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  1. Jack of all BladesPower Level: 15 (250/250PP)* [390]Trade-Offs: +5 Attack, -5 Damage, +5 Defense, -5 ToughnessUnspent Power Points: 0Theme: Spark by Fitz and the Tantrums *Jack's caps average out to PL13. For Jack's original sheet, click here. In Brief: Swashbuckling scion of a secret society of sorcerous swordsmen, shepherding streetwise superheroes! Alternate Identity: Erik Espadas Identity: Secret Birthplace: Freedom City, West End Occupation: Self-Defense Instructor Affiliations: The Interceptors Family: Minerva Espadas/Guardian Willow (wife), Eden Espadas (daughter), Mia Espadas (daughter), Ellie Espadas/Jill O'Cure (sister), Gina Espadas (mother), Jean Pique (father) Description: Age: 27 (DoB: April 4, 1988) Gender: Male Ethnicity: Latino/French Height: 5'11" Weight: 160 lb. Hair: Dusty Brown/Black as Jack of all Blades Eyes: Dark Blue Erik Espadas is a lithe, athletic young man with attractively angular features and a boyish grin. He keeps his dusty brown hair shorn short, but regularly sports a day or two of stubble. Preferring to dress is a mixture of blues and blacks, Erik is typically seen in a fitted t-shirt and well-worn jeans topped with an undone button-down shirt with the sleeves rolled up. As Jack of all Blades, his current costume consists of a knee-length, royal blue greatcoat cut in a jaunty, high-collared style and worn open over a black body suit. A matching blue bandana serves as a mask, attached to a black wig of wavy hair which helps to conceal Erik's true identity. Dark grey boots with a slightly metallic sheen and broad, buckled belts help to break up the outfit's dark colour scheme. Power Description: Erik can manipulate electromagnetic and mystical energies to form an effectively-solid construct in the shape of a sword. While he has a bit of leeway with regards to the weapon's specific appearance, he almost always uses a fencing rapier. Functioning in most respects as a normal sword, the tight concentration of power allows the blade to pierce most defenses, while it retains the basic nature of its source energy. In order for Erik to form a sword, there must be a power source for him to draw from. A sword of flame might be drawn from a butane lighter, an electrical blade from a nearby powerline. More exotic energies require a more exotic source; Erik may draw from a blaster's light beam or a magic user's mystical attacks, neither of which would be accessible to him in their ambient forms. Erik's metamagi powers also grant him awareness of all manner of energies. This sixth sense registers in a sometimes disorienting, synesthesia-like manner with each distinct energy having its own whispered textures and aromatic hues, not all of them pleasant. History: Erik was born in 1988 to Gina Espadas, a Freedom City beat cop. His father left months before Erik's sister, Eliza, was born in 1993. Erik never considered this any great loss: growing up in the West End, his mother was all the parent he ever needed, always making time for her children despite her demanding career. She returned to the force from maternity leave just in time for the Terminus Invasion. Her stories of working alongside heroes during both the Invasion and its aftermath instilled in Erik a fascination with superheroes. As he grew, it was the witty Golden Age tricksters like Spitfire Jones and la Renard Rogue who captured his attention, facing impossible odds with skill and style. A diet of swashbuckling movies and pulp novels were eventually replaced by physical pursuits in his teen years. Naturally agile, Erik joined his school's gymnastic and fencing teams, as well as the drama club, becoming a popular athletic star. It was Erik's senior year which would radically alter his life. An armed robbery at a local convenience store went horribly wrong, and Gina was shot and paralyzed from the waist down, forcing her into a wheelchair and early retirement. Although she remained strong in the face of adversity, Erik was galvanized. The Espadas family had never been very well off, and Erik dropped out of extracurriculars to work an unsteady stream of odd jobs to help make ends meet. He turned down a number of modest athletic scholarships when he graduated to work full time, determined to support the family and save enough to put the more scholastically inclined Ellie through university. One such odd job involved cleaning out the storage area of an antique store. Amidst the ornate lamps and jewelry boxes, Erik discovered what appeared to be a positively ancient playing card: the Jack of Swords, depicting a slyly winking prince. When he asked the store's owner about it, the old man bid him keep it as a souvenir, as the rest of the deck had long since been lost or destroyed. Pocketing the weathered card, Erik made his way home. Along the way, he encountered a group of toughs menacing a young woman. As the leader of the gang pulled out a cigarette and arrogantly flicked open his lighter, an incensed Erik leapt forward. The lighter's tiny flame flared brilliantly, flowing unnaturally through the air to the young man's instinctively outstretched hand, where it solidified into a blazing rapier. A moment later half of the thug's cigarette had been seared away, the other half smouldering in his trembling lips. The toughs beat a hasty retreat, with a shocked Erik quickly following suit, leaving behind a grateful but confused young woman. Experimenting in secret, Erik found he could create swords not only of flame, but of sparking electricity, crackling cold and a multitude of other energies, provided that there was a source to draw upon. Redoubling his abandoned training, he donned the garb of Jack of all Blades, and became the wise-cracking, acrobatic protector of his community. For years the only person aware of his double life was his sister Ellie, who discovered Erik collapsed in their backyard after a particularly brutal fight. Fortunately the teen had begun preparing to study medicine after high school, and her first aid skill likely saved her brother's life. With the safety of his family paramount, Erik kept his identity a closely held secret, initially avoiding alliances with other heroes. As Jack, however, he soon drew the interest of the similarly themed Jaci O'Cups, Coinpurse Jack and most dangerously Jakken Staff, all of whom attacked Erik on sight, making cryptic references to a Tournament of Suits and giving the young hero his first hints at his true origins and the mysterious House of Swords. Eventually this tournament came to a head with the reappearance of Erik's father, revealed to be the previous Jack of Swords, and a massive assault orchestrated by Jakken Staff and the House of Staves. In the aftermath, Coinpurse Jack lay dead, the mages of the House of Staves were defeated and Ellie's own latent metamagi powers had been awakened. As Jack of all Blades, Erik was a founding member of the experimental team, the Interceptors. Personality conflicts and a constantly shifting roster plagued the team from its inception, and just as Erik felt he had found a group he was able to trust with his secrets betrayal and catastrophe rocked the team to its foundations. From those ashes Erik emerged as the leader of a new team of Interceptors, a family of heroes dedicated to protecting the streets. Settling into the unexpected role of responsibility, Erik opened the Espadas School of Self-Defense and Swordsmanship in the West End both as a place to teach the community's young people the skills to defend themselves and as the Interceptors secret headquarters. A romance with the immortal guardian Willow gave rise to a daughter, Eden Espadas, and eventually marriage and a second daughter, Mia. Personality & Motivation: Erik is a man who's words and actions are at odds. Outwardly, he seems easy-going and carefree, with a clever tongue and a love of the spotlight. Most conversations become friendly verbal sparing matches as Erik actively avoids serious topics, and marriage has only barely dulled his reputation as an incorrigible flirt. What isn't immediately obvious is Erik's deep sense of responsibility to his family, friends and community. Considering his word to be his bond, Erik will always be there for a friend in need, and truly wishes to leave the world a better place than he found it. He possesses an unbreakable spirit coupled with stubborn pride, resulting in a complete inability to admit defeat. Where Jack of all Blades was at first an outlet for Erik, the two sides of his personality have found some balance as he has matured. Although often swept up in the high adventure of larger threats, he considers himself first and foremost a defender of the little guy, stopping crimes that might seem trivial for such an established hero. Remembering what happened to his mother, Erik feels that a simple hold-up can be just as devastating as a supervillian's rampage. Well known by both the public and the hero community and generally well liked thanks to his levity and charm, Jack's sense of humour has been known to inspire annoyance in equal measure. Whether it's leaping headlong into the battle against villainy, making egregious puns while dodging bullets or kissing a cosmic menace to save humanity, Jack of all Blades never fails to leave an impression. Powers & Tactics: Surpassing even his notable lineage, Erik is potentially the world's greatest living swordsman, ranking among history's most notable weapons masters. An accomplished hand-to-hand fighter, with a sword in his hands he is nearly unmatched. His metamagi senses bolster his awareness of his weightless blades and surroundings, giving him a further edge. Even so he is quite human in his frailties and relies entirely on acrobatic evasion to survive. Against lesser threats, Erik rushes in dramatically, forming a sword and quickly disarming them before taunting them into surrender or retreat. When fighting superhumans, he prefers a more reactionary approach, keeping them off balance with acrobatics and jibes until he can assess their specific abilities, often taking the opportunity to form a sword using the energy from their attacks. Preferring to lead from the fore, Erik would rather place himself in harm's way than his teammates but respects their abilities and directs them decisively. Serving as a rallying point and ample distraction he remains almost incapable of considering retreat as an option. Complications:Enemies: Erik has made a habit of not only defeating villains but more dangerously humiliating them.Grandstanding: Erik's style revolves around showing off, in and out of combat, even when discretion might be wiser.Relationship: Erik is married to Minerva Espadas née Salix, AKA Guardian Willow. They have two daughters together.Secret: Superhero IdentitySidekick: Erik's no less protective of his sister now that she's an accomplished superhero too.Struggling: Erik is a small business owner supporting his growing family.Sucker for a Pretty Face: Erik is married, not dead. He can still be distracted by attractive women, be they bystanders, fellow heroes or even villains.Teacher: Erik operates the Espadas School of Self-Defense and Swordsmanship and feels a responsibility toward his students.Teammates: Interceptors past and present are family to Erik, whether or not he openly admits it.West Ender The West End is Erik's 'turf'; he's extremely protective of his neighbourhood, and knows it much better than the rest of the city.Abilities: 6 + 10 + 8 + 2 + 8 + 14 = 48PPStrength: 16 (+3)Dexterity: 20 (+5)Constitution: 18 (+4)Intelligence: 12 (+1)Wisdom: 18 (+4)Charisma: 24 (+7)Combat: 14 + 36 = 40PPInitiative: +9Attack: +7 Base, +14 Melee, +20 SwordsGrapple: +19Defense: +18 (+18 Base), +9 Flat-FootedKnockback: -4/-2Saving Throws: 6 + 10 + 8 = 24PPToughness: +8 (+4 Con, +4 Defensive Roll)Fortitude: +10 (+4 Con, +6)Reflex: +15 (+5 Dex, +10)Will: +10 (+2 Wis, +8)Skills: 84R = 21PPAcrobatics 10 (+15) Skill MasteryBluff 18 (+24) Skill MasteryClimb 5 (+10)Gather Information 8 (+15)Knowledge (Streetwise) 14 (+15)Knowledge (Tactics) 4 (+5)Language 3 (Cantonese, English [Native], Persian, Spanish)Notice 11 (+15) Skill MasteryStealth 10 (+15) Skill MasterySurvival 1 (+5)Feats: 72PPAgile ClimberAttack Focus (Melee) 7Attack Specialization (Swords) 3Beginner's LuckDefensive Roll 2Elusive TargetEquipment 0 + 4 (Veteran Reward, 20EP)Evasion 2Fascinate (Bluff)FearlessGrappling FinesseImproved Critical (Swords, 18-20)Improved InitiativeInspire 5Jack-of-all-TradesLuck 4Move-By ActionPower AttackQuick ChangeSet UpSidekick 29 + 11 (Veteran Reward, 200PP)Skill Mastery 1 (Acrobatics, Bluff, Notice, Stealth)Takedown Attack 2TauntUltimate WillUncanny Dodge 2 (Mental, Visual)Equipment: 4PP = 20EP Grappling Hook; Leaping 2, Super-Movement 2 (slow fall, swinging), Speed 2 [8EP] Interceptors Communicator; Communication 6 (Radio, 20 miles; Extra: Area; Flaw: Limited [Other Interceptors Communicators]), Super-Senses 1 (Radio, Communication Link [HQ/VINCE]) [7EP] 5EP contributed to The Espadas School of Self-Defense and Swordsmanship Powers: 29 + 22 + 2 = 53PP Damage 3 (Extras: Autofire 6, Linked [+0], Penetrating 4; Power Feats: Improved Critical [18-20], Mighty, Variable Descriptor 2 [Any Available, Concentrated Energy or Magic]) + Drain Toughness 6 (Extras: Affects Objects) [29PP] (energy sword) Super-Senses 14 (Mental; EM Spectrum Awareness [3], Magic Awareness [3], Extras: Accurate 4, Acute 2, Radius 2)[14PP] (metamagi senses) Swordsmanship Supremacy 1 (Probability Control, Flaws: Limited 2 [Swordsmanship]) [2PP] (training) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage Energy Sword Touch DC16 Fortitude (Staged) Drain Toughness DC21 [Autofire] Toughness (Staged) Damage Totals: Abilities 48 + Combat 40 + Saves 24 + Skills 21 + Feats 72 + Powers 45 = 250/250 Power Points Note: Jack is technically PL15 with a full, five point Attack and Defense trade-off. His Defense and Toughness are capped to place him at PL13 defensively, while his Damage is intentionally under-capped so that his Attack and damage bonuses average out to PL13 as well, even though +20 attack in only achievable by PL15 characters. Note: As a metamagi, Erik's powers are the result of a mystically enhanced mutation, blurring the line between genetics and sorcery. This enhancement specifically allows him to form his borrowed energy into swords. Magic nullification removes the 'sword' descriptor from his 'energy sword' power, which means he will no longer benefit from his Attack Specialization or Improved Critical feats. Effects that nullify mutant/genetic powers shut off said power entirely, as well as his Super-Senses.
  2. Sage Power Level: 15 (202/250) [300] Trade-Offs: +3 Attack / -3 Damage, +5 Defense / -5 Toughness Unspent PP: 48 In Brief: Eve Martel is an athletic teenage telepath and telekinetic from an exceptionally wealthy though altruistic family whose psychic members have been fighting the good fight for hundreds of years. Previous version here. Alternate Identities: Eve Alexis Martel, La Renarde Bleue ["The Blue Fox"] Identity: Secret Birthplace: Orléans, France Occupation: Student, Gymnast (former) Affiliations: Claremont Academy (Student), Martel Enterprises (Family Company), Young Freedom Family: Leon Martel (Father), Josephine Martel (Mother), Nicholas Marius Martel/Paladin (Brother), Isabel Jade Martel/Binary (Sister), Faith Martel/Seraph (Cousin), many others. Age: 18, Born 11 April (1994) Gender: Female Ethnicity: French Height: 5'0'' Weight: 110 lb. Eyes: Green Hair: White Description: Small in stature but possessing a powerful, toned, athletic frame, Eve Martel views the world through striking green eyes. Chin-length soft white hair frames a pretty, if otherwise unremarkable, heart-shaped face. Eve tends to dress in intense, rich colors accented with jewel tones, or contrasted with brighter white or icy pastels as these colors tend to compliment her cool complexion. Regardless of the color choices, her clothing is comfortable and well-made, though it tends to be rather understated in design. History: The youngest of three children, Eve Martel was born in France one year after the Terminus Invasion. Though Eve had been separated from her oldest brother Nicholas, she grew up with plenty of cousins her age. On occasion she would visit the extended family in the United States, where she would see her brother Nicholas or her cousin Faith, but she would always return home to France eventually. Enjoying every privilege the Martel family had to offer, Eve was encouraged, and provided the means, to set her own goals and pursue her dreams. As early as the age of seven, Eve took an interest in gymnastics bordering on obsession. That she had a natural talent for it only seemed to make her more determined to see just how far that natural talent could take her. Eve withdrew from school at the age of nine so she could focus on gymnastics, receiving tutoring while she was not working out in the gym. Soon she started to compete at a national and international level, doing well enough over the years that speculated she would earn a spot in the 2012 Olympics, even if she would be nearly two years older than most competitors. The day she turned fourteen was also a day of competition. The beginning of the day had already started on a high note with Eve scoring rather well in both the vault and the uneven bars. Then it all went pear-shaped. Twisting through the air on the balance beam the thoughts of everyone around her, from the spectators to the judges to the other competitors slammed into her mind. In one heartbeat she went from intensely focused to disoriented and confused and the results were tragic. Eve fell, the tip of her shoulder slamming into the balance beam, dislocating the collarbone. Eve screamed as the agony tore through her body and a pulse of mental energy slammed into everyone present in the area. The entire arena was brought to its knees, those present linked with Eve in her moment of suffering, a problem compounded as the link fed back in itself. Mercifully the event was short-lived, as Eve eventually passed out. Eve never fully recovered from that day, the awakening of her psychic voice robbing her of her physical one. While she continued to have the warmth and support of her family, she was officially barred from competition on the grounds that she wasn’t a “normal†human. Not one to sit idle, Eve shifted her focus to more martial pursuits and over the next two years under the tutelage of her father and other Martel family members, learned to refine her control over her mental abilities. Still, Eve doesn’t have complete control over her psychic ability, to those that have the ability to sense it she is like a beacon of psychic energy and those near her tend to pick up on her emotions. In the hope of somehow helping his daughter recover, Leon Martel sent Eve to live with her brother Nicholas, to put her as far away from the memories of what she lost and yet still near family, and it worked. The past year has seen a transformation in Eve, she's regained some measure of confidence, regained her ability to speak and made some deep and lasting friendships. Personality & Motivation: Eve possesses an athlete’s mentality, tackling obstacles before her with a single-minded ferocity. From a young age she has refused to accept limits and failure, and trained her mind and body to push through doubt, pain and fatigue. Eve is a very private individual and tends to keep to herself, presenting a mask of emotionless self-control to the rest of the world. But that's all it is, a mask, for she has a cheerful disposition and a warm, ready smile for those that she has opened up to. As a Martel, Eve holds herself to a high standard. The Martel motto of "I stand between evil and its victims, between darkness and light, between right and wrong. I stand between those I have sworn to defend and death." binds her. It takes only a handful of years to make a Martel, it takes far longer to create a civilzation worth defending. Amelie Dutemps, the Rogue Fox ["la Renard Rogue"], Eve's late Great Aunt is a prominent example of the Martel commitment to this ideal. Powers & Tactics: Eve possesses a great deal of psychic power in addition to being in phenomenal physical condition and leverages her telepathic and telekinetic abilities in a multitude of ways. In a straight up fight Eve will use her excellent physical conditioning to approach a target quickly and quietly, flanking and harassing her foe before retreating back into hiding just to repeat the process. Complications: Age: Eve is seventeen years old, a minor, which places numerous restrictions on what she is allowed to do without the consent of her guardian. And, honestly, sometimes adults simply don't take kids seriously. Enemies: Sage has spoiled the plans of numerous villains across a number of worlds. Fame: Eve is a former elite level gymnast and Olympic hopeful before injury forced an early retirement. In addition she is the youngest of the Martel's, a family internationally known for its philanthropy and social activism as well being the private owners of one of the world's largest biotechnology companies. Sage on the other hand enjoys the reputation being a member of Young Freedom. Identity: It's a constant struggle for Eve to keep her private and hero lives separate. Prejudice: Eve is a young, gay, Frenchwoman. Relationship: Eve is extremely fond of Etain Maher (Changeling) and thinks with her heart rather than her head where Etain is concerned. She also had a sibling like bond with Trevor Hunter (Midnight II), as well as a literal telepathic bond to the concealed crusader (a result of continual mental contact.) In addition, Eve maintains relatively close ties to former and current members of Young Freedom. Reputation: Sage helped take down an incarnation of Omega, Lord of the Terminus, an event guaranteed to bring the mortal teenager to the attention of other cosmic entities (let alone the Terminus!). Responsibility: Eve is a student at Claremont Academy and hero work is no excuse for missed class or late assignments! She is stubborn and will, if allowed, ignore injury and fatigue to place herself in harm's way and protect others be they her family, her friends, her teammates or an innocent. Abilities: 4 + 14 + 8 + 2 + 8 + 4 = 40PP Strength: 14 (+2) Dexterity: 24 (+7) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +15 Attack: +16 Psionics, +6 Base Grapple: +13 Defense: +18, +3 Flat-Footed Knockback: -4 Saving Throws: 3 + 3 + 6 = 12PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude: +7 (+4 Con, +3) Reflex: +10 (+7 Dex, +3) Will: +10 (+4 Wis, +6) Skills: 88 Ranks = 22PP Acrobatics 18 (+25, Skill Mastery) Concentration 6 (+10) Escape Artist 8 (+15, Skill Mastery) Knowledge (Business) 4 (+5) Languages 2 (French [Native], English, ASL) Notice 16 (+20) Sense Motive 16 (+20, Skill Mastery) Stealth 18 (+25, Skill Mastery) Feats: 48PP Acrobatic Bluff Attack Specialization 5 (Psionics) Beginner's Luck Benefit 4 (Status [Martel Heiress], Wealth 3 [Filthy Rich]) Challenge: Fast Task 1 (Acrobatic Bluff) Defensive Roll 2 Dodge Focus 12 Eidetic Memory Evasion 2 Grappling Finesse Hide in Plain Sight Improved Initiative 2 Jack-of-All-Trades Leadership Luck 4 Power Attack Quick Change 1 Set-Up Skill Mastery (Acrobatics, Escape Artist, Sense Motive, Stealth) Teamwork 3 Ultimate Save (Will) Up The Wall Powers: 24 + 11 + 4 + 1 + 2 + 5 + 9 = 56PP Psionics 11 (22PP Array, Feats: Alternate Power 2) [24PP] BP: Strike 8 (Extras: Penetrating 5 [Damage 15], Feats: Affects Insubstantial 2 [100%], Improved Critical 2 [18-20], Knockback 2, Mighty [+2 Damage], Split Attack, Subtle) (Psionic Blade; mutant, slashing, piercing) AP: Strike 8 (Extras: Alternate Save [Will], Feats: Affects Insubstantial 2 [100%], Improved Critical 2 [18-20], Mighty [+2 Damage], Subtle) (Psionic Blade; mental, mutant) AP: Move Object 7 (STR 35 [Heavy Load: 1.5 tons], Extras: Range [Perception], Feats: Precise) (Telekinesis; mutant) Psionics 5 (10PP Array, Feats: Alternate Power 1) [11PP] BP: Communication 6 (Mental [Range], Feats: Rapid [x10], Subtle) linked Mind Reading 1 (Extras: Action 2 [Free], Effortless, Mental, Flaws: Duration [instant/Lasting], Limited [surface Thoughts]) (Networked Telepathy; mutant, mental) AP: Move Object 3 (STR 15 [Heavy Load: 200 lb.], Extras: Range [Perception], Feats: Precise) (Telekinesis; mutant) Comprehend 2 (Languages 2 [understood by All/Understand All]) [4PP] Super-Senses 1 (Communication Link [Mental, Trevor Hunter/Midnight II]) (Telepathic Conduit; mental, mutant) [1PP] Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) [2PP] Super-Senses 5 (Normal Mental Sense [Accurate 2, Acute, Radius, Ranged]) [5PP] Telekinetic Augmentation 1.8 (9PP Container [Passive, Permanent]) [9PP] Leaping 2 (x5 [Running Long Jump: 60 ft.]) [2PP] Speed 1 (10 mph, 100 ft./rnd) [1PP] Super-Movement 1 (Slow Fall) [2PP] Super-Movement 2 (Wall-Crawling 2 [Full-Speed]) [4PP] Drawbacks: -0PP None DC Block: ATTACK RANGE DC/SAVE EFFECT Psionic Blade Touch 25/Will Damage (Staged) Psionic Blade Touch 25/Toughness Damage (Staged) Unarmed Touch 17/Toughness Damage (Staged) Abilities (40) + Skills (22) + Feats (48) + Powers (56) + Combat (24) + Saving Throws (12) - Drawbacks (0) = 202/250 Power Points Notes: There is a bunch of stacking going on with this sheet. Both Leaping powers combine to form Leaping 2 (the combined effect is noted on the Leaping inside the Telekinetic Augmentation container) and Move Object 3 and Move Object 7 stack to create the following: Move Object 10 (STR 50 [Heavy Load: 12.8 tons], Extras: Range [Perception], Feats: Precise)
  3. Player Name: Davis Character Name: Edge Secret Identity: Mark Mason Lucas Age: 19 Power Level: 15 (234/250pp) [271] Trade-Offs: None Unspent PP: 16 Progress to Orichalcum: 180/180pp Click here for Edge's old sheet, used before August 21, 2011. Age: 19 Apparent Age: 19 Gender: Male Ethnicity: Caucasian Height: 6’0” Weight: 175 lbs Eyes: Blue Hair: Ash Blond Description: At eighteen years old, Mark Lucas is a charming, muscular young man with a chiseled jawline, ashy blond hair, a good tan, and perfect winning smile. He prefers open-collared, colorful dress shirts and slacks when he’s relaxing but of course wears the famous UNISON blue uniform and beret when he’s on duty as a UNISON agent. When visiting indigenous peoples, he wears their costumes as if he’d been born to them. His costume when in action as Edge is a merger of his UNISON uniform and Young Freedom costume; a white cape, blue and gold body suit, with the UN logo on the chest and goggles on his face. Personality and Motivation: Having been to the edge of the multiverse and back, Mark Lucas can deal with what life throws at him. He’s a sympathetic champion to people in need, a stalwart opponent of evil, a loyal friend, and always reliable in a crisis. He’s come through the fire and come out a sharper, stronger young man: he’s only 18, but he’s ready to meet the challenges of being an adult hero and agent of the United Nations. Backstory: Mark Lucas is heir to many legacies: the Golden Age legacy of Jimmy Lucas and his Genie, the Silver and Bronze Age stories of Rick Lucas, the sidekick and good buddy of the Centurion; and the leader of the Young Freedom team that faced down the Lord of the Terminus and lived to tell the tale. He’s a hero in his own right as well as scion of a proud heroic legacy in the Freedom City universe, though only a select few in Freedom City and Switzerland know that the heroic Edge is the same man as Mark Lucas. He’s survived more than most heroes do in a lifetime at the age of 18, which is probably why he was able to skip college and head straight into grownup work. He still worries about his mom in the wake of his father’s death, but Martha has recovered from her time as companion to the late Rick Lucas and has resumed her career as an artist for Andi Comics in Freedom City. He has his own life to worry about, anyway, and his own problems. These days, the recent Claremont graduate is an agent of UNISON, the United Nations organization charged with using superhuman power for the benefit of all mankind. It’s his dream job, one that lets him get out from under his family legacy while still working for the benefit of everyone in the world. Though Mark signed on to help fight world hunger, the most powerful super-being in the employ of the United Nations doesn’t have the luxury of spending his days just building houses for the poor and needy. UNISON has recognized the tremendous asset they hired on fresh out of high school, and they’re determined to make sure he gets used as he deserves. Again and again, he’s finding himself deployed to exotic areas of the world where the help they need is bad guys defeated rather than the humanitarian work he signed on to do. He’s the perfect UNISON agent, his native superpowers letting him operate freely (if in his disguise as Edge) even in places where UNISON agents aren’t authorized to carry weapons. Having superpowers is a tremendous responsibility, and even graduation and moving out of Freedom isn’t enough to keep him from living up to his duty to the world and to his friends. Luckily, he’s a true hero and able to roll with this as best he can. He works out of Geneva these days, but when Young Freedom calls (or any of his other old friends), he’s always ready and willing to answer even if it means a hop right back into Freedom City. But getting away from his family legacy may be harder than he expects. Some enemies never really go away, and some rivalries aren’t forgotten. Complications: Allies (former Young Freedom members, the Liberty League) Enemy (Nazis, the Terminus) Fire-Forged Friends (Cobalt Templar, Midnight, Sage, Wander) Legacy (The Lucas family, Young Freedom, the Liberty League) Reputation (UNISON agent, former Young Freedom member) Responsibility (Martha Lucas, UNISON agent) Secret (ID) Vice (Lovely Ladies) Abilities: 4+4+4+2+0+14=28 pp STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 10 (+0) CHA: 24 (+7) Combat: 12 + 12 = 24 pp Initiative +6 Attack +6, +12 w/ Genie Magic Grapple +8, +30 w/ Move Object Defense +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed Knockback -6 Saves: 6+6+8=20 pp TOU: +15 (+2 Con, +3 Protection, +10 Defensive Roll) FORT: +8 (+2 Con, +6) REF: +8 (+2 Dex, +6) WILL: +8 (+0 Wis, +8) Skills: 80 r=20 pp Bluff 13 (+20) SM Diplomacy 13 (+20) SM Gather Information 13 (+20) SM Knowledge: Civics 4 (+5) Knowledge: History 9 (+10) Knowledge: Pop Culture 9 (+10) Languages 6 (Arabic, English [base], French, German, Grue, Lor, Russian) Medicine 5 (+5) Notice 5 (+5) SM Survival 3 (+3) Feats: 43 pp Attack Specialization (Genie Magic) 3 Beginner’s Luck Benefit (Security Clearance [uNISON]) Connected (UNISON) Defensive Roll 5 Dodge Focus 9 Evasion Fearless Improved Initiative Inspire 5 Interpose Luck 7 Quick Change Skill Mastery (Bluff, Diplomacy, Gather Info, Notice) Ultimate Check (Genie Magic power checks) Uncanny Dodge (visual) Well-Informed Powers: 12 + 65 + 2 + 13 + 3 + 3 + 2 = 98 pp Enhanced Feats 4 (Ultimate Save 4 [Fortitude, Reflex, Toughness, Will]; Extras: Affects Others, Range 2 [Perception]) [12 pp] Genie Magic Array 30 (60 points, PFs: Alternate Power 3, Indirect 2) [65 pp] BE: Create Object 15 (Extra: Duration [Continuous/Lasting]; PFs: Innate, Precise, Selective, Subtle) {48/60} AP: Move Object 15 (Effective STR 75, Heavy Load: 384 tons; Extras: Damaging, Range [Perception]) {60/60} AP: Teleport 10 (1000 ft/Earth to Moon; Extras: Accurate, Affects Others, Area [burst], Selective) {60/60} AP: Transform 10 (1000 lbs, any inanimate to any inanimate; Extra: Duration [Continuous/Lasting]) {60/60} Immunity 2 (aging, despair effects) [2 pp] Luck Control 4 (cancel GM Fiat, cancel HP expenditure of others, give someone else HP, spend HP for someone else; PF: Subtle) [13 pp] Protection 3 [3 pp] Regeneration 1 (Resurrection 1/week; PFs: Persistent, Regrowth) [3 pp] ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage (physical) Create Object Ranged DC 25 Reflex Trapped Move Object Perception Grapple Pinned/Bound (Grappling) Move Object Perception DC 30 Toughness (Staged) Damage (physical) (Crushing Pinned/Bound Subject) Move Object Ranged DC 30 Toughness (Staged) Damage (physical) (Thrown Object) Transform Ranged DC 20 Fortitude TransformedAbilities 28 + Combat 24 + Saves 20 + Skills 20 + Feats 43 + Powers 98 = 234/250 pp
  4. Player Name: Tiffany Korta Character Name: Revenant Power Level: 12 / 15 (250/250PP) [289] Trade-Offs: None Unspent PP: 0 In Brief: Once she was a brave lawyer that did her duty, and paid the ultimate price. Now she carries on that duty from the "other side". Alternate Identities: Lucy Harker Identity: Public, but thought dead Birthplace: Freedom City Occupation: ex-Lawyer Affiliations: Bloodhound Detective Agency Family: Florence Harker (Mother, Deceased), Abraham Harker (Father, Deceased) Age: 119 (DoB: May 26th 1897) Apparent Age: 30 Gender: Female Ethnicity: Undead Height: 5'3" Weight: 125 lbs. Eyes: Black Hair: Black Description: Before her "accident" she had an average appearance, a face that wouldn't stand out in a crowd. Something she took advantage of in her profession so not to scare those working around her. Unlike most people though death seems to have improved her looks. Her pale white skin and black eyes have given her an exotic alluring appearance. And her ability means her skin is flawless with no marks or blemishes, except for a small dimple on her forehead where the bullet ended her previous life. Her only clothes are those she wore on her last day in 1927. A simple but particle dress suit, though her only defiance of 20's fashion was a pair pants. Well preserved by her disposal they still seem to be in a relatively good shape. Power Descriptions: Her mystical nature keeps her body perpetually in the state it was just before she died, though her flesh is now pale and cold to the touch. This allows her to almost instantly regenerate any damage caused to her. History: When one of the first Mystery Men bought in one of the city notorious Mob bosses Sebastian "the Revenant" Giovanni there was a problem. An excessively violet man, even by the standards of his fellow gangsters, he and his men murdered and intimidated anyone that stood in his way. So naturally none of the lawyers in or out of the city wanted to risk their life to prosecute this man. Except one. Lucy Harker was a fine civil lawyer chafing at the small minor cases she was allowed to try, after all she was "just" a woman. A male lawyer would have been moved on to higher profile case, whilst she was stuck trying petty claims. She knew that unless she could find a case to make her name, she would be stuck in this position in the rest of her career. The trial of Giovanni could be just the kind of case to catapult her to fame, though the risk could be just as colossal. After consulting with her family and her fiance, Lucy volunteered to prosecute the Mob Boss. Though not yet a highly skilled lawyer the defence had not expected anyone to dare tackle such a dangerous case. That and jury confidence was bolstered by this brave woman's actions, along with the newly active Mystery Men, resulting in a cursing Giovanni going down for his crimes, promising his revenge on the young lawyer. His men came for her two days later. Bundling her into a car they drove her down to one of their new building projects down Broadway. There they simply shot her and dumped her into the foundation of the building. Stoic to the end she showed no signs of fear, instead looking her killers straight in the eyes. And that should have been the end of Lucy Harker. But unknown to her in her youth her mother had been bitten and almost turned into a vampire, only to be saved at the last minute by some courageous vampire hunters. Somehow the curse of the vampire was passed to her through her blood, so when she was buried her mystical nature was triggered keeping her "alive" but in a state of hibernation. When the building was demolished this year Lucy awoke to a brave new world. The last few weeks Lucy has been enjoying the wonders of this new world. Slowly she has come to realize that her time "dead" has somehow changed her. Despite having nothing in this world but the clothes on her back she has decided to use her new found gifts to help those around her as one of these Mystery Men now wait is that what they're called now? Taking the nickname of the man who ordered her death the Revenant has started her journey to a wider world. Personality & Motivation:Despite all that has happened to her she still remains a rather upbeat personality. Though she still mourns for the loss of everyone she's ever know, after all to her it all happened yesterday. This chipper and upbeat, something that tends to confuse those who judge her by looks alone. A defense mechanism of the time as "just" woman in a man's world is a snide sarcastic sense of humor which has started to drift towards black humor. Her logical side tell her that all those involved in her death have long since perished. But that doesn't stop her enjoying attacking mobsters. At the moment she has restricted herself to low level hoods as least until she can discover some of the high level boss. And return the favour that bought her to this second life. Though this time she'll make sure to keep an eye on the prosecuting lawyer! Complications A woman out of her time: Must has changed in the world in the 80 odd years since she died. Though she voraciously consumes modern culture, as much as she can without money, many terms and idea still confuse and confound her. Dining on Ashes: Her undead state has dulled her sense of touch, smell and taste. Only strong smells and tastes well even register as being there. (Grand)Father-in-Darkness: The vampire whose blood has led her to this state is dimly aware of his Daughter-in-Darkness. If he ever learns of her existence he may become curious how she has escaped the disadvantages of being a vampire. Abilities: 20 + 8 - 10 + 10 + 8 + 10 = 46PP Strength: 30 (+10) Dexterity: 18 (+4) Constitution: -- (-10) Intelligence: 20 (+5) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 20 + 20 = 40PP Initiative: +6 Attack: +10 base, +12 unarmed Grapple: +22 (Base Attack + 10, Strength +10, Super Strength +2) Defense: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed Knockback: -11 Saving Throws: 0 + 9 + 10 = 19PP Toughness: +12 (- Con, +12 Protection); Impervious 5 Fortitude: - (-) Reflex: +13 (+4 Dex, +9) Will: +14 (+4 Wis, +10) Skills: 128RP = 32PP Bluff 16 (+21) Diplomacy 16 (+21) Gather Information 10 (+15) Investigate 5 (+10) Knowledge (Arcane) 10 (+15) Knowledge (Business) 10 (+15) Knowledge (Civics) 12 (+17) Knowledge (Popular Culture) 10 (+15) Knowledge (Streetwise) 10 (+15) Languages 1 (English [Native], Latin) Notice 16 (+20) Sense Motive 12 (+16) Feats: 6PP Attack Specialization (Strike) 1 Dodge Focus 2 Fearless Improved Initiative 1 Taunt Powers: 30 + 24 + 32 + 4 + 3 + 2 + 2 + 13 = 110PP Immunity 30 (Fortitude Saves) [30PP] Protection 12 (Extra: Impervious 12) [24PP] Regeneration 30 (Recovery Bonus 14 [+9], Disabled 8 [no action] Injured 6 [no action] Resurrection 2 [1 day], Feats:Persistent, Regrowth) [32PP] Speed 4 (100 mph / 880 ft. per move action) [4PP] Strike 2 (Feats: Mighty) [3PP] Super-Senses 2 (Darkvision) [2PP] Super-Senses 2 (See Undead [Extended]) [2PP] Super-Strength 6 (Lifting Strength 60 [Heavy Load : 50 tns] Feats: Groundstrike) [13PP] Drawbacks: -4PP Vulnerability (Fire, Frequency: Common, Intensity: Major [x2]) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC27 Toughness Damage Strike Touch DC29 Toughness Damage (Physical) Abilities (46) + Combat (40) + Saving Throws (19) + Skills (32) + Feats (7) + Powers (110) - Drawbacks (4) = 250/250 Power Points
  5. Ghost Girl Power Level: 15 (250/250 PP) [285] Trade-Offs: Ghost Array: None; Soul Scythe: -2 Attack, +2 Damage Unspent PP: 0 Theme: Dance Apocalyptic by Janelle Monáe In Brief: Teenage poltergeist with an upbeat personality and chilling powers. Alternate Identities: Kimber Storm Identity: Public Birthplace: Thunder Bay Occupation: Student Affiliations: Claremont Academy, DuTemps Building, Midnighters, Young Freedom Family: None Description: Apparent Age: Early Twenties (DoB: August, 1979; DoD: January, 1996) Gender: Female Ethnicity: Deceased-Canadian (Caucasian) Height: 5'7" Weight: None Eyes: Ice-Blue (Sea Green) Hair: Ice-Blue (Chestnut Brown) In her natural state, Kimber appears as the image of a young woman rendered in frosty, luminous blues, slightly translucent and floating a few feet off of the ground as though she were swimming through the air. Hair trimmed short on the sides and long on top is ruffled by an absent wind, while the faint chill of fresh snow surrounds her. The disturbing sight is considerably softened by her perpetually chipper expression and broad, friendly smile - even if she still had bones, none of them would be mean. Expressive and given to animated gestures, she tends to flit about a room, chattering excitedly. Her phantasmal abilities allow her to take on a more lifelike appearance, returning colour to her flesh and bright green eyes, though she has taken to affecting a black and light blue colouration for her hair as a small acknowledgement that she is no longer who she once was. Although she can appear as almost anyone she likes, direct sunlight reveals her true form, making it impossible for her to maintain the day-to-day illusion of a normal life. Since forging her soul scythe she's altered her costume as Ghost Girl to include a long, hooded coat with a tattered fringe and an ornate ice crystal pattern over the shoulders, buckled at the waist. She still includes a domino mask to the ensemble from time to time even if she makes little effort to maintain an actual secret identity. Powers Description: Kimber's ghostly nature renders her both completely incorporeal and translucent to a degree. Keeping the aura of cold that perpetually surrounds her to a barely perceptible minimum takes considerable concentration on her part; if she is distracted the temperature about her rapidly drops to well below freezing. She is also able to render herself completely invisible, though telepaths may sense her as a mental echo and electronics equipment will hiss with static at her passing. Not being restrained by any actual physiology, Kimber has a considerable ability to alter her appearance, from her clothing and apparent age to disguising herself as other individuals. The most extreme application of this sees her taking on an aspect that combines heartbreaking beauty and the sheer, existential horror of piercing, for a moment, the veil between life and death. The more paranoid might wonder if this is, in fact, her true nature revealing itself. Her soul scythe is formed from a curved snath of faintly luminous wood and a long, wicked looking blade of impossibly reflective metal. The tang is ornamented with what looks suspiciously like human bone while a charm in the shape of a highly stylized skull hangs from the far end of the shaft. The scythe grants Kimber a number of abilities, most notably the option to take on a corporeal form and interact with the world directly. The weapon can only be picked up by one who has died: a normal mortal attempting to lift it will find their hand passing through the handle as thought it were empty air. History: Kimber's life before her passing is largely a mystery. Her own memories are few and indistinct - she could tell you who the Prime Minister was when she was alive or what her favourite brand of cereal was, but she has little actual context for any of that information. Even after her death, she lost several years, punctuated by infrequent but steady reports of strange, terrifying activity surrounding a particular log cabin in the camping grounds near Thunder Bay. Trespassing teenagers related tales of horrible faces in windows, dishware smashing itself against the walls and an unearthly chill that defied campfires and generator-powered space heaters alike. Eventually the stories caught the attention of Daniel Storm, an outdoorsman with no small amount of experience with the sorts of supernatural hazards that become more frequent the further north and away from large settlements one travel. A terse, unsociable sort, Storm wasn't typically one to get involved, but for whatever reason, his interest was piqued. Despite the poltergeist's repeated attempts to drive him away, he eventually found the long dead remains of a young woman in the woods. What little cooperation the admittedly suspicious Storm was able to get from the local authorities pointed to the winter of 1996, one of the coldest on record, as the time of death. Taking it upon himself to give the Jane Doe a proper cremation should have put the ghostly apparition to rest. Instead, Storm found himself face to face with the floating but quite distinct image of an alarmed girl. Although understandably distressed as she came to understand her situation, the phantom adapted with surprising speed, taking the name Kimber because, "I just feel like a 'Kimber', right?" Storm did his best to fill in as many blanks for her as he could over several weeks, and contacted various occult peers when it became clear that the situation fell well outside his personal experience, not just in terms of supernatural phenomena, but also dealing with a teenage girl! Eventually, through friends of friends, he was put in touch with Duncan Summers, a gentleman with no small expertise in helping teenagers of unusual natures. Nonchalantly suggesting that she might as well use his last name for the resulting paperwork, he sent the heroine-in-training out into the world for a second shot at life! Kimber attended Claremont Academy, where she joined an iteration of Young Freedom alongside her roommate Wraith, a Kinigosi warrior who had adopted the human identity of Indira Singh. Since neither girl actually needed to sleep they instead spent their nights talking and exploring, quickly becoming inseparable. The team's numerous adventures culminated in a desperate battle against the Curator at the Centurion's Sanctum. Witnessing the heroic sacrifice of her friend Sharl Tulink, Citizen of Tronik, had a profound effect of Kimber, planting a desire to become stronger to better protect the people she care for. After graduating Kimber accepted an offer from fellow Young Freedom alumnus Eve Martel to stay in the newly finished castle atop the DuTempts Building. Somewhat adrift for a time she continued to adventure with her friends and became a well liked part of Freedom City's supernatural community. Turning her attentions to expanding her arcane knowledge, the poltergeist began looking for a solution to her inability to interact with her world and the people around her in a truly tactile manner. Personality & Motivation: Despite her regrettable situation, Kimber retains a surprisingly upbeat attitude. She tends to react to any new situation with curiosity and enthusiasm, asking lots of questions and rapidly jumping from thought to thought. Looking oddly doesn't seem to particularly bother her, but a surprising talent for reading people makes her acutely aware of how disturbing her undead nature can be for some. As a result, she may compensate with an even cheerier manner or make reassuring attempts at humour. Death has done nothing to dull Kimber's sense of empathy - if anything, it's given her a greater perspective on the preciousness of life. Despite her positive mindset, she considers herself to have very little to lose, or at least to be in very little danger of true harm, and so is quick to lend whatever aid she can. The adventure and romance of the superheroic lifestyle certainly appeals to her as well, though her notion of it is more than a little idealized. After all, people might be scared of a ghost, but who could be scared of the marvelous Ghost Girl! Successfully forging her soul scythe with the help of her friends has helped Kimber come to terms with the idea that she is her own person now, distinct from whomever she might have been had her life not been cut short. This has added a layer of genuine confidence underneath her good cheer and made her less likely to avoid serious or uncomfortable topics. She still prefers to resolve situations through talking but is sure of her ability to handle herself should gentler measures fail. Powers & Tactics: Kimber's main offensive ability outside of her scythe is a bone-chilling ethereal touch that drains the strength from her target's limbs, eventually leaving them helpless and shivering. She can also let loose a blast of frigid wind that quickly coats anything in her path in a hindering layer of ice. Although reluctant to engage in violence in the first place, particularly given how little threat convention weapons pose to her, when her teammates are put at risk she moves to disable their opponents as quickly as possible. She takes advantage of her unhindered mobility, but is not entirely beyond being hurt, and her sense of invulnerability can get her into trouble. Her incorporeal nature, along with her powers of invisibility and disguise, make Kimber an ideal scout and infiltrator. A side-effect of her concealment scrambles radio signals in a small radius, a handy trick for disabling nearby communications even as it serves as an unfortunate tell for those who are familiar with spirits and their ways. After years of relying solely on her telekinesis to interact with the world it remains her default even with her soul scythe offering the option of traditional touch. A quick study, Kimber rounds out her repertoire with a number of minor tricks and cantrips picked up from her friends. Complications: Amnesia: Kimber's memories before her untimely demise are foggy at best. Avro: A pet manticore kitten is a big responsibility, missy! Carry A Big Stick: Kimber's soul scythe is an object of considerable power, likely to draw interest. Naive: Kimber's a naturally trusting sort inclined to give everyone the benefit of the doubt. Pyrophobia: Intense heat and fire are one of the few things that can actively harm Kimber, and she's understandably hesitant around either. She's Dead, Jim: It's a living man's world, Kimber's just haunting in it. Truly, Truly Outrageous: Kimber missed out on a lot of pop culture and world history after her death, though she's been quickly catching up. Untouchable: Kimber has no physical form without the aid of her scythe. Young Freedom 2.0: Kimber's friends are pretty rad. Abilities: -10 + 6 - 10 + 0 + 6 + 6 = -2PP STR: - /16 ( - /+3) DEX: 16 (+3) CON: - (-) INT: 10 (+0) WIS: 16 (+3) CHA: 16 (+3) Combat: 16 + 12 = 28PP Initiative: +3 Attack: +8 Base, +10 Scythe, +12 Ghost Array Grapple: - /+11 (+8 Attack, +3 Strength [Scythe]) Defense: +12 (+6 Base), +3 Flat-Footed Knockback: -6/-11 Saving Throws: 2 + 9 = 11PP Toughness: +12 (+12 Protection; Impervious 10 [Scythe]) Fortitude: - Reflex: +5 (+3 Ref, +2) Will: +12 (+3 Wis, +9) Skills: 19PP = 76R Bluff 6 (+9/+13 Attractive) Diplomacy 13 (+16/+20 Attractive) Intimidate 9 (+12) Knowledge [Arcane Lore] 15 (+15) Languages 1 (French) (Base: English) Notice 8 (+11) Sense Motive 12 (+15) Stealth 12 (+15) Feats: 20PP All-Out Attack Attack Specialization [Scythe] Attractive Critical Strike [Undead] Dodge Focus 6 Fascinate [Diplomacy] Favoured Enemy [Undead] Improved Critical 2 [Scythe] Luck 2 Minion 8 Power Attack Second Chance (Diplomacy) Startle Takedown Attack 2 Uncanny Dodge (Auditory) Powers: 30 + 15 + 40 + 2 + 1 + 3 + 3 + 30 + 21 + 12 + 7 + 3 + 10 = 177PP Ghost Array 13 (26PP, Feats: Alternate Power 4) [30PP] Base: Concealment 8 (Invisibility; All Visual, Auditory and Olfactory, Extras: Linked, Feats: Close Range, Selective, Drawbacks: Power Loss [Necromantic/Undead Awareness, -1]) [17PP] + Concealment 2 (Mental Echo; All Mental, Extras: Linked, Flaws: Displacement) [2PP] + Obscure 4 (Static; Radio, 50' radius, Extras: Action [Free, +2], Linked, Flaws: Partial, Range [Touch], Feats: Reverse Progression 1 [Area, min 25']) [5PP] AP: Damage 12 (Disrupt Electronics, Extras: Affects Corporeal, Autofire, Linked [Drain], Flaws: Limited [Objects], Limited [Electronics], Feats: Accurate 2) [14PP] + Drain Toughness 12 (Extras: Affects Corporeal, Affects Objects, Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [12PP] AP: Drain Strength 12 (Chill of the Grave; Extras: Affects Corporeal, Feats: Accurate 2) [26PP] AP: Emotion Control 12 (Beautiful Terror; Extras: Area [Perception, +2], Flaws: Range [Touch, -2], Sense Dependent [Vision], Drawbacks: Power Loss [in Sunlight, -3]) [9PP] Morph 6 (Terrible Beauty; Any Humanoid, +30 Disguise, Feats: Attractive, Fascinate [Diplomacy], Drawbacks: Power Loss [in Sunlight, -3]) [11PP] Super-Senses 6 (Fear Awareness [Mental], Extras: Acute, Analytical, Radius, Ranged, Tracking) [6PP] AP: Snare 12 (Ice Breath; Extras: Affects Corporeal, Area [General, Cone], Flaws: Action [Full Action]), Range [Touch], Feats: Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [26PP] Friendship is Magic Array 4 (8PP, Feats: Alternate Power 7) [15PP] Base: Enhanced Feats 8 (All-Out Attack, Attack Specialization [Scythe], Critical Strike [Undead], Favoured Enemy [Undead], Improved Critical 2 [Scythe], Takedown Attack 2) [8PP] (Indira’s Instruction) AP: Flight 4 (Rank 5 Total, 250 MPH) [8PP] (Koshiro’s Kiting) AP: Healing 8 (Extras: Restoration, Total; Flaws: Empathic, Limited 2 [Others, Touched by der Schattenwelt]) [8PP] (Tarva's Touch) AP: Nullify Illusion 12 (Extras: Nullifying Field [+0]; Flaws: Limited [Technological Effects]; Feats: Progression 2 [Area, 300’ radius]) [8PP] (Sharl’s Skepticism) AP: Obscure 4 (Visual Senses, 100' long, icy fog; Extras: Action [Move], Area [Cone, +0], Independent [+0], Flaws: Range [Touch]) [8PP] (Siobhan's Shroud) AP: Super-Movement 2 (Dimensional Movement 2 [Realms of Death and Cold]; Extras: Portal [+2]) [8PP] (Dimitri’s Doorway) AP: Super-Senses 4 (Death Awareness [Mental]; Extras: Extended 1 [100'], Radius, Ranged) [4PP] + Super-Senses 4 (Postcognition; Extra: Affects Others, Flaw: Limited [Moments of Death]) [4PP] (Nick's Necrovision) AP: Telekinesis 2 (Rank 4 Total; Extras: Affects Corporeal, Range [Perception]) (Heavy Load: 400 lbs Total) [8PP] (Eve's Elevation) Device 12 (Soul Scythe; 60PP Container; Flaws: Easy to Lose; Feats: Indestructible, Restricted 2 [Only Lifted by Those Who Have Died], Subtle [Transforms into Necklace]) [40PP] (cosmic, necromantic) Base: Drain Will 14 (Spirit Sever; Extras: Affects Corporeal, Affects Objects, Alternate Save [Will, +0]; Flaws: Limited [vs. Spirits/Undead], Objects Only; Feats: Affects Insubstantial 2, Alternate Power 2) + Damage 14 (Extras: Affects Corporeal, Alternate Save [Will]) [18 + 42 = 60PP] AP: Damage 12 (Reap; Extras: Affects Corporeal, Area [General, Cone], Selective; Feats: Affects Insubstantial 2, Knockback 8) [58PP] AP: [33 + 25 = 58PP] Corporeal Form 6.4 (33PP Container; [Active, Sustained]) [33PP] Duration 4 (on Insubstantial; Continuous; Feats: Selective) [5PP] Enhanced Strength 16 (+3, Heavy Load 230 lbs; Feats: Affects Insubstantial 2) [18PP] Impervious 10 [10PP] Mental Transform 12 (Restore Lucidity; Extras: Area [General, Cone], Duration [Continuous]; Flaws: Action [Full Round], Limited [Undead]; Feats: Progression [Area]) [25PP] Comprehend 1 (Spirits) [2PP] Enhanced Feats 1 (Quick Change) [1PP] Environmental Control 3 (Extreme Cold, 25' radius, Extras: Duration [Special], Flaws: Range [Touch]) [3PP] This power is always active by default, but can be 'turned off' with a free action and a sustained duration. If Kimber is unable to take the free action required, it automatically reactivates. Flight 1 (10 MPH, Extras: Duration [Continuous], Flaws: Permanent, Feats: Subtle) [3PP] Immunity 30 (Fortitude Effects) [30PP] Insubstantial 4 (Incorporeal, Affected by Fire/Heat, Extras: Permanent, Feats: Innate) [21PP] Protection 12 [12PP] Regeneration 7 (Recovery Bonus [+0], Resurrection 2 [One Day]) [7PP] Super-Senses 4 (Counters Concealment [Visual, Flaws: Limited (Undead)], Darkvision) [3PP] Telekinesis 2 (Extras: Affects Corporeal, Range [Perception], Feats: Precise, Subtle) (Heavy Load: 100 lbs) [10PP] Drawbacks: -3PP Vulnerability (Fire/Heat, Frequency: Common, Intensity: Moderate [x1.5 DMG]) [-3PP] DC Block: ATTACK RANGE SAVE EFFECT Disrupt Electronics Touch DC22 Fortitude Drain Toughness DC27 Toughness [Autofire] Damage Drain Strength Touch DC22 Fortitude Drain Strength Emotion Control Perception DC22 Will Emotion Ice Breath 100 - 275' Cone DC22 Reflex Snare Reap 120' Cone DC27 Toughness Damage [Knockback as 20] Spirit Sever Touch DC24 Will Drain Will DC29 Will Damage Totals: Abilities (-2) + Combat (28) + Saving Throws (11) + Skills (19) + Feats (20) + Powers (177) - Drawbacks (-3) = 250/250 PP Avro the Manitcore Kitten
  6. Wraith Power Level: 12/15 (210/250PP) Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 40 In Brief: A kind, polite teenage girl who's actually a terrible alien made of fluid metal. Alternate Identities: Indira Singh Identity: Secret Birthplace: Kinigos Occupation: Student (Criminal Justice) Affiliations: Claremont Academy, Freedom City University, >Ghost Girl Family: Mother & Father Age: 19 (in your human years) Apparent Age: 19 Gender: Female (apparent) Ethnicity: Kinigosi (true), Indian (apparent) Height: 5'10" Weight: 350 lbs. Eyes: Solid Black (alien), Dark Brown (human) Hair: None (Alien), very Dark Brown (human) Description: In her human guise, Indira Singh is a charming young lady with a pleasant face, dark eyes, and long dark brown hair; an athletic build and oddly fluid grace belie her true weight and the true nature that causes it. Indira favors slim, light clothing - more often than not she's making it herself with her shapeshifting, and heavy or complex layers are simply harder to create and maintain. As she truly is, Indira is a largish and usually humanoid being made of seamless silvery metal, polished-looking and warm to the touch. She has three eyes (the third of which is in the center of her 'forehead', vertically oriented), all of which are pure black; she has no mouth and (for that matter) no other visible orifices. Everything else is likely to change with mood and the needs of the moment, though the longer she's on Earth and in human form the more feminine the 'body' of her alien form tends to be at default. Rather absurdly, she often gives her alien form a small raised area around the eyes, like a (three-eyed) domino mask...because heroes wear masks, of course. Power Descriptions: See "Powers & Tactics" below. History: Crime has always spread to wherever there was room to hold it, and as the name would imply there's a lot of room in space. So much room, in fact, that crime can be had on a scale unheard of on any single planet - but the problem with large, sprawling criminal empires is that sometimes you need front businesses, bean counters, legitimate employees, paper trails...and sometimes someone you've 'encouraged' to work for you gets ahold of some terribly sensitive information, something they can take to the authorities to help hurt or bring down a sizeable piece of your empire. Unfortunately for them, this is probably enough to do some very painful damage but not enough to cripple or end your organization, so they're almost certain to have to be relocated somewhere where they won't be found by angry humanoids with squinty eyes and middle names like "Big Jim" or "the Claw". This was something of a problem for the Lor, once the case was finished and the testimony given. They had three members of a relatively rare race that needed to be hidden somewhere, away from the seeking eyes of a sprawling and angry criminal group suspected to have connections anywhere and everywhere worth having connections. Fortunately, there was a little planet that wasn't so developed that a few aliens couldn't remain fairly anonymous, but developed enough to be comfortable; a place with a good variety of distinct cultures and peoples, where the odd was almost common in places and where the Lor just so happened to have a few contacts in good standing. And so it was that Indira and her family came to Earth: first to India, where they established an identity for themselves, and then to Freedom City, where even the odd alien sighting would hopefully be lost in the unsettlingly high concentration of metahumans and mythological beings come to life. As an added bonus, Indira could be sent to a school where she wouldn't stand out quite so much.... Personality & Motivation: A kind but fierce soul, Indira fights crime mostly because she feels that she must. Not only is it an excellent excuse to let loose and - literally - be herself for a while, but in a world of fragile fleshy beings she's...well, not exactly the Centurion, but more equipped to deal with high crime than many. She can't sit idly by with that kind of strength while bad things happen around her. She's very curious about how humans live - human culture and interaction, local animals, and whatever else captures her fancy. By and large she tends to be a bit formal and straight-laced as a consequence of her upbringing, but that doesn't mean she's one to turn down an opportunity to cut loose if she can get away with it and it sounds like fun.... Powers & Tactics: Wraith is capable of shifting and reshaping her own body mass in response to what she needs to do and/or be for the task at hand: if she needs to run quickly she becomes sleek and quadrupedal, if she needs to fight her way through a sea of minions she sprouts long whip-like limbs tipped with hammers or scythe-like blades, and so on. She can similarly change her solidity, anywhere from a viscous but fluid metal to more solid than any Earthly steel. This ability isn't without limitations, however: bits of herself that are completely separated from her main mass are lost forever if not quickly recovered (and the separation is very painful), and her ability to change her color is extremely limited. A normal member of her race can only shift between metallic shades, and generally only in shades of silver or grey; a combination of Kinigosi and Lor technology has introduced a mutation that lets her kind assume a single humanoid form and to - with practice - change details of that form in the way of clothes and hairstyle and the like. The basic template, however, is relatively fixed and most shapeshifting will create obvious breaks in the facade (eg, she could elongate a limb, but it would be a normal human upper arm connected to a normal human lower arm by a long silver tentacle). Her people are born with castes, not genders (though the social importance of one's caste has decreased dramatically since less civilized times); Wraith would be considered a prime specimen of the warrior caste, highly fit with excellent shapeshifting control and good fighting instincts. That said, she has relatively little fighting training or experience, and relies heavily on those instincts to get her through combat. She tries diplomacy if it seems likely to work but otherwise hits hard, fast, and has a bad habit of depending on her considerable durability over complex tactics. Complications: Alien: Alien. Not only does she often look and move like a sci-fi horror movie monster, but even her human guise is essentially skin-deep: if you cut her she bleeds silver, she weighs too much for her size, her inhumanity is immediately apparent to many super-senses, etc. Secret: Identity. Space-Fish Out of Space-Water: She's been on the planet for a little while already but is still an alien; humans are weird and their culture is weirder (but the TV's pretty neat), and she has to deal with being foreign both as an alien and as a recently-immigrated Indian. Witness Protection: This is why she and her family are on Earth to begin with; while most up in space aren't likely to be watching broadcasts from that little blue planet full of under-developed monkeys, there are people out there looking for her parents, and would find her terribly useful as leverage - this puts certain risks on whatever she does, and means there's probably an overworked Lor witsec officer somewhere who'd rather she kept a low profile. Your Car Was Delicious: While she can't starve she does require mass (in the form of metals) to replace any mass that is lost or too damaged to heal. Abilities: 14 + 6 + 14 + 6 + 4 + 4 = 48pp Strength: 24 (+7) Dexterity: 16 (+3) Constitution: 24 (+7) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 10 = 22pp Initiative: +7 Attack: +6 Base, +12 Melee Grapple: +17 Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -7/-3 Saving Throws: 4 + 7 + 6 = 17pp Toughness: +15/+7 (+7 Con, +8 Protection) Fortitude: +11 (+7 Con, +4) Reflex: +10 (+3 Dex, +7) Will: +8 (+2 Wis, +6) Skills: 120R = 30pp Acrobatics 12 (+15) Bluff 6 (+8, +12 Attractive) Concentration 4 (+6) Diplomacy 6 (+8, +12 Attractive) Disguise 0 (+2, +4 Shapeshift, +42 Morph [Human Form]) Gather Information 13 (+15) Intimidation 8 (+10) Skill Mastery Investigate 12 (+15) Knowledge (Civics) 7 (+10) Knowledge (Current Events) 2 (+5) Knowledge (Galactic Lore) 7 (+10, +15 Kinigosi) Knowledge (Pop Culture) 2 (+5) Language 3 (English, Galstandard, Hindi, Kinigosi [Native]) Notice 14 (+16) Skill Mastery Search 13 (+18) Skill Mastery Sense Motive 5 (+7) Stealth 15 (+18) Skill Mastery Survival 9 (+11) Feats: 27pp Acrobatic Bluff Ambidexterity Attack Focus (Melee) 6 Attractive Benefit (Native: Kinigosi) Dodge Focus 4 Environmental Adaptation (Zero Gravity) Fast Task (Acrobatic Bluff) Improved Grapple Improved Initiative Improved Pin Interpose Luck Move-By Action Set-Up Skill Mastery (Investigate, Notice, Search, Stealth) Takedown Attack 2 Ultimate Save (Toughness) Powers: 37 + 8 + 16 = 61pp Alien Biology 7.2 (36pp Container [Passive, Permanent]; Feats: Innate) [37pp] Immunity 23 (Critical Hits, Falling Damage, Magnetic Effects, Life Support [Disease, Poison, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Suffocation], Sleep, Starvation/Thirst) [23pp] Insubstantial 1 (Extras: Special [Free Action / Sustained Duration to become Solid], Flaws: Permanent, Feats: Selective, Subtle) [7pp] (Liquid Metal) Super-Senses 6 (Acute Smell, Darkvision, Infravision, Ultrasonic Hearing, Ultravision) [6pp] Protection 8 [8pp] Shapeshift 2 (10pp, +10 Disguise) [16pp] Sample Configurations: Spoiler "Give Us A Hug" Additional Limbs 3 (+5 Limbs; Flaws: Duration [sustained]) [3pp] Elongation 3 (25ft) [3pp] Super-Strength 2 (+10 STR) [4pp] [3 + 3 + 4 = 10/10pp] Human Form Morph 8 (One Form, +40 Disguise, Feats: Quick Change 2) [8pp] Hunter Leaping 2 (x5 [Running Long Jump: 75ft]) [2pp] Speed 1 (10mph / 100ft per Move Action) [1pp] Super-Movement 3 (Slithering, Wall-Crawling 2) [6pp] Super-Senses 1 (Tracking Scent [1/2 Speed]) [1pp] [2 + 1 + 6 + 1 = 10/10pp] "Om Nom Nom" Drain Toughness 6 (Extras: Affects Objects, Linked [Damage, Healing], Flaws: Limited [Objects], Limited [Metal]) [3pp] + Damage 6 (Extras: Linked [Drain, Healing], Flaws: Limited [Objects], Limited [Metal]) [2pp] + Healing 4 (Recovery +9, Extras: Action [standard], Linked [Drain, Damage], Flaws: Personal, Source [Metal], Feats: Regrowth) [5pp] [3 + 2 + 5 = 10pp] Whip-Blades/Clubs Elongation 2 (10ft) [2pp] Speed 1 (10mph / 100 feet per Move Action) [1pp] Strike 5 (Feats: Improved Critical [19-20], Mighty) [7pp] [2 + 1 + 7 = 10/10pp] Drawbacks: -0pp None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC22 Toughness (Staged) Damage (Physical) Strike Setting Touch (~15ft w/ Elongation) DC27 Toughness (Staged) Damage (Physical) Abilities (48) + Combat (22) + Saving Throws (17) + Skills (35) + Feats (27) + Powers (61) - Drawbacks (0) = 210/250 Power Points
  7. Player Name: GizmoCharacter Name: WailPower Level: 15 (250/250 PP) [258]Trade-Offs: -5 Attack / +5 DamageUnspent PP: 0 Theme: The Man by Sons of SlumIn Brief: Veteran hero from the late 1970s and 80s with super-dense muscle tissue granting strength, durability and a powerful sonic wail, come out of retirement to continue the good fight.Alternate Identities: Keith LaMarrIdentity: PublicBirthplace: Freedom CityOccupation: High School Civics TeacherAffiliations: 1-800-JUSTICEFamily: None Description: Age: 60 (DoB: December, 1954) Gender: Male Ethnicity: African-American Height: 6'6" Weight: 1175 lbs (235 x 5) Eyes: Brown Hair: Black, Streaks of Grey Keith LaMarr is an imposing mountain of muscle, the weathering of the decades only enhancing the effect. His clean-shaven head is contrasted by a a beard of dense, curly hair on his square jaw, marked by two streaks of grey. He tends to favour darker, utilitarian clothing, typically with a slightly dated cut. As Wail, his outfit reflects a respect for tradition far more than any attempt to conceal his identity. Dark jeans are fasted with a broad, metal belt over a black sleeveless top adorned with a long, yellow 'W'. Each wrist is covered by a matching black and yellow bracer, while round sunglasses add to an already impassive visage. History: Born in Freedom City's Lincoln neighbourhood in the mid-1950s, Keith LaMarr was not afforded many advantages in life. The son of a factory worker, LaMarr was taught from an early age that anything in life worth having was worth working and fighting for. Run-ins with local gangs as a youth sharpened his wits and fighting skills, but he refused to join up, convinced that the promise of easy money and power was a sucker's bet. That sense of integrity would cost him dearly when, in 1972, a jilted gang carried out a drive-by shooting of LaMarr's home. His mother was killed immediately, while his father survived long enough to be rushed to hospital where, thanks to a shoddy investigation, LaMarr was arrested at his bedside on suspicion of belonging to a rival gang. Vincent LaMarr succumbed to his injuries while his son was sentenced to prison time on fabricated drug charges. LaMarr was involved in an increasing number of altercations with other inmates and guards during his imprisonment at South River State Penitentiary, developing a reputation for a short temper and willingness to attack opponents more than twice the stringy young man's size. Several months into his sentence, he joined an experiment conducted by Dr. Burton Noah, an AEGIS scientist, in exchange for early parole. An attempt to induce muscle growth through a combination of chemical treatments and precise sonic frequencies, sabotage by a vengeful guard resulted in LaMarr's skeletal and muscle structure becoming super-dense. Besides increased strength, durability and endurance, the most notable effect was phenomenally enhanced lung muscles enabling a devastating sonic wail! Escaping from South River, LaMarr almost immediately ran into an altercation between the villain Bronze and the police. The convict's timely intervention not only subdued the superpowered criminal but also save a school bus full of elementary school students. Combined with his willing surrender to the authorities, this was enough to have LaMarr's case reopened, revealing a number of irregularities which were enough to have him permanently released. Taking the moniker Wail based on a comment made by a grateful grade schooler, LaMarr initially set up shop as a metahuman bodyguard after encountering difficulty finding work despite his cleared record. It was through this that he met Yelena Vostok, a Ukrainian mercenary who had received a cybernetic arm after an early mishap with her teleportation powers, and Javed Randeep, a Indian-American polyglot who's amazing skills extended to translating human body language, making him a formidable martial artist. The trio eventually joined together to form an agency that solved unusual problems while serving any worthy cause as 1-800-JUSTICE. Upon hearing Yelena refer to her teleporting ability as 'jumping', Javed, in a fit of the playful wit that would make him the team's heart, adopted the code name Jive. The hired heroes handled everything from gang violence to mystic robots to international incidents throughout the 1970s and into the 1980s, skirting the anti-cape laws introduced by Mayor Franklin Moore. Over the years, LaMarr developed romantic feelings for Javed, though he was reluctant to admit to them. By the 1990s, 1-800-JUSTICE had all but faded into obscurity, but were among the heroes who reappeared to combat the Terminus Invasion. In the heat of battle, Yelena managed to teleport her friends out of harm's way a split second before being vaporized by a massive laser weapon. Devastated, LaMarr and Javed officially retired their heroic identities and settled down to start a new life together. Javed's talents allowed him to support the couple as a high profile translator while LaMarr earned his degree and a position teaching civics at Joseph Clark High School. They lived happily for several years, with infrequent bouts of excitement as Javed foiled an assassination attempt or one of LaMarr's rouges gallery reappeared for a final confrontation. Unfortunately, exposure to Terminus radiation had riddled Javed's body with cancer, and after a long battle he passed away at the age of 55 in 2009. Having buried the love of his life, LaMarr grappled with what to do next. Ultimately the decision was made for him when the Grue invaded Freedom City en masse. Defending his students from a massive creature released by the aliens, he found that his powers had only grown stronger over time. Freedom City still called out for justice, and weary though he was, Keith LaMarr was still the man on the other end of the line. With a new costume and a renewed commitment, Wail is back in action! Personality & Motivation: LaMarr has suffered a great many hardships in his life. These trials have forged an ironclad will stronger even then his superhuman skin, and while a lesser man may have become embittered, he has developed a keen empathy. His sense of integrity demands that he use his experience and abilities to defend those who cannot defend themselves. That isn't to say he is without his rough edges; Javed once commented that there was very little of Keith that was not rough edge. His age and profession have given him a didactic tone and his expectations for both his students and the latest generation of heroes are high indeed. The years have helped to mollify his temper but have not removed it. Dramatically aware of his own mortality, he is determined to continue to make a difference for as long as he is able. Powers & Tactics: With superhuman strength and durability, LaMarr is a powerhouse to be reckoned with, standing shoulder to shoulder with many of the modern day bruisers. His true might, however, comes from his namesake sonic wail, an extraordinary torrent of concussive force that can deafen foes as easily as it sends them flying. This is thanks to the tremendous lung strength and capacity which resulted from his enhanced physiology. Against mundane foes, Wail typically restrains himself to hand to hand combat, but is not afraid to let loose with his full fury should the situation call for it. His super-dense biology also prevents him from floating in water, and gives him a mass several times that of an average person of his already impressive stature. Complications: Age: LaMarr has sit his early sixties, although he's aged remarkably well. Destructive: LaMarr's sonic wail has the potential for massive collateral damage. Enemies: Over the decades LaMarr built up a substantial rogues gallery, some of whom now have younger successors. Lost Love: Javed's death remains a fresh wound for LaMarr. Prejudice: A gay black man born to a low income family, LaMarr is no stranger to unfair treatment. Public Identity: Although he goes by Wail in the field, LaMarr has never maintained a true secret identity. Responsibility: Joseph Clark High School. Temper: The wisdom of age aside, LaMarr does not react well when backed into a corner. Abilities: 12 + 4 + 10 + 2 + 10 + 4 = 42PP Strength: 36/22 (+13/+6) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 20 (+5) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +6 Attack: +8 Grapple: +23/+12 Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed Knockback: -11/-2 Saving Throws: 9 + 5 + 10 = 24PP Toughness: +13/+5 (+5 Con, +5 Protection, +3 Density) (Impervious 6/0) Fortitude: +14 (+5 Con, +9) Reflex: +7 (+2 Dex, +5) Will: +15 (+5 Wis, +10) Skills: 112R = 28PP Gather Information 13 (+15) Intimidate 10/18 (+12/+20) Investigate 14 (+15) Knowledge (Civics) 14 (+15) Knowledge (History) 14 (+15) Knowledge (Streetwise) 14 (+15) Languages 1 (English [Native], Hindi) Medicine 2 (+7) Notice 15 (+20) Sense Motive 15 (+20) Swim 0 -/+6 Feats: 20PP Accurate Attack All-Out Attack Contacts Dodge Focus 5 Endurance Fearless Improved Grab Improved Grapple Improved Initiative Improved Pin Interpose Luck 2 Power Attack Startle Takedown Attack 2 Powers: 18 + 1 + 2 + 10 + 3 + 8 + 6 + 56 = 104PP Density 6 (x5 Mass, Extras: Duration [Continuous], Flaws: Permanent) [18PP] Enhanced Strength 12 Immovable 2 Protection 3 (Extras: Impervious) Super-Strength 2 Enhanced Feats 1 (Endurance) [1PP] Enhanced Strength 2 (Total +14 with Density, Heavy Load: ~7 tons) [2PP] Immunity 10 (Sonic Effects) [10PP] Leaping 3 (x10, Running Long Jump: 230', Standing Long Jump: 115', High Jump: 57') [3PP] Protection 5 (Extras: Impervious 3) [8PP] Regeneration 6 (Bruised 3 [No Action], Injured 3 [1 Minute]) [6PP] Sonic Control 27 (54PP Array, Feats: Alternate Power 2) [56PP] (Genetic, Sonic) Base: Damage 18 (Sonic Wail; Extras: Area [Targeted, Line, 5' x 180'], Feats: Knockback 18) [54PP] AP: Damage 13 (Sonic Scream; Extras: Area [General, Cone, 130'], Linked [Stun, +0]) + Stun 9 (Extras: Area [General, Cone], Linked [Damage, +0]) [26 + 27 = 53PP] AP: [12 + 13 + 21 + 2 = 48/54PP] Communication 6 (Sonic Shout; Auditory, 20 miles, Extras: Area) [12PP] Dazzle 13 (Sonic Bellow; Auditory Senses, Extras: Area [General, Cone, 130'], Flaws: Range [Touch]) [13PP] Emotion Control 13 (Fearsome Roar; Extras: Area [General, Burst, 65' radius], Linked [Trip, +0], Flaws: Limited [Fear], Range 2 [Touch]) + Trip 13 (Extras: Area [General, Burst], Linked [Emotion Control, +0], Flaws: Range [Touch], Feats:Improved Trip) [7 + 14 = 21PP] Enhanced Skills 8 (Intimidate 8) [2PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC28 Toughness (Staged) Damage Sonic Wail 180' Line DC33 Toughness (Staged) Damage Sonic Scream 130' Cone DC28 Toughness (Staged) Damage DC19 Fortitude (Staged) Dazed/Stunned/Unconscious Sonic Bellow 130' Cone DC23 Reflex Deafened Fearsome Roar 65' Radius Burst DC23 Will (Staged) Shaken/Frightened/Panicked Contested +13 vs worst of STR/DEX Prone
  8. Subject: Wisp (PL 12) - Azuth65 (Bronze) [floatr][/floatr] Player Name: Azuth65 Character Name: Wisp Power Level: 13 (189/212PP) Trade-Offs: +2 Attack / -2 Damage Unarmed, -1 Attack / +1 Damage Cosmic Energy Control, +2 Defense / -2 Toughness Unspent PP: 23 Progress to Gold Status: 62/90 In Brief: The teenaged daughter of two super-spies. One effectively Superior’s daughter, the other a teleporter. Alternate Identities: Victoria Knight Identity: Secret Birthplace: Chicago, Illinois Occupation: High-school student Affiliations: Claremont Academy, The Irregulars Family: John Knight (father), Natasha Knight (mother) Age: 17 (Born March 24, 1994, Cook County Hospital) Gender: Female Ethnicity: Caucasian Height: 5' 4†Weight: 110lbs Eyes: Red Hair: White, just past her shoulders, usually in a braid. Description: Victoria is a shy and modest girl, despite her undeniably pretty face and developed curves. She keeps her long hair, recently turned white from her powers emerging, in a braid and her red eyes show glints of the sharp mind behind them. Power Descriptions: Wisp's teleporting leaves a small cloud of red and white smoke in her place and another around her when she arrives. Her recently discovered energy blasts come in the form of light blue crackling energy with randomly appearing black streaks. History: Victoria Anastasia Knight is the only child of Johnathan and Natasha Knight. John was a CIA operative during the Cold War while Natasha was a Soviet double-agent, feeding the Americans intel from the KGB. Both had participated in their nation's super-soldier serum. John's was a variant on the serum The Patriot was given that, instead of making a man into the peak of humanity, granted him two powers that would aid greatly in espionage and assassination, invisibility and teleportation. Natasha's however, due to the Soviet Union's crippled financial condition and their war in Afghanistan, used a serum left-over from The Great Patriotic War, a serum based on blood samples taken from Superior found in a captured Nazi lab. She was the best qualified person who volunteered for the test. It left her with super-human strength and abilities of the Ultiman, if to a limited degree, some of which (such as the energy blasts) she had better control than others. Her commanders assigned her mostly to body guarding and espionage missions. Her mother and father ran into each other multiple times over the years where, after years of romancing and convincing, she eventually began feeding intel to the Americans and giving false information to her own people. In the late '80s, she defected West and assumed a new life in America with John. As a child Vicky, named after her paternal grandmother, learned as much as she could from her parents, in case any old enemies showed up (obviously, they didn't tell her that last part). The result however left her less than outgoing, thus her reclusive personality, retreating into Sci-Fi and Fantasy of all sorts. Before her powers manifested, she might have been well on her way to a life locked in her home with few friends or outside contact. When her powers did emerge, they did so in a way that pretty much destroyed a chance at keeping them secret. The local cheerleaders, most of whom had tormented Vicky for openly reading books like World War Z and Mistborn, though mainly because she read the Russian language versions of those books, had cornered her and were about to spray paint her and her backpack again. As the head cheerleader moved in with the can of purple spray paint aimed at Vicky's face, her fear and anger caused her to teleport behind her and before she knew what she was doing she had laid out the squad. More amazing to her was that the scrapes and bruises on her knuckles from where she'd punched the girls healed before for her stunned eyes. The next few weeks were, tense to say the least. Her parents were less than pleased she'd been suspended for the incident. The principal had always been one to side with the cheer squad, since their parents usually donated the most, so when Vicky was found standing over the group of girls groaning in pain, she was removed from the school. When the representative from Claremont Academy came and offered her a place to attend class with other meta-humans, to practice with and gain full control of her powers. She and her parents agreed this was an excellent idea and they began preparations for the move. Upon seeing the campus she was hooked. Seeing it as a chance to start over, and with that in mind she made a concentrated effort to come out of the shell she'd built around herself. Taking up the mask she wears now, she picked a codename that focused on the stealth training and puffs of smoke her teleportation leaves and thus Wisp was born. Personality & Motivation: Bullied and abused by those with more power, be it physical or social, Vicky has sworn a personal oath to use her powers responsibly, helping those who can't help themselves. Powers & Tactics: Wisp's strength is in the range of the pinnacle of what a normal human is capable of and between her stealth and high mobility she has little trouble leading a charge. She's not afraid to go toe to toe with anyone, knowing she'll heal quickly. Complications: Dark Legacy: Her super-strength and energy blasts come from a super-serum using genetic material taken from a Nazi war criminal and foe of the Centurion. Enemy: Brannagh and his boss might be a tad angry from the result of her first "visit" to their realm. Family: She loves her parents and would do almost anything for them. In Soviet Russia...: Her Russian heritage has caused trouble with people who just can't let the Cold War go. Secret (Identity): The fact she feels much more confident while behind the mask means Vicky will go to great lengths to keep her nightly activities a secret. Spy Kid: Her parents are both retired spies and have made enemies. Said enemies may come looking for revenge. Abilities: 4 + 6 + 4 + 4 + 4 + 4 = 26PP Strength: 28/14 (+9/+2) Dexterity: 16 (+3) Constitution: 28/14 (+9/+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +11 Attack: +8, +9 Melee, +13 Unarmed Grapple: +24/+11 Defense: +13 (+8 Base, +5 Dodge Focus), +4 Flat-Footed Knockback: -4/-1 Saving Throws: 0 + 5 + 5 = 10PP Toughness: +9/+2 (+9/+2 Con) Fortitude: +9/+2 (+9/+2 Con) Reflex: +8 (+3 Dex, +5) Will: +7 (+2 Wis, +5) Skills: 80R = 20PP Acrobatics 12 (+15) Bluff 11 (+13) Computers 8 (+10) Craft: Artistic 8 (+10) Diplomacy 4 (+6) Languages 1 (English [Native], Russian) Notice 12 (+14) Sense Motive 12 (+14) Stealth 12 (+15) Feats: 26PP Acrobatic Bluff 2 (Move Action) All-Out Attack Attack Focus (Melee) Attack Specialization (Unarmed) 2 Dodge Focus 5 Evasion 2 Improved Initiative 2 Inspire 2 Interpose Leadership Luck 3 Power Attack Quick Change Teamwork Uncanny Dodge (Auditory) Powers: 27 + 14 + 3 + 31 = 75PP Cosmic Energy Control 13 (24PP Array, Feats: Alternate Power) [27PP] Base Power: Cosmic Energy Blast 12 ( Feats: Accurate, Homing) [26PP] Alternate Power: Enhanced Strength 14 [14PP] + Super-Strength 6 (Lifting STR 58, Extras: Linked) [12PP] Enhanced Constitution 14 [14PP] Regeneration 3 (Recovery Rate: Bruised 3 [1/round/no action]) [3PP] Teleportation Array 15 (30PP Array, Feats: Alternate Power) [31PP] Base Power: Teleport 9 (900ft per Move Action, 5 miles per full action, Extras: Accurate, Flaws: Limited [short-Range ranks 6-9], Feats: Change Direction, Change Velocity, Easy, Hide In Plain Sight, Progression [Cargo] 2 [500 lbs.], Turnabout) {30/30} Alternate Power: Enhanced Strength 0 (Extras: Area [Targeted, Burst] [9], Autofire [9], Selective [9], Feats: Improved Critical, Progression [Area] 2 [225ft radius]) {30/30} DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC22/17 Toughness (Staged) Damage (Physical) Teleport Touch/Area DC22*/17 Toughness (Staged) Damage (Physical) Cosmic Blast Ranged DC 27 Toughness (Staged) Damage (Energy) *Up to DC25 with Autofire. Abilities (26) + Combat (32) + Saving Throws (10) + Skills (20) + Feats (26) + Powers (75) - Drawbacks (0) = 189/212 Power Points
  9. Cobalt Templar Power Level: 14/15 (243/250PP) [250] Trade-Offs: 0 Unspent PP: 7 In Brief: An aspiring archeologist stumbles across an ancient artifact: a ring that grants him incredible power! Corbin became Cobalt Templar, and Alternate Identity: Corbin Alphonse Hughes Identity: Secret Birthplace: St. Louis, Missouri, USA Occupation: FCU Student Affiliations: Claremont (former student), Young Freedom (former member/leader), Liberty League (ally) Family: Albert Hughes (Father), Sarah Hughes (Mother); Quo-Dis (Fiancee/Lover) Age: 23 [Earth-Prime's Chronology] (DoB: October 27, 1993); 53 [Total Experienced Time between Earth-Prime and Earth-I-War-4] Apparent Age: 20's Gender: Male Ethnicity: Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French) Height: 6'6" Weight: 260 lbs. Eyes: Brown Hair: Black Description: Corbin is a tall, broad-shouldered teenage boy; he's grown to the point he could be mistaken for an NFL Fullback. His dark hair is worn in a fairly short cut, just above "buzz cut;" Corbin says he likes not having to mess with it. His face is clean-shaven. Whenever possible, he wears loose, plain-color t-shirts and cargo shorts. When the weather is colder, he'll throw on jeans, and eventually a hooded sweatshirt or the like when he's outside. His one indulgence is a peculiar-looking pocket watch that he says his father bought for him several years ago. Otherwise, all of his clothes seem to be the sort of thing you'd find in a Wal-Mart, rather than a Ralph Lauren. Cobalt Templar is decidedly more exotic-looking. His image evokes an armored knight, though one with plenty of colored paint; his costume is primarily cobalt blue, with maroon red trim (base layer, mask, and most of the armor is cobalt blue; armor has maroon red trim). The base seems to be a thick cloth, itself almost metallic-looking. Over that, he wears a what looks like a strong armored breastplate covering most of his torso, long armored gloves that go past his elbows, leg-plates that reach halfway up his thighs, and armored faulds that protect his upper legs and lowest torso. His identity is protected by a domino mask, with a simple helmet worn over his head. Much of the Templar's armor seems to have an odd mix of classical and futuristic lines, giving him a rather other-worldly appearance. Topping all of this off is a maroon cape that not only seems somewhat frayed, but is actually noticeably transparent; sometimes it will move as if flapping in the wind, even if there is no wind to move it. Power Descriptions: Cobalt Templar wields the Blue Ring of the Determined Leader, one of The Seven Rings. While he has not delved the full depths of its abilities yet, he has accessed a large well of power nonetheless. His costume is just for show; the ring reinforces his body with a sort of force field just around skin level, meaning he is always protected. The "armor" is just a construct of its power; the material feels like something between plastic and aluminum if examined more closely. The ring allows him to effortlessly and almost instantly shift between his "civilian" wear and his "work" attire, and in fact to virtually any outfit he imagines. Anything that isn't his "natural" clothes (which get shunted into a small pocket dimension in the ring) tend to carry a blue coloration, often with some red or maroon mixed in. As well, the the ring allow him to survive in the most hostile of environments, including space, and to see in even the deepest of darkness, and his vision can pierce magical and technological means to obscure oneself from visibility. It even helps him unconsciously sense danger, giving him an edge in combat. The ring enhances his body and stamina, His flight seems unsupported by any wings or other visible means of propulsion, simply lifting him into the air as if gravity were an option, rather than a law, though he often has an aura of blue, flickering flames (harmless) surrounding his body. He is able to reach speeds up to 10,000 miles per hour in-atmosphere, and once he exits the atmosphere, he has found he can exceed the speed of light, hitting up to 1,000c. Cobalt Templar's most obvious powers center around his control of the unearthly cobalt fire that the ring produces. Strangely enough, he is not limited to burning things with blasts of this fiery power. Not only can he form hand-held weapons out of it, he can also create various simple objects, including walls, chairs, and the like. And most amazingly, the ghostly flames can wrap harmlessly around people and objects, quickly moving them out of harm's way. His unique artistic streak shines through in his power usage here, as his attacks almost always look at least slightly different each time, manifesting the blasts and strikes of energy in unique ways. While his ability to create and manipulate independent objects (rather than constructs he channels his powers through to attack an enemy) have waxed and waned, it is still part of his ability set, though he typically uses it to help him move large objects or numerous smaller ones, or occasionally to reach otherwise hard-to-get things. Sometime during his tenure on Earth-I-War-4, he found he stopped aging. Even if the Ring was not on his finger, the grip of time had slipped loose. It seemed some small fragment of the Fire of the Blue Ring had seeped into his body. More recently, this Fire seems to have given him the strength he once only had with his Ring; now, he is superhumanly strong even with the ring locked in the Vault and him out in the forest (he tested this). Part of him is a bit worried about other long-term effects, but mostly he just enjoys the fact he's got a bit more ability even without his trusty Ring. History: Most of Cobalt Templar's history can be found >here. Recent Times: Currently Cobalt Templar is starting classes at Freedom City University while still trying to get some hero work in on the side. He's maintaining his relationship with Quo-Dis, which now often means traversing the USA on a weekend to spend some time with her. He's not in any team at the moment. From March to July 2013, Cobalt Templar was nowhere to be found on Earth-Prime, or indeed the entire Prime Universe. He had been flung through a portal of space, time, and dimension, landing himself on Earth-I-War-4, in the early 1980s of that world. He soon discovered that it was a strange mockery of his own, even with the time difference, as that world was in the grips of a decades-long on-and-off conflict between powers that mirrored the Axis and Allies powers of World War 2, but also remained radically different. It didn't take him long to get swept up in not only more "traditional" crime-fighting in his "homeland", but also eventually joining the actual war effort. Being in a war changed Corbin, but thankfully it didn't change him too deeply; while older, wiser, and more cautious in life, his idealism and determination remained intact. He finally departed that world with the aid of several of its scientific minds, not too long after having found all of the Seven Rings of that world, and gifting them to variants of his own world's Liberty League (plus a couple). He has returned home, and after a short time of dealing with another radical change in life (despite barely looking older than when it all started), he revealed his extended history and new ageless status to his old friends, and soon joined the Liberty League. Now engaged to be married to Quo-Dis and working hard on both his college degrees and his heroics, Corbin leads a rich, fulfilling life, even as the occasional shadow of the past rears its head. Personality & Motivation: Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archaeologist and historian. On top of that, he has a not-very-secret love of drawing and painting, something which he has some decent talent at (as demonstrated in gifts to his friends, and his love of reading is well known, at least to his friends. Corbin tends to read various sorts of suspense books, as well as alternate history fiction, classical epics, westerns, and sword and sorcery. His taste in movies tends to run similar to his literary tastes, with more allowance for individual films that he enjoys. As for music, he enjoys most blues and jazz, as well as soft, blues, folk, southern, and classic rock and roll. On a deeper level, Corbin has fully embraced his heroic path, a path now fully supported by his parents. He loves helping people, and some part of him (a part he doesn't always like to acknowledge) enjoys the fighting, too. He finds himself constantly working to balance his personal relationships, his education, and his hero work; none of them are things he wishes to abandon, but all take quite a bit of time. As well, he has found he has a distaste for death; even when fighting Omegadrones, a part of him hated what he had to do. Only against Omega himself was that reservation truly put aside. For all that he's a near-giant of a man tossing around bright blue fire, Corbin treasures life, and is shaken when it just snuffs out in front of him. Unfortunately, his time on Earth-I-War-4 has numbed this distaste; while Corbin could often get away with simply injuring or disabling opponents, there were times he had no other choice (typically against the most monstrous of his foes), and he fought in the company of those with fewer such compunctions. He's seen war for decades now, and it's changed him in subtle ways that are not always clear... Powers & Tactics: Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands). He will shift into his "giant form" when faced with a tough-but-slow opponent, or a large number of less-skilled opponents. Complications: The Fires of Hell Shall Not Prevail: Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him. Secret (Identity): While his parents and many of his friends know of his powers, Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult. With Great Power...: Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains. You Must Know No Fear!: Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring. Dethroner of Omega: Corbin, or "Cobalt Templar the Swordsman" as the Furions have dubbed him, is one of the members of the iteration of Young Freedom that faced off against Omega on a dead world, and helped "kill" the Knight of Entropy. While many would consider him a hero, this has obviously earned him the ire of the Terminus (or at least made him the target of ambitious Annihilists). A GM should feel free to give CT a Hero Point when his participation in the defeat of Omega brings the forces of the Terminus to him (perhaps attacking him unawares, or drawing him into a conflict he may have otherwise avoided). Relationship: Corbin Hughes and Quo-Dis (Ultiwoman) are engaged to be married. Their care for each other is deep, but her lagging unfamiliarity with the more nuanced parts of human culture causes friction. As well, she is (unknown to most) not only a member of the Ultima Thule community of Ultimen, but the daughter of Superior himself. A GM might award Corbin a Hero Point if his connection to Quo-Dis brings trouble to his door, be it an angry father, someone seeking a member of the Ultimen, or someone (or something) else. Young Veteran: Corbin looks like he's in his 20's, something like 25 at the latest. But in his actual collected experience, he's about 50 years old. His time on Earth-I-War-4 spanned a full 30 years, and it's only the combination of his Ring's powers slowly leeching into his body, and the strange portal he was first sent through that has kept him looking so young. And sadly, a fair bit of those 3 decades was spent in the world-spanning lukewarm war of that planet. Corbin is not who he was before his time on Earth-Milchamah (as he sometimes thinks of it). A GM should feel free to give CT a Hero Point when he might be subject to a "flashback" at an inconvenient point, or when his "mental age" being so different from his chronological age causes problems (in either identity), or when he reacts to an individual (such as a hero or villain) with too much familiarity (caused by his time fighting alongside or against many of them). Abilities: 12 + 6 + 10 + 4 + 4 + 2 = 38PP Strength: 28/22 (+9/+6) Dexterity: 16 (+3) Constitution: 28/20 (+9/+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 24 + 12 = 36PP Initiative: +7/+3 Attack: +14/+12 Grapple: +16, +30 Ring Defense: +13 (+6 Base, +2 Dodge Focus, +5 Enhanced), +3 Flat-Footed Knockback: -8/-1 Saving Throws: 2 + 5 + 8 = 15PP Toughness: +14/+5 (+10/+5 Con, +4 Protection) Fortitude: +13/+7 (+10/+5 Con, +1 Enhanced, +2) Reflex: +11/+8 (+3 Dex, +3 Enhanced, +5) Will: +12/+10 (+2 Wis, +2 Enhanced, +8) Skills: 88R = 22PP Acrobatics 10 (+13) Craft (Artistic) 10 (+12) Knowledge (Business) 8 (+10) Knowledge (Arcane Lore) 10 (+12) Knowledge (History) 10 (+12) Knowledge (Tactics) 10 (+12) Language 8 (Arabic, English [Native], French, German, Greek, Hebrew, Latin, Spanish, Japanese) Notice 12 (+14) Stealth 10 (+13) Feats: 9PP All-Out Attack Dodge Focus 2 Equipment 3 (15EP) [Veteran Award] Luck 3 Power Attack Precise Shot 2 Equipment 3PP = 15EP [Veteran Award] Headquarters (Underground Base; Templar's Forest Vault) Size: Large (2 EP) Toughness: +10 (1 EP) Features: Concealed, Defense System (Paralyze 12, Attack Bonus: +12, Extras: Targeted Shape-able Area, Flaw: Full-Round Action), Gym, Holding Cell (Extra Toughness, +15 Toughness Save), Isolated, Living Space, Power System, Security System (DC 20 Disable Device) (8 EP) Vault : Size: Fine (-3EP) Toughness: +20: (3EP) Features: Security System (DC 35 Disable Device) (4EP) Powers: 15 (1+6+8) + 94 = 109PP Internal Fire 3.8 (19PP Container [Passive, Permanent]) [19PP] [Magic] Immunity 1 (Aging) [1PP] Enhanced Strength 8 (to 30/+10) [8PP] Enhanced Constitution 10 (to 30/+10) [20PP] Device 25 (125PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [102PP] (Power Ring [blessed/Holy, Magic]) Enhanced Attack 2 [4PP] Enhanced Defense 6 [12pp] Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP] Enhance Fortitude 1 [1PP] Enhance Reflex 3 [3PP] Enhanced Will 2 [2PP] Immunity 9 (Life Support) [9PP] Protection 4 [4PP] Super-Senses 4 (Darkvision, See Invisibility [Vision Counters Obscure (Darkness) and Concealment]) [4PP] Super-Strength 8 (Lifting STR 70 [Heavy Load: 70 tons]) [16PP] Speed of Flame 4.4 (22PP Container [Passive, Permanent]) [22PP] [Magic] Flight 10 (10,00mph / 100,000ft per Move Action) [20PP] Super-Movement 1 (Space Travel 1 [interplanetary]) [2PP] Fires of Creation 6.5 (13PP Array; PFs: Alternate Power 1) [14PP] BP: Create Object 5 (5 5ft cubes, Toughness +5, Lifting Strength 25 [Heavy Load: 800 lbs.], 10 50ft Range Increments / 500ft Max Range; PFs: Precise, Selective, Tether) [13PP] AP: Move Object 6 (Effective Strength 30, Heavy Load: 1,600 lbs) [12PP] Holy Fire Control 14 (30PP Array; PFs: Affects Insubstantial 2, Alternate Power 1) [29PP] (Fires of Judgement) BP: Blast 14 (10 140ft Range Increments / 1400ft Max Range) [26PP]"Rain of Fire" AP: Strike 4 (Extra: Penetrating 12 [DMG 25], PF: Mighty) [17PP] "Unlimited Blades" DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC25/21 Toughness (Staged) Damage (Physical) Blast Ranged DC28 Toughness (Staged) Damage (Energy) Strike Touch DC28 Toughness (Staged) Damage (Energy) Abilities (38) + Combat (36) + Saving Throws (15) + Skills (22) + Feats (9) + Powers (121) - Drawbacks (0) = 243/250 Power Points
  10. Power Level: 12 [15] (250/250PP) [280] Trade-Offs: None Unspent PP: 0 In Brief: Omegadrone turned Hero Name: Harrier Alternate Identities: Steven Murdock Identity : Secret Birthplace: Nihilor, the Terminus Occupation: Deputy Chief of Security at HAX Affiliations: HAX, Omegaorphans, the Americana Family, Deep One orphans Family: Dead Age: 100 Apparent Age: 40 Gender: Male Ethnicity: Terminus Height: 6'4" Weight: 600 lbs. Eyes: Black Hair: None Description: Murdock is a brown-skinned man with no visible body hair, just like all combat drones. His face is generally non- descript, save for the small, hair-thin lines that run over most of his body. They look like tribal tattoos, and he will not correct anyone who makes that assumption. He speaks in a flat monotone occasionally leavened by a wistful regret. Harrier is a monster. Clad in black and red armor that bursts out from his back to cover his whole body, he is clearly recognizable as an Omegadrone, fully armed and ready for battle beneath his faceless armor. He prefers to let his fists, and his power pike, do the talking for him if forced into his armor. He flies with the help of the red and black jetpack that erupts from his back with his armor, spewing hellish gouts of flame as it propels him into the stratosphere. Power Descriptions: Harrier is a wrecking machine, a goonsweeper capable of going toe-to-toe with some of the toughest customers in the World of Freedom. Unarmed, blasting or cutting with his pike, he's a powerful threat to almost anyone; a hard, cold blade designed to cut deeply and painfully. History: Once, there was an Earth. It was defended by the greatest heroes of the world, champions of justice and right, avengers of evil: Earth's mightiest superheroes. And then that world died, screaming, as its heroes died and it was sucked into the Terminus. Sally and Ben, survivors of that world, were part of the personal retinue of Steelguard, once friends who became slaves of Shadivan Steelgrave. Steelgrave liked having some around who remembered the old world, and enjoyed reminiscing with them as they tried not to weep at the slayer of billions that their friend had become. He forced them to take anti-aging drugs so they would live as long as he did, and denied them the quick deaths they craved after watching the deaths of their families and the assimilation and corruption of all they loved. When he began to mutter about what a shame it was that there were no more children from their world, in their terror they conceived and gave birth to a son. In one last act of defiance, they named him Stephen, after the man who had once been their captor and tormentor's best friend, then his first victim as Omega corrupted him. Steelgrave was...amused, and gave them something of what they wanted. Stripping them of their immunity to aging, he hurled them into the pits of Nihilor, where the once-favored slaves learned to scrape and fight like the proles they now were. After all, they lacked the courage to die if it meant the death of their son. Stephen Murdock grew up in the pits, the great black castle of Shadivan Steelgrave overhead, with memories of a dead world loud in his ears. He learned to survive in the grim surroundings of Nihilor, the hearthworld of the Terminus, to run and hide from drones, to fight for food, to survive in a world of pure death. When his parents died, Stephen assembled a gang of likely toughs and began doing what he could to make himself master of the pits: not to overthrow the drones, but simply so that the people there could live without having their neigbor as their enemy. When he came to the attention of Steelgrave, as all such visionaries do, he pleaded for mercy, begging for help from the last survivor of their world of marvels. He got that help, oh yes. The process of assimilation into the armies of Omega is a horror best not described in these pages. Bones are removed and replaced with black, terrible Terminus metal, parts of the brain replaced with transceivers to receive the VOICE of Omega, and the body itself is infiltrated with a thousand different pieces of nano-technology. The subject is conscious to the end, naturally, so that when the torment and mutilation ends, he will cling to the VOICE in his head as the voice of his god. Steve Murdock died that day. He became a combat drone, a specially augmented unit designed to fight superhumans. And that was precisely what he did in a dozen different worlds. He was in at the death of mega-billions, a cold, merciless killing machine and agent of assimilation. A particularly powerful and skilled unit, he was traded from Annihilist to Annihilist, even starring in several battles in the arena. His armor was an experimental variety, designed to burst from under his skin when necessary, something which he used to great effect in combat again and again. Until one day, when it all changed. He was leading a squadron of Omegadrones through the Hundred Worlds when an alien starship decloaked just above them and opened fire. The big combat drone at the lead took the brunt of the damage, the tremendous magnetic charge scrambling his circuits...and severing his connection with the Terminus. Heavily damaged and outnumbered, he managed to fight off the lesser drones who attacked him when he was severed from the VOICE, their blasts giving him the drive to escape. And from there he fled, deep into the Void, screaming. It was through great good luck that he stumbled across a Furion raiding party, and even better luck that they didn't kill him out of hand. And when Freedom Bird disarmed him and beat him to his knees, the former drone looked up at the Furion and screamed "I die free!" And that was when Freedom Bird and the others wept, because if a drone could be freed, who knew what freedom could do? The Furions took him in and taught him, teaching him something of himself and of what it meant to be a free man, but he really had no place among those shining symbols of virtue. They knew him too well, and had fought too many drones, to ever fully trust him. Luckily, Freedom Bird knew people who could help, and the former Omegadrone (now calling himself Harrier, after Harriet Tubman), was delivered to the Freedom League, who (after _extensive_ tests), delivered him to the world, with a fake ID and fake name, the better for him to learn about freedom. What better place than Freedom City? It's been quite a ride for the walking embodiment of pain and loss; embraced by some as the ultimate hard-luck hero and others as a symbol of all that is evil and horrible. He is still the monster people tell their children will come for them at night, but he's a hero too. It's a good feeling. He has a woman he loves and a job he cares about, friends and comrades with whom he would fight the worst of monsters with. But the road to redemption is a long one, and Harrier knows better than anyone the perils that lie along the way. After all, blood will tell. Personality & Motivation: Harrier is cold. It's not that he's unfeeling, by no means, but rather that the horrors of life as an Omegadrone have layered depths of memory and grief between himself and the rest of the world. He cares intently for the suffering of others, but shows this by action, not words. He speaks with a slow, deliberate monotone occasionally leavened by moments of wistful emotion. In his civilian ID, he keeps to himself, sometimes in a slightly creepy way. His small apartment has no decorations and sparse furniture. When he's not working, eating, or sleeping, he watches television, doing his best to absorb the reality of this world that's now his home. Otherwise he walks the streets, pike fastened subtly at his side, and tries to learn what he can about humanity. He opens somewhat around his close friends and his lover, but there is still no denying the fact that the scarred-faced drone is _other_, even if most people might not be able to sort it out. Powers & Tactics: Harrier prefers not to use his armor if the situation calls for it, and against many foes he can actually get away with that. Generally he fights silently, his face composed in a flat mask, but when angered by a particularly vile enemy his face contorts into a mask of utterly infuriated rage. He'll usually attack the strongest-looking enemy first, hitting them as hard as he can, not retreating unless absolutely necessary. His staff lets him hurt almost any foe, whether with blasts of Terminus energy or strikes with a devastatingly fast, powerfully charged blade at the head. If forced into his armor he's a terror on the battlefield. He usually fights from the air, blasting away at lesser foes, before landing to begin a slow, methodical elimination of the enemy. He'll allow weaker enemies to shoot him a few times, the better to spread _fear, before landing to begin their punishment. If forced into his armor, he does not linger, and will leave as soon as possible (or at least change back) so as not to attract attention. Complications: Enemy: This is something separate than just people being scared of him. There are people, a lot of people, who'd see a free Omegadone as an opportunity for some free payback. Friends: Wander, Jack of all Blades and company, Dragonfly, and the rest of the HAX and Interceptors crew are people Harrier would walk through fire for. Immigrant: Harrier is still adjusting to local customs and society in Freedom City. He's learned a lot as he's gone, but this is indeed a strange world. Love: Harrier loves Gina Evans, for all that it's a deeply fraught relationship. Double Secret: Harrier has more than one identity to worry about now that he has the Caradoc name. Job: Harrier is frightened of losing his job, as it's one of his connections to the world around him. Monster: Harrier is an Omegadrone. Cops will shoot at him on sight if he's in armor, civilians will run screaming or attack him if they're brave enough. Only a Mother: Even outside of his armor, Steve is no prize. Collector: Between the Omegaorphans that he rescued from a crashed Terminus ship, Yolanda Morales, and the Deep One babies he helped save during the Archevil invasion, Harrier is something of a collector of lost and bereft children. The World I Left Behind Me: The Terminus knows those who escape, and has terrible plans for them. Abilities: 14 + 6 + 14 + 0 + 6 + 0 = 40 pp STR 32/24 (+11/+7) DEX 16 (+3) CON 24 (+7) INT 10 (+0) WIS 16 (+3) CHA 10 (+0) Combat: 8 + 8 = 16 pp Init: +11/+3 ATK: +4 (+7 Melee) [+6 (+9 Melee) w/Armor, +12 Blast with Pike, +18 Blast/+16 Strike w/No More Holding Back] DEF: +9 (+3 Dodge Focus, +2 from Armor, +4 Base, +2 flat-footed) [+15 w/No More Holding Back] Grapple: +14/+22 Knockback: -13 Saves: 3 + 5 + 7 = 15 pp TOU +15/+11/+9/+7 (+7 Con, +2 Density, +2 Protection, +4 Force Field [10 Impervious]) FORT +10 (+7 Con, +3) REF +8 (+3 Dex, +5) WILL +10 (+3 Wis, +7) Skills: 68 r = 17 pp Disguise 0 (+0/+50) Intimidate 10 (+10/+20, SM) Knowledge (Cosmology) 10 (+10/+15) Knowledge (Tactics) 15 (+15) Knowledge (Technology) 10 (+10) Language 1 (English, Base: The Black Speech of the Terminus) Notice 7 (+10/+20, SM) Sense Motive 7 (+10/+20, SM) Stealth 7 (+10/+15, SM) Survival 1 (+4) Feats: 15 pp Attack Focus: Melee 3 Dodge Focus 3 Interpose Leadership Master Plan 2 Second Chance (Saves vs. Fear) Skill Mastery (Intimidate, Notice, Sense Motive, Stealth) Takedown Attack Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 6 + 14 + 30 + 31 + 13 + 30 + 1 + 2 + 1 + 12 + 1 + 2 + 8 = 151 pp Communication 4 (technological, 1 mile, radio, PFs: Selective, Subtle [Encrypted]) [6PP] Container 3 (15PP, No More Holding Back, training, Drawback: Power Loss [When Not Inflicting Lethal Damage, -1]) [14PP] Attack Specialization 3 (Terminus Blast Array) [3] Enhanced Defense 6 [12] 3+12=15 Container 5 (25PP, Terminus technological, Omegadrone Armor, Extra: Duration [Continuous]) [30PP] Enhanced ATK 2 [4] Enhanced DEF 2 [4] Flight 3 (50 MPH/500FPM, PF: Move-By Action) [7] Immunity 4 (disease, poison, sleep, starvation and thirst, Flaw: Limited [Half-Effect]) [2] Immunity 6 (Environmental Cold, Heat, Pressure, Radiation, Suffocation) [6] Protection 2 [2] 4+4+6+2+7+2=25 Container 6 (30PP, Terminus technological, Alpha Omegadrone, Extra: Duration [Permanent], PF: Innate) [31PP] Enhanced Feats 10 (Affects Insubstantial 2 [Unarmed], Challenge 3 (Fast Startle, Mass Intimidation, Powerful Intimidation), Improved Initiative 2, Luck, Quick Draw [Draw], Startle) [10] Enhanced Skills 40 (Intimidate 10, Knowledge [Cosmology] 5, Notice 10, Sense Motive 10, Stealth 5) [10] Impervious Toughness 8 [8] Super-Strength 1 (Effective STR 42, Heavy Load: 3 tons) [2] 11+10+8+2 Density 4 (Terminus technological, Permanent, PF: Innate [+8 Strength, Protection 2 (Impervious), Immovable 1, Super-Strength 1, x3 mass]) (13 pp) Device 9 (45PP, Terminus technological, Omegadrone Pike, Flaw: Easy to Lose, PFs: Restricted 2 [Harrier Only], Subtle [Collapsible]) [30PP] Concealment 2 (normal vision, Flaw: Passive) [2DP] Enhanced Feats 3 (All-Out Attack, Power Attack, Takedown Attack [2]) [3DP] Force Field 4 [4PP] Super-Senses 4 (Detect Weakness [3], radio, Enhancement: Analytical) [4DP] Terminus Blast Array 14 (28PP, PF: Alternate Power 1) [29DP] BE: Blast 12 (entropic blast, PFs: Accurate 3, Improved Crit) {28/28} AP: Strike 4 (blade strike, Extra: Autofire [10], Penetrating 5 [as DMG 20], PFs: Affects Insubstantial 2, Extended Reach 1 [5 ft], Improved Crit 2, Mighty, Precise, Variable Descriptor 2 [any technological]) {28/28} 2 + 3 + 3 + 4 + 4 + 29 = 45 Feature 1 (mutation, Temporal Inertia) [1PP] Immunity 4 (mutation, disease, poison, sleep, starvation and thirst) (Flaw: Limited [Half-Effect]) [2PP] Leaping 1 (mutation, x2, RLJ 34 ft, SLJ 22 ft, V 8 ft) [1PP] Morph 10 (Caradoc, technological, Disguise Bonus +50, PFs: Covers Scent, Precise) [12PP] Speed 1 (mutation, 10 MPH/100FPM) [1PP] Super-Senses 2 (Terminus technological, Darkvision) [2PP] Super-Senses 8 (mutation, Detect Terminus [3], mental: Enhancements: Acute, Extended 2 (1000 ft range increment), Radius, Ranged) [8PP] Drawbacks: -2PP Weakness (magnetism, uncommon, minor) [-2PP] Abilities (40) + Combat (16) + Saves (15) + Skills (17) + Feats (15) + Powers (139) - Drawbacks 2 = 250/250 pts
  11. Power Level: 15 [12 combat w/o Gadgets, 15 skills/w/Gadgets] (241/250PP) [279] Trade-Offs: +0 Attack/+0 Damage, -0 Defense / +0 Toughness Unspent PP: 9 In Brief: A reclusive cyberkinetic who built herself a superpowered robot body for IRL heroic shenanigans. Alternate Identities: Robot Identity: Secret Birthplace: Freedom City Occupation: Superhero/Paperweight Affiliations: None Family: N/A Age: 3 years (Final version created June 2010) Apparent Age: Early 20s Gender: Female Ethnicity: Caucasian Height: 5'10" Weight: 180 lbs. Eyes: Blue Hair: Blonde, Long, Slightly Curly Description: Miss Americana is a beautiful and sparkling young woman who draws people in with both her looks and her confidence. Perfectly proportioned and with supermodel skin, hair and teeth to match, she looks a little bit like she stepped out of a comic book by one of the better artists. Curly blonde hair falls to the shoulders and over the red cape of her red, white and blue uniform, with a tiny circlet to keep it out of her face and accent her forehead. Fearless and nigh-invulnerable, she is a shining beacon in the heroic firmament. Power Descriptions: All of Miss Americana's powers are of the Technological descriptor, being as how she is a robot and all. Her scanner looks somewhat similar to a Star Trek: Next Generation medical tricorder. She's a nerd, sue her. History: Gina Evans was born the third of three children, and the only girl, to a lower middle class family in Blackwater, Missouri. Her father, Charlie, was a night shift supervisor at the paper products plant, while her mother Alice, called Lissy, stayed home to take care of the kids. To Lissy, her little Regina was her personal reward after birthing two boy children. At last she had her own little baby doll to play with and dress up and do all the things she wished she'd done herself. And Gina was undeniably a good looking baby, with her wispy blond curls and long fingers. At six months of age, Gina was entered into her first beauty pageant, the Missouri State "Show Me Smiles" competition, and inadvertently sealed her own fate when she gave the judges a huge gummy smile at just the right moment. She won Grand Supreme in the baby division, and Lissy saw a future that was studded with crowns and glory. Childhood got pretty weird from that point on, not that Gina had known anything different. While her brothers Pete and Charlie Jr. watched TV or played in the yard, from the time she was two years old, Gina spent at least thirty hours a week with her mother, getting her hair styled, practicing pageant walks, being fitted for costumes, and endlessly, endlessly smiling. She liked the attention from her mother, who left the boys to their own devices while she molded her daughter, and the pretty clothes, and seeing her little pageant friends on weekends. She also liked winning beautiful crowns and white sashes, and for awhile, she did pretty well at that. In the baby and toddler divisions, a lot of the winning was determined by who had hair, who got teeth in the right order, and most especially by how much money the parents were willing to spend on clothes. Lissy was of the firm opinion that money was no object when it came to winning. Charlie, a responsible if somewhat uncreative man, had set up college savings accounts for all three of the kids so they'd have a chance to get ahead in the world one day. Lissy thought nothing of continually spending whatever went into Gina's, on the rationale that once she was a champion, scholarships would be easy to come by, if she didn't go straight into modeling or acting, of course. Gina's frilly pink and white bedroom got a shelf full of little crowns and trophies, and her closet was stuffed full of thousand dollar dresses. As she got older, competition became more intense for Gina. Her baby teeth didn't come in as straight and white as they could have, so she got a "flipper" to cover them with the illusion of big white perfect teeth. She spray-tanned and got her eyebrows waxed every other week, holding tightly to her stuffed rabbit so she wouldn't cry and make it hurt more, and had extensions to fill out her less-than-lush dyed and permed blonde hair. By the time she was six or seven, Gina wasn't sure she wanted to do any of this anymore, but she knew her mama would be sick with sadness if she found that out, so she soldiered on anyway. When she got the chance, especially at school, she would sneak away from what she was supposed to be doing and play with the computers, which were wonderful and interesting. She taught herself about computers with the help of the internet, and got pretty good with them for someone from her age and background. Her pageant performance started suffering due to her ambivalence and growing distraction, though, and she stopped placing outside her age group nearly as often as she used to. When Gina only won her division, it usually made her mama so mad that she cried, and then wouldn't say anything for the whole way home. When they'd driven ten hours to a pageant, that was a long time. Gina brought books along to fill the silences, and eventually she started to enjoy that part of the trip the most of all. Gina hit puberty early, and it wasn't kind to her. Her adult teeth were as crooked as the baby teeth had been, and her features lacked the pleasing symmetry the judges looked for in the vital and ineffable "facial beauty" category. She didn't get much in the way of a figure, and her skin turned oily while her hair got dry from nearly a decade of being abused by chemicals. The other pageant girls had formed their cliques while she was busy reading, and at eleven she was an ugly duckling outsider without a hope of placing outside her division. She dreaded going to pageants anymore, but Lissy declared that this was just a phase that they would work through, and as soon as they got the acne cleared up and the braces came off, the winning would start again. She began looking into doctors who would do some facial work on adolescent girls, but for once Charlie put his foot down. Up to this point he'd been content to let his wife mold their little girl, but plastic surgery was a bridge too far. Gina was immensely relieved, even as a small part of her still hungered to be beautiful and bright like the other girls. At school all the kids thought she was weird because of the pageant stuff and how she would sometimes come to birthday parties in dresses and with her hair and face teased half to death because her mother had told her to. There were kids like her at school, kids who liked reading and computers and stuff, but they didn't think she was like them, and she couldn't seem to find a way to reach them. She was very lonely, but at least she could talk to people on the computer who didn't know who she was or what she looked like. She made friend there. By the time Gina reached high school, the pageant world was cutthroat and she was just not cutting it. No matter how many hours she practiced with her mom breathing down her neck, she wasn't coordinated enough to do the dancing and gymnastics routines, and she was too tone deaf to sing or play an instrument. She put on the fake teeth and the five pounds of makeup, did her pageant walk and smiled, smiled, smiled, but it just wasn't enough. The endless special diets to keep her weight down and manage her acne just added insult to injury, and between pageants and coaching, there wasn't enough time for homework, let alone trying to make any friends. Finally Gina had had enough and told her mother she was quitting pageants, only to have Lissy calmly drop the bombshell on her that she'd better not drop pageants if she wanted to have any hope of going to college, because there was no money for her to go anymore. Pageants were her future, and without them, there was no future. Gina was smart, but her dad made just enough money to squeeze her out of financial need scholarships, and there would be no good college without money to send her. Wretched, Gina retreated to her computer, pouring out her woes onto her Livejournal. Hardly anybody actually read her journal, since the site wasn't exactly popular anymore, but in a way she felt it was like screaming at the sky. Even if no one listened, there was something cathartic about putting the words out there, fingers flying across the keys as tears of anger and despair rolled down her face. She was surprised when her instant messenger chimed a message to her, and even more surprised when it was from someone she didn't recognize, but whose IM hadn't triggered a "Do you want to take this message?" window. As far as she knew, she hadn't ever talked to anyone named Gene_Elliot2U before. I read your sad story, the message read. Don't you ever get to do what you want? Okay, that was really weird, Gina thought, but was interested enough to respond anyway. The worst she could get was trolled. Not really, she typed back. My mom has always decided everything for me. I've got nothing that's my own. What do you want? her mysterious conversational partner asked. Cake? Gina typed back, adding a silly smiley face. I hear it's delicious. No, really, the text box insisted. If you could have anything, be anything, what would you want? Gina was taken aback by the question. "Gorgeous, duh," she muttered aloud, then shook her head just as quickly. Maybe if she could be beautiful it would make her win pageants, and make her mom happy, and get her a scholarship, but none of that would be hers, it would just be more of what other people wanted. I want to be good with computers and machines, she typed instead, catching her lower lip between her teeth as she worked. So good that I can do anything I want with them, and get any job I want with them. An interesting choice. Very well. Have fun! Suddenly, Gene_Elliot2U signed off, and an instant later, the chat window closed, and the name disappeared from Gina's instant messenger list. For all intents and purposes, the conversation might not have happened at all, according to her computer. "Hey!" Gina protested, leaning forward and grabbing for the mouse. "What the hell?" She focused intently on the computer, trying to figure out what had gone wrong, and suddenly she was inside the computer. It was an intensely disorienting experience that lasted only a few seconds, but it was the beginning of everything. Learning to use her new powers wasn't easy, but it was the most wonderful, most exciting, most fun thing Gina had ever done in her life. Finally she was special, finally she was really good at something she loved. That gave her the courage to tell Lissy where she could put her stupid pageants and the wherewithal to deal with the rage and tears and eventual estrangement that followed. Gina had never been close to the rest of her family, and she was happy to obey Lissy's edict and move out on her eighteenth birthday, since "she obviously didn't want to be part of this family anymore." Things were hard at first, and she had to take a crappy tech support job to pay the bills, but within a few months she'd come up with her first technology patent, a sweet little program that synchronized a half dozen distribution and bookkeeping programs and that sold like wildfire in the warehousing and trucking markets. With the money, and the money from several other patents she came out with after that, Gina moved to the suburbs of Freedom City and bought herself a house that was bigger than the one she grew up in. She sent Lissy pictures, but no address. When she wasn't working on ways to put her powers to good use inventing things, Gina put on her metaphorical white hat and went to save the world on the internet. There were bad people out there, and it was kind of fun to go out and slay malicious code and cage up malware before it could hurt innocent civilians. Now that she was making enough money to have her groceries delivered, her lawn mowed, and her upstairs dusted, there was nothing that kept Gina from burrowing into her basement lab and spending as much time online as she wanted. So she did. No one on the outside missed her. It actually took her a surprisingly long time to realize that fact, but when she did, it made her lonely. She didn't want to live and die in this basement, no matter what sort of valuable things she did down there. At the same time, she knew she was flabby and oily and gross and unsociable, and she didn't want to go outside, either. If she went outside, she wouldn't be admired or applauded or judged worthy. She'd still be an outsider, incapable of doing the brave deeds she did online, helpless as anyone else and perhaps more so than most. She didn't want to be that person. Then she realized she didn't have to be. It took months to gather the materials and craft all the parts, but at long last, Gina had her first robot. It was crude, boxy and inhuman, but it was proof of concept. Wearing the robot like a videogame character while her hateful human body lay motionless in the basement, Gina rocketed into the sky and performed aerial acrobatics, then returned to earth long enough to stop a purse-snatcher. It worked! Over the next year, she performed many tests and alterations, tweaking and planning, till finally she was ready. Miss Americana (similar to yet legally distinct from, of course), was ready to meet the world! Personality & Motivation: Miss Americana is pleasant and helpful to everyone she meets, except for villains, who she treats with all the outrage that they deserve! The world needs protecting, and she's just the hero to do it! Beyond that, Miss Americana is a mysterious creature, who seems to desire nothing beyond truth, justice, and the American way. Powers & Tactics: Miss Americana is strong and acrobatic, capable of leaping tall buildings in a single bound, or even flying a little when the situation calls for it. Bullets do not faze her, nor do many poisons or mental attacks that might stun other heroes. Villains cower in fear of the red, white and blue power beams that shoot from her hands to quell their evil schemes. Complications: Barbie Doll: With her costume on, Miss Americana looks amazingly human and can easily pass. With her costume off, however, she is Barbie-doll smooth, with none of the parts that would be expected on an actual working woman. This is bad for her cover, and precludes much of a social life. Kill Switch: If Gina is ejected from control of the robot and someone attempts to open the robot and get it working again or reprogram it, it is programmed to immediately wipe its programming banks and melt down its servo control switches. Miss Americana will be useless until brought into the lab for repairs. Abilities: 10 + 4 + (-10) + (-10) + (-10) + (-10) = -26PP Strength 34/20 (+12/+5) Dexterity 14 (+2) Constitution --- Intelligence ---, 40/24 (+15/+7) when piloted by Gina Wisdom ---, 20 (+5) when piloted by Gina Charisma ---, 30 (+10) when piloted by Gina Combat: 12 + 16 = 28PP Initiative: +6 Attack: +6, +12 Blast/Unarmed Grapple: +22/+11 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -15 Saving Throws: 0 + 8 + 0 = 8PP Toughness: +12 (+0 Con, +12 Protection) (Impervious 12) Fortitude: --- Reflex: +10 (+2 Dex, +8) Will: --- Skills: 16R = 4PP Acrobatics 16 (+18) Bluff --- (---); 20 (+30) when piloted by Gina Diplomacy 16 (---); 20 (+30) when piloted by Gina Feats: 61PP Attack Specialization (Unarmed) 2 Dodge Focus 4 Equipment 5 Luck 3 Improved Initiative Interpose Sidekick 45 (Gina, 225PP) Equipment: Headquarterses! 25 EP House Spoiler Size: Medium; Toughness: 10; Features: Computer, Concealed 2 (+15), Living Space, Personnel, Power System, Power, Security System. Workshop Cost: 11 equipment points. Lab Size: Medium; Toughness: 15; Features: Laboratory, Library, Personnel, Power System, Security System, Workshop. Cost: 9 equipment points. 5ep to The Lab Powers: 3 + 33 + 22 + 8 + 4 + 2 + 28 + 1 + 24 + 10 + 30 + 4 = 169PP Device 1 (Scanner, 5PP, Easy to Lose) [3 pp] Spoiler Super-Senses 5 (Analytical for All Vision {2}, Analytical and Ranged for Tactile {2}, Detect Weakness [visual] {1}) Energy Systems 15 (30 points; PF: Alternate Power 3) [33PP] BE: Blast 12 (laser fingers; PFs: Accurate 2, Improved Crit, Precise, Variable Descriptor 2[any electromagnetic]) {30/30} AP: Damage 12 (laser storm; Extras Selective, Targeted Area [Cone], Flaw: Action [Full], PFs: Accurate 2, Improved Crit, Precise, Variable Descriptor 2 [any electromagnetic]) {30/30} AP: Enhanced Strength 14 (to 34/+12) [14PP], and Flight 4 (total rank 5; 250MPH, 2,500ft per Move Action) [8PP], and Super-Strength 4 (effective Str 54; Heavy Load: 11.5 tons) [4PP] {14+8+8=30/30} AP: ESP 7 (200 miles, all senses; Flaw: Medium [machines]; PFs: Rapid 6 (1,000,000), Subtle) {28/30} Enhanced Charisma 22 (Extras: Affects Others, Flaws: Limited [Others]) [22PP] Enhanced Skills 32 (Bluff 16, Diplomacy 16, Extras: Affects Others, Flaws: Limited [Others]) [8PP] Features 4 (Alarm 2 [DC25], Eidetic Memory, Kill Switch) [4PP] (Alerts Gina when robot makes any unauthorized movement, either from moving or being moved. Built-in audio/visual recording equipment, Remote Deactivation) Flight 1 (10MPH, 100ft per Move Action) [2PP] Gadgets 4 (Assorted Devices; 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [28PP] Illusion 1 (biometrics field/Technology; All Senses; Flaws: Limited: "I'm a real boy!" 2; Drawbacks: Limited: Does not effect normal un-enhanced vision) [1pp] Immunity 30 (Fortitude Effects) [30PP] Immunity 10 (Mental [Psionic] Effects, Extras: Affects Others, Flaws: Limited [Others]) [10PP] Protection 12 (Extras: Impervious [12]) [24PP] Super-Senses 4 (Communication Link [Radio, Gina], Radar [Accurate Radio sense]) [4PP] Drawback: -3PP Vulnerable (magnetic effects; Uncommon, Major [x2]) [-3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Melee DC 27/20 Toughness Damage Lasers Ranged DC 33/DC27 Toughness Damage Abilities (-26) + Combat (28) + Saving Throws (8) + Skills (4) + Feats (61) + Powers (169) - Drawbacks (-3) = 241/250 Power Points Spoiler Default Allocation {12+8=18/20} Enhanced Blast 6 (to Blast 18) {12/12} Force Field 6 (Extra: Impervious 2 [to 14] {8}
  12. Player Name: Trollthumper Character Name: Cannonade Power Level: 11/15 (169/249PP) Trade-Offs: -2 Defense / +2 Toughness Unspent PP: 80 Progress To Impervium Status: 138/150 (Platinum Status earned with Nick Cimitiere) In Brief: Would-be working class hero/anti-racist skinhead trying to live up to his WWII hero grandfather's legacy. Alternate Identities: Joe Macayle Identity: Secret Birthplace: Freedom City Occupation: Steelworker Affiliations: None Family: Greg Macayle (father, construction worker); Sandra Macayle (mother, hairdresser); Andy Macayle (brother, high school student) Age: 21 (DoB: Nov 11, 1988) Apparent Age: 21 Gender: Male Ethnicity: "British Isles Mutt" Height: 6'2" Weight: 220 lbs. Eyes: Brown Hair: Black, usually worn close-shaved Description: On the job, Joe doesn't dress that different from the other guys -- work boots, work shirt, jeans. When he goes to shows or is hanging out with his friends, he usually wears his gear -- jeans, Doc Martens, band T-shirt/polo shirt, braces, and a black flight jacket with a circular SHARP patch on the arm. As Cannonade, his style doesn't change much -- he trades his blue jeans for black, his black flight jacket for a red one, and his band T-shirts for a white T with a cannon firing a ball into the air as a logo. The only true adornment he wears is a project made from some of the leftover cast-offs at work -- a steel Trojan helmet, meant more to cover his identity and pay homage to his grandfather than to protect. History: "Always be proud of what you are." That was Greg Macayle's constant advice to his oldest son, Joe. Greg and his wife Sandra managed to eke out a pretty good living for their kids in Southside -- sure, money was tight sometimes, but they always managed to get by. Greg taught Joe the value of hard work, accepting others, and not letting the world grind you down. Most importantly, he taught Joe that it's important to stand up for what you believe in. Sometimes, Greg wondered if he taught Joe this a bit too well. The first real indicator was when he fell in with the punk scene in high school; from there, it was a short jump to the local SHARPs. Very few parents are especially thrilled that their son's become a skinhead. It took Joe a long series of explanations about the history of skins and how not all of them had white power sympathies -- hell, the ones he ran with positively loathed Nazis. While the issue was dropped, his folks always kept hoping he would grow out of it. The second indicator was when Joe decided to get a job at the steelworking plant right out of high school. Greg and Sandra had hoped he would think about college, but Joe pointed out that his grades weren't good enough to qualify for a scholarship, and Andy had a better chance of getting into a quality school. He'd just put aside what he could at work to pay for night school while studying in his free time. Joe quickly adapted to life at the plant -- getting along with the other guys, learning the ins and outs of the union, and always keeping his eye on the ball. One day three years into the job, however, there was a spill-over at the plant. Safety procedures went into effect, but Joe's hand got splashed by a stray glob of molten iron. The pain was immense... and then it mysteriously stopped. Joe looked down at his hand to find that it was burned, but not as badly as it could've been. In the days after the accident, Joe found that things could change. When a pen rolled under the couch, he went to retrieve it -- and ended up lifting it single-handed. Desperate to talk to someone about what he was going through, Joe went back to his parents and told them about the changes in his life. That was when Greg revealed to Joe a series of medical records dating back to when he was born, stamped with the AEGIS logo. Greg told Joe the truth about his grandfather, Paul Macayle. Paul had been a labor organizer with socialist tendencies during the Great Depression. He'd managed to get the auto plant he worked at unionized, but some of the guys at work questioned his patriotism. Paul loved America, but thought that it could lend a better hand to its poor. When Pearl Harbor was bombed, Paul signed up for service -- not to prove his patriotism, but to aid his country. Word of his sympathies caused a few hang-ups with officers left over from the post-WWI Red Scare, however, and the question of whether he was fit for service was bounced around the local brass. One officer, however, not only stood up for Paul, but submitted his name for a top secret program. Using knowledge of genetics retrieved from a German defector, Paul was altered to become an ideal fighting machine, a field operator who could break up heavy artillery and soften up enemy battalions for the other soldiers. The program had failed to take on many soldiers, and the number crunchers at the Pentagon were beginning to wonder if it was worth it. Paul, however, not only pulled through the regimen, but emerged with greater strength and resilience than any other soldier. He was the Legionnaire. Paul fought in the German theater from 1941-1944. During his time overseas, he met Laura, a composer working with the USO shows. The two fell in love, and got married in August of 1944. But as Legionnaire's unit approached convened on the Ardennes Mountains, they were assaulted by a strike group led by Superior. Legionnaire managed to get his men to safety, but at the cost of his own life. He was buried a hero, leaving behind Laura... and their son. Greg had been tested when he was born, and while Legionnaire's genetic profile had been passed on, it was latent. The chances were it would trigger if he was exposed to mortal peril, but Laura refused to let such a thing happen, even in a controlled setting. Greg himself didn't learn about the chance of trigger until Laura had died, and by that time, with Joe learning to talk and Andy on the way, he felt he couldn't take the risk. Joe was the first to inherit the mantle of his grandfather, the Legionnaire. After spending a few nights debating with himself on what to do next, he went with what he's always done -- stand up for what he believed in. Power Descriptors: Mutation (Legacy derived; the DCU term would be "metahuman") Personality & Motivation: Out of costume, Joe is warm, open, and friendly. He tends to lose himself in passion, whether it be joy or anger, and if challenged, will try to resolve things peacefully -- though if someone's being a jerk to him, he'll likely bring his anger to bear verbally. In costume, Cannonade tries to be stoic, calm and stalwart, the kind of man Joe thinks his grandfather was on the field. This works out better in theory than as practice as of now, as sometimes he manages to lose himself in the flow of battle -- especially when dealing with a foe he really, really hates. Complications: ...And The American Dream: Joe wants to represent the beliefs his grandfather stood for -- the idea that America is a land of ideals, a place where those who fall can expect a hand to guide them back up, a place where a person can take pride in what they do. He'll proudly stand up for these beliefs when challenged, and may let anger or despair take hold when he sees the flouting or failure of these ideals. Lurking In The SHADOWs: As far as Joe knows, most of the agents of Nazi Germany his grandfather fought against have been neutralized. Nacht-Krieger is missing, Superior is imprisoned, and Overshadow is dead. But a lot happened during the War, and a lot is still unknown. Who knows who may be still bearing a grudge over the failure of the Third Reich? Especially if they wish to take out that grudge on someone taking up the mantle of one of the very Allies who dogged their heels... "New Jersey Nazis...I Hate New Jersey Nazis": In addition to the bone-deep hatred for Nazis that most SHARPs bear, Joe's dislike for fanboys of the Third Reich is deepened by the knowledge of his grandfather's death at the hands of one of Hitler's supermen. This is a problem, as Joe knows he needs to live up to Legionnaire's legacy, and his old approach to dealing with Nazis usually contravened First Amendment regulations -- and assault laws. No, Not That Kind Of...: From his manner of dress to his declarations, Joe's still pretty clear about the fact that he's a skin. Of course, he'll usually follow this up with an explanation about the various subsets of the skinhead subculture and the general antipathy for white power "boneheads" in various street scenes, but, well, still doesn't change the fact that once you've introduced yourself as a skinhead, it may not win you any favors. A Working Class Hero Is Something To Be: Joe still works a 9-to-5 job that isn't exactly big on breaks, which means if there's danger afoot, it might not be easy for him to get out. And there's only so long his union rep is gonna cover for him... Abilities: 9 + 2 + 10 + 2 + 4 + 6 = 33PP Strength: 32/19 (+11/+4) Dexterity: 12 (+1) Constitution: 36/20 (+13/+5) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +5 Attack: +6 Ranged, +11 Melee Grapple: +24, +14 w/out powers Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -10/-2 Saving Throws: 0 + 5 + 6 = 11PP Toughness: +13 [imp 11]/+5 (+13/+5 Con) Fortitude: +13/+5 (+13/+5 Con, +0) Reflex: +6 (+1 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 80R = 20PP Acrobatics 8 (+9) SM Craft (Structural) 4 (+5) Diplomacy 8 (+11) SM Gather Info 8 (+11) Intimidate 8 (+11) SM Knowledge (Current Events) 8 (+9) Knowledge (History) 4 (+5) Knowledge (Pop Culture) 4 (+5) Knowledge (Streetwise) 8 (+9) Notice 8 (+10) SM Profession (Steelworker) 4 (+6) Sense Motive 8 (+10) Feats: 26PP All-Out Attack Attack Focus (Melee) 5 Challenge [Fast Startle] Dodge Focus 3 Improved Grab Improved Initiative Inspire 5 Leadership Luck 2 Power Attack Skill Mastery (Acrobatics, Diplomacy, Intimidate, Notice) Startle Takedown Attack 2 Well-Informed Powers: 16 + 13 + 11 + 2 + 2 + 11 = 55PP Enhanced Constitution 16 (to 36/+13) [16PP] Enhanced Strength 13 (to 32/+11) [13PP] Impervious Toughness 11 [11PP] Speed 2 (25mph / 250ft per Move Action) [2PP] Super-Movement 1 (Slow Fall) [2PP] Super-Strength Array 5 (10 points; Feat: Alternate Power) [11PP] Base Power: Super-Strength 4 (effective STR 50 [Heavy Load: 12 tons]; Feats: Shockwave [100-ft Cone], Super-Breath [100-ft Cone]) {10/10} Alternate Power: Leaping 10 (x2,500; Running Long Jump 50,000 ft., Standing Long Jump 25,000 ft., High Jump 12,500 feet at rank 10 [6 rounds]; Running Long Jump 500 ft., Standing Long Jump 250 feet, High Jump 125 feet at rank 4 [move action]) {10/10} Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 26 Toughness (Staged) Damage (Physical) Shockwave Touch/Area DC 21 Reflex 1/2 Effect DC 26 Toughness (Staged) Damage (Physical) Super-Breath Touch/Area DC 21 Reflex 1/2 Effect Contested STR/DEX vs +11 Prone Abilities (33) + Combat (24) + Saving Throws (11) + Skills (20) + Feats (26) + Powers (55) - Drawbacks (0) = 169/249 Power Points
  13. Player Name: KnightDisciple Character Name: Gabriel Power Level: 15 (250/250PP) (PL 12 Caps) [280] Trade-Offs: None Unspent PP: 0 Progress To Impervium Status: 126/150 Alternate Identity: Carson Finbar Keefe Identity: Secret Birthplace: Limerick, Ireland (Chalk it up to the Almighty's sense of humor) Occupation: Drama Teacher Affiliations: Freedom College, Freedom League (Reserve Member) Family: Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother) Age: 29 (DoB: March 21, 1984) Apparent Age: N/A Gender: Male Ethnicity: Irish Caucasian Height: 6' Weight: 170 lbs. Eyes: Blue Hair: Red Speech Color: Maroon Description: Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face. Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually flex with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch. Power Descriptions: At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter. (Further descriptions here. Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as. History: (Full history found >here.) Gabriel has proven himself a fearless hero of Freedom City, rightfully earning his place in the Freedom League. His soft skills, especially diplomacy, have marked him as something of a diplomat among heroes, as well as an unofficial "go-between" for the Catholic Church to the hero community in Freedom City (though it's not a role that's needed often). Though he is by no means an "elder statesman", Gabriel strives to build bridges, both between himself and others, and between other people in general. As one of the semi-official "protectors of Sanctuary", he can find himself stretched thin, but it's simply an occasion to rise to another challenge. He will continue to stand as a barrier between the innocents of Freedom City (and the world itself) and any evils that might prey upon them. Personality & Motivation: Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for. This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students. As Gabriel, his focus has often been on helping "the little guy," such that he still stops non-powered petty criminals, instead of focusing solely (or even mostly) on super-crime. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians. Even as his focus has broadened over the last couple of years, Gabriel's approach hasn't really changed; his heart still goes out to some criminals who he sees as victims of their own sickness (such as Bee-Keeper II). He will show a touch of wrath for the more hardened elements of the super-criminal world, though, especially the ones who deal in the more despicable trades. And his righteous anger in the presence of the Powers of Darkness can shake a building (if not quite the world). Powers & Tactics: Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast. Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in. Complications: Demons, Why Did It Have To Be Demons?: Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight. I Hate Faeries!: Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. As well, he has now repeatedly thwarted plans made by various factions among the Seelie and Unseelie Courts. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades), or if it brings down unwanted attention or diplomatic difficulties from various Fae factions upon him. Old Wounds: Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like. Responsibility: Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. At the same time, he is also a Reserve Member of the Freedom League. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict. Secret (Identity): Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult. Shepherd of The Flock: Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions. Abilities: 4 + 4 + 6 + 4 + 8 + 10 = 36PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 50/30/20 (+20/+10/+5) Combat: 16 + 16 = 32PP Initiative: +6 Attack: +8, +12 Spear, +12 Sonic Control Grapple: +11 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6/-4, -3/-1 Flat-Footed Saving Throws: 8 + 9 + 10 = 27PP Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed Fortitude: +11 (+3 Con, +8) Reflex: +11 (+2 Dex, +9) Will: +14 (+4 Wis, +10) Skills: 140R = 35PP Acrobatics 8 (+10) Bluff 10 (+40/+20/+15)SMUE Diplomacy 10 (+40/+20/+15)SMUE Gather Information 10 (+40/+20/+15)SMUE Intimidate 10 (+40/+20/+15)SMUE Knowledge (Arcane Lore) 8 (+10) Knowledge (Art) 8 (+10) Knowledge (Streetwise) 8 (+10) Knowledge (Theology & Philosophy) 8 (+10) Notice 12 (+16) Perform (Acting) 10 (+30/+20/+15) Perform (Oratory) 8 (+28/+18/+13) Perform (Singing) 8 (+28/+18/+13) Perform (Wind Instruments) 10 (+30/+20/+15) Sense Motive 12 (+16) Feats: 39PP All-Out Attack Attack Specialization (Sonic Control) 2 Beginners Luck Defensive Roll 2 (+4 Toughness) Distract (Intimidate) Dodge Focus 4 Equipment 6 (30EP) Fascinate (Bluff) Improved Initiative Inspire 5 Leadership Luck 5 Power Attack Rallying Cry Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate) Ultimate Bluff Ultimate Diplomacy Ultimate Intimidate Ultimate Gather Information Uncanny Dodge (Auditory) Well-Informed Equipment 6PP = 30EP Headquarters (>Monastery) Size: Colossal (5EP) Toughness: +10 (1EP) Features: Animal Pens, Chapel, Communications, Computer, Gym, Isolated, Masterwork Laboratory (+2 to checks to study/analyze and perform research), Living Space, Masterwork Library (+2 to Knowledge checks), Masterwork Infirmary (+2 to Medicine checks), Personnel (Monks), Power System, Masterwork Workshop (+2 to Craft checks) (17 EP) Powers: Super-Movement 1 (Dimensional Movement (Sanctuary<->Earth Prime), Extras: Portal, Duration (Continuous) Flaws: Limited (Others); Action (Standard)) (Dimensional Portal inside the Monastery) (1EP) Freedom League Communicator Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP] Communications Link 1 (Freedom League HQ) [1EP] Powers: 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP Device 2 (10PP Container, Flaws: Hard-To-Lose) [8PP] (Holy Armor) Features 1 (Quick Change) [1PP] Immunity 2 (Critical Hits) [2PP] Protection 5 [5PP] Super-Senses 2 (Darkvision) [2PP] Device 4 (20PP Container, Flaws: Easy-To-Lose, Feats: Feature [Transforms into Masterwork Trumpet], Subtle [Transforms into a Ring]) [14PP] (Heavenly Spear) Light Control 5 (25ft radius, Flaws: Range [Touch]) [5PP] Strike 10 (Feats: Accurate 2, Mighty) [13PP] (Blessed/Holy, Piercing, Silver) Super-Movement 1 (Dimensional Movement 1 [Earth-Prime and Sanctuary] ) [2PP] Enhanced Charisma 10 (to 30/+10) [10PP] Flight 1 (10mph / 100ft per Move Action) [2PP] Immunity 1 (Own Powers) [1PP] Sonic Control 12 (34PP Array, Feats: Alternate Power 9) [43PP] (Mutation) Base Power: Dazzle 12 (Auditory Senses, Extras: Area [General, Burst, 60ft radius], Selective) [34PP] Alternate Power: Blast 12 (Extras: Autofire ) [34PP] Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP] Alternate Power: Confuse 12 (Extras: Area [General, Burst, 60ft radius], Selective) [34PP] Alternate Power: Drain Toughness 12 (Extras: Affects Objects, Range [Ranged]) [34PP] Alternate Power: Enhanced Charisma 20 (Extras: Linked [Enhanced Skills]) [20PP] + Enhanced Skills 10 (40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 ) [10PP] [20 + 10 = 30PP] Alternate Power: Emotion Control 12(Extras: Area [General, Shapeable, 12 5ft cubes]) [34PP] Alternate Power: Flight 9 (Rank 10, 10,000mph / 100,000ft per Move Action, Feats: Moving Feint, Subtle) [20PP] Alternate Power: Nauseate 12 (Extras: Range [Ranged]) [34PP] Alternate Power: Paralyze 12 (Extras: Range [Ranged]) [34PP] Super-Senses 3 (Ultrasonic Hearing, Extras: Accurate) [3PP] (Echolocation) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Blast Ranged DC27 Toughness (Staged) Damage (Energy) Confuse Ranged DC22 Will Confused Dazzle Ranged+Area DC22 Reflex 1/2 Effect DC22 Reflex Deafened DC22 Fortitude Recover Drain Ranged DC22 Fortitude Drain Toughness Emotion Control Perception DC22 Will (Staged) Special Nauseate Ranged DC22 Fortitude (Staged) Sickened/Nauseated/Helpless Paralyze Ranged DC23 Will (Staged) Slowed/Paralyzed Spear Touch DC27 Toughness (Staged) Damage (Physical) Abilities (36) + Combat (32) + Saving Throws (27) + Skills (35) + Feats (39) + Powers (81) - Drawbacks (0) = 250/250 Power Points
  14. Character Name: Nick Cimitiere Power Level: 12/15 (218/250PP) [278] Trade-Offs: None Unspent PP: 32 Progress to Impervium Status: 130/150 In Brief: Slick psychobilly necromancer with an obligation to help the dead and the living alike. Alternate Identities: Eric LaCroix Identity: Secret Birthplace: Freedom City Occupation: Aspiring Singer, Coffee Slinger, Freelance Necromancer Affiliations: None Family: Jessica LaCroix (Mother), Peter LaCroix (Father), Mallory LaCroix (Sister) Description: Age: 25 (D.O.B. October 1987) Apparent Age: 22 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 170 lbs. Eyes: Blue Hair: Black [floatr][/floatr] Description: Eric looks like the consummate rockabilly aficionado -- tight jeans, clunky engineer boots, white T (sometimes covered up with a stylized work shirt), shining leather jacket, and hair that could repel a sledgehammer. Tattoos of flames, skeletons, angels, and other symbols of death, salvation and damnation run up and down his arms in full sleeves. He's always got a cocky grin and a demeanor that's relaxed, if not cheerful. As Nick Cimitiere, not much changes -- Eric trades in his normal colors for all black (save the T-shirt) and his standard leather jacket for one studded with occult symbols, with the veve of Baron Cimitiere displayed most prominently across the back. What changes most, however, is the trademark grin. Through use of stage makeup and prosthetics that help give his face a different shape, Nick wears the image of a skull, complete with rictus. He can still be cheerful, of course, and is definitely helpful to the ghosts he encounters. The crooks, well, that's another story... History: As a young man, Eric's obsessions weren't really that different from anyone else's -- sex, cars, rock and roll, the usual. He may have had a taste for the morbid and the arcane, but hey, everyone's gotta stand out somehow. Upon graduating from high school, Eric planned to move on to Savannah, Georgia, to attend SCAD and work on getting his degree in art. That summer, however, Eric ended up in a hideous car crash. He survived, but not before being declared clinically dead for three minutes. During his near-death experience, Eric found himself in a winding cavern deep in the earth. As he traversed the cavern, he got glimpses of other worlds -- a carnivale on the African plains under a moonlit sky, a dark desert stretching along a winding river, a cold world of twisted roots and lost souls, and fields and prisons separated by a river of swirling memories. As he approached the river Lethe and looked into its depths, a mysterious figure in a robe grabbed his arm and said, "Not yet." The cavern faded, and Eric woke up on the operating table. After recovering from his experience, Eric passed the rest of the summer in peace, and headed off to Savannah in August. He was willing to write up his experience on the table as a hallucination, the jumbled reassembly of a dozen texts on various afterlives. As the first semester wore on, however, Eric began to realize that something had followed him back. Rooms he slept in became unnaturally cold -- which says a lot for Georgia in late summer -- and objects seemed to keep breaking around him. He kept seeing people out of the corner of his eye who weren't there when he turned, and heard things no one else did. And when he slept, he would descend again into that cavern, if only for a few minutes. Eric met his first ghost while studying in the library at midterms. She was lost, lonely, and covered in blood. She didn't speak much, but she spoke enough. By combing old newspapers and working on her accounts, Eric was able to find the man who killed her. After the murderer ended up in the grips of the police (through an anonymous tip, of course), the girl passed on to her final reward. And Eric knew he had found a new meaning in life. While still remaining devoted to his more mundane studies, Eric started browsing the hidden corners of Savannah -- and from there, the South in general. He took frequent road trips to New Orleans, seeking out arcane secrets. During this time, he began his career as Nick Cimitiere, costumed avenger of the dead -- and quickly discovered that's hard to do when your powers mainly consist of, "See ghosts, and maybe talk them into doing things for you." Things began to change after a trip to Atlanta in his sophomore year, however. Trying to gather evidence on a crime lord on behalf of a snitch whose soul was still bound to the car trunk he was killed in, Nick ended up running into a few hitters. Cornered and desperate, he called on his will for an answer... and it appeared, with the shadows in that dark alley lengthening and binding the hitters to the spot. At first Nick thought a ghost had answered his cries... but then realized that he had control over the shadow. He had somehow managed to learn the arts of necromancy by studying the manifestations of the restless dead. Trying to find answers, he headed back to Freedom for summer break and sought tutelage at the hands of Eldrich. Eldrich helped him to get a grip on his burgeoning sorcery, while reminding him of the inherent perils of necromancy. "Death is not to be feared, but it is not to be trifled with, either." Now, Nick has returned to Freedom City to set up shop, searching for a haunt (actually haunted, if he can manage it) and keeping in touch with his mentor. He's got a head full of dreams, a heart that bleeds for the living and the dead alike... and a nagging concern about just why he's been clued into the ways of death. Personality & Motivation: When out of costume, Eric is unabashedly charming, slick and helpful, both on stage and in the coffee shop. He's got a nice, laid back demeanor that helps keep people relaxed, and if they open up, he's always there to lend them a hand. When in costume as Nick Cimitiere, he's still got a lot of the same charm, towards both his fellow heroes and the restless dead alike. But like the loa he takes his name from, Nick's charm tends to turn venomous around the wicked. He hounds, pursues and nips at their heels, bringing up past misdeeds and warning them of the perils of the grave. It's not like he's going to actually kill anyone, but it helps to convince them that maybe it'd be better if they went down to the police station and confessed. Complications: Binders of the Dead, Beware: Nick rarely gets along with other self-professed necromancers, mainly because a good chunk of them are the type who raise zombies or bind ghosts to their service. He really hates necromancers and other sorcerers who bind the dead, and occasionally jumps the gun if presented with evidence of the dark side of their actions (e.g., a ghost trapped in a binding circle). "Mom, Dad, I'm a Superhero...Just Kidding": Nick's kept his nature as a hero a secret from his family, viewing the stranger side of sorcery as something he really doesn't want his loved ones to get tangled up in. Resolving Unfinished Business Don't Pay the Bills: Nick works as a barista during the day, a necromancer at night. Sometimes his "hobby" tends to get in the way of work, though... Talking To Ghosts Is Not a Trade Skill: Nick may be experienced in the ways of necromancy, but he doesn't know why he is. If he was chosen for some divine or nefarious purpose, he has no idea what it is. If some answer is offered, for good or for ill, there's a chance he may end up falling for it. Abilities: 2 + 4 + 4 + 6 + 4 + 6 = 26PP Strength 12 (+1) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 16 (+3) Combat: 16 + 16 = 32PP Attack: +8 Base, +12 Gifts of the Dead Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Initiative: +6 Grapple: +24/+9 Knockback: -11/-1 Saving Throws: 6 + 6 + 10 = 22PP Toughness: +12/+3/+2 (+1 Con, +12 Work Jacket [impervious 12] OR +1 Leather Jacket) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +12 (+2 Wis, +10) Skills: 124R = 31PP Bluff 6 (+9, +13 Attractive) Computers 2 (+5) Concentration 8 (+10) Disable Device 6 (+9) Diplomacy 8 (+11, +15 Attractive) Drive 6 (+8) Gather Information 8 (+11) Intimidate 12 (+15) Investigate 4 (+7) Knowledge (Arcane Lore) 12 (+15) Knowledge (Art) 6 (+9) Knowledge (Life Sciences) 4 (+7) Knowledge (Pop Culture) 4 (+7) Knowledge (Tactics) 4 (+7) Knowledge (Theology/Philosophy) 8 (+11) Notice 10 (+12) Perform (Singing) 4 (+7) Search 4 (+6) Sense Motive 8 (+10) Feats: 21PP All-Out Attack Attractive Challenge (Fast Startle) Dodge Focus 4 Equipment 2 (10EP) Improved Initiative Luck 3 Master Plan 2 Power Attack Quick Change Ritualist Startle Uncanny Dodge (Mental) Well-Informed Equipment: 2PP = 10EP 1 + 1 + 1 + 2 + 5 = 10EP Cell Phone [1EP] Laptop [1EP] Leather Jacket (Protection 1) [1EP] Sap (Strike 1, Feats: Mighty) [2EP] Parkhurst Hotel (Shared HQ) [5EP] Powers: 2 + 20 + 1 + 51 + 12 = 86PP Descriptors: Magic, Mystical, Necromancy Comprehend 1 (Spirits) [2PP] Device 5 (25PP Container, Flaws: Hard-To-Lose) (Nick's "Work" Jacket, bathed in the waters of the River Styx) [20PP] Protection 10 (Extras: Impervious Toughness 12) [22PP] Immunity 3 (heat, cold, pressure) [3 PP] Features 1 (suite of minor necromantic rituals -- no major benefits, just several ritual offerings and last rites) [1PP] Gifts of The Dead (40PP Array, Feats: Accurate 2, Alternate Power 9) [51PP] Base Power: Darkness Control 2 (10ft radius, Extras: Linked [Dimensional Pocket]) [4PP] + Dimensional Pocket 12 (Extras: Linked [Darkness Control], Range [Ranged, 10 120ft Increments / 120ft Max Range]) [36PP] (Creeping Shade) [40PP] Alternate Power: Animate Objects 12 (150PP Minion, 1000ft Max Range, Flaws: Limited [Machines]) [24PP] + Comprehend 4 (Machines 2, Objects 2) [8PP] (One With the Rust) [32PP] Alternate Power: Astral Form 7 (200 miles, Feats: Dimensional 2 [underworlds], Selective, Subtle) [39PP] (Eurydice Calls) Alternate Power: Blast 12 (10 120ft Range Increments / 1200ft Max Range, Extras: Alternate Save [Will], Power Feats: Improved Critical, Indirect 1, Split Attack) [40PP] (Ignis Fatuus) Alternate Power: Disintegration 12 (10 120ft Range Increments / 1200ft Max Range, Flaws: Action [Full-Round], Affects Objects Only) ) [36PP] (Preparation of the Offerings) Alternate Power: [36 + 4 = 40PP] Emotion Control 12 (Extras: Area [General, Attached, 60ft Burst], Selective; Flaws: Limited [Fear]) (Banshee Wail) [36PP] Super-Senses 4 (Postcognition) [4PP] Alternate Power: Healing 12 (Extras: Total, Feats: Regrowth, Persistent) (Deny the Reaper) [38PP] Alternate Power: Nullify 12 (All "Dead/Death" Powers, 10 120ft Range Increments / 1,200ft Max Range, Extras: Effortless) (No Dominion) [36PP] Alternate Power: Strike 12 (Extras: Autofire 1, Penetrating [4]; Feats: Affects Insubstantial 2, Improved Critical [18-20], Incurable, Mighty, Reversible, Split Attack) (Ereshkigal's Talons) [34PP] Alternate Power: Telekinesis 12 (Lifting STR 60, 1200ft Max Range; Extras: Area [General, Burst, 60ft radius], Selective Attack, Flaws: Action [Full-Round]) (Poltergeist's Rage) [36PP] Super-Senses 12 (Death Awareness Extended 2 [1000 ft.], Detect Ghosts [Mental] Ranged 2 [100 ft.], Detect Magic Acute Ranged 2 [100 ft.]) 12 [12 PP] Drawbacks: 0PP None DC Block: ATTACK RANGE SAVE EFFECT Banshee Wail Perception/Area DC22 Will (Staged) Shaken/Frightened/Panicked Creeping Shade Ranged DC22 Reflex Imprisoned DC22 Will Escape Deny The Reaper Touch DC22 Fortitude (Harmless) Healing Ereshkigal's Talons Touch DC27 Toughness (Staged) Damage (Energy) Ignis Fatuus Touch DC27 Will (Staged) Damage (Energy) No Dominion Ranged DC27 Will Nullify Poltergeist's Rage Ranged/Area DC22 Reflex 1/2 Effect Grapple check (Staged) Pinned/Bound Preparation/Offerings Ranged DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy) Sap Melee DC18 Toughness (Staged) Damage (Physical) Abilities (26) + Combat (32) + Saving Throws (22) + Skills (31) + Feats (21) + Powers (86) - Drawbacks (0) = 218/250 Power Points
  15. Equinox Power Level: 11/15 (185/229 PP) Trade-Offs: None Unspent PP: 44 In Brief: Witch focused on fighting Earth's supernatural villains. Alternate Identity: Siobhan Drake (Shiv-awn, not See-oban) Identity: Public Birthplace: Freedom City, NJ, USA Occupation: Theology lecturer at FCU, Campaigner for the occult community Family: General Jonathan Drake (Father, 51), Jessica Drake (Mother, 46), Francis "Frank" Smith (Uncle, 39) Age: 28 (born 21st March 1983) Gender: Female Ethnicity: Caucasian Height: 5'9'' Weight: 130 lbs. Eyes: Grey (White when using powers) Hair: Brown (Black as Equinox) Description: Of average height and fairly slender, Siobhan Drake is not strikingly different from most people on the street. Her most distinctive features are her long brown hair, grown to half-way down her back, and her piercingly blue eyes. Typically, she dresses in plain t-shirts and jeans, eschewing dresses and high heels for more 'practical' clothing. That said, she can alter her clothing to any outfit of her choosing with a snap of her fingers. As Equinox, Siobhan's eyes become brilliant white due to use of her magic, casting enough light on her face to obscure her identity. In addition, she uses a simple temporary spell to dye her hair jet black. She wears a white long-sleeved t-shirt and trousers underneath a deep black floor-length coat. On her shirt is a logo on a black-outlined circle with one half completely black and the other white, representing the position of the sun during an equinox. In both identities, Equinox wears an elaborate silver pentagram, although usually hides it while not in costume. History: It's safe to say Siobhan Drake had a rough childhood. She grew up getting teased for the funny name her Gaelophile parents gave her, moved house a lot due to her father's profession as an Air Force General, and then being present for the Terminus Invasion when she was a little girl. After the trauma of the invasion, General Drake decided his family should stay in Freedom City with Siobhan's maternal uncle Frank. However, childhood petulance dictated that despite her parents trying to improve her life, Siobhan still resented them for her name, for the moving and even for moving to a city that gets invaded! Once she hit her teens, she started rebelling on a huge scale, sneaking out and drinking, smoking cigarettes, going through different goth/emo/fashion-obsessed phases, and then finally, to top off her parent's worries, she ran away from home. While travelling across the country, she fell in with a rough crowd of wannabe mages, who met nightly and tried out rituals they'd found from various old texts they'd dredged up. However, when it came down to it, they were just a bunch of talentless, pretentious teenagers using affected names. However, their leader (a man calling himself 'Keter'), had some talent, and was pleased to find that Siobhan had plenty of it. Therefore, while she showed interest in old pagan faiths and magic, Keter tried to manipulate and coerce her into demonic and necromantic rituals. She resisted for a long time, until in a frustrated rage, Keter went ahead without her and tried a summoning with his more lacklustre skills. He and his little 'coven' failed, and the summoning went awry, just as Siobhan's conscience finally snapped her out of it and she arrived to stop it from happening. Faced with a demon on the rampage, Siobhan used what little magic she knew to try and bind the monster, but to no avail. Sent reeling by the magical backlash of it shattering its bonds, it looked hopeless... until Adrian Eldrich appeared on the scene, effortlessly saving the day with a word and a gesture. While angered at her not stopping it before it happened, and at Keter's escape, Eldrich took pity on Siobhan, taking her home to her worried parents. From there, she set about turning over a new leaf. Spending the next five years studying theology at Freedom City University, she turned to Wicca and began living by its philosophy, using her magic responsibly. To aid in this, Eldrich instructed her a little until she was ready to stand on her own. Taking a job marking tests and teaching a few small classes, Siobhan decided to become the superhero Equinox, fighting off criminals, protecting people, and hunting rogue mages in order to make sure what she allowed to happen wouldn't repeat itself again. Personality & Motivation: Equinox is a driven, dedicated individual who has learned from her past mistakes. While her job as a superhero requires some degree of violence to protect people, she nonetheless maintains a peaceful attitude, attempting diplomacy and trying to talk out problems, not resort to violence. Trying to believe in the good side of people, nonetheless, she often upholds a perhaps unwarrantedly harsh stance on those starting out using magic, simply due to her bad experiences with rookie mystics in her youth. In addition, when stressed, she has a tendency to get a little snippy with people. Siobhan wants to make the world a better place, but predominantly, believes in protecting the innocent before drastically changing the world perhaps against other's wishes. She has the ability to do so, the drive to do so, and thus in her mind, must do so. Deep down, she hopes that being a superhero might also help her family to forgive her for her follies of youth. [floatr][/floatr] Powers & Tactics: Equinox is a highly trained and skilled mage. While deprived of much of her magical prowess without her wand to focus them, with it she is a veritable force of nature, with a wide variety of spells available to her. She is an expert elementalist, able to conjure up fire, wind, earth and air, although she tends to favour fire and wind as the more impressive-looking. She can also magically lift objects due to her control over the elements, create protective magical wards and fly on spectral white wings. When she wants to show off, she can also make her force field glow brightly, illuminating the area around her. With her wand and pentagram, her powers become more focused, and thus much more effective. In addition, they allows her to use the more difficult spells of controlling the weather and healing the wounds and fatigue of others. The wand also removes the need to speak and gesture in order to cast spells, requiring only flicks of the wand. Typically, she will try to negotiate with her foes rather than attack them outright. If pressed, she will prefer to bind and restrain foes rather than blast them with the elements, although if pressed to or if left with no other choice, she will use more outright offensive attacks. She is also aided by her familiar, a raccoon named Hayley. Through their mystic bond, they can communicate with thoughts, and Equinox can see through the small fuzzy animal's eyes if she so chooses. Hayley herself is somewhat more intelligent and powerful than a normal raccoon due to possessing traces of Equinox's residual magic. Complications: Addiction (Cigarettes): While aware it's a filthy habit, Siobhan nonetheless has a ten-a-day one. "An' It Harm None, Do As You Will": Equinox follows the Wiccan Rede, and thus is reluctant to use damaging spells except as a last resort, preferring to talk or use binding spells initially. She also loses access to her Magic array for 24 hours if she stunts mind-controlling powers like Emotion or Mind Control against a human being. "DAMMIT, I HATE MY NAME!": Siobhan is irritated by her Gaelophile parents giving her a Gaelic name noone can pronounce. She finds it hard to resist losing her temper when people get it wrong or make fun of it. Enemy (Keter): For all Equinox and Eldrich know, Keter is still alive, and might yet claim his revenge. Magical Gestures: Without her wand to focus her magic, Equinox must use gestures and words to use her innate Environmental Control, Force Field, Flight and Magic array. Prejudice (Openly Practicing Wiccan): While not usually an issue, Siobhan's unconventional choice of religion sometimes lead to difficulties. Public Identity: Siobhan has recently gone public with her secret identity, and as an openly practicing witch, in an effort to educate about the occult and protect young, impressionable practitioners from harm. Responsibility (Eldritch): While Adrian Eldrich knows that Siobhan did more to stop Keter than help him, nonetheless, he helped her, coached her in magic and helped her at a low point, and thus Siobhan feels she owes him a favour. Responsibility (Family): While still somewhat estranged from them, Siobhan's family still matter to her, and she strives to protect them. Responsibility (Magical Threats): Equinox feels obligated to focus on preventing magic from being misused, and thus spends much of her time fighting magical foes. In particular, she specialises in those creatures native to Earth, not other dimensions, as well as those mages misusing their powers. Responsibility (Job): Siobhan Drake lectures on theology part-time in Freedom City University, and really can't afford to lose her job, because... Struggling: ...She hasn't much money, spending a lot of what she does earn on mystic supplies. Abilities: 0 + 2 + 2 + 6 + 8 + 4 = 22PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 14 + 12 = 26PP Initiative: +1 Attack: +7, +11 Magic Grapple: +7, +21 Telekinesis, +24 Telekinesis + Wand Defense: +11/+6 (+6 Base, +5 Shield), +3 Flat-Footed Knockback: -5/-0 Saving Throws: 5 + 5 + 8 = 18PP Toughness: +11/+1 (+1 Con, +6 Force Field, +4 Pentagram) Fortitude: +6 (+1 Con, +5) Reflex: +6 (+1 Dex, +5) Will: +12 (+4 Wis, +8) Skills: 76R = 19PP Concentration 12 (+16) Craft (Artistic) 12 (+15)Skill Mastery Diplomacy 9 (+11) Intimidate 4 (+5) Knowledge (Arcane Lore) 12 (+15)Skill Mastery Knowledge (Theology and Philosophy) 7 (+10)Skill Mastery Languages 2 (English [Native], Greek, Latin) Medicine 1 (+5) Notice 11 (+15) Sense Motive 6 (+10)Skill Mastery Feats: 22PP Artificer Attack Specialization (Magic) 2 Equipment 2 (10EP) Luck 3 Ritualist Sidekick 11 (Hayley the Raccoon) Skill Mastery (Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology/Philosophy], Sense Motive) Trance Powers: 4 + 8 + 36 + 2 + 8 + 11 + 8 + 1 = 78PP Device 1 (5PP Container, Flaws: Hard-To-Lose) [4PP] (Pentagram of Warding) Force Field 4 (Feats: Subtle) [5PP] (Magic Spells of Warding) Device 2 (10PP Container, Flaws: Easy-To-Lose, Feats: Restricted 2 [Equinox]) [8PP] (Wand of Spell Focus) Features 1 (Special Effect [turns into steel sword as free action]) [1PP] Magic 3 (Rank 17.5, 35PP Array, Increases Spell Ranks to 11 [Healing to 9, Obscure to 12, Telekinesis to 17, Weather Control to 7], Feats: Affects Insubstantial 2, Alternate Power 1 [8]) [9PP] Alternate Power: Nullify 11 (All Magic Effects, Extras: Effortless, Linked , Flaws: Range [Touch]) [22PP] + Strike 10 (Extras: Linked [Nullify], Feats: Improved Critical [19-20], Mighty, Variable Descriptor [Flaming Sword]) [13PP] (Blade of The Witch-Knight) [35PP] (Magic, Anti-Magic, Steel, Slashing) Magic 14.5 (29PP Array, Feats: Alternate Power 7) [36PP] (Elemental Magic) Base Power: Blast 9 (Extra: Penetrating, Feats: Variable Descriptor 2 [Any Natural]) [29PP] (Summon The Elements) Alternate Power: Blast 9 (Extras: Area [General, Burst, 45ft radius], Selective, Flaw: Action [Full], Feats: Variable Descriptor [Any Natural]) [29PP] (Wreak Havoc) Alternate Power: Healing 7 (Extras: Energizing, Total, Feats: Regrowth, Drawbacks: Action 2 [5 minutes]) [27PP] (Seal Wounds) Alternate Power: Obscure 9 (Visual Senses, 500ft radius [5,000ft with Wand], Extras: Independent, Feats: Variable Descriptor 2 [Any Natural]) [20PP] (Natural Barriers) Alternate Power: Snare 9 (Extras: Backlash, Feats: Reversible, Variable Descriptor [ice, Wood]) [29PP] (Binding) Alternate Power: Telekinesis 14 (STR 70, 85 with Wand [Heavy Load: 200 tons, 1,600 tons with Wand], Feats: Precise) [29PP] (Move The Elements) Alternate Power: Teleport 7 (200 miles per Full Action, Extras: Affects Others, Flaws: Limited [Long-Range], Feats: Progression [subjects] 2 [5 Passengers]) [16PP] (Mystic Teleport) Alternate Power: Weather Control 5 (100ft radius [500ft with Wand], 20PP of Mix-&-Match Environments [28PP with Wand], Extras: Independent, Total Fade) [25PP] (Call Down The Sky)Features 2 (Quick Change 2) [2PP] (Magic) Minor Magical Effects 3 (6PP Array, Feats: Alternate Power 2) [8PP] Base Power: Flight 3 (50mph / 500ft per Move Action) [6PP] (Air Magic, "Riding The Wind") Alternate Power: Impervious Toughness 11 (Extras: Force Field, Flaws: Duration [Concentration]) [6PP] (Armor of Earthen Will) Alternate Power: Sensory Link 5 (5 miles, Extras: No Save, Simultaneous, Flaws: Limited 3 [Hayley], Feats: Subtle) [6PP] Force Field 6 + Shield 5 (Extras: Linked) [11PP] (Magic Spells of Warding) Super-Senses 8 (Magic Awareness 3 [Mental], Extras: Accurate, Acute, Extended [100ft Notice Increments], Ranged) [8PP] (Magic) Super-Senses 1 (Communication Link [Mental, Hayley]) [1PP] (Magic) DC Block First DC is without wand, second DC is with it ATTACK RANGE SAVE EFFECT Unarmed Melee DC15 Toughness (Staged) Damage Area Blast Ranged DC19/21 Reflex (area), 24/26 Toughness (staged) Damage Element Blast Ranged DC24/26 Toughness (Staged) Damage Snare Ranged DC19/21 Fort (Staged) Entangled/Helpless Sword Melee DC25 Toughness (Staged) Damage, preceded by Nullify vs Will/power rank Abilities (22) + Combat (26) + Saves (18) + Skills (19) + Feats (22) + Powers (78) - Drawbacks (0) = 185/229 Power Points :arrow: Important notes on stacking: the two Force Fields stack as one power for all purposes (and thus the pentagram adds Subtle to the base Force Field). Similarly, the magic arrays stack, and the APs come from the whole array pp. Since it's Restricted 2, there won't be a situation where the wand's power alone gets used rather than with Equinox's. Hayley the Raccoon
  16. [floatr][/floatr] Character Name: Silhouette Power Level: 14 (202/209PP) Trade-Offs: None Unspent PP: 7 Progress To Platinum Status: 104/120 Bronze Reward: Equipment 4 for Silhouette, Equipment 3 & Minion 8 for Changeling Silver Reward: 3rd PC, PL8/120PP (Catalyst) In Brief: An ambush character and close ranger brawler with the ability to turn flat. Alternate Identity: Caroline Wendle Identity: Secret Birthplace: Athens, GA, USA Occupation: Freelancer Affiliations: None Family: Demarco, Marilyn, Alison, Trent Wendle Description: Age: 27 (DoB: April 20th 1986) Gender: Female Ethnicity: Caucasion/Hispanic Height: 5'4" Weight: 130 lbs. Eyes: Grey Hair: Brown The transition into superheroism has left an effect on Carrie's physique. She is no longer underweight, and far less skinny putting on a few pounds of muscle and training up. She's a lot more lean now, but her stance and figure is a lot more poise, and her posture and habits have improved. She looks a lot more healthy in that she has adjusted her sleep schedule to fit her new night job, and her eating habits have improved to compensate for her needing more energy. Her costume a form fitting leather one piece biker suit she spray painted back with a baclava sewn into the collar. Over that is a specially made mask(curtiousy of Dragonfly) with a built in radio feed and lenses that helps her see in the dark. The black out assemble is completed with leather gloves and boots which gives her really the look of a modern ninja. She has several pockets which usually contain things like business and phone cards, some zip ties, bandages, and her car key. History: Carrie's parents travelled a bit before they had her older brother Trent and her, but settled down into a college town when her sister was born. Her mother was ex military and just got off two six year terms to cover college expenses and put down the payments on a house as well as a lease on a coffee shop that she ran with her father who never managed to finish schooling. Growing up there, Carrie tended to hang out with an older crowd. When she turned seventeen, her parents sold their coffee shop to a competing franchise named after a character in Moby Dick and used the money to move to the suburbs outside of Freedom City. It was about a year earlier after hitting puberty that Carrie noticed her slight difference to everybody else in the family. Seeing as it was somewhat limited as a whole but not at all dangerous with some prompting from her sister she kept it the ability to herself. She went through life at a relative normal pace, until her sophmore year of college. While attending a field trip to a museum with her art history class the whole place was seized by some whack job and his minions as a way to call out some big time hero. The guy's mook promptly bound and blindfolded everyone present to chairs to use as hostages when whatever random hero he was trying to called. When said hero did show up, while everyone was distracted Carrie just slipped out of her restraints, hit the singular henchman who was suppose to watch the hostages on the head a chair and untied everyone else. By the time villian had tried to pull the hostage card after the hero had defeated him or whatever obstacle he had set up there were only empty chairs and a knocked out henchman. After that she didn't immediately jumping into the hero ring, but she thought it might be a possibility. After she graduated she found a similar situation when a regular guy was trying to hold up a convinience store. After turning 2D to avoid gunfire and hit him on the back of a head with a six pack of guinesse she started to look into seriously trying to help people with her abilities and started to experiment. What started as an experiment became a full on lifestyle, which Carrie adjusted too accordingly. It wasn't hard to change her sleep and work schedule to suit her going out at nights as she worked freelance anyway, and already had a penchant for sleeping in late. What really became hard was the fact that she had to effectly lie to everyone she met about that part of her life, which Fulcrum whom she befriended as a civilian and does custom tailoring for. Personality & Motivation: Carrie is a big believer in choice as the major decider of what happens to someone in life. Growing up in a college town she saw teenagers work hard and learn to do their dream jobs until they graduate, but she also saw the results of students who dropped out early because of pregnancy, accidents, arrest records, drug use, or just plain laziness. This makes her quite blunt and generally insensitive to most peoples situations when she sees a lot of self inflicted miseries throughout the city. She hates it when people complain about their situation and neither try to see what they can do to improve it or see how lucky they themselves are. She hates it even more when villians and sometimes even heros force their own plans on to innocent bystanders. This includes but isn't limited too, hostage situations, access property damage, and meaningless slaughter from either party. Though she tries to pass herself off as standoffish, she's a bit shy and tries very hard to avoid direct attention in any way possible. This being said, it's really just a self defense mechanism because she herself is very insecure about her own lack of power and is almost constantly comparing herself to others. However insecure she is about whether she is in fact a hero or not, it still doesn't stop her from working hard, and maintaining her own set of morals and ideals about how heroes should act, and about how people should act. This makes her especially hard on herself if she doesn't live up to it herself. Carrie outside of costume is a nerd, plain and simple. She loves works of fiction, any fiction, comics, movies, novels, she has shelves of these just lined up and well bent from rereading them. She also has a taste for the older styles, loving old cars, and older designs and cuts of clothing, as well as steampunk things and clothing (some of which she owns is geniune because of a visit to an actual steampunk alternate universe). If she had the choice she'd be driving some full on classic American muscle cars instead of her mini cooper, or a really nice old chopper, but the car was a gift, and it was better than what she had before, which was nothing. Powers & Tactics: Silhouette can turn flat, which sounds like a rather lame power, but she ultilizes it quite well. Her fingers and limbs are incredibly sharp, and she does not have to assume full form to use them making her able to brawl effectively both in and out of costume with little(or really less) suspect to her idenity. Her black costume allows her to masquerade as a shadow as she moves along walls, and her now more refined use of acrobatics makes her able to run circles around opponents easily before sneaking in for a hit. When alone, she usually relies on divide and conquer methods of attack, while in battle she'll both act as a distraction, and use the distraction of others while trying to maintain the safety of civilians or to catch the villians off guard. Complications: Bad Cravings: Carrie used to smoke in college, and quit afterwards because she couldn't afford to keep up the habit. As a result she gets very, very irratable near bars or clubs or anywhere else filled with cigerette smoke as it gives her cravings. Family: She is very much a family person and since they all live within or near the city limits she will almost always try to attend family gatherings and events. With the recent discovery (well recent to their parents) that her niece and nephew Emilia and Emmanuel are both magnetic metahumans, Carrie has gotten very involved in managing them. PTSD: A lot of really bad days has given Carrie some rather bad memories that can invoke anxiety attacks and incredibly violent flight or fight behavior (usually the later), the triggers being hospitals and mentioning of the Gorgon. No Weapons: She can't actively carry weapons with her because she can't carry make anything that isn't already naturally flat with her when she goes 2D. This has lead to her to improvise a lot. Secret: She does try her best to keep her identity secret by avoiding some of the hazards like her mask falling off(by sewing it to the rest of her suit) or distorting her features with her ability if she's ever caught without it. Struggling: Working freelance her general income is far from stable, coupled with student loans she has had to learned very quickly to live with the very bare minimum. She lives in the Fens near the border of the theatre district and will often take up jobs there painting sets and running theatre tech to help supplement her income. Weak Stomach: Carrie gets nausea very easy, and as such has to take ginger pills before getting in cars or on boats (unless she's driving). The same goes for teleportation, even by friendly parties. Abilities: 6 + 10 + 8 + 4 + 4 - 0 = 32PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 24 = 32PP Initiative: +13 Attack: +4, +12 Melee Grapple: +17 Defense: +12, +6 Flat-Footed Knockback: -5, -2 Flat-Footed Saving Throws: 6 + 9 + 5 = 20PP Toughness: +12, +4 Flat-Footed (+4 Con, +8 Defensive Roll) Fortitude: +10 (+4 Con, +6) Reflex: +14 (+5 Dex, +9) Will: +7 (+2 Wis, +5) Skills: 116R = 29PP Acrobatics 15 (+20) Computers 8 (+10) Crafts Artisitic 8 (+10) Disable Device 8 (+10) Gather Information 10 (+10) Knowledge (Art) 8 (+10) Knowledge (Behavioral Sciences) 4 (+6) Knowledge (Physical Sciences) 6 (+8) Knowledge (Popular Culture) 3 (+5) Knowledge (Technology) 4 (+6) Language 1 (English [Native], Spanish) Notice 8 (+10) Search 8 (+10) Sleight of Hand 10 (+15) Stealth 15 (+20) Feats: 45PP Accurate Attack Acrobatic Bluff Agile Climber All-Out Attack Attack Focus (Melee) 8 Challenge (Fast Acrobatic Bluff) Dazzling Attack Defensive Roll 4 (+8 Toughness) Equipment 3 (+4 Veteran Reward = 7 [35EP]) Grapple Finesse Improved Critical (Strike) 2 Improved Disarm Improved Initiative 2 Improved Grapple Improvised Tools Luck 2 Move-By Action Ninja Run Paralyzing Attack Power Attack Redirect Set Up Skill Mastery (Acrobatics, Disable Device, Notice, Stealth) Stunning Attack Takedown Attack 2 Ultimate Save (Reflex) Uncanny Dodge (Hearing) Well-Informed Equipment: 7PP = 35EP 2008 Mini Cooper [28EP] Stats: Size: Large [1EP]; Strength: 30 [2EP]; Defense: 9 [0EP]; Toughness: 11 [7 + 4EP] Features: Disguise, Navigation System, Remote Control [3EP] Powers: Concealment 6 (All Auditory & Visual; Flaws: Blending) [6EP] Immunity 5 (Falling Damage) [5EP] Speed 6 (500 mph) [6EP] Super-Movement 1 (Wall Crawling; Flaw: Only While Moving) [1EP] HQ (Underground Under Closed Down Video Store) [7EP] Stats: Size: Medium [1EP]; Toughness: 5 [0EP] Features: Computer, Concealed, Defense System (Blast 10), Garage, Living Space, Power System [6EP] Powers: 4 + 18 + 22 = 44PP Device 1 (5PP Container, Flaws: Hard-To-Lose) [4PP] (Armor, Mask) Immunity 2 (Dazzle [Visual]) [2PP] Super-Senses 3 (Darkvision, Radio) [3PP] Dimensional Control (2-D Form) 3 (15PP Container [sustained Duration], Extras: Action [Reaction]) [18PP] Concealment 4 (All Visual Senses, Flaws: Limited [side View]) [4PP] Enhanced Feats 7 (Defensive Attack, Elusive Target, Evasion 2, Hide In Plain Sight, Improved Defense 2) [7PP] Insubstantial 1 (Flaws: Limited [Width]) [4PP] Strike 9 (Extras: Linked [Drain Toughness], Penetrating 2 [DMG 14], Feats: Mighty) + Drain Toughness 5 (Extras: Affects Objects) [22PP] (Mutation, Training, Ultrasharp Fingers & Feet) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Bruised (Staged) Strike Touch DC 15 Fortitude Drain Toughness (Staged) DC 27 Toughness [Penetrating 2] Bruised (Staged) Abilities (32) + Combat (32) + Saves (20) + Skills (29) + Feats (45) + Powers (44) - Drawbacks (0) = 202/209 Power Points
  17. Ouroboros Power Level: 12/15 (232/250 PP) Trade-Offs: None Unspent Points: 18PP Alternate Identities: Jack Huang Faretti (Junior) Height: 6'1"" Weight: 180 lbs. Hair: Black Eyes: Blue (glows Red when angry) Description: Jack hopes to have inherited his fathers height though on a more fine boned frame though time will tell as he is still trapped in his sixteen year old body at this point. He tends to compensate for his lighter weight build with bulky or flowing clothing that can make him look larger than he is. He has his Mothers dimples and a distinctly Asiatic cast to his features though sharpened just enough to break out of really looking like a specific ethnicity of the region. His general avoidance of the sun has left him pale but it seems to suit him well and lacks the sickly or corpsen cast that many full vampires take on when underfed. His hair is dark and straight, styled simply back to keep it out of his face. Though he easily passes for human and living to casual examination he does had a significant tell in his elongated canines, while not extended to the full length of a vampire in feeding mode they are beyond the norm for human. The majority of his powers are basic hermetic magic the purely magical energy's usually taking on a blue-green tinge and more obvious elemental energies looking like normal examples thereof. The exception is his one spell drawing off the darker aspects of his nature and mirroring the effects of his bite enhanced with his own skill at spell-craft which is a spell of mottled red and black suffusing both his target as well as himself as he mystically feeds on their life force to restore his own injuries. History: Jack's birth was something that should not have been able to happen for many reasons and yet it did. The child of the nearly human Chosen of Heshem and a powerful vampire his birth was heralded by assaults from none other than Dracula himself. Needless to say as the child of two of Freedoms more potent Heroes his childhood was anything but normal. While they protected him from the worst of it and then some he was no normal child. His sitters even in infancy were often heroes in their own right and he never attended any normal form of schooling instead moving from one specialized school for the "gifted" to another until he began to attend the Claremont Academy. Despite his pedigree his powers were relatively minor. As an entity likely immortal he did not develop apace. None the less he was not suitable for normal schooling either. He did well in his studies however and received valuable training while attending Claremont. After graduation some strings were pulled and he began to study under Adrian Eldricht, perhaps in time to be come the master mages chosen successor. His skills with the arcane flourished under the Master mages tutelage and he really began to come into his own. It was then that disaster struck. The crime league attacked major cities the world over holding billions hostage with nuclear devices. Fast action from assorted heroes uncovered and disarmed all but one. In Freedom City the Hiroshima Shadow finally lost itself to its madness and supercharged the device detonating it before the heroes of the league could reach it. Behind the mystic portals of the master mages demesne Jack should have been safe but then something extraordinary happened. In the moment of the blast something else took hold of the city slicing through the careful wards and dimensional barriers of the Archmages home. As the strange effect began to take hold Jack slid reflexively into the void for safety. He found himself unable to return. Some force had locked that time and place away from him. With some effort he was able to trace some element of the effect and in time wrestle his way through the barriers between worlds as well as times and emerged nearly twenty five years earlier. He's uncertain what exactly happened in the future but he knows that it goes well beyond anything so mundane as a nuclear blast. Jack does not know what time he has emerged into and is still uncertain what this place will hold for him. His first order of business is to return to his families home from there perhaps he can reach Eldricht for advice or aid. When he discovers the world he has entered of course that may all change. Well that was what he told his parents at least when he found his way to the Mansion once more. The truth of a ritual misshap whilst working on spells he was forbidden to, was rather less mysterious and far more likely to result in grounding or worse a tightening of their already restrictive rules about his safety. Hiding behind a carefulyl crafted illusion and using what he knew of recent events in the city he crafted a new more mature persona. It lasted a good long while as he continued his studies in peace hoping to at the least undo the damage done by his initial botched ritual. However years later his ploy was revealed quite on accident when a Magic Eating beasty escaped his mothers care and in the course of its rampage destroyed his disguise. Revealed to be a boy of no more than sixteen the lies came charshing down along with rather harsh censure from his parents at the whole debacle. The worst of it is over and though he claims he is somehow time locked and not aging since his arrival there is no way to be sure it was not an errant tween with too much power that first arrived four years ago. He has been sent to attend Claremont much to his chagrin despite his protestations he would learn better at home or in the field. Update 07/2019: Having completed both his education at Claremont and the tutelage of Phantom Ouroboros has been elevated to replace the former in her role as Chosen of Heshem and Guardian of hte Void with Phantom stepping into the role of Master mage. He has grown as a magician and his knowledge of hte arcane and other dimensions has few rivals. The young Dhampir has embraced this new role with zeal while putting his own mark on the duties of extra-dimensional protector. His personal life has grown as well as he has made allies both among his fellow former students he might call upon in times of need and closer relations with other heroes as well particularly the returned Set. Personality & Motivation: Huang is still young and has a rather sharp wit and sometimes dark humor. He knows he's more intelligent then many and better trained in the arcane arts than most, his confidence has little hubris though as he knows enough to realize just how little he knows but doesn't let that stop him from taking a more active role in heroic events. Jack is a second (arguably third, if you count Hong Kong Harry of the Jungle Patrol) generation hero. In many ways its in his blood as much as his predators instincts and connection to the mystic realm of the void. His life thus far has been a relatively coddled existence. Due to his unique nature he grew up in very real danger of being assaulted or kidnapped by one faction or another or even as a strike at his parents and was thus kept from much of their activities. A fact he often resents. When he found himsel distimed he saw it as an opportunity to prove himself and resents that with the collapse of his disguise he is being sent off like an errant child to attend Claremont. Powers & Tactics: Huang is first and foremost a Mystic. He harnesses arcane forces to his command. In addition to his studies of magic he has developed several abilities of his birthright. As yet his Vampiric abilities are a lesser part of his arsenal but they serve as a dangerous surprise for any foe that makes the mistake of thinking him helpless without access to his spells. In a combat situation he prefers to remain hidden either with stealth or an invisibility spell before attacking where he can do the most good. He prefers to remain at range and utilize his magic to arm and hinder his foes or aid his allies. If cornered he'll try to escape either with mist form or attempting to flee to the void. He will use terrain and his abilities to control and move about the battlefield to his advantage and to disorient his enemies. Complications: Chosen: Being the Chosen of Heshem makes Ouroboros a target for those seeking to influence across the barriers between worlds. It also means he must put those duties ahead of many others, despite what his wishes might otherwise be. (Gain HP for being targeted when not the primary threat or when his duties demand he take actions for the good of the dimensions that may interfere with other goals in a thread.) Dhampir: Vampires want to kill or use him, and those who hunt vampires will still see him as an abomination. Fangs: He has them. They don't retract. It makes blending difficult. From the Future!: Jack knows the dangers of mucking with time, and while he'd like to go back to his time eventually, he'd rather it not be as a prisoner of the Time Keepers. The GM can say certain things "have to happen" and Jack will likely let them for the sake of the future. It Burns Like Hygiene!: Jack is very uncomfortable in direct sunlight. It causes him no real harm, and won't rob him of most of his powers, but he avoids it none the less. Parental Units: He has them. They will likely muck with his life, and their enemies will (of course) become his, one way or another. ABILITIES: 16 + 6 + 16 + 6 + 8 + 6 = 58PP Strength: 26 (+8) Dexterity: 16 (+3) Constitution: 26 (+8) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 16 (+3 COMBAT: 16 + 12 = 28PP Initiative: +3 Attack: +8 Base, +12 Eldritch Blast, Mage Hand, Vampiric Touch Defense: +12 (+6 Base, +2 Dodge Focus, +4 Forcefield), +3 Flat-Footed Grapple: +16, +24 Mage Hand Knockback: -6/-4 (with/without forcefield) SAVING THROWS: 0 + 0 + 8 = 8PP Toughness: +12 (+8 Con, +4 Force Field) Fortitude: +8 (+8 Con, +0) Reflex: +3 (+3 Dex, +0) Will: +12 (+4 Wis, +8) SKILLS: 108R = 27PP Bluff 3 (+6, +10 Attractive) Concentration 6 (+10) Diplomacy 3 (+6, +10 Attractive) Gather Information 2 (+5) Intimidate 17 (+20) Knowledge (Arcane Lore) 17 (+20) Knowledge (Cosmology) 17 (+20) Languages 7 (Cantonese, English [Native], Mandarin, Latin, Old Slavic, Ancient Egyptian, Atlantean, Lemurian) Notice 6 (+10) Search 7 (+10) Sense Motive 6 (+10) Stealth 17 (+20) FEATS: 11PP Attractive Dodge Focus 2 Eidetic Memory Equipment 2 Hide In Plain Sight Luck 1 Ritualist Skill Mastery 2 (Bluff, Diplomacy, Knowledge [Arcane], Knowledge [Cosmology], Stealth, Notice, Intimidate, Concentration) Equipment: 10EP = 2PP The Unbound Oubliette (HQ) Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Concealed, Isolated, Library, Living Space, Personnel, Power System, Sealed, Self-Repairing [8EP] - [Total 10EP] POWERS: 4 + 8 + 10 + 35 + 7 + 10 + 3 + 5 + 18 = 100PP Concealment 4 (No Reflection; All Visual Senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [4PP] (Vampiric) Protection 4 (Force Field; Extras: duration(sustained) +0; Feats: Dodge Focus4)[8PP] (Magic) Immunity 10 (Child of The Void; Aging, Life Support) [10PP] (Dimensional, Magic) Magic 15 (30PP Array, Feats: Alternate Power 5) [35PP] (Magic) Base Power: Blast 12 (Eldritch Blast; Feats: Accurate 2, Affects insubstantial 2, Variable Descriptor 2 [Any Magic]) [30PP] (Magic, Variable) Alternate Power: 22 + 8 = [30PP] Concealment 10 (All Senses, Feats: Close Range, Selective) [22PP] Super Senses 8 (Mage Sight; on Magic Awareness [Visual]: Analytical 1, Counters Concealment 2, Counters Illusion 2, Tracking 3 [All Out Move]) [10PP] Alternate Power: Create Object 13 (Force Constructs; Feats: Affects Insubstantial 2, Selective, Tether) [30PP] Alternate Power: Damage 12 (Vampiric Touch; Extras: Alternate Save [Fortitude], Vampiric, Flaws: Action [Full], Feats: Accurate 2, Affects Insubstantial 2, Extended Reach 2 [15ft])[30PP] Alternate Power: Move Object 12 (Mage Hand; Feats: Accurate 2, Affects Insubstantial 2, Precise, Indirect 1) [30PP] Alternate Power: Teleport 10 (Void Portal; 2,000 miles, Extras: Accurate +1, Dimensional +1, Portal +2; Flaws: Long Distance Only -1, Action (Standard to Open Portal) -2) [30PP] (Magic, Teleportation) Variable Power 1 (5PP any one power at a time; cantrips; Extras: action(free) 2) [7PP] (magic) Regeneration 8 (Child of The Void; Recovery 2 [+10], Bruised 1 [1 Round], Injured 2 [5 minutes], Staggered 1 [20 Minutes], Disabled 1 [5 hours], Resurrection 1 [1 week], Feats: Persistent, Regrowth) [10PP] (Dhampir, Dimensional, Magic) Super Movement 1 (Return To The Void; Dimensional Movement 1 [The Void], Feats: Innate) [3PP] Super Senses 3 (Mage Sight; Dimensional Awareness [Visual] Magic Awareness [Visual] Feat: Dimensional) [5PP] Vampire Array 5 (Vampiric Power; 10PP Array; Feats: Alternate Power 2, Dynamic Alternate Power 3) [18PP] (Vampiric) Base Effect: Drain Constitution 2 (Vampiric Bite; Extras: Linked [+0], Flaws: Requires Grapple, Feats: Insidious, Subtle 2) [4PP] linked Heal 2 (Extras: Linked [+0], Action [Standard]; Flaws: Limited [Self]; Feats: Persistent) [5PP] linked Emotion Control 1 (Euphoric Bite; Extras: No Save [+2], Linked [+1], Flaws: Range [Touch, -2], Limited [Euphoria], Requires Grapple) [1PP] Alternate Power: Flight 2 (25mph / 250ft per Move Action, Flaws: Limited [Night], Feats: Subtle, Drawbacks: Low Ceiling [30ft], No Swimming) [3PP] linked Insubstantial 2 (Gas, Flaws: Limited [Night], Drawbacks: Can't Speak or Gesture) [7PP] Alternate Power: Emotion Control 10 (Vampiric Mesmerism; Flaws: Sense Dependant [Visual; eye contact]) [10PP] Dynamic Alternate Power: Quickness 10 (Vampiric Speed) [10PP] Dynamic Alternate Power: Speed 10 (Vampiric Speed) [10PP] Dynamic Alternate Power: Super Strength 5 (Vampiric might) [10PP] Drawbacks: 0PP [None] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness Damage Force Constructs Ranged DC22 Reflex Trapped DC27 Toughness Damage Eldritch Blast Ranged DC27 Toughness Damage Vampiric Bite Touch DC12 Fortitude Drain Constitution No Save Euphoria Vampiric Touch Touch [10'] DC27 Fortitude Damage Vampiric Mesmerism Perception DC20 Will Emotion Control TOTALS Abilities (58) + Combat (28) + Saving Throws (8) + Skills (27) + Feats (11) + Powers (100) - Drawbacks (0) = 232/250 Power Points
  18. Player's Name: Ecalsneerg Power Level: 14/15 (200/229PP) Trade-Offs: -5 Damage for +5 Attack, -2 Toughness for +2 Defense Unspent PP: 29 In Brief: Modern Age Batman wielding Bronze Age Green Arrow's bow. Alternate Identities: John Aaron Fraser Identity: Secret Birthplace: Aberdeen, Scotland Occupation: Vigilante, lab assistant Affiliations: Ex-Knight of Freedom, the Sherwoods of Nottingham Family: No known surviving relatives Description: Age: 40 (DoB: 25th August 1970) Gender: Male Ethnicity: Caucasian Scot Height: 6'0'' Weight: 190lbs Eyes: Grey Hair: Black Arrowhawk is an imposing figure, tall and broad-shouldered. His armour is made of several interlocking, flexible black plates, a huge black cape sweeping down from his black hood to near his feet. The cape is shaped oddly, lending Arrowhawk a bird wing silhouette when he is gliding of leaping from rooftops. Clipped to the back of his armour and concealed behind the cape is his longbow and quiver, slightly off center so as to easily allow the cape to be swept to one side. Glowering eyes glare red from the domino mask he wears in the shadows beneath his hood, and his chest is emblazoned with a stylized white bird in flight... a hawk. Moving like a jungle cat, Arrowhawk is swift and graceful in spite of his size, barely making a sound as he prowls and stalks. However, when he does so, he noticeably limps after the muscles in his upper right leg were irreparably damaged. His voice is harsh and gruff, heightened by a Scottish growl which he purposefully exaggerates when in costume. In his civilian identity, however, he is a mere shadow of that man. John Fraser, while still a big man, is soft spoken, covered in scars from "sporting injuries in his youth", and walks with a metal cane. His messy black hair and near-perpetual stubble are speckled with silver, and his face is weathered and lined. Arrowhawk is forty years old and has been fighting crime for half of his life. Without his armour, bow, and predatory demeanour, every second of that is clearly visible. Power Descriptions: Each of Arrowhawk's arrows is a sleek, expertly modeled metal weapon, with a variety of heads (each model discernible from others by the unique fletching). Apart from his standard pointed and blunt ones, he has slashing ones with sharp fins extending out from the sides, explosives with a bulky black arrowhead, and the strange steel grey devices he fits to them for his more exotic arsenal. When firing enough arrows in quick succession, he can temporarily turn the air black from sheer ammunition expenditure, his arms and legs moving in a near blur as he adjusts his stance and aim while firing. History: John Fraser was long ago a promising Biochemistry student at the University of Aberdeen. A quirt, thoughtful young man, he was praised by his teachers as being an enthusiastic student, quick to learn. But this was a bad time for the city, a small mafia operation deciding to capitalise on the financial difficulties faced by many on campus, operating as loan sharks. John's flatmates, Brendan Jarvis and Steve Cooper were deep in debt. On the 19th of May 1991, when John stumbled in drunk, he was woken from his semi-conscious slumber by gunshots. Rushing through to find his friends lying dead and two loan sharks standing over them, John Fraser died with them. As the men tried to leave without causing a scene, their message made, he rushed them and shattered a chair over on of their heads. Thrown against a wall, he was unconscious during the resultant brawl as several other students tried to stop the killers. Julia Dawson and Blake Davies died as heroes, but died none the less. And John kept studying... in martial arts, infiltration and archery. He swore he would never be like those mob hitmen, and thus modelled himself on the great heroes like Midnight, and Sherwood. Three years later, on the 19th of May, a mafia safehouse was fought and arrested by a man "dressed as a huge black bird, firing arrows left, right and centre." John struggled on, barely holding together a normal life. Far from the scientific genius he'd been hailed at, he got a poor degree, and now worked menial laboratory jobs simply to fund his crimefighting. Eventually, his parents passed away, both of them disappointed in how their son had gone from prodigy to obsessed man in a cape. And, with nothing left to keep in a small city like Aberdeen, he left the fighting of the last remnants of organised crime to a few trusted copycats. Glasgow. Edinburgh. Newcastle. Manchester. For a few short months, London. Cardiff. Training in Nottingham with the new Sherwood. The legend of the Arrowhawk spread across the United Kingdom, and for so short a time, it was easy. While he still no longer had a life worth telling as John Fraser, as Arrowhawk... criminals cowered in terror, villains cursed at the sound of his name and people looked to the rooftops for his aid. And yet, it was all too easy. So, at the age of thirty-eight, Arrowhawk left the UK to the new generation of superheroes, and disappeared. Some said he'd retired. Some said someone had finally got lucky, and killed him. But the truth wasn't anything like that. Freedom City, despite being the global hub of superhuman activity, still had a thriving Mob, supplemented by strange technology and a few choice metahuman helpers. And if it killed him, Arrowhawk was going to tear it down and burn the ashes. But things never go according to plan, and soon he found himself on a superteam calling themselves the Knights of Freedom. He tore them apart, finally crossing the line he swore never to cross and killing two people while annihilating the headquarters of Malice, a prominent supervillain he'd established a rivalry with. Letting Malice take the fall for the explosion and the deaths, and leaving Arrowhawk's leg crippled, and now with his only "friends" torn apart by personality conflicts and the knowledge of what he'd done, Arrowhawk faded away again. And met a woman, Vivian Kriger, who he eventually became close to. But she turned out to be the superheroine Valkyrie, and was slain by a mysterious adversary. Fooled by Doktor Archeville into believing it was SHADOW's doing, he hit Europe like a raging meteor, tearing apart the continent to search for a culprit which wasn't there. Receiving an email from the Scarab concerning the death of Hellbound, his fellow ex-Knight, Arrowhawk returned to Freedom City. And this time, he's going to find out who killed the only woman he'd been close to in decades, stop the villain, and redeem himself in his own eyes, if not anyone else's. Personality & Motivation: Arrowhawk has the arrogance, confidence and sheer knowledge of how good he is at what he does to confront super powered opponents with nothing more than a bow and some body armour. Unfortunately, he is unable to turn this off in normal conversation, and thus comes across as a huge jerk. He also has a slight superiority complex, believing himself "better" in many ways compared to metahumans, simply because everything he does is "simple" skill that anyone can learn, often forgetting that it took him two decades to learn his current skill set, and he has never had to learn how to control and manipulate superpowers effectively. In spite of all this, to those who likes and respects, he is intensely loyal and protective, trying to disguise his concern and care for them behind his usual mask of sarcasm and aggression. If someone threatened one whom he loved, he would face down even Omega or Heru-Ra to defend them, being willing to ignore even negative traits he'd be the first to condemn. He also possesses an iron-clad sense of justice and code of ethics, being willing to fight as dirty as it takes... so long as it wouldn't kill, mortally wound or involve him using a firearm. In essence, he is best described as a scowling, angry force of nature, whether that's for the purposes of fighting his enemies, protecting his friends or defending the innocent from harm. Profoundly affected by the death of his friends long ago in that dorm room, even after all this time Arrowhawk keeps going, every crime he sees, every failure in his past and every possibly success he could achieve just adding to the burden he feels he carries to keep going and help save people. At this stage, the idea of not fighting for what he thinks is right is just alien to him, even the smallest criminal is a threat he feels he has to stop, every gun a potential murder tool and any every day a new battle. He keeps going because it is who he is. Powers & Tactics: Arrowhawk has no superpowers, nor any particular talent for archery, and thus it has taken him two decades of hard work and sheer bloody-mindedness to claw his way up to being one of history's most deadly archers. Through sheer skill and knowledge, he has advanced both the art and technology of archery to a level where he can shoot moving targets while leaping off rooftops, while dodging gunfire. For specialised uses, he keeps a variety of trick arrows at hand, the most prominent of which being single-direction explosives to tackle heavily armoured targets, electromagnetic pulse emitters to destroy technology with ease, and smoke arrows to create distractions through which to move unnoticed. Physically, he is in such peak condition as to be faster, stronger and considerably tougher than most younger men, even taking into account his wounded leg. He also possesses a steel trap mind, possessing just enough talent in science to construct his arrows and work as a somewhat skilled lab technician, but excelling in such fields as tactics, infiltration and rapidly accumulating a near-encyclopedic knowledge of the street level crime in any city he goes to. His most notable skill besides his ability to threaten and cajole opponents is a near-paranoid hyper awareness, making it incredibly difficult to sneak up on him without some form of metahuman or super-science assistance. Complications: Enemy (Captain Knieval, Malice): Multiple run-ins with these two villains have led to a deep-set grudge against them. Arrowhawk will drop anything to pursue them if he possibly can. Hatred/Obsession (organised crime): The mob killing several students when he was at university led to John Fraser becoming the Arrowhawk. They've also consistently tried to kill him over his crime-fighting career. Thus, his hatred of them makes it difficult for him to trust someone who has been too heavily involved with the mob in the past, regardless of whether they still retain that connection. The obsession has also distracted him from other things like a love life, friends, family, work and in general anything beyond being Arrowhawk. Honour (won't use guns): Firearms sicken Arrowhawk. He refuses to sink to the level of criminals by using one, and condemns openly those who use them, even if they are his allies. This has become a larger problem since his move to America, where the police carry guns, a fact he is not used to and believes to be wrong. Arrowhawk is psychologically incapable of using a gun despite knowing how to, and would be unable to use one to defend himself even if he had no other choice. Rivalry (Bowman): In past trips to Freedom City, Arrowhawk established a friendly rivalry with the Bowman, and each frequently seek to out-do the other in archery and close combat skills. However, despite this deeply competitive attitude, both deeply respect and trust the other. Secret (identity): John Fraser is characterised differently from Arrowhawk by being a lot more quiet and submissive than the aggressive, forceful vigilante. To allow himself privacy and a measure of a social life (should he ever use that option...), he keeps the two identities apart and doesn't wear any of his costume on his person besides a bullet-proof vest. Arrowhawk is also at risk at running out of arrows, but this should rarely happen except in protracted battles where he can expend large numbers of them, or in remote areas where he is unable to replenish his supplies. If his bowstring gets wet, such as when he gets submerged without it being covered with a cape or quiver, it will also become unusable. Abilities 8+10+10+6+6+4 = 44pp Str: 18 (+4) Dex: 20 (+5) Con: 20 (+5) Int: 16 (+3) Wis: 16 (+3) Cha: 14 (+2) Combat 22+20 = 42pp Initiative +9 Attack +11 base, +15 ranged, +17 bows Grapple +15 Defence +14 (+10 Base Defence, +4 Dodge Focus), +5 Flat-footed Knockback: -5 (-4 flat-footed, -3 w/o Arrowhawk Armour, -2 flat-footed w/o vest) Saves 5+7+6=18pp Toughness +10/+8 (+5 Con, +3 Armour, +2 Defensive Roll) Fort +10 (+5 Con, +5) Reflex +12 (+5 Dex, +7) Will +9 (+3 Wis, +6) Skills 168r = 42pp Acrobatics 5 (+10) Bluff 8 (+10) Climb 11 (+15, Skill Mastery) Craft [Mechanical] 12 (+15, Skill Mastery) Drive 10 (+15, Skill Mastery) Gather Information 13 (+15) Intimidate 18 (+20, Skill Mastery) Investigate 2 (+5) Knowledge [Life Sciences] 7 (+10) Knowledge [Physical Sciences] 7 (+10) Knowledge [streetwise] 12 (+15, Skill Mastery) Knowledge [Tactics] 12 (+15) Notice 17 (+20, Skill Mastery) Search 7 (+10) Sense Motive 12 (+15, Skill Mastery) Stealth 15 (+20, Skill Mastery) Feats 38pp Accurate Attack Attack Focus (Ranged) 4 Attack Specialization (Bows) 1 Defensive Roll 1 (+2 Toughness) Dodge Focus 4 Equipment 7 Evasion Fearsome Presence 4 Improved Aim Improved Critical (Bows) 1 Improved Initiative 1 Jack of All Trades Luck 2 Master Plan 2 Power Attack Precise Shot Quick Draw Skill Mastery 2 (Climb, Craft [Mechanical], Drive, Knowledge [streetwise], Notice, Sense Motive, Stealth) Startle Ultimate Aim Powers: 2+15 = 17pp Archery Supremacy 1 (Probability Control, Flaws: Limited 2 [Archery]) [2pp] Device 5 (Bow and trick arrows, 25 points, Easy to Lose) [15pp] Devices: Bow & Trick Arrows Array 10 (20pp powers; PFs: 5 alternate Powers) BE: Blast 3 (PFs: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [14PP] (standard arrows) AP: Blast 3 (Extras: Autofire [7]; Flaws: Action - Full; PFs: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [18PP] (rapid arrows) AP: Blast 3 (Extras: Penetrating 7; PFs: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range]) [20PP] (explosive arrows) AP: Blast 3 (Extras: Targetted Area - Shapeable [7], Selective Attack [7], Flaws: Action - Full, Distracting; PFs: Improved Range [75' increment], Mighty 4, Progression [750' maximum range]) [20PP] (rain of arrows) AP: Nullify 7 (technology descriptor, all at once, Extras: Duration - Sustained, Independent, Flaws: Action- Full, Drawbacks: Reduced Range [5 increments]) [20PP] (EMP arrows) AP: Obscure 7 (visual, 500' radius; Extras: Independent) [14pp] (smoke arrows) Drawbacks: [-1] Disability (Bad leg, uncommon, minor, -1pp) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (staged) Damage Staff Touch DC 21 Toughness (staged) Damage Standard Arrow Range DC 22 Toughness (staged) Damage, critical range 18-20 Rapid Arrow Range DC 22 Toughness (staged) Damage, Autofire, critical range 18-20 Explosive Arrow Range DC 22 Toughness (staged) Damage, Penetrating 7, critical range 18-20 Rain of Arrows Range DC 22 Toughness (staged) Damage, Shapeable Area 7 EMP Arrows Range DC 17 Will Nullify Technological, Independent, critical range 19-20 Costs: Abilities (44) + Combat (42) + Saves (18) + Skills (42) + Feats (38) + Powers (17) - Drawbacks (01) = Total Cost (200/229) Power Points
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