he reflected on what had just transpired. He realized that he could use his powers to fight crime, but in order to do so, he needed to make a costume for himself. Tinkering and improving upon the devices he aqcuired during the heist, and using a few more that he had created on his own, Serge was able to adapt them into a functioning suit. Now, Serge has emerged as the superhero Net Fly. He has performed adequately, but after a few close calls too many, he decided to enroll in Claremont Academy, and further hone his crime-fighting abilities. Personality & Motivation: Serge's desire to help people is matched only by his curiosity and inquisitiveness. Serge spends a lot of his time fine-tuning his suit or practicing his programming skills. When he isn't tinkering with his devices, Serge can often be found socializing with his friends. Powers & Tactics: Net Fly doesn't take hits well, so he prefers a hit-and-run fighting style over duking it out for prolonged periods. Having said that, however, he is perfectly capable of unleashing devastating attacks in close range, as well as take care threats from a distance. If he wishes to avoid fighting, he can opt to hide in the ceilings. Complications: On the Job Learning: Is learning as he goes. Secret: Identity. Snarker Within: Extreme insecurity about his own faillings has developed into a sort-of split personality/alter self that tends to point out said flaws. Even so, Serge is usually more than willing to point his own errors himself, without outside, or for that matter, inside help, and thus, this alter self pops up very occasionally, during times of extreme duress(That is to say, more extreme than usual for a kid hero) Technobabble Motormouth: Is prone on making tangential notes about science, whenever he finds the opportunity. Trying Hard to Keep Up: Is prone on overexerting himself Abilities: 0 + 0 + 0 + 10 + 2 + 0 = 12PP Strength: 10/16/30 (+0/+3/+10) Dexterity: 10/16 (+0/+3) Constitution: 10/20 (+0/+5) Intelligence: 20 (+5) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 10 + 12 = 22PP Initiative: +12/+15/+19 Attack: +5 Base, +7 Sonic Converter Grapple: +4/+7/+20 Defense: +9/+11 (+6 Base, +3/+5 Dodge Focus), +3 Flat-Footed Knockback: -3/-2/-1 Saving Throws: 2 + 5 + 5 = 12PP Toughness: +5/+7 (+3/+5 Con, +2 [Defensive Roll]) Fortitude: +5/+7 (+3/+5 Con, +2) Reflex: +8 (+3 Dex, +5) Will: +6 (+1 Wis, +5) Skills: 52R = 13PP Acrobatis 7 (+10) Climb 3 (+3/+5/+9) Computers 13 (+18)Skill Mastery Craft (Electronics) 5 (+10)Skill Mastery Craft (Mechanical) 1 (+6) Disable Device 10 (+15)Skill Mastery Knowledge (Technology) 5 (+10)Skill Mastery Notice 4 (+5) Stealth 4 (+7) Feats: 11PP Defensive Roll Dodge Focus 3 Improved Initiative 3 Inventor Online Research Move By Action Skill Mastery (Computers, Craft (Electronics), Disable Device, Knowledge (Technology)) Powers: 34 + 6 + 6 + 6 + 8 = 56PP Device 8 (40PP Container; Flaws: Hard-To-Lose, Feats: Restricted 2[Net Fly]) [34PP] (Vibro-Suit) Sonic Converter 12 (24PP Array; Feats: Accurate, Alternate Power 4) [27PP] Base Power: Enhanced Strength 16 (Extras: Linked [super Strength]) + Super Strength 4 (Effective Strength 52, Heavy Load 16 tons, Extras: Linked [Enhanced Strength]) [16 + 8= 24PP] (Volume Amp) Alternate Power: Damage 8 (Extras: Autofire, Penetrating 4 Feats: Mighty) [21PP] (Sonic Fists) Alternate Power: Damage 9 (Extras: Area[burst] 200ft Radius, Linked[Trip], Selective, Flaws: Action(Full-Round), Distracting, Feats: Progression[Area] 2) + Trip 9 (Extras: Area[burst], Linked[Damage], Selective, Flaws: Action(Full-Round), Range(Touch), Feats: Improved Trip, Progression[Area] 2) [11+12=23PP] (Sonic Maelstorm) Alternate Power: Blast 11 (275-1'100 feet, Feats: Improved Range, Split Attack) [24PP] (Sonic Blasts) Alternate Power: Blast 11 (110-1'100 feet, Extras: Linked [stun], Linked [Trip], Flaws: Action (Full Round), Distracting) + Stun 11 (Extras: Linked [blast], Linked [Trip], Range [Ranged], Flaws: Action (Full Round), Daze, Unreliable) + Trip 11 (Extras: Linked [blast], Linked [stun], Knockback, Flaws: Action (Full Round), Feats: Improved Trip, Knockback) [5 + 5 + 12 = 22PP] (Sonic Beam) Datalink 3 (Radio, 1000 feet, Feats: Cyberspace) [6 +6 + 12PP] (Net-Dive Harness) Enhanced Constitution 4 [4PP] (Mutation Enhancement) Enhanced Dodge Focus 2 [2PP] (Mutation Enhancement) Enhanced Improved Initiative [1PP] (Mutation Enhancement) Enhanced Strength 6 (Heavy load 230 lbs) [6PP] (Mutation) Enhanced Dexterity 6 [6PP] (Mutation) Enhanced Constitution 6 [6PP] (Mutation) Fly Movement 3 (6PP Array; Feats: Alternate Power 2) [8PP] (Mutation) Base Power: Flight 2 (25mph/250ft per Move Action, Feats: Subtle) [5PP] Atlernate Power: Speed 5 (250mph/2500ft per Move Action, Feats: Subtle) [6PP] Alternate Power: Super Movement 2 (Wall Crawling, 3mph/30ft per Move Action, Feats: Subtle) [5PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Enhanced (Unarmed) Touch DC18 Toughness (Staged) Damage (Physical) Volume Amp (Unarmed) Touch DC25 Toughness (Staged) Damage (Physical) Sonic Fists (Damage) Touch DC25 Toughness (Staged) Damage (Sonic) Sonic Maelstorm (Damage+Trip) Area DC23 Toughness (Staged) Damage (Sonic) 1d20+8 vs. STR or DEX(worse) Trip Sonic Blasts (Blast) Ranged DC25 Toughness (Staged) Damage (Sonic) Sonic Beam (Blast+Stun+Trip) Ranged DC25 Toughness (Staged) Damage (Sonic) DC20 Fortitude Dazed 1d20+10 vs. STR or DEX(worse) Trip Totals: Abilities (12) + Combat (22) + Saving Throws (12) + Skills (13) + Feats (11) + Powers (60) - Drawbacks (0) = 130/157 Power Points
  2. Player Name: Gizmo Character Name: Set Power Level: 7 [15] (223/250PP)* [267] Trade-Offs: +3 Defense / -3 Toughness Unspent Power Points: 27 Theme: Mr. Hurricane by Beast *Despite his PP total, Set conforms to PL7 caps. In Brief: The mighty god of darkness, chaos and the desert reborn in teenage form with reduced power but undeterred ambition! Alternate Identity: 'Kid' Set, Seth Identity: Public Birthplace: Heliopolis Occupation: God, Superhero Affiliations: Ancient Egyptian Pantheon Family: Complicated. Osiris [brother], Horus [brother/Nephew], Isis [sister-in-Law], Nephthys [Ex-Consort] Description: Age: Millennia Apparent Age: Late Teens Gender: Fluid [Defaults to Male] Ethnicity: Egyptian Height: 5’7†Weight: 125 lbs. Eyes: Grey Hair: Dark Red By all appearances, Set is a strikingly handsome teenager with piercing grey eyes above high cheekbones framed by thick dreadlocks of brick red hair. What looks like heavy eyeliner adds to the slightly androgynous quality of his slim frame. His face is extremely expressive, usually dominated by a cocky, teasing grin but clouding over with anger at a moment's notice. Animated body language and a disregard for personal space give the impression that he makes himself at home wherever he happens to be but there is a definite sense that he hails from somewhere else entirely. That impression becomes a certainty when one regards his shendyt, a skirt of overlapping white and red cloth that reaches to just above his knee, his simple sandals contrasting with his assorted ornate golden bracelets. Set frequently goes shirtless when able - which is most of the time thanks to his affinity for inclement weather - but switches to a longer, belted robe that hangs over his shoulders when necessary. When presenting as female she gathers her dreadlocks in a golden cuff, matches her eye makeup with a rich, brown-black lipstick and adds a flattering front-cross halter in the same pattern as her shendyt. If attempting to blend in, the godling favours shorts and the sort of slogan emblazoned t-shirts sold at tourist attractions around the city, typically with sunglasses and a Comets baseball cap for good measure. At a whim, Set's head may go from human to that of an unidentifiable, ebony black animal with a long snout and tall ears, mixing features of canine, fox, anteater and giraffe. This is as much his true face as any other and simply part of his nature as a god of Heliopolis. Power Descriptions: Set may be much diminished in power even compared to his previous incarnation's time possessing a mortal host in the mid-20th century, but he is still an immortal with a formidable array of aspects at his control. The lightning bolts he summons are tinged with red, striking from the sky above at his command. Shadows become semi-solid and malleable when he wishes them to be so, allowing him to scoop up handfuls or engulf opponents in quicksand-like darkness. Neither pouring rain nor blistering heat seems to bother him in the slightest and he's not shy about stirring up a thunderhead or sandstorm for dramatic effect. A perpetual outsider among the Ennead, Set is also the patron of foreigners and as such understands all tongues perfectly. His mastery is such that he is able to pick up subtleties and implied meanings as if he were a native speaker himself. His shapeshifting talents further allow him to take any appearance he likes, although to his annoyance he has found himself unable to appear as anything but an adolescent. History: In the beginning there was nothing. Then Ra, the sun, willed himself into being and from himself shaped Geb the Earth and Nut the sky. From their union was born the Ennead: Osiris, handsome and well-loved, Horus, noble and strong of arm, Isis, wise and vengeful, Nepthys, flighty and doelful and finally Set. Set with his odd red hair, who laughed at jokes only he understood and turned every task into a competitive game. Although Nepthys eventually chose Set as her consort it was perhaps only Horus, in their constant sibling rivalry, who truly understood Set. Even if they thought him an odd one, all of the gods recognized Set’s cunning and power, in part because of his constant reminders. When Ra needed protection in his nightly journey through the underworld from the dread serpent Apep, a being of darkness and chaos and such appetites that he would destroy all of creation to sate it briefly, it was Set who stood at the prow of his barge and fought off the beast again and again. Though he never wavered, the nightly battles took their toll on Set. More and more he learned to use Apep’s own forces against the serpent, taking on aspects of darkness and chaos himself. His pride became harder to tolerate and his boasts took on a troubling edge. Eventually Ra relieved him of his post, much to Set’s rage. Horus agreed to take his brother’s place on the barge, intending it to be only a temporary replacement. The hawk god was a match for his sibling's power but was unprepared for Apep’s many tricks. In a wild confrontation, a desperate Horus was able to temporarily banish the snake at the cost of his own being. While all the gods mourned, Set did so bitterly, blaming Ra. Perhaps that terrible anger explains why Nepthys disguised herself to trick Osiris into bedding her, or why a resentful Set hated the more popular god all the more for his repeated apologies when the truth came to light, or why the gods of Heliopolis, grown by then to encompass every aspect of mortal life, quickly decided in whispers and gossip that the blame for the entire affair really rested with Set. The public humiliation was more than the desert god could stand. Through trickery he locked the overly trusting Osiris in an ornate chest and threw it in the Nile. When Osiris’ wife Isis retrieved the carved prison, Set instead unleashed the dark powers he had learned from Apep’s example and cut his brother to pieces, spreading them throughout the mortal realm. Even then, Isis and a tactfully remorseful Nepthys were able to retrieve the body parts and reassemble their mutual consort. When Osiris could not be properly restored, Ra instead deigned that he should become ruler of the underworld itself, king of the afterlife and chief among the gods above all but the solar deity himself. The final straw came when Isis used her mystic knowledge to rebirth Horus’ essence as her child with Osiris, raising him to loathe his ‘wicked uncle’. Set resolved that if all saw him as the villain, then Ra, Heliopolis and supposed brotherhood be damned, he would be a villain. His battles with the avenging Horus were waged across ages indescribable in mortal terms. That world marched on and when the Pact locked the various pantheons from directly traveling to Earth, Isis with Ra’s blessing was able to use it to banish Set the Destoryer to the wastes outside of Heliopolis. The dark god bid his time, testing the limits of his exile until in the 20th century a foolish cultist attempted to summon him. Consuming the hapless summoner’s soul and taking his body for his own, Set sought to conquer the mortal world as stepping stone to greater glory. Even then Horus sought to stop him, investing much of his might into an ankh which allowed him to merge with a willing host on Earth. Alongside the heroes of the age, Horus thwarted his uncle’s terrible designs time and again. Even as he raged against the repeated defeats, the part of Set which was the outsider, the perpetual ‘other’ relished this new world of fantastic powers, garish costumes and epic conflict, fully embracing his role. Even that came to end eventually. In a final conflict which would either see Set restored to his full might or forever vanquished both the Destroyer and the Avenger vanished from the world of mortals. Heliopolis mourned the loss of its truest champion for a second time and decade slipped by. The century turned and the Ennead had little to do with Earth until a grinning, red-haired youth appeared at the gates of the golden city claiming to be Set and demanding entrance. Isis demanded the boy be destroyed immediately against her more forgiving husband’s protestations but Ra’s judgement was more wary. The strange young man certainly had Set’s essence but like Horus before him this was a new creature entirely, without his predecessor’s long festering grudges. Ra knew well the duality of such things and Set’s rebirth with no sign of the hawk god reminded him of the merely temporary exile of his own opposite number, the terrible serpent. He would not cast the now meager godling into ruination just yet but neither would he allow him entrance into Heliopolis. This new Set’s weakened state allowed for a loophole in the Pact, sending the boy back to Earth with no way to return. Even then the sun god decided on caution, instructing one of his Eyes, the fearsome war goddess Sekhmet to accompany Set and watch him closely. Not wanting to entrust such a task to a melding of god and mortal, he instructed the frankly unenthused Sekhmet to leave much of her power behind, reducing her to a state similarly exempt from the Pact. Although annoyed at the setback, Set went about situating himself in the modern world with his rankled babysitter in tow. He was horrified to learn of his past self’s villainy - though he admired the theatrics and immediately began considering acquiring a cape. More interesting, however, was the way the mortals remembered Horus as a great and respected hero while the rest of the Ennead was forgotten by all but academics. This was the new worship, then, won not through temples and threats of plague but by great acts of daring and courage! The idea appealed to him immensely. Despite Sekhmet’s objections he resolved to earn back the mortal’s adoration and prove his good intentions to the other gods by becoming the greatest superhero of all! Personality & Motivation: Set's most immediately obvious character trait is arrogance, a mixture of the perceived invincibility of youth and the power of a force of nature. Almost as clear is his need for recognition. Set has ever been an outsider and doesn't seek acceptance but rather acknowledgement of his skill and hard work. The tension between that confidence and insecurity drives him to take chances and strive for the spotlight. In a city that idolizes its heroes and a time rife with social media and celebrity, he aims to join the ranks of the world's greatest champions. Quite competitive, he isn't the most graceful of losers but can usually be placated with the promise of a future rematch. He has a robust sense of humour with a fondness for pranks and a fascination with anything new or different. Although he retains smatterings of the knowledge and even memories of his past self, this Set is very much a new person, free of long festering grudges and resentment. Showboating aside, he legitimately wishes to do good and would never put fame over doing the right thing - although he might protest otherwise. In particular he looks to the example of his 'older brother' Horus for inspiration and his own soft spot for an underdog is ill hidden. Deep down, he recognizes that he is vulnerable to making the same mistakes again and worries that perhaps he is not entirely free of the corruption that brought his former self to his downfall. This sobering though lends an undercurrent of gravitas to an otherwise devil-may-care teenager. Powers & Tactics: When feeling confident Set prefers to draw upon the dramatic might of his storm and desert aspects, summoning lightning bolts and sandstorms with theatrical waves of his arms. When pressed, he dips into his dominion over darkness, flinging handfuls of inky black, stepping through one shadow to appear from another or even calling up the dark to envelop his opponents whole. Less obviously, his knowledge of chaos manipulates fortune against his targets. His razor sharp taunting and deep knowledge of ancient arcana are not to be underestimated, particularly if he has had time to prepare. More likely, however, he'll have jumped into the fray at the first sign of an audience or a chance to humiliate a deserving target. Naturally a believer in second chances, he will risk trying to talk a villain out of what they're doing if he suspects they're already feeling conflicted or remorseful. Complications: Dismemberment: Set’s Regeneration allows him to reattach severed body parts but not grow new ones. For his Resurrection to work, he needs to be properly reassembled. If his body is completely destroyed, he will instead Reincarnate. Exile: Both the Pact and the will of the other gods of Heliopolis prevent Set from returning there. Other pantheons allied with Heliopolis may be reluctant to deal with him. Reborn: Although he retains a fair amount of his past self’s memories and knowledge, Set still has a lot of gaps. On the other hand, those with past grievances aren’t likely to distinguish between their old enemy and the ‘new’ Set. Pride: Regardless of his defeats and misfortunes, Set is proud and stubborn to a fault. He’s prone to bragging and showing off and has trouble resisting a public challenge. Abilities: 2 + 6 + 4 + 8 + 6 + 12 = 38PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 22 (+6) Combat: 10 + 16 = 26PP Initiative: +3 Attack: +5 Base, +7 Deific Attacks Grapple: +6 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -2/-1 Saving Throws: 4 + 3 + 5 = 12PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+3 Dex, +3) Will: +8 (+3 Wis, +5) Skills: 88R = 22PP Acrobatics 7 (+10) Bluff 10 (+16) Computers 6 (+10) Diplomacy 5 (+11) Disable Device 1 (+5) Gather Information 10 (+16) Investigate 1 (+5) Knowledge (Arcane Lore) 11 (+15) Knowledge (History) 6 (+10) Knowledge (Popular Culture) 6 (+10) Knowledge (Theology and Philosophy) 6 (+10) Language 1 (Ancient Egyptian [Native], English) Notice 12 (+15) Sleight of Hand 2 (+5) Stealth 2 (+5) Survival 2 (+5) Feats: 49PP Benefit (Status [God]) Challenge 2 (Fast Feint, Fast Taunt) Defensive Roll 1 Distract (Bluff) Dodge Focus 2 Evasion 2 Fearless Jack-of-all-Trades Luck 2 (3 with Luck Control) Power Attack Ritualist Set-Up Sidekick 31 (155PP) Taunt Uncanny Dodge (Vision) Powers: 2 + 2 + 1 + 1 + 1 + 8 + 4 + 8 + 7 + 38 + 4 = 76PP Comprehend 1 (Languages [understand All]) [2PP] (foreign aspect) Environmental Adaptation 2 (Deserts, Stormy Weather) [2PP] (desert aspect, storm aspect) Feature 1 (Alternate ‘Set Animal’ Head) [1PP] (deific) Immunity 1 (Aging) [1PP] (deific) Immunity 2 (Environmental Condition [Heat], Starvation/Thirst; Flaws: Limited [Half]) [1PP] (desert aspect) Luck Control 2 (Negate HP Use/Fiat, Force Re-Roll; Power Feats: Luck 1, Ultimate Will) [8PP] (chaos aspect) Regeneration 2 (Resurrection [1 day]; Power Feats: Reincarnation, Regrowth) [4PP] (deific) Shapeshift 1 (5PP Variable Power; Any Power, Multiple Powers at Once, Move Action, +5 Disguise) [8PP] (chaos aspect) Sample Configurations Spoiler Additional Limbs 2 (+2 Limbs; Flaws: Duration [sustained, -0] [2PP] + Elongation 3 (25') [3PP] (lend a hand) Concealment 4 (All Visual; Flaws: Blending, Power Feats: Close Range) [5PP] (chameleon skin) Flight 3 (50 MPH; Drawbacks: Power Loss [Restrained]) [5PP] (raptor wings) Immunity 10 (Fire Effects; Flaws: Limited [Half]) [5PP] (scales) Insubstantial 1 [5PP] (sand form) Super-Senses 7 (Visual; Extras: Counters Concealment, Counters Obscure [All]) [7PP] (darkness aspect) Deific Aspects Array 17 (34PP; Power Feats: Alternate Power 4) [38PP] Base: Comprehend 3 (Rank 4 Total; Languages [Read/Write, Speak and Understand All Simultaneously]) [6PP] (foreign aspect) Mind Reading 7 (Extras: Action [Move Action], Area [General, Burst], Flaws: Limited [surface Thoughts], Sense-Dependent [Auditory], Power Feats: Subtle 2) [9PP] (subtleties of the language) Morph 7 (Any Humanoid, +35 Disguise; Power Feats: Precise, Drawbacks: Limited [Adolescents]) [14PP] Quick Change 2 (Extras: Affects Others, Flaws: Others Only, Power Feats: Precise) [3PP] Super-Senses 2 (Mental; Direction Sense, Distance Sense) [2PP] AP: Damage 7 (Extras: Autofire, Linked [+0], Ranged, Power Feats: Accurate 1, Affects Insubstantial 2, Homing 1, Indirect 2) [27PP] + Drain Toughness 7 (Extras: Affects Objects, Linked [+0], Ranged, Flaws: Limited [Electronics, -2]) [7PP] (lightning bolt; chaos aspect, storm aspect, electricity) AP: Dazzle 7 (Visual; Extras: Autofire, Power Feats: Accurate 1, Reversible) [23PP] (shadow globule; darkness aspect) Teleport 5 (500’; Extras: Accurate, Affects Others, Flaws: Medium [shadows], Short-Range, Power Feats: Turnabout) [11PP] (shadow walk; darkness aspect) AP: Environmental Control 10 (20PP, Mix-and-Match Environments; Distraction [precipitation, sandstorm], Hamper Movement [high winds], Heat, Visibility [sandstorm]; Extras: Action [Move], Independent [+0], Flaws: Range [Touch], Power Feats: Reversible) [21PP] (weather control; desert aspect/storm aspect) Move Object 6 (Heavy Load: 1600 lbs; Power Feats: Subtle) [13PP] (high winds; storm aspect) AP: Snare 7 (Extras: Area [General, Shapeable], Selective, Power Feats: Obscure Senses [All Senses], Variable Descriptor 1 [sand or shadows]) [34PP] (darkness aspect/desert aspect) Device 1 (5PP Container; Flaws: Easy-to-Lose; Power Feats: Restricted [Passcode]) [4PP] (smart phone) Enhanced Feats 3 (Connected, Contacts, Well Informed) [3DP] (social media) Feature 1 (Video Camera) [1DP] Super-Senses 1 (Radio) [1DP] [table]DC Block: ATTACKRANGESAVEEFFECT UnarmedTouchDC16 Toughness (Staged)Damage (Physical) Lightning BoltRangedDC17 Fortitude (Staged)Drain Toughness [/td][td]DC22 [Autofire] Toughness (Staged)Damage (Energy) Sand/Shadow SnareRanged [shapeable Area]DC17 Reflex (Staged)Entangled/Bound Shadow GlobuleRangedDC17 [Autofire] ReflexBlind[/table] Totals: Abilities (38) + Combat (26) + Saving Throws (12) + Skills (22) + Feats (49) + Powers (76) - Drawbacks (0) = 223/250 Power Points
  3. Player Name: Electra Character Name: Fleur de Joie Power Level: 15 (244/250) [262] Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Unspent Power Points: 6 In Brief: A plant-controlling heroine who is rehabbing a planet and single-parenting a toddler in her spare time, Fleur de Joie believes in the power of networking to get the job done right. Alternate Identity: Stesha (Madison) Lumins Identity: Secret, but not well-kept Birthplace: Evanston, Illinois Occupation: A florist by profession, currently busy with planetary rehabilitation, parenthood and hero work. Affiliations: Sanctuary, Freedom League Auxiliary Family: Derrick Lumins (Dark Star): husband, Amaryllis Lumins: daughter, b. 06/03/11. Father: Paul Madison, Mother Annie (Lispzyanka) Madison, Sisters: Grace (b 1975), Chloe (1987), Brothers: Basil (1978), Jasha (1980), David (1983) Description: Age: 27 (DoB: May 1, 1985) Apparent Age: 27 Gender: Female Ethnicity: Caucasian Height: 5'3 Weight: 160lbs Eyes: Blue Hair: Green, thigh-length, kept up in braids and crowned with flowers Under normal circumstances, Stesha is about the most harmless-looking person you're ever going to see in your lifetime. Small in stature, with a soft-edged, curvy body and an open, guileless face, she's the person most likely to be ignored or overlooked in a fight. Her most distinctive feature is her extraordinarily long green hair, which she generally keeps in intricate braids pinned close to her head, and accented with a plaited ring of live flowers. In her civilian life, she favors blue jeans and sweatshirts or t-shirts, depending on the weather, with soft makeup whenever she can manage the time. Her costume is a loose green tunic and matching slacks, brown boots and gloves, a belt with many pouches, and a brown cowl-coat that buttons to the bottom of her rib cage in front and hangs to her calves in back. Power Descriptions: All Stesha's powers are of the magic descriptor, and can also be affected by anything that affects plants. History: Stesha's childhood wasn't idyllic, but it was reasonably close. She grew up in Evanston, Illinois, a suburb of Chicago and the home of Northwestern University, where her father was a professor of botany. Her mother was also an avid gardener, as well as a complementary medicine practitioner and midwife, so growing up, Stesha had plenty of exposure to the science any mysteries of plants. With five siblings, she also had plenty of company and competition in every walk of life. All those brothers and sisters meant someone was always around to share the work or the blame, to tell a secret to or take on an adventure. Most of the time she enjoyed her big family, but as she grew up, the problem of dating when one has three overprotective brothers became increasingly annoying. An avid learner, Stesha followed in her father's footsteps and studied plant biology at Northwestern. She enjoyed biology and did well, but soon discovered that her passion was elsewhere. Science was great, but she preferred the magic of a gorgeous flower in full bloom to the colorless data extracted from a crushed and dissected plant specimen. She got her degree in biology, but her minor was in art, and as soon as she graduated, she decided to become a florist. She was able to get an apprenticeship at a highly-regarded shop in Chicago, and discovered a knack for it that she'd never had for lab work. Before long, she was caught up in the life of her community, providing flowers for celebrations and consolations, gifts and gardens, parties and patios. It was very rewarding! She'd been working at the shop for about a year when a shipment arrived that would change her life. Called the Fleur de Joie blossom, the rare specimen was said to bloom only once ever hundred years, and then only for a matter of hours or days. In order to fully capture the event, Stesha and her coworkers set up round-the-clock watch to be on hand for the opening. When it did finally open, very late one night, Stesha happened to be standing right in front of it. The blossom heaved, then released a cloud of shimmering pollen, all over her! She choked and passed out, and when she woke, she felt... different. When her hair began turning green days later, it sealed the deal. The plant had given her powers, and she wanted to know what to do with them! After some cautious experimentation in Chicago, she decided that the best thing to do would be to move to Freedom City, where she could become a real superhero. It didn't take more than a few days in Freedom City for Stesha to realize she was in way over her head. Her powers were useful and fun, but they didn't take her very far if she got into trouble. Luckily, she started making friends almost immediately. With allies like Phantom and Divine, she didn't feel nearly so vulnerable in her hero work, and gradually became braver and more skilled. Divine also introduced her to a friend of hers named Dark Star, who in civilian life was a shy, gawkily handsome man named Derrick Lumins. Stesha and Derrick hit it off right away, an affection that quickly deepened into love. Stesha knew that Dark Star was a cosmic hero who did a lot of his work off Earth, but in those early days he took pains to be around as often as possible, and she convinced herself it wouldn't be a problem. Practice and training broadened Stesha's skills, and eventually she discovered the ability to reach other dimensions through the plant life common to each. While training with Phantom, she came across an Earth that was blasted and dead, obviously from some kind of war decades ago. She thought it looked like a great place to get away from Earth Prime and practice all the plant-growing techniques that just didn't work in the middle of a city. She christened it Sanctuary and made it her home-away-from home. It wasn't long before a situation arose where her nemesis, Beekeeper II, unleashed a swarm of giant bees on the population, then got himself promptly thrown into jail. Once pacified, the bees had nowhere to go, so Stesha took them in on Sanctuary, creating a meadow full of giant flowers for them and asking her friend Gaian Knight to build them a hive of earth to live in. Later on, she discovered a small group of human survivors on the planet as well, and began working with her friend and neighbor Gabriel to give them a better quality of life in a village on her reclaimed land. As the number of inhabitants grew, the Sanctuary project began to take up more and more of her time. Back on Earth Prime, things were busy for her as well. She and Derrick were engaged to be married, but a series of emergencies in deep space kept him off planet for months, to the point where she called off the engagement. He returned with promises that he wanted to be close to Earth and close to her, and the wedding was back on. A rather surprising result of their reconciliation was Stesha's pregnancy, but it was a good surprise for the most part. Stesha wanted children ,and when Derrick finished freaking out, he seemed very excited too. His missions off-planet continued calling him away, though, and his nights on Earth were few and far between. After calling off the wedding once, Stesha was too embarrassed to walk it back again, plus there was a baby to consider now, so despite some misgivings, everything went ahead. It was a lovely wedding and Derrick managed to attend, which was quite a relief. Stesha was surprised and honored to be tapped for membership in the Freedom League Auxiliary, along with her friends Ace Danger, Freedom Angel and Dr. Archeville. She had to dial back her participation in dangerous missions for awhile, but luckily she wasn't the sort to be mixing it up in combat anyway. Her participation in the League, as well as her ongoing project to beautify Freedom City's parks and bolster the spirits of the new heroes who could often be found patrolling there, were ties that kept her very active on Earth Prime, but eventually she moved her main residence to Sanctuary. She built herself a home of leaves and plants, with help from some friends on the fine work that couldn't be done with the local flora. It gave her space, peace and quiet, and most importantly a second bedroom for a nursery. Derrick's presence had decreased from "sporadic" to "all but nonexistent," but they still kept in touch by phone, at least. The work he was doing was very important, and she tried to be understanding. Stesha was haunted by a brief trip to the future she'd taken during a Freedom City timestorm, when a Derrick from a thousand years in the future wept to see her and told her he was sorry for what was going to happen between them. Futures are mutable things, but it didn't bode well. Stesha's daughter Amaryllis was born in June, 2011, after a memorable final encounter with Beekeeper II. Ammy had green hair and a sunny disposition like her mother, and despite Derrick's continuing near-absence, Stesha's many friends meant that she rarely lacked for a helping hand or a babysitter. Sanctuary continued to grow by leaps and bounds, and Stesha settled into a comfortable routine in both her worlds, content if not entirely all the way happy. Personality & Motivation: Stesha is a very sociable person with an optimistic outlook and a generalized desire to make the world a better place. She enjoys meeting new people and making friends, and takes particular pleasure in befriending and mentoring brand new heroes. She takes her many responsibilities seriously and works very hard taking care of them all, but she also tries to take time for fun and relaxation whenever possible. Although she makes herself available as a sounding board for others, she is reticent to discuss her own concerns, and is much more comfortable hiding her personal problems than sharing them with anyone but her closest friends. Powers & Tactics: A plant-controller through and through, all Fleur's powers involve the manipulation of greenery. Oftentimes she'll start out by throwing a handful of seeds wherever she wants to work, then growing them instantly into mature plants she can use. Her powers are often subtle and indirect; she is a fan of keeping a villain distracted with words while a vine creeps up behind them. Her first impulse is generally diplomacy, a fight avoided is a fight won in her book. If diplomacy doesn't work, she typically moves to attempting to clear the field with her snares and dimensional pocket. Despite her subdued fighting style, she can definitely put on a heck of a show when she wants to. In her element or on her planet Sanctuary, her displays of power can be awesome and landscape-changing as she raises forests in seconds or turns acres of scrub into piles of mulch with a wave of her hand. When she was pregnant with Amaryllis, she began forming fairy rings of flowers and mushrooms wherever she stood or sat, even indoors, but that has tapered off, much to her relief. Complications: I Need You, Baby: There are a lot of people counting on Stesha for their very survival. First and foremost is her little girl Amaryllis, who is still a toddler and wholly dependent on her mother. The giant bees also count on her to provide the giant flowers that are their primary sustenance, and the humans in their village need her healing powers and plant magic to help them survive and grow their small population. Getting away from it all is not really an option Caught in a Bad Romance: Stesha loves her husband Derrick, but he is literally never around anymore. This fact can be depressing and distracting, especially when she is reminded of it by seeing other happy couples. With Flowers in Her Hair: Stesha's long green hair is actually alive, and an important component of her powers. The last six inches or so are dead cells and can be cautiously trimmed, but anything above that is part of her body and will cause pain and damage if cut. If too much of her hair is damaged or lost, she will not be able to use her immunities to food and sleep, nor will she be able to regenerate her health. Where Everybody Knows Your Name: Stesha technically has a secret identity, but it's a very poorly kept secret. There isn't much she can do to hide her highly distinctive coiffure, and she's not great at maintaining an air of mystery. She doesn't always even need to be in uniform for people on the street to know who she is, one more reason she spends a lot of her downtime on Sanctuary. Let Them Not Pass Like Weeds Away: A naturally compassionate person, Stesha's first inclination is to safeguard all life, even of people who are trying to kill her. It is also very hard for her to accept that sometimes you can't save everyone. What You Give is What You Get Returned: Stesha is friends with many, many, many superheroes, and she knows that if she's in trouble, she can call on them for help. On the flip side, if one of them calls her for help, she will do anything she can to assist. She's also a member of the Freedom League Auxiliary, which carries a whole other set of responsibilities that she strives to live up to. But there are only so many hours in the day! Abilities: 0 + 0 + 14 + 4 + 4 + 10 = 32PP STR: 10 (+0) DEX: 10 (+0) CON: 24 (+7) INT: 14 (+2) WIS: 14 (+2) CHA: 20 (+5) Combat: 16 + 16 = 32PP Attack: +8 (+10 Flower Power) Defense: +10 (+2 Dodge Focus, +4 Flat-Footed) Initiative: +8 Grapple: +8, +28 w/Move Object Knockback: -10/-3 Saving Throws: 3 + 10 + 8 = 21PP Toughness: +20/+7 (+7 Con, +13 Protection) Fortitude: +10 (+7 Con, +3) Reflex: +10 (+0 Dex, +10) Will: +10 (+2 Wis, +8) Skills: 112R = 28PP Bluff 15 (+20) Skill Mastery Concentration 8 (+10) Diplomacy 15 (+20) Skill Mastery Gather Information 16 (+21) Skill Mastery Knowledge (Life Sciences) 8 (+10) Skill Mastery Medicine 8 (+10) Skill Mastery Notice 13 (+15) Skill Mastery Profession (Florist) 3 (+5) Skill Mastery Sense Motive 13 (+15) Skill Mastery Stealth 5 (+5) Survival 8 (+10) Feats: 28PP Accurate Attack Benefit (Freedom League Member) Connected Dodge Focus 2 Equipment 10 Improved Initiative 2 Inspire 5 Interpose Luck 2 Skill Mastery 2 (Bluff, Diplomacy, Gather Info, Knowledge (Life Sciences), Medicine, Notice, Profession (Florist), Sense Motive) Uncanny Dodge (auditory) Well-Informed Equipment 10PP = 50EP Headquarters: 47EP Size: Planetary (18EP), Toughness: +20 (3) Features: Animal Pens, Computer, Defense System 3 [blast 15 [bEES], Snare 15 (entangling vines), Stun 15 (stun flowers)], Gym, Holding Cells, Infirmary, Isolated, Living Quarters, Personnel, Pool, Power System, Sealed, Self Repairing, Think Tank, Workshops Powers: ESP (3), Impervious Toughness (1), Super Senses (1) ESP 9 (visual and auditory; Extras: Duration [Continuous], Simultaneous; PFs: Rapidx10, Subtle) Impervious Toughness 15 (Active/Sustained) [15PP] Super-Senses 1 (Communications Link w/ Fleur) Masterwork Commlink: [1EP] Masterwork Flashlight: [1EP] Masterwork PDA: [1EP] Powers: 2 + 63 + 3 + 3 + 14 + 2 + 6 = 92PP Feature 2 (Distinguish Seeds By Touch Instantly, Instantly Make Flowerpots) [2PP] Flower Power Array 24 (48 pp, PFs: Accurate, Alternate Powers 14) [63PP] BE: Snare 20 (entangling vines, PFs: Indirect 3, Obscures Senses 3 [Visual + Audio], Reversible, Subtle) {48/48} AP: Create Object 15 (plant shapes, Extras: Duration [Continous/Lasting], PFs: Precise, Selective, Subtle) {48/48} AP: Dimensional Pocket 5 (inside Flora, Extras: Duration 3 [Continuous/Lasting], Range [Ranged], Feats: Indirect 3, Progression [Cargo] 10 [1,000 tons], Subtle) {44/48} AP: Damage 13 (Extras: Linked +0, [Drain], Range 2 [Perception], Flaw: Limited 2 [plants]) {13/13} + Drain Toughness 13 (Extras: Affects Objects +1 Linked +0, [Damage], Range 2 [Perception], Flaw: Limited 2 [plants]) {26/26} (PFs: Incurable, Precise, Reversible, Split Attack, Subtle) {13+26+5=44/48} AP: ESP 8 (Flora's gaze, Visual + Audio Senses, 2,000 miles ["Same Continent"], Extras: Duration [sustained], No Conduit, Simultaneous, Flaws: Action [standard], Feats: Dimensional 3 [Any Dimension], Subtle) {44/48} AP: Healing 13 (medicinal plants, Extras: Action [standard], Total, Flaws: Distracting, Feats: Persistent, Regrowth, Stabilize) {42/48} AP: Healing 13 (plantsboon, Extras: Area [Targeted, Burst, 65ft radius], Range 2 [Perception], Total, Flaws: Distracting, Limited 2 [Plants], Feats: Persistent, Regrowth, Stabilize) {42/48} AP: Move Object 20 (mobile vines, Effective STR 100, Heavy Load: 12288 tons) (PFs: Indirect 3, Subtle) {44/48} AP: Nullify 10 (photosynthetic mastery, All "Air" Powers, Extras: Area [General, Burst], Effortless, Selective, Flaws: Range [Touch], Feats: Progression [Area] 3 [500ft radius], Subtle) {44/48} AP: Snare 15 (nature's grasp, Extras: Area [General, Shapeable], Selective, Flaw: Distracting) {45/48} AP: Stun 20 (stunflower, Extra: Range [Ranged], Flaw: Action [Full], PFs: (Indirect 3, Sedation, Subtle, Variable Descriptor 1 [any plant]) {46/48} AP: Super-Movement 3 (plant dooors, Dimensional Movement 3 [Any Dimension], Extras: Duration 2 [Continuous], Portal 2, Feats: Change Direction, Change Velocity, Easy, Progression [Portal Size] 5 [250ft x 250ft], Turnabout, Subtle) {28/48} AP: Teleport 9 (plant doors v.2, 900ft per Move Action, 20,000 miles per Full Action ["Anywhere On Earth"], Extras: Accurate, Affects Others, Flaws: Medium [Plants], Feats: Change Direction, Change Velocity, Easy, Progression [Cargo] 12 [500 tons], Turnabout, Subtle) {44/48} AP: Teleport 9 (plant doors v.3, 900ft per Move Action, 20,000 miles per Full Action ["Anywhere On Earth"], Extras: Accurate, Linked [super-Movement], Flaws: Medium [Plants], Feats: Change Direction, Change Velocity, Easy, Progression [Cargo] 14 [2,500 tons], Progression [save DC] 5 [DC24]) [40PP] + Super-Movement 2 (Dimensional Movement 1 [To/From Earth-Fleur], Extras], Flaws: Medium (Plants)) [4PP] {40+4/44/48PP] AP: Transform 10 (plant mastery, 1,000 lbs., Extras: Duration [Continuous/Lasting], Feats: Innate, Subtle) {42/48} Immunity 3 (ambrosial, Aging, Disease, Poison) [3PP] Immunity 2 (plant physiology, Critical Hits, Sleep) [3PP] Immunity 1 (photosynthesis, Suffocation [CO2], Extra: Affects Others) [2PP] Protection 13 (lignin skin, PF: Subtle) [14PP] Regeneration 2 [ambrosial, Resurrection 2, 48 hours] [2PP] Regeneration 10 (botanical rejuvenation, Recovery +2 [+9], Recovery Rate: Bruised 3 [No Action], Staggered 1 [20 minutes], Injured 2 [5 minutes], Disabled 2 [1 hour], Flaws: Source [sunlight], Feats: Regrowth) [6PP] 32 + 32 + 21 + 28 + 28 + 93 = 244/250PP ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Dissolve Plants Perception DC23 Fortitude (Staged) Drain Toughness Perception DC28 Toughness (Staged) Damage Entangling Vines Ranged DC30 Reflex (Staged) Entangled/Bound Grow Plants Ranged DC20 Fortitude Transform Magic Flower Ranged DC20 Reflex Dimensional Pocket O2 Burst Ranged/Area DC20 Reflex 1/2 Effect Ranged/Area Contested vs Power Rank/Will Nullify Step Through Plants Touch DC24 Reflex Teleport Stun Flower Ranged DC30 Fortitude (Staged) Dazed/Stunned/Unconscious Vines (Thrown Object) Ranged DC35 Toughness (Staged) Damage
  4. Player Name: Trollthumper Character Name: Cavalier Power Level: 10/13 (166/230PP) Trade-Offs: None Unspent Power Points: 64 In Brief: Alien abductee turned troubleshooter for the rough end of the universe turned Star Knight. Alternate Identity: Kyle Steward Identity: Public Birthplace: Freedom City, NJ Occupation: Unemployed Affiliations: Rygar's Runabouts (troubleshooter band), the Star Knights Family: Jenny Steward (mother, reporter), Alan Steward (father, aeronautics engineer), Guy Steward (brother, college student) Description: Age: 23 (DOB November 11, 1989) Apparent Age: 23 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 180 lbs. Eyes: Brown Hair: Brown Appearance: Still getting used to Earth clothes for the first time in forever, Kyle usually wears sturdy, industrious clothes when he's about, stuff that sits well and offers a measure of protection. He keeps his hair relatively well-trimmed, but is okay with letting his facial hair grow out for a day or two - a side effect of the Cloud having many clippers for the more furry species, but a lack of good razors for operation by humanoid hands. When his armor deploys, it grows to cover almost all of his body, taking on a bright green coloring. Power Descriptions: All - Device, Technological Blast - Energy Enhanced Strength - Physical (Bludgeoning) Snare - Energy, Entrapment History: Kyle Steward had a plan for his life. He was going to go to HIT, study engineering, and find work in aerodynamics. But before he did any of that, he was going to go across the country with some of his high school friends, a chance to see the country and let loose before the responsibility of college pressed down on them all. When the car sprung two flats outside a cornfield in Kansas and the rest of the group waited for AAA, Kyle stepped into the field to take care of some business. No one remembers exactly what happened next, but by the time the tow truck arrived - a time none of Kyle's friends could ever fully recall - he was nowhere to be found. He had stepped into the cornfield and simply vanished. From Kyle's perspective, it was an entirely different story. After witnessing a strange light and feeling the world spin, he passed out. When he came to again, he was naked, strapped to a plinth, and being examined by something that looked like a cross between a jellyfish and a centipede. He wasn't the only captive, though he really couldn't tell what any of the others were. The tests were extensive, painful, and seemingly without any motivation. Right before it seemed his captors were about to cut him open, the ship was boarded by Rygar's Runabouts, a team of mercs hired to retrieve the abducted son of the Magistrex of Volanus. They quickly managed to take the ship, but the strange aliens chose suicide over surrender and completely wiped the ship's data banks in the process. As the Runabouts retrieved Kyle from his plinth and established a telepathic link for ease of communication, a few things became clear. First, with the ship's databanks wiped, there was no clear map back from wherever he was to Earth. Second, the ship had taken him to the edge of the Large Magellanic Cloud, well outside the Milky Way. Third, none of the names of stars or planets he had translated directly to the astronomical knowledge of his companions. For the time being, he was stranded in the universe, unable to make his way home. With no other options, he crewed with the Runabouts, aiding them in their jobs and learning the ins and outs of the new galaxy. From Jellana, the weaponsmaster, he learned how to manage himself in a firefight, a situation that popped up more often than he liked. From Moritus, high priest of the Divine Engine, he learned how starships ran, from majestic cruisers to their old rust bucket. From Gelar, the ship's layabout and self-appointed "diplomat", he learned all about the various species of the Cloud. For three years, he shared in their exploits - that is, until their charter got revoked following a diplomatic incident ("you blow up one gray goo-infested military outpost..."). The various Runabouts went their separate ways, and Kyle was left working as an independent troubleshooter, solving issues for the highest bidder. It was eighteen months into his new career that he heard a set of words that sounded all too familiar - "Star Knight." Mentor's recruitment efforts had finally expanded into the edges of the Cloud, and Kyle had a possible way back home. He tracked down the first Star Knight in the Cloud, Hal'aste of Renosa, and gave him his story. Hal'aste, of a charitable heart, said that once his latest tour of his sector of the Cloud was done, he'd take Kyle to Citadel and make sure he got home. During the tour, however, Kyle and Hal'aste visited a world that came under attack by an expeditionary force of the Khanate. As the two helped the locals to drive the Khanate back, Hal'aste suffered a mortal wound. The planet still at risk, Kyle fought to save Hal'aste's life, but to no avail. But with no other Star Knights in the sector and the Khanate still bearing down, Mentor issued an emergency override, and Hal'aste's armor jumped to the closest candidate - Kyle. After the agents of the Khanate had been driven from the planet's skies, Kyle was instantly taken to Citadel, where he was trained in the ways of the Star Knights. Maria Montoya was recalled to Citadel for brief stretches to oversee his training, as well as get him used to all that had happened on Earth. With the course recently concluded, Kyle - taking the name "Cavalier" to distinguish himself from Earth's standing Star Knight - is ready to come home. He has no idea what he's in for... Personality & Motivation: Kyle's seen a hell of a lot, and it's changed him. He keeps up a joyful demeanor most of the time, but snark and hostility sneak out more often than he'd like. On some level, though, he knows he's seen things most people never will, and has a deep appreciation of that. He wants to put all the things he learned in the Cloud to good use on Earth, while also serving as an upstanding example of a Star Knight. Powers & Tactics: Blast - Cavalier's armor molds to form a blaster-style attachment in his hand that launches bolts of concussive force in great volume. Enhanced Strength - The armor redirects ambient power into the muscles and outer carapace, allowing for heightened resilience and strength. Snare - The blaster shifts loads to produce a hard-light construct that entraps its target, using a Von Neumann principle to maintain full operational strength unless sufficiently disrupted. Complications: Close Encounters of the WTF Kind - Kyle still doesn't know what sort of aliens dragged him off of Earth, or for what purpose. That wouldn't be such a big deal, but it appears Mentor didn't even know what sort of aliens they were. What was their agenda, and what might happen if they return? Friends in Low Places, Enemies in High Ones - Kyle's old buddies in the Runabouts are making sure to keep in touch with him through the wonders of quantum communication, and may give him reason to return to the Cloud. That, and he's made a number of enemies in both the Cloud and the Milky Way, the Khanate among them. "Oh, Right, That's Still An Issue Here..." - Kyle is gay, and has spent five years in a part of the universe where sexual orientation is not usually that big of a deal (mainly because the number of genders and orientations ranges anywhere from one to double digits amongst any given species). He knows to be more discreet on Earth, but coming face-to-face with direct homophobia might trigger a reaction. "So, Did They Ever Get Off the Island?" - Kyle may have gotten the Cliff's Notes on the past five years from Maria, but he's still been gone from Earth for a while. Recent changes in politics, pop culture, and the superhero scene might catch him off guard. Abilities: 4 + 4 + 4 + 6 + 4 + 4 = 26 PP Strength 14 (+2) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 14 (+2) Combat: 14 + 14 = 28 PP Attack: +7 (+10 Star Knight Armor) Defense: +11 (+7 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +2 Grapple: +22/+8 Knockback: -11/-5/-1 Saving Throws: 6 + 6 + 6 = 18 PP Toughness: +11/+2 (+2 CON, +9 Protection) Fortitude: +8 (+2 CON, +6) Reflex: +8 (+2 DEX, +6) Will: +8 (+2 WIS, +6) Skills: 84r = 21 PP Bluff 10 (+12) Computers 9 (+12) Diplomacy 10 (+12) Disable Device 8 (+11) Gather Information 6 (+8) Investigate 4 (+7) Intimidate 6 (+8) Knowledge (galactic lore) 5 (+8) Knowledge (physical sciences) 7 (+10) Notice 6 (+8) Search 6 (+9) Sense Motive 7 (+9) Feats: 13 PP All-Out Attack Challenge (Fast Feint) Dodge Focus 4 Evasion Luck 2 Power Attack Skill Mastery (Bluff, Disable Device, Knowledge (physical sciences), Notice) Taunt Uncanny Dodge (auditory) Powers: 60 PP Star Knight Armor, 75 PP Device (Hard to Lose) [60 PP] Offensive Capabilities, 33 PP Array (Power Feats: Accurate 2, Alternate Power 3) [38 PP] Base: Blast 11 (Extras: Autofire 1) [33 PP] AP: Enhanced Strength 18 [18 PP] + Impervious Toughness 11 [11 PP] + Super-Strength 2 (Effective Lifting Strength 40) [4 PP] AP: Snare 11 (Extras: Regenerating) [33 PP] AP: Nullify Technology 11 [33 PP] Comprehend 2 (Languages) [4 PP] Enhanced Feat 1 (Quick Change) [1 PP] Flight 1 (10 MPH, 100 ft/round) [2 PP] Auxiliary Thrusters, 8 PP Array (Power Feats: Alternate Power 1) [9 PP] Base: Enhanced Flight 4 (250 MPH, 2500 ft./round) [8 PP] AP: Enhanced Space Flight 8 (500c) [8 PP] Immunity 9 (life support) [9 PP] Protection 9 [9 PP] Space Travel 1 (1c) [1 PP] Super-Senses 2 (Communication Link [Mentor], Radio) [2 PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Ranged DC26 Toughness (Staged) Damage (Energy) Snare Ranged DC21 Reflex 1/2 save DC21 Reflex (Staged) Ensnared Enhanced Strength Unarmed Touch DC26 Toughness (Staged) Damage (Physical) Nullify Technology Ranged DC21 Will Nullify Totals: Abilities (26) + Combat (28) + Saving Throws (18) + Skills (21) + Feats (13) + Powers (60) - Drawbacks (0) = 166/230 Power Points
  5. Glamazon Power Level: 15/12 (216/231PP) (PL 15 with the Trident, PL 12 without it) Trade-Offs: None Unspent Power Points: 15 In Brief: Atlantean Demigoddess Alternate Identity: Princess Thalassa 'Thaelia' of the House of Atlan Identity: Public Birthplace: Atlantis Occupation: Atlantean Ambassador Affiliations: Atlantean Royal Family, The Olympians, Next Gen II (Former Member) Family: Poseidon (Father), Theseus (Uncle), Nereid (Cousin) Description: Age: 23 (DoB: January 03, 1997) Gender: Female Ethnicity: Atlantean Height: 6'0 Weight: 160 lbs. Eyes: Blue Hair: Black Thaelia is a muscular young woman with raven black hair and soft blue eyes that always give the feeling of an ocean's view. Her skin is slightly olive in complexion. The Glamazon's forma battle attire is old decorated Atlantean battle armor and mesh-wear. Runes and gems are strewn all about, with the cloth just loose enough to adjust to all manners of aerodynamic friction underwater. The attire doesn't offer the girl any added protection that her flesh doesn't already give but Thaelia simply likes how it appears. History: When Thaelia was born she was brought to the Atlantean royal palace by none other than Poseidon himself. Poseidon informed Theseus that he was to watch over his daughter, Thaelia, and that she was the King's blood as well. Her mother, the younger sister to Theseus, Despina. Apparently Despina had been killed by surface dwellers, and the Greco-Roman Sea God whom she spent her last moments with had used the last of his summoned power before returning to Olympus to transport the child and send the Atlantean Royal home . However Atlanteans have been known for, if nothing else, their ability to adapt and the king rolled with the punches raising her as a member of his own family. Formally declaring her as his niece and princess of Atlantis far as actual status was concerned. Growing up Thaelia was always known as a bit of a troublemaker, her recklessness leading to multiple incidents. Including one event in which ended with a pillar crashing through a public library. Hoping to instill a sense of discipline into the girl, Theseus had military officers teach her how to wield a blade running combat drills every day. Not that it prevented her from running wild, just skewed her focus to picking fights with barbarians. Occasionally needing to be rescued from overestimating herself. An experience she much preferred to culture and diplomacy lessons. When Thaelia came to sixteen years of age, Theseus invited her to accompany to a ball being held in Freedom City. They would be acting as emissaries for Atlantis rubbing elbows with local politicians and strengthen the sometimes tenuous relationship sea had with the surface. At least that was the plan. But, even being accompanied by her land-faring cousin and custom tailored cocktail dress would not add to the lack of comfort levels at the social function. As curious as she was to see the surface world that Nereid often spoke of, Thaelia had never been one for formal events. Sneaking out during the ball she was able to catch sight of a driver falling asleep behind the wheel of a 16 wheeler and losing control heading straight towards a scared little girl in the center of the road. Before the thoughts could even form in her head, Thaelia simply reacted leaping forward directly in front of the girl and stopping the truck head on. Her heels dug into the road, dress collecting more dirt than it had ever seen in its life, and the smell of rubber filled the air. Of course the only thing that mattered to Thaelia was that the girl was alright at the end. The next day the event became a spectacle. One which was deemed a media hit as the press dubbed the youth 'The Glamazon', a name that she wasn't too fond of. Images of Thaelia stopping the truck in a cocktail dress and heels flooding papers and news stations. Theseus simply found the event amusing noting that she should probably wear more practical footwear on any other outings. The family chose not to publicly comment on the matter. The king did take it upon himself make arrangements for Thaelia much like he once did with his own daughter to attend Claremont and learn to better use her ever growing abilities under their direct supervision. Much to the girl's delight. Life After Claremont Upon Graduating from Claremont, after being sidetracked by a kidnapping, princess Thaelia petitioned both her family and the Atlantean senate to allow her to act as Atlantis ambassador to the surface. Though Atlantis relations with the surface remained tumultous, especially with frequent conflicts with foreign navies while Thaelia studied abroad, they eventually relented on a trial basis. Whilst waiting for the Atlantean Embassy to be built in Freedom City, Thaelia spent a few months living in Freedom League Special Circumstances Housing. Personality & Motivation: Thaelia's extremely compassionate willing to fight for anyone in need with little to no regard for her personal safety. Wearing her heart on her sleeves, the Atlantean princess' emotions are always an open book to those willing to read. While her Atlantean leanings would suggest the worship of various sea gods, Thaelia is actually solely a Hellenist. Even giving piety to the gods after defeating particularly dangerous foes. Thaelia is short on impulse control, she finds herself often acting without thinking. She's never been lacking in hubris or overconfidence. Furthermore coming from a warrior culture Thaelia loves the thrill of battle. Priding herself on the opportunity to overcome any opponent in combat. She can't, however, stand for cruelty. Villains who choose to torture their victims rather than kill them quickly earn her deepest ire for such a grave injustice. Thaelia lives by a code of honor that would set her right at home with a Homeric Hero. Believing a hero's duty was to fight for those in need, and that the only way of gaining glory and immortality is through committing heroic acts on the battlefield. In her case leaving some truth to the mythology as a demigoddess. Living up to her honorable ideals is the top priority for Thaelia. This pursuit of honor is placed with a value even above her own life, refusing to retreat when in overwhelming danger. Powers & Tactics: Thaelia traditionally relies on a mix of pankration with modern boxing and grappling techniques on the surface. Underwater her fighting style is akin to a graceful cruise ship missile, swimming around and charging into her foes with absolute ease. Those who underestimate her are quickly made aware of her superhuman strength. Thaelia is strong enough to lift an ocean liner with minimal effort. When sufficiently pushed she'll prove herself her father's scion and use her strength to create miniature earthquakes to knock her opponents off their feet a tactic that allows her allies to take advantage of their foes loss of footing. As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, faster even. That's if her opponents can injure her in the first place, as even for an Atlantean royal Thaelia is particularly strong and durable. Lacking her grandfather's affiliation with turning into a liquid form she's had to train her body to directly trade blows with all manners of foes. Thaelia is armed with Undertow, a sentient trident created out of a foul miasma and tempered by her ichor. The trident allows her to make manifest the godly power her mortal half could not call upon otherwise. With Undertow, Thaelia can walk on water, call upon the ocean water to heal her from physical harm, or even. The trident increases her strength and durability to the point that most conventional weaponry cannot even scratch her unless the blow is directly aimed to her solar plexus. Whilst holding Undertow Thaelia's ability to move through the sea is even faster, almost as if the trident was pulling her forward. Undertow can also glow as In Atlantean writing the trident's handle bears the inscription. "Should one be worthy to wade through the Undertow, he shall bear the weight of the POWER POSEIDON." Complications: Undertow: Thaelia's prized trident is a sentient, telepathic being granting her access to both of its vast knowledge and her godly gifts. But, it is also in part a malevonent entity. The miasma that gives it life is entertained by bringing stryfe to its bearer. GM's are encouraged to play the trident up in a way that is actively antagonistic to her. Competitive: Thaelia strives to win any contest she is in, regardless of the nature of the contest. Her honor forbids her from turning down a challenge. Even if doing so would be in her best interest Diplomatic Responsibility: Thaelia isn't free to act as she pleases, her actions can be considered a reflection on Atlantis to the public. At all times her role as an ambassador should be in the back of her mind. And if it's not it certainly will be for those that would wish to take advantage of this fact. Family Issues: Taking aside her earthly relationships, her family on Mount Olympus is a potential source of a great deal of strife. One thing that holds true to the myths the Greek Gods are not the most stable family. Ichor of the Gods: Divinity is in the blood. Literally. Thaelia's blood glows a golden color (although it is still mostly red). Which could make for easy tracking of her once injured. In the case of blood transfusion her blood is poisonous to humans and could theoretically be weaponized by a non magical villain. The magical properties of her blood also are enticing for a villain who knows of her parentage and want to make use of her as an ingredient for some dark arcane art. Truth Teller: Thaelia isn't just a bad liar. She's a disastrous one. The GM is encouraged to make any attempt at deception with Thaelia involved end up with disastrous results. ABILITIES: 24 + 2 + 24 + 4 + 2 + 0 = 56PP Strength: 40/34 (+15/+12), effective lifting STR 115/79 Dexterity: 12 (+1) Constitution: 40/34 (+15/+12) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 10 (+0) COMBAT: 24 + 10 = 34PP Initiative: +1 Attack: +15+/12 Grapple: +45/+33 (+15/+12 Base Attack, +15/+12 Strength, +15/+9 Super-Strength) Defense: +15/+12 (+8/+5, +7 Dodge Focus), +5/+4 Flat-Footed Knockback: -15, -7 vs. Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic; -6 without Trident SAVING THROWS: 0 + 0 + 9 = 9PP Toughness: +15/+12 (+15/12 Con, Impervious 15 [Not vs. Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic]) Fortitude: +15/+12 (+15/+12 Con, +0) Reflex: +1 (+1 Dex, +0) Will: +10 (+1 Wis, 9) SKILLS: 44R = 11PP Diplomacy 7 (+7) Knowledge (Arcane Lore) 13 (+15) Knowledge (Theology & Philosophy) 8 (+10) Language 4 (Atlantean [Native], English, Greek, Latin, Lemurian) Perform (Singing) 5 (+5) Ride 4 (+5) Swim 3 (+18) FEATS: 20PP Accurate Attack All-Out Attack Benefit (Status 2 [Atlantean Royal, Olympian Demigoddess]) Chokehold Dodge Focus 7 Environmental Adaptation (Aquatic) Favored Environment (Underwater) Interpose Instant Up Power Attack Ritualist Stunning Attack Takedown Attack Enhanced Feats Quick Change (from Trident) Veteran Reward Equipment 5 HQ: The Aquarium [25EP] Location: Bottom of the Atlantic Ocean, in the Miwlaukee Deep Appearance/Details: Size: Huge Sized [3EP]; Toughness: +20 [3EP]; Features: Animal Pens, Combat Simulator, Communications, Computer, Concealed 2 (DC+15), Defense System, Dock, Fire Prevention System, Gym, Holding Cells, Infirmary, Isolated, Library, Living Space, Pool, Power System, Security System x2 (DC 25) [19EP] POWERS: 37 + 51 + 3 = 91PP Atlantean Physiology ( 36PP Container; Feat: Innate ) [37PP] Immunity 3 ( Cold, Pressure, Suffocation [Drowning] ) [3PP] Super Senses 1 ( Low-Light Vision ) [1PP] Super-Strength 9 ( +45; Effective lifting STR 79 [Heavy Load= 1.6k Tons]; Feats: Groundstrike, Shockwave, Thunderclap ) [21PP] Swimming 10 ( 2500 mph, 25000 ft./rnd; Feat: Alternate Power 1 ) [11] Speed 6 ( 500 mph, 5000 ft./rnd ) + Leaping 4 ( Jumping Distance x25 [Running Jump 625', Standing Jump 315', High Jump 156') [6+4]={10/10} Device 16 ( 80PP Container; Feat: Indestructible, Restricted 2 [Only the Worthy may Lift; Worthiness is defined by embodying the Homeric heroic code]; Flaw: Easy-to-Lose) [51PP] All Effects have the Divine Descriptor Comprehend 2 ( Animals [Speak to, Understand]; Flaw: Limited to Equines ) [2DP] Damage 0 ( Feats: Extended Reach, Improved Critical, Mighty; Extra: Penetrating 3) [6DP] ( Undertow's prongs ) Enhanced Attack 3 [6DP] (Deftness of Atalanta) Enhanced Constitution 6 [6DP] (Invincibility of Achilles) Enhanced Defense 3 [6DP] (Deftness of Atalanta) Enhanced Feat 1 ( Quick Change ) [1DP] (Outlandishness of Periclymenus) Enhanced Strength 6 [6DP] (Strength of Heracles) Features 1 ( Sentience [The trident is sentient, telepathic, and prefers to be called Undertow] ) [1DP] Impervious Toughness 15 ( Flaw: Limited [Not Impervious vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic]; Drawback: Weak Point ) [7DP] (Invincibility of Achilles) Light Control 1 ( 10' ) [2DP] (Glowing Trident) Regeneration 10 ( Bruised 3 [No Action], Injured 6 [No Action]; Flaw: Source [Water] ) [5DP] (Nourishment of Triton) Super-Movement 1 ( Water-Walking ) [2DP] (Oceanography of Orion) Super Senses 14 ( Vision Penetrates Concealment, True Sight ) [14PP] (Eyesight of Lynceus) Super-Strength 6 ( +30 Effective lifting, total STR 115 [Heavy Load= 104.9k Tons] ) [12DP] (Strength of Heracle) Swimming 4 ( [Stacks with Swimming 10 for a total of 14]; 50,000 mph 500,000' per round ) [4DP] (Deftness of Atalanta) Immunity 3 ( Aging, Disease, Poison ) [3PP] (Ambrosia) DRAWBACKS: -1-2-2 = -5PP Vulnerable (Desiccation Effects; Frequency: Uncommon, Intensity: Minor) [-1] Vulnerable (Fire/Heat; Frequency: Common, Intensity: Minor) [-2] Vulnerable (Electricity; Frequency: Common, Intensity: Minor) [-2] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC30/27 Toughness Damage (Physical) Groundstrike 150’/120' Explosion DC25/22 Reflex Trip Shockwave 150’/120' Cone DC25/22 Reflex DC30/27 Toughness Damage (Air) Stunning Attack Touch DC 25/22 Fortitude Stun Thunderclap 75’ Burst DC25/22 Reflex Dazzle (Deafened) Undertow’s Prongs Touch +5’ DC30 Toughness Damage (Piercing) TOTALS Abilities (56) + Combat (34) + Saving Throws (9) + Skills (11) + Feats (20) + Powers (91) - Drawbacks (5) = 216/231 Power Point
  6. Tsunami Power Level: 12/15 (237/250 PP) [252] Trade-Offs: Unarmed: -3 damage/+3 attack; Cone of Water: -2 damage/+2 attack Unspent Power Points: 13 In Brief: Asian water controller on the run from her criminal family. Alternate Identity: Giang Trang; Xian Lou Khan Identity: Secret Birthplace: Unknown Occupation: Governess Affiliations: Claremont Academy Alums, Unofficial Seafaring Heroes coalition (Glamazon & Temperance); Socotra Royal Family Family: Kong Zi Khan (father); Murjana al-Darsha (mother); four half-siblings; Nina al-Darsah (Monsoon, Aunt) Age: 27 (DOB: 10/4/1995) Apparent Age: 22 Gender: Female Height: 5' 3" Weight: 102 lbs Eyes: Light Brown Hair: Black Giang has a light build and is very petite, standing about 5' 3" and weighing a little over a hundred pounds. She has shoulder length black hair that is usually worn in a ponytail and light brown eyes. She has a somewhat youthful beauty. Growing up in Vietnam, she wore rather plain clothing. Since being relocated to Freedom City, she has been provided more typical American teen clothing, though she tends to stick with nondescript and functional attire. She has not yet selected a costume for superheroics. Though not regularly visible, Giang has a series of >tattoos that cover much of her upper back. In the center is the I Ching trigram for water, Kan. Four pinyin characters are arranged around the trigram. Directly above the trigram is Shui, the pinyin character for Water. To the left and right are the pinyin characters for the two Celestial stems associated with Shui, ren and gui. Directly below the trigram is the pinyin character for Xuan Wu, the Black Tortoise, the Celestial creature associated with Shui. Arranged around these central tattoos are the seven pinyin characters for the seven “mansions†(or Chinese constellations) associated with Xuan Wu. Giang has had these tattoos for as long as she can remember, and they have remained clear and precise as if they were freshly applied. Power Descriptions: Giang has the ability to control water. In addition to being able to move up to 50 tons of water, she can project powerful blasts of water, create objects of "solid" water and even dehydrate people by removing water from their bodies. She is also able to breathe underwater and survive the cold and extreme pressure of the ocean depths. Water Control Giang's ability to control water is subtle, only visible to those with Magic or Mental supersenses. Forcefield Giang's forcefield is a shimmering sheen of water that covers her. Friction Control Giang covers an area in a sheen of very slippery water. Create Object (solid water) Giang is able to create objects formed from water. The objects are very clearly made of water, but they are solid enough to stand or sit on, and touching them does not disturb their smooth surface. History: Giang grew up in a small remote village on the banks of the Dan river in the northern part of Vietnam, though she often felt that she and her parents were somewhat out of place in the village. While most of the villagers' lives involved the constant toil of farming, her parents did not seem to do any work, and had a much larger home than the rest of the village. In addition, while she learned to speak Vietnamese, along with English and Cantonese, the primary language spoken in her family's home was Mandarin. Giang's parents kept her generally isolated from the other children in the village. Instead, her life was a regimented series of private lessons and training. In addition to her language training, she studied the works of Sun Tuz, the history of China and Southeast Asia (with particular focus on the history and tactics of Genghis Khan), as well as the teachings of Confucius, Buddhism and Taoism. She received martial arts training in Vovinam (the national martial art of Vietnam) and Wushu. When her abilities to control water emerged during adolescence, her training helped to provide her focus and control of her powers. Shortly after her seventeenth birthday, Giang's parents took her out of the village, and Vietnam, for the first time. They traveled to Hong Kong, where Giang was introduced to a man who claimed to be her true father, Kong Zi Khan. Kong Zi told her that their family were descendants of Genghis Khan, settling in China during the Yuan Dynasty established by Kublai Khan. After the end of the Yuan Dynasty, the family's fortunes had waxed and waned, at times they were advisors to emperors, at others outcasts and members of the criminal underworld. In the early part of the twentieth century, her great-grandfather had been the head of a major criminal organization in southern China. When Dr. Sin began his rise to power, Yu Qian Khan choose to voluntarily join the Doctor's organization, becoming one of his chief lieutenants. The family's service to Dr. Sin continued over the next ninety years. However, the family never forgot their own aspirations or desire for power. Kong Zi informed Giang that she was part of the family's plans to recover its former glory. Giang and her four older half-siblings represented the five phases (or elements) of the Wu Xing: wood, fire, earth, metal and water. Now that Giang was old enough to join her half-siblings, together they would be a formidable force to advance the family’s ambitions. Giang, or Xian Lou Khan as Kong Zi addressed her, was shocked by these revelations. Not only had she learned that the Trangs were not her parents, instead merely Kong Zi's operatives tasked with raising her, but her "father's" ambitions and goals were counter to much of what the teenager had internalized during her years of training. While she knew she should respect her elders, she did not want to be part of any plans for conquest or criminal activity. Initially playing the role of the submissive daughter, Giang was soon able to escape from Kong Zi. She managed to stow away aboard a cargo ship bound for Singapore, where she managed to survive on the streets for a number of weeks. Eventually, some of Kong Zi's other operatives caught up with her. Giang attempted to escape again, and fortunately, Raven intervened helping to defeat Kong Zi's men. After hearing Giang's story, Raven was suspicious, not entirely certain this was not part of some plot by Dr. Sin. However, Raven ultimately decided she could not just leave the teenager to survive on her own and took Giang back to Freedom City with her. While neither Raven nor Headmaster Summers fully trust Giang, they placed her at Claremont to give her a chance to prove herself, and allow them to keep a close eye on her. Personality & Motivation: Giang generally projects a calm and thoughtful demeanor. Years of meditation and study have taught her to be centered and focused. She seeks to follow the main principle of Vovinam, expressed by the common salutation for its students: “Iron Hand over benevolent heart,†striving to better herself and her control of her powers in order to not only help herself, but also be able to help others live in peace and harmony. Powers & Tactics: Giang often concentrates on fighting defensively initially, providing her an opportunity to study the situation. She will then use her various powers as appropriate to the circumstances. Complications: Family Legacy: Giang's family has a long history as part of the Asian criminal underworld. There are many who could be aware of some of her family's activities, or alleged activities, and be hesitant to trust her because of that. Wayward Daughter: Giang has rejected and fled from her father and family. They would very much like to find her and attempt to bring her back into the fold. It is Just Business: Dr. Sin has often allowed some degree of in-fighting between his key lieutenants, both to help keep them from plotting against him and to weed out those unworthy to serve him. As such, some of the Dr's other lieutenants could see capturing Giang as a way to gain leverage against her father, or a way to weaken him if they were to kill her. The Doctor is in: There is always the possibility that Dr. Sin might take an interest in Giang, either to determine what her father has been up to, or for reasons entirely his own. Abilities: 6 + 10 + 8 + 4 + 10 + 6 = 44PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 16 + 16 = 32PP Initiative: +4/ +12 with Kn: Tactics Attack: +8; +15 Melee; +12 Blast; +12 Dehydrate; +14 Cone of Water Grapple: +18 Defense: +12 (+8 base +4 Dodge Focus)(+4 flat-footed) Knockback: -5/ -3 w/o Forcefield Saving Throws: 5 + 7 + 6 = 18PP Toughness: +12 (+4 Con, +2 Defensive Roll, +6 Force Field) Fortitude: +9 (+4 Con, +5) Reflex: +12 (+5 Dex, +7) Will: +11 (+5 Wis, +6) Skills: 132R = 33PP Acrobatics 10 (+15)Skill Mastery Climb 7 (+10) Concentration 10 (+15) Drive 5 (+10) Kn: History 6 (+8) Kn: Earth Sciences 8 (+10) Kn: Tactics 10 (+12) Kn: Philosophy and Religion 8 (+10) Kn: Streetwise 3 (+5) Languages 7: (Mandarin native): Arabic, Atlantean, English, Cantonese, Japanese, Soqotri, Vietnamese Medicine 5 (+10) Skill Mastery Notice 10 (+15) Search 4 (+6) Sense Motive 16 (+21)Skill Mastery Stealth 10 (+15)Skill Mastery Survival 5 (+10) Swimming 8 (+11) Feats: 25 PP Attack Focus: Melee 7 Benefit (use Kn: Tactics for Initiative Checks) Defensive Attack Defensive Roll Dodge Focus 4 Environmental Adaptation (Water) Evasion Improved Block Improved Throw Improved Trip Luck 2 Move By Action Power Attack Skill Mastery (Acrobatics; Medicine; Sense Motive; Stealth) Takedown Attack Powers: 6 + 14 + 8 + 2 + 9 + 9 + 40 = 88 PP Force Field 6 [6PP] Immunity 13 (All water effects [Selective]; Aging, Pressure; Cold environmental condition) [14PP] Martial Arts Training 3.5 (7 PP array; 1 Alt Power) [Martial Arts, Training] [8 PP] BP: Strike 4 (Feat: Mighty; Improved Critical 2 [18-20]) {7/7} AP: Trip 10 (Feats: Improved Critical 2 (Trip) [18=20]; Flaw: Touch Range) {7/7} Super Movement 1 (Water Walking) [2PP] Super-Sense 9 Detect: Water (mental) (Ranged, Accurate, Analytical, Acute, Extended, Radius) [9PP] Swimming 8 [500 MPH] (Feats Alternate Power 1)[9PP] Flight 5 [250 MPH] (Flaw: Platform (water spout) {5/8} Water Phase of the Wu Xing 17 (34 PP Array; Feats: Alternate Power 6) [40PP] BP: Water Control 16 [Able to move up to 800 tons of water as heavy load] (Feats: Subtle; Precise) {34/34} AP: Blast 12 (Extras: Penetrating 2; Feats: Knockback 2; Accurate 2; Homing; Precise; Improved Critical 2 [18-20]) {34/34} AP: Dehydration Damage 10 (Extras: Ranged; Alt Save: Fortitude; Feats: Accurate 2) {32/34} AP: Create Object (solid water) 14 (Feat: Precise) {29/34} AP: Trip 11 (Extras: Area [General, Burst, 50' radius]; Selective) {33/34} AP: Cone of Water (Blast) 10 (Extras: Targeted Area [Cone ]; Selective; Flaws: 0 Range; Feats: Accurate 3, Precise, Improved Critical 1 [19-20]) {34/34} AP: Time Stop 4 (20' radius) (Extras: Selective; Flaws: 0 Range; Feats: Progression: Area 2 (100' radius)) {30/34} Drawbacks: -3 PP Vulnerable: Earth/Rock Effects (Common/Mod +50%) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed (normal) Touch 17/Toughness Bludgeoning Damage Blast Range 27/Toughness Damage (Water) Dehydration Range 25/Fortitude Damage (Dehydration) Friction Control Range 20/Reflex Trip Totals: Abilities (44) + Combat (32) + Saving Throws (18) + Skills (33) + Feats (25) + Powers (88) - Drawbacks (3) = 237/250 Power Points
  7. Velocity Power Level: 15 (243/250PP) [324] Trade-Offs: -2 Toughness/+2 Defense; -4 Damage/+4 Attack with Rapid Fire and Rapid Attack Unspent Power Points: 7 Old character sheet is >here. In Brief: Archetypical speedster. Alternate Identity: Megan Howell Identity: Secret Birthplace: Freedom City Occupation: Socialite Affiliations: Freedom League Reservist Family: Donald Howell (father); Erin Howell (mother); Samantha Howell (sister); Jason Howell (brother); Lawrence Harrow (son); Robert Harrow (fiance) Age: 22 (July, 1991) Gender: Female Height: 5' 5" Weight: 110 lbs Eyes: Blue Hair: Blonde (in costume wears a brunette wig) Megan has always been an attractive girl, one of those lucky ones who seemed to completely skip the awkward teenage stage. Now she has matured into a very stunning young woman, with a lean and tone body that still has plenty of curves. While she has long had a taste for the more expensive end of fashion, since attending Yale, she began wearing more moderately priced clothes around campus and has continued to do so in more general casual situations since returning to Freedom City. As Velocity, her costume is a yellow, form-fitting bodysuit with thin black and white checkered strips running down the arms and legs. She also wears yellow gloves and boots, and a small utility belt in which she carries a few things, such as steel ball bearings which she throws at supersonic speeds. In addition, she covers most of her head in a yellow mask, leaving only the lower part of her face exposed. To further conceal her identity, a brunette wig extends out of the back of the mask. Hi-tech, mirrored goggles cover her eyes and part of the upper half of her face. Power Descriptions: Megan has the ability to move at many times the speed of sound, her speed allowing her to run across water, up the sides of buildings, and even vibrate fast enough to pass through walls. Her speed goes beyond just movement, with Megan able to perform tasks that might take a normal person an hour in a few seconds. History: Megan is the youngest child of Donald and Erin Howell, both parents coming from old money families (Donald's is from Boston while Erin's is from Freedom City). Her father is currently the chair of the corporate law practice group of Hartford, Grayson & Cole, Freedom City's largest law firm. Her mother is a well known philanthropist, involved in a number of charitable foundations around the city. Megan grew up in North Bay, where her parents have a very large home. Her childhood years were filled with numerous gymnastics and dance classes, which lead her to cheerleading when she attended the exclusive private high school, North Bay Academy. Early in her Sophomore year, Megan was on a field trip to Astro Labs when a supervillain tried to steal some invention or another. During the chaos of the battle with a superhero that arrived to stop the theft, Megan was exposed to some chemicals which granted her superspeed. It was not long before Megan was using her new found powers to help people and fight crime under the identity of Velocity. While her activities were initially restricted to North Freedom and parts of downtown, in her Senior year of high school Velocity found herself involved in more and more encounters with supervillains. At the same time she began teaming up with more of the other superheroes in Freedom City, even having chances to work with some of the members of the Freedom League. After stumbling across a plot by the Tyranny Syndicate to replace various key and influential people in Freedom City with their duplicates from the Syndicate's dimension, Velocity teamed up with Raven to put a halt to the Syndicate’s plan, and in the process took down Johnny Speed, the Syndicate's version of Johnny Rocket. Velocity was extended an invitation to join the Freedom League and accepted the invitation, even as she finished high school and began attending college at Yale University. While easily able to quickly travel from New Haven to Freedom City when needed, the stress that being called away to missions, often in other parts of the world, placed on any attempt to have even a semblance of a "normal" college experience began to wear on Megan. She had herself placed on reserve status with the League, and briefly associated with a group of Freedom City based heroes, the Interceptors, but that proved short lived, as she soon choose to try to focus more on college. However, Megan soon found she could not so easily set aside her identity as Velocity. Attempting to live life at a more normal pace (save for studying) soon had Megan feeling as if she was going to go insane from boredom. Once again she began making outings as Velocity, generally basing her activities around New York City to keep any attention off New Haven. As most of these outings were random good deeds and non-superpowered crime stopping, it was easier to develop the balance in her life that had existed at the start of her career. Last year Megan had the opportunity to spend a year abroad, studying at the University of Cambridge. While in England, Megan reconnected with Robert Harrow, a young member of the British nobility with whom she had had a brief fling in Ibiza during her pre-college European vacation with a pair of high school friends. By Megan's standards, their renewed relationship was a long one, but it came to its inevitable end when Megan was unable to explain a several day absence when Velocity had been called up by the Freedom League to help with a mission. After finishing her year at Cambridge, Megan has returned to the United States, and is now in her last year at Yale. She managed to arrange that the bulk of her credits for her last semester at Yale would be covered by a internship with Summit Transnational Group’s corporate headquarters in Freedom City. She has a couple of seminars, which she mainly attends via teleconference, and really only has need to be up in New Haven once or twice a week. Personality & Motivation: Megan has always been something of an overachiever, exactly what one would expect given her highly successful parents, not to mention two accomplished older siblings. While certainly one to have fun when she can, Megan has a strong work ethic along with a desire to help others. Outgoing and confident, she has little trouble in most social settings. As Velocity Megan has a chance to cut loose and be more carefree and impulsive. Begin a superhero gave her the opportunity to stop bad guys, crack jokes while doing so, and help people along the way. While time and experience has tempered this with a bit more seriousness, she still presents an overly energetic and free spirited persona. Powers & Tactics: Speed is Megan's primary tactic, allowing her to almost always react before anyone else, make an attack, and be gone and out of sight before most would even realize she has even moved. Her powers provide her an array of offensive abilities, from being able to throw punches at supersonic speeds to being able to generate a localized sonic boom that can be rather destructive. While speed and agility are Megan's primary defense, she is much tougher than she looks, a side effect of her body having adapted to being able to move at such high speeds. Complications: Secret Identity: Megan has long sought to keep her identity as Velocity secret to protect those she cares about. Fear the Future: Megan has recently learned that in some timelines, she and Robert Harrow have a son named Collapse who is capable of shredding the time/space continuum. As Velocity, she has also run into agents from an organization in the future working to stop Collapse in as many timelines as possible. Relationship: Despite learning about Collapse, Megan and Robert Harrow have renewed their relationship. Abilities: 0 + 10 + 8 + 6 + 2 + 10 = 36PP Strength: 10 (+0) Dexterity: 30 (+10) [20 (+5)] (Enhanced Stat) Constitution: 28 (+9) [18 (+4)] (Enhanced Stat) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 20 (+5) Combat: 14 + 20 = 34PP Initiative: +50 Attack: +7, +15 w/Strike, +19 w/Rapid Fire, Rapid Attack Grapple: +6 Defense: +17 (+10 base, +7 Dodge Focus)(+5 flat-footed) Knockback: -6, -4 flat-footed Saving Throws: 4 + 6 + 9 = 19PP Toughness: +13 (+9 Con, +4 Defensive Roll); +9 flat-footed Fortitude: +13 (+9 Con, +4) Reflex: +16 (+10 Dex, +6), Evasion 2 Will: +10 (+1 Wis, +9) Skills: 104R = 26PP Acrobatics 14 (+24) Bluff 6 (+11, +15 w/ Attractive) Concentration 9 (+10) Diplomacy 8 (+13, +17 w/ Attractive) Drive 2 (+12) Gather Information 8 (+13) Kn: Business 10 (+13) Kn: Civics 4 (+7) Kn: Current Events 2 (+5) Kn: History 2 (+5) Kn: Physical Sciences 2 (+5) Kn: Pop Culture 5 (+8) Notice 9 (+10) Sense Motive 7 (+8) Perform: Dance 15 (+20) Pilot 1 (+11) Feats: 22 PP Attractive Benefit 3 (Wealth 2/Rich; Freedom League Member) Connected Defensive Attack Defensive Roll 2 Dodge Focus 3 Elusive Target Equipment 6 (free from Gold Award) Evasion 2 Improved Initiative Luck 3 Move By Action Power Attack Uncanny Dodge (sight) Well Informed Equipment 6PP = 29EP Freedom Leagues Communicator Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP] Communications Link 1 (Freedom League HQ) [1EP] North Bay Estate Headquarters: Size: Huge; Toughness 10; Features: Communications; Computer; Dock; Fire Prevention System; Garage; Grounds; Gym; Laboratory; Library; Living Space; Pool; Power System; Security System 2 (DC 25); Stables; Staffed; Workshop [21EP] Alternate HQ: Compound in Fiji [1EP] Alternate HQ: Country Estate in England (Robert's family home) [1EP] Note: Grounds increases size to Colossal for purposes of gardens, estates, etc (used in 3E); Stables function as a garage for horses and the like. Powers: 4+10+10+13+11+11+3+1+43 = 106 PP Device 1 (Visor; 5PP Container; Flaws: Hard-to-lose) [4PP] Super-Sense 5 (Extended for normal vision, Infravision, Ultravision, Radius for all vision) {5/5} Enhanced Constitution 10 [10PP] Enhanced Dexterity 10 [10PP] Enhanced Feats 13 (Dodge Focus 4, Improved Initiative 9 (10 total) [+40]) [13PP] Quickness 11 (X5,000) [11PP] Speed 11 (25,000 MPH) [11PP] Super Movement 3 Wall Running 2 [Flaw: Only while moving]; Water Running [Flaw: only while moving]) [3PP] Super Strength 1 (Flaw:Limited only to carrying capacity up to heavy load; Hvy Load: 200 lbs) [1PP] Super Speed Array 19 (38PP Array; Feats: Alternate Power 5) [43PP] BP: Strike 15 (Feats: Accurate 4 (+8 hit), Improved Critical 2 [18-20], Takedown Attack, Stunning Attack) {23/38} AP: Sonic Boom (Blast) 15 (Extra: 75-ft. Area Burst; Flaw: Range/Touch; Feats: Progression 2 (x5 Area (150-ft or 375-ft radius area)) {32/38} AP: Maximum Velocity: Quickness 6 (17 total: x500,000) and Speed 6 (17 total: 2,500,000 MPH) and Super Movement 5 (Permeate 3; Sure-Footed 2) and Concealment 4 (all Visual Senses; Flaw: only while moving) {26/38} AP: Insubstantial 4 (Affected by Vibration effects)and Concealment 4 (all Visual Senses; Flaw: only while moving) {24/38} AP: Rapid Fire: Blast 10 (Extra: Autofire; Feats: Accurate 6 (+12 hit); Improved Critical 2 [18-20]) {38/38} AP: Rapid Attack: Damage 10 (Extra: 250-ft. Targeted Area Burst; Selective; Feat: Accurate 6 (+12 hit); Progression 2 (x5 Area)) {38/38} Drawbacks: 0 DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch 15/Toughness Bludgeoning Damage Strike Touch 30/Toughness Damage (crit 18-20) Rapid Fire Ranged 25/Toughness Damage (up to DC 29 w/autofire, crit 18-20) Sonic Boom Touch 30/Toughness Sonic Rapid Attack Touch 25/Toughness Bludgeoning Damage Totals: Abilities (36) + Combat (34) + Saving Throws (19) + Skills (26) + Feats (22) + Powers (106) = 243/250 Power Points
  8. [floatr][/floatr]Player Name: GranspearZX Character Name: Arcturus Power Level: 12/14 (190/212 PP) Trade-Offs: +1 Attack / -1 Damage Unspent PP: 22 Progress To Gold Status: 62/90 In Brief: A typical teenager with an atypical beast living inside him. Alternate Identities: Marcus Irons Identity: Public Birthplace: Chicago, IL, USA Occupation: High School Student Affiliations: Claremont Academy, Parkhurst Mystics Family: Richard Irons (Father, 43, A.K.A. the supervillain "Khimera"), Lyrica Irons (Mother, 40, A.K.A. the supervillain "Runic"), parents married 20 years Age: 17 (DoB: March 1994) Apparent Age: N/A Gender: Male Ethnicity: African-American Height: 6' (8'4" in Bear Form) Weight: 225 lbs. (475 lbs. in Bear Form) Eyes: Brown (Red in Bear Form) Hair: Black (Black Fur in Bear Form) [floatr][/floatr]Description: In his normal form, Marcus seems like a normal kid. Tall and broad-shouldered, he's a bit on the heavy side, and looks like he was built for sports. His head is usually shaved bald, and his facial hair is trimmed into a nice, even goatee. Despite his size, Marcus is deceptively agile--he's no gymnast, but he's actually capable of more mobility than a tank. His brown eyes are often half-closed, and he always looks a little worn out--not that there's anything wrong with him. He simply looks disengaged from everything around him unless he's specifically focused on a person or a conversation... or even his studies. He has a notably brighter look about him when he's busy. Someone might actually catch him smiling on occasion. In his 'beast' form, he's a lot more intimidating. Standing well over eight feet tall, Marcus--or Arcturus, as he prefers--is a particularly grim-looking beast of a man. Largely resembling a brown bear, Arcturus's fingertips ending in vicious claws. Covered in black fur, his most notable marking is the white, crescent-shaped patch across his upper chest. History: Marcus Irons lead somewhat of a sheltered life. Being an only child, he couldn't remember a time when he wasn't in the company of at least one of his parents, and he never wanted for anything. That certainly wasn't to say that he was spoiled; Richard Irons was a gruff disciplinarian, almost military in his imposition of order on his only son. While both parents often had to go away on business from time to time, he more often than not spent that time with his father. Richard taught him all sorts of things--fishing, hunting, and even how to fight when he started getting bullied at school. His mother was a lot less heavy handed; she wouldn't let Marcus get away with just anything, of course, but she gave him considerably more freedom. It gave him plenty of chance to wonder why his parents had so many books on occult subjects, but he rarely acted on the impulse to read any of them. He had enough problems with just algebra. Marcus and his father had just come from celebrating his 15th birthday a few weeks early, watching a Blades game. He thought it would be an unforgettable night; the two of them stuck around the stadium and he managed to get Andre Leroux to sign his jersey. It was, in fact, a night he'd always remember, but not for the reasons that Marcus thought. They went home, and hours later he was awakened by the breaking of glass and a lot of yelling. Marcus arrived in the living room just in time to see a group of men tackle his father. Without thinking he rushed to try and help, leaping uselessly on one of their backs, only to get thrown off. The landing hurt, but something else in him snapped... Everyone was especially surprised when the 15 year-old boy came back at the SWAT-geared man, grabbing him by the collar with a clawed hand and slinging him across the room. The next few moments were a blur. The room flooded with more people and he remembered something giving him a nasty shock. He remembered his father's voice, sounding uncharacteristically desperate, and then... nothing. He woke up several days later in the hospital, with a strange man in his room, introducing himself as Duncan Summers. That was when he learned the truth--his parents were wanted supervillains. At first, he didn't believe it. His parents, as far as he knew, hadn't even had so much as a speeding ticket. Sure, his dad was over six and a half feet tall and intimidating as all hell, but imagining his father as a monster? No way. Seeing the evidence, however, was sobering. His father could transform, just as he had that night, only his form was... far less friendly on the eyes. He had a body count well into the triple digits, most before he was born. He wasn't sure he'd be able to cope with the reality that his father was even capable of the destruction of which he'd been accused. His mother's involvement was considerably more obscure. As the sorceress Runic, she had managed to suppress his father's transformation through the use of her knowledge and research on magical artifacts and symbols, allowing them to lead normal lives. She was wanted for hiding him, among other things... and Marcus was almost certain that it contributed to her not showing up when his father was carted off to jail. He wasn't stupid--he realized that his father never fought back, and that he'd plead guilty, skipping a trial entirely. Marcus wasn't sure what to do next... Summers provided him with an option. Personality & Motivation: Marcus is surprisingly mature for his age, often coming off as stand-offish, humorless, and far more serious than necessary. He's actually notoriously big-hearted and loyal to the people who actually earn his trust, and something of a pacifist at heart--contrary to the look and overall aggressive nature of the Beast Rune on his back. It's certainly not that he isn't capable; on the contrary, it's knowing that he could potentially lose control and seriously hurt someone that keeps him from doing anyone serious, crippling harm. Seeking largely to guard against the stigma of his parents' pasts, Marcus makes it a point to know as much as he can about both the magical and physical world and how they interact with one another. Powers & Tactics: Marcus is a brawler, plain and simple. Being especially good at it, his fists are often the first course of action for him. When he can actually plan ahead, he does so--more with a working knowledge of the situation than any real magical backup, other than his animal form. When especially pressed for a solution, he's been known to use the Beast Rune in its rawest form, able to transform into something other than his 'default' bear form. Complications: AAAAH! Bear!: Arcturus, in bear form, tends to give off an aura that screams 'predator'. As such, civilians have a tendency to panic when they see him. Aspect of The Beast: Marcus is exceptionally aggressive and blunt in his bear form, and finds it difficult to back out of a fight. Collateral Damage: When under the influence of the Beast Rune, Arcturus has an exceedingly difficult time gauging his own strength, potentially causing a notable amount of damage to his surroundings. Colorblind: In his bear form, Arcturus can't really distinguish colors; everything looks grayscale. Phobia: Marcus can't swim. It's less of a problem in his human form, but his fear of drowning causes him to avoid large bodies of water whenever possible. Secret: Marcus's mother, Runic, is an international thief and forger, and has crossed and double-crossed numerous heroes and villains in her career. His father, the previous holder of the Beast Rune, destroyed an entire town before the power was stripped from him. If anyone did a little digging, it would cause Marcus a colossal headache and earn him a lot of enemies and unwanted attention. Temper: Marcus has full control over his transformation... usually. Typically, however, pain causes his usually strict control to slip--whether it's physical, or seeing a friend get hurt. Abilities: 0 + 2 + 12 + 2 + 4 + 0 = 20PP Strength: 28/20/10 (+9/+5/+0) Dexterity: 12 (+1) Constitution: 26/22 (+8/+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 18 + 16 = 34PP Initiative: +5 Attack: +9 Ranged (+8 in Bear Form), +11 Melee (+10 in Bear Form), +12 Unarmed in Bear Form, +12 Claws Grapple: +16; +23 in Bear Form Defense: +10/+11 (+8 Base, +3 Dodge Focus, -1 Size [bear Form]), +4 Flat-Footed Knockback: -3, -9 in Bear Form, -18 Bracing Saving Throws: 5 + 8 + 10 = 23PP Toughness: +11/+6 (+8/+6 Con, +3 Protection) Fortitude: +13/+11 (+8/+6 Con, +5) Reflex: +9 (+1 Dex, +8) Will: +12 (+2 Wis, +10) Skills: 92R = 23PP Acrobatics 9 (+10)Skill Mastery Climb 3 (+3, +8 in Bear Form) Concentration 8 (+10) Craft (Artistic) 13 (+14)Skill Mastery Intimidate 7 (+7, +17 in Bear Form)Skill Mastery Knowledge (Arcane Lore) 13 (+14)Skill Mastery Knowledge (Earth Sciences) 3 (+4) Knowledge (Life Sciences) 3 (+4) Knowledge (Physical Sciences) 4 (+5) Languages 2 (English [Native], Greek, Latin) Notice 4 (+5) Search 4 (+5) Sense Motive 5 (+6, +14 in Bear Form) Stealth 9 (+10, +6 in Bear Form) Survival 5 (+6) Feats: 18PP Artificer Attack Focus (Melee) 2 Dodge Focus 3 Fearless Improved Grab Improved Grapple Improved Initiative Improved Pin Luck Quick Change Ritualist Second Chance (TOU checks vs. Unarmed) Skill Mastery (Acrobatics, Craft [Artistic], Intimidate, Knowledge [Arcane Lore]) Takedown Attack 2 Powers: 40 + 11 + 4 + 3 + 1 + 3 + 10 = 72PP Alternate Form 8 (40PP Container [Free Action, Sustained Duration]) [40PP] (Bear Form, Beast Rune, Magic) Enhanced Feats 11 (Attack Specialization [Claws], Attack Specialization [unarmed], Fearsome Presence 8, Powerful Intimidation) [11PP] Enhanced Skills 16 (Intimidate 8, Sense Motive 8) [4PP] Features 1 (Fur-Covered Hide [immune to Cold & Sunburns]) [1PP] Growth 4 (Large, -1 Attack, -1 Defense, +4 Constitution, +8 Strength, +4 Grapple, +2 Intimidate, -4 Stealth, +5 STR [Carry Capacity], Extras: Duration [Continuous], Flaws: Permanent) [12PP] Protection 3 [3PP] Strike 1 (Feats: Mighty) [2PP] (Claws) Super-Senses 7 (Danger Sense [Olfactory], Acute Extended 2 [1,000ft Notice Increments] Tracking 2 [Normal Speed] Smell, Low-Light Vision) [7PP] Enhanced Strength 10 (to 20/+5; PFs: Alternate Power, Variable Descriptor 1 [earth, fire, ice, thunder]) [11PP] Leaping 4 (x25 [Running Long Jump: 475ft]) [4PP] Regeneration 3 (Bruised 3 [No Action]) [3PP] Speed 1 (10 mph / 100 feet per Move action) [1PP] Super Senses 1 (Detect Magic [Olfactory]) [3PP] Super-Strength 4 (Lifting STR 40, 53 in Bear form, Heavy Load: 6 tons, 19.2 tons in Bear form; PF: Bracing, Groundstrike) [10PP] Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECTUnarmed Touch DC15/20 Toughness (Staged) Damage (Physical); variable descriptor Bear Form Touch DC24 Toughness (Staged) Damage (Physical); variable descriptor Bear Claws Touch DC25 Toughness (Staged) Damage (Physical); variable descriptor Fearsome Presence 40ft Burst DC18 Will (Staged) Shaken/Frightened/Panicked Groundstrike 90ft Burst Contested STR/DEX Prone Abilities (20) + Combat (34) + Saving Throws (23) + Skills (23) + Feats (18) + Powers (72) - Drawbacks (0) = 190/212 Power Points
  9. Player Name: GranspearZX Character Name: Crusader Power Level: 11 (173/174PP) Trade-Offs: None Unspent PP: 1 Progress to Gold Status: 24/90 (Silver Status earned with >Arcturus) In Brief: A high school teacher trying to follow in the footsteps of his father. Alternate Identities: Clark Allen Noble Identity: Secret Birthplace: Freedom City Occupation: High School Teacher Affiliations: FDR High School, The Vanguard Family: Carla Noble (mother), Benjamin Noble (brother), Regina Noble (sister) Age: 32 (DoB: May 1979) Apparent Age: 32 Gender: Male Ethnicity: Irish Height: 6'2" Weight: 231 lbs. Eyes: Blue Hair: Blonde Description: Clark Noble could easily be mistaken as a professional athlete; tall and muscular, Clark is a wide-shouldered and often imposing figure to most. His short, blonde hair is often hidden underneath a featureless black cap, and sunglasses usually shade his dark blue eyes. As the Crusader, his costume is white and red, with red boots and gloves. He also wears a white mask that covers his entire face. His round shield is white, as well, with a red cross dominating its center. Power Descriptions: Clark doesn't appear to have much in the way of superpowers, but he manages to hold his own with the help of extensive physical training and the help of his shield. The shield itself seems to have unusual properties of its own, virtually indestructible. History: Clark lead a fairly simple life. He was the first in a set of triplets, and for years it was speculated that being the first-born afforded him a unique advantage. He was an especially charismatic and focused young man, and while he was a fairly perceptive child, he never really noticed that his father wasn't around all that often. As a 5-year old, he was a bit too young to understand what exactly his father was doing. Eventually, Clark did find out, after finding his father sneaking into the house late one night--in costume as the Crusader. In exchange for keeping his father's secret, Brian Noble promised to teach Clark everything that he knew; with the climate as it was for superheroes in the early 80s, Brian could only hope the city would relinquish its ban on their activities. Tragedy struck in 1993; the Terminus Invasion caused widespread chaos across the city, and Brian Noble went missing during the evacuation of their neighborhood, and when it was all over, many heroes were gone--including the Crusader. Only Clark knew his father's secret, and only he knew that his father was more than just 'missing'. It forced him to grow up a bit faster, taking on the responsibilities of his family even as his twin brother and sister put an increasing strain on his grief-stricken mother. In 1998, he graduated from high school; he nearly joined the military until he started having odd, unsettling dreams of his father. Keeping the part-time job he'd found, he started recreating his father's costume from memory--memories that, he soon discovered, weren't entirely his own. Visiting his father's grave in Memorial Grove, he was suddenly flooded mentally by a vision of his father's spirit--and every Crusader before him, stretching back to the 13th century. When he awoke, nearly a week had passed, and his father's shield lay along side his gravestone. Using his newly acquired powers, he began building on the legacy his father and his ancestors left behind. Operating largely out of Hanover, Clark put himself through college and earned a B.S. in Athletic Training with a minor in biomechanics, later earning a Master's in education. By then, his sister had moved on, working for the World Health Organization; Robert, however, had developed a gambling addiction. More than once, Clark tried to bail his brother out of situations involving drugs and owing mobsters money, only to later have to take him down along with the other criminals he encountered as the Crusader. Personality & Motivation: Most people who get to know Clark find him to be very easy going, although his naturally competitive nature often manifests itself from the sidelines when he's coaching. As the Crusader, he tries to curb that instinct and is exceptionally well-suited to working with others. As a leader, he can be an insufferable optimist, stubborn and unrelenting when it comes to achieving his goals. Driven by the desire to honor the Crusader legacy, he presses forward, no matter what, though never at the expense of sacrificing anyone but himself. He isn't at all the single-minded simpleton that his moral code and lax attitude would lead one to believe, however; while strives to be the quintessential hero, he recognizes that he's human. If nothing else, he tries to conduct himself as a role model, but even he has moments of weakness where righteous indignation overtakes any pretense of taking the moral high road. Powers & Tactics: Crusader's martial ability with the shield stems from an ancestral knowledge passed down through several generations of heroes who have taken up the Crusader mantle. Though still well within the range of his physical capabilities, Crusader's core abilities come not from any one object, but lifetimes of memories and instinct. Clark has never been one to shy away from a fight, but he's surprisingly adept at team tactics, able to analyze both his allies' strengths as well as his enemies' strengths and weaknesses. He often prefers to use the Crusader Shield's ricochet effect to dispatch weaker enemies before focusing on the greatest threat, charging shield-first into foes too tough to be taken out from a distance. Complications: Hatred: Clark's dislike for organized crime borders on the irrational; he's often a little bit rougher with gangsters and mobsters than he probably should be. Mistaken Identity: Clark's twin brother, Ben, is a notorious gambler and owes a lot of people money, superpowered and not. Despite Clark's best efforts to keep his brother out of trouble, he often gets caught in the crossfire of his brother's immoral behavior. People's Champ: Clark is guided--and often bound--by his moral code, and he finds it difficult to do anything that might be perceived as 'unheroic'. He'll never willingly strike a downed opponent, and is extremely reluctant to put women or kids in jeopardy. Secret Identity: No one else knows that Clark Noble is the Crusader--a separation that Clark will go to great lengths to keep a secret. Warrior's Pride: Clark has difficulty backing down from a fight, especially a one-on-one challenge. Why Did It Have To Be Snakes?: Clark finds most reptiles to be repulsive, but snakes are the absolute worst. Working Stiff: Clark Noble is a high school football coach and history teacher at FDR High School. He takes his job pretty seriously, and has been known to lose sleep over trying to keep up with his double life. Abilities: 8 + 6 + 10 + 2 + 2 + 4 = 32PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 16 + 8 = 24PP Initiative: +7 Attack: +8 (+10 Shield Fighting Mastery) Grapple: +12 Defense: +10 (+4 Base, +0 Dodge Focus, +6 Shield), +2 Flat-Footed Knockback: -10 (-16 w/ Impervium Shield) Saving Throws: 4 + 5 + 7 = 16PP Toughness: +10 (+5 Con, +5 Costume); Imp 10 w/ Impervium Shield Fortitude: +9 (+5 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +8 (+1 Wis, +7) Skills: 60R = 15PP Acrobatics 9 (+12) Climb 2 (+6) Craft (Mechanical) 5 (+6) Disguise 2 (+4) Diplomacy 2 (+4) Intimidate 4 (+6) Knowledge (History) 4 (+5) Knowledge (Tactics) 7 (+8) Language (Native: English; Russian) Notice 4 (+5) Search 4 (+5) Sense Motive 6 (+7) Stealth 6 (+9) Swim 4 (+8) Feats: 34PP Acrobatic Bluff All-Out Attack Assessment Attack Specialization (Shield Fighting Mastery) Blind-Fight Cunning Fighter [uses attack bonus instead of Bluff skill for feints; Warriors & Warlocks] Defensive Attack Defensive Throw [if an opponent attacks and misses, can immediately make a trip attempt at full attack bonus as a free action; Warriors & Warlocks] Elusive Target Improved Critical 2 (Shield) Improved Defense Improved Initiative Improved Throw Inspire 3 Interpose Leadership Luck 2 Move-By Action Power Attack Precise Shot Quick Change Quick Draw Reversal [When escaping from being grappled, can immediately make a grapple check vs. attacker; Warriors & Warlocks] Takedown Attack 2 Teamwork 2 Ultimate Effort (Intimidate) Unbalancing Strike [May throw an opponent off balance instead of dealing damage (Reflex save vs 10 + damage bonus); Warriors & Warlocks] Up The Wall Powers: 15 + 2 + 5 + 21 + 3 + 3 + 3 = 52PP Device 4 (20PP Container, Extra Effort applies to user, Flaws: Easy To Lose, Feats: Indestructible, Restricted 2 [Crusader]) (Crusader Shield, Impervium) [15PP] Immovable 6 (Resist Movement +24, Resist Knockback -6; Flaws: Action [free]) [3PP] Impervious Toughness 10 [10PP] Strike 5 (Feats: Mighty, Thrown [5 10ft range increments]) [7PP] Leaping 1 (Feat: Innate; x2 [28ft Running Long Jump, 14ft Standing Long Jump, 7ft Vertical Jump]) (Training) [2PP] Protection 5 (Costume) [5PP] Shield Fighting Mastery (20PP Container, Feats: Innate) [21PP] Shield 6 (+6 dodge bonus; Flaws: Limited [Requires shield]) [3PP] Blast 6 (Feats: Mighty 5, Ricochet 1; Extras: Area [burst, Targeted, 30ft. Radius], Selective Attack; Flaws: Limited [Requires shield], Side Effect [Disarmed on missed attack roll], Drawback: Minimum Range [1/4 max range]) (Shield Throw) [17PP] Speed 2 (Feat: Innate; 25mph / 250ft per Move Action) (Training) [3PP] Super Movement 1 (Slow Fall; PFs: Innate) (training) [3PP] Super Senses 2 (Accurate Hearing; PFs: Innate) (training) [3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Shield Strike Touch DC25 Toughness (Staged) Damage (Physical) Shield Throw Ranged* DC24 Toughness (Staged) Damage (Physical) *(60 ft, 30 ft. Targeted Burst Radius; 15 ft. minimum range) Abilities (32) + Combat (24) + Saving Throws (16) + Skills (15) + Feats (34) + Powers (52) - Drawbacks (0) = 173/174 Power Points
  10. Errant Power Level: 7/10 (105/152PP) Trade-Offs: None Unspent Power Points: 47 In Brief: Refugee from New Freedom, thrust into the world on his own, trying to find his way, and answers to questions about his parents. Alternate Identity: Elias Silvestri (Birth name: Hector Aguayo III) Identity: Secret Birthplace: New Freedom Occupation: Student, Costumed Adventurer Affiliations: Claremont Family: Hector (Father, Haywire), 'Elizabeth' (Mother, Cattavaria), and 'Uncle' Corso (Courser) Description: Age: 16 Apparent Age: 16 Gender: Male Ethnicity: Causcasian [italian], Hispanic, Vietnamese. Height: 5'9 Weight: 154 Eyes: Hazel Hair: Shaved (Dark Brown) Errant is an austere fellow. His expression serious and severe, his eyebrows seemingly in a perpetual scowl. Though when he smiles it almost night and day in contrast, looking more his age when that is the case. He has an olive complexion, with startling contrasting eyes. Generally he keeps his hair buzzed or shaved off entirely. His clothes follow that utilitarian outlook. He wears the standard Claremont uniform. The only addition being a a full mask over his features, and the Israeli military boots. When he is not dressed as a Claremont uniform, and 'on duty' he favors clothes that blend in to his surroundings, and adopting a mask still, where necessary. Power Descriptions: His telepathic powers have little to no manifestation, and seem to be tied to his Ego and Super Ego. And seems to be far more refined versions of what his father had. Thus far his telekinetic powers manifestations have been more instinctual, relating to the id, thus far, existing as an additional passive sense. His ability to telekinetically parry is a refined defensive reaction to stimulus, it visually is represented as a localized distortion of force to intercept attacks. His powers are growing and evolving. After all the program's result was to breed someone with abilities that comprised both of his parents powers. Thus far he seems to have developed a more focused version of his father's abilities. Though refining his powers was not a goal of his mother as she raised him, afraid of the potential outcomes, however his telepathic powers arrived too early and too strongly to be denied. However, now that he is out in the world the changes are speeding up, as his preternatural prowess seems to let him adapt and seems to be related to whatever wiring in his mind that supplements his psionic powers. If not being derived from his mothers abilities. History: His backtory is tied, in part, to that of New Freedom, and to a large degree how the shadows of his parents decisions fell onto his life. His parents were selected by the Harper regime to be 'matched' so as to produce a child with a more likely chance to possess abilities. His father, Hector, was a Marxist revolutionary with fascist leanings who came from a family sympathetic to the Psions methods, and later was a loyal man for Jade Harper. His mother, Elena, was the daughter of a U.S. expatriate, and his Vietnamese wife, who fled to New Freedom during the late 60's. While Hector bought wholesale into Jade Harper's aims, Elizabeth's parents did not and that reflected on the girl, who managed to just pay lip service to the indoctrination desired by Harper. Eventually Elena and Hector were paired in the hopes they would bring forth children that would be possessed of useful abilities. Elena being an operative with considerable protential who adapted to the harsh realities of New Freedom, particularly after her parents' demise, and Hector one of the established stars of the new regime. Elena, had no desire to further these particular plans and desires of her superiors, even if it meant she didn't have to do missions. Fortunately for her, it seemed as those she was barren, and rather than terminate the marriage as a source of embarassment, it was allowed for Hector be allowed to dally, so as to not kill a resource like Elena. It was something Elena could contend with. That changed after the Terminus invasion. Something happened to Hector during that time, the specifics are unclear, but whatever Hector experienced changed him. Already something of a ruthless man, he became prone to psychotic rages, and became obsessed with continuing 'his line.' And saw Elena's inability to bear children as an affront to him. During that time Elena spent most of her time overseas, until it seemed as though her had calmed down. He waited for less than a week after she returned. The news of his wife's pregnancy seemed to calm him down tremendously, though he ruled over her coldly and mercilessly. It was when she felt her son's dawning psychic consciousness that she new she could not stay. After the birth of the boy, he calmed greatly, though it seemed as though Hector was firmly incapable of feeling emotions in teh same fashion most did, and the man's submersion deeper into the New Freedom indoctrination offered some stability to him, or at least it prevented him from lashing out at the boy. Elena bided her time and gathered her favors together, and her resources, and made her escape with her son while Hector was in a meeting. He returned home to be greeted by an explosive. Using most of her favors owed to her, as well as incurring some debts, Elena managed to take her son, who she called Lorenzo, and managed to find succor, albeit temporarily, in Singapore. Paying off her debts through a few missions, with the aid an old ally, Courser, she stayed there several years, until she could barter her way back to the United States. Once there, she went out into the high desert of Eastern Oregon and hid, with only Courser (Uncle Corso) being a link to the world at large. There she raised her son, unfortunately it was done with her paranoia over being found in place, and so his childhood was largely stemming from the circumstances that led to that. His mother reinforced, early on, boundaries on her telepathically precocious son, as she desired to not have him end up like his father. This was a lesson that he took to heart, as his mother allowed him to access her memories about those events, and he got to feel those events from her perspective. It did work, driving into him an aversion of the kind of victimizing behavior Elena was worried he might inherit. The only constant figure in his life, besides her, was Uncle Corso, who helped round out the boy's education, who often came to visit when Elena had to go and continue to pay her debts. This status quo lasted for over a decade, until there came a point where Lorenzo started to chafe under these restrictions, knowing there was more than what he had been exposed to. Then it happened, Corso appeared, bloodied and explained to Elena that her husband was coming. Hurriedly thrusting into Lo's hands things she had prepared for this occasion before her husband appeared, along with several armed men. Elena started exchanging gunshots to buy them some time, before Corso exerted himself greatly to teleport the boy onto a rooftop in Freedom City. Lo was able to snatch up some thoughts as this was happening, getting some information, and an the last thing he heard was his mother telling him to be better, and to get to the Claremont academy and then... He was alone. In an unfamiliar place, reaching out to his mother's thoughts only to be overwhelmed by the sheer number of people around him. Once he was able to push out all the extra thoughts, he set about doing what his mother had trained him to do: survive, adapt, flourish. However the context was entirely new. Personality & Motivation: Lorenzo is a serious and somewhat withdrawn guy. Amazingly well adjusted considering how he was raised, he just doesn't know how to interact sometimes, and he is a little awkward. Though as he learns, that is not terribly unique, he is just lagging a bit behind others in his age group. His arrival into Freedom City gave him a bit of a shock, as he was exposed to innumerable number of minds, and it was more than overwhelming, and while he is primarily driven by the selfish urge to resolve the questions he has, his ability to feel the pain of others in the almost literal sense gives him an immediate temper to that drive. He knows, full well the suffering of others, it is a weight he is aware of, and he cannot ignore it. Which is opposite to his normal preference to avoid open conflict. Or so he believes, as he had a surprising competitive streak just waiting to get out, which might be a manifestation to passive adaptive abilities, and his desire to challenge himself and to spur himself further allows them to escalate. Powers & Tactics: Given the nature of his powers, he prefers, currently, to list back avoid direct confrontation. Currently he is able to provide a good bit of support and that is where her prefers to be. His mother's lessons on avoidance still in his mind. And truthfully, he knows he is not able to hang in the front, though he does know that his abilities give him quite an edge in relaying information to others. Complications: Secret: Identity. If who he is got out could be a political issue, and certainly his father is still after his son. Awkward Teenage Blues: Not being properly socialized growing up, his abilities, and due to circumstance he is a little distrusting of others, plus he is incredibly candid, and as such, has issues with normal social interactions. Fish out of Water: Being around all these people... it's a new experience (and a bit of a system shock to his powers). While smart enough to adapt, there are still going to be things that blindside him for awhile. Secrets Comes Home to Roost: His final moments with his mother and Corso garnered him an info dump that is still jarring. Now he has more and more questions. And he wants answers. Principled Refusal: Learned early on that he had the ability to twist thoughts and hearts about. While he will use his powers to influence others a little, he felt his mother's revulsion at what his father did, and as such he refuses to do lasting changes to others' psyche (Will never use Mental Transform, Mind Control, or Mind Switch off his array, even if it might be beneficial). Red Rage of Compassion: Errant's empathy is not the intellectualized synthesis of another's emotions, he experiences those feelings, fully, and in context of the associated memories. As such, it takes effort for him to abide suffering, and he is apt to lash out at the abuser, no matter his involvement with the abusee. Abilities: 0 + 4 + 6 + 4 + 6 + 0 = 20 PP Strength 10 (+0) Dexterity 14 (+2) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 16 (+3) Charisma 10 (+0) Combat: 6 + 8 = 14 PP Attack: +3 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Initiative: +10 Grapple: +3 Knockback: -3/-1 Saving Throws: 2 + 3 + 3 = 8 PP Toughness: +7/+3 (+3 CON, +4 Enhanced Defensive Roll) Fortitude: +5 (+3 CON, +2) Reflex: +5 (+2 DEX, +3) Will: +6 (+3 WIS, +3) Skills: 52r = 13 PP Concentration 7 (+10) Craft (Mechanical) 2 (+4) Craft (Structural) 2 (+4) Knowledge (Life Sciences) 2 (+4) Knowledge (Tactics) 4 (+6) Medicine 4 (+7) Notice 7 (+10) Search 4 (+6) Sense Motive 12 (+15) Stealth 4 (+6) Survival 4 (+7) Feats: 10 PP Dodge Focus 3 Eidetic Memory Evasion Improved Initiative 2 Improvised Tools Jack of All Trades Luck Powers: 31 + 2 + 7 = 40 PP Telepathic Array 14 (Power Feats: Alternate Power 3) [31 PP] (All Psionic, Telepathic) Base: Damage 7 ( Extras: Alternate Save [Will], Range 2 [Perception]) [28 PP] (mental blast; psychic crush) Alternate Power: Emotion Control 7 (Extras: Area Burst (35'), Selective Attack) [28 PP] (Empathic) Alternate Power: Paralyze 7 (Extras: Range [Perception]) [28 PP] 'synaptic feedback loop' Alternate Power: Communication 7 (Extras: Area) [14 PP] (telepathic broadcast) + Mind Reading 7 (Extras: Area, Sensory Link; Flaws: Feedback) [14 pp] (telepathic scan) Enhanced Feats 2 ([Defensive Roll 2) [2 PP] 'telekinetic parry' Super-Senses 6 (Tremorsense [Penetrates Concealment], Uncanny Dodge [Tremorsense]) 'Telekinetic web.' [7 pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Mental Blast Perception DC22 Will (Staged) Damage (Psionic) Paralyze Perception DC17 Will (Staged) Paralyzed/Slow (Psionic) Emotion Control Burst (35') DC17 Will Emotion Mind Reading Perception DC17 Will Mind Reading/Mental Grapple Abilities (20) + Combat (14) + Saving Throws (8) + Skills (13) + Feats 10) + Powers (40) - Disadvantages (0) = 105/152 PP
  11. Character Name: Comrade Frost Power Level: 12/13 (205/205PP) Trade-Offs: None Unspent PP: 0 Alternate Identity: Dr. Dimitri Ivanovitch Peshkov, the "Ice Commissar" Identity: Public, though the fact that he is a vampire is not known to the general public Birthplace: Moscow, Russia Occupation: Liaison between People's Heroes and Freedom League Affiliations: People's Heroes, Freedom League Family: No blood relatives living In Brief Ex-Soviet cryokinetic vampire supersoldier turned occult investigator Description Age: 100 (Born August 1, 1913) Apparent Age: 30 Gender: Male Ethnicity: Caucasian [turns extremely white when using his powers] Height: 5'8" Weight: 150 lbs Eyes: Light blue [pink when using his powers] Hair: Light blond [white when using his powers] Comrade Frost these days dresses in a blue, white fur-lined parka over a dapper white suit. He wears a blue domino mask with black eyepieces and usually keeps the hood up, and white gloves in situations where he knows he'll need to use his powers (using them for any length of time generally makes his hands very cold to the touch). His skin turns extremely white while using his powers. In more formal occasions, he loses the parka and mask and simply rocks the suit. In very formal occasions, he'll don the modified blue and white uniform he wore as a zampolit in World War II. That's also the only time you'll see him wear his medals, and between one thing and another he's got a lot of those. Power Descriptions Comrade Frost is a cold manipulator only, unlike many other cryokinetics who can summon large amounts of ice and snow. He can drain the heat out of large groups or individuals, as well as brittly freezing solid objects or paralyzing someone's muscles with a touch. He can heal his own injuries by draining the heat from the environment around him, but only when he focuses his attention on a single target: otherwise the heat becomes lost to him. He can fly by transforming himself into icy fog; he can make himself tougher by freezing himself solid. His eyes turn an albino's pink when he's actively using his powers, and his hair frosts white like snow. Personality and Motivations Surprisingly warm for a century-old Communist vampire, Comrade Frost has an avuncular relationship with young people, especially young heroes. He's ultimately a gentle man who enjoys a joke, even one at his own expense, and is only really roused to anger by Nazis, pseudonatural creatures, and other unholy monsters. His decades of unlife have taught him to respect magic, but he fears it in the wrong hands, and won't be afraid to utterly destroy some mystic artifact rather than let it fall into the hands of evil. History Born in a small town outside Moscow in 1913, Dimitri Peshkov was not an attractive man in life. A bright student, he grew up lazy and a little jaded, convinced of his own intellectual superiority over his fellow students in high school and college. He became a veterinarian, tending to the animals in collective farms, out of a mild interest in helping those less fortunate but mostly for the chance to be the smartest and best-educated man in the room. When war threatened his country in 1941, he joined the NKVD, not the Red Army, not out of a special patriotism, but because he thought it would keep him away from the battlefield. He was wrong; and that would be the death of him. The old Dr. Dimitri Peshkov died beneath the sacrificial blade of the Thule Society in the spring of 1942. The NKVD doctor had been captured on the Arctic front during the defense of Murmansk and had, under the Commissar Decree, been handed over by the Wehrmacht to the SS for execution. He might simply have been shot, but a passing group of Thule mystics needed him for a special task. Operating in the far north under Kantor's commnd, the Thule circle had found an ancient Norse altar, consecrated to Hel and her father Loki, and had learned they needed human blood to open the gateway to another world. And so they did. But as Peshkov fell into darkness, a voice came to him. The life-long atheist found himself floating before Hel, the guardian of Niflheim and ruler of the Norse underworld, one of the first new arrivals in her realm in a long time. Hel explained to Peshkov, as one would to a child, that she could not be summoned to Earth by such powers the Nazis had. In the heart of the greatest war the world had ever known, Death already stalked the land, and no wizard could hope to control it. But she had seen the capture of her haughty uncle Donar, and knew the plans of the Thule Society for the world of men, and she loathed them for the blasphemers they were. So she offered Peshkov a choice. He was a descendent of Rurik and had died at the hands of her enemies; if he stayed in Niflheim in her palace, he could have a place at her side to tell her about the world above, and perhaps as master of those few Thule sorcerors who had fallen into her hands when they had died of disease or accident after taking up the worship of the Asgardians. Or he could walk the Earth again as a draugr, a being of great power and might, with the heart taken from him by the Nazis replaced by a gateway to the icy realm of Niflheim. Given the choice, Peshkov chose to live. If you could call it living. Dimitri awoke on the altar and froze his captors solid, burning their shrine down behind him and feeding on the heat within as he began the long, painful walk back to Soviet lines. He learned how to control his powers and feed from the heat of the sun, from burning fires and life's heat rather than life's blood, and when he arrived back among his own people (and immediately, wonderfully, was plunged into a hot bath...that he immediately froze solid), Dimitri Peshkov was ready to begin his new identity: Comrade Frost, costumed defender of the Soviet Union! But of course it wasn't that easy. Dimitri was the only one of his allies familiar with magic, something which his own government denied the existence of. Comrade Frost rapidly became the Peoples' Heroes' magic expert, a role he had to play very subtly. He took every chance he could to team up with the Allies of Freedom and the Liberty League, desperately trying to pool his resources with those better-connected and better-educated in these matters as he tried to stave off the threat of magical darkness at home. And there was the war, grim and terrible. Comrade Frost was one of the first Soviet super soldiers into Berlin, and was there for the last great convulsion of the Reich. His superiors denied his request to join the hunt for Kantor, and so he wasn't there when the Allies of Freedom were betrayed and murdered by the forces of darkness. It was a hard blow for the super-soldier and he slipped into a deep depression after the war. Only a battle against the snake-cultists of Lithuania roused him from his funk in 1948, the mystic-trained hero recognizing the cultists of Yig for what they were! If the cultists of the Unspeakable One and his dread allies had come to the Soviet Union, there were urgent matters to deal with indeed. His war wasn't over. Comrade Frost was not one of the better-known Soviet super-soldiers to the general public; he was just there in the various engagements with American heroes, German holdouts, Baba Yaga, and the other famous battles of the Peoples' Heroes but he was well-known to superheroes. Sometimes he was an enemy to mystic heroes in the United States and elsewhere, stealing mystic artifacts out from under their noses for the Soviet Union's use but for the most part he was an ally: a fellow enemy of darkness who could always recognize that there were threats to the universe as deadly as any nuclear missile. Briefly imprisoned in 1953, he was freed after Stalin's death. He was a busy man in the 1960s as Stalinist controls lapsed and the world of magic became more and more powerful in the Soviet Union, taking time out to fight Superior in Cuba in 1962 and war against the forces of Baba Yaga in the 1970s. Dispatched to Afghanistan in the late 1970s to help battle undead warriors summoned to life there by Muslim clerics, Peshkov was horrified at the violence and pointless waste of yet another war; when he returned home in the 1980s, he let others take over his role as magical champion while working to support Gorbachev's reforms. With the fall of the Soviet Union, Peshkov resumed his work as a defender of the world against magical threats, for the first time working regularly in countries besides the land of his birth now that he was free to travel. There was a whole world out there! Peshkov is currently assigned to Freedom City to act as the liaison between the Peoples' Heroes and the Freedom League, as well as deal with the worrisome reports he's heard about magical activity in Freedom City. Barriers he helped erect many, many years ago now are beginning to melt. Complications: Is very old [a hundred year old Russian] Is an Ice Vampire [a terrible ice monster, albeit one who can pass for men] Has made a lot of enemies over the years [has fought a lot of terrible monsters from beyond space] The ladies (can't touch this!) [very solicitous towards women whose powers might let them actually have a relationship with him, though he is capable of dimming his cold aura] Niflheim's Champion [What else does Hel want with him?] Abilities: 0 + 0 - 10 + 10 + 4 + 2 = 6PP Strength: 10/24 (+0/+7) Dexterity: 10 (+0) Constitution: --- Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Ranged/+8 Melee, +8/12 w/ Thermovore Array (Ranged/Melee) Grapple: +15, +18 w/ Frozen Armor Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -6, -11 w/ Frozen Armor -4, -7 w/ Icy Armor vs. blessed/holy, magic, or silver Saving Throws: 5 + 7 = 12PP Toughness: +12 (Impervious 10 w/ Icy Armor) +8 (Imp 6 w/ Icy Armor) vs. blessed/holy, magic, or silver Fortitude: --- Reflex: +5 (+0 Dex, +5) Will: +9 (+2 Wis, +7) Skills: 60R = 15PP Bluff 9 (+10)SM Concentration 3 (+5) Handle Animal 4 (+5) Knowledge (Arcane Lore) 5 (+10)SM Knowledge (History) 5 (+10) Knowledge (Theology and Philosophy) 5 (+10)SM Languages 6 (English, German, Greek, Latin, Old Church Slavonic, Old Norse, Russian [base]) Medicine 7 (+9)SM Notice 8 (+10) Sense Motive 8 (+10) Feats: 18PP Attack Focus Melee 4 Benefit (Security Clearance [Russian]) Dodge Focus 8 Eidetic Memory Jack of all Trades Ritualist Skill Mastery (Bluff, Knowledge [Arcane Lore], Knowledge [Theology and Philosophy], Medicine) Uncanny Dodge (Infravision) Powers: 1 + 14 + 3 + 8 + 5 + 13 + 30 + 20 + 8 + 4 + 3 + 2 + 4 + 29 = 144PP Comrade Frost's thermovore powers have the descriptors 'cold', 'dimensional', and 'magic'. His vampire powers have the description 'vampiric' Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Enhanced STR 14 (Vampiric, to STR 24/+7) [14PP] Environmental Control 1 (Cold 1 [severe], 5 feet; Extra: Action 3 [Reaction]; Flaw: Range [Touch]) [3PP] Gadgets 1 (5PP, magical trinkets, Extra: Action [Move], Flaw: Hard-to-Lose) [8PP] Healing 1 (thermovore; Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Fire/Heat Attacks]) [5PP] Icy Body 6 (12PP Array; Power Feat: Alternate Power) [13PP] BE: Flight 1 (10 mph/ 100 feet per Move Action, Extra: Linked [insubstantial]) {2PP} + Insubstantial 2 (icy fog; Extra: Linked [Flight]) {10PP} {12/12PP} AP: Impervious Toughness 6 (frozen armor; Extra: Duration [sustained,+0]) {6} + Super-Strength 3 (Effective Str 39) {4} {6+6=12/12} Immunity 30 (Fortitude Effects) [30PP] Immunity 40 (energy vampire; lethal energy damage) [20PP] Protection 8 (icy flesh) [8PP] Protection 4 (vampiric flesh; Extra: Impervious; Flaw: Limited [not against blessed/holy, magic, or silver]) [4PP] Regeneration 6 (Recovery +0 [5], Resurrection 1 [1 week]; Flaw: Source [blood or heat 37°C/98°F]) [3PP] Super-Senses 2 (Infravision [Enhancement: Tracking 1]) [2PP] Super-Senses 3 (feel magic, Detect Magic 3 [tactile; enhancement: Ranged ) [4PP] Thermovore Array 12 (24PP Array; Power Feats: Accurate 2, Alternate Power 3) [29PP] BE: Drain Toughness 12 (brittle cold; Extras: Affects Objects, Range [Ranged]; Flaw: Limited [Objects Only]) {24/24PP} AP: Damage 12 (mass heat drain; Extra: Area [120 ft. Cone, Targeted]) {24/24PP} AP: Paralyze 12 (freezing grasp; Extra: Alternate Save [Fortitude, +0] ) {24/24PP} AP: Strike 12 (thermovorous touch; Extra: Vampiric) {24/24PP} Drawbacks: -4PP Vulnerable (Cold [Common], Major [x2]) [4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Brittle Cold Ranged DC 22 Fort (Staged) Drain Toughness Freezing Grasp Touch DC 22 Fort Slowed/Paralyzed Mass Heat Drain Touch [Area] DC 27 Toughness (Staged) Damage (Physical) Thermovorus Touch Touch DC 27 Toughness (Staged) Damage (Physical) Totals: Abilities (6) + Combat (16) + Saving Throws (10) + Skills (15) + Feats (18) + Powers (144) - Drawbacks (4) = 205/205 Power Points
  12. Willow Power Level: 13/15 (188/250 PP) [264] Trade-Offs: None Unspent PP: 62 In Brief: An ancient guardian of life discovering what it means to live while rooting out threats to the world and those that inhabit it. Alternate Identities: Minerva "Min" Salix, Guardian Willow Identity: Complicated ("Secret") Birthplace: Prehistoric Earth Occupation: None Affiliations: The Interceptors Family: The Gorgon (Sister), Eden Espadas (Daughter) Description: Age: Ancient Apparent Age: 26 Gender: Female Ethnicity: Preserver Engineered Life Form ("Dryad") Height: 5'7" Weight: 130 lb. Eyes: Amber Hair: White Tall and slender and appearing as though she were in her mid twenties, Willow possess piercing amber eyes and a wild mane of snow white hair, which she usually wears in a long flowing ponytail. This, combined with her unblemished copper-hued skin, fine bone structure and slightly pointed ears enhance her exotic appearance. She movement is practiced and serene, and brings to mind the lightness and grace of a dancer. Willow frequently has a faint smile, as though amused at some secret joke, and watches the world through eyes that are far older than her apparent young years. Willow tends to favor natural hues, favoring greens and browns, though the colors tend to trend with the seasons. Her dress is always comfortable, though she often opts to go barefoot, preferring to feel the ground under her feet. History: Many millennia ago, the Preservers embarked upon a bioengineering project on Earth, one of many they seeded across the cosmos. In this case, they began with a human template but wandered far afield, adding new powers and abilities that would permit these creatures to be guardians of the biosphere and protect the growth of the nearly-untouched planet. One of these creatures came to be known as Willow. Willow and her siblings watched the rise of the human nation of Atlantis with interest, maintaining distant contact and intervening in their development only when absolutely necessary for at the guardians were more concerned with checking the destructive power of Lemuria. When Lemuria and Atlantis started to wage war the attitude of the Guardians shifted; containing and repairing the damage of the conflict was proving too costly. Willow and her fellow Guardians concluded that drastic measures had to be taken for the good of the planet and fell upon Atlantis and Lemuria. In the end both nations were shattered, their people scattered to the four winds and with a deep scarring of their racial memory. As humanity slowly climbed back up from barbarism, Willow and her fellow guardians forgot about their creators and started to think of themselves as Gods of Nature. Inevitably this brought the bioengineered guardians into conflict with the new (and actual) Gods of Humanity and they were soon subjugated and subordinate. It was at this time that the guardians were given a name that stuck; nymph (and the various subclasses). Reduced in influence, Willow, like many of her fellow guardians gradually withdrew from the Preservers mandate, only stepping in when directly asked or when the need was great. As the Gods withdrew and humanity forgot about her kind Willow found herself entering periods of hibernation; sleeping away years, then decades and finally centuries. Each time she was awoken her power had diminished and her memories were more fragmented. The last time Willow woke, the world was recovering from the Terminus invasion. The dryad worked herself to exhaustion, doing what she could to clean up the residual Terminus energy affecting the natural world though she slipped back into hibernation before she could finish. Recent disturbances in Wharton State Forest have woke her up before she had completely recovered from the energy expenditure. Personality & Motivation: Willow is a complicated woman, with certain aspects of her personality becoming enhanced or subdued with the changing of seasons though the core of her being remains the same. In her youth Willow was ready to answer any slight to nature with the full might of her righteous anger, though as time marched steadily onward she adopted a softer approach. She does not despise the rapid advancement of the humans, for it is instinctual on their part, and instead she merely seeks to moderate their impact on the world around them. Willow is a believer in balance, and as such has extended her stewardship beyond the forests. In spring, Willow is almost perpetually happy, laughing and whimsical, even a bit seductive. She possesses a near rapturous joy of life, and seeks to encourage that feeling in others. During this season, Willow's optimism is enhanced, almost to the point of naiveté, believing there is good in everyone. During the summer, Willow's whimsical nature, along with her optimism is subdued somewhat. During these months her protective instincts are heightened, planning with contingencies in mind to ensure the safety of others. For Willow, the summer is a time of long term planning and intense focus. On the heels of summer, Willow's autumn aspect leaves her quiet and introspective. She thinks deep thoughts and takes great pleasure in long puzzles that could take a long time to work out. She rarely acts hastily and be easily overlooked at any party or gathering due to her standoffish nature. Winter is the time of culling, of winnowing, of separating the young from the old. At this time Willow is at her most secretive, since she tends to evoke a faint sense of dread. Serious and firm, Willow does not do well with long debate and discussion during this time, for as far as she is concerned things are black or white. Despite her generally bright outlook, there is a faint sense of sadness about the dryad. She misses her sisters, and while she believes they are still alive, she does not know where they might be. Willow also finds herself in a strange place, and though she would dearly love to return home her sense of duty compels her to stay in the new world. Powers & Tactics: Willow's powers have declined over the millennia however she still retains some measurable influence over plant life, passing unhindered through even the densest foliage without a trace, rapidly changing her location by traveling through the root network and even communicating with the flora around her. The dryad can even alter the fundamental nature of the plants around her, often using this to grow a suit of living armor. Overall, Willow's tactics are fairly straightforward; she uses her strength to pound her opponent into submission. Her regenerative capabilities are enhanced when in forested areas. Complications: Enemies: Guardian Willow is at odds with her sister, the planet preserving Gorgon. In addition, as an agent of the Preservers, she has the enmity of the Terminus Identity: Willow has recently, with the aid of the Freedom League, adopted a civilian identity. She understands full well the importance of blending in. Relationship: Willow is exceptionally fond of %5Burl=%5Burl=]Erik Espadas (Jack of all Blades), thinking with her heart rather than her head where he is concerned. She is also fiercely protective of the Espadas clan in addition to her teammates on the Interceptors. With the rest of her siblings dead, Willow is determined to not lose her new family. Responsibility: Willow is a mother which comes with a whole host of responsibilities. She is also the last of her kind (it is uncertain, yet, if Eden will express any of her mother's traits) and bears the weight of the Preserver mandate on her shoulders. Abilities: 8 + 4 + 8 + 4 + 6 + 4 = 34PP Strength: 34/18 (+12/+4) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +2 Attack: +12 Melee, +8 Base Grapple: +26 Guardian Strength, +16 Base Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6 Saving Throws: 4 + 6 + 2 = 12PP Toughness: +12/+4 (+4 Con, +8 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +5 (+3 Wis, +2) Skills: 72R = 18PP Acrobatics 8 (+10) Climb 8 (+12, +20 Guardian Strength) Concentration 12 (+15) Handle Animal 8 (+10) Knowledge (Life Sciences) 8 (+10) Medicine 2 (+5) Notice 12 (+15) Sense Motive 7 (+10) Survival 7 (+10) Feats: 13PP Animal Empathy Attack Focus (Melee) 4 Dodge Focus 4 Favored Environment (Forest) Fearless Interpose Equipment 1 Equipment: %5Burl=%5Burl=]Interceptor HQ contribution [5EP] Powers: 22 + 4 + 1 + 4 + 11 + 9 + 5 + 8 + 1 + 4 + 2 + 6 = 79 Ancient Guardian 10 (20PP Array, Feats: Alternate Power 2) [22PP] BP: Enhanced Strength 16 (Strength +16 [34, +12]) linked Super-Strength 2 (Effective Strength 44; Heavy Load 5.6 Tons) [20PP] AP: Environmental Control 3 (25 ft. radius, Distraction [DC 15], Hamper Movement [25% Speed], Visibility, Extras: Action [Move], Independent, Selective Attack, Flaws: Limited [Forests], Range [Touch], Feats: Slow Fade [1 Minute]) [19PP] AP: Snare 12 (Extras: Area [Targeted, Burst, 60 ft. radius], Flaws: Medium [Plants], Range 1 [Touch], Feats: Improved Critical 1 [19-20], Indirect 3, Obscure Sense 2 [Auditory, Visual], Reversible, Tether) [20PP] Comprehend 2 (Plants 2 [speak To and Understand]) [4PP] Concealment 1 (Olfactory, Flaws: Limited [Misleading (Smells Like Strawberries)], Permanent [+0]) [1PP] Concealment 4 (All Visual Senses, Flaws: Limited [Forests]) [4PP] Immunity 11 (Aging, Disease, Environmental Conditions [All], Poison, Starvation & Thirst, Suffocation [All]) [11PP] Leaping 2 (x5, Running Long Jump: 110 ft., Standing Long Jump: 55 ft., High Jump 27 ft.) [2PP] Protection 8 (+8 Toughness, Extras: Force Field, Feats: Subtle) [9PP] Regeneration 6 (Recovery Rate: Staggered 5 [standard Action], Resurrection 1 [1 Week], Flaws: Source [Forest], Feats: Persistent, Regrowth) [5PP] Regeneration 8 (Recovery Bonus 5 [+5 to Recover], Recovery Rate: Bruised 3 [No Action]) [8PP] Speed 1 (10 mph, 100 ft./round) [1PP] Super-Movement 4 (Permeate 3 [Full Speed], Trackless, Flaws: Limited [Vegetation]) [4PP] Super-Senses 2 (Danger Sense [Auditory], Uncanny Dodge [Auditory]) [2PP] Super-Senses 6 (Extended 2 [Auditory, 1000 ft.], Extended 2 [Visual, 1000 ft.], Low-Light Vision, Ultra-Hearing) [6PP] Drawbacks: -0PP None DC Block:[table]ATTACKRANGESAVEEFFECTUnarmedTouchDC 19 Toughness (Staged)DamageUnarmed (Guardian Strength)TouchDC 27 Toughness (Staged)DamageSnareTouch (60 ft. Radius)DC 22 Reflex (Staged)Snare[/table] Totals: Abilities (34) + Combat (32) + Saving Throws (12) + Skills (18) + Feats (13) + Powers (79) - Drawbacks (0) = 188/250 Power Points
  13. ASAD Power Level: 11/14 (201/214PP) Trade-Offs: -4 Attack / +4 Damage, -5 Defense / +5 Toughness Unspent Power Points: 13 In Brief: Egyptian American Billionaire with Energy Absorbing powers Quote: "I decided that instead of keeping my identity a secret it's easier just to hire a PR firm." Alternate Identity: Amir ibn Jafar ibn Abd al-Aziz al-Misri, Amir al-Misri, Amir Misri Identity: Public Birthplace: New York City. Occupation: Hero, Philanthropist, Super Wealthy Businessman Affiliations: Summit Transnational, Freedom City's Muslim Community, Local Politics and Charitable Organizations, International Business Community Family: Father - Abu Naseef Jafar ibn Abd al-Aziz ibn Amir al-Misri, Mother - Amatullah bint Haroun bint Khaldun al-Misri,(siblings have patrilineal names, and are shortened) Brother - Kareem al-Misri , Sisters - Fatima al-Misri, Hida al-Misri, Shafiah al-Misri. Order of children is this Fatima, Hida, Amir, Shafiah and Kareem. Description: Age: 46 Apparent Age: Early 30s. (D.O.B 1971) Gender: Male Ethnicity: Arabic. Height: 6'2 Weight: 193 Eyes: Dark brown Hair: Pitch Black. Description: If Asad were to describe himself, in a word, that word would be dashing. In another word, smoldering. Most often he had a relaxed expression on his face and in his overall demeanor. Since becoming a hero, he had put on some mass, a sign of a new workout regime, hours spent boxing and doing charity runs has added mass in a lean, brawler sort of way. No matter the event he is normally impeccably groomed and dressed, though there again was a casual flair to his clothes, even if he prided himself on being the best dressed person at any social function. Every single hair purposed for the event or task at hand, and contributing to the mood he wants to present. Though is reluctant to wear any kind of jewelry, except a watch. Asad generally opts for something a bit more simple, a morphic molecule short sleeved shirt. This generally worn under whatever clothes he has on, so he can 'change' quickly. Burgundy in color, with a white stripe up each side and over the sleeves. A stylized front facing golden lion's face is on the chest of his shirt. He pairs this with his normal khaki-cargo pants, and either track-jacket with similar colors as his shirt, in addition to gloves, and whatever shoes he has on. Though he does experiment with different color schemes and various other outfits. Power Descriptions: All of his powers are Inherited Genetic Mutations, activated by the massive amount of energy from the supercollider breach. This would indicate that others in his family have energy based powers as well. As such all his powers carry the Mutation descriptor. Amir is possessed of the ability to absorb massive amounts of kinetic energy, and thus far all energy from the electromagnetic spectrum. This is both passively, in a fashion that affords him the ability to resist harm, and actively in a manner to remove non-latent energy. Currently it seems as those he can metabolize the absorbed energy to some degree and it has prevented his aging, as well as allowed for greater physical prowess than before. He no longer seems to be required to ‘charge up,’ and has been able to generate energy he is not currently exposed to. This may be related to the Fission Chips episode that him absorbing a small fission based thermonuclear reaction. Finally there are some visual cues that comes from his absorption powers that occur when he absorbs large quantities of energy, or if he is emotionally distressed. This can present as a simple glow, to coruscating blue light that resembles Cherenkov radiation, which seem to correspond to the fission chips embedded in his skin He also possesses the ability to fly, the mechanics of which is unknown, as he has been reluctant to be tested. History: Amir Al-Misri was just a rich, gadfly playboy type. He drove insanely fast cars (badly). He regularly traveled to Monte Carlo and Las Vegas. He hit up as many red carpet and high profile events as possible. Skied at all the best resorts. Flew in his private jet to New York just for the Pizza, and L.A. just for a movie premiere. Drinks like a fish a lot of the time, and has eaten gold dusted beluga caviar on more than one occasion. And often he is doing all of this with some starlet hanging on his arm (or pop-star, or celebrity bad girl, or heiress, or... well you get the picture). Yes, Amir Al-Misri led a charmed life, not that he seemed aware of it. Ostensibly in control of the former American subsidiary of his family's financial empire (because he was the only one born in the U.S.), it was hoped that sequestered as that he would not negatively impact the Al-Misri Holdings Group at large. They also separated all overt ties between Summit Transnational and the rest of the Group. It was the outcome he had hoped for his entire life. The truth was that his parents were individuals who felt that competition amongst their children would help them succeed. Amir was the child to successfully seize control of his fate aware from their well intentioned efforts. A natural talker, he spent his formative years in various expensive boarding schools using his natural silver tongue to maneuver through life among the children of the super-rich and the ambitious. This carried through to college to Oxford, then Harvard, and finally Stanford (though not necessarily a degree from any and/or all of them). And while he will admit he doesn't remember every class lesson, he came out with a Rolodex (contact list for the kids) that would buckle a desk. All of that helped when handed the keys to Summit Transnational in 2003. Calling in every favor owed, and every friend he had made throughout the years, and he brought them with him into the company, changing it's corporate climate and direction. Of course no one really credited him with assembling such a skilled group of people. In 2008, he hired a former classmate, and someone who had shown herself to be immune to his charms, Anastasia van Cleef, as his personal aid. Recently, though his course in life would change. Already an extensive philanthropist, he had started to look into Islam, in part because of a request of his father, but also years of posing as the playboy he had to become unfulfilled. He started reaching out to the local Muslim to community, though unable to reconcile his beliefs with some of the elements he felt were antiquated. Due to his philanthropy he supported various scientific endeavors at universities. During a tour of a supercollider facility Summit Transnational helped fund in part for FCU (for tax breaks!) there was a failure in the containment system. His last conscious thought was managing to throw Ms. Van Cleef and the scientist giving the door through the automatically closing blast doors. Amir was struck with the full force of the energy produced by the experiment gone wrong, and he was sent into the secondary containment wall, slamming into the composite shell over the foot thick metal bulkhead, buckling both like wet cardboard. Amir's heart stopped during the course of taking him to the hospital, though it restarted at the defibrillation attempt, his powers unknowningly draining that unit as well as killing the ambulance as well. A second emergency managed to get him there, though his vitals were restored. He was unconscious for almost two weeks, and when he did awake the first words out of his mouth was asking after a sip of his favorite scotch. The doctors labeled it a miracle that he survived the incident with no injuries, and that there was no radiation that seemed to have leaked from the incident as well, well publicly they labeled it as such. Privately, they had concerns but his recoverly was also hailed as a miracle there, considering the injuries he had sustained. Amir gave a series of 'aw shucks, I am lucky and this has put my life into perspective' series of interviews, and it did. So at the next opportunity, the casual Muslim decided to take his Hajj for his 40th birthday. Forced into a level of introspection and retrospection he didn't feel as if he had a choice. This, too, was also covered by the tabloids and even some financial news, as they pondered if his near death experience had forced him to turn a corner. Which was accurate. What wasn't covered was what happened during the Hajj. During the Stoning of the Devil portion, an old man fell, and was about to be trampled by a group of people, he jumped, farther than he had ever before, snatching up the old man, and landing in a rough roll, carrying the old man to safety, and leaving both of them stunned as the distance had been moved in such a brief period of time. It was enough to reinforce his prayers and meditations. He received no answers. His return was quiet, matching the sort of behavior one would have when faced with such drastic and recent change. It was during this time that an attempted kidnapping happened, it made sense with some of the more mainstream press he had. The snatch happened as he was jogging in Freedom Park, and when he had made it to Heroes Knoll, three armed men appeared, and attempted to take him. This was the first time he was conscious of his powers, as he shrugged off first their blows and gunshots, before able to stop the effort with display of new found force. Afterward, before the statues of the deceased heroes on the knoll, he prayed, really prayed for a sign, wondering what he should do, what should happen. Well that, and he saw a shrink just in case. During this time he explored his new powers, testing them covertly. In the wake of the Gorgon Event Amir knew he couldn't just sit idly by the wayside from here on out. Personality & Motivation: Asad is not the face he puts out. Having stuck with the guise thus far he has decided to keep it, as it has distinct advantages. He is, by and large, a manipulator of sorts, and apt to use his words as his foremost weapon. Not that he'd shy from adversity. In fact for the first time in his life, he is driven by something greater than his ambitions. Or maybe his ambitions are aimed in a more altruistic bent. Powers & Tactics: Asad is direct in a fight, generally eschewing overly complicated tactics in his efforts, as his powers are not subtle.. He opens with trying to talk down the situation, given that he has an ability to take a fantastic level of punishment. Once battle has started he does tend to try and become the most visible person in the fight, in the hopes of drawing attention and attacks, as well as placing himself in harm’s way to take the punishment aimed at others. Since training from Mali, he improved his versatility. Adjusting his tact in his efforts. He will use Fast Feint and Improved Grab to great effect. Taunting as needed. With his goal shifting from slugfests to locking down opponents and getting in close. If need be he will use his blasts and ability to expel massive amounts of energy to Complications: Dang It Jim, I am a Billionaire Not A Scientist: Asad’s power grants him more latitude than he exercises. As such he is hampered by his less than stellar creativity when it comes to it’s use. Enemies: Whether by personal action, or just happenstance, Asad enters the arena already with some enemies in the wings. Some personal, and some just plain business. It doesn't help that at least one woman formerly linked romantically to him is villainess Madame Marvelous. Fame: He was a social mover and shaker before getting his company. Dated starlets, pop singers, and princesses. Frequent interviews in various forms of media. And then adding his company, and it's rise to prominence has only fueled this. Unfortunately people can sometimes take a less than sterling view of him because of his Reputation. History: He is old enough, and shaken enough hands and signed enough deals that it may come back to bite him in unexpected ways. I Am Not Scared: His powers afford a great ability to take punishment. While not fearless, he may be apt to jump in over his head in such situations, and as such may not try to dodge, if he feels he can take the punishment. My Powers Are What Scare Me: They’ve changed… especially after some incidents. Is this natural progression or something else? Public Identity: He is not hiding the fact that he is a superhero, with only feeds... Reputation: Rake, fop, playboy, feckless, lazy and more. He was, and still is, tabloid fodder, so few people will initially take him seriously. Responsibility: He is ostensibly the head of a multi-billion dollar equity firm. And recent life changes had nudged him to take a more direct hand in the business, and he takes personal umbrage if someone messed with what's his. Shut Up Already!: A talented speaker, he sometimes talks too much. And can be apt to make long speeches just like villains. Abilities: 10 + 6 + 14 + 2 + 8 + 6 = 44PP STR 40 [20] (+15/+5) DEX 16 (+3) CON 40 [24] (+15/+7) INT 12 (+1) WIS 18 (+4) CHA 16 (+3) Combat: 14 + 12 = 26 PP Initiative: +7 Attack: +7 Grapple: +27/+12 Defense: +6 Knockback: -12/-3 Saving Throws: 0 + 2 + 5 = 7PP TOU +16 (CON +16, Base CON +7, Protection +1, Impervious +10) FORT +15/+7 (CON +7, CON w/Enhanced +15, ) REF +5 (DEX +3, +2) WILL +9 (WIS +4, +5) Skills: 88R = 22PP Bluff 12 (+15 / +19 Attractive)Skill Mastery Concentration 1 (+5) Diplomacy 12 (+15 / +19 Attractive)Skill Mastery Drive 4 (+7) Gather Information 15 (+18)Skill Mastery Intimidate 2 (+5) Knowledge (Business) 8 (+9) Knowledge (Civics) 8 (+9) Knowledge (Current Events) 4 (+5) Knowledge (Theology and Philosophy) 2 (+3) Languages 4 (Arabic, Farsi [Persian], French, Portuguese) (Base: English) Notice 4 (+8) Sense Motive 12 (+16)Skill Mastery Feats: 19PP Accurate Attack All-Out Attack Attractive Benefit (Wealth 3) Challenge (Fast Feint) Connected Equipment Improved Grab Improved Initiative Interpose Luck 2 Move By Action Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive) Taunt Ultimate TOU Well-Informed Equipment: 1PP = 2/5EP Commlink [1EP] Smartphone [1EP] Powers: 36 + 16 + 8 + 10 + 11 = 81PP All carry the ‘Genetic Mutation’ descriptor. Absorption Array 16.5 (33 points; PFs: Alternate Power 3) [36PP] BE: Nullify Energy 11 (Area of Effect 55’ Radius, All Energy types; Extras: Alternative Save [Fortitude +0], Effortless, Nullifying Field [+0], Selective; Flaws: Distracting) [33PP] AP: Damage 10 (Area of Effect 200; Extras: Area [burst], Selective Attack; PFs: Progression [Area] 1, Variable Descriptor 2 [Energy]) [33PP] AP: Blast 15 (Range 1500; PFs: Precise, Variable Descriptor 2) [33PP] AP: Enhanced Strength 20 (to 40/+15) + Super-Strength 5 (effective Str 65, Heavy Load: 100 Tons; PFs: Groundstrike, Shockwave) [20+12=32/33PP] Enhanced CON 16 [16PP] (Energized Metabolism) Flight 4 (1000 ft/ 100mph) [8PP] Immunity 10 (aging, Life Support) [10PP] (Absorption, Sublimation) Protection 1 + Impervious TOU 10 [11PP] (Absorption, Sublimation) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness DC 20/DC 30 Damage (Physical) Blast 1500' Toughness DC 30 Damage (Variable) Damage(Burst) 200' Radius Reflex DC 20 Damage (Variable) Nullify Energy 55’ Radius Fort DC 26 PP Cancel/Negate Groundstrike 150' Radius Reflex DC 25/Trip Check .5 DC of Trip Check/Trip Shockwave 150' Cone Reflex DC 25 Damage (Physical) Totals: Abilities 46 + Combat 26 + Saves 7 + Skills 22 + Feats 19 + Powers 81 = 201/214PP
  14. Player Name: Electra Character Name: Wander Power Level: 12 (232/250pp) [374] Trade-Offs: None Unspent Power Points: 18 Older Version In Brief: A survivor of plague and apocalypse in her home universe, Wander began as a shell-shocked dimensional refugee, but has worked hard to recover and make a place for herself among the heroes of Freedom City and the people of Earth Prime. Alternate Identity: Keeley Erin White, Erin Keeley White (her original name, legally changed to distinguish her from her Prime-native counterpart) Identity: Secret, though she does little to protect it. Birthplace: Seattle, Washington, Earth EZO1(e) Occupation: Head of Security at Halloman Advanced Experts (HAX) Affiliations: Liberty League, Young Freedom (alumnus) Family: Father: Roger White (1962-2007), Mother: Clarissa (Anderson) White (1967-2007), Sister: Megan White (1999-2007), Paternal Grandparents: Martin and Cecily White (1937-2007)(1942-2002) Maternal Grandparents: Donald and Eileen Anderson (1942-2007, 1945-2007) Description: Age: 19 DoB: November 11, 1992 Apparent Age: 19 Gender: Female Ethnicity: Caucasian Height: 5'8 Weight: 175 Eyes: Brown Hair: Auburn Tall and solidly built, Erin's average appearance allows her to blend into the background more easily than many superheroes. Her eyes are medium brown, her hair auburn and shoulder-length, held back by a band when she works. Her physical invulnerability gives her the pale, smooth skin of someone who's never gone out in the sun or worked with her hands, but it also means she never gets acne or freckles anymore. Most people would say Erin looks and moves like an athlete, but anyone who's been in a theater of combat would say she moves like a special-forces veteran, a somewhat dissonant description for a girl still on the cusp of adulthood. Erin's wardrobe consists mainly of classic pieces in interchangeable styles. She does not dress to stand out, but has finally managed to acquire more clothes than she can wear in a week. Her uniform is a purple and black bodysuit with a partial face mask to conceal her identity. When she is on duty at HAX, she wears a simple gray jumpsuit with an identifying patch on the arm and a badge. Power Descriptions: Wander's powers are less flashy than many of the heroes of Freedom City, but nonetheless quite effective. She is strong and resilient, healing quickly from injuries and with a metabolism that allows her to do a lot with very little. She is a superlatively trained fighter, either barehand or with her specialized bat, and is able to leap great distances, either horizontally or vertically. She runs at tremendous speed, and when going all-out can even run up walls and across water. History: Erin was born in an Earth-variant universe that would eventually be classified Earth-EZO1(e). Her universe split off from Prime in 2006 when a contagious and fast-acting disease arose that began wiping out huge swaths of the world population. A vaccine was quickly developed and widely distributed, but instead of curing victims, it destroyed the higher brain functions of all vaccinated individuals and rendered them superpowered and homicidal zombies. Erin, who at the time time vaccine was distributed was sequestered on the ranch of her eccentric genius uncle, was protected from its ravages. Instead she received a vaccine her uncle devised, one that gave her enhanced immunities and superpowered strength, speed, and endurance. It was enough to keep her alive, even as the rest of her family and her world died. Eventually she reached Freedom City and was able to contact Prime, with the help of Doctor Atom, and was brought over as a refugee. Once on Prime, Erin was placed into quarantine for several months, then spent more months trying to acclimate to the world. She was introduced to the Prime counterparts of herself and her family, but although they are on cordial terms, the decision was made that she should not live with them permanently. Instead, she was given a place at the Claremont Academy, where she worked very hard to catch up on a year and a half of missed schooling, as well as training her powers for a world where survival usually didn't require lethal force. She made friends at school and joined Young Freedom, the second Claremont superteam, where she has had many adventures. At the climax of her career with Young Freedom, Wander was part of a mission that required them to face off with Omega, Lord of the Terminus. Wander went toe to toe with him and, against all the odds, not only survived but came away triumphant. In the aftermath of the battle, her cat Oliver revealed his true nature as a sorcerer and a guardian of the multiverse, who had chosen and empowered her as a champion specifically for the battle she had just fought. With the battle won, he offered her the choice to go with him to fight battles throughout the multiverse against the powers of the Terminus, or to stay and take advantage of the life she had earned for herself, but without the powers he had granted her. Erin chose to stay, and gradually learned to live with the loss of many of her powers. It took a long time for her to disclose her “disability†even to those closest to her, which resulted in more injuries and stress than if she'd come clean to start with. Just as she was becoming acclimated to her powers, a fight with Madrigal's Hounds for the amusement of the Terminus resulted in a nearly life-threatening injury. The Furions healed her, and in the process, revitalized her with some new abilities that she is still trying to get used to. At the same time, she is continuing her long-term relationship with Trevor Hunter, Midnight II, and working full-time as chief of security at HAX. Personality & Motivation: Erin is a serious young woman with a strong tendency towards single-mindedness, though she shows occasional flashes of an offbeat sense of humor, especially around her friends. Her reputation as a vicious fighter is well-earned, though it brings with it an unflattering characterization as a loose cannon. In reality, she is extremely concerned with not hurting anyone who doesn't deserve it, and trains constantly and thoroughly to ensure she is battle-ready on all counts. The past year has been a difficult one for her, losing many of her powers and questioning her own fitness as a hero, but by overcoming her own doubts and learning she could still be a hero without Oliver's loaned power, she's turned a corner in her self-perception. Erin is a grown-up hero now, for good and bad. She's less plagued by doubts and nagging feelings of worthlessness, but beginning to perceive greater problems in the world outside herself. Luckily, she is a hero and can try to do something about it. Powers & Tactics: Wander's style has mellowed from her school days, partly from necessity as her powers have fluctuated over time. Rather than rushing headfirst into combat, she will usually look for ways to get a tactical advantage, whether that's sussing out the situation with surveillance or reconnaissance, or by using her impressive acrobatic skills to confuse her opponent before delivering a blow. If a teammate is threatened, she's generally the first to throw herself in the path of danger, and when pressed into a corner, will fight with uncompromising ferocity. Complications: Triple Threat: Erin is an extra copy on Prime, there is already one perfectly serviceable Erin Keeley White going about her non-powered business in Seattle. Legally, Erin has new papers as Keeley Erin White, but there's still tons of room for confusion. Things have only gotten more complicated now that the Erin White who was trapped on Anti-Earth, codenamed Singularity, is also on Prime, and may even be released into Freedom City eventually. Overprotective: After one miserable failure to protect someone she cared about, Erin isn't about to let it happen again. She will step in front of a teammate or a civilian whenever possible, even if it would be objectively unwise or unnecessary. She may also underestimate peoples' abilities to take care of themselves, something that can cause friction when working with her peers. Post Traumatic Stress: Violence and death in Erin's past has resulted in PTSD that tends to express itself mostly in combat situations. Therapy has allowed her to overcome the worst of her instinctive reactions, but when her life or the life of a friend is threatened, or when she is very afraid, she may lose the ability to modulate her attacks or correctly read situations. Growing Up: Wander has a secret identity as Keeley Erin White, one that's gotten more important now that she needs it to do grownup things like pay rent and bills. She has neighbors now, and a cat who can't fend for himself. She's also got a full-time job that, while flexible with the needs of her hero career, demands lots of energy and attention. That comes with subordinates to worry about, and a whole new potential rogue's gallery. Love and Loyalty: Loyalty is extremely important to Erin, and for those people who have earned it, she will extend herself far beyond convenience or even practicality. There is virtually nothing that Erin would not do for her boyfriend Trevor, (Midnight II), whether he would want her to or not. She also has deep and abiding loyalty to her friends from Young Freedom and her Liberty League teammates. She takes her job at HAX very seriously as well, and would give her life to protect Dragonfly or Jill O'Cure in particular, and to protect the facility as a whole. Abilities: 6 + 4 + 6 + 2 + 2 + 2 = 22PP Strength: 34/30/20/16 (+12/+10/+5/+3) Dexterity: 20/14 (+5/+2) Constitution: 34/30/20/16 (+12/+10/+5/+3) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +9 Attack: +10 Base, +12 w/Cosmic Power Grapple: +27/+13 Defense: +12 (+10 Base, +2 Cosmic Power), +6/+5 Flat-Footed Knockback: -11/-9/-1 Saving Throws: 0 + 4 + 6 = 10PP Toughness: +12/+10/+5/+3 (+3 Con, +7 Enhanced Con, +2 Cosmic Power) (10/8/2 Impervious, Reflective 2) Fortitude: +12 (+3 Con, +7 Enhanced Con, +2 Cosmic Power) Reflex: +9 (+2 Dex, +3 Enhanced Dex, +4) Will: +7 (+1 Wis, +6) Skills: 96R = 24PP Acrobatics 12 (+17) Skill Mastery Craft (Electronic) 4 (+5) Craft (Mechanical) 6 (+7) Drive 10 (+15) Knowledge (Tactics) 6 (+7) Intimidate 10 (+11) Skill Mastery Notice 14 (+15) Skill Mastery Perform (Dance) 6 (+7) Sense Motive 13 (+14) Stealth 6 (+11) Survival 9 (+10) Skill Mastery Feats: 19PP Acrobatic Bluff All-Out Attack Challenge (Fast Acrobatic Feint) Defensive Attack Equipment 2 (10EP) Evasion 2 Improved Initiative Interpose Luck 2 Move-by Action Power Attack Quick Draw Skill Mastery (Acrobatics, Intimidate, Notice, Survival) Takedown Attack 2 Uncanny Dodge (Audio) Equipment: 2PP = 10EP Share of Midnight Manor [10EP] Powers: 18 + 11+ 16 + 3 + 14 + 6 + 14 + 1 + 2 + 1 + 8 + 5 + 2 + 6 + 2 + 2 + 6 = 117PP Cosmic Power 3.6 (18PP Container [Passive, Permanent]) [18PP] Enhanced Attack 2 (to +12) [4PP] (cosmic speed) Enhanced Constitution 4 (to CON 20 [+5] or 34 [+12]) [4PP] (cosmic toughness) Enhanced Defense 2 (to Defense +12 [+6 flat-footed]) [4PP] (cosmic speed) Enhanced Impervious 2 (to Impervious 2 or 10) [2PP] (cosmic toughness) Enhanced Strength 4 (to STR 20 [+5] or STR 34 [+12]) [4PP] (cosmic power) Cosmic Power Array 5 (10PP, Power Feat: Alternate Power 1) [11PP] Base: Damage 0 (Extra: Autofire [10]) {10/10} AP: Enhanced Speed 3 (to Speed 7 [1000 MPH/10000' per move]) {3} + Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Limited [Only While Moving]) {3} {3+3=6/10} Device 5 (Wander's Bat; 25DP, Flaws: Easy-To-Lose [-2], Power Feats: Subtle [Collapsible]) [16PP] Damage 0 (Power Feats: Extended Reach 2 [15'], Improved Critical 2 [18-20], Improved Throw, Stunning Attack, Drawbacks: Non-Lethal Only) [5DP] Impervious 0 (Extras: Duration [sustained, +0], Reflective 10 [2, all ranged]) [20DP] Device 1 (Sunglasses and Earrings from Midnight; 5DP, Flaws: Easy-To-Lose) [3PP] Immunity 2 (Auditory Dazzles) [2DP] Super Senses 3 (Infravision, Visual Counters Obscure [fog/mist]) [3DP] Enhanced Constitution 14 (to 30 [+10]) [14PP] (chemical enhancement) Enhanced Dexterity 6 (to 20 [+5]) [6PP] (chemical enhancement) Enhanced Strength 14 (to 30 [+10]) [14PP] (chemical enhancement) Features 1 (Temporal Inertia) [1PP] (dimensional refugee) Immunity 2 (Disease, Poison) [2PP] (chemical enhancement) Immunity 2 (Sleep, Starvation/Thirst, Flaws: Limited [1/2 Effect]) [1PP] (chemical enhancement) Impervious Toughness 8 [8PP] (chemical enhancement) Movement Array 2 (4PP; Power Feat: Alternate Power) [5PP] Base: Speed 4 (100MPH/1000' per move) {4/4} AP: Leaping 4 (x25, Running Long Jump: 550', Standing Long Jump: 275', High Jump: 137') {4/4} Quickness 4 (x25, Flaws: Limited [Physical Tasks]) [2PP] Regeneration 6 (Recovery Rate: Bruised 3 [1 round/no action], Injured 3 [1/minute]) [6PP] Super-Senses 2 (Normal Hearing, Extras: Accurate [+2]) [2PP] Super Movement 1 (Safe Fall) [2PP] Super-Strength 3 (effective STR 49; Heavy Load: ~12 tons) [6PP] Drawbacks: 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC27 Toughness (Staged) Damage (Physical) Bat Touch DC27 Toughness + Autofire (Staged) Damage (Physical) Abilities (22) + Combat (40) + Saving Throws (10) + Skills (24) + Feats (19) + Powers (117) - Drawbacks (0) = 232/250 Power Points
  15. Foreshadow II Power Level: 15 (250/250PP) Effective PL: 12 Trade-Offs: +2 Defense / -2 Toughness, 5 Attack / -5 Damage (Unarmed) Unspent Power Points: 0 In Brief: Acrobatic legacy to the Foreshadow name. Alternate Identity: Erick Sloane Identity: Secret Birthplace: Freedom City Occupation: Student [London Business School]/Investor Affiliations: Vanguard Family: David Sloane (Adoptive Father) Description: Age: 22 (DoB: Born 14, February 1993) Gender: Male Ethnicity: Caucasian (Of Russian Descent) Height: 5'11" Weight: 172 lbs. Eyes: Blue Hair: Blonde Erick is 5'11 which is quite a deal taller than the average male gymnast. As such his muscular physique is lean far more than it is bulky. Scuplted in such a way to favor the explosive moments of a gymnast with a maddening lack of body fat. Erick's medium length hair sits reaches his shoulders comfortably maintaining a professional appearance. His blonde hair is complimented by piercing blue eyes. Erick maintains a regular level of stubble across his face. As the Foreshadow, Erick dons a modified version of the original outfit worn by David Sloane. Being a realist Erick's costume is lined with multiple body armor inlays, due to the fact that as fleet footed as he is chances are he's still going to take on more hits than his mentor. Instead of a cowl his hood is draped down in such a way as to cover a domino mask. His uniform is also outfitted with a utility belt with multiple compartments to house the equipment he uses while on the job. Off which most is already carried inside of his multi purpose escrima sticks. Lastly Erick's multi purpose Escrima Sticks are usually kept holstered on his right leg. History: At only ten years of age Erick was considered a child prodigy ready to take the gymnastics world by storm. Of course, all the implications and hardships of said talent at an early age came with the title. While the demanding sponsors and incessant reporters weren't so bad because he could leave them at the door. His parents and coaches, however, were an entirely different story. Every moment of his life followed a set schedule down to the minute and he hated it. The fact that they opted to home-school him so he could maximize his time practicing routines didn't help. He couldn't count how many times he wished for his parents to just go away so he could relax for a day. That was until the incident happened. Late one night while Erick was undergoing his studies, a drugged out mobster armed with a flame thrower had been cornered by the costumed detective Foreshadow in the alley behind the boy's home. In a moment of desperation and beginning to hallucinate, the mobster started setting the area nearby ablaze. Which in turn was the very tragedy Foreshadow had been attempting to prevent when he cornered the man. Letting the villain escape, Foreshadow instead began to attempt to try and calm the ferocious flames or at the very least save anyone who hadn't already escaped as soon as the fires started. As sounds of the clash and the faint smell of smoke filled the night air, Erick's parents ran downstairs to see what all the commotion was. Something that Erick made no move to stop, as it actually meant he'd have a schedule free moment in his life. It didn't take long for them to note that the first floor of their home was engulfed in flames. Unfortunately, the foundation had already taken quite a beating and the stairs collapsed from under them as they turned to try and get their child out of immediate danger. Hearing a loud crashing noise, the now terrified and confused Erick decided to go after his parents only to see the horrible state they were in at the remains of the stairwell. He wanted to help them, he wanted to scream, he wanted to something. Anything. But he couldn't. Erick couldn't even move, he was paralyzed in a state of shock. To this day he doesn't remember the details of how Foreshadow rescued him from the burning building. Erick only blamed himself for what happened to his parents. His head was quickly filled to the brim with thoughts such as, "If only I were quicker"or "If only I had stopped them from going downstairs." Sympathizing with the boy's plight and blaming himself for failing to prevent the deaths of the his parent's, David Sloane did the unexpected and took Erick in. An ordeal that was a bit difficult with various coaches claiming that they wanted to adopt Erick. It was inevitable that David would have to reveal his identity as the costumed detective Foreshadow to the child if their new arrangement was ever to work. Foreshadow swore Erick to secrecy, and in exchange he trained the youth in the many talents that he used in his costumed identity. Despite agreeing to train him, Foreshadow outright forbid Erick from joining the fight against crime in the Southside at least until the youth finished school. Having enrolled him in public school. As such, Erick spent the next six years of his life with relative normalcy. He quit competitive gymnastics all together and just did the regular teenage thing. Not counting the training sessions with Foreshadow of course. The youth had also come into his own money having invested the money from his sponsors with Rath & Stromsberg upon David's advice. He also graduated from High School early at the age of sixteen solely so he could round off the start of his career by training his talents visiting many of the same locations David Sloane did as a youth. It also gave him a chance to tie up some loose ends and closure with the man he was originally supposed to grow into as he competed (and dominated) at Worlds. Shocking many whom didn't expect him to be in condition to compete after withdrawing from gymnastics competition. Having returned to Freedom City, Erick dipped into his personal fortune to pay his tuition in full as he enrolled in FCU. Moving into a private penthouse within looking distance of the Atlantis hotel and casino, he reached out to a childhood friend, Alaina Zelichonok, revealing his intention to operate as a costumed vigilante and needing her help in the purchase and development of equipment. Omen's venture into superheroics has already earned him the ire of the Freedom City Mob just by wearing the same emblem as his mentor. During the events of the Day of Wrath, Erick found himself badly injured barely scrapping by a victory with the robotic replacement of Foreshadow. Upon the real Foreshadow's return, both men had to come to the realization that after all his years of crime fighting David was beginning to miss a step. Even if it was time for him to retire, the Southside needed a Foreshadow, and David thought Erick was just the man for the job. The only stipulation would be that Erick would have to undergo training with an acquaintance of David's. Erick agreed to the terms and began a training regiment with Gilles Gordeau a master Savateur. Unfortunately, she had a busy schedule (being a criminal and all) and left in the middle of their training leaving him weekly instructions through a private podcast. Deciding it best to move from the penthouse, Erick opted to buy a mansion near the marina. The location would be a strange one if the man's focus was solely to lie in the South, but he was far too ambitious to settle on cleaning up crime in just one part of the city. That ambition would almost cost him his life. During his first run in with an assassin known as Jade Spider, Erick found himself eviscerated at the waist. Erick barely escaped the assassin in a closely contested brawl over the rooftops of the city. But it was clear he needed immediate medical attention. Barely able to drag himself back to the manor, the young hero lost consciousness on his own doorstep. Where David was already waiting for his arrival. Due to the tremendous amount of blood Erick lost in the brawl a blood transfusion was needed. Luckily, David was a compatible donor and all too willing to give up his blood to save his adopted son. The treatment carried on throughout the entire night with many a close call in terms of Erick's health. But in the end he survived. When Erick came to he received his first vision much to the surprise of all present. The blood transfusion somehow being the catalyst for activating some latent clairvoyant ability. Personality & Motivation: Erick is quite relaxed and even when on the job he's known to be chatty and crack a joke. Unlike his mentor, he's more than willing to work with others than David Sloane was. In fact Erick Sloan is a downright social butterfly. Relying on his social skills to gather information from local underworld personalities almost as often as his precognitive gifts. Part of Erick's attitude actually has do to his gift of Foresight. He has taken it to translate into feeling that he is armed with the knowledge that he will always come out on top. Erick fights the good fight simply because it's the right thing to do. Filled with a passion for life and a desire to make a difference, every time Erick dons the Foreshadow costume he's ready to go to work. A bit of an adrenaline junkie, Erick loves crime fighting perhaps a bit too much. His enjoyment of risk taking almost borders on recklessness. Which is why he keeps himself grounded by remembering why he dons his domino mask in the first place. More than anything Erick wants to make sure no one else has to go through the pain of losing their family because of the criminals in Freedom City especially those under Al Driogano's thumb. Powers & Tactics: When first starting out Foreshadow was more of an acrobat than martial artist. Relying more on misdirection and agility than pure combat prowess. Reflecting this his fighting style relies on movement and precision. His mastery of savate allows him to maintain a lateral control of the, the gymnastic art of tricking allows him to feint his opponents or attack them from odd and unexpected vertical angles, and a solid base in escrima affords him a brutal fallback when precision and mobility allow fail. His custom built high polymer Escrima Sticks are lightweight so that he can overwhelm foes without sacrificing power for speed. At a distance they can also be thrown to take out foes. The staves can combine into a singular bo staff, which Foreshadow uses when in need of supplying his attacks more power. One end of the weapon can fire a stored swing line made out of airplane cable, and both escrima sticks can be discharge a powerful electric shock akin to a heavy duty stun gun. Last but not least, Erick is able to foresee events before they come to pass. A secondary effect of this ability is he is actively aware of his surroundings almost intuitively combined with the fact that Erick is intuitively aware of foreboding danger allows him to always be alert. This sensation manifests as a tingling feeling at the base of his skull, alerting Erick to danger in proportion to the severity of whatever the threat is. Complications: Enemies: Ever since taking over the mantle of Foreshadow from David, Erick has inhereted his predecessor's old rogues gallery. Most notably being the assassins belonging to the Murder League and the the Freedom Mob. Flirt: Erick enjoys the company of the fairer sex, and won't hesitate to let them know. It can get him knee deep into trouble as he doesn't always use his head when it comes to beautiful women. Responsibility: As a university student Erick has to make sure his late hours don't interfere with his school work. As a heavy investor and philanthropist in various start up businesses and charities he has to make sure his money is in good hands further dividing his attention. Secret: Erick has the difficult task of keeping his identity a secret from those around him. It places a great strain on any relations he tries to form as most of his nights are spent fighting crime in Freedom City and London Scry vs Scry: Foreshadow can foresee events before they come to pass. Unfortunately there is a bit of psychic interference when dealing with foes with other precognitive gifts. Making it harder to rely on the visions Abilities: 8 + 14 + 10 + 10 + 6 + 12 = 60PP Strength: 18 (+4) Dexterity: 24 (+7) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 22 (+6) Combat: 16 + 34 = 50PP Initiative: +16 (+8 Dex, +8 Improved Initiative) Attack: +8 Base, +14 Melee, +16 Double Cannes/Thrown, +20 Unarmed Defense: +17 (+17 Base), +9 Flat-Footed Grapple: +21 Knockback: -3 Saving Throws: 1 + 6 + 6 = 13PP Toughness: +7 (+5 Con, +2 Defensive Roll) Fortitude: +6 (+5 Con, +1) Reflex: +13 (+7 Dex, +6) Will: +9/17* (+3 Wis, +6) *Vs Fear Effects Skills: 180R = 45PP Acrobatics 18 (+25) Skill Mastery Bluff 9 (+15) Skill Mastery Climb 1 (+5) Computers 5 (+10) Concentration 7 (+10) Diplomacy 9 (+15) Skill Mastery Disable Device 5 (+10) Drive 5 (+12) Escape Artist 8 (+15) Gather Information 7 (+10) Intimidate 4 (+10) Investigate 5 (+10) Knowledge (Business) 15 (+20) Knowledge (Current Events) 5 (+10) Knowledge (Popular Culture) 5 (+10) Knowledge (Streetwise) 15 (+20) Language 13 (Arabic, ASL, Chinese [Mandarin] English [Native], Filipino, French, Galstandard, German, Hindi, Italian, Japanese, Portuguese, Russian, Spanish) Medicine 2 (+5) Notice 11 (+14) Search 5 (+10) Sense Motive 7 (+10) Sleight of Hand 3 (+10) Stealth 13 (+20) Skill Mastery Survival 2 (+5) Swim 1 (+5) Feats: 59PP Acrobatic Bluff Ambidexterity Attack Focus (Melee) 6 Attack Specialization (Thrown) 3 Attack Specialization (Unarmed) 3 Benefit 4 (Status [Vanguard Membership], Wealth 3 [Billionaire]) Blind-Fight Challenge 4 (Accelerated Acrobatics, Fast Task [Acrobatic Feint], Perfect Balance, Perilous Balance) Defensive Attack Defensive Roll Eidetic Memory Elusive Target Endurance Equipment 0 (+10 50EP Veteran Reward ) Evasion 2 Grappling Finesse Hide in Plain Sight Improved Critical 2 [Unarmed] Improved Disarm Improved Initiative 2 Improved Ranged Disarm Improvised Tools Jack-Of-All-Trades Lionheart 2 [+4 bonus per rank on Will Saves VS fear and related effects.] Move-by Action Power Attack Prone Fighting Quick Draw [Draw] Redirect Set-Up Skill Mastery (Acrobatics, Bluff, Diplomacy, Stealth) Takedown Attack 2 Taunt Teamwork 3 Trance Uncanny Dodge (Auditory) Weapon Bind Well-Informed Equipment: 10PP = 50EP Binoculars [0EP] Cell Phone [0EP] Digital Audio BRecorder [0EP] Digital Camera [0EP] Evidence Bags [0EP] Flashlight [0EP] Lock Release Gun [1EP] Handcuffs [1EP] (Masterwork) Medkit [1EP] Mini-Tracer [1EP] Multitool [1EP] (Masterwork) Rebreather [1EP] Video Camera [0EP] Zultasian Grav-Cycle [26EP] Strength: 20 [2EP] Size: Medium [0EP] Toughness: +8 [3EP] Defense: +0 [0EP] Features: Alarm 3 [DC30], Computer, Communications, Grav Boost [same as Nitro Injector], Hidden Compartments 2 (DC 25), Remote Control, Smokescreen [10EP] Powers: Flight 6 (500 mph; Power Feat: Subtle, Drawbacks: Low Ceiling 2 [Maximum 15']) [11EP] HQ: Erick's Freedom City Villa[18EP] Location: North Bay, Freedom City, USA, Near the North Bay Marina. Appearance/Details: 1 Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP]; Features: Communications, Computer, Concealed, Dock, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP] Alternate HQ: Erick's English Estate[17EP] Location: Hertfordshire, England. UK. Appearance/Details: 1, 2, 3 Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP]; Features: Combat Simulator, Communications, Computer, Concealed, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP] Powers: 6 + 12 + 2 + 1 + 1 + 1= 23PP Device 2 ( 10PP Container; Flaws: Easy-To-Lose; User suffers Fatigue from Extra Effort rather than Device ) [6PP] (Multi-Function combinable cannes) Canne D'arme ( 8PP Array; Feats: Alternate Power 2 ) [10PP] BP: Damage 4 ( Feats: Accurate, Mighty, Split Attack, Thrown ) {8/8} AP: Stun 9 ( Flaw: Action [Full]; Drawback: Full Power ) {8/8} AP: Super-Movement 3 ( Slow Fall, Swinging, Wall-Crawling 1; Extra: Linked to Speed [+0] ) + Speed 1 ( Stacks for Speed 2 [25 mph/250 ft. rnd]; Extra: Linked to Super-Movement [+0] ) {8/8} (Grappling line) Foresight 2.4 ( 12PP Container, [Passive, Permanent] ) [12PP] (Psionic) Enhanced Feat ( Seize Initiative ) [1PP] (Precognitive Awareness) Luck Control ( Force Rerolls; Flaw: Limited to Attack Rolls Made Against Foreshadow [-2] ) [1PP] (Precognitive Dodging) Super-Senses 8 ( Mental Sense [Accurate, Acute, Danger Sense, Extended, Radius, Ranged], Uncanny Dodge [Mental] ) [8PP] (Precognitive Spatial Awareness) Super-Senses 4 ( Precognition [Mental]; Flaw: Uncontrolled ) [2PP] Probability Control 1 ( Flaws: Limited 2 [Unarmed]) [2PP] (Martial Mastery) Speed 1 ( 10 mph, 100 ft./rnd ) [1PP] (Training) Swimming 1 ( 2.5 mph, 25 ft./rnd ) [1PP] (Training) Super-Sense ( Communications Link [mental] with Synapse ) [1PP] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC19 Toughness Damage (Physical) Escrima Sticks Touch/Ranged DC23 Toughness Damage (Bludgeon) Stun Rods Touch DC19 Fortitude Stun (Electricity) Totals: Abilities (60) + Combat (50) + Saving Throws (13) + Skills (45) + Feats (59) + Powers (23) - Drawbacks (0) = 250/250 Power Point Note: Foreshadow is technically PL15 with a full, five point Attack and Defense trade-off. His Defense and Toughness are capped to place him at PL12 defensively, while his Damage is intentionally under-capped so that his Attack and damage bonuses average out to PL12 as well while unarmed, even though +20 attack in only achievable by PL15 characters.
  16. Player Name: Raveled Character Name: Blue Jay Power Level: 10/14 (186/218 PP) Trade-Offs: +5 Attack / -5 Damage Unspent Power Points: 32 Progress To Platinum Status: 68/120 In Brief: A refugee from the Terminus, fighting for a beautiful world as hard as she can. Alternate Identities: Antoinette Baudin, Tona Identity: Secret Birthplace: Maine, North America, Earth-Pastoral (Terminus) Occupation: Student, superhero Affiliations: Claremont Academy Family: Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father) Description: Age: 18 (DoB: March, 1996) Gender: Female Ethnicity: French/Native American Height: 5' 2" Weight: 120 lbs Eyes: Blue-green Hair: Brown Antoinette Baudin is a short, compact woman with a lithe, muscular frame. Her skin is smooth and tanned, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. She normally wears urban camouflage: monochromatic athletic tees devoid of logo or phrases, and pants bearing many, many pockets. When trouble threatens she pulls on a sleeveless Claremont uniform, complete with gloves that leave her thumb bare. Her bow is a matte-black length of carbon fiber, balanced blackened-steel pulleys, and monofilament drawstring. It can fold to a third of its overall length or unfold with a quick jerk. Her mask is molded to fit over her eyes and forehead, and features an elongated 'nose' where most of the active sensors reside. Power Descriptions: Blue Jay has no actual superpowers. Her equipment is a wonder of modern engineering courtesy of ASTRO Labs. Her bow is a length of carbon fiber composite with an artificial spidersilk drawstring that can fold down to a third of its overall length for concealment, but fully deployed it can maintain a seventy-pound draw. The arrowheads can deploy bodkins, broadheads, blunt tips, or frog-catchers as needed, all selectable from a dial near the fletching. She even has a few specialty arrowheads for when she needs to do more than hurt people. Her mask is a mass of active and passive sensors, bouncing IR and UV information off her surroundings, allowing her to zoom in on distant situations, and even tapping into local radio bands. History: Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds. Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray. In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war. Personality & Motivation: Antoinette is a withdrawn, private, intense woman. For most of her life silence meant survival, and even if that is not technically true she still falls back on old habits. She can be rather brusque, even rude to others; she grew up in a tight-knit community where social graces were not greatly valued. She will treat individuals with talent respectfully, but she usually demands to see that talent demonstrated, first. Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. She works intently to make up for her lack of super-powers, secretly afraid of not living up to her own notion of this world's heroes. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failure at something she deems important. Powers & Tactics: Blue Jay knows she can't really stand toe-to-toe with most superopponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as far away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and either open up with full Power Attack, or hit them with a couple acid arrows. Complications: Secret Identity Tona strives to keep her life separate from her actions as Blue Jay. Hatred Tona hates the Terminus like only one who has lived there can. Luddite Upbringing Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her. Ammunition Without arrows, Blue Jay's bow is useless. While she tries to make sure she always has enough on hand, in an extended fight she could run out. Wrathful Blue Jay was one of the heroes replaced by the Curator in preparation for the Day of Wrath. While she has been officially declared free of all charges, her public image may not be so easy to repair. Abilities: 5 + 14 + 8 + 0 + 6 - 2 = 31PP Strength: 15 (+2) Dexterity: 24 (+7) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 8 (-1) Combat: 14 + 12 = 26PP Initiative: +15 Attack: +7 Base, +15 Strike, +15 Bows Grapple: +10 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5, -2 Flat-Footed Saving Throws: 4 + 5 + 4 = 13PP Toughness: +10 (+4 Con, +6 Defensive Roll), +4 Flat-Footed Fortitude: +8 (+4 Con, +4) Reflex: +12 (+7 Dex, +5) Will: +7 (+3 Wis, +4) Skills: 172R = 43PP Acrobatics 8 (+15) Skill Mastery Climb 12 (+15) Skill Mastery Concentration 7 (+10) Craft (Mechanical) 5 (+5) Disable Device 10 (+10) Escape Artist 13 (+20) Intimidate 12 (+11) Knowledge (Life Sciences) 5 (+5) Languages 2 (Algonquin, French [Native], English) Medicine 7 (+10) Notice 12 (+15) Skill Mastery Perform (Dance) 2 (+1) Search 15 (+15) Skill Mastery Sense Motive 12 (+15) Sleight of Hand 3 (+10) Stealth 17 (+24) Survival 17 (+20) Swim 13 (+15) Feats: 45PP Accurate Attack Acrobatic Bluff All-Out Attack Attack Specialization (Bows) 4 Attack Specialization (Strike) 4 Benefit (Native: Terminus) Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff) Critical Strike Defensive Attack Defensive Roll 3 Dodge Focus 4 Equipment 1 Evasion 2 Favored Enemy (Robots) Favored Environment (Forest) Hide in Plain Sight Improved Critical 2 (Bows) Improved Initiative 2 Improvised Tools Luck Move-By Action Power Attack Ranged Disarm Ranged Pin Skill Mastery (Acrobatics, Climb, Notice, Search) Takedown Attack Track 3 (Full Speed; Visual) Uncanny Dodge (Auditory) Equipment: 1PP = 5EP Camera [1EP] MW Rope [1EP] MW First-Aid Kit [1EP] Handcuffs [1EP] Mini Tracer [1EP] Powers: 13 + 8 + 1 + 4 + 3 = 29 PP Device 4 (20 PP, Easy to Lose, Feat: Subtle [Collapsible]) [13PP] (Bow & Quiver) Bow Array 7.5 (15 PP, Feat: Alternate Power 4, Improved Range 1 [x2]) [20PP] BE: Blast 3 (Extra: Autofire [5], Feat: Improved Range 1 [stacks for 2 (x5 for 150 ft)], Mighty 2, Variable Descriptor [slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Flurry) AP:]/u] Blast 3 (Extra: Area [Targeted, Shapeable] Feat: Mighty 2, Progression [Area, 2 5' Cubes per Rank], Variable Descriptor [slashing, Piercing, Bludgeoning]) [15/15PP] (Arrow Against the Crowd) AP: Drain Toughness 5 (Extra: Affects Objects [+1], Ranged) [15/15PP] (Acid Arrow) AP: Snare 5 (Extra: Contagious) [15/15PP] (Glue Arrow) AP: Leaping 1 (x2, Move action, Extra: Linked [speed, Super-Movement, +0]) [1PP] + Speed 1 (10 MPH, Extra: Linked [Leaping, Super-Movement, +0]) [1PP] + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [Leaping, Speed, +0]) [4PP] [6/15PP] (Magnetic Grapple Arrow) Device 2 (10PP, Hard to Lose) [8PP] (Mask) Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3PP] Super-Senses 2 (Distance Sense, Time Sense) [2PP] Super-Senses 1 (Radio) [1PP] Communicate 3 (1 000 ft, Radio, Feat: Subtle) [4PP] Feature 1 (Temporal Inertia) [1PP] Strike 3 (Feats: Mighty) (4PP) (Espadas Self-Defense) Super-Strength 1 (Effective Str 20, Feat: Innate) (3PP) (Grueling Training) Drawbacks: 0 = 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Arrow Flurry Ranged DC 20 Toughness + Autofire (Staged) Damage (Physical) Arrow Against the Crowd Ranged/Area (Shapeable) DC 20 Toughness (Staged) Damage (Physical) Acid Arrow Ranged DC 15 Fortitude Drain Toughness Glue Arrow Ranged DC 15 Reflex Ensnared Abilities (31) + Combat (26) + Saving Throws (13) + Skills (43) + Feats (45) + Powers (29) - Drawbacks (0) = 186/218 Power Points
  17. Silver Spider Power Level: 9/10 (145/153PP) Trade-Offs: +2 Attack, -2 Damage (unarmed), +1 Attack, -1 Damage (Web) Unspent Power Points: 8 In Brief: Young genius with minor gravity warping powers after a lab accident. Alternate Identity: Jennifer Owens [Adoptive], Sierra Thomas [Actual] Identity: Secret Birthplace: Freedom City, USA Occupation: Lab Tech, Adventurer-scientist Affiliations: Owens Enterprises Family: James (adoptive younger brother), Judy (adoptive younger sister), Marcus (adoptive father), Karen (adoptive mother), Alisha Thomas (Biological Mother, [captured by Omegadrones] deceased), Unknown Biological Father. Description: Jen sticks to blue jeans and t-shirts most of the year for her casual outfits, when she's in the lab she usually wears a black pantsuit with a light colored blouse and pumps. She lets her hair hang straight to about shoulder length but when she's in the lab it usually gets tied up in a bun. Her heroic outfit is a silver and blue costume with a web motif across it. Age: 20 (DoB: January 1st, 1992 [given by Child Protective Services], November 30th, 1991 [Actual]) Apparent Age: 20 Gender: Female Ethnicity: Black Height: 5'9†Weight: 160lbs Eyes: Green Hair: Black Power Descriptions: Her gravity altering powers don't give off any visible sign (lights, sounds, etc) when she uses them. History: Jennifer's first year on earth was spent with her mother, living in a one-room apartment in the Fens. Her mother worked two jobs to make ends meet. Their life was difficult given she didn't know who the father of her child was and her parents had died years earlier. Still, Alisha felt all she needed was her daughter and everything would be alright. That dream of hers came to an abrupt end in early fall 1993 when Omega invaded Freedom City. Alisha had been on her way back home with her daughter after a day at the Hanover Zoo when the bus was attacked by Omegadrones. Sierra was stuck near her eye by some of the broken glass as they made their escape. Seeing people dragged away and having caught the attention of one of the drones, Alisha did her best to hide her child in the hollow of a rubble pile before she was dragged away. When Sierra was found, no records of fingerprints could be found and her mother, having no close friends, didn't have anyone who could identify her. She was entered into the system as 'Doe, Jane' and remained there for several weeks before being adopted by Marcus and Karen. Her parents own a powerful and successful company, Owens Enterprises, having contracts with dozens of other companies, law enforcement, government, the military, and more researching everything from medicine to weapons to gravitons and their applications. From a young age Jennifer showed an interest in science and technology. Growing up she routinely won her school's science fairs, as a child she built a robotic cat out of old VCRs and a box of scraps from her dad's company. During the summer break, she'd accompany her father and sometimes her siblings on 'field trips'. By the age of 16 her custom built motorcycle could hover off the ground and had a force field but due to it being horribly fuel inefficient it was mothballed. At 18 she had a near doctorate education in multiple scientific fields and had been inducted into the Order of the Engineer. At 20 she was splitting her working hours in the labs at O.E. and on various field assignments with her father. During the Mutagenic outbreak in March 2012 one of the security guards, Steven Barrett, in her wing of the labs had downloaded an assortment of blueprints and stole a few prototypes from the vault. When she tried to stop him she was blasted by a weaponized graviton emitter into a shelf full of chemicals. After a few days in the hospital she was cleared to go home and resume her routine. The first morning after being released, while practicing her rock climbing for an upcoming field assignment in the Andes in Chile, she jumped to reach one of the higher handholds she liked to use to pull herself up with and ending up clinging to a smooth patch of the wall some fifteen feet up. After an overwhelming mix of fear and excitement ran their course through her mind, she finally dislodged herself several minutes later. Spending the rest of the day experimenting with her new powers she found what she believed to be her limits. Over the next week she learned how to control the power and made a point during this time to tell no one, going so far as to keep her recordings in a plain notebook. Planning to keep her powers a secret, she went about her life until some members of The Brotherhood tried to mug her, using weapons obviously made (poorly) as close to the specs from the stolen blueprints. Using a prototype polymer spray and it's launcher she had signed out to work on at home, she tied up the thugs in what looked like a silver spider's web, destroyed their knockoff-weapons, and made an anonymous phone call to the cops from a payphone. It was there she got the idea to use her abilities and scientific ideas on a more localized level. Personality & Motivation: Jennifer is normally a friendly soul, lots of smile and jokes. Her motivation for going out and fighting crime is based on a mixture of guilt over her failure to keep Steven from making off with a bunch of her family's tech and her having taken the Engineer's Oath to heart. Powers & Tactics: Silver relies heavily on her web launchers as her gravity altering abilities generally aren't very useful in direct conflict. She also relies on her enhanced speed and agility to quickly find an opening to exploit with her enhanced strength or webs. Aside from her metahuman abilities, Jenni is a genius and skilled in my scientific fields. With access to the right tools and materials, she can likely whip up an invention to aid in nearly any situation. Complications: Enemy: Some of the border patrols around New Freedom were not happy with her and her father's team taking a spacecraft that had crashed close to (but not within) their territory. The leadership might send mercs to take out their frustrations. Fame: Jennifer Owens is fairly famous, being the oldest child of billionaire, genius, adventurer, philanthropists. It can make her civilian identity a target for kidnappers among other things. Secret: Identity. Abilities: 14 + 10 + 12 + 14 + 2 + 2 = 54PP Strength: 24 (+7) Dexterity: 20 (+5) Constitution: 22 (+6) Intelligence: 24 (+7) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +9 Attack: +4 Base, +5 Melee, +10 Web-array, +11 Unarmed Grapple: +10 Defense: +9 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -4 Saving Throws: 0 + 1 + 4 = 5PP Toughness: +9 (+6 Con, +3 [Costume]) Fortitude: +6 (+6 Con, +0) Reflex: +6 (+5 Dex, +1) Will: +5 (+1 Wis, +4) Skills: 68R = 17PP Acrobatics 4 (+9) Bluff 8 (+9) Computers 2 (+9) Craft (Chemical) 2 (+9) Craft (Electrical) 2 (+9) Craft (Mechanical) 2 (+9) Disable Device 2 (+9) Investigate 4 (+11) Knowledge (Earth Sciences) 2 (+9) Knowledge (History) 2 (+9) Knowledge (Life Sciences) 2 (+9) Knowledge (Physical Sciences) 2 (+9) Knowledge (Technology) 2 (+9) Medicine 2 (+4) Notice 9 (+10) Search 4 (+11) Sense Motive 8 (+9) Stealth 8 (+13) Survival 1 (+4) Feats: 27PP Acrobatic Bluff 2 Attack Focus: Melee Attack Specialization: Web-array 3 Attack Specialization: Unarmed 3 Benefit (Wealth) Dodge Focus 5 Eidectic Memory Equipment Evasion Improved Initiative Improvised Tools Inventor Luck 3 Move-By Action Quick Change Powers: 2 + 1 + 6 + 1 + 16 = 26PP Leaping 2 (x5) [2 pp] Speed 1 (10 MPH / 100ft/move action) [1 pp] Super-Movement 3 (Slow Fall, Wall-Crawling 2) [6 pp] Super-Senses 1 (Danger Sense (mental)) [1 pp] Device 4 (Web Shooters, 20pp of traits, Hard to Lose) [16PP] (all powers chemical) Synthetic Webbing 8 (16pp of traits, Power Feats: Alternate Power 2) [18PP] BP: Snare 8 (Web cocoon) [16PP] AP: Trip 8 (Power Feats: Improved Trip) (Web line) [16PP] AP: Dazzle 8 (visual) (Webbing in the Eyes) [16PP] Super-movement 1 (swinging) [2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Snare Ranged DC18 Reflex (Staged) Entangle/Bound Dazzle Ranged DC18 Reflex (staged) Blinds Totals: Abilities (54) + Combat (16) + Saving Throws (5) + Skills (17) + Feats (27) + Powers (26) = 145/153 Power Points
  18. Player Name: Trollthumper Character Name: Temperance Power Level: 9/12 (133/203PP) Trade-Offs: None Unspent Power Points: 70 In Brief: Daughter of a water elemental turned urban heroine with a sideline in spiritual matters. Alternate Identity: Eliza Oxum Identity: Secret Birthplace: Freedom City, NJ Occupation: Student Affiliations: The Court of Tides (Father's Court) Family: Julia Oxum (mother, fortune teller), Michael Oxum (father, dockworker/water elemental) Description: When in civilian clothes, Eliza usually wears jeans, sneakers, and sweatshirts - nothing too different from the rest of her peer group. As Temperance, her clothing tends towards dark navy shades - a navy peacoat over dark blue body armor and Doc Martens, coupled with a mask made from opaque blue ice to conceal her identity. Age: 16 (DoB: August 3rd, 1995) Apparent Age: 16 Gender: Female Ethnicity: Black Height: 5'8" Weight: 110 lbs. Eyes: Black Hair: Blue Power Descriptions: All Powers - Water, Ice, Magical, Spiritual Blast w/ Autofire - Temperance causes water to swirl about her, then freeze into hail stones. The hail stones launch towards the target with the force of a fast ball from a professional pitcher. (+Bludgeoning) Snare - The water that swirls around Temperance coalesces around a target, then freezes solid. (+Entrapment) Trip - The ground area Temperance frosts over in patches, making it hard to retain balance. Move Object - Temperance raises her hands, and water surges forth from whatever holds it. History: Eliza's parents were always open with her, willing to tell her what she needed to know. The fact that, at a young age, she quickly cottoned to the fact that her "imaginary friends" might not be so imaginary likely had something to do with that. When she was seven, her mother and father sat her down and told her about how they'd really met. Eliza had always known that her father worked at the docks of the Waterfront. What she learned that day was that he wasn't human. He was a water elemental, a high-ranking member of the Court of Tides. Such spirit courts moved invisibly through the fabric of the earth, of it but hidden from it. Michael - whose real name was the thunder of a wave crashing against a cliff - had his eyes on the human world, and in watching the Boardwalk, had taken a shine to Julia, who read cards and palms for tourists. The two enjoyed a whirlwind romance that never faltered, even when Michael revealed what he really was. With the (begrudging) approval of his Court, the two were wed. The matter of Eliza's birth resulted in some consternation - the purists of the various Courts were unsure about spirits siring children with mortals, saying the results could be dire - but their complaints were nothing to the couple as they beheld their beautiful daughter for the first time. As far as Julia and Michael know, they gave birth to a perfectly normal girl, putting to rest the concerns of Michael's colleagues. But unbeknownst to them, Eliza has inherited her some of her father's power. After a lot of practice with glasses, bathtubs, and one embarrassing incident with the kitchen sink, she's attained fairly solid control over water and its various states. She's out to make a name for herself on the streets of Freedom, cleaning up her community and making sure that humanity remains in balance with the spirits. Personality & Motivation: When on the streets, Temperance embodies the term "sangfroid." Her speech is flowery, poetic, but still cold and pointed. She has a tendency towards theatricality and brusqueness, but always shows other heroes warmth. Out of costume, she's much more upbeat, active, and friendly, though quick to jump in and defend others or her beliefs. Powers & Tactics: Temperance usually needs water in some form to influence her powers, which is why she carries a Camelback under her pea coat to provide her with enough water to form into projectiles, black ice, and other armaments. While she can call water that she perceives, she hasn't reached the point that she can sense its mere presence. She will try to subdue targets by ensnaring them or getting them off their feet, relying on projectiles when little else works. Complications: ...And Not a Drop To Drink: In an urban environment with full utilities, and with her Camelback with her, Temperance usually has enough water to use her powers. But in an arid, dehydrated environment, she's pretty much out of luck. Child of Soil, Child of Water: Temperance's dad is a powerful member of the Court of Tides, which means there are a number of water elementals - and other elementals - who have business with him. The fact that Temperance is a "half-breed" is more than enough reason for some of the purists among her dad's kind to take issue with her. It's Ten O'Clock, Do You Know Where Your Daughter Is?: Temperance is keeping her superhero career hidden from her folks - at least, at first. She's afraid of what her dad might say about the fact that his seemingly normal daughter has inherited his elemental mantle. Abilities: 0 + 4 + 4 + 2 + 6 + 4 = 20 PP Strength 10 (+0) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 16 (+3) Charisma 14 (+2) Combat: 10 + 10 = 16 PP Attack: +5 (+8 Aquatic Mastery) Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed Initiative: +6 Grapple: +4 Knockback: -8/-1 Saving Throws: 5 + 6 + 4 = 15 PP Toughness: +8/+2 (+2 CON, +6 Protection) Fortitude: +7 (+2 CON, +5) Reflex: +8 (+2 DEX, +6) Will: +7 (+3 WIS, +4) Skills: 68r = 17 PP Acrobatics 6 (+8) Concentration 4 (+7) Diplomacy 4 (+6) Gather Information 7 (+9) Intimidate 8 (+10) Knowledge (arcane lore) 8 (+9) Knowledge (current events) 5 (+6) Knowledge (streetwise) 8 (+9) Notice 6 (+9) Sense Motive 6 (+9) Swim 6 (+6) Feats: 12 PP All-Out Attack Dodge Focus 4 Evasion Improved Initiative Luck 2 Power Attack Uncanny Dodge (audio) Well-Informed Powers: 33 + 2 + 3 + 3 + 6 + 2 = 49 PP Aquatic Mastery, 27 PP Array (Feats: Accurate 2, Alternate Power 3) [29 PP] Base: Blast 9 (Extras: Autofire 1) [27 PP] “hailstorm†Alternate Power: Snare 9 (Extras: Regenerating) [27 PP] “permafrost†Alternate Power: Trip 9 (Extras: Duration [Concentration], Area Shapeable) [27 PP] “black ice†Alternate Power: Move Object 9 (Extras: Area Shapeable, Range [Perception]; Flaws: Limited to Water) [27 PP] Alternate Power: Transform 9 ​(Water to Ice) [27PP] Comprehend (Spirits) 1 [2 PP] Flight 3 (50mph, Flaws: Platform) [3PP] Immunity 3 (cold, high pressure, suffocation from drowning) [3 PP] Protection 6 [6 PP] Super-Senses (Detect Spirits Ranged) 2 [2 PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Ranged DC23 Toughness (Staged) Damage (Physical) Snare Ranged DC18 Reflex 1/2 save DC18 Reflex (Staged) Ensnared Trip Ranged DC18 Reflex 1/2 save DC18 STR, DEX, or Acrobatics Prone Move Object Ranged DC23 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (20) + Saving Throws (15) + Skills (17) + Feats (12) + Powers (49) - Drawbacks (0) = 133/203 Power Points
  19. Players Name: Ecalsneerg Power Level: 15 (230/250PP) [285] Trade-Offs: +1 Attack for -1 DC, +1 Defence for -1 Toughness Unspent PP: 20 In Brief: Former Claremont student and loud-mouthed animal-powered costumed adventurer. Older sheets found here. Alternate Identity: Christopher James Kenzie Identity: Secret Birthplace: Freedom City, NJ Occupation: Student in psychology and criminology, costumed adventurer. Affiliations: Formerly Claremont Academy and Young Freedom, currently Interceptors Family: Elizabeth Lawlett/Spellbound (girlfriend), James & Marsha Kenzie (father & mother) Description: Age: 20 (DoB: 17th May 1992) Gender: Male Ethnicity: Caucasian Height: 5'11'' Weight: 175 lbs Eyes: Brown Hair: Brown Chris Kenzie is a normal-looking guy, a little bit scrawny and scruffy, but other than that he's just your usual teenage boy. He's not often without a smile on his face, though and tends to wear long-sleeved t-shirts and baggy jeans to hide his Geckoman costume. The costume itself is lurid green and close-fitting, the hood covering all of the face except the mouth. The eyes are covered up by orange-hued goggles to further hide his identity. And because he enjoys wearing goggles. Across the chest is a large yellow G symbol, and he arms himself with a pouched belt of stiff yellow leather, inside which he stashes many gadgets and tools for crimefighting. For sentimental reasons, tucked in among the pouches is a small silver 'YF' badge, to remind him of his time on Young Freedom. Power Descriptions: None of Geckoman's powers are especially visual, being passive and defensive abilities. His palms, soles, fingertips and toes are able to cling to surfaces by electrostatic charge. He has reflexes far in excess of that of a normal human, moving with an assured speed and grace. His enhanced recuperative powers mean his wounds heal as they are observed, and his body exudes health and energy. History: Christopher james Kenzie was a bit of a slacker. All the teachers said so. He wasn't stupid, far from it, but he didn't apply himself to anything. This continued all the way up until high school, until he was on the brink of dropping out altogether. Then, one day, he'd skipped school and was just walking about when he stumbled upon a cordoned-off warehouse. It had evidently been raided by the police, or Freedom League, or somebody, but the contents hadn't yet been removed. And, hey, nobody was around, were they? Chris went in for a quick look around, and was amazed at his discovery. The place was some sort of mad scientist's laboratory! He found blueprints and prototypes for digital equipment, lightweight body armour, and even some sort of wrist-mounted 'zapper' thingies. Not even stopping to consider he might be 'thieving', he began gathering the things up in a sack to take home. After all, they were all pretty awesome. It was just pretty damn annoying that he'd pricked himself on some needle while taking the stuff, man, that smarted. But, the piece de resistance was found under a huge dust-sheet, evidently untouched for a while due to the layers of dust on it. Some sort of spaceship! The thing was a bit boxy, sixteen feet long with several seats and storage cupboards in the interior. But the real fun part were the electrical blasters. Sadly, you just couldn't get away with stealing this... I mean, it'd get noticed. This didn't prove a problem, as without warning Chris began having some sort of fit, jerking forwards into the controls. The thing lurched upwards, crashing through the roof of the warehouse and erratically flying across the city before crashing into a hillside outwith its limits. Chris awoke several feet from the ship, to the sight of his hand lying beside him on the ground. In shock, he looked down... to see a replacement growing out of the stump. On closer inspection, he found he could stick to surfaces and had improved vision. In addition to this, the ship and the technology he'd pilfered didn't seem to have been damaged very much, just some things even a slacker like him could replace... if he learned to. So Chris Kenzie miraculously began studying electronics and mechanics overnight, his teachers shocked. All the while, he spent his evenings fixing up his ship and fashioning a superhero costume for himself. He would be the Gobsmacking Geckoman, in his airship the Ptychozoon! (although that soon got shortened to Pitchoo) The teenager came to Duncan Summer's attention as soon as he became an active 'superhero', flying across the city in pursuit of a bank robbery and accidentally blowing some cars up in his eagerness. Summers got in contact with Geckoman and invited him to pay a visit to his school for superhumans. Well, he wasn't going to say no, was he? While at the school, Chris became Geckoman near fulltime, eventually joining the team of Young Freedom. His time there was spent fighting many foes, perhaps the worst being when his girlfriend, Elizabeth Lawlett, turned out to be the supervillain Spellbound from whom he's stolen his gadgetry and super-serum, their final confrontation leading to a near-gang war due to Spellbound ultimately being a teenage girl, not a hardened criminal. Geckoman fought back the gangs and made his peace with her, them both retiring to focus on their studies. But it was not to last. Not being Geckoman made Chris miserable, and ultimately at Liz's prompting, he donned the mask again during the recent Grue Invasion. She also began to provide him with maintenance and gadgetry to at least aid him in not dying. After graduating Claremont, Chris has ended up studying psychology and criminology at FCU, and joined the Interceptors at the prompting of Doktor Archeville. After the events that transpired with the team and the Doktor's madness, Geckoman is one of the few members remaining on the team, fighting crime both with them and on his own. Personality & Motivation: Feeling slightly guilty for stealing his airship and powers, Chris seeks to atone through fighting crime as Geckoman. However, he'd likely do it even sans guilt, as flying around beating up crooks and getting the girl is a boyhood dream come true. Chris acts pretty much the same in costume as without, talking loudly and freely, going off on rambling tangents mid-sentence and merrily joking. He doesn't let things get him down or worry him, even if caution would be advised. The downside of this is that he is often inadvertently blunt and rude without meaning offence. Except when trying to rile villains up in combat. Then he does mean it. Powers & Tactics: Geckoman has the proportionate agility and healing power of a gecko, giving him superhuman-level reflexes and the ability to regenerate severed limbs in the space of a few hours. In addition, he can also scale sheer surfaces by clinging to them with his hands and feet, see in low light and the infrared spectrum, and has a slightly heightened resisilence to physical damage and diseases. He also possesses a variety of gadgets, often themed around lizards and reptiles. Frequently, he alternates between throwing curved Geckorangs, striking with an electrically tipped staff, and merely resorting to fisticuffs. He also possesses an airship known as the Pitchoo capable of flying at hundreds of miles an hour and being remotely piloted. He generally uses the Pitchoo for an opening volley, before dropping down to fight at close range, throwing his foes off-guard with taunts and jeers. Complications: Regeneration - While cuts and bruises don't sap his energy much, it Geckoman ever had to regenerate from severe injuries he would have to use up much of his body's energy possibly leading to muscle and bone wasting, extreme hunger or many other debilitating effects. This complication is essentially license for the DM to start using Fatigue, Drain or Nauseate effects on him as the plot demands if he has made recovery checks from effects like being disabled or having severed limbs. Relationship (Elizabeth Lawlett/Spellbound) - The love of his life. His room mate. His support network. His arch nemesis. Chris will defend Liz to the death, even though she disapproves of his lifestyle. He'll also do anything to stop her from falling into old habits, and if she does so, to stop other heroes from arresting or hurting her. Responsibility (team loyalty) - Formerly of Young Freedom, and now on the Interceptors, while he may grate on his team mate's nerves, he would walk through fire to protect them and guard them from harm. Secret (identity - Chris Kenzie, while he acts little different between his costumed and civilian identity, does attempt to maintain a secret identity to allow himself privacy and space. Vulnerable Nose - Geckoman's powers make him slightly more vulnerable to certain things than other people. Apart from the energy requirements noted under the above Regeneration complication, he has the equivalent of a x2 Vulnerability to effects based on scent, due to his powerful nose. Abilities: 8 + 14 + 8 + 4 + 0 + 10 = 44PP Strength 18 (+4) Dexterity 24/28 (+7/+9) Constitution 18/22 (+4/+6) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 20 (+5) Combat: 20 + 16 = 36PP Initiative: +10/+12 Attack: +10, +14 melee, +16 unarmed, +14 Geckorangs Grapple: +21/+23 Defense: +13/+15 (+8 Base Defense, +5 Dodge Focus, +2 Enhanced Dodge Focus), +4 Flat-Footed Knockback: -3/-4, -2/-3 FF Saving Throws: 3 + 5 + 7 = 15PP Toughness: +6/+9, +4/+7 FF (+4/+6 Con, +2 Defensive Roll, +1 Protection) Fortitude: +7/+9 (+4/+6 Con, +3) Reflex: +12/+14 (+7/+9 Dex, +5), Evasion 2 Will: +7 (+0 Wis, +7) Skills: 120R = 30PP Acrobatics 6 (+13/+15, Skill Mastery) Bluff 16 (+21, Skill Mastery) Craft (Electronic) 8 (+10) Diplomacy 10 (+15) Disable Device 8 (+10) Drive 1 (+8/+10) Escape Artist 6 (+13/+15) Gather Information 10 (+15, Skill Mastery) Investigate 13 (+15) Knowledge (Behavioral Sciences) 3 (+5) Knowledge (Technology) 8 (+10) Language 2 (English [Native], French, Spanish) Notice 9 (+9) Pilot 11 (+18/+20, Skill Mastery) Search 8 (+10) Stealth 1 (+8/+10) Feats: 55PP Attack Focus (melee) 4 Attack Specialisation (unarmed) 1 Attack Specialisation (Geckorangs) 2 Beginner's Luck Challenge 2 (Fast Taunt, Improved Feint) Connected Defensive Roll 1 Dodge Focus 5 [7 with Enhanced Dexterity] Equipment 19 Evasion 1 [2 with Enhanced Dexterity] Fearless Grappling Finesse Improved Initiative 1 Improved Throw Improved Trip Luck 3 Jack of all Trades Power Attack Quick Draw Set-Up Sneak Attack 1 Skill Mastery 1 (Acrobatics, Bluff, Gather Information, Pilot) Takedown Attack Taunt Teamwork 2 Well-Informed Powers: 12 + 4 + 7 + 1 + 1 + 13 + 1 + 4 + 2 + 4 = 49PP Device 3 (The Utility Belt, 15pp of traits, Hard to Lose) [12PP] (all powers technological) Flashy Gadgets Array 5.5 (11pp of traits, Power Feats: Alternate Power 4) [15PP] BP: Blast 2 (Geckorangs, Power Feats: Improved Critical, Improved Ranged Disarm, Mighty 4, Ricochet 1)[11PP] (bludgeoning) AP: Strike 2 (staff, Power Feats: Extended Reach, Improved Trip, Stunning Attack, Variable Descriptor [electric charge], Power Complication: can be disarmed) [6PP] (bludgeoning+[electrical]) AP: Obscure 5 (visual, 250', Extras: Independent [+0]) [10PP] AP: Concealment 5 (chameleonic field inducer, radar and all visual, Extras: Affects Others [+1], Flaws: Blending [-1], Power Feats: Close Range) [11PP] AP: Super-Movement 1 (grapple line, swinging) [2PP] and Speed 4 (Limited towards large metal objects [-1], total rank 5, 250MPH) [2PP] [total 4PP] Enhanced Constitution 4 [4PP] (genetic, mutation) Enhanced Dexterity 4 (Power Feats: Dodge Focus 2, Evasion +1) [7PP] (genetic, mutation) Leaping 1 (x2 distance, 46'/23'/11' w/ Skill Mastery Acrobatics) [1pp] (genetic, mutation) Protection 1 [1PP] (genetic, mutation, regeneration) Regeneration 12 (bruised 3/no action, injured 6/no action, staggered 1/20 mins, disabled 2/hr; Power Feats: Regrowth) [13pp] (genetic, mutation, regeneration) Speed 1 (10 MPH) [1pp] (genetic, mutation) Super-Movement 2 (Wall-crawling 2 [full speed]) [4pp] (genetic, mutation, electrostatic) Super-Senses 2 (Infravision, Low-Light Vision) [2pp] (genetic, mutation) Super-Senses 4 (Normal Olfactory, Extras: Accurate 2, Acute, Tracking) [4pp] (genetic, mutation) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (Staged) Damage Unarmed/Sneak Attack Touch DC 21 Toughness (Staged) Damage Staff Touch DC 21 Toughness (Staged) Damage Staff/Sneak Attack Touch DC 23 Toughness (Staged) Damage Geckorang Range DC 21 Toughness (Staged) Damage, Improved Critical 1 Geckorang/Sneak Attack Range DC 23 Toughness (Staged) Damage, Improved Critical 1 Abilities (44) + Combat (36) + Saving Throws (15) + Skills (30) + Feats (56) + Powers (49) - Drawbacks (0) = 230/250 Power Points
  20. Player Name: Tiffany Korta Character Name: Blodeuwedd Power Level: 11 (158/199PP) Trade-Offs: None Unspent Power Points: 41 In Brief: A Welsh Ninja trained since an early age to battle rogue gods and spirits. Alternate Identity: Cerys Pefr Identity: Secret Birthplace: Caerdathyl, Gwynedd, wales Occupation: Student Affiliations: Amddiffynnwr O Lleu Llaw Gyffes (Defenders of Lleu Llaw Gyffes) Family: None, orphaned at birth Description: Age: 17 (DoB: 1st March 1996) Gender: Female Ethnicity: Welsh. Height: 5’7†Weight: 125 lbs. Eyes: Hazel Hair: Dark Brown Blodeuwedd is a pretty young woman but her features are not overly distinctive, the order has taken time to teach how to follow the fashion of the day. She could be any girl off the streets of Cardiff or Merthyr Tydfil. She is actually an attractive young woman, but unless she making an effort rarely apply make-up or styles her hair beyond a simple ponytail. Her body is lithe and athletic, a figure gained from years of dedicated training. Whilst she tries to dress in all the latest fashions, it always seem to come across as slightly off as if she doesn’t quite understand the whole process (which is close to the truth), she also tends to pick clothes which allow for movement in case of trouble. Her costume is simply the artefacts she has been entrusted with by the order, with the cloak around her and the strange glow of the goggles she can cut quite an imposing sight. Power Descriptions: Blodeuwedd has no natural powers only the years of training that has been provided to her by the Order. The Order has however managed over the centuries to have acquired, legally or via industrial espionage and even outright theft, a number of items both magical and technical. The best of this equipment has been given to Blodeuwedd to aid her in the mission. Each has been given a name after one of the fabled treasures of the British Isles. Dyrnwyn "White-Hilt": Scholars of the order debate whether this sword is the actual mythical weapon or a similarly named item. The debate is centred on the fact that the sword is actually a more medieval broadsword than the more suitable Celtic designs. Like the mythical sword this one becomes covered in a magical fire when it is drawn, though whether the sword will burn the unworthy is still unproven. Gwyddbwyll Gwenddoleu ap Ceidio "The Chessboard of Gwenddoleu ap Ceidio": These goggles appear to be a simple set of oversized night vision goggles, and they do indeed allow her to see in the dark. They also however contain a pair of specially prepared magical lenses that allow her to detect magical energies. The large flat lenses glow with a slight green light. Llan Tegau Eurfron "The Mantle of Tegau Eurfron": A tight fitting body suit and floor length cloak, with hood, weaved out of cutting edge materials that are not only light weight and flexible, but provides substantial protection to the owner. The suit is colored a dark blue to assist stealthy operations during night time. Made of advanced fiber panels there mimetic qualities allow it to alter its appearance to appear as almost any form of clothing. Ffoniwch Eluned "Ring of Eluned": This item is an alien ring, of unknown origins, which has been gifted to the order by one of their allies working from Cardiff. The ring projects a thin field of energy around the wearer which not only provides a degree of protection it also allows the wearer to camouflage themselves into the environment History: Blodeuwedd never knew her parents, they died when she was young, all she has known is the sanctuary of the Amddiffynnwr o Lleu Llaw Gyffes (Defenders of Lleu Llaw Gyffes). The men and women of the order were caring people and she was raised in a loving caring environment, but from an early age she was trained as an athlete and a warrior. Trained to be an agent of the order. According to legend the Order was founded by Lleu Llaw Gyffes himself as a body of men (and later women) to help defend him and the Kingdom of Gwynedd (later Wales) from the vengeance from the goddess, and his mother, Arianrhod. Through the centuries the order has expanded there remit to defend the nation from any supernatural threat being from the Celtic gods and spirits. Mostly from within Wales but occasionally the acted on threats outside the country. A small and deeply secretive order they rarely concern themselves with matters outside of Wales, but in the last few years there augers and intelligence network, have heard rumours that one of the Celtic god or goddess have allowed one of their offspring to live in Freedom City in the United States. After much debate the order decided to send an agent to the city to monitor the situation. As the seer showed the main focus was an unusual school they needed someone of the right age to infiltrate the school. Blodeuwedd knew nothing about this; she was being trained to recover dangerous Celtic artefacts. The first she knew was when she was informed of her mission by the Order and sent to America to infiltrate the school. Her orders were simple, find out if such people exists and if they do what danger they present to the order. So far her first days in her new identity as Cerys haven’t gone well. On arrival at Claremont the Headmaster called her in and proceeded to tear apart her newly constructed identity, only to inform her that she had undergone an excellent training and telling her that she was welcome to stay. Personality & Motivation: Blodeudwedd is a quiet and reserved person with all her word and actions being carefully considered. She’s a quiet and conscientious student who watches everything and considers all the fact before asking questions. She a very stern and serious person who will have little to do with any kind of frivolity. Having grown in as part of a small order, based near a tiny village in North Wales, Bloeudwedd doesn’t have much experience with dealing with the vast multitude of people who live in Freedom City. She can come across as curt and rude, but is in fact is more than a little shy, not to mention awe struck. Powers & Tactics: Blodeuwedd has been trained to be a cautious fighter. She will spend as much time as possible calculating her enemy’s abilities and weaknesses, if possible at a distance from a hiding place. Then when she is ready she will strike quickly and swiftly trying to disable her opponent. She has had it drummed into her to always spare her hand against human enemies, only against the gods and their allies are she allows unleashing her full fury. Complications: Ceyrs Matters: Raised from birth in an isolated location with a focus on training for her chosen task Blodeuwedd has never had any concerned other than her duty. As Ceyrs she now has time to herself, and almost no idea what to do with herself. I thank the Lord I’m Welsh: Raised by a very pro-Welsh Order Blodeuwedd is naturally very proud of her Welsh heritage, it takes a great effort of will to hide her nationality or even her accent. She, and the order, aren’t however rabid nationalist fighting for independence. In their mind if the Queen was unfit to rule the land then the land we become barren. Only then would they have to act. Secret Identity: Blodeuwedd know the importance of secrecy to both her personal safety and to the order as a whole. So she endeavours to keep up the facade of the cover story she has been provided with. So Unpretty: Blodeuwedd is still uncomfortable in her Cerys persona. Her interactions with other people are hindered by an almost crippling shyness and her general posture tends to downplay her attractiveness. All this combines to make it difficult for her to use her highly honed social skills. Abilities: 8 + 10 + 8 + 2 + 4 + 6 = 38PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 16 + 8 = 24PP Initiative: +9 Attack: +8 Base, +10 Unarmed, +10 Dyrnwyn Grapple: +11 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -4 Saving Throws: 5 + 3 + 6 = 14PP Toughness: +9/4 (+4 Con, +4 [Mantle of Tegau Eurfon], +1 [Ffoniwch Eluned]) Fortitude: +9 (+4 Con, +5) Reflex: +8 (+5 Dex, +3) Will: +7 (+1 Wis, +6) Skills: 144R = 32PP Acrobatics 15 (+20) Skill Mastery Bluff 9 (+11, +18 w/Attractive) Skill Mastery Climb 7 (+11) Skill Mastery Diplomacy 8 (+10, +14 w/Attractive) Disable Device 12 (+13) Skill Mastery Disguise 4 (+7) Gather Information 6 (+9) Intimidate 11 (+14) Skill Mastery Knowledge (Arcane Lore) 9 (+10) Knowledge (Streetwise) 8 (+9) Language 1 (Welsh [Native], English) Medicine 1 (+3) Notice 12 (+14) Skill Mastery Sense Motive 14 (+16) Skill Mastery Sleight of Hand 11 (+16) Stealth 15 (+20) Skill Mastery Survival 1 (+3) Swim 1 (+5) Feats: 24PP Attack Specialization (Unarmed) Attractive 1 Dodge Focus 6 Elusive Target Equipment 3 Evasion 2 Hide in Plain Sight Improved Initiative 1 Interpose Jack-of-All-Trades Luck 1 Skill Mastery 2 (Acrobatics, Bluff, Climb, Disable Device, Intimidate, Notice, Sense Motive, Stealth) Startle Takedown Attack 1 Uncanny Dodge (Auditory) Equipment: 3PP = 15EP Grapple Gun: Super-Movement 3 (Slowfall, Swinging, Wall-Crawling) + Speed 1 [7EP] Throwing Knives: Blast 2 (Power Feats: Improved Disarm, Mighty 3) [8EP] Powers: 6 + 4 + 4 + 8 = 22PP Device 2 (Dyrnwyn "White-Hilt", Magical Sword, 10PP, Flaws: Easy-To-Loose) [6PP] Damage 6 (Power Feats: Accurate 1, Mighty, Improved Critical [19-20], Weapon Bind) [10PP] (Flaming Sword) Device 1 (Gwyddbwyll Gwenddoleu ap Ceidio "The Chessboard of Gwenddoleu ap Ceidio", Hi-Tech Goggles with Magical lenses, 5PP, Flaws: Hard-to-Loose) [4PP] Super-Senses 5 (Darkvision, Detect Magic [Visual]) [5PP] Device 1 (Llan Tegau Eurfron "The Mantle of Tegau Eurfron", Hi-Tech Body Suit, 5PP, Flaws: Hard-to-Loose) [4PP] Protection 4 [4PP] Enhanced Feat 1 (Quick Change) [1PP] Device 2 (Ffoniwch Eluned "Ring of Eluned", Alien Ring, 10PP, Flaws: Hard-to-Loose) [8PP] Concealment 4 (All Visual Senses, Power Feats: Close Range) [9PP] Protection 1 [1PP] DC Block ATTACK RANGE SAVE EFFECT Dyrnwyn Touch DC25 Toughness (Staged) Damage (Physical) Knives Ranged DC21 Toughness (Staged) Damage (Physical) Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Totals: Abilities (38) + Combat (24) + Saving Throws (14) + Skills (36) + Feats (24) + Powers (22) - Drawbacks (0) = 158/199 Power Points
  21. Player Name: Blue Rose Character Name: Samantha Vance Power Level: 7/11 (116/166PP) Trade-Offs: +5 Attack/-5 Damage, +2 Defense/-2 Toughness Unspent Power Points: 50 In Brief: The girl from Hell. Alternate Identity: Kit Identity: Public Birthplace: Planet Dis Occupation: Student Affiliations: Claremont Family: None living (adopted by the late slave, Shrike, then the now-imprisoned imp, Mouse, then the thief known as the Phantom Fox, and currently adopted by the recently-unmasked heroine Masque) Description: Age: 16 Apparent Age: 16 Gender: Female Ethnicity: Caucasian Height: 5'0" Weight: 97 lbs Eyes: Green Hair: Red Kit is a small, scrawny girl. Hers is pale, lightly-freckled skin on her narrow, slightly gaunt face clearing up as it goes down along her long, porcelain neck. She doesn't have a proper costume since she abandoned her old one (a black cat burgler's suit and a domino mask), regularly fighting crime in a tee shirt and jeans. She's given the witch ensemble a try a couple times, once as mage robes and pointy hat, once as mini-skirt and pointy hat, abandoning the idea outright. She refuses to wear Claremont's official uniform. Lately, having grown in power, she's had to stick to outfits that either hang very loose or expose her upper back, where she's branded with an intricate sigil. An ugly black mark that seems to shift as you look upon it, defying any attempt to discern its actual shape. Staring at it long enough is unsettling, and even physically painful, causing mild headaches. As she uses her powers, it begins to glow and produce heat, potentially burning through clothing if she really pushes herself. Her smile, even at its most cheerful, is that of the cat that ate the canary, though she's quite skilled at capturing the many flavors of angry in glorious detail, from minor-but-still-amused annoyance to full-on homicidal rage. She carries herself with a cocky swagger, and tends to look at people in about the same way she'd look at a toy. Power Descriptions: Though she tries to play her powers off as traditional magic, hers is black magic. Hellfire, energies stolen from demons. In practice, there isn't much difference, however. She has an array of 'spells,' from a small burst of hellfire to various mind-bending tricks to walking across the city in an instant through the shadows, and even changing faces. They're suited more to sneaking and subterfuge than actual combat, though she is capable of both. History: The prison world of Dis. A distant, barren world where the galaxy's worst criminals are left to rot. No one ever leaves. Centuries of warfare have rendered it completely incapable of supporting life. And yet, it is home to more than ten billion people, supported by the only trade they can manage. Trade across planes. Barter with the infernal. The entire world revolves on an economy of expendable people; slaves and blood sacrifice, with the constant influx of prisoners finding themselves crushed and sold for water, food, power, and luxury. The strong and the devious are the ones who survive. The invincible and the genius are the ones who rule. The world's unquestioned (but oft-resisted) leader, known only as The Empress, is an enigmatic and ruthless being who's held onto power for decades. Few children are born in this fiery pit, as few are willing to take the risk. Here, a child was born, her father already dead, her mother dead before she could give her a name. Instead, she was immediately branded as fodder for the world's demonic patrons, to be collected at a later date. Before anyone could make good on the mark, there was turmoil. There's always turmoil. She moved around dozens of times for breakouts, rebellions, and routs, but there were two constants in the chaos. First, there was Mouse. An imp. A small, weak creature, but as devious as they come. He managed to become the child's nominal owner, but wasn't strong enough to do much of anything with her. Second, there was Shrike. A repentant mercenary who, in his guilt, became the girl's protector. He's the one who gave her a first name, Samantha. This went on until the girl was nearly ten, and she learned a great deal about combat and skulduggery from the duo. Then, at age ten, everything changed. They'd spent a decade on the run before they found their break. One powerful secret. Mouse uncovered a way into one of the Empress' vaults. A repository for some of the treasure and power she'd bartered for. Supposedly, this one contained a portal out of Dis. Treasure and freedom in sight, the trio went in, a bumbling series of disasters. They snuck through when they could, fought through when they couldn't, and ran when that failed. There was a great deal of running, but they found their treasure, absorbing considerable power before they were cornered on a runed dais. Surrounded by enemies, they had no options left. The first shot went straight for Sam's heart. Shrike took it instead, his blood spilling across the dais. It turns out the portal was real, and had been locked away due to one crippling design flaw. To work, it required heartblood drawn from a pure soul; something The Empress never expected to find on Dis. Even the children are twisted too soon, yet the penitent merc was a good man. His sacrifice was enough, and Sam and Mouse were sent through space and time. To Earth. Free, Mouse went more than a little mad. Well, madder- demons rarely begin sane. Away from Dis, he thought himself free to conquer, and used the little girl as his pawn. Turns out Earth has his own protectors and he found himself sealed away by a powerful mage in an AEGIS holding cell. Before the law could get to her to arrest her or find her a guardian or eat her liver or whatever it is the law does to little girls like Sam after they dabble in supervillainy, the 'unknown magic-wielding child' was spirited away by a third party. A master thief known only as the Phantom Fox. A mere human, but a sly one, and very good at her chosen trade. She convinced Kit that, if AEGIS got their hands on her, they'd put her away for a very long time, and made her an offer; she'd protect the girl from the law if she'd become her sidekick. A ploy to exploit her powers for all they're worth, or a genuine offer for help? Who knows? Either way, that day, Kit was born. Sidekick to the master thief. The Phantom Fox was not in it for the money, however. She was in it for adventure; for fun, a gentlewoman thief as it were, keeping little more than what it took to fund the heists themselves and maintain a modest level of luxury (as much as wouldn't draw too much attention). Together, they pulled of some of the most spectacular thefts in history, even once stealing and returning the Mona Lisa three times in as many months because they could, though usually they stuck to the Chicago area. And from her new guardian, she expanded her already-considerable knowledge of the family trade. But more importantly, she learned boundaries. Mercy. A theif's honor. That there are lines not to be crossed, that you should not cause unnecessary harm, to never take from those who can't afford to lose. More than once, the duo even teamed up with the recently-unmasked heroine Masque, with whom the Phantom Fox had a long-standing and exceptionally friendly rivalry with, despite being on opposite sides of the law. Unfortunately, times change and people change. The Phantom Fox began to change. Though still not interested in money, she became far more interested in power. Specifically, anything linked to longevity or immortality, having grown to fear her own mortality. She became more aggressive, skirting the line on many of her values and Kit began to worry. Then, in one heist, her guardian blew out a huge section of a Foundry installation. She killed people. Possibly bad people, but it was a cruel, brutal, and graceless move opposed to everything she'd raised Kit to believe. She did not leave with her guardian that day; she stayed behind, let herself get captured by AEGIS to face judgment. There was a great deal of arguing over what to do with her. A question of how to classify her legally. Is she an accomplice to be tried as an adult, or a victim exploited by a criminal mastermind? She was still a minor, true, but many argued that she was old enough to know better than to serially steal world treasures. But in the end, one voice saved her. Masque (real name Talia Vance) intervened and publicly offered to take custody of and responsibility for the girl. AEGIS agreed. So, Kit was formally adopted, and even gained a last name. She tried to be Masque's sidekick instead, but the two didn't really get along. Miss Vance had no family, and other than the Phantom Fox, she'd always worked alone (Kit was just a third wheel when she was with that pair). Heck, other than the Phantom Fox, she didn't even have anyone she'd call a friend, except maybe her cat. Although the spirit was willing, she just wasn't cut out to be Kit's mentor. And so, she sent the girl to Claremont Academy. Personality & Motivation: Most of what Kit knows about life, she learned from a damned mercenary and a queen among thieves. Not exactly the best place to get one's values, but you take what you can get. She has a firm grasp of the more practical basics (murder is bad), but when it comes to matters of courtesy and consideration, she can be a bit rough. And trust? Rare, difficult, but easy to fake. Usually, she can manage to hide such misunderstandings under an excessively sunny disposition. Some might say obnoxiously so. It's usually very difficult to get her down, as no matter how things get, she knows first hand that they can get much, much worse. Usually, when something goes awry, she'll offer a peevish look and maybe that will be the end of it. Or maybe a convenient mirage will have you walking into the wrong locker room tomorrow. That said, she does have a code of honor, even if she hasn't quite figured out what it is yet. Or maybe she's just erratic with a few hot buttons. Either way, while she may be happy-go-lucky much of the time, cross the wrong line and you will know her wrath. The exact tenets shift, but a few stay constant; never take from someone anything they can't afford to lose, never rat out a partner, never break a promise, and so on. Powers & Tactics: Sneak up. Try and manipulate enemies into defeating themselves. If it comes to a straight fight and there's no team backing her up, she'll fall back and try and get the jump on her enemies again. In general, a fair fight is something to be avoided at all costs. That said, if she's in a team, she'll provide what backup she can, usually less interested in dealing the finishing blow than providing cover fire or misdirecting adversaries. Of course, if someone starts going after her specifically, she won't hesitate to give them a face full of hellfire. Complications: Enemies: As far as any demons are concerned, Kit is stolen property. She's marked as sold, and ready for immediate collection. She's already forfeit, no haggling required. The Empress also takes umbridge with the little thief, and is eager for revenge. Also, the Phantom Fox is still out there, somewhere in the world, status unknown, possibly scheming for revenge. Horrible Judge of Character: In her youth, Kit picked up a mistrust for others' good intentions that has never really gone away; a survival instinct. At the same time, she needs to believe in the good in all people, that even the most vicious can be redeemed. After all, she had two stints as a supervillain already, herself, and she's a worthwhile human being. Hopefully. This comes together to make her a rather poor judge of character, liable to doubt her allies and give her enemies a second chance at just the wrong moment. Reputation: If it weren't for Masque vouching for her, AEGIS would have brought Kit in. Even now, quite a few of their number aren't fond of the arrangement, and they're still quite suspicious of her and keep her on a watch list. Abilities: -2 + 10 + 2 + 4 - 2 + 10 = 22PP Strength: 8 (-1) Dexterity: 20 (+5) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 8 (-1) Charisma: 20 (+5) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +4, +12 with Blast Grapple: +3 Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -2, -0 flat-footed Saving Throws: 6 + 5 + 6 = 17PP Toughness: +5 (+1 Con, +4 Defensive Roll), +1 flat-footed Fortitude: +7 (+1 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +5 (-1 Wis, +6) Skills: 76R = 19PP Acrobatics 5 (+10) Bluff 8 (+13, +17 /w Attractive) Skill Mastery Computers 3 (+5) Diplomacy 6 (+11, +15 /w Attractive) Disable Device 8 (+10) Escape Artist 5 (+10) Skill Mastery Investigate 3 (+5) Knowledge (Arcane Lore) 1 (+3) Knowledge (Art) 3 (+5) Knowledge (Current Events) 1 (+3) Knowledge (History) 1 (+3) Knowledge (Popular Culture) 1 (+3) Knowledge (Streetwise) 1 (+3) Knowledge (Theology and Philosophy) 1 (+3) Language: Demonic 1 Notice 6 (+5) Search 3 (+5) Sleight of Hand 7 (+12) Skill Mastery Stealth 12 (+17) Skill Mastery Feats: 15PP Attractive Defensive Roll 2 Distract: Bluff Dodge Focus 5 Evasion Teamwork 3 Skill Mastery (Bluff, Escape Artist, Sleight of Hand, Stealth) Uncanny Dodge (Mental) Powers: 4 + 2 + 21 = 27PP Super-Senses 4 (Magic Awareness 3 [Mental], Extras: Radius) [4PP] Super-Senses 2 (Darkvision 2) [2PP] Demonic Brand Array (15 points; Power Feats: Alternate Power 6) [21PP] Base Power: Blast 2 (Power Feats: Accurate 4, Affects Insubstantial 2, Homing 1, Improved Range 3, Indirect 1) [15/15PP] (Fox Fire, Infernal) Alternate Power: Illusion 6 (Auditory, Visual; Flaws: Phantasm, Power Feats: Progression 3 [100' area]) [15/15PP] (Mirage, Infernal, Mental) Alternate Power: Concealment 10 (All Non-Tactile; Flaws: Phantasm, Power Feats: Close Range, Selective) [12/15PP] (Mind Veil, Infernal, Mental) Alternate Power: Emotion Control 7 (Power Feats: Subtle) [15/15PP] (Empress' Eye, Infernal, Mental) Alternate Power: Teleport 8 (800'/2000mi; Flaws: Medium [shadows], Power Feats: Easy, Progression 6 [10,000 lbs]) [15/15PP] (Shadow Walk, Infernal, Shadow) Alternate Power: Stun 7 (Extras: Alternate Save [Will], Range [Perception, +2], Sleep, Flaws: Distracting, Sense-Dependent [Visual; eye contact], Power Feats: Subtle) [15/15PP] (Mind Suppression, Infernal, Mental) Alternate Power: Morph 2 (Humanoids; Extras: Attack [+1], Range [Perception, +2], Selective Attack Flaws: Phantasm, Power Feats: Progression 4 [25 people], Subtle) [15/15PP] (False Visage, Infernal, Mental) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Fox Fire 20' Increment DC17 Toughness (Staged) Damage (Infernal) Mirage Perception DC16 Will Illusion (Infernal/Mental) Empress' Eye Perception DC17 Will (Staged) Emotion Control (Infernal/Mental) False Visage Perception DC12 Will Morph (Infernal/Mental) Totals: Abilities (22) + Combat (16) + Saving Throws (17) + Skills (19) + Feats (15) + Powers (27) - Drawbacks (0) = 116/166 Power Points
  22. Phalanx Power Level: 15 (250/250PP) [274] (31PP / 3 = 10PP carried over from pre-bump) Trade-Offs: -3 Attack, +3 Save DC (Energy vision +5 Attack -5 Save DC); -5 Defense, +5 Toughness; Unspent Power Points: 0 In Brief: Teen (Now adult) Paragon granted powers by the '93 Terminus invasion; A 'Terminus Baby' Residence: Aeon Penthouse Base of Operations: Freedom City Catchphrase: None yet Alternate Identity: Mike Albright Identity: Secret Birthplace: Freedom City Occupation: Elementary Teacher Affiliations: Liberty League, AEON, Claremont Academy (Former Student), Young Freedom ( Founding Member), Nicholson School Family: Only child. Mother and Father live in Hanover, His paternal grandparents have a farm 'upstate'. Wife is Alex Albright. Description: Age: 22 (DoB: August 16, 1993) Apparent Age: Early 20's Gender: Male Ethnicity: White Height:6'6" Weight:285lbs Eyes: Green Hair: Black Description: Mike has recently gotten what he hopes to be his last growth spurt topping him out well over six feet tall. He prefers baggy clothing still but given his most recent growth spurt he has difficulty finding anything that isn't relatively tight. He still prefers basic Jeans and t-shirt combos but has added some shirts with color or designs to his formerly black on black wardrobe as he comes further out of his shell. He towers over most of his fellow students and its not hard to place what exactly his powers are just from his appearance. In his efforts to clean up his image he has styled his hair into a short spit curl and usually manages to keep from going out with bed head these days. He moves with confidence much less uncertain and tentative then the boy who came to Claremont a few short months ago. In costume as Phalanx he shows he cleans up quite nicely. The high collar and shoulders of the costume are in Claremont gold dropping a deep V to his belt of bronzed plates, his Young Freedom Beacon acting as buckle, the rest of the form fitting suit is in deep blue. He pairs this with matching bracers and boots of burnished bronze, and a deep blue full length cape draped from his shoulders. Update 8/2015: The past few years have been good to Mike and his frame if anything has filled out as he has grown into full adulthood. Broad of shoulder and muscular he looks as if he works out regularly to obsesively with a strong squared jaw and well kept close cropped hair. His cloths are now rarely baggy and he carries himself with more confidence though still takes exceptional care not to intimidate or bully people with his size. History: If his parents hadn't been at odds over a natural home birth verses a hospital one Michaels life would have turned out very differently. As it was Melinda Harris found herself, alone thanks to Marvins workaholism, at the hospital birthing class when the invasion started. A portal to the terminus opened in the midst of the room bathing the expectant mothers in the strange energy of that place. Thanks to the quick reactions of her ad hock partner, who's husband also hadn't shown, she survived the assault and together managed to escape to safety. They became fast friends after that harrowing event and once they were born Michael and her daughter Alexandra soon were as well. Much to Marvin and Melinda's relief it at fist seemed the energies of the Terminus had had no effect on Michael, that was not to last however. He was certainly big for his age and strong too, though as doting parents they thought it well within the norm, then one day when Melinda was trying to get him to nap he floated up and out of the crib to continue his interrupted playtime. His parents made immediate efforts to make sure he would keep his abilities a secret they didn't know what else to do. When Melinda confided in her friend Rebecca she learned that little Alex had powers as well, the children spent even more time together from that point on as the parents could trust one another with each others secrets like they could few others When the children grew to school age it seemed as if the caution may have been overkill. both children were careful not to reveal that they were different even if they didn't fully understand why. Of course this was more responsibility than a young child really can be expected to bear. It was a normal schoolyard scuffle an older boy took a toy from Alex and Mike told him to give it back Things escalated from there too quickly and the next thing any one knew the other boy was across the room in a heap next to the crumbling wall. Mike was shocked and worried, and more than a little scared. He didn't know what had happened to the boy but he saw the reaction from the other students and the adults. When Alex gave voice to their thoughts his fears were confirmed he had done a very bad thing. The adults and his parents tried to tell him the boy would be fine but Alex had already given voice to their fears and he knew their comforting words to be lies. When the government men came he thought for sure they were gong to take him to jail. He didn't hear much of the conversation but Alex filled him in on the pertinent details. They were going to go to a special school now, a school where they would be tested to see the extent of the 'Terminus Effect' For the next ten years he was schooled at a secret ASTRO labs facility under the code name Phalanx. They Tested his abilities and make up charting his progress and trying to trace the energies that granted he and Alex their powers. Through either his mothers determined though limited grassroots campaign or Rebbecas old contacts the children as well as some others the unit had picked up were released to their parents once more and the obvious surveillance removed. Now at nearly sixteen years of age Michael is in a, comparatively, normal school for the first time. He's uncertain about this Claremont academy but happy to have a chance at something like normalcy. Update: Not long after beginning his studies at Claremont academy fate conspired to thrust him and several of his friends into action when a baseball stadium full of spectators was held hostage. After saving the day the groups nominal leader, and Mikes roommate, Edge declared them Young Freedom. They have had several other encounters together and separately with the cities criminal element and usually come out on top. The school sees to it that they are prepared for the journey before them and Mike had flourished under the training and camaraderie of the team. Update 8/2015: After graduating Claremnt Academy Mike went on to get a criminal justice AA and attend the police academy before joining the FCPD. His nature was revealed in short order in a rather spectacularly public manner. No longer able to pretend he can live the simple life Mike is at loose ends as he decides where to go from here. Update 07/2019: Mike has graduated with a bachelors in Education and Childhood Development and now works as a teacher at the Nicholson School, Usually Kindergarten and occasionally higher grades when a student or class might need his skills (or more likely durability) more. He has wed his long time sweetheart Alexandra Albright and taken her name putting more strain on his secret identity as she is already well known as the Heroine Psyche. It is only a matter of time before that secret is out and it may be an open secret to everyone else already. Personality & Motivation: Michael plays the part of the introvert and loner though he does desire companionship he has trouble trusting, both others and himself. He covers for this with acerbic humor and a generally sullen demeanor. Few have worked past his defenses in this regard, and fewer wish to bother, but those that have have made a friend for life. Michael is acutely aware of the destruction he is capable of, perhaps more so than even the testers are, and it terrifies him. He is a good person that truly does want to try and better the world but lives in fear of his own body. He lacks the confidence to embrace his potential instead hiding behind a facade of disinterest and sullenness. However when a friend is in danger, or even insulted, he will weather whatever the world will throw his way in their defense though he won't lash out physically even then. Mike steadfastly refuses to fight thus far, though he has yet to be truly tested in the real world. Update: Mike has come out of his shell with his participation in Young Freedom and he is much less somber when with the good friends he has made there. He still is usually the serious one in the group but will laugh with the others at a well told joke. this newfound camaraderie has strengthened his already strong protective impulse and woe be it to anyone who would threaten his friends. Update 8/2015: Mike has long dreamed of the simple normal life despite events conspiring to make such impossible. After leaving school this desire separated him from many of his school friends and has left him lonelier and more withdrawn. After the debacle of his attempt at being a police officer he is primed to give up the dream of normalcy and fully embrace his heroic identity. With little else left to identify with however he is at risk of losing himself to the job as it were. Update 07/2019: Mike has finally hit his stride with a balance in his life and work as a Hero and grown into a self assured and confident man in both parts of his life. He's devoted to giving back to the community that has helped him to grow and of course still to defending those weaker than himself. He no longer feels he stands in the shadows of the heroes of yesteryear but knows now he and the others of his generation reach high standing on their shoulders. He knows his powers and prowess draw comparisons to The Centurion and understand the responsibility that comes with that. He's now willing to shoulder that responsibility and be part of that symbol and legacy with the others following in earth's mightiest heroes footsteps. Powers & Tactics: Mike is a physical powerhouse but usually holds himself back. Since his training at Claremont with Young Freedom his abilities have improved drastically from their untrained state. He is still slow to put the full force of his powers into play but his control now allows him to unleash his full potential when it is most needed. He is always stalwart in defense of his comrades and innocents and takes care to keep collateral damage to a minimum. Phalanx always takes care to keep his strength in check. He will usually open with accurate attacks and against most foes utilize only a fraction of his might so as to make sure he doesn't injure anyone or cause too much damage. OOC he will often utilize less than his full strength bonus on attacks unless he knows the foe can take his full power. Complications: Heroes Code: Fully embracing his powers has left mike with feeling a responsibility to do so wisely and justly. Holding Back: Phalanx holds to the genre conventions that you do not open with your most powerful attack. He'll usually pull his early punches and try for non damaging attacks like disarms and grapples until a foe proves too strong or durable at which point he'll begin to ramp up. Secret Identity: One of the worst kept secrets but technically true. After his recent exposure out of costume the chances of being recognized increase. Registered: full records of who mike is are available to those with sufficient clearance. Responsibility: Alex (Psyche) and his family as well as his students and too the school particularly when working. Legacy: Following in the footsteps of the Centurion is no easy task, enemies may target him to prove their worth and he must constantly be the kind of example and symbol of hope the original Centurion came to be. Stats: 8 + 0 + 10 + 0 + 0 + 4 = 22pp Str: 18/46 (+4/+18) Dex: 10 (+0) Con: 20/50 (+5/+20) Int: 10 (+0) Wis: 10 (+0) Cha: 14 (+2) Combat: 16 + 12 = 28pp Attack: +8 (+12 Melee, +20 Energy vision) Grapple: +31 (Up to +42 with Super-Strength DAP) Defense: +10 (+6 Base, Dodge Focus 4), +3 flat-footed Knockback: -16 (Up to -27 with Immovable DAP) Initiative: +8 Saves: 0 + 10 + 15 = 25pp Toughness: +20 (Impervious 12) (+20Con, +0 other) Fortitude: +20 (+20 Con, +0) Reflex: +10 (+0 Dex, +10) Will: +15 (+0 Wis, +15) Skills: 32r = 8pp Investigation 2 (+2) Knowledge (behavioral sciences) 2 (+2) Knowledge (Civics) 2 (+2) Medicine 2 (+2) Notice 10(+10) Profession (teacher) 4 (+4) Sense Motive 10 (+10) Feats: 23pp Attack Focus: Melee 4 Benefit (Legacy: Centurion) Dodge Focus 4 Fearless Grappling Block Improved Block Improved Grapple Improved Initiative 2 Interpose Luck 4 Takedown Attack Ultimate Save (Fortitude) Ultimate Toughness Powers: 29+30+3+9+1+10+41+2+1+4+10+4 = 144pp Array 14 (28pp; Power Feat: Alternate Power 1) [29pp] BE: Enhanced Strength 28 (to 46/+18) {28/28} AP: Blast 10 (Energy vision; PFs: Precise, Accurate 6, Improved Range 1{200' Increments) {28/28} Enhanced Constitution 30 (to 50/+20) [30pp] Flight 1 (10 mph / 100 feet per Move action Feat: Subtle ) [3pp] Immunity 9 (Life Support) [9pp] Immunity 2 (Aging, Need for Sleep; Flaws: Limited: Half effect) [1PP] Impervious Toughness 10 [10pp] Paragon Array 12 (24pp; Power Feats: Dynamic, Dynamic Alternate Power x4) [33pp] Paragon Array 17 (34pp; Power Feats: Dynamic, Dynamic Alternate Power x3) [41pp] DBE: Flight +17 (to Flight 2 [25 mph / 250 feet per Move Action] to 18 [5 Million MPH / 5 Million feet per Move Action]) {2-34PP, 0-34 left to allocate} DAP: Immovable 17 (Extras: Unstoppable) {2-34PP, 0-34 left to allocate} DAP: Quickness + Speed 17 (rank 1 [x2; 10MPH] to 17 [x500,000; 2.5 Million MPH]) {2-34PP, 0-34 left to allocate} DAP: Super Strength 17 (to Super-Str 2 [str 28, 56 w/ Enhanced Str] to 18 [str 108, 136 w/ Enhanced Str]) {2-34PP, 0-34 left to allocate} Space Travel 1 (interplanetary) [2] Super Senses 1 (Communication Link [Mental] 1 [Psyche]) [1pp] Super Senses 4 (Normal Hearing, Enhancements: Extended 4 [20 mile Increments]) [4pp] Super-Senses 10 (Normal Vision, Enhancements: Counters Obscure 2 [smoke/Dust/Solid Particulates], Extended 4 [20 mile Increments], Penetrates Concealment 4 ) [10pp] Super-Strength 1 (Str 23, 51 w/ Enhanced Str; PFs: Shockwave, Super-Breath) [4pp] Drawbacks: 0pp DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 33 Toughness Damage (Physical) Energy Vision Ranged(200' Int) DC 25 Toughness Damage (Energy) Shockwave Touch(Cone Area) DC 33 Toughness(DC28 Ref 1/2) Damage (Physical) Super-Breath Touch(Cone Area) +19-30 Trip (DC28 Ref 1/2) Trip Costs: Abilities (22) + Combat (28) + Saves (25) + Skills (8) + Feats (23) + Powers (144) - Drawbacks (00) = 250/250 PP
  23. Player Name: Blue Rose Character Name: Captain Silvia the Stormbreaker Power Level: 12 (153/177PP) Trade-Offs: Attack/Damage (Variable) Unspent Power Points: 24 Progress To Silver Status: 27/60 (Bronze Status earned with >Kit) In Brief: Former mystical space dragon turned mystical space pirate. Alternate Identity: Notus the Summer Breeze (lost) Identity: Public Birthplace: Wyrmward Gate Occupation: Intergalactic space pirate Affiliations: South Wind Pirates Family: None by blood Description: Age: Ancient Apparent Age: 34 Gender: Female (originally sexless) Ethnicity: Apparently caucasian Height: 5'6" Weight: 132 lbs Eyes: Green Hair: Blonde Captain Silvia, or Stormbreaker as has become her more common name when doing battle on Earth, looks nothing like a giant space lizard/deity. In fact, archaic dress aside, she looks like a perfectly normal human woman in her mid thirties, attractive but not extraordinary. A lean, slender body with a light layer of athlete's muscle beneath a face framed by shoulder-length, wavy flaxen hair. Her full features would likely be cheerful and pleasant, were they to move normally. They don't; a fact that's undeniable on sight, yet hard to pin down. The way her face expresses itself, the way she moves, it's all odd, unnatural, inhuman. It's all controlled and graceful, to be sure, but more akin to some breed of predator. Perhaps a cornered, feral cat. Even when supposedly "relaxed", her face appears constantly wary and her body is always ready to strike. Adding to the appearance is a slightly inhuman set of teeth, not monstrous, but seeming rather more fang-like than is the norm. Her bicuspids in particular are long and sharp, though the right front bicuspid is cut short. Her usual attire might have been considered the height of warrior's fasshion once upon a time, centuries ago, were it a time that accepted women in such a line of work as inserting long pieces of metal into people they don't like. Nowadays, it looks expensive if not high class and highly eccentric, though perhaps less so than those who go around in public wearing rubber pajamas. She wears an entirely functional chain shirt visible beneath her outer garments, usually some manner of gold- or silver-embroidered vest in a rich blue, violet, or green and all manner of battle-appropriate jewelry, from belt buckles designed in intricate knots of steel to amulets and clasps in the shape of various leaves, nuts, and emblems. On her back, she always wears a heavy cloak, less prone to billowing in the wind than many heroes', and always tilted to the left, covering her left arm. Or rather, the vacant air that would be her right arm; it was cut off past the elbow. And capping off the entire ensemble is a shining rapier of the highest quality, its hilt twisting in patterns of blue steel roses. A work of art as much as a weapon, but well-used regardless. Power Descriptions: Silvia's powers, relatively limited though they may be, revolve around the wind. As one normally can't see air, there is little to describe; she swings her sword, one does not see the shockwave flying through the air, and then a gash appears on her target. Her presence also calms the weather immediately around her. Nothing flashy, but one does tend to take notice when, in the middle of a hurricane, a woman walks along, everything around her hit by nothing more than a light drizzle. Expanding 'power' to 'property,' her most impressive possession is the Ages Lost, her ship. Her space ship, in fact, though it looks very much like a much larger, fancier version of a Spanish galleon. Just floating in the sky. And made of golden dragon scales. And equipped with an exterior hyperdrive. But that aside, it is much like a galleon on the exterior, even including a fully-functional weatherdeck, solar sails, and mooring lines, though the anchor is unlike anything seen on Earth; a large bulb with a gravity lock to hold itself in place, allowing it to anchor to empty space and sky. History: Notus the Summer Breeze. A dragon. A timeless, nigh godlike entity that took up residence in the Red Belt; a sector in space so named as a result of merchants' losses trying to conduct business in the area, only to lose their product to the storms. A calm spirit of the winds, Notus' presence brought peace to a section of the Red Belt large enough for trade to pass through. This place became known as Wyrmward Gate, and those reverent to the dragon (mainly some humans it had taken with it as its own personal cult) were permitted to settle on the now-habitable planets in the area, where they profitted greatly from their position on a now-vital trade route. Where Notus came from before settling in the Red Belt, no one knows. Even it did not recall, or at least did not care to answer when asked. The real story, however, is fairly uninteresting to those not studying the more esoteric aspects of the multiverse. This dragon was never born. Nor was it made. It was one of the oldest entities in the universe, and like life itself, simply came into being by... whatever it is that created all life in the universe. Will of God, natural processes, burgeoning cosmic ley lines, tap dancing pixies, or something of the sort. But some how, some cosmic storm took to consuming meteors and other spacial munchies, then excreting star dust and repeating the cycle, growing increasingly complex in the process over the course of eons, slowly gaining sapience as it drifted about the universe until it coalesced into the form of the godlike dragon, Notus. A living, intelligent being, in a manner of speaking, but so far removed from conventional mortals as to make the status meaningless. Once it landed in the Red Belt, it stayed for centuries. A choice. Perhaps the first real, fully-cognizent choice it had ever made; merely maintaining its own massive existence was an enormous feat, and the creature normally operated on instinct alone. So it found a nice place for a rest, sometimes chatting, sometimes hording, sometimes fending off invaders, but mostly sleeping and feeding on the Red Belt's hot gases and unstable energies, its mere presence bringing great fortune and rendering entire planets warm and fertile. Then, he came. Serge the Swordsmith, a warrior and craftsman of legendary pedigree, and one ruthlessly dedicated to his craft. First, he attacked by surprise, a single strike that claimed a single fang. It seemed like nothing at first; a grave insult, but no threat, but that was incorrect. With that piece of the great dragon, Serge was able to forge an incredible weapon, melding it with other stolen elements to create Fang of Five Dragons, one of the mightiest blades in the galaxy, whose creation syphoned much of the dragons power, in addition to it being an absolute defense against its power. In the second attack, Notus was defenseless; protected by the Fang of Five Dragons, the Swordsmith crushed the godlike being and this time, he claimed its left forelimb and left the creature to die. He began forging the limb into Lash of Four Winds, a yet mightier blade whose creation drained still more of Notus' power, reducing it to almost nothing (comparatively speaking), not even enough to retain her form, or her life. With her power gone and her wounds fatal, the Red Belt began to encroach on the gate once more, dooming the planets within to certain annihilation. Evacuations were conducted as best as possible, though growing storms destroyed many evacuation ships. However, a number of Notus' most loyal worshippers gathered, calling on great magics to save their god's life the only way they could. The vessel, the giant lizard? It was damaged beyond repair, yet it could be consumed, absorbed to create a new vessel for the creature's soul. A human vessel. Many sacrificed their lives in the ritual, and even once it was done, they had no way off the doomed planet and the former dragon's powers now failed to reach even a hundred feet. Thankfully, the survivors included several skilled spacefarers and a talented shipwright, and they gathered many of the dragon's shed scales, fashioning it into a crude ship (they made it a thing of beauty later). With the scales amplifying the human captain's power, they safely ignored the storms and escaped. Soon after, they took up their chosen profession, harassing the aggressive, oppressive nations in their quadrant, attacking their warships and stealing their goods for resale to more benevolent allies. A lucrative business, and they survived by fleeing into ion storms and destructive anomolies where they couldn't be followed, thanks to the power of their captain, who took the name Silvia and was given the title Stormbreaker. Her greatest goal, however, was to retrieve the swords made of her body, to regain her power, but the Swordsmith was a slippery one, especially with his masterwork incomplete. She eventually received word of those dealing with him taking base on Earth, a planet she barely remembered from the time before her transformation. There, she arrived to continue her old ways; thrashing evil, knicking their less intergalactically illegal stuff (and research notes as well), then selling it to the highest unobjectionable bidder. In the case of information, sometimes several times. The thrashing of evil was well received, though the knicking of stuff caused considerably more strife. To smooth such things over, she has people. She has a manager and an agent, both to work on her image both publically and within the crimefighting community, and to determine which villains are particularly worthy of an eye, due to the high value of their posessions. Both goods and clients are gauged carefully, and any particularly uppity hero who dare call her a soulless mercenary crook or some sort can get a nice, long look at the ledger for the ten million she received for sale of a dimensional generator a couple weeks back- formerly used to store enough poison gas to wipe out all of Freedom City, now being used to evacuate the population of a planet suffering natural ash storms violent enough to render it nigh-uninhabitable. Twenty million to medical research. Thirty million to educational programs. Forty million to funds meant to repair damage from supercrime in locations not fortunate enough to have their own guardian spirit. Five million to local works projects, including a much-needed renovation to South Freedom Elementary's library. And of course, a few million cut out for parts and fuel for her ship, food and supplies for her crew. And some new furniture for her room, a very nice new set of boots, a feast or five that wouldn't be out of place atop Mount Olympus... hey, there's nothing wrong with a little cut for personal foibles. Personality & Motivation: The dragon Notus was tired. Eternally tired. Even when awake, it was always at the brink of collapse, overwhelmed by its own physical and magical magnitude. There was much it aspired to do, yet it was always too weary, even with its infinite time. And every time it woke up, it was to the sound of hundreds of worshippers. Now, as a human, she is awake, and free to indulge in ambition to her heart's content. She does not stop and muse; she takes action, pouring all she has into everything she deems worth doing, eager to explore the world. Unfortunately, she's also used to mortals deferring to her in absolute reverence. She's gotten used to this no longer being the case, more or less, but insolence will still raise her ire far too swiftly. She also learns with exceptional speed, and takes great pride in this, always eager to compete in any field and grow stronger. She especially can't resist a challenge to a duel. Powers & Tactics: Face foe. Stab foe. If they are far away, cut the sky from afar. If there are many foes, engulf them all in slashing winds. If they're flying in the sky, slam them down to Earth. If the fight's in the open air, call in Ages Lost and blow the foe away with the cannons, then take the baddies' stuff and sell it. Silvia relies on mundane swordplay as much as powers, using them as a supplement rather than a replacement. Her wind powers, while useful, are far from the most impressive, though her ship is considerably more imposing. Either way, her means are rarely subtle. Complications: One Arm: The dragon Notus had its left forelimb lopped off, and the wound persisted into the human vessel, Captain Silvia. Although she can fight just fine with one arm, it does have its down sides. Draconic Arrogance: Silvia is used to being worshipped by mortals, and the bulk of her crew is still composed of survivors of her cult. While she's learned a little bit about how to have reasonable expectations of humans who don't worship her, she is brittle and easily insulted. Brash: Silvia's is a bold and adventurous spirit, still used to being a nigh-invincible dragon, even after that's been disproven. As such, with her newfound energy, she is far too apt to jump into a dangerous situation without a plan or go off and do something foolhardy simply because it's interesting. Enemies: The South Wind Pirates, Silvia's crew, are pirates known for taking on the most ruthless empires in the galaxy. As such, the bounty on the captain's head is astronomical. Unstable Cash Flow: While generally quite wealthy, Silvia's funds come from large, sporadic bursts of precious (legal) technology or information that she then sells to relatively trustworthy buyers. This is profitable, but inconsistent, and while she's still acquisitive as any dragon, she has also recently discovered the joys of spending money in vast quantities, meaning despite her incredible income and resources, she occasionally finds herself completely broke and struggling to even feed her crew. Duelist's Pride: Silvia's is a highly competetive spirit, eager to prove herself in any manner of competition. She has trouble turning down a direct challenge, especially if it's a fair sword duel. No tricks, no powers. Wind Reader: Sound is merely vibrations in the air. As such, Silvia is particularly aware of them, and far more vulnerable. Various sounds may effect her far more than her peers, in ways they could not possibly be affected. A shrill shriek her compatriots cannot even hear may bring her to her knees, and an enchanted song to bring her team into a daze may enthrall her outright. Abilities: 10 + 2 + 6 + 4 + 4 + 0 = 26PP Strength: 20 (+5) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +1 Attack: +4, +10 w/ Blast, +12 w/ Sword Grapple: +9, +16 w/ Hands of Air Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5, -3 flat-footed Saving Throws: 5 + 6 + 6 = 17PP Toughness: +10 (+3 Con, +4 Defensive Roll, +3 Chain Mail), +6 flat-footed Fortitude: +8 (+3 Con, +5) Reflex: +7 (+1 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 48R = 12PP Acrobatics 5 (+6) Skill Mastery Escape Artist 5 (+6) Intimidate 10 (+10) Skill Mastery Knowledge (Arcane) 3 (+5) Knowledge (Business) 3 (+5) Knowledge (Technology) 3 (+5) Notice 5 (+7) Skill Mastery Pilot 14 (+15) Skill Mastery Feats: 29PP Attack Specialization 4: Sword Benefit 3 (Crew, Wealth 2) Defensive Roll 2 Dodge Focus 6 Equipment 12 (60 EP: Sword [5], Chain Mail [3], Ages Lost [52]-Space Vehicle) Quick Draw Skill Mastery: Acrobatics, Intimidate, Notice, Pilot Ages Lost (Vehicle)Size: Colossal [4EP] Strength: 50 (medium load 8 tons, hvy load 12 tons, max load 24 tons) [0EP] Defense: 2 [0EP] Toughness: 13 [0EP] Feature: [1EP] Remote Control Powers: [26 + 21 = 47EP] Blast 12 (PFs: Accurate 2) [26 EP] Flight 7 (1,000 mph/10,000 feet per Move action) [14 EP] Space Travel 7 (100c) [7 EP] Chain Mail (Protection 3) [3 EP] Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP] Powers: 6 + 3 + 10 + 7 + 27 = 53PP Environmental Control 3 (Calm Weather + Provide Breathable Air, 25-ft. radius) [6PP] (Stormbreak, Magic) Enhanced Environmental Control 3 (to Environmental Control 6 [250-ft. radius]; Calm Weather + Provide Breathable Air; Flaws: Only on Ages Lost) [3PP] (Enhanced Stormbreak, Magic) Flight 5 (250 mph / 2,500 ft. per move action) [10PP] (Wind Rider, Magic, Wind) Super Senses 7 (Accurate Auditory Sense [2], Extended 2 on all auditory senses [4], Ultra-Hearing) [7PP] (Wind Reader, Magic) Wind & Air Magics 12 (24 points; PFs: Alternate Power 3) [27PP] Base Power: Blast 10 (Extras: Homing, Accurate 3, Alternate Power 3) [27PP] (Sky Cutter, Magic, Wind) Alternate Power: Move Object 8 (Str 40 [med load 2 tons, hvy load 3 tons, max load 6 tons]; Extras: Range [Perception]) [24/24PP] (Hand of Air, Magic, Wind) Alternate Power: Nullify Flight 10 (Extras: Range [Perception]) [20/24PP] (Downdraft, Magic, Wind) Alternate Power: Damage 10 (Extras: Area [50-ft. Burst]) [20/24PP] (Slicing Gale, Magic, Wind) DC Block ATTACK RANGE SAVE EFFECTUnarmed Touch DC20 Toughness (Staged) Damage (Physical) Sword Touch DC23 Toughness (Staged) Damage (Physical) Sky Cutter Ranged DC25 Toughness (Staged) Damage (Magic/Wind) Slicing Gale 50' Burst DC20 Ref/DC25Tough(Staged) Damage (Magic/Wind) Downdraft Perception DC20 Will/Effect Nullify Flight (Magic/Wind) Hand of Air Perception +8 Disarm/Trip/Grapple Move Object (Magic/Wind) HoA (Thrown Object) Perception DC23 Toughness (Staged) Damage (Physical) Totals: Abilities (26) + Combat (16) + Saving Throws (17) + Skills (12) + Feats (29) + Powers (53) - Drawbacks (0) = 153/177 Power Points
  24. Psyche Power Level: 12 (14) (213/221PP) Trade-Offs: -1 Defense / +1 Toughness Unspent Power Points: 8 In Brief: Psychic super genius from birth thanks to being a T-baby Residence: The AEON Foundation, her parents still live in a Freedom City Suburb Base of Operations: Same as above Catchphrase: "Are you really sure that's what you want to do?" Alternate Identity: Alexandra Albright Identity: Public Birthplace: Freedom City Occupation: CEO of AEON Affiliations: - Family: Parents: Victor and Rebecca Albright (nee Caldwell), Fiance: Michael Harris Description: Age: 22 Apparent Age: Same Gender: Female Ethnicity: Caucasian Height: 5'3" Weight: 110 lbs Eyes: Hazel Hair: Strawberry blonde Its taken years, but Alex has emerged from her awkward teen years as a slender, poised young woman. Her eyes are still too large and her gaze will always be too direct, too intent but she makes it work for her, most of the time. The ambient glow of her powers is once more under her control but without that tell, she’s still well known as who, and what, she is. Her red hair is still long but often pulled up out of her face as she works and she’s taken recently to wearing glasses - an affectation that she hopes blunts some of the unease her too-direct gaze can engender especially among her employees. Quiet and but authoritative, Alex has never fully embraced business wear - she’s always got some sort of bright clashing colors somewhere although between employing a stylist and being a Fortune 500, her quirks have become not unpopular among a certain set of high society. Power Description: Alex's powers, when they have visible manifestations tend to show a sparkling burst of psychic energy. The older she gets and the more control over her powers she possess, the more subtle the manifestations become. Alex has plenty of raw power - that's never been an issue - but her life is a struggle for control over those potent abilities and the more she masters them, the less obvious they are. These days her telepathy and mental affects are much harder to discern and even her telekinetic might doesn't show to the naked eye unless she is truly straining at which point the sparks of the psychic energy from her Terminus based mutation might begin to show through. History: Alex's mother and father, Rebecca and Victor Albright, were relatively normal citizens of Freedom City. It's true that Rebecca once moonlighted as a bow-toting side-kick to a D-list hero, but those days were long behind her as she and Victor tried to start a family. After struggling to conceive, they were overjoyed when Alex was finally on the way. Unfortunately, the terminus invasion occurred while Rebecca was at the hospital's class on childbirth. The entire class was bathed in the energies of one of the portals but Rebecca and another pregnant mother escaped the escalating battle. It was little surprise that the two mothers-to-be became fast friends or that Alex and the other woman's son, Michael, were thrown together often. What was surprising was that when Alex, who had always been precocious, started to talk, she talked about everything. Including the thoughts other people had and things she couldn't possibly manage to see. Rebecca, a stay-at-home mother, spent her young daughter's early years trying to teach the clever child to keep her powers under wraps and, also, how impolite it was to go reading other people's thoughts. Reluctantly, but confident that she had impressed the importance of secrecy on her offspring, Alex was enrolled in school with her friend Michael. When Michael hit another boy and knocked him across the room and near through a wall, Alex couldn't help but volunteer - loudly and firmly - that they were all lying, the boy was badly hurt. She knew because she read their thoughts. She even went so far to prove it. Not because she hadn't listened to her mother but felt that if Michael was going to be in trouble, she ought to be in the same trouble as the fight was at least partially her fault. Both children were outed as 'supers', and Alex spent the next decade or so busing into a government contracted facility instead of a normal school environment and then home. Rebecca grew more and more concerned as Alex grew older and when Alex was around ten, began trying to get her out of the program and into Claremont instead as Rebecca, rightly or wrongly, was convinced that eventually the government would seek to turn her baby into a soldier. It took every contact Rebecca had from her long forgotten super-days but getting put into Claremont was the best thing that could have happened to Alex. Graduating with honors, after her school and life in the teenage super-hero group, Alex’s life was forever altered by her interactions with her time-displaced offspring. Rather than college, Alex founded the AEON foundation, a group focusing on ethical metahuman studies - coming out as a Terminus-child and former super-hero, the young billionaire has hung up her spandex and turned to a life of philanthropy and research. Of course, nothing lasts forever. Personality & Motivation: These days, the best word to describe Alex is ‘driven’, she’s turned AEON and its research into a force to be reckoned with, creating a billion dollar empire based on ethical research. Combining that with outing herself as a Terminus baby with the determination to prove the the entire world how good she can be, it’s a lot. Even for Alex’s super brain, it’s a lot. Without the team of Young Justice to balance her, Alex is deeply lonely but she buries it in her work. Although by nature a rule follower with a strong ethical code, her loyalty to her friends and family will always outweigh her other desires. She doesn't have much of a temper, but once riled can proving surprisingly stubborn. As Alex has grown up with powers, she has had to learn telepathic ethics the hard way. These days, Alex finds 'snooping' uncalled for in most circumstances. There are, of course, exceptions but Alex is never one to pry - especially with strangers - unless the situation requires it. The only exception is the friend with whom she shares a permanent communication link. She feels completely free to poke around in his brain when the mood strikes. Powers & Tactics: Alex has done many interviews about her powers and she often… edits her answers carefully. Telepaths make people uncomfortable and no one knows this better than Alex. Her psychic powers are formidable and expansive. She can read minds, alter memories, manipulate material with an ever increasing fitness and despite what she’s on the record about, internal tests at AEON show that she’s not yet plateaued on her growth and potential in opposition to what she’d believed as a teenager. Alex is without question a genius well above typical human capacity. Although she’s ostensibly no longer the costumed Psyche, that she was is a matter of record and she still keeps in practice at her own training ground, ‘just in case’. Her powers are more deft these days - Alex would still rather stop a conflict before its begun than smash someone with a ton of rocks. Alex can scan for thoughts miles away and extend her senses well outside her immediate presence. She's aware that she can even wrest control of a person's actions away from them but finds that both unsettling, and ethically distasteful although she’s done it in the past, and may very well in the future. She can also alter memories and emotions but is always cautious of not only the ramifications but the potential reaction to her actions. Complications: Famous: Not only is Alexandra Albright famous, but her alter ego is a matter of public record as are her origins as a Terminus baby. Alex does her best to keep her visible public identity as an advantage but there are many, many ways it can be used against her. Responsibilities: Alex has a small empire that she's built and while she considers her super-hero alter ego not a full time identity, there are the inevitable conflicts. She has friends and teammates that depend on her and family that are certainly not super heroes. Terminus Baby: Alex's power origin comes from being in utero as an infant during the Terminus invasion. Despite her best efforts to undo that damage, preconceptions and prejudice exists. Abilities: -2 + 0 + 0 + 26 + 26 + 8 = 58PP Strength: 8 (-1) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 36 (+13) Wisdom: 36 (+13) Charisma: 18 (+4) Combat: 8 + 10 = 18PP Initiative: +0 Attack: +4 Base Grapple: +3 (+4, -1 Str) Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flatfooted Knockback: -6 Saves: 2 + 2 + 0 = 4PP Toughness: +12 (+0 Con, +12 Protection) Fort: +2 (+0 Con, +2) Reflex: +2 (+0 Dex, +2) Will: +13 (+13 Wis, +0) Skills: 136r = 34PP Computers 9 (+22) Skill Mastery Concentration 9 (+22) Gather Information 11 (+15) Knowledge (Behavioral Sciences) 9 (+22) Knowledge (Business) 4 (+17) Knowledge (Civics) 4 (+17) Knowledge (Earth Sciences) 4 (+17) Knowledge (History) 4 (+17) Knowledge (Physical Sciences) 9 (+22) Knowledge (Life Sciences) 9 (+22) Knowledge (Technology) 9 (+22) Medicine 5 (+18) Notice 17 (+30) Skill Mastery Search 17 (+30) Skill Mastery Sense Motive 17 (+30) Skill Mastery Feats: 21PP Benefit 5 (CEO of AEON, Fame, Wealth 3) Dodge Focus 5 Equipment 6 (30 EP) Eidetic Memory Jack of All Trades Master Plan Skill Mastery (Computers, Notice, Search, Sense Motive) Well Informed Equipment: 30EP = 6PP AEON Foundation (HQ) Size: Gargantuan [4EP], Toughness: 14 [4EP], Features: Combat Simulator, Communications, Computer, Defense System 2, Fire Prevention System, Garage, Gym, Hanger, Holding Cells 2, Infirmary, Lab, Library, Living Space, Personnel, Pool, Power 2 [Teleporter], Power System, Security System, Worskhop [23 EP] - [Total 29EP] Power 2: Teleport 10 (20,000 miles; Extras: Accurate, Affects Others, Flaws: Limited [To/From Manor]; Drawbacks: Power Loss 2 [Teleport Beacon]) [28PP] Teleport Beacon (watch) [1EP] Powers: 4 + 12 + 1 + 6 + 55 = 78PP Flight 2 [4 pp] Protection 12 [12 pp] Psychic Array 22 (44PP; Feats: Alternate Power 11) [55PP] BE: Blast 11 (Psionic; Extra: Alternate Save [Will], Mental [+0], Range [Perception]) {44/44} AP: Communication 12 (Mental, 20,000,000 miles; Extras: Area, Linked; Feats: Subtle, Selective) + Comprehend 5 (Speak, Read and Write All Languages Simultaneously, Codes; Extra: Linked; Flaw: Duration/Sustained) {26 + 5 = 31/44} AP: Concealment 10 (All Senses; Extra: Affects Others, Area; Feats: Close Range, Selective) {42/44} AP: Create Object 11 (Extra: Impervious; Feats: Progression 5, Stationary, Selective) {40/44} AP: Emotion Control 10 (Extras: Area, Mental [+0], Selective; Feats: Subtle) {41/44} AP: ESP 12 (200,000,000 miles, Visual/Auditory; Extra: Duration [Sustained]; Flaw: Action [Standard]; Feats: Subtle, Rapid 6 [1,000,000 times faster]) {43/44} AP: Healing 10 (Extras: Affects Objects, Total; Feats: Persistent, Regrowth) {42/44} AP: Illusion 11 (All Senses; Extras: Mental [+0], Selective; Flaw: Phantasms) {44/44} AP: Mind Control 10 (Extra: Conscious, Duration [Sustained], Mental [+0]; Feats: Mental Link, Subtle) {42/44} AP: Mind Reading 11 (Extras: Action [Move/Standard], Area, Mental [+0], Selective) {44/44} AP: Move Object 11 (Str 70; Extra: Range [Perception]; Feats: Subtle, Precise) {35/44} AP: Mental Transform 10 (Alter Memories; Extras: Duration [Continuous], Mental [+0], Range [Perception] Feat: Subtle) {41} Super-Sense 6 (Psychic Senses; Normal Mental Sense: Accurate [2], Acute [1], Radius [1], Ranged [1]; Detect Mood [Mental]) [6PP] Super Senses 1 (Communication Link: Michael/Phalanx) [1PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness Bruise/Injury (Psionic) Blast 11 Perception DC26 Will Bruise/Injury Emotion Control 10 Perception DC20 Will Special Illusion 11 Perception DC21 Will Special Mind Control 10 Perception DC20 Will Special Mind Reading 11 Perception DC21 Will Special Mental Transform 10 Perception DC20 Will Special Costs: Abilities (58) + Combat (18) + Saves (4) + Skills (34) + Feats (21) + Powers (78) - Drawbacks (0) = 213/221 PP
  25. Player Name: Thunder King Character Name: Crimson Tiger Power Level: 10/12 (156/194) Trade-Offs: +3 Attack / -3 Damage, +2 Defense / -2 Toughness Unspent Power Points: 38 In Brief: Muay Thai fighting legacy hero Alternate Identity: Mali Benjawan Identity: Secret Birthplace: Freedom City Occupation: Lives with parents, does chores and responsibilities around the house Affiliations: Claremont Academy Family: Father Annan, mother Apsari Description: Age: 20 DoB: August 5th, 1995 Gender: Female Ethnicity: Thai Height: 5'6" Weight: 150 Eyes: brown Hair: black Mali has a pretty, if unremarkable face, with bright eyes and a wide smile. She carries the attitude of a fun loving, sweet young woman. If she's happy, her eyes are like a clear sky. When she's angry or spoiling for a fight, her eyes narrow and become more like a thunderstorm. She has a sinister-looking grin that she adopts when enjoying a fight. She stands at a little over five and a half feet tall, and packs far more muscle onto her slender frame than most would suspect. She favors comfortable, stylish clothing in the latest brands, no longer caring how people react to her physique. She keeps her hair short and often slightly spiky. Since graduating Claremont, she has gotten a lip stud in the middle of her bottom lip, and a tattoo of a tiger on her back near her shoulder. Mali's costume is red and black, designed to resemble a stylized tiger. Her mask covers most of her face. She wears black boots and gloves. The costume is form fitting yet flexible, to allow her to take advantage of her natural agility. History: Mali has walked two paths for her entire life. Her father believes that she should be allowed to choose her own path, and has for her entire life. She likes the taste of Thai cooking (and asian cooking in general), is a Buddhist, and adheres to many Thai traditions. Still, she listens to American music, watches American movies, and embraces her home country. Her family is well off due to her grandfather having invested his money well in the stock market years ago. Her father took that to heart and became an accountant. Now he makes money advising people on how to invest their funds, and invests his own funds wisely. One night, when she was twelve years old, her father sat her next to him and told her a story, the story of Black Tiger, her great-grandfather. Black Tiger had likely been Thailand's first true super hero. He told her stories that his father had told him, how Black Tiger fought against the oppressive government. How he was a champion Thai boxer. Mali sat beside him, eyes wide with wonder. Her great grandfather sounded like an unparalleled warrior. He sounded like the kind of man who's legacy could be followed. Mali did not tell her father, but it was on that day that she resolved to follow in his footsteps. Over the next few years, Mali began taking her Muay Thai training seriously. Her father had been teaching her for exercise and self defense purposes for a few years, but she barely paid attention. Now a fierce fire burned within her that he both admired and worried about. At fourteen, she handily beat her father in a spar. On that day, he abandoned his nickname for her 'little kitten', and changed it to 'little tiger'. She grinned in triumph, knowing she was closer to her goal. She resolved that by her twenty first birthday, she would debut as a superhero. On a cool autumn evening, Benjawan Mali put on her costume and became the Crimson Tiger. She did not, however, anticipate that her father would discover her new double life. He was upset, but, was willing to forgive her. It was decided; she would enroll at Claremont. Mali vanished over the summer for over a month. As far as anyone at home knew, she was visiting family in Thailand. It was only a partial truth. In truth, she was in Thailand. She found an old trainer, one of the true masters. By day she studied under him. It took time to convince him to train a girl, but her skill impressed him enough to pass his techniques on to her. By night, she cut her teeth on Bangkok. She and her cousin Tarrin worked in conjunction, enabling her to sharpen her skills to greater heights. Upon her return to Freedom City towards the end of the summer, she refocused on her crime fighting. Personality & Motivation: Benjawan Mali has no great tragedies in her life. Her parents and both sets of grandparents are alive, and prosperous. No great pain drives her to heroics. She has no guilt, and no angst. What drives her is a burning desire for justice, and a love for a good fight. She is dutiful and respectful to her family and friends, and they love her for it. When in costume, however, she is a different person. She hides a wild streak that loves adventure, action, and a good fight. She tends to be unflappable in a crisis and keeps a level head. Overall, Mali is driven by an inner fire that makes her go out and do things in the world. Powers & Tactics: Mali, the Crimson Tiger, is a Muay Thai fighter. She uses a brutal, efficient, and painful martial art. Against ordinary humans and thugs, she emphasizes fast and efficient take downs. When she's against a superhuman foe, however, she lays on the hurt the best she can. She is a pragmatic combatant that knows that some foes are too strong to fight fair. She wil fight dirty if she feels she needs to. She will never kill, but she knows her enemies might try. Complications: Secret: Very few people know she is the Crimson Tiger, and she prefers to keep it that way. Family: As yet, Mali is not on her own, so she has duties to her family she must fufill Body Image: Mali is a muscular woman. She fears that this might put people off. Enemies in Low Places: Crimson Tiger's tendency to hit the streets means some criminals will know her by reputation. The New Girl: Mali is pretty new to Claremont, and exposure to super powers in general. Never Again: She hates the thought of hurting people, despite her love of fighting. These two concepts inevitably clash. Punching Drug Dealers: Mali has a special distaste for the drug trade which could be exploited by the right people. Violence is never the answer (but it sure is fun): Mali loves a good scrap, and unless her foe is clearly beyond her, she'd rather settle things with a fight than with words. Abilities: 14 + 8 + 6 + 4 + 6 + 4 = 42PP Strength: 24 (+7) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +7 Attack: +13 Melee, +5 Ranged +13 Chakram Grapple: +18 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -3, -2 flat-footed Saving Throws: 5 + 5 + 5 = 15PP Toughness: +7 (+3 Con, +2 Defensive Roll, +2 under-costume), +5 flat-footed Fortitude: +8 (+3 Con, +5) Reflex: +9 (+4 Dex, +5) Will: +8 (+3 Wis, +5) Skills: 92R = 23PP Acrobatics 12 (+16)Skill Mastery Diplomacy 9 (+11) Drive 8 (+12) Escape Artist 8 (+12)Skill Mastery Intimidate 9 (+11) Knowledge (streetwise) 9 (+11) Language 1 (English [Native], Thai) Notice 9 (+12) Search 9 (+11) Sense Motive 9 (+12)Skill Mastery Stealth 9 (+13)Skill Mastery Feats: 54PP Accurate Attack Acrobatic Bluff All-Out attack Assessment Attack Focus Melee 8 Attack Specialization 4 (Chakram) Benefit (wealth) Challenge (Fast Acrobatic Bluff) Dazzling Attack Defensive Roll 2 Dodge Focus 8 Elusive Target Equipment 6 Evasion 2 Fearless Improved Grapple Improved Initiative 1 Luck 2 Move-by action Paralyzing Attack Power Attack Prone Fighting Set Up Skill Mastery (Acrobatics, Escape Artist, Sense Motive, Stealth) Stunning Attack Takedown Attack 2 Uncanny Dodge (hearing) Ultimate Effort (Toughness Saves) Equipment 25EP = 5PP Tigercycle [12EP] Motorcycle Size: Medium. Str 20 [2EP], Toughness +8 [3EP] Features [2EP] Alarm 2 (DC 25) Powers [5EP] Speed 5 (250 mph / 2,500 feet per Move action) [5 EP] Chakram: Blast 2 (PFs: Mighty 4, Ricochet 1) [9EP] Flashlight [1 EP] Under-Costume Armor: Protection 2 [2EP] Grapple Gun: Super-Movement 3, Slow Fall, Swinging Wall-Crawling, [6 EP] Powers: 1 + 1 +2 = 4PP Leaping 1 (x2; running long jump 30 feet, standing long jump 15 feet, high jump 7 feet) [1PP] Speed 1 (10 mph / 100 feet per Move action) [1PP] Super Senses 2 (Accurate Hearing) [2PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (staged) Damage (Physical) Chakram Touch DC 21 Toughness (staged) Damage (physical) Stunning Attack Touch DC 17 Fortitude Stun Dazzling Attack Touch DC 17 Fortitude Auditory Dazzle Paralyzing Attack Touch DC 17 Fortitude Paralyze Totals: Abilities (36) + Combat (18) + Saving Throws (15) + Skills (23) + Feats (54) + Powers (4) - Drawbacks (0) = 156/194 Power Points
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