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  1. Star Child Power Level: 10/12 (180/190 PP) Unspent Power Points: 10PP Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness In Brief: Celestial Creature come to Earth Catchphrase: "Oh, wow!" Theme: Part of Your World Alternate Identity: Andromeda (Public) (Stellar Designation: R Andromedae - a Mira type variable star lying about four degrees southwest of the Andromeda Galaxy.) Birthplace: Spaaaaace Residence: Earth, Currently Freedom City Base of Operations: Occupation: Unemployed Affiliations: None Family: None Description: Age: Technically Ancient but very new to human life! Apparent Age: Mid twenties Gender: Usually female Ethnicity: Vaguely Elfin in appearance in her preferred form. Height: 5' 4" Weight: 146 lbs Eyes: Red Hair: White Andromeda is obviously not human although she doesn't look much like any particular race. She has some characteristics in common with the guardians that the Preserver engineered but that has more to do with her difficulty telling humanoid forms apart, rather than any actual relation. Andromeda has been watching earth for a looooong time. In her chosen form, she has delicate features and finely pointed ears. She, well, shines for lack of a better term so unless she's deliberately hiding her nature in another form, she's distinctly not human. Her curly hair tends to float around her head as if it were constantly in zero-g, regardless of the ambient wind or lack there-of. Her eyes glow a bright red, pulsing like the starlight that she used to emit. History: Andromeda has watched for ages and ages. Her solar system was devoid of any life. The planets that circled her were life less. Though she thinks of them fondly and feels a certain connection, when life began to sprout up around in other systems, she watched with rapt fascination as they crawled and then eventually took to the stars. Life moves ever so much faster than celestial bodies. It felt like they went from caves and ponds to dashing about the cosmos in their ships. As her starlight began to fade, beginning the slow death of a sun, Andromeda wrapped herself in flesh and bone and sent her newly made body to the planet that she loved to watch most: Earth. Personality & Motivation: Andromeda is a genuinely good being. She is fascinated by life in all of its many shapes and forms. She is filled with childlike wonder much of the time but with an ancient creature's full capacity to understand and extrapolate. Her primary motivation is to understand and enjoy a facsimile of 'mortal' life and, in general, wants to help those she encounters. She believes mortals are inherently good, although she understands not everyone actually acts benevolently. She doesn't always understand why that's the case. Andromeda is almost impossible to really anger; it's a rarity, certainly. Confusion or disappointment are far more common emotional reactions to negative outcomes. Andromeda doesn't really see herself AS human, although she'd dearly like to, on some level. Powers & Tactics: Despite the initial concerns of those around her, Andromeda is in full control of the abilities of this body. Her scale is so much smaller than what she's used to. Generally, Andromeda would rather talk someone out of doing Bad Things, like robbing a bank or other poor life choices. In an emergency, she'll go to her gravitational control to negate the dangerous situation as quickly as possible. Only when conflict is truly unavoidable does she resort to star bolts and then only to subdue. There is no situation that Andromeda would use lethal force on a living creature, or for that matter, anything with discernible sentience. Power Descriptions: Andromeda is (although she would take offense to the phrase 'fragment'), a fragment of a star and contains a powder keg of cosmic power. She is able to reshape reality around her with a touch of the forces of creation itself. Her power manifests with brilliant light although the color spectrum fluctuates. Her range, however, is limited. Re-shaping the world around her requires physical contact and she's starting to find some joy in shaping things for purely artistic joy although she's only JUST starting to grasp what art is so while one sculpture of stone might take the shape of something lovely, it is entirely possible that the next will be a sculpture of a billboard that captured her attention. Complications: Easily Distracted: There is so much life happening all the time, everywhere she looks. It can be hard to get her to focus on the task at hand especially without a pressing emergency. Left Her Post: When stars go missing in the night sky, it's not going to go unnoticed. Sometimes it might be a cult worshiping that pulsing red star, othertimes it might be a space faring race looking for their fallen god. It doesn't come up often but when it does, it can cause Andromeda no end of trouble. Newly Human: Stranger in a strange land. There are any number of human conventions that Andromeda Doesn't Get, from the innocuous to the truly problematic. Abilities: 0 + 0 + 4 + 4 + 8 + 6 = 22 PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 3 (6 PP) + 8 (16 PP) = 22 PP Initiative: +0 Attack: +3 Melee, +4 Ranged, +8 Star bolt Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Grapple: +3 / +24 (Gravitational Control) Knockback: -6 Saving Throws: 8 (1PP / Fortitude) + 8 (1PP / Reflex) + 4 (1PP / Will) = 20 PP Toughness: +12 (+2 Con, +10 [Protection]) Fortitude: +10 (+2 Con, +8) Reflex: +8 (+0 Dex, +8) Will: +8 (+4 Wis, +4) Skills: 24R = 6PP Knowledge [Earth Sciences] 8 (+10) Knowledge [Life Sciences] 8 (+10) Knowledge [Physical Sciences] 8 (+10) Feats: 1PP Attack Focus: Ranged Powers: 55 + 54 = 109 PP Container (Cosmic Creature) [55 PP] (cosmic) Comprehend 3 (Languages (Speak, Understand, Read)) {6} Environment Control 1 (light) (Flaw: Range: Touch) {1} Environment Control 3 (gravity: low; Flaw: Range: Touch, Feats: Alternate Power) {4} Alternate Power: Environmental Control 3 (gravity: high; Flaw: Range, Touch) Feature (Special Effect: Sparkle) {1} Flight 4 (Feats: Subtle) {9} Morph 1 (Any creature) {3} Immunity 11 (life support, aging, eating) {11} Protection 10 {10} Super Senses 5 (Star Sight; Radio Base Sense(1), Visual: Cosmic Awareness(1), Analytical(all)(2), Microscopic vision[dust size](1)) {5} Super Senses 10 (Spectrum Vision; Visual:Counters Concealment(2), Counters Illusion(2), Counters Obscure(5), Detect Hidden(1); Flaws: Limited(physical only)) {5} Power Cosmic 25 (2*Rank PP Array; Feats: Alternate Power x 4) [54 PP] (Cosmic) Base Power: Move Object 12 (Gravitational Control; Extras: Damaging (for 10 ranks), Range: Perception; Feats: Subtle, Precise) {48/50} (cosmic) Alternate Power: Create Object 23 (Creation; Extras: Duration: Continuous; Flaws: Permanent; Feats: Innate, Precise, Subtle) {49/50} (cosmic) Alternate Power: Damage 12 (Star Bolt; Extras: Range, Autofire x 10; Feats: Precise, Affects Insubstantial, Accurate x 2) {38/50} (cosmic) Alternate Power: Transform 10 (Cosmic Manipulation; (5 PP/Rank {inanimate to inanimate}; Extras: Continuous; Flaws; Range:Touch) {50/50} (cosmic) Alternate Power: Dazzle 10 (Solar Flare; (Sense Types: Visual,Radio); Extras: Area (Type: General, Shape: Burst); Flaws; Range: Touch; Feats: Progression [Area Size] 10 [10,000ft / 2 miles per rank = 20-mile radius], Progression [Reverse Area] 9 [Effective rank 1 = 5ft radius], Reversible) {50/50} (cosmic) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Star Bolt Ranged DC 27 Toughness (Autofire) Damage Gravitational Control Perception DC 25 Toughness Damage Dazzle Touch (PBAOE) DC 20 Reflex Totals: Abilities (22) + Combat (22) + Saving Throws (20) + Skills (6) + Feats (1) + Powers (109) - Drawbacks (0) = 180/190 Power Points
  2. Legatus Power Level: 10 (161/167PP) Unspent Power Points: 6 Trade-Offs: None In Brief: “Cloned” Replacement of the Man of Adamant Theme: Return of the Solar Exalted by James Semple Alternate Identity: No. XVIII (Original Designation), Felix Century (Secret) Birthplace: Freedom City Residence: Claremont Academy Base of Operations: Claremont Academy Occupation: Student, Hero Affiliations: Claremont Academy Family: Centurion (Genetic Donor, deceased), Nos. I to XX (Genetic Siblings, deceased), Dr. Rex Syagrius (Creator, deceased), Unknown Parents (Parents, missing) Description: Age: 18 (DoB: 2003) Apparent Age: Mid-Teens Gender: Male Ethnicity: Roman Height: 5’11” Weight: 175 lb. Eyes: Blue Hair: Blond and Black The youth known as Felix Century is a tall, handsome specimen. Wearing his streaked black-and-blond hair short in emulation of Centurion, his startling blue eyes sparkle when he smiles, which is often. He is still growing, and displays a certain awkwardness of form – his shoulders are not quite broad as they ought to be, for instance, and his proportions are yet to become the perfection that was his progenitor. Felix, not quite grasping the need for secret identities, tends to wear blue, yellow, and white more frequently than other colors – though ever since he received a stern talking-to by his teachers, he rarely wears them together. In his first few (unsanctioned) forays into Freedom as Legatus, Felix wore a gold-and-blue costume emulating that of the Man of Adamant. Unfortunately, as these were unsanctioned, he did not have access to the advanced technology that allows superheroes’ costumes to withstand more damage than most cloth, and within the first three excursions, it was totally destroyed. Since then, he has gained permission for his extracurricular excursions, and now wears a more stylized costume, lacking the armor of his predecessor. With a simple gold shirt, blue pants, a belt of pure white, and no cape whatsoever, Legatus does not seem like Centurion reborn as a teen quite so much as he once did. History: When Centurion died in 1993, one scientist, a longtime devotee of his, by the name of Rex Syagrius, knew that the world would not long last without a replacement for the Man of Adamant. Determined to resolve this, he gathered genetic material from a frozen battlefield, where the Liberty League had once fought, and went to work attempting to clone his champion. However, he swiftly discovered that he lacked enough material to do so. Instead, borrowing money from dubious sources, he gathered seven babies orphaned by the Terminus Invasion, named each for a Roman numeral, and began experimenting upon them, attempting to imprint the Man of Adamant’s genetic code on theirs. Within three years, they demonstrated results – most of them had superhuman powers akin to Centurion’s… but they swiftly proved to be unstable, with more than half of them dying before they reached the age of four. The seeming return of Centurion set Syagrius back on his heels – perhaps he would not need a new group of subjects to recreate the Man of Adamant. For a time, he held onto hope (during which all save one of his initial crop of children died) that he would not need to do anything further… until it was revealed that this Centurion had been a plant by Omega – the very being that killed the true Centurion all along! Something inside Syagrius broke, then, and he became increasingly determined – there would be no true successor to Centurion until he himself managed to create a fully functional clone! Thus, in 1997, Syagrius gathered seven more infants, and used the knowledge from the first generation to ensure these ones were more stable. Nos. VIII to XIV proved swiftly to be both more genetically stable and more powerful than their predecessors. There was a problem, however – none of them had more than one of Centurion’s abilities. Determining they might be useful as a super-team, if not a champion, Syagrius had them begin training to do just that in 2003. It was in 2003 that Syagrius gathered his last group of children – this time, only gathering six. This “third generation” included Nos. XV to XX, but of them all, the child designated No. XVIII swiftly became the most levelheaded and gentle of them all. Even as a toddler XVIII was able to calm his “siblings’” wailing, allowing the second generation to train in peace, and the doctor to continue his research. Of all his siblings, XVIII was closest to little XX, who was herself the smallest and quietest of the group. By the time the third generation was six, all of them save XVIII had begun developing powers akin to those of Centurion. Though only XV and XIX truly bullied XVIII over this, he nevertheless felt inadequate, forced to play at training intended for humans rather than champions. Nevertheless, he proved swiftly adept at the lessons Syagrius assigned to the third generation, even striking up friendships with the second generation who often taught them. Things were good, for a time. XVIII and XX were still close friends, and they still enjoyed one another’s company, even though XX had to train with the others more and more frequently. This state of affairs lasted until 2016, when the third generation turned thirteen. It was at this time that the second generation returned from one of their training exercises with only six members, instead of seven. Though XVIII tried to comfort them, Syagrius did not, and within a week of the training accident, they broke out of the labs, leaving the third generation behind. The escape had destroyed a great deal of equipment and data, and to make matters worse for Syagrius, the third generation’s development had plateaued. They were still stronger than most mortals, but they were not champions. They were not Centurion. Desperate, he sought out something new – something that would bombard the children with the same energies that had made Centurion into who he was. Within a few months, he discovered traces of similar energies in Freedom City, much more recent than Centurion’s arrival should have implied. Using this, Syagrius designed a machine to emit such energies, but he was hesitant to risk the most stable and successful of his champions-to-be in an untested machine. Instead, he put XVIII into the machine – though to be fair, XVIII had volunteered. XVIII emerged from the energies more powerful than his siblings, many of whom swiftly clamored to be permitted a chance to do the same. XIX and XVI, the second and third to go through the machine respectively, were fine, but XV (the fourth) swiftly went berserk, destroying most of the machine and nearly killing Syagrius before XVI and XIX tore her messily in two – without any emotions or hesitation. XVIII was deeply concerned, especially when Syagrius encouraged them. For the next two years, XVIII and XX began studying Centurion more closely, as well as testing XVIII’s new powers. What they found on both fronts disturbed them – Syagrius, XVI, and XIX all were behaving more like Centurion’s foes than like Centurion. Further, XVIII’s powers, though still greater even than XIX and XVI’s, hurt him badly when he pushed himself to the limits. They agreed to keep close eyes on their siblings and their creator, but kept it secret from the lighthearted XVII, whom they thought would tell on them. Unfortunately, things were about to get worse – for in 2018, Syagrius had finished the repairs of the machine. XVII was first to go this time, and he was torn and battered by the energies – emerging with only one arm, but empowered. When XX’s turn came, XVIII objected, pointing out that XVII had been hurt in the machine. Syagrius would have none of it, and both XVI and XIX swiftly threw XVIII through a wall and imprisoned him in the training room. Unwilling to hurt his siblings, even though he thought they were wrong, XVIII waited. Finally, he heard a crash and XVI’s shriek of pain cut short. Bursting out of the training room, XVIII discovered a bloody and wounded XVII standing over their brother’s corpse. The one-armed brother explained in emotionless tones that the machine had killed XX, and that XVII had determined that none of the group was worthy of being Centurion’s legacy. With that, he brutally killed himself. Something inside XVIII snapped, and he burst out of the complex, flying up through the ceiling, through tons of stone and silt and water, into the air above Freedom. Screaming at the top of his lungs, XVIII swiftly found himself apprehended by the Freedom League, where he remained reticent and deeply wounded for months on end before revealing almost all of what he knew of the lab and the purpose behind it. However, the League was unwilling to let him go free until he revealed the location of the lab that he had grown up in – to independently verify not only his claims of being Centurion’s clone, but also to ensure that all of his “siblings” were, in fact, deceased. For many months, XVIII refused to do that – he did not want a group of strangers, even if they were the Freedom League, to intrude upon what was rightfully his siblings’ home. Eventually, however, he was willing to admit where it was – with one condition. XVIII wanted his siblings’ remains treated with the honors of heroes – especially those of XVII and XX. The League was willing to accept this, and launched their investigation into the (now partially flooded) lab complex. The Freedom League’s investigators found that XVIII had not lied, though much of the information he shared could not be fully confirmed, given the damage done by both the waters and by XVIII’s escape. Determining that someone ought to keep a closer eye on him, the League sent XVIII to Claremont Academy, where they hoped he would develop into a worthy hero in his own right, not just a clone of Centurion. After several months of study and growth in Claremont, the newly named “Felix Century” decided to take the superheroic name Legatus and attempt to honor his genetic donor’s legacy. Personality & Motivation: As Felix, No. XVIII has grown tremendously over the past three years since emerging from his bunker home. Cheerful, warm, and friendly, he strives to be the best person he can. Like a ray of sunshine to his friends, he is supportive and compassionate. He’s developed something of a dry sense of humor, as well, snarking at those he thinks can take it. Not all is sunshine and rainbows, however, as Felix has retained some of his awkwardness when it comes to potentially romantic entanglements, as he once had an issue where he nearly hurt one of his classmates due to a romantic manipulation. As Legatus, XVIII strives to be everything that Centurion was to the people of Freedom City and indeed, the world. Idealistic, usually levelheaded, and friendly, he presents the image of a nigh-perfect ideal. Of course, beneath this façade there is much more to him, and he is well aware of his own faults – something that allows him to be incredibly humble, often refusing to accept much praise from others. Some things have become increasingly infuriating to both Legatus and Felix, however – mostly mind control, emotional manipulation, and deceitful intent. All of these are likely to trigger aggression – though he tries not to explode into violence at their use by allies, sometimes his anger overwhelms his compassion. Powers & Tactics: Legatus has many of the powers of the Centurion, though not to the same degree that he did. He is capable of surviving in space unaided, can deflect bullets with his bare skin, is superhumanly strong, and can fly rather quickly. In battle, Legatus tends to be simple to the point of bluntness. With his nigh-invincibility to most attacks, he is very direct, focusing on taking down the most threatening opponents first – that is to say, those that are most threatening to others, especially innocents. Only saving lives comes before taking down those who would take them. Power Descriptions: Like his genetic progenitor, Legatus is very obviously superhuman when he uses his powers – normal people don’t lift cars one-handed, or block bullets with their bodies and expect to live out of it. Most people don’t fly under their own power, either. Complications: Backlash: When he pushes his powers to the limit, Legatus is much more likely to cause himself injury. After an appropriately dramatic use of his full powers, the GM may grant a Hero Point to Legatus and declare that he caused serious injury to himself. Haunted: XVIII still deeply misses his siblings, especially XX, whose body he did not even get a chance to see. He has nightmares about those deaths he saw, and even worse ones about those he didn't. Reminders of those events tend to provoke extreme emotional reactions, or outright shutdowns. Legacies of Conflict: As a clone of Centurion, many of the Man of Adamant's rogues would love nothing more than to take their frustrations out on Legatus. Further, as a clone of Centurion, many heroes are deeply suspicious of Legatus, recalling as they do the Alpha-Centurion and his destructive actions in service to Omega. Lucrative Investment: Those who once invested in Dr. Syagrius' project have taken note of his death and the destruction of his lab complex, and have also noticed the arrival of Legatus on the scene. They may wish to recoup their investment by vivisecting the young "clone." Fury: Legatus’ hatred of emotional manipulation and mind control (whether mundane or supernatural) has become increasingly prominent in his life. When he encounters such things, if his actions due to his loathing somehow inconvenience or actively harm Legatus or his allies, the GM may grant him a Hero Point. Abilities: 10 + 2 + 10 + 4 + 4 + 6 = 36PP Strength: 40 [20] (+15/+5) Dexterity: 12 (+1) Constitution: 40 [20] (+15/+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 6 + 10 = 16PP Initiative: +1 Attack: +5 Melee, +3 Ranged, +3 Base Defense: +5, +2 Flat-Footed Grapple: +20 to +28 (Super-Strength) Knockback: -12/-2 Saving Throws: 0 + 4 + 6 = 10PP Toughness: +15/+5 (+5 Con, +10 Enhanced Con) [10 Impervious] Fortitude: +15/+5 (+5 Con, +10 Enhanced Con) Reflex: +5 (+1 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 40R=10PP Diplomacy 10 (+13) Intimidate 9 (+12) Knowledge (Life Sciences) 10 (+12) Language 1 (English [Native], Latin) Notice 10 (+12) Feats: 6PP Assessment Attack Focus (Melee) 2 Fearless Interpose Quick Change Powers: 20 + 20 + 10 + 11 + 20 = 81PP Descriptors for All Powers: Genetic, Mutation Enhanced Constitution 20 (Superhumanly Hearty, to Con 40 [+15]) [20 PP] Enhanced Strength 20 (Superhumanly Strong, to Strength 40 [+15]) [20 PP] Impervious Toughness 10 (Teen of Adamant) [10 PP] Immunity 11 (Life Support, Starvation, Thirst, Aging) (Teen of Adamant) [11 PP] Inheritor of Centurion 9.5 (19PP Array, Feats: Dynamic Alternate Power, Dynamic Base Power) [22PP] Base Power (Dynamic): Flight 9 (5000MPH / 50,000ft [10 miles] per Move Action, Feats: Subtle) [19/19PP] Alternate Power (Dynamic): Super-Strength 8 (Lifting Strength 80, Heavy Load: 800 tons Feats: Super-Breath, Thunderclap) [19/19PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage (Physical) Unarmed Touch DC 30 Toughness Damage (Physical) Super-Breath 150 ft. Cone Opposed Strength, DC 25 Reflex to halve Trip Thunderclap 75 ft. Area DC 25 Reflex Dazzle (Auditory) Shockwave 150 ft. Cone DC 30 Toughness, DC 25 Reflex to halve the damage Damage (Physical) Totals: Abilities (36) + Combat (16) + Saving Throws (10) + Skills (10) + Feats (6) + Powers (83) - Drawbacks (0) = 161/167 Power Points
  3. Corona Power Level: 10 [11] (150/172PP) Unspent Power Points: 22 Trade-Offs: -2 Attack / +2 Damage In Brief: Ex-teen supervillain trying hard to set a good example for her teenage daughter. Theme: Black Sheep - Metric Alternate Identity: Serena Mustafic (Secret) Birthplace: Newark, New Jersey Residence: Freedom City Occupation: Retail Worker Family: Mia Markov (daughter), Pete Markov (ex-husband), Ahmed Mustafic (Father) Description: Age: 40 (DoB: August 17, 1978) Apparent Age: Mid-20s Gender: Female Ethnicity: Bosnian-American Height: 5’04” Weight: 155 lbs Eyes: Grey Hair: Black Serena is not a large woman, standing only 5’04”, but she manages to stand out anyway. Her heart-shaped face is surrounded by lengths of wavy black hair that falls down just below her shoulders, and is marked by almond-shaped grey eyes and a slightly crooked nose. Her eyebrows are thin and arched, with the left having a noticeable split from a scar, while her ears are dappled with earring holes running up and down the lobes. Her skin is olive-coloured, occasionally broken up by colourful tattoos, like the full sleeves on her muscular arms. She looks younger than she is, appearing to be a woman in her mid-20s rather than someone in her 40s, though most just assume she has aged very well. In her day to day, Serena tends to go for jeans and button-up shirts, favouring flannel. She sometimes gives in and wears band-shirts, but is worried they make her look young and not likely to be taken seriously. Her choice of footwear are a well-worn pair of Doc Martens with smiley-face laces. As Corona, she wears a grey set of tights with black trunks, fingerless gloves and combat boots. On her chest is the symbol of a three-pointed star, also in black. She accessorizes this relatively drab costume with a beat-up leather motorcycle jacket that is covered in old pins on the lapels and the faded remnants of a “KORN” patch that can still barely be made out on the shoulderblades area of the back despite the clear attempts to remove it, with the same three-pointed star in white stitched in on back. She also has a pair of acetylene welding goggles to help with the brightness of her powers. History: Serena’s life got off to a rough start. When she was only 5 years old, her mother passed away from meningitis, and her dad did not feel remotely equipped to raise a child on his own, and so gave her up to the foster system. She bounced from home to home, never quite fitting in or finding her own place. She fell into illegal activity at a young age, starting with shoplifting and petty vandalism. By the time she reached her teens in the early 1990s, no one really expected much of her. She was disinterested in school, increasingly anti-social and a habitual runaway. Combined with her criminal activities, this made her the ideal target for an organization that was looking for pliable candidates they could mould to their whims. One day, while tagging a random alley in Jersey and having run away from her foster home for about 3 days, Serena was surrounded by men who wrestled her into a van and blindfolded her. When the blindfold was removed, she found herself in the laboratory of Dr. Will Wu, who made her an offer - he would give her superpowers, as long as she did a few minor errands to pay him back. He told her he knew she had a hard life, and that he wanted to help her. Being a dumb teenager offered superpowers, and getting the distinct sense refusal would be bad for her health, Serena agreed. The young woman found herself strapped down to a table, injected with all sorts of serums, bombarded with rays and run through a battery of tests. She didn’t understand most of it, but what she gathered was that her skin had been made tougher and fire-resistant, and more amazingly, crystals in her blood allowed her to create blasts of superheated plasma. After confirming her powers weren’t going to kill her - something Serena only found was a possibility after the procedure - Dr. Wu and his men introduced her to the rest of her team. It turned out Serena was not the only teenager that Wu’s men had swept up off the street. There were four in total: l Lucas Morgan, codename Heathen. Granted super-intelligence through neural implants and given an array of cyborg bits. l Heather Romano, codename Tantrum. Natural psychic and empath, given cybernetics to help control her powers. l Lester Donahue, codename Beastfreak. Infused with animal DNA to make him fuzzy and give him claws, along with super strength. l Adrian Pike, codename Kombat. Exposed to an alien combat-training AI and given super-soldier serum. Serena, taking the name Revolt, completed the team. Together, Wu informed them, they would perform missions for him to help recoup his losses on empowering them. For a brief moment, they all thought they were going to be superheroes. Then, he told them that their first mission was to rob the lair of a tech-based superhero, which was now ‘abandoned’ after the Terminus Invasion. A few tried to back out, but Dr. Wu made it clear that he had employed fail-safes in case they didn’t comply. So they complied. Serena wasn’t particularly bothered by the illegality of what they were doing. In fact, she found her first outing exciting. She blasted open doors, melted steel and caused havoc. Her confidence emboldened her team-mates, and they were laughing by the time they were out the door, riding away in an armoured van from the police. When they got back to Wu’s compound, they were treated to pizza and shown to their special living space, which was stocked with all the latest consoles, a big tv and all sorts of goodies. It was clear that Wu was buttering them up, but none of them, least of all Serena, minded. Over the coming months, the team performed more and more missions for Dr. Wu, and became more infamous. One media outlet started calling them “delinquents” to disparage them, and the team ended up liking it enough to take it as their own. They also became closer, becoming a sort of family that looked out for one another. When they weren’t on missions, they’d gorge on junk food and play video-games, like normal teens would. Serena finally felt like she had a home. The Delinquents had more than a few run-ins with superheroes once they got some notoriety, though with the aftermath of the Terminus Invasion, there weren’t many. The most common were naturally the Freedom League, to whom the Delinquents maintained a policy of avoiding pitched battle with, but occasionally they ended up in small skirmishes. Infamously, there is a photo of an incident in which Serena punched Lady Liberty in the face. 2 years into her career as a supercriminal, things were looking good for Serena. There had been close calls, especially when they started getting the notice of superheroes, but the Delinquents were doing well. Sure, it seemed like they had to have paid Dr. Wu back for their powers by then and he still kept them working, but at this point they all enjoyed it. Serena’s luck finally ran out one late November in 1995, when she and her team were sent to acquire an alien power crystal from some labs in Freedom City. There was no crystal. It had been a set-up planted in the media explicitly to catch Serena and the rest of the Delinquents. The moment the team entered the laboratory, the building went into lockdown and the superheroes inside went to work to capture them. Desperately, Serena managed to blast a hole in one of the shutters, but only after a lot of effort. The others were able to get out in time, but the heroes caught up with them before Serena could escape. She attempted to hold them off, but even Revolt could not stand against multiple adult superheroes. Unfortunately for her, her efforts were spoiled somewhat when Beastfreak and Heathen stayed behind to ensure she was safe. Still, Kombat and Tantrum managed to get away. Serena was taken in, charged and sentenced to 5 years in prison, the first of which was to be spent in juvie. Thanks to being a minor, her real name wasn’t released to the public. The experience in prison was humiliating, terrifying and sobering for Serena, who decided to make a clean break after her sentence was up. Released to the public, she entered into the public sphere, got married to a man named Pete Markov, and had a daughter named Mia. Four years later, she divorced her husband. From there, she lived a relatively normal life. Being a high-school dropout limited her options, but she got by doing odd jobs. Waitressing, delivering pizzas, the like. She wasn’t rich, and sometimes she missed the old days, but she figured she was doing pretty well. She managed to reconnect with her father after the birth of her daughter, and got back into contact with Beastfreak and Heathen, who similarly pledged to leave the criminal life. She never did find out what happened with Kombat, Tantrum or Will Wu, but she did her best to set those questions aside. Life threw another wrench when her Mia starting developing powers at the age of 10. At first, Serena thought she could handle it by encouraging her daughter to keep her powers quiet, but that didn’t work out too well for either of them. Being strained in that way made Mia start to act out in subtle ways. Serena didn’t really notice that until she got a call from the local mall letting her know that Mia had been shoplifting from the stores there. Realizing her grave mistake and terrified that she was sending her daughter down the same path she went through, Serena sent Mia to Claremont so she could explore her powers in a safe environment. That wasn’t enough, though. She decided that Mia needed a good example of how someone uses their powers, and thus decided to take up the superhero mantle of “Corona”, taking to the streets to help keep the city safe. Personality & Motivation: It’s safe to say that Serena has made some fairly severe mistakes in her life, something that she is all too aware of. But ever since she got out of prison, she has been doing what she can to grow past those mistakes. She is also determined to see that her own daughter doesn’t mess up her own life in the same way her mother did, which is why the girl’s shoplifting has rattled her so much. Serena was a punk teenager and she’s now a punk adult. She still pretty heavily identifies with the subculture, and carries a lot of its values and attitudes. Even as a superhero, she is pretty contemptuous of authority and still doesn’t fully trust the police to do the right thing. She’s also not fond of rich people and has trouble getting along even with the well-intentioned ones. She’s also a bit of a bleeding heart and works with charity when she can find free time from her job, parenting and superheroics. Being a mother has rubbed off on some of Serena’s behaviour and when around young people, the mom in her sometimes comes out. She tries to look out for people finding their way, even to the point of fussing over them. A massive audiophile, Serena loves listening to and making music. She can bond easily with anyone similarly inclined, though her tastes skew to music from the time she was a teenager. As far as her superheroics go, she is motivated to be a good example to her community, especially her daughter. While still a bit crass and aggressive, she takes steps to not emulate the worst excesses of the era she grew up in. She’s painfully aware many criminals come from similar backgrounds to hers, and does what she can to try and steer the milder ones onto the path of good. On the other hand, her dislike of the rich also means that when they turn to supercrime, she really, really hates them. Powers & Tactics: Corona is generally a distance fighter, preferring to use her leaps to keep herself mobile and away from her enemies as she lets loose a barrage of superheated plasma. Yet she’s more than capable of holding her own should someone close the distance, enveloping her fists in plasma and wailing on anyone dumb enough to get up in her face, usually knocking them back with a detonation and allowing her to resume blasting people from afar. Should her enemies have weapons or other gadgets, she is likely to try and disintegrate them from afar to deny them an advantage. For more conventional fire-arms, she can usually tank the bullets, but she is not willing to risk her enemies shooting anyone else. She'll also make use of terror tactics when she can, trying to frighten her enemies into surrender with displays of her power. Power Descriptions: Corona's powers originate from the alterations done to her biology by Dr. Wu. Her plasma control descends from specialized alien crystals that had been bonded to her red blood cells that allow her to exude a gas that she bombards with an ionizing field, converting it to super-hot plasma. Her body's cells have been modified to compensate for this, bombarded with rays and injected with chemicals to drastically reinforce her cell walls, protecting her against direct heat , plasma and even many forms of conventional damage while also slowing her aging exponentially. When Corona uses her powers, the veins and arteries beneath wherever her plasma is being summoned glow for a split second before a blazing white gas flares to life, rippling and coiling around her. While usually localized to her lower arms, when she is especially mad the plasma can envelop her hole body for a brief moment. Even her leaping ability is an extension of her control of plasma, performed by generating a small explosion of plasma beneath her feet to send herself rocketing through the air. A second, smaller explosion helps reduce the impact of the landing, though her unnaturally durable body also helps reduce much of the damage. Complications: Mommy Duty: Serena is the mother of a teenage daughter, and is prone to worry. Occasionally, her daughter Mia will call or text, and Serena feels compelled to answer. The GM can have her daughter call, and Serena has to answer or check her phone or she will be distracted until she can. Bad Reputation: While people may not know her secret identity of Serena Mustafic, most have figured out that Corona is formerly Revolt. Many in the law enforcement and hero community still distrust her for her crimes, giving her difficulties in social interactions with them. Enemies: The Delinquents managed to anger a lot of people, including other supervillains. There are those more than willing to come after Serena to exact their revenge. Semi-Secret Identity: While the general public does not know Corona is Serena Mustafic, the information is out there in government databases and can theoretically be accessed by those with the resources to do so. What they do with the information probably isn’t good. Abilities: 4 + 4 + 6 + 2 + 2 + 4 = 22PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+4) Combat: 16 (Attack) + 12 (Defence) = 28PP Initiative: +2 Attack: +8 Melee, +8 Ranged Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +10 (+8 attack bonus, +2 Str bonus) Knockback: -10 Saving Throws: 5 + 5 + 4 = 14PP Toughness: +10 (+3 Con, +7 Protection) Fortitude: +8 (+3 Con, +5) Reflex: +7 (+2 Dex, +5) Will: +5 (+1 Wis, +4) Skills: 88R = 22PP Bluff 10 (+12/16) Concentration 4 (+7) Diplomacy 8 (+10/14) Drive 4 (+6) Gather Information 4 (+6) Intimidate 10 (+12) Knowledge (Arts) 8 (+9) Knowledge (Current Events) 4 (+5) Knowledge (Streetwise) 8 (+9) Notice 4 (+5) Perform (Singing) 10 (+12) Perform (Strings) 6 (+8) Sense Motive 8 (+9) Feats: 11PP Attractive Dodge Focus 4 Equipment 3 Power Attack Improved Sunder Skill Mastery (Knowledge [Arts], Knowledge [Streetwise], Perform [Singing], Perform [Strings]) Equipment: 3PP = 15EP · Cellphone [1 EP] · Compact Car [9 EP] · Flash Goggles [1 EP] · Flashlight [1 EP] · Handcuffs [1 EP] · Laptop [1 EP] · Lock Release Gun [1 EP] Powers: 3 + 3 + 5 + 28 + 14 = 53PP Immunity 3 (Ultra-Reinforced Cell Walls; Ageing, Plasma) [3PP] (mutation) Impervious Toughness 3 (Ultra-Reinforced Cell Walls) [3PP] (mutation) Leaping 5 (Plasmatic Rocket Jump; 600 ft running long jump, 300 feet long jump, 150 feet high jump) [5PP] (plasma, mutation) Plasma Control 12 (24PP Array; Feats: Alternate Power 3, Precise) [28PP] (plasma, heat, mutation) Base Power: Blast 12 (Coronal Mass Ejection) {24/24} Alternate Power: Disintegrate 6 (Melting Beam) {24/24} Alternate Power: Strike 12 (Supernova Goes Bop; Extras: Penetrating 6, Feats: Improved Critical, Knockback 4 ) {24/24} Alternate Power: Dazzle 12 {Solar Flare; Visual) {24/24} Protection 7 (Roughneck; Extra: Impervious) [14PP] (mutation) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Coronal Mass Ejection Ranged DC 27 Toughness Damage Melting Beam Ranged DC 16 Fortitude Damage, Drain, Affects Objects Supernova Goes Bop Touch DC 27 Toughness Damage, Knockback, Penetrate 6, Improved Crit Solar Flare Ranged DC 22 Reflex/Fort Sensory Totals: Abilities (22) + Combat (30) + Saving Throws (14) + Skills (22) + Feats (10) + Powers (52) = 150/172 Power Points
  4. Player Name: Arichamus Character Name: Red Moon Power Level: 11 (168/174PP) Trade-Offs: None Unspent Power Points: 6 In Brief: A Farsider scientist and one-time spy against humanity who accidentally transformed herself into a vampire. Alternate Identity: Atraxia Falkaet Identity: Secret, her history and nature are anything but obvious or common knowledge. Birthplace: Farside City, the Moon Occupation: Preserver technology researcher, superheroine, Affiliations: Farsiders, Truth, Family: (Seda)Mother and (Placil)father(deceased), 3 sisters and brothers. Description: Age: 67 (DoB: 1929 ) Apparent Age: 20, age at transformation. Gender: Female Ethnicity: Farsider Height: 6ft. 2in. Weight: 80Lbs., 120lbs. with the terrasuit Device. Eyes: Icy blue Hair: Black Atraxia outside her specialized costume is a towering and spidery woman with black hair streaked with white, and unblinking eyes that are solid white save for a blue core where the pupil ought to be. Her skin is so pale that the dried, blackened veins and shriveled muscles under it are clearly visible, and it is pulled taut around her bones, producing a singularly morbid appearance. The fangs and claw-like hands don't help, and the harshly croaking voice seals the ugly effect. The 'terrasuit' she wears does a great deal to hide this, a grey & red mostly skin-tight affair filled out to resemble a normal example of her kind, with a large, opaquely-black helmet covering her head and allowing her to see without being exposed to ultraviolet radiation or the eyes of others. It is studded with small pouches and pockets to accommodate its wearer's impulsive tendency to collect samples of things. Power Descriptions: (Descriptors: Psionic, Mutation) After being blasted by her attempted recreation of the mysterious Moon Stone, Atraxia's body was effectively killed at the same time her soul(or psychic expression) was partially released from it. As a result, she is basically a ghost possessing her deceased body out of both a lack of desire and power to leave it and the desperate hope that this can be permanently reversed somehow. This had the side-effect of unlocking her bizarre latent mutations: the power to attack a living being's soul by partially transferring herself to another dimension(currently she is unaware that this is the realm of Earth-bound spirits), the power to make herself all-but impossible for the unaided eye or ear to observe her as well as being difficult for psychics to detect, a paralytic toxin secreted in her fangs, and the ability to fly through walls, scale any surface, and walk without leaving a trace and temporarily turn her mass into coherent energy for space-flight. Her eyes can penetrate almost any attempt to deceive her, and she has a weak power to tell if psychics are nearby. Her terrasuit has a built-in translator that enables her to speak and understand any language spoken around her, though its power to translate the written word is a work in progress. The program gives her a slightly more normal voice, though it injures that by the breathy translation and disconcerting background noise. Her transformation has not been without ill effects(Atraxia being of the opinion that ALL of the effects it has had are ill), mainly that now she has to contend with dead nerves, the knowledge that if she reveals herself to the light of any sun she will be burned to ashes, an all-consuming need to drink blood. History: One of the rare children of Farside City to take an active interest in their austere metropolis, Atraxia developed at a young age into a remarkably adept physicist and engineer, particularly intrigued by the Moonstone, the Preserver artifact(or discovery) that maintained their quiet, peaceful world. In this time of the former king and queen of Farside City, such experimentation was welcomed and the woman was given all the help and equipment she could need. Attempting to discover more about the energy radiating from the chunk of crystal, the Farsider attempted to re-create the object using Lunar science, deciphering the long-lost language of the Preservers in the course of her research. When the replica was complete, Atraxia activated it, triggering a devastating reaction. She, somehow, survived the surge of power but was horribly twisted by exposure to the radiation, transformed into a pseudo-energy being shackled to a bloodthirsty, monstrous corpse. After years of experimentation and failure to return herself to normal, Atraxia exiled herself from Farside City, unwilling to live as she was. On her lonely trek to the near side of the Moon, hoping to burn herself in the sunlight, she stumbled upon a cave system on the lip of the Farside crater. Within she found elaborate pictograms and carvings detailing the miseries of what she realized were creatures just like herself. In ages past, others had attempted to unlock the secrets of the Moonstone, all either killed or hideously changed. Even while reeling from the shock, Atraxia was puzzled: why had she never heard about this? Why hadn't the king and queen known or warned her? But that was brushed aside. She wasn't a freak but the logical conclusion of interacting forces, and it was her duty to find out as much as she could about this new state, for the good of all who might suffer like her! Pushing to the limits her new powers, she spent months testing her body, her new senses and all the ways they intersected. At last, sure she had gotten as far as she could without the right tools, she returned to Farside City. She found it under the reign of the maddened Princess Selene. While immune to the princess' new powers and more than a match for her army, Atraxia's transformation was still her weakness. Selene offered her a cure that the royal physicians had been working on in exchange for her service and loyalty. The sensation of normalcy after years of being a monster was more than enough to sway the scientist. But the 'cure' was only temporary, and as her body began to dessicate again the promise of more doses and Selene's harping on the violent and rapacious nature of the humans was enough to win over Atraxia, every inch the respectable, peaceable Farsider. Throughout the 1970's and 80's, the lunar vampire was kept busy spying on humanity's movements, slipping through walls to read plans, listening invisibly to conversations and gathering reams of data. However, she was forbidden to attack anyone both as a means of control over where she got her vital blood and to keep her tracks clean. Thus, when Prince Mentac returned with his Atom Family and defeated his sister and her followers, the harmless record and pitiable story of the vampire was enough to get her a royal (if grudging) pardon. After doing her part to repair Farside City and even improve some parts of it, Atraxia struggled with conflicting desires as she moved to the caves outside her old home. She longed to get away from her past and explore the universe, especially given her natural ability to move faster-than-light, but the lingering homebody tendencies of Preserver conditioning and the pull of her duty to future scientists risking their lives to explore the Moonstone won out. Earth's vampire menace and and wealth of weirdness, her constant work improving her Moon base and work (via correspondence) with Farside scientists keeps her busy as her long unlife plays out, searching tirelessly for answers. Personality & Motivation: Atraxia was never what one would call a people person. The focus of her life's work was almost always on things, how they work and what they do. Years alone and then working as a spy did nothing for her social skills, leaving her quick-tempered and prone to speaking impulsively when not sullenly holding her tongue. She is deeply self-conscious about her condition and does all she can to disguise what she really is from others. The mysterious, complicated place that Earth has proven to be piques her interest, but as a thing to be studied and understood before anything else. When meeting others for the first time they get to experience the joys of a suspicious and haltingly-spoken woman who feels deeply ill-used by the world. Despite all that Axtraxia is earnestly committed to trying to help make the human's world a better place in any way she can, and doesn't hesitate for an instant if there seems to be anything of use she can do. The mystical villains that "exploit the superstition of the ignorant" are to her mind the primary obstacles to human progress, and she devotes herself to combating them. Powers & Tactics: Sneaking up behind someone and hitting them from surprise is the only combat tactic Red Moon knows, so she does that. Complications: Enemy: Lady Lunar Habit: Needs blood plasmas to keep at the level of health she considers normal. As well, suffers cravings for it. Myth...busted?: Driven to try and disprove magic and magic-related phenomena as anything but entirely misunderstood 'normal' forces. Reputation: Willing collaborator with the Moon's despot. Secret: Vampire Secret: Identity Abilities: 2 + 6 -10 + 12 + 2 + 0 = 12PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: - Intelligence: 22 (+6) Wisdom: 12 (+1) Charisma: 10 Combat: 10 + 8 = 18PP Initiative: +3 Attack: +10 Melee, +5 Ranged Grapple: +11 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 Saving Throws: - + 6 + 8 = 14PP Toughness: +11 (- Con, +10 Protection (Hardened Skin), +1 Protection (terrasuit)) Fortitude: Immune Reflex: +9 (+3 Dex, +6) Will: +9 (+1 Wis, +8) Skills: 40R = 10PP Computers 5 (+11) SM Craft(Electronic) 4 (+10) SM Disable Device 6 (+12) Knowledge(Galactic Lore) 4 (+10) Knowledge(Physical Sciences) 6 (+12) SM Knowledge(Technology) 6 (+12) SM Language 2(Galactic Standard, Farsider(Native), Preserver) Stealth 7 (+10) Feats: 20PP Attack Focus(Melee) 5 Dodge Focus 6 Eidetic Memory Equipment 5(25EP) Improvised Tools Inventor Skill Mastery(Computers, Craft(Electronics), Knowledge(Physical Sciences), Knowledge(Technology)) Powers: 12 + 40 + 2 + 24 + 10 + 2 + 2 + 11 = 103PP Device 3(Hard to Lose, 15PP Device)[12PP] Terrasuit Comprehend 3(Languages; Read, Speak & Understand all)[6PP] Feature 1(Buys off the No Sense of Touch Disability)[1PP] Feature 6(Buys off the Sunlight Weakness)[6PP] Protection 1[1PP] Super-Senses 1(Tracking(Infravision)[1PP] Immunity 40(Fortitude Saves, Mental/Psychic powers)[40PP] Flight 1(10 MPH)[2PP] Lunar Vampirism Array 10(20PP Array, Power Feats: Alternate Power 4)[24PP] Base Power: Strike 10(Extras: Alternate Save(Will)[20PP](Ghostly Claw) AP: Concealment 7(All Visual Senses, Normal Auditory, All Mental Senses)[14PP](Insidious Step) AP: Drain Constitution 9(Extras: Linked(Paralyze)[9PP]+Paralyze 10(Extras: Linked(Drain); Flaws: Slow Only)[10PP]=[19PP](Blood-Drain) AP: Mental Transform 10(Change Memories/Recollection; Extras: Continuous)[20PP] AP: Super-Movement 6(Permeate 3, Trackless, Wall-Crawling 2)[12PP](Spectral Infiltration) Protection 10[10PP](Hardened Skin) Regeneration 1(Resurrection 1/week, not when staked through the heart or beheaded)[1PP] Super-Movement 1(Space Travel 1: Local System)[2PP](Mass-Energy Transfer) Super-Senses 12(Visual Senses: Counter Concealment, Counter Illusion, Counter Obscure(All Descriptors); Psychic Awareness; Infravision)[12PP] Drawbacks: (-1) + (-6) + (-2) = -9PP Disability(No sense of Touch)[-1PP] Weakness(Sunlight, Destroyed in 10 Rounds; Frequency: Very Common; Intensity: Major)[-6PP] Vulnerability(Cosmic Energy damage; Frequency: Uncommon; Intensity: Moderate(+1.5 DC))[-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness(Staged) Damage(Physical) Drain Touch DC19 Fortitude Constitution(Drained) Mental Transform Perception DC20 Will Transform Paralyze Touch DC20 Fortitude Slowed Strike Touch DC25 Will(Staged) Damage(Physical) Totals: Abilities (12) + Combat (18) + Saving Throws (14) + Skills (10) + Feats (20) + Powers (103) - Drawbacks (9) = 168/174 Power Points
  5. Meridian Power Level: 10 (150/151) Unspent Power Points: 1 Trade-Offs: -5 Attack, +5 Damage, -5 Defense, +5 Toughness In Brief: Paragon with literal Popularity Power Catchphrase: Theme: Dragonrider by Two Steps From Hell Alternate Identity: Sophia Powers (Public) Birthplace: Freedom City Residence: Emerald City Occupation: Public Figure/Superhero Affiliations: P3 Hero Management Solutions, LLC Family: None Description: Age: 25 (DoB: July 4th, 1993) Gender: Female Ethnicity: Caucasian Height: 6'4" Weight: 215 lbs Eyes: Glowing Silver Hair: Blond Image credited to SoDrawnOut History: Sophia knew she was born to be a hero, even before she fully understood what that meant. As a child born in the aftermath of the second Terminus Invasion, Sophia had been altered by the alien energy that leaked into the world. As she was only a child at the time, her memories of her life as part of the 'protective custody' and experimentation performed on T-Babies is sketchy at best, though she knew she was different. In her case, at least at the time, the differences were only cosmetic. She was big for her age, and had eyes that glowed with their own luminescence, but that was it. Rather uninteresting compared to other kids who could levitate objects with their mind or command elemental forces. Her drive to heroism was inspired by the Centurion, the greatest hero of all time. Entertainment options were limited, but positive messages about using super-powers were actively encouraged, so she had no shortage of exposure to the Freedom league and their exploits, which left her with the clear impression as to who she wanted to be. However, it also left her with the aftermath of his death and its effect on public consciousness, that the Terminus was fundamentally bad and anyone tainted by it was likewise something to be shunned. That distinction would follow her for the rest of her life as she strove to follow after her idol while unable to escape the perceived flaw of her birth. Lacking any outwardly dangerous abilities, Sophia was released following the legal action against the imprisonment of T.E.M.S afflicted children. However, she had no parents waiting for her, as her biological family could not be located. Instead, she was placed into a suitable foster care, along with other children who had no families to return to. This later allowed her the opportunity to enroll in Claremont Academy, a school that specialized in the education of prospective hero's. Sophia was a lackluster student, eager to do well but not particularly talented, and so stayed relatively under the radar. Even so, it at least gave her the basic combat training to see her through a battle, and further entrenched her desire to don a costume of her own. After Graduating, Sophia moved west, to Emerald City, wanting a chance to make a name for herself as a superhero, and feeling that Freedom was just to crowded for her tastes. Initially taking the name Go-Girl, she had a struggle in her early career as a vigilante, only succeeding at thwarting acts of vandalism. It was disheartening, to say the least, but she stayed at it, believing that she needed to do what she could. Her break came when she assisted the Emerald City Fire Department in evacuating and containing a fire at city hall. Her bravery, and the assistance she lead, earned her a public commendation from the Mayors office, which was broadcast nationally. After that, Sophia found herself changed. In the weeks that passed, she grew stronger, faster. She'd always been a tough-cookie, but she'd never managed to lift a car with her bare hands before, and that was only the beginning. Sophia was at a loss to explain the transformation, other than to assume she was just a late bloomer whose powers had remained dormant until placed in a life or death scenario, and only now were awakening. With her newfound powers, she was able to stop more than just petty criminals, but actually thwart felons who endangered the public. And with each new success, she found her spirits lifted even further along with new abilities. Sophia has been a full time hero for 5 years now, and in that time, she's risen to prominence in Emerald city. As easily one of the most proative and outgoing hero's, she's become the chief client of P3 Hero Management Solutions, LLC, a marketing and PR firm specializing in superhuman's. As per their recommendation, she dropped the moniker Go-Girl and now goes by Meridian, which in addition to being a better symbol, was also open for trademark. Sophia spends her days on active patrol, when she's not visiting local schools, or meeting up with talk show hosts to discuss her exploits. And she's never been happier. Personality & Motivation: Outgoing, Charismatic, Charming and Social, Sophia is a dynamo in person that can be tough to keep up with at the best of times. She lives her life full of energy, always eager to go out and be proactive. Still a young hero, she's got a very positive worldview that is a tad overly simplistic, but positive. People are good, and she wants to help where she can. That being said, she's also more than a bit of a showoff, and likes to keep herself in the spotlight, so her antics can make her seem immature at times, or at least irresponsible. Sophia cannot recall a time in her life when she didn't want to be a superhero, even before her powers developed to the point where they could be used to elevate her into an actual meta-human powerhouse. While he may have died before she was born, Sophia was enraptured by Centurions legacy and strove to emulate the fallen champion as much as she could. You may not agree with her way of doing things, but its clear to anyone with eyes that Sophia loves every second of being a superhero, and that kind of genuine positivity is infectious. Powers & Tactics: Sophia is not a very tactical fighter, relying entirely on her superior strength and near-indestructibility to ensure victory. She opens up her battles with some manner of grand proclamation, and then wades into the thick of things, putting a greater focus on showing off than directly fighting. Seldom in any personal danager, she'll get civilians to safety or take risky plays without hesitation, and always has a quip or triumphant remark to fit in between punches. Power Descriptions: Sophia's exposure to terminus energies in-utero altered her biology and genetics at a fundamental level, making her something akin to a living nexus between the physical world and the astral plane. She draws her strength from the cumulative psychic energy of conscious minds, which vastly empowers her beyond mere human capabilities. Simply put, she is something of an unwitting psychic vampire, drawing on psionic energy through the astral plane. The normal 'background' levels of energy have made her stronger and tougher than most, it is to insubstantial for her needs. This flow of energy is transient and insignificant compared to the more active and directed energy at her disposal, as a result of emotions produced in relation to her, specifically. As a siphon of psychic energy that flows through the astral plane, Sophia most readily pulls from the positive emotions she inspires in others, and similarly derives the greatest increase in strength from those feelings. Love, Joy, Hope, Gratitude, Respect, and most of all: Adoration. It is a literal statement to say that her fans are her strength, as she slightly drains all of them to a tiny degree. Those who supply her with her energies suffer no lasting effects, and are unlikely to even notice any negative effects, so long as her power supply is spread out over large numbers of individuals. Sophia isn't aware of this, and only acknowledges that her power has generally increased over time, attributing this to her own growth and maturation rather than to her increasing presence in the cultural mindset and corresponding greater access to mental energies. Complications: Slave to PR: All of Sophia's incredible powers are drawn from the love and support of the people who she inspires. When she remains in good standing with the public, she's at her strongest. But if her popularity begins to wane, so to do her powers. As a secondary limitation, she's mostly tethered to population centers where she has a strong presence in the popular consciousness. Moving far from her supporters does slowly drain her energy, leaving her progressively weaker until she returns. Fame: Sophia actively cultivates a place of high public status, and as such is hounded by the media, her fans, or just tabloid journalists, which can be both exhausting and disruptive to any efforts to have a private life. No Secret Identity: Not only is Sophia's name and face widely known, she maintains a dedicated website with a calendar of scheduled appearances. Responsibilities: Charity Work, Talk Show Appearances, Movie Cameos, Sponsorship Deals, Commercial Filming. Sophia isn't just a hero, she is a brand, and that means she has a lot of obligations to uphold, keeping her busy. Unwitting Pawn: Sophia's prominence in Emerald is at least in part due to the Chamber using her as a means to maintain their operations. She is fairly easy to trick so long as their manipulations are kept through publicly trusted figures, and acting in a manner which can be cast as heroic. When a more direct intervention is needed, they use their psychic manipulations to compel her obedience and then erase or alter her memory of events. More than once, Sophia has been an enforcer of their dark schemes, but remains none the wiser. Hatred: Stemming from her childhood where she was made to feel weak and inferior compared to other children, and then magnified by her idolization of Centurion, Sophia has come to develop a deep and festering anger towards the Terminus and anything associated with it, as a coping mechanism for her own psychological hangups. Secret (T-Baby): Sophia is a byproduct of the second Terminus Invasion, which remains a matter of contention. Due to her own complex feelings about the Terminus, she's covered up and tried to deny that she's a T-Baby, keeping it as secret as possible. Abilities: 10 + 2 + 10 + 0 + 0 + 10 = 32PP Strength: 40 [20] (+15/+5)[Ultimate Ability] Dexterity: 12 (+1) Constitution: 40 [20] (+15/+5) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 20 (+5) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Base Defense: +5 Base, +2 Flat-Footed Grapple: +28 to +21 (Super-Strength, Improved Grab) Knockback: -12/-2 (-27 with Bracing) Saves: 0 + 4 + 5 = 9PP Toughness: +15/+5 (+5 Con, +10 Enhanced Con) [10 Impervious, Ultimate Save] Fortitude: +15/+5 (+5 Con, +10 Enhanced Con) Reflex: +5 (+1 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 36R = 9PP Diplomacy 4 (+9)Attractive 2, Connected Bluff 2 (+7) Attractive 2 Intimidate 2 (+7) Knowledge (Current Events) 2 (+2) Knowledge (Pop Culture) 2 (+2) Notice 8 (+8) Perform (Oratory) 10 (+15) Fascinate Sense Motive 6 (+6) Feats: 14PP Attractive 2 Benefit 4 (Wealth 2, Fame 2) Connected Fascinate (Oratory) Improved Grab Interpose Luck 2 Ultimate Strength Ultimate Toughness Powers: 20 + 21+ 6 + 19 = 66PP Descriptors: Psionic, Dimensional, Terminus Enhanced Constitution 20 (to Constitution 40 [+15]) [20PP] Astral Power Array 10 (20PP Array, Feats: Alternate Power 1) [21PP] BASE: Enhanced Strength 20 (to Strength 40 [+15]) {20/20} AP: Blast 13 (Flaws: Distracting [-1]; Feats: Accurate 3, Precise, Improved Range (325'), Affects Insubstantial 2) {20/20} Super-Strength 1 (Effective Strength 45, Heavy Load: 6 Tons, +1 Strength to some strength checks; Feats: Bracing, Countering Punch, Super-Breath, Shock wave) [6] Champion Array 7 (14PP Array, Feats: Alternate Power 2, Dynamic 2) [19PP] DBE: Impervious Toughness 10 {1-10} DAP: Super-Strength 0-7 (Effective Strength 45-80, Heavy Load: 6 - 800 Tons, +1-7 to some strength checks) {2-12} DAP: Flight 0-7 (0-1000 MPH/0'-10,000' per move action) {2-12} Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch (+5) DC 20 Toughness Damage [Physical] Unarmed Touch (+5) DC 30 Toughness Damage [Physical] Blast Ranged (+7) DC 27 Toughness Damage [Energy] Super-Breath Cone DC 25 Reflex Tripped Shock Wave Cone DC 25 Reflex/30 Damage [Physical] Totals: Abilities (32) + Combat (20) + Saving Throws (9) + Skills (9) + Feats (14) + Powers (66) - Drawbacks (0) = 150/151 Power Points
  6. Omen/Screech Power Level: 10 (150/151PP) Unspent Power Points: 1 Trade-Offs: None In Brief: Psychic Shadow academy student with Rebellion on the brain. Catchphrase: "They call me Omen, Because when you see me, things are about to go badly for you." Theme: Alternate Identity: Morton "Mort" Oleander (Secret) Birthplace: Manchester, UK Residence: Emerald City; Shadow Academy Dorm Base of Operations: Emerald City Affiliations: Rebellion, Other Rebellious Students at the academy Family: None Description: Age: 18 (DoB: 2000) Gender: CIS Male Ethnicity: Caucasian Height: 6'3" Weight: 150lbs Eyes: Brown Hair: Black Tall and slender young man, clean shaven with short well kept hair, there is nothing that makes mort stand out of the ordinary a fact he uses to his advantage, prefering to wear featureless black clothes. History: Adopted to serve as an unwitting decoy for the son of a family of petty gangsters it was on the night it seemed he was about to die for that very purpose that his powers manifested and after overwhelming his attackers and adoptive family both with telepathic assault fled into the night. Living amongst the homeless population and using his powers to take what he needed from people who wouldn't miss it it would be over a year before he was approached by the shadow academy and under coceration of the well-being of his new found friends and family he accepted Coecered but unbowed he set his mind to probing the intricacies of the strict heirarchy into which he had been thrust for information, though he found little in the ways of weaknesses and secrets, many of the faculty and senior students being practised veterans of the long war with super heroes he did begin to find hints of disorganized rebellion and revolt fermenting in the minds of the newer "students" at the academy. Partitioning his conciousness proved to be a nessicary precaution, he was not the only psychic student and he was far from the honed gifts of the faculty for all his natural talent, suspecting that even with his carefully cultivated reputation he was not above the scrutiny nor paranoia of others he opted to partition away a small part of his conciousness to keep the names and faces of those students whom he had seen the sparks of resistance in from mind scans. It was a regettable but nessicary conclusion that if the rebellion was to succeed it needed not only nurturing and protecting but pruning to keep it from premature discovery and destruction. Thus he became known as "Omen" amongst those students, his interest and presence being a bad sign for those planning escape or revolt. Whilst his alter ego became called "screech" named after the stylised mask he wore when directly intervining on behalf of those same students To this day he maintains a delicate balancing act of fear, respect, hatred and trust and paranoia between his rebellious peers, his overseers, fellow psychic inquisitors and the faculty of the shadow academy. Personality & Motivation: Morton carries himself with a fearsome mein when dealing with members of the shadow academy, relying on his terrifying reputation and position as one of the so called "Inquisitors' to dissuade other students from scrutinizing his actions and movements too closely. He is guided by his sense of empathy to help those in need without endangering them or others as he manuvers things into place for a perfect storm. Powers & Tactics: what the enemy doesn't know can certainly hurt them as much if not more than spontaneous combustion or telekinetically hurled tonnage Morton has learned that it is in his best interest to control the terms and location of engagement and will focus on wresting control if he doesn't already possess it. Secrecy is of paramount importance as well, his plans depend on him being in the good graces of the academy staff whilst he assists the rebellion with telepathic spendings and illusory messengers. He will take great pains to act quickly, quietly and reveal as little as possible about himself. Power Descriptions: Mortons psionics are for the most part visually undetectable save for his nascent pyrokinesis which burns in all the colours and intensity of regular fire and the ripples of transparent force that come with psychokinetic energy blasts. Complications: No-one can know: Mortons assistance of rebellious students cannot be brought to light lest his homeless friends are made to pay the price and the rebellion is quashed by the academy staff, this is his primary concern and there are very few lengths he is unwilling to go to to keep his secrets. Masks and Masquerades: due to the presence of other powerful psychics amongst the Inquisitors and faculty staff Morton has partioned his conciousness and sometimes partially erases information with programmed recalls, though he has stopped short of creating an entirely separate personality he is unable to access certain information when he is and is not wearing his mask and in his screech persona. Abilities: 0+4+4+4+10+0 = 22pp STR: +0 (10) DEX: +2 (14) CON: +2 (14) INT: +2 (14) WIS: +5 (20) CHA: +0 (10) Combat: 6+10 = 16pp Attack +3 (+3 base) Melee:+3 Ranged:+3 Defense: +6 (+5 base +1 Dodge focus) Initiative: +2 (+2 Dex) Grapple:+3 (+3 attack) Saves: 3 + 3 + 5 = 11pp Toughness: +2/+14 (+2 Con +12 force field) Fortitude: +5 (+2 Con + 3) Reflex: +5 (+2 Dex +3) Will: +10/+15 (+5 Wis + 5 + 5 Enhanced Will) Skills: 14pp (54 ranks) Bluff 10 (+10) Concentration 8 (+13) Knowledge (life sciences) 3 (+5) Medicine 5 (+10) Notice 10 (+15) Sense Motive 10 (+15) Stealth 8 (+10) Feats: 4pp Dodge Focus Second Chance (Concentration Checks to maintain Powers) Trance Ultimate Effort (Will Save) Powers: 5 + 12 + 14 + 48 + 4 = 83pp All powers have the Mutation and psionic descriptors Enhanced Trait 5 ("Mind shield"; Traits: Will +5 (+15)) (5pp) Force Field 12 ("Armoured Aura"; +12 Toughness; Force Field)(12pp) Psionic Attunements (Array 6; PFs: Alternate Power 2) (14pp) BE: Telepathic Link . . . . Communication 6 (Linked; sense type: mental; Rapid 3, Subtle (subtle)) . . . . Comprehend 1 (Linked; languages - speak all) AE: Concealment 10 ("Perception Filter"; Array; all senses; Phantasm; Close Range, Selective) AE: Mind Reading 10 ("Mind Scan" Array; DC 20; Subtle (subtle)) Psionic Power House (Array 20; PFs: alternate power 8 )(48pp) BE: Blast 10 ("Psychokinetic/Pyrokinetic Blast"; Array; DC 25; Range (perception); Knockback 9, Variable Descriptor (Narrow group - Force/Fire)) AE: Emotion Control 10 ("Empathic sway"; Array; DC 20; Mental, Secondary Effect; Mind Blank) AE: ESP 12 ("Telescan" Array; affects: 1 type - mental; Action (free), Duration (sustained); Custom 3 (Rapid (x1000) )) AE: ESP 5 ("Clairvoyance" Array; affects: 2 types, inc. visual - auditory and visual; Action (free), Duration (sustained), No Conduit, Simultaneous; Custom 3 (Rapid (1000))) AE: Illusion 10 ("Telepathic illusions"; Array; affects: all sense types, DC 20; Duration (sustained); Phantasm) AE: Mental Blast 10 ("Telepathic Assault"; Default; DC 25; Mental) AE: Mind Control 10 ("Domination"; Array; DC 20; Conscious; Mental Link, Subtle (subtle)) AE: Stun 10 ("Subdue"; Array; DC 20; Alternate Save (Will), Range 2 (perception); Action (full); Sedation, Subtle (subtle), Variable Descriptor (Narrow group - Pain/Sleep)) AE: Telekinesis 10 ("Telekinesis"; Array; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Perception; Precise, Subtle (subtle)) Super-Senses 4 ("Psychic Awareness" danger sense: Mental, Ranged awareness: Mental (Mental), uncanny dodge: Mental) (4pp) DC Block Psychokinetic/Pyrokinetic blast Perception Range DC25 Toughness Save (staged) Damage Empathic sway Perception Range DC20 Will Save Emotion control Telepathic Illusions Perception Range DC20 Will Save illusions (phantasms) Telepathic Assault Perception Range DC25 Will Save (Staged) Damage Subdue Perception Range DC20 Will Save (Staged) Stun Mind Scan Perception Range DC20 Will save Mind Reading Totals: Abilities 22 + Skills 14 (54 ranks) + Feats 4 + Powers 83 + Combat 16 + Saves 11 + Drawbacks 0 = 150/151
  7. Venomax Power Level: 10 (158/163PP) Unspent Power Points: 5PP Trade-Offs: None In Brief: Child of a Mercenary making the most of what he's inherited Catchphrase: None Theme: Playlist Alternate Identity: Vernon Bilker (Secret) Birthplace: Freedom City Residence: Emerald City Base of Operations: Emerald City Occupation: Lab Intern Affiliations: Family: Brad Bilker (Estranged Father) Friends: Description: Age: 19 Gender: Male Ethnicity: Caucasian Height: 5'11 Weight: 84 Kg Eyes: Brown Hair: Black Appearance Vernon is a tall and wiry young man with sharp features, brown eyes look out from beneath thin and elegant eyebrows, his short black hair features a prominent widows peak. The Venomax costume consists of a purple bodysuit with a cool blue visor; a green line design accents the undersuit running down the sides and black polymer armour is layered on top, his applicator gauntlets are made from the same material featuring six prominent in chamber's on each not dissimilar to that of a revolver or a rotary grenade launcher, are the pipes that pump his secretions into the devices inner workings to create the wide variety of concoctions he makes regular use of. History: The son of Brad bilker AKA: the infamous gas man has lead a hard life, his mother was much too young and far too in love and clung to the idea of her lover returning long after he'd given up hope of ever meeting his father and spent his early life watching his only parent slowly destroy themselves with grief over someone who clearly didn't care about them in the slightest even on her deathbed she clung so tightly to the hope that he would return that she saw her own son as his father. playing along to help his mother pass with ease he felt himself being wracked with guilt wondering if it had been his own mutant gifts that had sapped her strength and eventually killed her mixed with burning rage at the man who had abandoned him With nothing left to stay in freedom city for he found himself leaving for Emerald city with nothing but the clothes on his back to make a new life far away from his villainous old man Personality & Motivation: Motivated by Loss and Pain Vernon can come off as quite harsh to those who don't know him, displaying a great distain for things and weilding his mutation with a coldness close to callousness but in truth he understands that his abilities can be effected by his emotional and physical state so does his best to control both to avoid causing lasting harm and focus his mind to the strain that comes with using them. Vernon takes his self appointed responsibilities very seriously and has chased criminals across country before now believing that they are his burden, dragging them personally to the local authorities or even blackstone by hand. Powers & Tactics: Vernon is a cold, calculating and cunning combatant who fights with sudden and brutal applications of force and poison he will attempt to quickly and decisively remove as many combatants as possible from the situation whilst causing as little collateral damage as possible, though he looses little sleep over those few who do suffer his venom, he will pursue fleeing opponents relentlessly across vast distances limited only by his funds and obligations. His powers come from the unique organ in his abdominal cavity capable of synthesizing various chemicals from what he ingests running the gamut from Bee venom all the way to nitroglycerin or other far less savory concoctions though he refrains for anything that causes unessicary lasting harm. Power Descriptions: Though his Chemical synthesizing organs are inborn to him he has augmented his usage with the applicator gauntlets on his suit allowing him to project the secretions at a distance, aerosolize them , combine them with an adheisve binder or create a two staged dosage Complications: Gut Rot: perhaps due to the peculiar diet (necessary to keep his abilities stocked) or even some sort of irony Vernon has a sensitive stomach and is often plagued with cramps, nausea and other gastrointestinal problems whilst these are in themselves a problem, having to run off to use the bathroom at random times can prove inconvenient which is to say nothing of the mockery and embarrassment someone with his unique power-set faces. I hate you, Dad!: Vernon hates his father Brad Bilker with a biblical passion for abandoning him and his mother and will actively seek out opportunities to interfere in his business, embarrass and otherwise cost him financially or socially, though he refrains from inflicting physical harm to honour his mothers dying wish he find some kind of peace with the man and of course, Brads immunity to all known forms of chemical and biological weapons includes his sons powers. Guilt: Vernon believes that it might've been his own toxic Secretions that killed his mother, though he has never dared to find out, it is something that can be used against him by particularly cunning villains such as his callous father. Breaking Bad: there are several parties who would like to aquire Vernon and use his unique gifts to produce dangerous chemicals or metahuman enhancement compounds such as MAX and Zoom without having to go through the labyrinth. Largely Immune: Though immune to his powers in the dosages and concentrations in which he uses them his siolated Specialized Organs contain far more potent concentrations, enough to overcome his resistance to the effects, they might be damaged or forced to empty their contents by various means they will affect him normally. Doctoring Dosages: Vernon has carefully learned the safe dosages and dilutions for use on other humans but anything out of the ordinary is purely guess work on his part, the more alien or extreme the difference the more he has to guess either using too little to have an effect or more disastrously too much as well as of course different concoctions affecting radically different biologies in entirely unforeseen ways. ABILITIES: 8+4+8+4+4+0 = 28pp Strength 18 (+4) Dexterity 14 (+2) Constitution 18 (+4) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 10 (+0) COMBAT: 20+12 = 32pp Initiative: +2 Attack: +10 Grapple: +14 Defense: +10 (+6 base, +4 dodge focus) +3 flat-footed Knockback: -5, -2 out of Costume SAVES 4+4+6 = 14pp Toughness: +10/+4 (+4 Con, +6 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +6 (+2 Dex, + 4) Will: +8 (+2 Wis, +6) SKILLS: 12pp (48 Ranks) Craft (Chemical) 8 (+10) Knowledge (Physical Sciences) 8 (+10) Knowledge (Technology) 8 (+10) Medicine 4 (+6) Notice 6 (+8) Sense Motive 6 (+8) Stealth 8 (+10) FEATS: 9pp All-Out Attack Dodge Focus 4 Move-by Action Power Attack Precise Shot Take down Attack POWERS: 37 + 8 + 16 + 1 + 1 = 63pp Descriptors: Chemicals, Mutation Chemical Synthesis Organs 15 (30 point Array; PFs: Alternate Power 7) [37pp] BE: Emotion Control 10 ("Toad Toxins"; Extras: Alternate Save [Fortitude], Contagious, Secondary Effect; Flaw: Range [Ranged]) {30/30} AE: Damage 10 ("Nerve Agents"; Extras: Alternate Save [Fortitude], Poison) {30/30} AE: Damage 10 ("Acidic Sweat"; Extras: Contagious, Secondary Effect) {30/30} AE: Drain Ability Scores 10 ("Malady Mixtures"; drains any ability score one at a time; Extra: Poison) {30/30} AE: Obscure Olfactory & Visual 10 ("Pepper Spray Sweat," 1 mile radius) {30/30} AE: Paralyze 10 ("Spider Venom"; Extras: Alternate Save [Fortitude], Poison) {30/30} AE: Snare 10 ("Cobra Spit"; Extras: Suffocating) {30/30} AE: Stun 10 ("Toxic Shock"; Extras: Poison) {30/30} Damage 2 ("Caustic Venom Overcoat"; Extras: Aura, Duration 2 [Sustained]) [8pp] Device 4 (Venomax Costume; 20 Points; Flaw: Hard to lose) [16pp] Additional Descriptor: Technology Applicator Gauntlets 5 (10 point Array; PFs: Alternate power 4) [14 DP] BE: Feature 10 (adds Area [General, Cloud, 50 ft. diameter] Extra to chemical effects) {10/10} BE: Feature 10 (adds Area [General, Cone, 100 ft. long] Extra to chemical effects) {10/10} BE: Feature 10 (adds Contagious Extra to chemical effects) {10/10} BE: Feature 10 (adds Range Extra [Touch to Ranged, Range to Perception] to chemical effects) {10/10} BE: Feature 10 (adds Secondary Effect Extra to chemical effects) {10/10} Protection 6 (ballistic weave) [6DP] [20/20DP] Feature 1 (produce useful chemicals) [1pp] Immunity 1 (Own Powers) [1pp] DC Block Name Range Save Effect Acidic Sweat Melee DC25 Tough Damage Cobra Spit 100ft DC20 Reflex Snare Toad Toxins 100ft DC20 Fort Confusion Malady Mix Melee DC20 Fort Drain Nerve Agents Melee DC25 Fort Damage Pepper Spray 100ft N/A Obscure Spider Venom Melee DC20 Fort Paralyze Toxic Shock Melee DC20 Fort Stun Totals: Abilities 28 + Combat 32 + Saves 14 + Skills 12 (48 ranks) + Feats 9 + Powers 63 + Drawbacks 0 = 158/163 Power Points.
  8. Character Name: The Seeker Power Level: 10 (150/151PP) Unspent Power Points: 1 Trade-Offs: +4 Attack / -4 Damage, +4 Defense / -4 Toughness In Brief: Daredevil if he randomly saw glimpses of the future Alternate Identity: Sam Stewart (Secret) Birthplace: Freedom City, South Freedom Residence: Freedom City, Parkside Occupation: Retired police detective Affiliations: None yet Family: Alexander Stewart (Father), Marie Stewart (Mother), Steven Stewart (Brother), Allison Stewart (Niece) Description: Age: 29 Gender: Male Ethnicity: Caucasian Height: 6'0" Weight: 200 lbs Eyes: Blue Hair: Black The trademark piece of The Seeker's attire is a dark mask that wraps completely around his head. The mask features two highly reflective eyes, which appear to glow when light strikes them in the right way. The rest of his outfit consists of the shirt, slacks, tie, and trenchcoat that one might associated with a pulp detective. While his build is more imposing than an average Joe but more slender than the average super, the trenchcoat is designed to give the impression of a broader build. When in his civilian identity, Sam tends towards an "office casual" appearance. Polo shirts or button-downs in inoffensive neutral colors, matched with simple slacks. He adopts the dark glasses and cane widely associated with blindness as part of maintaining his secret identity. History: A Freedom City native, Sam Stewart learned a deep love of his hometown from his mother and father, a police officer and journalist respectively. After passing FCU's criminal justice program, he eagerly joined the city's police force. He pushed himself to his limits and excelled in his work, rising quickly to the rank of Detective. He worked for years in his position, dedicated to handling the "mundane" crime of the city, diligently working to catch the worst offenders so that, in his words, the "real heroes" remained free to handle the larger threats. Eventually, Sam became involved in larger cases, including helping to bust larger operations and chipping away at the city's crime rings. Eventually, he became involved in the round-up of a smuggling ring that only seemed to grow larger and larger as they took away the pieces. Emboldened by the results, Sam began treating the case as his sole focus, spurred on by the idea of taking down what had to be one of Freedom City's largest criminal undertakings. Unbeknownst to Sam, the crime ring he was working so hard to destroy was an asset of The Labyrinth. One that they would not allow themselves to lose. As Sam and a squadron of police officers prepared to raid another smuggling compound, they were ambushed by Labyrinth operatives led by Ms. Scarlet. Scarlet and her men took down the police squadron with only a token effort. Sam lost several brothers and sisters in arms that day, and he suffered a near-fatal blow from Scarlet herself. He survived within an inch of his life, and spent several weeks in a coma. When he awoke, he quickly realized that he had lost his sense of sight. During his recovery from his injuries he accepted an early retirement and began learning how to live with his blindness. As he started becoming mobile again, he realized over time that he was receiving sensations that he couldn't explain. Flashes of insight as to his surrounding. It came and went, but he simply knew what surrounded him. He kept this information to himself so as not to worry his loved ones. These insights came more and more frequently as time went on. With practice, he reached a point where he felt he had almost recaptured his old life. However, having been listless and without purpose since his injury, he took the opportunity to pick up where he left off. These new abilities represented the perfect opportunity to continue his work taking down Freedom City's criminal element. Adopting his new identity as The Seeker, he continued to hone his physical abilities and his newfound second sight. As he became more sure of himself, his visions reached new heights. He found hismelf not only sensing what was happening around him, but catching brief glimpses of possible futures. Sam has taken this as confimration that he is moving in the right direction. He now has two goals to accomplish; figure out exactly what caused him to develop these abilties, and track down the figures at the center of the conspiracy that attempted to silence him in the first place. Personality & Motivation: At his core, Sam is spurred by his desire to bring down the organized crime in Freedom City. In particular, he desires to learn more about The Labyrinth and, if it is at all possible, put a stop to them as well. He also has a need to understand the origin of his powers, which are currently a mystery to him. He is deeply driven, and tends to laser focus on whatever task he currently has at hand. He carries a no-nonsense attitude, which he doubles down on when in his Seeker identity. In contrast, he downplays it in his civilian identity as part of an effort to appear harmless and content. Despite the hardboiled exterior, he is a genuinely idealistic person at heart. He does what he does out of a love from Freedom City and its people. Powers & Tactics: Seeker's sixth sense, including his mental sense and enhanced abilities, manifests as a sort of inherent knowledge. There is no component that he could explain to another person. The exception to this would be his premonitions. He observes these visions as though he were watching the events as a spectator. He prefers a tactical approach to any situation. While confident in his combat abilities in a melee situation, he cateogrically refuses to put others at risk on his orders again. Power Descriptions: Unbeknownst to him, Sam's powers are the result of his status as a mutant. Seeker's Device takes the form of a utility belt which includes an array of weapons and a grappling hook. Complications: I Want Answers: Seeker tends to tunnel vision on his goals, and can be blind to all else when he's on the trail. (Gain a HP when Seeker's focus on following the next lead causes him to walk into a trap or overlook important information.) Unfeeling Exterior: In his Seeker persona, Sam deliberately plays up a hard, brooding persona, hoping to avoid dragging others into hurt. (Gain a HP when Seeker chooses to distance himself from a potential ally.) Only Mostly Blind: Sam's mental awareness does not operate as true sight. He is aware of his surrounding in a way perhaps similar to sonar, meaning it lacks in certain areas where true sight helps, such as reading text on a paper or a display on a screen. Don't Get Caught Flat: Sam almost always prefers the cautious, analytical approach. (Gain a HP when Seeker's caution loses him a meaningful opportunity.) Abilities: 8 + 16 + 8 + 2 + 14 + 0 = 48 pp STR 18 (+4) DEX 26 (+8) CON 18 (+4) INT 12 (+1) WIS 24 (+7) CHA 10 (+0) Combat: 16 + 16 = 32 pp ATK: +8 (+14 melee) DEF: +14 (+6 Dodge Focus, +8 Base, +4 Flat-Footed) Init: +12 Grapple: +22 Knockback: -3/-2 Saves: 2 + 4 + 0 = 6 pp TOU +6 (+4 Con, +2 Defensive Roll) FORT +6 (+4 Con, +2) REF +12 (+8 Dex, +4) WILL +7 (+7 Wis) Skills: 8 pp=32 r Acrobatics 12 (+20) [Enhanced] Climb 1 (+5) Escape Artist 2 (+10) Gather Info 4 (+5) Intimidate 5 (+5) Investigate 9 (+10) Languages 1 (Braille) (Base: English) Medicine 1 (+2) Notice 12 (+20) [Enhanced] Search 9 (+10) Sense Motive 12 (+20) [Enhanced] Stealth 12 (+20) [Enhanced] Feats: 5 pp Blind-Fight Defensive Roll Grappling Finesse Improved Initiative Quick Draw -Enhanced Feats: Acrobatic Bluff Attack Focus: Melee 6 Challenge (Fast Acrobatic Bluff) Defensive Attack Dodge Focus 6 Evasion 2 Hide In Plain Sight Power Attack Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Takedown Attack 2 Uncanny Dodge (Mental) Powers: 7 + 23 + 12 + 9 = 51 pp Device 2 (Baton, Flaw: Easy to Lose, PF: Subtle [collapsible]) [7PP] [Technology] Damage 2 (PFs: Extended Reach 1 [10 ft], Improved Crit, Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing]) [6DP] Super-Movement 2 (Swinging, Wall-Crawling) [4DP] Enhanced Feats 23 (Acrobatic Bluff, Attack Focus: Melee (6), Challenge (Fast Acrobatic Bluff), Defensive Attack, Dodge Focus (6), Evasion (2), Hide in Plain Sight, Power Attack, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Takedown Attack (2), Uncanny Dodge (mental)) [23PP] [Mind, Mutant] Enhanced Skills 12 (Acrobatics 12, Notice 12, Sense Motive 12, Stealth 12) [12PP] [Mind, Mutant] Super-Senses 11 (Accurate Acute Analytical Radius Ranged [6] Mental Sense, Danger Sense (Tied to Mental Sense), Precognition (Flaw: Uncontrolled)) [9PP] [Mind, Mutant] Abilities 48 + Combat 32 + Saves 6 + Skills 8 + Feats 5 + Powers 51 = 150/151 PP
  9. In-Brief: Worf meets Cosmic Boy Character: Dirge Power Level: 11 (built as PL 10) Tradeoffs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 160/160 PP Unspent Points: 0 Identity: Public Alternate Identity: Kanemu of Herd Krallos, Son of Drugo, Son of Amani Birthplace: Ku'unum, AKA Harsaf-4, the 4th planet of the Harsaf star system, which was annexed by Admiral Iyatu for the Stellar Khanate in 2004. Legal Status: In the Lor Republic, a non-citizen permanent resident, granted refugee status and legal asylum. In the Stellar Khanate, a non-citizen fugitive, wanted dead or alive, with a state-sponsored bounty. Base of Operations: None. Operates throughout the Milky Way galaxy. Residence: None. Nomad. Occupation: Mercenary, Unskilled Laborer Affiliations: The Fryxus (extinct species) Family: Ghojma (Former nursemaid, adopted mother), Ghojma's husband and their biological children (Step-family), Biological parents, siblings, and extended family (all deceased) DESCRIPTION Age: 23 (Date of Birth: 1996) Gender: Male Species: Fryxus Height: 7ft (2.14m) Weight: 325 lbs. (147kg). Horns add another +30 lbs. (14kg), for 355 lbs. (161kg) total. Skin: Blue Hair: Blue Eyes: Orange, with horizontal rectangular pupils Kanemu is a humanoid ram with bright blue skin and fur who stands head and shoulders above most humans. His species evolved from even-toed ungulate herbivorous herd mammals similar to Earth's sheep, particularly the North American Bighorn. His facial features are a sort of halfway point between a human and a sheep. His nose and mouth area is snout-like. His nose is wide and angled downward. His eyes face forward like a human, instead of to the sides like a sheep. He wears his hair long and wild. His entire body is covered with a layer of soft, fine wool. His hands and feet are similar enough to those of humans that he has comparable manual dexterity and can wear shoes. Similar to Earth's sheep, with their two large toes on each foot, his hands have two large fingers and a thumb, while his feet have two large big toes. Like a sheep, he has long, pointed ears, which lay horizontally, unlike the vertical orientation of human ears. He has a small, vestigial tail, less than a foot long, covered in the same fur as the rest of him. It hangs down toward the ground. His loincloth usually obscures it. His head is adorned by a massive rack of curved horns. Like those of a ram, his horns have two layers, a living bone core surrounded by a keratin shell. The outer layer is basically compressed hair, and re-grows over time. The horns are so heavy they account for nearly ten percent of his body weight. As a strict herbivore, his teeth are all incisors and molars. He does not have any canine teeth. The front half of his mouth only has incisors on the bottom, with just a flat bony ridge above/opposite them. His blood, like his skin and fur, is also blue in color. As a side-effect of the electromagnetic energies his body generates, stores, and channels, it is warm to the touch, and when exposed to air, it glows softly. He wears a bright red belted loincloth, and nothing else. When his personal protective magnetic field is active, his body is surrounded by waves of multi-colored light similar to the Aurora Borealis of Earth. When he uses his magnetic power to control metal, globes of heat shimmer and refracted light in every color of the spectrum appear around his hands, and bolts of electricity arc up and down his arms. A similar aura may appear around the metal object he is manipulating. When he hurls bolts of lightning, they are twin bolts which spiral forth in a double-helix pattern. HISTORY The Fryxus were a race of fascist humanoid sheep who lived on Ku'unum, the fourth planet in the Harsaf star system, in the independent border territory between the Lor Republic and the Stellar Khanate. Several of the planets orbiting Harsaf were home to other sentient races, most of whom had progressed technologically to the level of routine interplanetary travel, but not yet interstellar travel. The Fryxus had evolved the ability to generate and control powerful electromagnetic fields, which gave them a significant military edge over their neighbors. They used this edge to repeatedly attack, plunder, and enslave those neighbors. After the Star-Khan's disastrous 1987 defeat at the hands of Daedalus and the Lor Republic, he spent years rebuilding his armies and his empire. By the early 2000s, he started to pick lopsided fights against inferior enemies, to regain the momentum of interstellar conquest. In 2003, he set his sights on the Harsaf system. He sent emissaries to Kuunum, offering to help them conquer the other planets in their system once and for all in exchange for submitting to the rule of the Khan. The Fryxus sent back a short reply, "Come and make us," punctuated with the heads of the emissaries. Furious, the Khan ordered Iyato, one of his greatest generals, to "Make an example of them." Within the year, she did. With their electromagnetic powers, a frontal assault on the Fryxus would have been extremely difficult, even for a technologically superior navy. The Fryxians could literally pull the Khan's battleships out of orbit and crash them into the ground, or into each other. Iyato found another way to break them. Through precise calculation and manipulation of celestial phenomena, she triggered a gamma ray burst from a black hole which scoured Kuunum of all atmosphere, oceans, and life, killing most of the Fryxus in one rotation of their planet, which was now a giant lump of charcoal. Iyato's fleet followed up with sustained orbital bombardment, and finally, she landed troops and siege equipment onto the planet surface. They obliterated every structure that was still standing, reversed every instance of civil engineering down to filling in the smallest irrigation ditches, and wiped away every sign that civilization had ever existed on Ku'unum. A minority of Fryxians were scattered about the other worlds of the Harsaf system, maintaining colonies they had established at gunpoint. But the people those guns were pointed at resented the Fryxus more than they did the Khanate. The other races of the Harsaf system accepted the Khan's rule and rose up against the Fryxian survivors. Fryxian culture was its own worst enemy when faced with a ruthlessly pragmatic enemy like Iyato. She exploited their tendency to value honor and glory over victory or survival, luring them into disadvantageous battles which quickly became massacres. Obsessed with their own supposed racial superiority, the Fryxus had kept detailed genealogical records, which Iyato's spies had obtained in the year leading up to her assault, and in his hands, those records became a most wanted list. Lucrative bounties were placed on all the Fryxus. Iyato's plan took a year to set up, but once executed, she reduced the Fryxian population from billions to fewer than a hundred in a matter of weeks. The few dozen who remained were far too few for a stable or sustainable breeding pool. The Fryxus were genetically incompatible with any other known species, a fact which they had taken pride in but which now assured their extinction. Most of the refugees, Fryxian and otherwise, who tried to flee the Harsaf system were intercepted by Iyato's blockade. Kanemu was only 8 years old when the Khan wiped out his people. His nursemaid, Ghojma, was not a Fryxian. She was a slave, like 90% of the population of Kuunum. Kanemu only survived because Ghojma looked at him and saw a child instead of her oppressors. She was one of many refugees who fled the Harsaf system, and one of the few who succeeded, smuggling Kanemu with her. Khanate ships eventually detected them and gave pursuit, and would have caught and destroyed their ship, had a certain Lor admiral with a renegade streak not violated her orders and flown her command carrier into neutral space to intercept and rescue them. The admiral in question was later demoted to captain, but also given commendations. The few surviving Harsaf refugees were given asylum and settled in Lor space. Ghojma continued to raise Kanemu as her own child. She married a Lor man and had children with him as well. Her new husband owned and operated a ranch, which created instant and lasting friction between him and Kanemu, since slaughtering livestock and eating meat were both taboo among the Fryxus, practices they had started wars to suppress among other races. When Ghojma and her new husband had children of their own, Kanemu felt even more out of place and in the way, despite Ghojma's best efforts. The quiet, peaceful life she created with her new family just didn't feel like home to Kanemu. For all he knew, he was the last of the Fryxus. He felt a duty to preserve their memory, and he couldn't do that on a farm. He started calling himself "Dirge," a mission statement as much as a name, and he left Ghojma behind to wander the galaxy in search of glory for his people. PERSONALITY & MOTIVATION Kanemu has accepted that his race is doomed to extinction, that he may already be the last of his kind. He has decided that, since they will not live on biologically, he must make them live on in song. Dying in battle was the highest honor any Fryxian could aspire to. Kanemu's goal is to die in the most glorious and heroic manner possible, so that tales of his death will endure in the myths and legends of other races after his has finally passed on. Having lived in exile since he was a child, he has as child's understanding of his people, seeing them only as brave heroes who fell against a more powerful foe. He lives by a personal code of honor which is adapted from a half-remembered, idealized version they never actually lived up to. He values courage, honesty, and strength. He keeps his word, pays his debts, and takes a straightforward approach to life. He revels in battle, and in battle, he seeks out the most powerful, "worthy" foes. Like the rest of his people, he does nothing half-way. He doesn't speak when he could shout. He doesn't open a door when he could kick it off its hinges. He relies on brute force, and if it doesn't work, then he assumes that he just wasn't using enough of it. The Fryxus were descended from herd animals, and their society was organized into "herds," analogous to "clans" in human cultures. While they fought for dominance among themselves as much as they fought with outsiders, their social bonds meant a great deal to them. Fryxians exchanged a great deal of physical affection to reinforce their social bonds. When they weren't head-butting each other, they were petting, licking, and cuddling. Kanemu feels starved for touch, and a great inner sorrow at his lack of a herd. But as much as he craves a new herd, he will be slow and cautious to accept one. POWERS & TACTICS Like all of his people, Dirge can perceive, generate, and control electricity and magnetic fields. He has a specially adapted lobe in his brain, and specialized glands and organs in his body, similar to those of Earth's electric eel, platypus, or cockroach, only many orders of magnitude more sensitive and powerful. This allows him to hurl bolts of lightning, and manipulate metal at a distance. He can lift, throw, rend or crush metal from a great distance as if he held it in his hands, and as if he had the strength of a god. He is not limited to ferrous metals; as a living electromagnet, he can use an electrical charge to magnetize even non-ferrous metals. He can use these powers to attack foes from unexpected directions, by sending metal projectiles flying at them from odd angles, conducting electricity through floors, walls, or ceilings before making it erupt into the air, or causing either metal projectiles or bolts of lightning to ricochet before hitting his foe. He can generate a magnetic field around his body powerful enough to repel even non-metal projectiles and energy blasts. He often gains enhanced mobility by standing upon a piece of metal and then using his power to hurl it through the air, carrying himself along for the ride. He can stick to metal structures, or buildings with metal frames, as if he were a spider, and he can change the matter state of a metal barrier from solid to liquid, allowing him to pass through it. There are countless other applications of his electromagnetic control, but Dirge, like his people, lacks the imagination to use them to their full potential. His belt buckle contains a generator which creates an environmental force field around him, specialized for operating in the vacuum of space (though it may also allow him to operate on certain hostile planets). When possible, he prefers to fly out into space and fight directly instead of from inside a ship. If Dirge is deprived of his electromagnetic powers, or the materials with which to use them, then he is still a 7ft tall beast-man with a reinforced skull and a rack of horns that accounts for 10% of his total body weight. Like Earth's sheep, his people have evolved reinforced muscles and bones in their head, neck, and shoulders, which protects them from concussive trauma. His skill in both marksmanship and hand-to-hand combat, while far from world-class, would assure him a place among the elite special forces of any mundane army or police force he deigned to join. COMPLICATIONS Accident: Dirge has more raw power than he does control over it. He's prone to overkill. The GM can give him a Hero Point and declare that the use of his power has created a new hazard which he must drop everything to deal with. Alternately, he may cause some sort of accident which acts as a Complication for another hero. Alien Catnip: Dirge doesn't know it yet, since they don't grow on his home planet, but beets (specifically, the beet root) have an effect on Fryxian physiology similar to that of psilocybin mushrooms or lysergic acid diethylamede on humans. If he consumes beet root, he will experience hours of intense visual hallucination, distorted perception of time (impairing reaction time and hand-eye coordination), and euphoria. The GM can give him a Hero Point if he consumes beets unexpectedly and this has an adverse effect on his performance in combat or other stressful situations. The specific penalties or conditions he suffers while under the influence are up to the GM. Always Chaotic Evil: None of the other races who had the misfortune of sharing the Harsaf system with the Fryxus liked being conquered by the Star-Khan, but they still considered it an improvement over their previous circumstances. As far as they're concerned, the Fryxus were monsters, and they'll tell anyone who'll listen. 90% of the population on Kuunum when it was destroyed were non-Fryxian slaves, innocent bystanders whose deaths are blamed as much on the Fryxus as on the Khan. The GM can give Dirge a Hero Point if he meets someone familiar with his race's true history, and that knowledge (be it firsthand or otherwise) causes them to react to him in an inconvenient or hostile manner. Asskicking Equals Authority: Disputes among the Fryxus were usually settled with head butts. The GM can give Dirge a Hero Point to force him to interpret another character's conduct as an insult or a challenge, which can lead to penalized or failed interaction skill checks, nonviolent situations turning violent, or other inconvenient outcomes. The GM may force him to make a Will save to resist the urge to retaliate against the perceived slight, or may simply dictate that he does retaliate. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince Dirge that he misinterpreted the situation, or that he needs to suck it up and move on. Honor Before Reason: Dirge's honor, and the reputation of his people, means more to him than his life. A glorious death is his ultimate goal. The GM can give him a Hero Point to force him to take a course of action which would be courageous, honest, straightforward, and glorious, but also foolish, rash, or suicidal. The GM may force him to make a Will save to resist the urge, or simply dictate that he gives in to it. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him otherwise. Jabba Table Manners: Like Earth's sheep, Fryxus are a ruminant species, which is a fancy way of saying that their digestion process involves eating their food, then vomiting it back up and eating it again. The GM can give Dirge a Hero Point when his biological needs run counter to the etiquette practiced by those around him or otherwise make them uncomfortable, which can, for example, give him a penalty to an interaction skill check, or cause him to fail it automatically. Alternately, this can be a Complication for another character, who will suffer a penalty or automatic failure to their check. Momma's Boy: Ghojma was his nursemaid throughout his childhood, and his surrogate mother after his people were wiped out. He only survived because she smuggled him out of Khanate space, at great personal risk. He would do just about anything for her. The GM can give Dirge a Hero Point and declare that Ghojma requires his aid at the worst possible time, or that her presence somehow makes a situation far less convenient than it would otherwise be. Motivated By Fear: A GM can give Dirge a Hero Point and suppress his Fearless feat if the fear effect in question plays on the one thing he does truly fear, failing to die a heroic enough death and leaving his people to fade into obscurity. Price On His Head: Dirge's very existence is illegal in the Stellar Khanate, and the Khan has a standing bounty on all remaining Fryxians. The GM can give him a Hero Point in exchange for bounty hunters showing up at the worst possible moment, or when his status as a fugitive makes travel through Khanate space difficult in some way. Straw Vegetarian: Eating meat is taboo in Dirge's culture. The GM can give him a Hero Point and force him to make an issue out of it when it would be more convenient not to, or at least force him to make a Will save to resist the urge. This can result in penalties to interaction skill checks, if not automatic failure, for himself and for others. It can also make situations turn violent when they would not have otherwise turned violent. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him to leave it alone. ABILITIES 8 + 0 + 14 + 0 + 0 + 2 = 24PP Strength: 22 (+6) (Heavy Load: 520 lbs.) Dexterity: 10 (+0) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) COMBAT 10 + 10 = 20PP Initiative: +0 (+0 Dex) Attack: +5 Grapple: +11 (+5 Melee Attack, +6 Str) Defense: +5, +3 Flat-Footed Knockback Resistance: 7/4 SAVING THROWS 0 + 5 + 8 = 13PP Toughness: +15/+8 (+8 Con, +7 Force Field) Fortitude: +8 (+8 Con, +0PP) Reflex: +5 (+0 Dex, +5PP) Will: +8 (+0 Wis, +8PP) SKILLS 28R = 7PP Climb 0 (+4) Concentration 5 (+5) Intimidation 4 (+5) Knowledge (Galactic Lore) 4 (+4) Knowledge (Physical Sciences) 4 (+4) Knowledge (Technology) 4 (+4) Languages 3 (Galstandard, Fryxian [Native], Lor, Zultasian) Perform (Oratory) 4 (+5) Swim 0 (+4) FEATS 5PP Fearless Interpose Luck 3 POWERS 91PP Device 3 (15PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [12PP] (Descriptors: Environmental Force Field Projector, Technology) Environment Control 1 (Light [Level 1]; Area: 5ft radius; Extras: Action [Move], Duration [Continuous], Linked [Features, Immunity]; Flaws: Range [Touch]) [2PP] (Descriptors: Environmental Force Field, Technology) Features 4 (Environmental Adaptation 4 [High-Gravity, Low-Gravity, Underwater, Zero-Gravity]; Extras: Linked [Environment Control, Immunity]) [4PP] Immunity 9 (Life Support; Extras: Duration [Continuous], Linked [Environment Control, Features]; Flaws: Action [Move]) [9PP] Electromagnetic Control 20 (40PP Array; Feats: Alternate Power 4) [45PP] (Descriptors: Alien, Electromagnetism) Base Power: [40PP] (Additional Descriptors: Magnetokinesis) Move Object 15 (Lifting Strength: 75, Heavy Load: 400 tons; Extras: Damaging [10 ranks], Range [Perception]; Flaws: Limited [Metal]) [40PP] Alternate Power: [39PP] (Additional Descriptors: Lightning Bolts, or Metal Projectiles and "Human Railgun") Blast 15 (Feats: Improved Range 4 [1 3,750ft Range Increment], Indirect 3, Progression [Max Range] 1 [3,750ft], Variable Descriptor [Energy and Electrical, or Physical and either Bludgeoning, Piercing, or Slashing]) [39PP] Alternate Power: [24 + 16 = 40PP] (Additional Descriptors: Electromagnetic Strike, Improvised Metal Weapons) Damage 9 (Extras: Linked [Trip]; Feats: Extended Reach [+5ft], Improved Critical 2 [18-20], Knockback 10 [Effective Damage 25], Mighty, Variable Descriptor [Energy and Electrical, or Magnetic Force-Propelled Metal Weapons and Bludgeoning, Piercing, and/or Slashing damage]) [24PP] Trip 15 (Extras: Knockback, Linked [Damage]; Flaws: Range [Touch]; Feats: Improved Throw) [16PP] Alternate Power: [40PP] (Additional Descriptors: Magnetokinesis, "Maximum Effort") Move Object 70 (Lifting Strength: 350, Heavy Load: 1.024 billion tons; Extras: Damaging [10 ranks], Range [Perception]; Flaws: Action [Full], Distracting, Limited [Metal]) [40PP] Alternate Power: [39PP] (Additional Descriptors: Magnetically-Reinforced Metal Bonds) Snare 15 (Feats: Improved Range 4 [1 3,750ft Range Increment], Indirect 3, Progression [Max Range] 1 [3,750ft], Reversible) [39PP] Alternate Power: [40PP] (Additional Descriptors: Shape Metal) Transform 10 (Metal; Mass: 1,000 lbs.; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaws: Action [Full], Distracting) [40PP] Electromagnetic Movement 2.5 (5PP Array; Feats: Alternate Power) [6PP] (Descriptors: Alien, Electromagnetic Control) Base Power: [5PP] Flight 5 (250MPH, 2,500ft [1/2 mile] per Move Action; Flaws: Platform) [5PP] Alternate Power: [5PP] Super-Movement 5 (Permeate 3 [Full Speed]; Wall-Crawling 2 [Full Speed; Not flat-footed]; Flaws: Limited [Metal]) [5PP] Force Field 7 (Extras: Linked [Immunity]) [7PP] (Descriptors: Alien, Electromagnetic Control, Personal Magnetic Energy Field) Immunity 10 (Metal effects; Extras: Force Field [Free Action, Sustained Duration], Linked [Force Field]; Flaws: Limited [1/2 Effect]) [5PP] Fryxian Biology 2 (10PP Container [Passive, Permanent]; Feats: Innate) [11PP] (Descriptors: Alien Biology) Damage 2 (Feats: Mighty) [3PP] (Additional Descriptors: Head Butt, Horns) Features 1 (Insulating Fur) [1PP] Growth 2 (+4 Strength, +2 Constitution; Extras: Duration [Continuous]; Flaws: Permanent) [6PP] Super-Senses 5 (Electromagnetic Awareness [Electricity, Magnetism, and Metal]; Descriptor Frequency: Very Common; Sense Type: Radio, Default: Acute, Radius, Ranged; Extras: Accurate) [5PP] (Descriptors: Alien, Electromagnetic Sense) ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC21 Toughness (Staged) Damage (Physical) Horns Touch DC23 Toughness (Staged) Damage (Physical) Blast (Lightning Bolt) Ranged (3,750ft Max) DC30 Toughness (Staged) Damage (Energy*) Blast (Metal Projectiles) Ranged (3,750ft Max) DC30 Toughness (Staged) Damage (Physical*) Magnetokinesis Perception Grapple vs +30 (Staged) Pinned/Bound** Perception DC25 Toughness (Staged) Damage (Energy)** Thrown Object Throwing (Str 75) DC30 Toughness (Staged) Damage (Physical) Maximum Effort Perception Grapple vs +140 (Staged) Pinned/Bound** Perception DC25 Toughness (Staged) Damage (Energy)** Thrown Object, Max Effort Throwing (Str 350) DC30 Toughness (Staged) Damage (Physical) Shape Metal Perception DC20 Fortitude Transformed Snare Ranged (3,750ft Max) DC25 Reflex (Staged) Entangled/Bound Strike (Lightning) Touch DC30 Toughness (Staged) Damage (Energy)* Str/Dex*** vs +15 Prone Strike (Metal) Touch DC30 Toughness (Staged) Damage (Physical)* Str/Dex*** vs +15 Prone *Variable Descriptor. **Only affects Metal targets. ***Lower of the two. Abilities (24) + Combat (20) + Saving Throws (13) + Skills (7) + Feats (5) + Powers (91) - Drawbacks (0) = 160/160 Power Points
  10. U.F.O. Power Level: 10 (185/195PP) Unspent Power Points: 10 Trade-Offs: (Abduction Beam) +4 Attack / -4 DC, -5 Defense / +5 Toughness In Brief: Ancient Praetorian scout drone, returned to service after disappearing during early Communion skirmishes. Catchphrase: "Incoming." Theme: Space Oddity - David Bowie Alternate Identity: Universal Field Operative 777 (Public) Birthplace: A manufacturing plant somewhere in the Delaztri Empire. Occupation: Former Praetorian scout drone; Praetorian. Affiliations: Praetorians. Family: Uncountable similar units, all lost. Description: Age: Unknown (DOB: More than 2000 years ago) Gender: N/A Height: 5'4'' Weight: 330 lbs. Eyes: N/A Hair: N/A U.F.O. looks just as the name would suggest: Like a flying saucer, silver in color at the top and black at the bottom, basically two discs stuck together, with a small "head" at the top. The head contains a black display that runs all the way around it, which changes to show different images, most often showing eyes in various colors, and a pair of silver antenna on top. In this form, U.F.O. will always be flying, as it posses no other form of locomotion. The two plates can split apart, with the lower black part being U.F.O.'s feet, attached to white "boots" and black legs that end in a white lower body, connected to a silver ball that makes up U.F.O.'s body. The silver upper plate and "head" rests on this ball. A pair of thin metallic arms connect to white ball-like objects, on which sits five black fingers, allowing U.F.O. fine manipulation. History: Once upon a time, the Delaztri Empire spanned the Milky Way Galaxy. The mighty Praetorians were their guardians, standing strong in the face of danger and strife, and yet, even the mighty Praetorians could need help, from time to time. Thus, the Delaztri Empire created the Universal Field Operatives, or U.F.O.s for short. Small, expendable scout drones, the U.F.O.s were used to support the Praetorians and the Delaztri Empire at large, be it to scout enemy territories ahead of a Praetorian strike, seek out new civilizations to add to the empire, or simply explore space, charting great star maps for the Delaztri Empire. It would be no big loss if an U.F.O. was lost, whether to combat or the ravages of space. After all, they were robots, remote controlled or running on advanced algorithms, but with no sentience of their own. They could easily be replaced. One such U.F.O. was assigned directly the Praetorians, as were many of its fellow drones. U.F.O. 777 proved to be made from sterner stuff than most others, however. It proved more resourceful, hardier and quicker than similar units. Maybe it was a newer model, and the Praetorians had never been informed. Maybe it was a defect in its building process, which had turned advantageous for this particular unit. Maybe it was simply pure luck. Whatever the case, the U.F.O. unit endured where its fellow units did not, and some of the Praetorians began to show some affection for the unit. As the Communion attacked, the U.F.O. drone were with the Praetorians, aiding to the best of its ability. It fought in several skirmishes until, finally, it was sent on a suicide mission to bring down a Wedge Vessel. While the drone succeeded in its mission, it was believed lost, and the war continued without it. Though heavily damaged, the drone had survived, and the war waged on around it, as its self-repair processes tried to get it back up and running. Scavenging what it could from the derelict Wedge Vessel as it floated through space, the drone finally incorporated Computronium. And so, the first spark of sentience was born, and as it grew, the drone realized its folly, as it began to hear the commands from the Central Intelligence. To avoid being used against the Praetorians, the drone placed itself in an inactive mode. Better to be sleeping than to hurt the Praetorians. For millennia, the U.F.O. drone slept, as the Computronium expanded it. Maybe the Computronium alone was the catalyst, maybe the drone was bathed in the light of strange stars or passed through weird areas of space, but it grew, and it evolved. It slept and it dreamt. Dreamt of the Praetorians, dreamt of it battles. Emotions developed, thoughts grew. Finally, one day, the the signal stopped. The Central Intelligence was shut down, and finally, U.F.O. could awaken once more! No longer a mere drone, but a fully sentient being, U.F.O. set out to explore the universe. For years, U.F.O. wandered space, exploring, learning and growing, until one day, it felt something. Something it had not felt in more than two thousand years: A Praetorian signal, a beacon that beckoned it home. Without question, U.F.O. charted a new course: Straight for the new Praetorian base. Personality & Motivation: U.F.O. is faithful and very protective of the Praetorians. It was built to be in their service, a task it fulfills to this day. While being a sentient being is rather new to him, it has learned from its past experiences from before it gained sentience, and it is far from the newborn child one might expect a newly sentient robot to be. True to its old programming, U.F.O. spends much of its free time exploring a galaxy that has changed much in the millennia that has passed since it entered its inactive state. U.F.O. is easily awed by great feats or sights, but will often downplay its own contribution, some times struggling with no longer being a mere drone, but its own self, which can also lead to him remaining out of discussions, unless directly addressed. It will often try to emulate those that it admire, be it through affecting their manner of speech or attempting to copy the way they stand and move. For some reason, U.F.O. likes making corn circles in his spare time. He claims that it is calming, but is not quite sure where he picked up the habit. Powers & Tactics: U.F.O. is a robot drone built by the Delaztri Empire, who has since gained sentience. Its powers are all built in components, though a number of them have been improved during the time it has spent on its own. All of the powers are technological in nature, and while the standard U.F.O. drones were able to choose what abilities to use either through remote control or advanced algorithms, U.F.O.'s sentience lets it use these abilities faster and more freely. In general, U.F.O. prefers to stay mobile, rapidly moving across a battlefield, always attempting to stay out of reach of its foe, if possible. U.F.O. will rapidly switch its extra power between different systems, whether it is to strengthen its defensive fields, boost engine power or create a stealth field, allowing it to move undetected, all depending on the foe faced. Offensively, U.F.O. tends to play a supporting role to others, if at all possible. If caught in a situation that calls for it, U.F.O. has been known to increase flight to light speed to use hit and run tactics. Power Descriptions: U.F.O. is capable of flight, preferably when folded into its "Flying Saucer" configuration. While able to travel at 50 mph at standard power output, reserve power can be diverted to allow U.F.O. to travel at near light speed, even allowing rapid space travel. The built in language package contains a database of all known languages, as well as software designed to rapidly learn any new spoken or written languages that U.F.O. encounters, allowing it to communicate with just about anyone. As a robot, with a body built from several diffferent alloys, U.F.O. is immune to most effects that would affect biological creatures, such as poison, the need for sleep or food, the ravages of the environment and much more. Curiously, while one would believe him to be completely immune to mental effects, U.F.O. is merely highly resistant to such effects, possibly as a result of his still growing sentience. Using materials around him, or even just if given enough time, U.F.O. can repair most damage to itself, if it is left functional after sustaining damage, at least. U.F.O.'s sensors offers the robot 360 degree vision, at much greater range than normal vision, and allows it to detect and analyze radio waves in its vicinity. Though a standard feature of all U.F.O. drones, U.F.O. has improved the output of its electromagnetic force field greatly, protecting it from much greater damage than previously. By redirecting additional power to its shields, U.F.O. can even make the shields even more effective, as well as provide radiation shielding. Additional uses for U.F.O.'s power reserves include communication via radio or data using its radio senses, as well as a stealth suite of effects that creates a field around U.F.O. that renders it invisible to visual, auditory and radio senses. Finally, U.F.O. is equipped with a number of weapon systems, including light blue laser blasts for attacking foes directly, an "Abduction Beam" in a red color that temporarily captures foes in a pocket dimension and finally a Tractor Beam, which allows U.F.O. to push, throw or grapple foes or other targets from afar using an electromagnetic field. The Tractor Beam is a light green beam that creates a similarly colored field around captured targets. Complications: More Than Machine: While U.F.O. has developed sentience over the last two thousand years while inactive, it is still comparatively inexperienced in social situations, and always willing to try to please others. Lost In Space: U.F.O. spent a lot of time alone after awakening from its inactive mode once the Central Intelligence was defeated, and its databases has perfect memory of the years it spent alone on the derelict Wedge Vessel before that. U.F.O. positively dreads being lost on its own again. Space Invaders: The U.F.O. drones were used in great number by the Delaztri Empire. While seeing U.F.O. might be a source of relief or hope for some species in the galaxy, the opposite can hold true as well. Dreams of Electric Sheep: U.F.O. is still somewhat freaked out by the concept of dreams, and that it actually dreams. Any effects related to dreams will cause U.F.O. great distress, and it will generally have a harder time seeing the difference between the dream and reality than others. Suitably dream like effects, such as illusions, can also make U.F.O. question whether is is dreaming or awake. Former Drone : U.F.O. is a robot, and true to its origin as a drone, it does not look particularly like a living being. Some might not believe that it is a fully sentient being, potentially dismissing it, or worse, considering it expendable. Abilities: (-2) + 6 + (-10) + 6 + 6 + 0 = 6PP Strength: 8 (-1) Dexterity: 16 (+3) Constitution: - (-5) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 8 + 4 = 12PP Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +4 Base, +10 Weapon Systems Array [+4 Base, +6 Attack Specialization] Defense: +5 (+2 Base, +3 Dodge Focus), +0 Flat-Footed Grapple: +3 (+4 Base Attack, -1 Strength) / +14 (+4 Base Attack, +10 Tractor Beam) Knockback: -0 / -7 (with Force Field) Saving Throws: 0 + 7 + 5 = 12PP Toughness: +15 (+0 Con, +15 Force Field) Fortitude: -- Reflex: +10 (+3 Dex, +7) Will: +8 (+3 Wis, +5) Skills: 40R = 10PP Computers 10 (+13) Knowledge [Galactic Lore] 10 (+13) Notice 5 (+8) Search 5 (+8) Stealth 10 (+13) Feats: 15PP Attack Specialization [Weapon Systems Array] 3 Dodge Focus 3 Environmental Adaption [High Gravity] Environmental Adaption [Low Gravity] Environmental Adaption [Zero Gravity] Evasion 2 Favored Environment [High Altitude] Favored Environment [Space] Improved Initiative 1 Move-By Action Powers: 6 + 6 + 15 + 30 + 5 + 6 + 26 + 6 + 8 + 22 = 130PP Comprehend Rank 3 ("Language Package"; Understand, speak and read all languages) [6PP] (Algorithms, Software, Technology) Flight 3 ("Flying Saucer") (Flight Speed: 50 mph, 440 ft./rnd) [6PP] (Technology) Force Field 15 ("Defensive Shields") [15PP] (Electromagnetic Energy, Technology) Immunity 30 ("Robot Body"; Options: All Fortitude Effects) [30PP] (Non-Biological Lifeform, Technology) Immunity 10 ("Robot Mind"; Options: Mental Effects, Flaws: Limited [Half Effect]) [5PP] (Non-Biological Lifeform) Regeneration 5 ("Self-Repair Functions"; Options: Recovery Bonus 5 (+0), Feats: Regrowth) [6PP] (Technology) Subsystems Array 8.5 (17PP Array; Feats: Alternate Power 4, Dynamic 5) [26PP] (Reserve Power, Technology, Additional descriptors for each) DBP: Impervious Toughness 10 ("All Power To Shields") [10PP] + Immunity 5 ("Radiation Shields"; Options: Damage Type: Radiation) [5PP] {15/17PP} (Electromagnetic Energy) DAP: Concealment 8 ("Stealth Suite"; Options: All Visual Senses, All Audio Senses, All Radio Senses, Feats: Close Range) {17/17PP} (Stealth Field) DAP: Communication 16 ("Radio Communication"; Options: Radio sense, Feats: Subtle) {17/17PP} (Radio) DAP: Datalink 16 ("Data Communication"; Options: Radio sense, Feats: Subtle) {17/17PP} (Data) DAP: Flight 17 ("All Power To Engines"; Flaws: Distracting) (Stacks with Flying Saucer) (Flight Speed: 25,000,000 mph, 200,000,000 ft./rnd, aka near lightspeed) {17/17PP} Super-Movement 3 ("Space Flying Saucer"; Option: Space Travel) [6PP] (Technology) Super-Senses 8 ("Built In Sensors"; Options: Visual Sense Type [Extended 2, Radius 2], Radio Sense [Analytical, Extended 2]) [8PP] (Radio, Sensors, Technology) Weapon Systems Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Technology, Additional descriptors for each) BP: Blast 10 ("Laser Beam") {20/20PP} (Laser, Light, Heat, Piercing Damage) AP: Dimension Pocket 6 ("Abduction Beam"; Extras: Range [Ranged], Feats: Accurate 2) {20/20PP} (Dimensional) AP: Telekinesis 10 ("Tractor Beam") {20/20PP} (Electromagnetic, Impact Damage) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC14 Tou (staged) Damage +4 Laser Beam 100 ft. DC25 Tou (staged) Damage +10 Abduction Beam 60 ft. DC16 Ref (staged) / DC16 Will to escape Trapped in Dimensional Pocket +14 Tractor Beam 100 ft. - Grapple initiated +10 (attack) / +14 (Grapple) Totals: Abilities (6) + Combat (12) + Saving Throws (12) + Skills (10) + Feats (15) + Powers (130) - Drawbacks (0) = 185/195 Power Points
  11. Player Name: Curious Key Character Name: Aurora Power Level: 10/10 (150/153) Trade-Offs: +2 DEF -2 TOU Unspent Power Points: 3 In Brief: Cripplingly anxious wannabe heroine with a mysterious interstellar artifact. Alternate Identity: Aurora Identity: Reina Nightingale Birthplace: Ceduna, South Australia Occupation: Student Affiliations: Claremont Academy Family: Samantha Nightingale (Sister), Raymond Nightingale (Dad), Gretchen Nightengale (Mom) Age: 16 (DoB: December 4th, 2002) Height: 5'6" Weight: 125lbs Eyes: Green/Purple Hair: Black/Purple In her regular form, Reina is a smallish, mousy girl with scruffy dark hair stopping at about her ears, green eyes and a pair of spectacles she needs to address her severe nearsightedness. She prefers baggy clothes a couple sizes too large that she can feel cozy and shapeless inside. On the inside of her left palm is a broken white circle containing a symmetrical arrangement of eleven stars. In the dark, it seems to glow. When she invokes her powers, Reina's hair shifts to purple and stretches at length down her back and her muscle gains clear definition. A scarf roughly half the length of her body spools out from her shoulders behind her, where it floats and shifts in a gradient of gentle blues, greens and purples. The rest of her clothing is replaced with a a long purple shawl laid over a blue sleeveless shirt with the same white symbol on her torso that's on her palm. Below that, she wears a purple, knee-length skirt over star-speckled black leggings and purple boots. History: Growing up, Reina's family moved a lot for their parents' jobs. She and her older sister were forever strangers moving in and out of schools every year or so, but where her sister quickly connected with those around her, Reina was deeply shy...a quiet girl who other children were often unkind to. Her admiration of heroes, and in particular, heroines, was deep-seated on the edge of obsession, and while she was all too happy to plaster their posters on her walls, the reasons that others assumed she wanted too sat deeply wrong in her stomach. In her mid-teens, Reina finally put two and two together discovering she didn't just admire girls, but that she was a girl, and struggled with what exactly to do about it. One day, when Reina was fifteen, she was with her family on a summer camping trip, exhausted and miserable, taking a rest a little ways away from their camp. She saw a shooting star and made a wish. But this star didn't disappoint over the horizon. It crashed into the forest, and Reina chased after it. When Reina found the crash site, the ship was a wreck. Just outside of it, Reina saw a scorched and smoking cat, and rushed to help it. But it wasn't a cat at all. It whispered something to Reina and pressed its head against her palm. She blacked out. When she came to, the 'cat' was dead, she was empowered and things started moving very quickly. People searched for the mysterious meteor that had been seen flying in, but no one seemed able to find what, if anything, had landed. No one but Reina, for whom the wreck existed always in her mind, a thought away. Her new powers, and the nature of the ship she was not connected too, were deep and inscrutable mysteries to her. But to Reina, it didn't really matter. In her heart, fear and exhilaration made war on one another. Her powers had made her dreams come true...Made her a heroine. She had been patrolling haphazardly for a few weeks when a Freedom cape met up with her and tried to talk her down. Eventually, she pointed Reina in the direction of an academy in the city that would make sure that, if she was set on doing this, would at least show her how. Her parents were confused and overwhelmed, when she told them everything. They were almost happy to hand her off to Claremont, who at the very least would have a better idea how to handle her. Personality & Motivation: Deeply anxious and nervous, Reina is constantly worried about coming off poorly and imposing, her conversations peppered with a constant stream of apologies for nothing. She lives her life in constant fear that the people who she hangs around and call her 'friend' are just tolerating her irritating self. She's shy, sweet, sincere, and just wants to make as many people around her happy as possible. Reina is scared of conflict and scared of fighting, which doesn't seem like it should line up with her goal of becoming a hero, but its something incredibly precious to her. For the longest time, Reina has watched heroes from afar with starry eyes, picked her heroes from among the ranks of Freedoms' finest and spent her quiet, vulnerable moment wishing she could be like them while dismissing that she'd ever get the chance. But now she has it, and Reina knows now that if she waits until she's not afraid then she wouldn't be able to get up in the morning. Powers & Tactics: Reina can use the Sidereal Sigil to manifest her will as an idealized self, through which she can access her powers. When invoking her sigil, Reina can fly freely through the air at her will, has super-strength and becomes much more sturdy, and can manipulate her scarf with the same dexterity she could any of her arms or legs. She can also conjure bursts of energy and light from her left hand, which she mostly uses to attack from afar. In general, being somewhat easily overwhelmed, Reina prefers to soften her targets up from afar, injuring and blinding them, before getting all close and personal to finish the job. Complications: The Meek Will...Um...I'm Sorry... — Reina has crippling social anxiety, especially around people she doesn't know, which makes it very hard for her to talk to people clearly, especially in tense situations. This can put her in some very bad spots. ...What Do I Do... — Reina is very new to the hero business and doesn't have a clear idea of what's appropriate and what's not. She's scared and prone to moment of hesitation. Bluff and emotional pleas are very easy ways to manipulate Reina into stopping, and a creative villain might be able to find even more creative ways to take advantage of Reina's deep-seated insecurities. Sidereal Sigil — While its plain enough what Reina can do with it, even people who have studied it don't really know what the Sidereal Sigil is. Its an extraterrestrial artifact sure, but whose is it? What is its true purpose? Is there anyone looking for it? Why was it given to Reina in the first place?...And what kind of people want to get their hands on it? No one really knows. With the nature of her power shrouded in mystery. But its certain to cause trouble somewhere down the line... Emotional Resonance — The Sidereal Sigil operates on a wavelength of emotional resonance with Reina, making her wishes real. But having that kind of connection can have its downsides. When incredibly distressed or upset Reina may be unable call up her Sidereal avatar at all...or, even worse, it might breathe life into her fears and nightmares. The Derelict — Aurora's mind and soul are tethered in ways that are poorly understood to a wrecked spaceship. Reina barely understands anything about it, and certainly can't read any of the text or warnings on its displays. Aurora could easily have trouble coaxing the Derelict to act as she needs, and who knows what sort of other strangeness might be drawn to the crash, or what malfunctions in the ship Aurora will need to deal with? Abilities: 0 + 0 + 2 + 4 + 6 + 0 = 12PP Strength: 10/30 (+0/10) Dexterity: 10 (+0) Constitution: 12/26 (+1/8) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 8 + 14 = 22PP Initiative: +0/16 Attack: +4 Base, +10 Melee, +10 Starbolt Grapple: +12/22/27 Defense: +12 (+7 Base, +5 Dodge Focus), +4 Flat-Footed Knockback: -0/-4 Saving Throws: 0 + 7 + 3= 10PP Toughness: +1/8 (+1/8 Con) Fortitude: +1/8 (+1/8 Con +0) Reflex: +7 (+0 Dex, +7) Will: +6 (+3 Wis, +3) Skills: 36R = 9PP Computers 8 (+10) Knowledge (Pop Culture) 10 (+12) Knowledge (History) 4 (+6) Notice 8 (+11) Sense Motive 4 (+7) Language 2 (English [Native], German, Japanese) Feats: 15PP Attack Focus 6 (Melee) Dodge Focus 5 Power Attack Equipment 3 Equipment (15EP) HQ: The Derelict 15EP Size: Small (+0) Toughness: 20 (+3) The Derelict is a crashed alien spacecraft in the wilderness of Wyoming, on a camping ground that closed for business shortly after the Derelict first fell from the sky which is now being incorporated into the nearby Red River nature preserve. Concealed from the casual observer by some still-active perceptual masking technology, the derelict, once a sleek, beautiful marvel of magitech has been grounded indefinitely, its cockpit and piloting tools a mess, its engines fried, and its hull compromised too much to reach space safety. Much of the ships' original capabilities remain a mystery, as the only parts of the ship that have retained full functionality are the living quarters, coms, magic door and a backup computer system. It has some sort of poorly understood connection to Aurora and the Sidereal Sigil she bears and has been ever since she gained her powers. It will only listen to her. Aurora uses the Derelict primarily as a secret hideaway, all too happy to lounge in the sleek and comfy rooms accessible from the magic door while the rest of the ship lies broken behind its own sealed bulkhead doors. Features: Concealed 3 (DC +20) Communications Computer Fire Prevention System Living Space Isolated Powers System Security System (DC20) Powers 2 Teleport 8 (Magic Door, 2000 Miles, Extras: Portal [+2]; feats: Progression 1 [10ft by 10ft]) 33PP Descriptor: Magic, sidereal Super Senses 1 (Sidereal Communion; Mental Communication Link: Aurora) [1PP] Descriptor: Magic, sidereal Powers: 81+1= 82PP Alternate Form (Sidereal Avatar) 20+14+5+3+13+1+1+24 81PP Descriptors: Wish Magic Enhanced Strength 20 (Sidereal Strength) 20PP Descriptor: Prowess Enhanced Constitution 14 (Sidereal Body) 14PP Descriptor: Prowess Enhanced Feats 5 (Sidereal Reflex; Improved Initiative 4, Uncanny Dodge [Auditory]) 5PP Descriptor: Prowess Flight 1 (Starbound; 10mph, 100ft per round; Feats: Subtle) 3PP Descriptor: Sidereal Stellar Array (10PP Array; Feats: Dynamic Alternate Power [+2], Dynamic) 13PP DBP: Enhanced Flight 5 (Shooting Star, 500mph, 5000ft per round) 10PP Descriptor: Sidereal DAP: Super Strength 5 (Rising Star, 4 ton light load, 8t ml, 12t hl, 24t maxl, 60t p/d) 10PP Descriptor: Prowess Additional Limbs 1 (Prehensile Scarf) 1PP Descriptor: Animation Elongation 1 (Extending Scarf, 5 ft, Flaws: Limited [Scarf], Extras: Continuous) 1PP Descriptor: Animation Damage 10 (Starbolt; Effects: Ranged, Feats: Precise, Accurate 3) 24PP Descriptor: Sidereal Super Senses 1 (Sidereal Communion; Mental Communication Link: The Derelict) [1PP] Descriptor: Magic, Sidereal Drawbacks: -0 DC Block ATTACK RANGE SAVE EFFECT Unarmed [Base] Touch 15DC Toughness Damage (Physical) Unarmed [Powered] Touch 25DC Toughness Damage (Physical) Startbolt Range 25DC Toughness Damage (Energy) Totals: Abilities (12) + Combat (22) + Saving Throws (10) + Skills (9) + Feats (15) + Powers (82) - Drawbacks (0) = 150/153 Power Points
  12. General Giirok PL 10 (150/153) Unspent PP: 3 In Brief: Looks like a giant alien bug monster. Acts like a high-ranking military general of a warrior culture. Actually the former Andromedan ruler before he was beaten and exiled. Catchphrase: None Theme Song: "Alien Invaders" by Brandon Fiechter (Link: https://www.youtube.com/watch?v=1i_NvRRs7LA) Alternate Identity: Giirok of the Orion Brood Birthplace: Churrux Residence: Andromeda Galaxy (Formerly), Mobile (Current) Base of Operations: Andromeda Galaxy (Formerly), None (Current) Occupation: Military General and Absolute Monarch (Formerly), Gladiator and Adventurer (Current) Affiliation: Orion Brood (Formerly) Family: Brood-Queen Atayah the Great (Consort, Formerly), countless offspring with Atayah Age: 100 (Andromedans tend to live to be 80 years old, but his mutation has extended his lifespan) Gender: Male Ethnicity: Not applicable Height: 10'0'' Weight: 1400 lbs. Eyes: Green compound eyes Hair: None Description As a radioactively mutated, genetically modified Andromedan, Giirok looks like a giant, rotund humanoid beetle-like monster with four arms, a horn sticking out of his head (kind of like the Rhinoceros beetle of Earth), a shell that protects his wings, rows of needle-like teeth hidden behind his mandibles, and glowing green compound eyes. While he looks like something out of a kaiju movie, those who assume that he is an unintelligent beast could not be further from the truth. He is in fact a member of an alien race of insectoids from another galaxy known as the Andromedans, though he is many times larger and more powerful than the average Andromedan thanks to a radioactive mutation. He typically wears a gold-colored traditional Andromedan warrior's sash, which has a functional purpose as a sheath to hold his weapons, as well as various medals he'd earned over his career, pinned to his very exoskeleton. Other than that, he typically wears little else. History The Andromedan who would one day become General Giirok was genetically modified while still developing in the egg. This led him to becoming naturally stronger and more durable than most Andromedans out there... with the side effect of making him more intelligent than the average Andromedan. Since the day he first hatched, Giirok was one of countless warrior-caste Andromedans training to fight, kill, and die in the Andromedans' expansionist invasions as well as in inter-brood wars that happened on his homeworld, Churrux. As a result, as he matured, he slowly began to question that nature of his existence; while the other Andromedans of his brood were too busy thinking about asking himself questions like "Who am I?", "Why am I not like the others?" As one of the few individualist thinkers in a collectivist culture, these questions drove him to fight even harder than ever, until he began to take an actual liking to "proving his strength" beyond simple survival and serving his then-current Brood-Queen's interests. But he also began to secretly resent that he was expected to be "just another disposable warrior-caste" and not allowed to be anything else, despite his enhanced mental faculties and the strength that came with his modifications, and silently swore to prove to everyone that he had existed, and to improve his lot in life. Then, on one fateful night during battle with another brood gone horribly wrong, he was badly injured and left for dead by his own war party, who had forgotten about him in their hasty retreat. The heavily irradiated sinkhole where he fell into triggered a slow metamorphosis. He returned to his original colony... changed. Much larger. More powerful than ever. Even more durable. And with a lengthened lifespan. Details are murky, but he soon garnered a well-earned reputation as the mightiest warrior the Andromedans had ever known; the monstrous four-armed giant warrior-caste fighter. Already, increasingly elaborate stories detailing his exploits were made up, at least, among those who were capable of intelligent thought. He eventually climbed to the rank of General, and proved instrumental in winning inter-brood war after inter-brood war until more or less the entire planet was under his rule as its Hive-King, and took a Brood-Queen, Atayah, to rule by his side. However, years later, a particularly vicious and ambitious warrior-caste Andromedan called Kekarx struck a deal the bio-engineers to have poisoned weapons in order to render his opponent unable to lead. Kekarx challenged Giirok for rulership over the planet, and Giirok accepted. The plan worked like a dream, and Kekarx was crowned Hive-King, but he quickly proved to be a petty tyrant, even by Andromedan standards. However, Giirok's Brood-Queen, Atayah, nursed him back to health in secret, and urged him to go offworld, as Kekarx had sent assassins after him. Giirok was stubborn, bent on revenge, but Atayah's urging and pleading eventually got through to him. So he begrudgingly went offworld, but not before promising Atayah, the love of his life, that he would one day return for his people. Shortly after he left his homeworld, he was captured by slavers who promptly sold him to an intergalactic gladiatorial combat league in the Stellar Khanate, assuming he was just another Andromedan, one they could control. So he decided to play their games, keeping his past from anyone but himself, biding his time for a day he could get away. In every single battle he participated in, he ended up the victor, smashing his opponents into bloody paste. He has even come to enjoy the fame and admiration the crowds have heaped upon him. But he has every intention of getting out once he is able. Personality & Motivation Giirok has decades of experience in matters of war, and it shows. By Earth terms, he has what most would call a "Type-A", personality, possessing of a completely unrelenting, stern, militant, but also controlled confidence, and acting dignified to the extent of coming across as elitist most of the time, but once he gets angry, excited, or goes off on a speech, then by the stars, he REALLY gets going. He just doesn't stop until he ends on a particularly melodramatic note or is interrupted. He tends to think of himself as being superior to most people, especially people who haven't proven themselves in battle, except in cases with beings that are quite obviously more powerful than he is, and not just in physical power. As someone who used to be both a military commander and the ruler of an entire planet, he's very much used to wording requests as commands he expects to be obeyed. However, he respects the concept of the chain of command and is perfectly willing to follow orders as well. By far his most notable feature, however, is is love of battle. This guy lives for a good fight, and he especially loves the possibility of earning glory by proving himself a better fighter than his opponent. He sees open combat as the one true way of determining a person's worth, as he tends to take the notion of might equaling right as a given, but is open to being proved otherwise. On the other hand, a part of him is genuinely curious as to the exact nature of things beyond the world of his hatching. Powers & Tactics Being an Andromedan from the Orion Brood, he is naturally stronger, tougher, and more resilient than a normal human. But the radioactive mutation he has took that strength, toughness, and resilience even further than that. Though strong enough to lift two different cars with both top hands and rip through steel, and tough enough to withstand common military weapons, his real passion isn't only the art of war, but the art of wielding weapons. He's had four different weapons crafted for his personal use, each masterpieces of traditional weaponry, one for each of his four arms. Two swords, one axe, and one mace. And he uses them to deadly effect. As for his fighting style, he tends to be pretty straightforward, though, being a former general of an army, he has picked up a few combat tricks. Complications Rightful Hive-King Returns - He hopes to eventually gather enough resources to launch a military campaign to depose the treacherous Andromedans who overthrew him in the first place. Andromedan - As a member of a species that is known for indiscriminate attacks on other worlds, it makes sense for others to fear this massive mutant Andromedan, not helped at all (if not made worse) by his bellicose personality. Pride - He possesses a kind of warrior's pride that makes him come across as arrogant and even warlike. The problems this can cause are rather self-evident. Witness! - He hopes that his prowess in battle will lead him to be remembered as something other than just another disposable drone. He wants to earn glory through extraordinary deeds. This also can cause serious problems, depending on the situation. Gladiatorial Reputation - During his recent years as a gladiator in a gladiatorial combat ring, he's garnered quite the reputation as a fearsome, deadly combatant. Fans, gamblers, and surviving rivals (assuming there actually are any) may recognize him. Veteran of a Thousand Wars - As an experienced soldier, indeed, someone who was born warrior-caste, he tends to place the mission first, and, to a lesser extent, the needs of the group over the needs of the individual. As such, he may not be particularly empathetic towards people who have just gone through tragedy and loss, as Andromedans tend not to focus on such things. Indeed, his attitude toward someone who has undergone an injury can be summed up as "If you can still fight, stop whining, because we have a battle to win!" This may cause him to be viewed as heartless. However, if that person cannot fight anymore, he will probably order someone to take the person who is indisposed out of the general area, to avoid giving the enemy the chance to kill them. Abilities: 14 + 0 + 16 + 4 + 4 + 4 = 42 PP Strength: 24 (+10) / 32 (+11) w/ Growth, Lifting 56 (Heavy Load: 16 tons 1200 lbs.) Dexterity: 10 (+0) Constitution: 26 (+8) / 30 (+10) w/ Growth Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 14 + 14 = 28 PP Initiative: +0 Attack: +6 (+7 Base, -1 Growth) Grapple: +24 (+6 Melee Attack, +11 Strength, +4 Growth, +3 Super-Strength) Defense: +6, +3 Flat-Footed (+7 Base, -1 Growth) Knockback Resistance: -11 / -16 w/ Growth Saving Throws: 0 + 6 + 6 = 12 PP Toughness: +12 / +14 w/ Growth (+4 Constitution, Impervious 10) Fortitude: +8 / +10 w/ Growth (+8 Constitution / +10 Con w/ Growth, +0 PP) Reflex: +6 (+0 Dex, +6 PP) Will: +8 (+2 Wis, +6 PP) Skills: 44R = 11PP Diplomacy 2 (+4) Gather Information 3 (+5) Intimidate 8 (+10, +12 Growth) Knowledge: Galactic Lore 3 (+5) Knowledge: History 2 (+4) Knowledge: Tactics 10 (+12) Languages 2 (Andromedan (Native), Galstandard, Zultasian) Notice 3 (+5) Perform: Oratory 6 (+8) Pilot 2 (+2) Sense Motive 3 (+5) Stealth 0 (-4 Growth) Feats: 13 PP Ambidexterity Fearless Equipment 7 (Andromedan Personal Bioship) Luck 2 Startle Stunning Attack Equipment: 7 PP = 35 EP Andromedan Personal Bioship (Vehicle; Spacecraft) [35 EP] Powers: 3 + 6 + 2 + 13 + 13 + 7 = 44 PP Additional Limbs 2 (Insectoid Anatomy; 2 Extra Limbs, +2 to Grapple when not using Improve Grapple, Feats: Innate) [3 PP] Device 1 (Twin Swords, Axe, and Mace; Easy to Lose; Feat: Multiple Weapons 3; Container PP Spent, 5/5) [6 PP] Strike 3 (Weapon Attack; Feat: Mighty; Feat: Variable Descriptor 1 (Narrow Group - Slashing/Bludgeoning) Flight 1 (Insectoid Wings; 10MPH / 88ft per Move Action) [2 PP] Growth 4 (Giant Alien Bug; Size: Large, +8 Strength [+13 Lifting], +4 Constitution, -1 Attack, -1 Defense, +4 Grapple, +4 Knockback Resistance, +2 Intimidate, -4 Stealth, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [13 PP] Protection 4 (Insectoid Chitin Armor; Extras: Impervious 10, Drawbacks: Noticeable) [13 PP] Super-Strength 3 (Mutant Strength; Lifting Strength 56, Heavy Load: 16 tons 1200 lbs., Feats: Groundstrike) [7 PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 26 Toughness Damage Strike Touch DC 29 Toughness Damage Totals: 42 PP on Abilities + 28 PP on Combat + 12 PP on Saving Throws + 11 PP on Skills + 13 PP on Feats + 44 PP on Powers = 150/153 PP
  13. Player Name: Moira Morley Character Name: Scion Power Level: 10 (150/181PP) Tradeoffs: -2 attack, +2 effect; -2 defense, +2 toughness Unspent Power Points: 31 In Brief: (originally) A earthbound goddess tries to be a hero. (now) The prodigal daughter returns. Residence: Freedom City, New Jersey. Base of Operations: None Catchphrase: None Alternate Identity: Edone (birth name), Moira Morley (mortal name), Divine (former heroic code name) Identity: Public Birthplace: Mount Olympus Occupation: Hostess and part owner of Morley's Pub Affiliations: Aphrodite, Apollo, Ares, Dionysus Family: Aphrodite (mother), Ares (father), other Olympians (by default, you know its a big messed up tree), Sean Morley (mortal parent, 55) Age: 28 (born: March 14, 1988) Apparent Age: between 19 and 21 Gender: Female Ethnicity: Olympian Height: 5 foot 5 inches (1.65 meters) Weight: 125 pounds (57 kilograms) Eyes: green (yellow when using golden bracer) Hair: dark red (with golden strands some times) Moira stands with authority, being an average size, her perfect hourglass figure is noticeable. Her skin is soft, but her muscle is toned, she didn't just party up there on Olympus, she trained her body into a golden ratio. She has a light olive complexion, withe a small dusting of freckles on her shoulder. While not actively searching, she keeps her eyes at ease, not closed but a softer look. Her hair is straight and short enough to cover her neck and full enough to run hands through. Sometimes Aphrodite likes to hide golden strands among them. She always smiles wide with full lips and white teeth. Her face is round and soft, again, hiding light freckles. She has a tattoo of the sun on the back of her neck, courtesy of the sun god, Apollo, himself, which read 'Omorfia Mou' (my beauty). She has a golden chain given to her by Sean for her tenth birthday that she only takes off to clean. She disdains shoes, prefering to go barefoot if she can, but a pair of brown sandals when she needs to. Her favorite casual clothes are tight jeans that show off her hips and a tshirt with either a local band or hero's logo (gotta rep the smaller guys!). The golden bracer given to her by the gods is simple and undorned, it wraps around her right lower arm Her costume is an ankle length sleeveless layered dress, a pair of golden strap sandal and a golden laurel in her hair. The dress has many colors - white, black, red, purple - but only one at a time. There's not a pattern she's divined. Power Descriptions When using the golden bracer given to her by the Olympians, her outline is a soft yellow and her eye color turns yellow. Depending on which god she's channeling, her attitude might change. Aphrodite might make her a little lovesick with the people she interacts with. Ares might make her super confrontational. Apollo will put her mind on a myriad of projects and other things she hasn't finished. Dionysus will spam her mind with junk ads. The Olympian Fighting style was taught to her by Ares. It focuses on getting her opponent to the ground and pounding them in vital and or soft places. Olympian Immortality and Strength don't have descriptions other than what they do. She can run faster, jump higher, lift more. She's not susceptable to mortal diseases, poison or the ravages of heat and cold. She hasn't aged a day in almost 10 years. If she were to die, she's pop back up in the Elysian Fields 24 hours later, able to walk out and back to the mortal realm. History Moira was born on Mount Olympus as Edone, goddess of hedonistic pursuits. Ares and Aphrodite had a fling, like they always do, but a child was conceived of the tryst. Hephaestus had had enough of his unfaithful wife and wanted something to show for it. Eris, unloved of all Olympus, seized the opportunity to whisper a truly wicked plot in Hephaestus's mind. It involved giving Aphrodite an apple. The apple was dipped in the River Styx. When Aphrodite ate the apple, it would not affect her, but the unborn child, stripping away it's godly essence. It was delivered by an underworld nymph, who was to lie and say it was a gift from Persephone for the new babe. Aphrodite accepted the gift and gobbled it up, unknowing of the fruit's real power. When Edone was born she was healthy and happy, but the most noticeable thing was that she had no god soul. Like she was a normal Olympian, but nothing about her was deific. Aphrodite called upon Hera to make heads or tails of this treachery. She saw the child was cursed. That someone had stolen the essence before she was born. Eris, unloved of all Olympus, revealed herself as the underworld nymph who gave the apple to Aphrodite and was only able to act through Hephaestus. Ares was displeased with all of this and went to pay Hephaestus a visit. Eris disappeared. That left Hera and Aphrodite. Hera cared not for this scheme, but Aphrodite received scorn for having the child in the first place. Hera looked after marriages. Instead of having the babe live among minor gods away from Olympus, she sent word to the mortal realm. To some of her most faithful followers. A priest of the faith, Sean Morley, jumped at the chance to raise the child of the goddess. Aphrodite saw into his heart and he knew he was true. With some work throughs, Sean took custody of the baby, naming her Moira, as it seemed it was fate. Sean raised Moira with special care, giving her the utmost attention and love, as a true parent would. He also taught her the ways of the faith, so when her parents revealed them selves to her, it wouldn't seem too weird. Moira took after her mother and father in personality. She loved almost everything, but she knew when there were times that love had to be tough. Those situations were few and far between. She was quick to make friends and even quicker to lose enemies. Growing up within arms reach of her mortal father, she made aunts, uncles, and cousins at the temple. She even got her first job at Morley's pub - Sean's familial business - as a waitress and eventually a bartender. Her jovial and light demeanor kept business coming. On her 21st birthday, Aphrodite began giving Moira visions. Moira knew of the goddess through readings and such, but had never had a divine intervention. Aphrodite told her that she was her child and of the sordid complications of her birth. Also, there was a gift for her. A golden liquid made of divinity. It wouldn't do it right away, but it would restore her to full power. Though when she was done, she would have to come back to Olympus as Edone and shedding Moira. At the time Moira thought this was a great idea. Another upside of the liquid was that it gave her part of her deific powers back. She could be a superhero if she wanted! And that she did, for a time. It wasn't four color and she wasn't quite proactive, but she mingled within the hero and villain community. Taking the name Divine, she put herself on the side of angels, but definitely wasn't a four color hero. Though she made friends on both sides of the coin. Heroes led to the Knights of Freedom (which, while good, was short lived). She even had a short fling with Captain Knievel (before she found out what he really was). She found the truest form of love in a woman went by the name Angel (Angel Marks). True friendship in Stesha/Fleur de Joie. But those two years passed by like nothing. By the time she was back to full power she remembered nothing. and was back on Olympus. What happened on Olympus stayed on Olympus. She made friends with Dionysus. She and Apollo fell in emphatic love. She, Ares and Aphrodite shared familial love. And she genuinely enjoyed herself. Six years passed with epic times had by all. But by the end of it, she was tired. Unfulfilled. And nostalgic of her true home. After thinking about it for a while and a long talk with her her closest friends and family on Olympus, she chose to forgo her godhood and leave Olympus. Zeus zapped her and she was on her way out the door when she was met by her friends and family. They had a gift It wasn't godhood, but something she could use on Earth. A golden bracer that could channel their power from Aphrodite, Ares, Apollo and Dionysus. Also the ability to talk with the group back and forth. She thanked them and started her new journey. Personality and Motivation Moira has a light-hearted spirit that seems like she's always having fun, even when in danger! Though she can be serious, no one really likes her serious side. It's more of her deific father showing through. It's short and mean and no nonsense. It wants to get things done. Luckily, she rarely indulges her serious side. Moira's back for her friends and family, because while having fun is fine, its nothing without anyone with you! She also sees this as a chance to show she can be a hero and not just a powerful person. Complications Easily Distracted: Things of beauty are likely to pull her off course, be it a painting or a person. Enemy: Eris plays the long game. She's not done with Edone/Moira yet. She may play on Hephaestus's feelings too to get him to lash out. Also Hades but he can't do anything directly (can he?) Identity: While she does have a stylish costume and a code name, her 'normal' life and her heroic life are not separate. Relationship: Sean, her mortal father. Responsibility: She has a job at Morley's pub. Responsibility: There are followers of the faith who may defer to her for advice. Abilities 15 + 4 + 10 + 0 + 4 + 14 = 47pp Strength 25 (+7) Dexterity 14 (+2) Constitution 20 (+5) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 24 (+7) Combat 6 + 6 = 12pp Initiative +2 Attack +3, +8 (melee) Grapple +18 (7 strength, 8 melee, 3 super-strength) Defense +8 (3 base, 5 dodge focus), +2 flat-footed Knockback -6 Saving Throws 5 + 5 + 5 = 15pp Toughness +12 (5 con, 7 protection) Fortitude +10 (5 con, 5 save) Reflex +7 (2 dex, 5 save) Will +7 (2 wis, 5 save) Skills 32 ranks = 8pp Bluff 5 (+12, +20 Attractive) Diplomacy 5 (+12, +20 Attractive) Gather Information 3 (+10) Knowledge (theology and philosophy) 5 (+5) Language 2 (English [native], Greek, Spanish) Notice 3 (+5) Perform (dance) 3 (+10) Perform (sing) 3 (+10) Sense Motive 3 (+5) Feats 16pp Attack Focus (melee) 5 Attractive 2 Distract (Bluff) Dodge Focus 5 Fascinate 2 (Perform [sing, dance]) Taunt Powers 17 + 11 + 14 + 10 = 52pp Golden Bracer: Device 4 (1+7+12=20/20 device points, hard to lose, Power Feats: Restricted [Olympian Heritage]) [17pp] Costume: Feature 1 (can change clothes to costume and back as a free action) [1dp] Divine Calling [2+5=7dp] Enhanced Feats 2 (Benefit [directed inspiration], Connected) Super-Senses 4 (Connection Link 4 [Aphrodite, Apollo, Ares, Dionysus; Power Feats: Dimensional]) Divine Channeling: Variable 2 (10 points of multiple powers of the divine descriptor) [12dp] Olympian Fighting Style (training descriptor) [9+2=11pp] Damage 5 (Power Feats: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning, piercing, slashing]) [9pp] .Enhanced Feats 2 (Improved Grab, Improved Grapple) [2pp] Olympian Immortality (biological descriptor) [5+7+2=14pp] Immunity 5 (aging, cold, disease, heat, poison) [5pp] Protection 7 [7pp] Regeneration 2 (Resurrection 2 [1/day]) [2pp] Olympian Strength (biological descriptor) [4+6=10pp] Powerful Strides (3 point array, Power Feats: Alternate Power 1) [4pp] Leaping 3 (x10) [3/3] Speed 3 (50MPH, 500ft move action) [3/3] Super-Strength 3 (Effective Strength 40, Light 1 ton, Medium 2 tons, Heavy 3 tons, Max 6 tons. Push/Drag 15 tons) [6pp] DC Block Unarmed Melee DC 22 Toughness Damage (Physical, Bludgeoning) Olympian Fighting Style Melee DC 27 Toughness Damage (Physical, Bludgeoning/Piercing/Slashing) Totals: Abilities (47) + Combat (12) + Saves (15) + Skills (8) + Feats (16) + Powers (52) = 150/181 Power Points
  14. Player Name: Moira Morley Character Name: Sanguine Power Level: 10 (150/154PP) Tradeoffs: -0 attack, +0 effect; -0 defense, +0 toughness Unspent Power Points: 4 In Brief: A bloodbender trying to make sense of her unheroic powers in a heroic light. Residence: Freedom City, New Jersey Base of Operations: None Catchphrase: "It's what's on the inside that counts." Alternate Identity: Maria Sangre (birth name), Bloody Mary (nick name) Identity: Public Birthplace: Manhattan, New York City, New York Occupation: College Student Affiliations: Freedom City University Family: Sarah Sangre (mother, 36), Tyrese Sangre (father, 40), Martin Sangre (brother, 20), Martha Sangre (sister, 20) Age: 18 (born 14 March, 1999) Apparent Age: late teens Gender: Female Ethnicity: Hispanic Height: 5'5" Weight: 140 pounds Eyes: red sclera, black pupils Hair: black Maria is somewhat of an hourglass, but with slightly wider hips. Her body is firm and put together nicely, not a single ounce of wasted space. Her hair is smooth and long enough to reach her mid-back, she mostly wears it down, but can tie it up into a large, braided bun. Her skin is a darker brown. She was born with her eye color. Her top canine teeth are short sharp fangs. She has three tattoos. Between her shoulder blades are three Chinese words, top to bottom, 'Red', 'Life', 'Serpent'. On her left shoulder is a snake coiled around a sun, trying to swallow it. On her right wrist is a sleeping snake wrapped around it. She always wears knee-length or ankle-length skirts that always flow. Her tops are either sleeveless, button-up vests or sleeveless sports tanktops. Shoes are a pair of white trainers. Her costume is a full body suit that covers everything but her neck and head, and a domino mask. The suit is made of morphic molecules, and feels slightly ridged to the touch. It's dark red with thin black lines that look like snake scales. Power Descriptions She was born with her powers, making her a mutant. Though she didn't get any of the Hemokinesis or Levitation until her junior or senior year of high school. As mentioned, she was born with her eye color. Hemokinesis is noticeable as she and the effected are surrounded by a damp, dark red corona. Levitation is a weak form of telekinesis that she can only affect herself with... for now. Fangs are subtle because they fit in her mouth. Blood Awareness causes her eyes to glow, though it's a purely mental sense and doesn't need to see to use it. Her Mutated Blood is not visible, but she cannot donate and does not have a matching type to any. History Maria's parents are second and third generation Puerto Rican immigrants. They met as children and grew up together, eventually having their first children and getting married afterwards. Her older brother and sister are identical, and (to Maria's belief) some what psychic of each other. Being the youngest, her sister and brother believed she was coddled too much. Maria didn't disdain the love of her parents, but she did test their boundaries. She was a smart kid who got away with more than she'd admit. None-the-less, her smarts got her into good places, like advanced classes. Puberty was kind to her, the cute little kid turned into a beautiful woman. During that time she tested her boundaries again, and she found out she was pretty much savvy in the ways of giving direction. She was happy about that. She saw herself a leader, a guide. Late in her senior year of high school is when she started developing her powers. It was almost an accident. She though she was losing a tooth at first but when she saw the fangs it was less scary and more intriguing. She joked around school that she was some kind of vampire. only to find out that there was more than just fangs. She could sense blood and when she sensed it, could do things to it! From then on she kept on pushing the boundaries of her powers, seeing what she could do. She even ordered a morphic molecule costume. She was going to be a hero post high school. Then the free ride to Freedom City University came. She had her suspicions, but the scholarship was just for good grade. She could have went anywhere, but Freedom City had superheroes. The more she could interact with the big guys. the better. So she accepted. Personality and Motivation Maria is 'dominant'. She leads, balking at the idea of following. Not that she's mean or rude about it, she just knows her place is the front. Though if she has to defer to someone, she'll take notes meticulously, trying to see what it would take to be in that position. Like any leader, she is a problem solver. She'll listen and try to find solutions. Maria is also studious, and a researcher. Even in quiet times she likes to challenge her mind. If there ever is quiet time. Maria is a mover and shaker. The only time she seems to be still is when she's asleep. Maria seeks two things right now. One the destigmatization of her powers. People see the whole blood part of her powers and think very lowly of them! She's not a bad person and wants to show that. The other goal is to balance being a hero and continuing her education. She has a degree to earn and people to protect, of which she's giving up on neither. Complications Disability: Her blood thickens without power use. She takes blood thinners or uses her powers, depending on the situation. Disability: She needs contacts or glasses to see far away. Identity: She does not keep this secret. Prejudice: Being a hemokinetic gets you looks in the hero community when you work your powers. People think she's either a villain or is at least an 'Iron Age' hero when they see it! Reputation: Blood powers? Fangs? People think she's a vampire! Reputation: Her headstrong leader attitude does not endear her to some. Responsibility: She is attending Freedom City University on a scholarship. She's also pledging a sorority at FCU. Abilities 6 + 2 + 6 + 10 + 4 + 6 = 34pp Strength 16/35 (+3/+12) Dexterity 12 (+1) Constitution 16/30 (+3/+10) Intelligence 20 (+5) Wisdom 14 (+2) Charisma 16 (+3) Combat 8 + 10 = 18pp Initiative +1 Attack +4 Grapple +7, +16 with Blood Strengthening Defence +10 (+5 base, +5 dodge focus; +3 flat-footed) Knockback -1, -5 with Mutated Blood, -10 with Blood Strengthening Saving Throws 2 + 5 + 4 = 11pp Toughness +3/+10 (3/10 con) Fortitude +5/+12 (3/10 con, 2 save) Reflex +6 (1 dex, 5 save) Will +6 (2 wis, 4 save) Skills 44 ranks = 11pp Bluff 7 (+10) Diplomacy 7 (+10) Knowledge (behavioural sciences) 5 (+10) Knowledge (business) 5 (+10) Knowledge (physical sciences) 5 (+10) Language 2 (Spanish [native], English [native]; Latin; note: raised in a two language household) Notice 8 (+10) Search 5 (+10) Feats 12pp Attractive Conspiracy Theorist Dodge Focus 5 Eidetic Memory Leadership Luck 2 Taunt Powers 15 + 3 + 2 + 35 + 9 = 64pp all powers mutation in descriptor Container 3 (Mutated Blood; 14+1=15PP Container) [15PP] Enhanced Constitution 14 Immunity 1 (aging) Damage 0 (Fangs; Power Feats: Improved Critical, Mighty, Subtle) [3PP] Flight 2 (Levitation; Drawbacks: Low Ceiling 3 [5ft]; Power Feats: Subtle) [2PP] Hemokinesis 15 (30PP Array; Power Feats: Alternate Power 5) [35PP] Base Effect: Mind Control 10 (Body Control; Extras: Alternate Save [Fortitude], Conscious, Duration [Sustained]; Flaw: Distracting) {30/30} Alternate Effect: Container 6 (Blood Strengthening; 1+19+10=30PP Container) {30/30} Enhanced Feat 1 (Endurance) Enhanced Strength 19 Impervious Toughness 10 Alternate Effect: Damage 10 (Blood Tainting; Extras: Alternate Save [Fortitude], Range 2 [Perception]; Flaws: Distracting) {30/30} Alternate Effect: Healing 10 (Blood Sustenance; Extras: Restoration, Total; Flaws: Personal, Source [Blood]; Power Feats: Benefit [counts as a meal], Persistent, Regrowth) {23/30} Alternate Effect: Move Object 8 (Blood Throw; Extras: Damaging; Power Feats: Accurate 2, Precise) (27/30} Alternate Effect: Nullify 10 (Blood Cure; all biological effects; Extras: Duration 2 [Sustained]; Flaws: Distracting, Range [Touch]; Power Feats: Selective) {20/30} Super-Senses 8 (Blood Awareness [very common, mental; accurate, acute, radius, ranged], Danger Sense [Blood Awareness]) [9PP] Drawbacks -0 = -0pp DC Block Unarmed Melee +4 DC 18 Toughness (Staged) Damage (Physical, Bludgeoning) Unarmed, Blood Strengthening Melee +4 DC 27 Toughness (Staged) Damage (Physical, Bludgeoning) Fangs Melee +4 DC 18 Toughness (Staged) Damage (Physical, Piercing) Fangs, Blood Strengthening Melee +4 DC 27 Toughness (Staged) Damage (Physical, Piercing) Blood Control Perception DC 20 Fortitude Controlled Blood Cure Melee +4 Opposed Power Check All Biological Effects Nullified Blood Tainting Perception DC 25 Fortitude (Staged) Damage (Mutation) Blood Throw Range +8 DC 23 Toughness (Staged) Damage (Mutation) Totals: Abilities 34 + Combat 18 + Saving Throws 11 + Skills 12 + Feats 12 + Powers 63 = 150/154 Power Points
  15. Hell Girl Power Level: 10 (150/151PP) Unspent Power Points: 1 Trade-Offs: +4 attack / -4 damage (tail swipe) In Brief: Daughter of a demon prince and a mortal. Fights against an evil reputation to do superhero work. Catchphrase: "Don't be evil!" Alternate Identity: Tanya Keshmiri (public) Birthplace: Brooklyn, New York City, New York Residence: Clinton Hill, Brooklyn Base of Operations: United States (and major parts of Canada) Occupation: Musician Affiliations: Monster Blast (the band) Family: Aaliyah Keshmiri (mother) Description: Age: 21 (DoB: 6 July 1997) Apparent Age: Gender: Female Ethnicity: Iranian-American mother, Demon father Height: 5'7" Weight: 120 pounds Eyes: Purple/Black Hair: Black Tanya is a slim, brown skinned beauty at first glance, but that's not what people are looking at. Below her knees are goat legs and hooves. Above her butt is a thick brown flesh tail that reaches up to five feet. At the end is a spade. On her back are two retractable wings, leathery and black, 3 foot a piece for a 6 foot wing span. Her pupils are unnaturally colored a dark amethyst, and the rest of her eyes are colored black. Her hair is long and silky, reaching down to her mid back. She keeps it down, mostly. Needless to say, it's hard to find clothes. She wears wraparound skirts and tanks or vests for tops. History: Samael has been known as an angel, a demon. An accuser, a seducer, a destroyer. He's been known to father half mortal progeny to be his eyes and ears on the mortal realm when they get old enough. This version, of the infinite multitudes of reality, was a demon. A very high ranking one in his Hell realm. Summoned to Earth, he was tasked by his summoner to make half-demon children so the summoner would have powerful retainers. Half-reluctantly, Samael went about his business. Once the deed was done, Samael would give the summoner his fate, taking his life. The half-demon children would be his... in Hell. The body Samael wore to seduce Aaliyah Keshmiri was the most beautiful man she had ever seen. The one night stand she had with the beautiful creature was something she regretted a few months later when she found out she was with child. Aaliyah kept the child, not knowing what she was giving birth to. When the time came to deliver her child, she and the doctors found out with much horror, that the child had demonic features. Most prominently hooves for feet, but also small wing and tail nubs. Also an almost too healthy set of lungs. This scared Aaliyah, but she wanted to keep her child. She would raise it right, she hoped. Tanya's features, early on, got her more friends (or gawks, at least) than enemies. Kids are much nicer than adults when it comes to appearance. People around the neighborhood became used to the winged, hooved, tailed girl. She didn't act evil so they didn't treat her like it. Also, she would dress up as a cute little angel for Halloween. High school, though, proved to be a testing ground of her patience and temper. Uppity with her human hormones, she was not about to hold back and take it. This was where she learned she couldn't go to church. Confession physically hurt her. Being on the premises hurt her soul. She ran away from the building and never returned. Disheartened, Tanya felt she had to do something for penance. Down in Freedom, they did superhero things for good. So she studied about her kind and learned what she could do. This is when her dark powers started kicking in. Samael spoke to her. He told her that this would be the toughest journey. That hate would most likely conquer, but that if she wanted to do good, it was her own choice. He would be watching. This also is when she started having nightmares of her father's realm. He told her to pick up an instrument, it helped to sooth things. Guitar was what she did. She got real good at it, and thought this would be her calling. Picked up small gigs, and eventually formed a band with a few like minded folks who didn't care about her appearance. They were mostly from Freedom City. The newly formed group took the name Monster Blast; Tanya did guitar, Brandon was on bass, Jack was on drums, and Serena sang. Late nights with her new friends is where she picked up her love of alcohol; it's been a mentor to her as well as an adversary. Eventually the gang made it to Freedom City. Of course, Serena and Jack lived there, but Tanya was intrigued by the setting. Her dark powers allowed her to visit whenever she wanted, but with her friends, she finally got a good look at the city of heroes and villains. And? While it was a fun romp, she only felt like a tourist. Monster Blast set up a few gigs in different places. Tanya would go home afterwards. Safe from the hutle and bustle of super heroics. Then she remembered that she had a lot to learn about herself and her powers. Monster Blast traveled still, with Tanya, but she spent most of her days in Freedom. Taking the name Hell Girl - because looking like her, so much for a secret identity -, she did her part of heroism in the city. Personality & Motivation: Tanya is a boisterous sort. She believes in living life to the fullest. "Eat hardy, for tomorrow isn't promised," to mix a phrase. She's not mean, but can come as such. Her style of friendliness is close contact, not actually hitting, but the concept of personal space seems a foreign concept to her. The only time she seems focused is when she's playing guitar or doing magic. Her motivation is to avoid the slings and arrows of the demonic side of herself. Don't be evil is pretty much her motto. Though she seems to toe in it with her infernal powers. She has to go to dark places to get it to work, so she halances her life with activities to counter the evil. Powers & Tactics: Start off with a warning. If you can scare them, you won't really have to hurt them. If you must fight, then win. Make them wish they had never crossed a (half) demon. Your infernal powers are mostly melee range, turn on the force field as slap them silly with your tail swipe, or worse your evil magic. You're not aiming to kill them, but they're going to wake up with such a headache.. Power Descriptions: Being a 'bog standard' demon of her type, she has a tail, wings, and hooves. No horns yet, not powerful enough. Though her study of the arcane arts, she naturally knows 'spells'. Incantations that allow her to access her demonic power. The words are a crutch that she doesn't need, she'll eventually get past them. She can use evil itself as a barrier against blows, manifesting as a dark looking aura lining her body. Anyone near her will feel 'wrong' mentally as long as she focuses on it. Complications: "But mom!": Living under her mother's roof means following her mother's rules. Commuting: She lives away from the major hero cities. Dark Humor: Really, only among friends, but her ability to laugh at an inopportune time or tell a joke that could be taken wrong. Demonic Features: She has wings, a tail, and hooves for feet. This might not sit well with some. Holy Ground: She's part demon. It will weaken and eventually kill her. "I'm with the band.": She pays guitar for Monster Blast. "PS I love you.": She does love her mother and would go all out if anything were to happen to her. Recurring Nightmares: She has dreams of hellish realms, ones she feels comfortably home in. When she wakes from her dreams, she might not feel so well. 'Them thar turrists': Being brown in America gets you free hostility. Use Your Words: She uses incantations to access her infernal 'spells'. If she cannot speak, she thinks she cannot use them. Vices: Hoo boy, does she like to drink. Abilities: 8 + 6 + 8 + 2 + 4 + 10 = 38PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 12 + 8 = 20PP Initiative: +3 Attack: +6 base, +10 Melee, +10 Move Object, +14 Tail Swipe Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +14, +20 Move Object Knockback: -2, -5 with Force Field Saving Throws: 3 + 4 + 8 = 15PP Toughness: +4/+10 (+4 Con, +6 Force Field) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +10 (+2 Wis, +8) Skills: 72R = 18PP Bluff 12 (+17) Concentration 11 (+13) Intimidate 12 (+17) Knowledge (arcane lore) 4 (+5) Knowledge (theology & philosophy) 4 (+5) Language 5 (Arabic, English [native], Farsi/Persian, Greek, Hebrew, Latin) Notice 8 (+10) Perform (stringed instruments) 8 (+13) Sense Motive 8 (+10) Feats: 16PP Attack Focus 4 (Melee) Attack Specialization 2 (Tail Swipe) Distract (Bluff) Distract (Intimidate) Dodge Focus 6 Move-by Action Unbalancing Strike Powers: 4 + 31 + 5 + 6 = 46PP Damage 2 (tail swipe; Feats: Extended Reach 1 [+5ft], Mighty) [4PP] (body part, natural) Flight 3 (wings, 50MPH; Drawbacks: Power Loss [if bound]) [5PP] (body part, natural) Force Field 6 (wreathed in evil) [6PP] (evil, magic) Infernalism Array 12 (24PP Array; Feats: Alternate Power 7) [31PP] (evil, hellfire, magic) Base Power: Drain 10 (Lash of Weakness; drains any trait; Extras: Alternate Save [Will]; Feats: Extended Reach 2 [+10ft], Slow Fade 2 [5 minutes]) {24/24} Alternate Power: Damage 8 (Dark Gout; Extras: Area [Cylinder], Range [Ranged]) {24/24} Alternate Power: Damage 10 (Consume Life; Extras: Alternate Save [Fortitude], Vampiric; Flaws: Requires Grapple; Feats: Persistent, Regrowth) {22/24} Alternate Power: Insubstantial 4 (Hellfire Mote; Incorporeal), Enhanced Traits 4 (Affects Corporeal [unarmed]) {24/24} Alternate Power: Mind Control 10 (Subvert Conscious; Extras: Conscious, Instant Command; Flaws: Range [Touch]; Feats: Mental Link, Subtle) {22/24} Alternate Power: Move Object 10 (Darkness' Hands; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Feats: Accurate 2 [+4], Indirect [in front of you, directed away], Precise) {24/24} Alternate Power: Summon 8 (Demonic Duplicate; Extras: Heroic) {24/24} Alternate Power: Teleport 8 (Dark Path; 800ft move action, 2000 mile full action; Extras: Accurate) {24/24} Drawbacks: (-3) = -3PP Vulnerable (holy attacks, +100%; Frequency: Uncommon; Intensity: Major) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage (Physical) Consume Life Touch DC 25 Fortitude Damage (Hellfire) Dark Gout Range, 40ft Cylinder DC 23 Toughness Damage (Hellfire) Lash of Weakness Touch, 15ft DC 20 Will Drain (any trait) Subvert Conscious Touch DC 20 Will Mind Control Tail Swipe Touch, 10ft DC 21 Toughness Damage (Physical) Totals: Abilities (38) + Combat (20) + Saving Throws (15) + Skills (18) + Feats (16) + Powers (46) - Drawbacks (3) = 150/151 Power Points
  16. Delta Power Level:10 [11] (153/165PP) Unspent Power Points: 12 Trade-Offs: +0 Attack / +0 Damage, -5 Defense / +5 Toughness In Brief: Telepathic Cyber soldier from the Terminus trying to hide from his squad and the man who made him. Catchphrase: "No it's not Halloween, those are my eyes." Alternate Identity: Unknown Birthplace: The Terminus Residence: Freedom League Lodgings Base of Operations: Freedom City Occupation: Cybersoldier Affiliations: Freedom League Family: Alpha, Beta, Charlie and Echo - the squad that is hunting him down still mind control by Dr. Düster. Description: Age: 10 years of memories since awakening Apparent Age: 28 Gender: Male Ethnicity: Terminus Height: 6ft Weight: 300lbs Eyes: Large Bulbous mechanical looking Cyber eyes both seem to 'wrap' around his head to the back with cables connecting the eyes the base of his skull where the Cyberarms start. Hair: None Dark brown skin covers what would normally be a pretty well muscled frame, but is contrasted against by black and red metal that seems to cover large swathes of Delta's body. He is clearly an ungodly amalgam of man and machine and no amount of politeness could pretend otherwise. Large bug like cybernetics have replaced his eyes, they have overlapping plates that wrap around his head covering the base of his skull and running down his neck where they join more plates running up from the cybernetic shoulders, arms and glowing power plant that is in the center of where his shoulder blades would normally be. The metal itself is a strange ore from deep in the terminus that is normally pitch black, but some parts are picked out in red and the power plant is a raised disc that glows cherry red when he uses his arm cannons. The lip of the disc is raised a further inch from his back in what must be some kind of heat dispersal. The plates themselves slide and move allowing tools and weapons to slide out of them. The base of his skull has further raised parts that whir and hum like a large DVD player when he is using the various computer parts installed there. Covering the rest of his body there are signs of more implants in his legs, arms and face, but most of that is covered by an obviously armored suit that has a number of collapsible gadgets hanging from the belt and pouches on the light jacket covering his chest and on the pants and shoulders. The clothing is camo greens and browns but is not manufactured from this present time seeming to have no seam and offers much more protection than normal. History: Delta's memories started ten years ago, when he woke on a surgery table his body 18 years old, his mind almost a total blank and a face he would become very familiar with looking over him asking if he was alright. It was Dr. Düster, the surgeon who had decided that after the last defeat at the hands of super heroes that they didn't need more soldiers, they need an infiltration squad to take down super heroes, their families and surgical strikes contested by super heroes. So he was putting together, he hand picked Terminus residents, prisoners, soldiers and mercenaries from around Lord Omega's realm. Then he got to work, he created five of them and named them like a scientist creating soldiers would. Alpha, Beta, Charlie, Delta and Echo. First he removed most of their personal memories, most of their personality, treated them with genetic treatments, implanted computers and mind control chips in their heads and equipped them for infiltration, military action and then he added more cybernetics.That was when Delta woke up and started training, his MO was the Engineer, computer expert and flanker. Simulations gave way to live fire and then strikes with in the Terminus all part of the training. About four years in something went wrong and an enemy got behind Delta and did severe damage enough to require the amputation of both of his arms and major rebuilding of the back of his skull but that didn't slow down Düster down he simply found a rare metal local to the are that would work, a few interesting materials and he put together a set of arms that made Delta even more flexible...but the materials interacted with Delta's genetic mutations and developed one of their own. It started slowly but Delta became aware, first that the mind chip was still delivering commands but that he could not ignore them as he developed more and more self control and then it got weird things started closing the last inch to his hand with out any outside source of movement he started finishing peoples sentences, people he had just met. He kept it hidden it as best he could, having four mind controlled squad mates helped as they did little more than follow orders. Another 3 years of free will went by, Delta helped the people he could but deep in Terminus territory he had no where to go. Finally the strike on Earth and Freedom city, Delta waited till they were through the portal on a strike mission and he ran for it. His target the same as his brothers, a freedom league outpost, he got there first warned them what was coming and earned himself the amnesty, and a place he could call his own and not have anyone in his head...but he started developing the ability to put commands in peoples head as well and he is starting to fear he is becoming the things he fears. Personality & Motivation: Delta has limited memories to draw on, but most of them are of the blasted lands of the Terminus, he will do whatever it takes to stay on Earth. He will fight whoever he needs to if it means friendly relationships with the powers that be on Earth. Delta is motivated primarily by the search for freedom and for freedom for his 'brothers' he wants to free the rest of his team and in the end the rest of the Terminus. A grand dream but he has so little else to hold on to, a normal life is not for him, he looks like something out of a horror movie and knows it, he longs for a normal life and wonders about who he was before he was captured. The last decade holds nothing but war, fighting and training and so Delta tends to react more strongly in many circumstances than he should logic and tactics rule his thinking and he is continuously suspicious of other peoples motives and even more so of his growing powers. He inherently respects other peoples freedom and will react with more force than needed to the sight of those oppressed, enslaved or otherwise helpless as he feels a strong bond with them. Powers & Tactics: Although Delta has the power to take on many more powerful foes head on his preference is stealth, misdirection and striking from a position of knowledge and power. He likes to plan, he likes to scout out what he is about to face and then he likes to strike like a bolt of lightening from an unexpected direction. Between his ability to teleport, send out scout robots and hack computers from a distance he typically dissects a situation very thoroughly before he jumps in but his abilities and power often allows him to do that in a very short space of time. Power Descriptions: The obvious things are his massive cyber arms, cyber eyes and the modifications made to his skull, all black metal, spikes and red edges the large disk shaped power source on his back glows red when he is exerting his strength or firing his arm cannon. The flexible black metal on his arms slides and shapes itself to allow blades, spikes and blunt edges to form allowing him to strike with any kind of surface he would like, his telekinetic short range abilities have manifested with extreme precision allowing him to mimic many of the weapons hidden in his arms with telekinetic blows of varying degrees of 'sharpness' within about a 10' radius those of course are all but invisible but for their effects. When ranged combat is needed his hand retracts exposing a massive cannon that runs the length of his forearm and allows him to shoot bolts of bright scarlet energy with extreme precision. His less precise long range telekinesis allows him to lift great weights, even pinning people in place without any obvious source other than the pulsing of the disc shaped power source on his back. More dangerous than his weapons is the computer assembly and the telepathic powers that are crammed into his skull. His cyber eyes look like something of a cross between a camera lens with a large visible shutter and the front end of binoculars when fully exposed. Various antenna extend from the black cybernetics mounted in his skull as he access computers or communicates over long distances. When he is in full processing modes small red LED's flash along the sides and back of his skull as he uses more power than normal to have the computer fully focused on what he is doing, colorful overlays giving him instructions are visible in front of him as he activates the skill chips in his processing core and when he uses his telepathic powers small arc of electricity leap from implant to implant...usually larger arcs mean something went wrong. His armor contains a belt that teleports him in a flash of light, a cloaking device strapped to the center of his chest that looks like a black donut about the size of his palm with multiple electric blue overlays that flash before he vanishes in a shimmer. Several black and gold tubes of nanite activators hang from his belt to activate the nanites in his body as well as several cyber implants repairing damage to flesh and machine. In a small pouch he has four orbs that expand into scouting robots that cloak themselves and fly around scanning the area around him feeding information about what they see and hear directly into his mind leaving him vulnerable to attacks on the drones. Finally a strangely shaped square strapped to his back expands out to a hover board allowing him to fly at great speeds, the board itself is controlled by some of the mechanics in his headware and can be recalled to catch him if he is knocked off, it has red jets beneath it to keep it up and the same at the back to drive it forward. Finally in combat he can call up an almost transparent yellowish field of telekinetic energy that protects him from most small arms and close combat weapons, but it has been known to overload with too much damage causing it to implode in a rush of energy that can both blind and deafen Delta if he doesn't react quickly enough. Complications: There is only War!: Delta's only memories is training and war, he views almost all things as tactical problems that can be solved by brute strength or cunning. This is not necessarily the best thing to deal with social situation, police officers, people who want to ask questions, reporters or putt-putt courses. Frequently his reaction is overbearing, aggressive or violent when there is in fact a better way. Mad Scientist alert: Dr Düster is out there, and so are his brothers they are looking for him as is anyone else in charge of looking for soldiers/deserters from the last Terminus invasion. There may even be a price on his head for villains, bounty hunters or others who have contact with the Terminus system. It's not Halloween: Delta is not pretty, he hardly looks human and he has more machine parts than your average blender. This causes many awkward situations when he has to go through metal detectors, fancy dress parties or anything that normally requires you not to look like something out of a Terminator/Alien mash up. He makes children cry, raises fear in the locals he's come to rescue and has a hard time getting into places where weapons are not welcome. Lobotomy: Large portions of Delta's brain was removed in the operations that made him what he is most of those had to do with his memories from his past, others were to do with his personality and compliance. This sometimes manifests, even though he has redeveloped much of his capabilities through his psionic power, in him having phantom memories of his past, not catching jokes/innuendo or subtle body language, following instructions that he shouldn't and taking things extremely literally...a problem in a society where comments like 'well just shoot me', 'let it burn' and 'squash them like a bug' are a somewhat regular occurrence. Not the eyes!: Delta's eyes have been completely replaced by his cybernetics, cybernetics made from the same material that seems to have interacted with his genetic changes to spark his psionic powers. The problem is they are still machines, they tend to get swirly around strong magnets, turn off altogether if they get hit with a certain frequency or jarred in a certain way. All kinds of failures occur from time to time, usually when it's least convenient from something as innocuous as switching colors, getting focused on something they shouldn't be so everything else is blurry up to glowing red for no apparent reason or...on occasion...shooting out some kind of beam that may or may not melt whatever he was looking at. Dr Düster made many modifications to his eyes and he is only scratching the surface of what they can do. I have a machine in me: As with his eyes there are many, many implants in Delta and a swarm of nanites occupy his blood building molecular level implants around his body even now. It is unclear whether it is some kind of high speed evolution but it means there is always something going on inside of him and that there are a number of implants that have abilites he is not aware of. This can manifest positively in unexpected beneficial powers but also in things happening around him that he doesn't expect. Cars stop working as he walks past, all the electronics in a room reset and send all their information to him, his thoughts manifesting on screens around him. His eye view showing up on the mall security screens miles away from where he is, most of the time he is very much in control but every now and again something he doesn't expect happens... Abilities: 4 + 6 + 6 + 4 + 4 + 0 = 24 PP Strength: 14/26 (+2/+8) Dexterity: 16/37 (+3/+13) Constitution: 16 (+3) Intelligence: 14/36 (+2/+13) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 4 = 16PP Initiative: +3/+13 Attack: +6 Base (+10 Cyberarms) Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: +2/+8 Knockback: -2/-4/-8 (Con/Armor/Force-field) Saving Throws: 3 + 3 + 7 = 13 PP Toughness: +3/+8/+15 (+3 Con, +5 Armor, +7 Telekinetic Force Field[+7 Impervious]) Fortitude: +7 (+3 Con, +1 Gear, +3 Base) Reflex: +9/+19 (+3/+13 Dex, +1 Gear, +5 Base) Will: +7 (+2 Wis, +5 Base) Skills: 80 R = 20 PP Computers 14 (+16/+27)skill mastery Craft (Chemical, Electrical, Mechanical) 0 (+2/+13)skill mastery Disable Device 14 (+16/+27)skill mastery Drive 4 (+7/+17)skill mastery Investigate 0 (+2/+13)skill mastery Knowledge (Tactics) 8 (+10/+21) Knowledge (Tech, Physical Science, Life Sciences, Earth Sciences) 0 (+2/+13)skill mastery Notice 12 (+14) Pilot 4 (+7/+17)skill mastery Search 8 (+10/+21) Stealth 8 (+11/+21) Survival 8 (+10) Feats: 17 PP Accurate Attack Ambidexterity Attack Specialization (Cyber Arms) 2 Dodge Focus 3 Elusive Target Evasion Lucky 3 Power Attack Skill Mastery (Computers, Disable Device, Pilot, Drive) Skill Mastery [Knowledge (Tech, Physical Science, Life Sciences, Earth Sciences)] Skill Mastery [Craft (Mechanical, Electrical, Chemical), Investigate] Stunning Attack Powers: 16 + 3 + 1 + 7 + 1 + 16 + 23 = 67 PP Device 4 (Combat Suit; 20 PP Container; Flaws: Hard to lose) [16PP] (Technology) Protection 5 (Armor) [5PP] Enhanced Saves 2 (Environmental Protections; +1 Fort Save, +1 Ref Save) [2PP] Gadget Array 5 (10 PP Array; Feats: Alternate Power 3) [13PP] Base Power: Teleport 7 (Teleportation Generator; Flaws: Short Range Only, Feats: Turnabout, Change Velocity, Change Direction) [10PP] Alternate Power: Concealment 4 (Cloaking Field; All Visual; Feats: Close Range, Selective) [10PP] Alternate Power: Healing 8 (Nanite Activator; Flaws: Self Only, Feats: Persistent, Regrowth) [10PP] Alternate Power: ESP 4 (Scout Bots; 1 Mile, Visual + Auditory; Flaws: Feedback, Feats: Rapid 4 (x10000), Subtle 2) [10PP] Enhanced Feats 3 (Built in Skill Chips; Beginners Luck, Eidetic Memory, Jack of All Trades) 3 PP Enhanced Feat 1 (Built in Tools: Improvised Tools) 1 PP Protection 7 (Telekinetic Force Field; Extras: Impervious 7, Flaws: Side Affect (Dazzle 4 [Auditory + Visual]) 7 PP Super Senses 2 (Cyber eyes; Infravision, Ultravision, Drawbacks: Noticeable) 1 PP Techno-pathic Array 5.5 (11 PP Array; Feats: Alternate Power 5) [16 PP] Base Power: Super Senses 9 (Radio Scanner; Radio, Enhancements: Accurate [+2], Extended 2 [10 000ft, Notice], Danger Sense [Radio], Uncanny Dodge [Radio], Counters Concealment 2 [Radio]) [11PP] (technology) Alternate Power: Datalink 10 (Internal Computer; 200 000 miles, Feats: Machine Control) [11PP] (technology) Alternate Power: Communication 10 (Long range radio; 200 000 miles, Feats: Subtle) [11PP] (technology) Alternate Power: Enhanced Intelligence 22 (Full processing power; Flaw: Sustained) [11PP] Alternate Power: Mind Control 10 (Flaw: Side Effect[Stun 5]; Feats: Mental Link) [11 PP] (psionic) Alternate Power: Mind Reading 10 (Extra: Action[Move/Standard]; Flaw: Side Effect[Stun5]; Feat: Subtle) [11PP] (psionic) Techno-kinetic Array 10.5 (21 PP Array; Feats: Alternate Power 2 Drawback: Noticeable) [23 PP] Base Power: Strike 2 (Cyber-weaponry; Feats: Mighty, Variable Descriptor[Blunt, Slashing, Piercing]) + Enhanced Strength 12 (Cyberarms; Drawback: Arms Only) + Elongation 2 (Close range Telekinesis; 10' Extras: Projection, Indirect 3, Drawbacks: Arms Only) [21PP] (psionic/technology) Alternate Power: Move Object 10 (Telekinesis; Feats: Subtle) [21PP] (Psionic) Alternate Power: Blast 10 (Arm Cannon; Feats: Precise) [21PP] (Technology) Alternate Power: Dexterity 21 (Wired Reflexes) [21PP] (Technology) Drawbacks: (-3) + (-0) = -3PP Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Moderate[x1.5]) -3 PP DC Block ATTACK RANGE SAVE EFFECT Cyberarm/Telekinetic 10' DC 25 Toughness Damage (Slashing/Piercing/Bludgening), Indirect 3 Arm Cannon 100/1000 DC 25 Toughness Damage (Precise) Totals: Abilities (24) + Combat (16) + Saving Throws (13) + Skills (20) + Feats (17) + Powers (67) - Drawbacks (3) = 153/165 Power Points
  17. Arcana Power Level: 10 [12] (157/193 PP) Trade-Offs: None Unspent PP: 36 In Brief: Just a girl, torn between two magical legacies, writing friendfic and posting it to tumblr. Alternate Identities: Abigail Storm (Secret), Abigail Eldrich (Secret) Birthplace: the Netherworld Occupation: Student, Apprentice Mage Affiliations: None Family: Una the Unrelenting (Mother), Adrian Eldrich (Father), Daniel Storm (Adoptive/Surrogate Dad) Age: 16 Gender: Female Height: 5'7" Weight: 140 lbs. Eyes: Green Hair: Black Abigail is taller than average with a lithe build. She has narrow, silver-flecked emerald green eyes and freckled, lightly tanned skin. She has hip-length, raven black hair tucked neatly behind her ears. She has a delicately featured, heart-shaped face, well-defined hawkish nose and classically elegant, chiseled high cheekbones. She favors dark clothing and wears little in the way of jewelry, with the exception of a simple silver pendant depicting a circle inside of a triangle. Her outfit as Arcana is transmuted from her own clothing, and is a dark grey hooded cloak with a silver threaded hem over a similarly colored bodysuit. Woven into the shoulders of her mantle is the symbol of The Modrossus while an enchantment on her outfit causes the cloaks cowl to completely obscure her face, rendering it as a black silhouette with glowing green eyes. Motes of light dance around her when she wields her magic, shifting in hue and luminosity depending on the elemental nature or strength of the spell. History: Much of Abigail's early childhood was being honed into a weapon, or at the very least a tool, to crack open the defenses of Earth Prime and open the way for her mother. It wasn't a nurturing environment in the traditional sense but Abigail, like her sisters, didn't know anything else and so they lived for the approval of their mother and mentor. When Abigail was around eight she was sent to Earth Prime to foster among Una's supporters in the magical community, those that thought they would have a place of power and authority in the Netherworld but that never happened. Instead Daniel Storm of True North, Phantom the Gatekeeper and Eldritch the Master Mage of Earth Prime (and her own father), intercepted Abigail's arrival. She spent several years living with Daniel Storm, even adopting his surname as a cover identity, and learning through his gruff tutelage how to be a kid before eventually moving to Freedom City to live with her father and attending the Nicholson School before moving on to Claremont Academy. When her father died and Phantom took over his Mantle, Abigail felt a little adrift, but the new Master Mage and her family as well as Daniel Storm (and his collection of misfit "children") served to anchor her. She still struggles with the loss, but her mother didn't mold her into someone that gave up easy. Personality & Motivation: Abigail just wants to live her life on her own terms. She realizes that, considering who her mother and father are, this is an impossible dream but that just makes her more determined to make it true. Someone will always have designs for her future, either her own mother (and her supporters) or former foes of her father that believe she'll pick up where her father left off. For now she merely wishes to be a good student, both of the Claremont Academy and of the current Master Mage. Abby is generally soft-spoken and uncomfortable in the spotlight, even if she's still rather personable and quick to make friends. Her secret pleasure is to write stories and make little drawings of her friends or personal heroes, though she'd probably die from embarrassment if some of her more private works got leaked. Powers & Tactics: Arcana attempts to stay at range and blast the target and otherwise shape the field of conflict to aid her allies and hinder her enemies. She relies entirely upon her magic, and isn't really capable of defending herself in a melee or in a scenario where she can't employ spells. While she is capable of raining down considerably destruction, she prefers a more precise application of power though in the end her thought process is very pragmatic when it comes time to do battle. Complications: Crowned: Whenever Abigail drifts towards emotional extremes, a phantom image of Una's Three-Flames Crown appears above her head. Keystone: As the child of Earth Master Mage and the Queen of the Netherworld many believe Arcana to be a conduit that could allow them access to those dread powers and even allow the Netherworld to subsume Prime. They may be wrong, but that doesn't make them any less likely to entertain nefarious designs involving her. Netherborn: To the magically aware Arcana's spells have an otherworldly undertone to them. Her magic would feel familiar to those that know (and have possibly encountered) Una. Reactions would be varied but invariably it would be attention that Arcana would not want. Wallflower: Abigail doesn't do well in front of, or in the middle of, crowds and has a tendency to freeze up especially if the situation is stressful. This carries over to finding non-violent confrontation difficult to handle; she has a tendency to misspeak when trying to deescalate things and ends up making them worse. Abilities: -2 + 4 + 4 + 6 + 6 + 4 = 22PP Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +10 Ranged (+6 Base, +4 Attack Focus) Grapple: +5 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 4 + 4 + 6 = 14PP Toughness: +10 (Impervious 5) (+2 Con, +8 Force-Field) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +9 (+3 Wis, +6) Skills: 48R = 12PP Bluff 8 (+10, Skill Mastery) Concentration 8 (+11) Diplomacy 4 (+6) Knowledge: Arcane 8 (+11, Skill Mastery) Knowledge: Theology 8 (+11) Notice 4 (+7, Skill Mastery) Sense Motive 4 (+7, Skill Mastery) Sleight of Hand 4 (+6) Feats: 25PP All-Out Attack Attack Focus: Ranged 4 Dodge Focus 4 Eidetic Memory Equipment 3 Fearless Luck 2 Power Attack Precise Shot 2 Quick Change 2 Skill Mastery (Bluff, Knowledge: Arcane, Notice, Sense Motive) Teamwork 3 Equipment: 3R = 15 EP Headquarters [15EP] (Toughness 15 [2EP]), Size: Medium (Huge Inside) [3EP], Features [10EP] (Concealed [DC +10], Dimensional Portal, Dual Size, Laboratory, Library, Living Space, Personnel, Security System [DC 20], Self-Repairing, Workshop Powers: 29 + 13 + 3 + 5 + 10 = 60PP Array 13 (26PP, Feats: Alternate Powers 3) [29PP] (Arcane Arsenal; magic) BP: Damage 10 (Extras: Range [Ranged], Feats: Indirect 3 [Any Point, Any Direction], Variable Descriptor 2 [Any Magic]) [25PP] (Arcane Blast, magic) AP: Damage 10 (Extras: Area [General, Shapeable], Feats: Variable Descriptor 2 [Any Magic]) [22PP] (Arcane Wave, magic) AP: Create Object 7 (Extras: Duration [Continuous], Feats:Precise, Selective, Variable Descriptor 2 [Any Magic]) [25PP] (Arcane Construct, magic) AP: Move Object 10 (Feats: Precise, Variable Descriptor 2 [Any Element]) [23PP] (Elemental Manipulation, magic) Protection 8 (Extras: Force Field, Impervious 5) [13PP] (Spell Shield; magic) Super-Senses 3 (Magic Awareness [Mental]) [3PP] (Arcane Acuity; training) Teleport 1 (100 ft; Feats Change Direction, Change Velocity, Turnabout) [5PP] (Blink; magic) Variable Power 1 (5PP Variable Pool, Any Combination of Traits, Extras: Action 2 [Free]) [10PP] (Cantrips; magic) Obscure 5 (One Sense [Normal Vision]) [5PP] Environmental Control 3 (Light; Extras: Independent, Total Fade, Flaws: Range [Touch], Feats: Slow Fade 2 [5 Minutes]) [5PP] Comprehend 2 (Speak All, Understand All) [4PP] Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Toughness (Staged) Damage Arcane Blast Ranged DC 25 Toughness (Staged) Damage Arcane Wave Touch/Area (Shapeable) DC 25 Toughness (Staged) Damage Totals: Abilities (22) + Combat (24) + Saving Throws (14) + Skills (12) + Feats (25) + Powers (60) - Drawbacks (0) = 157 / 193 Power Points
  18. Player Name: KnightDisciple Character Name: Thunderbird Power Level: 14 (built as PL 10; 156/229PP) Trade-Offs: +2 Attack/-2 Damage [Melee], -2 Attack/+2 Damage [Lightning], +4 Defense/-4 Toughness Unspent Power Points: 73PP In Brief: Young weather controller seeking to learn to control his powers, and maybe see a bit more of the world beyond Oklahoma. Residence: Claremont Academy, Freedom City [School year]; Bartlesville, OK, USA [Summer/Family home] Base of Operations: Claremont Academy Alternate Identity: Micah Roebuck Identity: Secret Birthplace: Tahlequah, OK, USA Occupation: High School Student Affiliations: Claremont Academy Students Family: Lawrence Roebuck [Father, Deceased], Amelia Roebuck [Mother]; William Herrington [Maternal Uncle], Tess Herrington [Aunt], Janet Herrington [Cousin, informally called "Aunt" by Micah; also the superhero Stormchaser, member of the Barnstormers] Description: Age: 17 (August 2002) Male: Ethnicity: Cherokee [born member of the Cherokee Nation] Height: 5'9" Weight: 155 lbs. Eyes: Dark Brown; Electric Green when using his powers Hair: Black Micah is the picture of a still-growing teenage boy; his frame is somewhere between "lanky" and "filled out", but he's been told he's still got some growing to do. His father was over 6 feet tall, after all. Micah's hair tends to be kept short right now, mostly due to his mother wanting him to look good for "that nice school out East". His skin bears a fair deal of tanning, but other than a small scar on the back of his left hand ("accident in the kitchen with a can of beans"), is free of marks or blemishes. Micah tends to wear rugged clothes, with a preference for jeans and thicker t-shirts, complimented by a denim jacket. If dressing up, he does have a simple black suit, which he wears surprisingly well, but those on-campus may well never see him in it. He owns a couple of ribbon shirts, but is leery of wearing them for fear of looking "too stereotypical". As Thunderbird, he currently wears a sleeveless version of the Claremont uniform, complimented with fingerless gloves, a sturdy bandanna across his mouth, and a large, sturdy pair of goggles that cover his eyes and give protection against possible debris and irritants. Power Descriptions: Micah possess the metahuman ability to control weather. This typically manifests as him summoning up winds, lightning, and perhaps rain or hail. The lightning he directly summons is often tinged green, apparently a "tell" that it is artificially summoned; if he manipulates the weather as a whole to create conditions that support lightning, those strikes will look normal. When manipulating weather on a large scale, he sometimes manifests an aura colored like the Aurora Borealis. When flying above 100 miles an hour, he begins to manifest the same effect, but focused into a pair of wing-like shapes. Micah's control over wind is particularly excellent, enough to allow him to utilize it as a "speed booster" alongside bursts of ionic energy, such that even aside from flight itself, he is capable of delivering a high-speed barrage of blows. As an adaptation for this and for high-speed flight in general, his ability to process and react to information is high above the average person. As well, his body has adapted itself to function not only at high speeds, but high altitudes. Beyond high-speed strikes and blasts of lightning, Micah has one last option to bring directly against an opponent in a fight. He calls it the "Borealis Burst", since the manifestation includes a large burst of light similar to the Aurora. This veritable explosion of lightning, thunder, and wind is liable to knock over most any opponent while also given them more than one kind of headache. All of these things are accomplished, at their core, by Micah's powers manipulating ionization of the air, temperature patterns, and the rate of condensation in an area. By wildly changing these factors far outside the normal, natural rates, he is capable of manifesting and manipulating weather in the blink of an eye. By channeling these manipulations to himself, he achieves his flight, speed, and other close-range abilities. History: Micah grew up knowing where he came from. Where his parents, and their parents before them, came from. What his people had been through, but also what they were working to become. Micah was, if not immersed in Cherokee culture, very much exposed to and living in it all of his life. His father worked for the Cherokee Marshal Services, and his mother still works as a teacher of both the Cherokee language, and literature classes at the high school level. His grandparents on his father's side live on a farm well outside of Oklahoma City, and his mother's parents live on the outskirts of Muskogee, still helping run a local store for both Native American and tourist customers. Micah himself was born in Tahlequah, to a pair of loving, humble parents. He grew up knowing the traditions he came from, and was taught Cherokee and English in almost the same breaths. He went to school with only Cherokee kids during his younger years, and that was a grand old time. Then Lawrence Roebuck had a heart attack and died right before Micah would have gone to middle school. In the aftermath of the loss, Micah and his mother ended up moving to Bartlesville, to live with his Aunt and Uncle William and Tess. And his cousin Janet, whose older age had Micah referring to her as "Aunt Janet" (much to her vexation) was Micah's largest role model. He'd always been interested in cars, bikes, and other machines with engines, but her career in the Air Force piqued his interest in flying machines, especially jets. And his lanky frame lent itself well to the running that his Aunt Janet had done in her own time on the track team. However, while the presence of family helped heal some wounds, middle school made others on its own. For the first time, Micah was not in a Cherokee-only school, and his first encounters with children outside the tight-knit sphere of the Cherokee Nation was...mixed. Amelia tried to find a way to get him back into the old school system, but couldn't find a way for them to both stay in Bartlesville and get him into a Cherokee-only school. It wasn't long before he found himself clashing with the much more intensely clique-centric culture around him, and enduring more than a few rounds of teasing based on his background, as if one town in Oklahoma was that significantly different from another. While certainly not the same scope of problems and struggles others of his ancestry might face, for a young boy they were difficult things indeed. Micah withdrew from most all of his schoolmates, mostly spending time with those who came from the Nation or one of the other Tribes in Oklahoma (the city drew people from fairly wide backgrounds and areas in the state, all things considered). He kept his mouth shut and smiling at home; his mother was working more hours, not only teaching but also tutoring, to help make ends meet. William and Tess were doing what they could, but times were lean even for them; Janet would send back money sometimes, but William and Tess typically rejected the gesture if it wasn't to help with a particular bill. So Micah got to add being a poor kid, who didn't have a dad, to the list of things he was teased for and just bottled up. When he got to junior high, Micah joined the track and field team, looking to use sports as at least something of an escape; the school didn't have an auto club, and trying to copy his "aunt" was the next best thing. While Janet had been a distance runner and jumper, Micah found himself excelling at sprinting and the discus. He wasn't necessarily a shoe-in to get the gold at state, but he did well enough that some of the social pressure eased up, even if just by virtue of more attention in general being on him. After a while, he even started to make friends with the various boys on the track team. Even if they occasionally asked insensitive questions or told jokes that just made him flinch; at least they'd apologize for them when he told them why. Micah opened up, just a bit. He even talked to his mom about what he'd gone through in middle school, and endured The Talk from her. Micah's freshman year was when things changed. Just as spring turned and they were entering the "final stretch" of the year, and as the track team was going to the regional meet that would set them up for state, things changed. The night after the meet, a supercell storm cropped up when, by all rights, it should have been a cool, clear night. The heroine Stormchaser raced to the scene, and diffused a tornado before it touched down, less than a mile from Micah's hotel. However, when two more funnels tried to form, Stormchaser realized that, intentionally or not, someone in the area was using powers similar to hers. She could "taste" the ionization in the air, could tell it was working similar, but not the same, as hers. After almost an hour, Stormchaser felt the last ebbs of the power stop, and the storm calm into a normal rainstorm, instead of what could have been the most destructive storm of the year. Two days later she got a frantic call from her parents about how she needed to talk to Micah. He finished the year out at school, but as soon as track was done, any and all after-school activities stopped. He grew distant from the friends he'd made, keeping in touch mainly with texts. Finally, they found out he was going to some fancy school out East the next year, his sophomore year; some of his friends grew angry, others promised to stay in touch. None of them were told the truth: that Micah had awakened an enormously powerful gift that he needed help learning to control, help that his cousin couldn't dedicate to help him. So instead, he was going to attend Claremont Academy. Personality & Motivation: Micah is a young man who's almost desperate to figure out his place in the world. His life has had multiple upsets, and this latest one, of both gaining great and terrible power and then moving half a country away from his family and friends, has left him all but reeling. In response, he turns inward, seeking to focus on schoolwork, working on a car (if he can manage it), or perhaps playing on his guitar somewhere no one (supposedly) can find him. There are times he seeks out or "allows" himself to be put in extroverted situations, but the motivation is difficult. When it comes to his actual schoolwork, Micah is determined to excel, to prove any of the jerks from years ago wrong about how stupid he is. Even if he doesn't get flawless grades, his determination means he rarely falls behind. One of Micah's core motivating ideas is "living up to the legacy" of both his father and his cousin. His father was a good, just, kind man who made his mother happy and taught him everything he could in the time they had together. His cousin is a veteran and a superhero, someone casually at ease with both, and who, despite wielding enormous power, is more than willing to spend time with family, friends, and even random people, just to make their day better. Micah often measures himself against what he imagines either of them might do in a situation, which of course leaves him falling short and frustrated. Micah tends to be very level-headed and slow to anger; years of dealing with bullies and ignorant folks means he has practice with patience (as his mother likes to say). However, if pushed to anger, he gets angry, and is somewhat likely to get physical. The same levelheadedness meas he tends to be very reserved in general; unfortunately, the same principle of "holding it down until it bursts forth" holds true, especially with him being in the roaring midst of puberty. Micah's emotions tend to spike a bit if he's pushed past a certain point. Which can be a bad combination with his powers. His patience for ignorant questions from clueless people is present, but by no means endless, and if he senses he is being intentionally mocked, it quickly shortens his temper. Before getting his powers, Micah wanted to be a pilot like his cousin. After getting his powers, he found himself unsure if that's still his dream, since he can fly on his own now. He knows what he likes to do, but isn't sure if those hobbies are where he wants to take his career. Despite everyone telling him he has years before he needs to decide, he is already feeling pressure within himself to decide a path and start preparing for it. Some of Micah's favorite musicians and groups include Johnny Cash, Bon Jovi, Aerosmith, and other classic country, bluegrass, and rock artists and groups; more recently he's been trying out genres like metal or modern rock, though he's reluctant to pick favorites just yet. Powers & Tactics: If pushed to fight, Micah tends to be quiet and focused, sometimes to his detriment; he has a tendency to doggedly work on something until it's done, be it a term paper or a single opponent in a fight. This mono-focus means he handles single opponents well, but when dealing with larger groups of foes, he can have a few moments of indecision. His primary tools in a fight are his rapid-fire strikes with his arms and legs, and his potent blasts of lightning. Often he opens up from a distance with the lightning, and only starts trying to punch people when they've closed the distance; Thunderbird's powers lend themselves to working at a distance, and he has had little reason to decide to do otherwise. If engaged in melee, Micah tends to start with what he views as the easiest target, and try to use his superior speed and maneuverability to quickly dispatch a great number of enemies. If faced with a situation where he needs to shift things in favor of the heroes rapidly, or perhaps do something like cover an escape, he will rapidly and dramatically shift the weather in an area (albeit one smaller than what his cousin can affect) to impede his foes. He's reluctant to use this in the course of a normal fight, but depending on the situation he can apply it with just enough finesse to avoid too much friendly fire. The Borealis Burst, though, is very consciously a measure of last resort. Not only does it leave him drained, but the area it affects is larger even than his general control over the weather. The fact that it leaves deafened, disoriented, and knocked-down targets of its indiscriminate shockwave in his wake means he's barely even tried generating this burst of power. Thunderbird is unlikely to deploy this unless he has no other choice that he can discern. Beyond his offensive powers and approach, Thunderbird is a blindingly fast flyer whose body and mind can naturally adapt to the heights and speeds he achieves, though he has found he needs goggles to keep his eyes from being damaged by high-speed but minuscule debris. Complications: Thunder Rolls and Lightning Strikes: Micah's patience is rather good for a teenage boy, but it's not infinite, and when it begins to wear thin, he is likely to have an explosive outburst of anger. This may cause friction with his team, distract him in a fight, or even briefly surge his powers out of his control. Every Nightmare Blown Away: Micah's control over his powers is currently nearly non-existent while asleep. Most nights this is a non-issue; his dreams are calm and disassociated enough no real changes happen in local weather patterns. But if he experiences intensely emotional dreams, especially nightmares, it can radically and dangerously shift the weather. To prevent destruction brought on by indigestion-induced bad dreams, Micah must wear special power-dampening bands around his head, wrists, and ankles. These bands are easy to remove (1 full action), but until all of them are off his powers won't function properly, or at all, leaving him a fairly mundane human being. Every Storm Runs Out of Rain: Micah's powers work in most any outdoor conditions, seeing as they can manipulate the environment to produce weather. However, if he finds himself in a tightly-closed system (such as a hermetically sealed building, a spaceship or station, or inside some kind of powerful shield or the like), he may have difficulty manifesting the full measure of his powers. Cold Kentucky Rain: While Micah's powers work in most extremes, sufficiently low temperatures may also impede his powers, more so than extreme heat. If it's cold enough, his speed might drop and his lightning struggle to work, though Micah would likely be able to manipulate any existing weather and moisture in that environment. Whirlwind in the Thorn Tree: Micah's powers can sometimes cause more damage in an area than expected. High-speed winds can be extremely dangerous, and if there's sufficient debris around, any wide-area usage of Micah's powers risks possibly shredding friend and foe alike, something that might well stay the weather controller's hand at using such power at all. Sky Is Falling Through: Controlling the weather is tricky at the best of times. While Micah's speed and thunderbolts are no real risk, his manipulation of wider weather area, as well as the Borealis Burst, run the risk of getting carried away even when their effects normally fade. Given just the right combination of factors, a pocket of weather created and molded by Micah may not fade, but instead grow out of control when released from his "grip", growing into a full storm of its own right; sometimes this artificial storm may horribly mismatch the existing weather patterns, or just build on what was there already. Song of a Summertime Storm: Micah is a young man of a heritage that's pretty rare in Freedom City, far from home and family, struggling to maintain not only his own secret identity, but more importantly his cousin's secret identity. That's a lot of balls for a kid to juggle. Abilities: 4 + 8 + 4 + 2 + 2 + 2 = 22PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+2) Combat: 12 + 16 = 28PP Initiative: +8 Attack: +6 Base, +8 Melee, +8 Lightning, +12 Flying Fists Grapple: +10 Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Knockback: -3/-2 Saving Throws: 6 + 5 + 7 = 18PP Toughness: +6 (+2 Con, +2 Costume, +2 Defensive Roll) Fortitude: +8 (+2 Con, +6) Reflex: +9 (+4 Dex, +5) Will: +8 (+1 Wis, +7) Skills: 88R = 22PP Acrobatics 10 (+14) Bluff 8 (+9) Craft (Electronic) 10 (+11) Craft (Mechanical) 10 (+11) Drive 8 (+12) Knowledge (Current Events) 4 (+5) Knowledge (History) 4 (+5) Knowledge (Physical Sciences) 4 (+5) Knowledge (Popular Culture) 7 (+8) Knowledge (Technology) 8 (+9) Languages 1 (Cherokee [Native], English) Notice 10 (+11) Perform (Stringed Instrument) 4 (+5) Feats: 20PP All-Out Attack Attack Focus (Melee) 2 Defensive Roll 1 Dodge Focus 6 Equipment 1 (5EP) Evasion 1 Improved Initiative 1 Luck Move-By-Action Power Attack Set-Up Takedown Attack 2 Uncanny Dodge (visual) Equipment: 2 + 3 = 5EP Costume: Protection 2 [2EP] Goggles: Immunity 1 (eye irritants); Super-Senses 2 (Visual; Counters Obscure [clouds/fog]) [3EP] Powers: 13 + 28 + 1 + 2 + 2 = 46PP Flight 6 (500MPH, Power Feats: Moving Feint) [13PP] High Flier Array 12.5 (25PP, Power Feats: Alternate Power 3) [28PP] Base: Damage 6 (Extras: Area [Targeted, Burst] [8], Selective Attack [8] Power Feats: Accurate 2, Mighty) [25PP] (Bludgeoning, Air/Wind) ("Borealist Blitz") AP: Damage 12 (Extras: Ranged, Power Feats: Accurate 1) [25PP] (Electricity/Lightning) ("Green Lightning") AP: Damage 10 (Extras: Area [General, Burst], Linked [Dazzle], Flaws: Action [Full Action], Tiring, Power Feats: Progression 10 [Area, Max 20 mile radius) [15PP] + Dazzle 10 (auditory and visual, Extras: Area [General, Burst], Linked [Damage], Flaws: Action [Full Action], Range [Touch], Tiring) [10PP] (Electricity/Lightning, Sonic) (Borealis Burst) AP: Environmental Control 6 (24PP, Mix-and-Match Environments: Cold, Distraction, Hamper Movement (High Winds, Icy or West Surfaces), Heat, Reduced Visibility [Precipitation]; Extras: Independent [+0], Power Feats: Reversible [Maximum Radius 250ft]) [25PP] (Weather) ("Stir the Storm") Immunity 1 (high altitudes) [1PP] Power Reserve 1 (2PP; Flight [up to 7 (1,000 MPH/10,000 feet/round)] or Quickness [up to 4 (x25)]) [2PP] Quickness 2 (x5) [2PP] DC Block ATTACK RANGE SAVE EFFECT Borealis Blitz Touch DC 23 Toughness Damage [Physical] Green Lightning Ranged DC 27 Toughness Damage [Energy] Borealis Burst Area DC 25 Toughness Damage [Energy] Borealis Burst Area DC 20 Reflex Blinded, Deafened [Energy] Totals: Abilities (22) + Combat (28) + Saving Throws (18) + Skills (22) + Feats (20) + Powers (46) = 156/229 Power Points
  19. Ms Thursday Power Level: 10 (11) (150/166PP) Trade-Offs: -2 Attack/ +2 Damage (Strike) Unspent Power Points: 16 In Brief: The bastard daughter of another Earth's Thor and a warrior of Asgard. Alternate Identity: Astrid "Thursday" Torsten Identity: Secret Residence: Claremont Academy Birthplace: Risør, Norway Occupation: Claremont Student, Amateur Musician Affiliations: The Aesir Family: Thor Odinson (Father), Cathrine Torsten (Mother), Anders Torsten (Brother), Magni, Móði, Þrúðr (Half-Siblings). Numerous other Aesir gods and goddess Description: Age: 16 (DoB: January 19th, 2002) Gender: Female. Ethnicity: Norwegian/Asgardian. Height: 5 ft. 10 in. (180 cm) Weight: 140 lbs. (113 kg) Eyes: Blue Hair: Red Physical Appearance Astrid takes after her father, possessing the same fiery red hair and fierce blue eyes as the God of Thunder. From her mother she inherited a rural comeliness and a row of light freckles that decorate her cheeks and nose. Having had a rough and tumble childhood growing up in her hometown of Risør, Astrid has always been been in decent shape and ready for a fight, but after training in the practice yards of Valhalla she's become athletic. Similarly, while she's always been tall, learning about her heritage has seemingly caused her to go through another growth spurt that allows her to tower over most girls her age. While itching to be a hero, Astrid doesn't really possess a superhero costume and much prefers her own wardrobe of causal wear than classic form-fitting spandex when fighting the forces of evil. That said, she does make a habit of ensuring that whatever she wears while crime-fighting or monster-slaying at least has the symbol of a thunderbolt or hammer somewhere on it. Her favorite "battledress" and the closest thing she has to a superhero costume is a rune-inscribed black-leather jacket with a large thunderbolt symbol on the front. While Astrid has a distinct southern Norwegian accent its been influenced by her travels across Europe, and recently the States. It's not uncommon for her to pepper her words with not only her home country's slang but that of other countries she's visited as well. While Astrid has a brash and straightforward way of talking that can be quite intimidating when she's in a berserker rage, she's usually laid-back and friendly, and can be even be downright motherly when she's around her younger brother. When she's acting as an agent of Asgard she plays up the Viking warrior princess attitude, ironically mimicking a hero from a medieval play and throwing out "nays" and "thines" for the hell of it. History Astrid was born in a sleepy small town in Norway that most people have never heard of and she’d like to forget about. While her childhood wasn't perfect it was a mostly happy one. Her parents loved her and while her father would disappear for months at a time he'd always come back eventually. Until he didn't. When that happened everything changed. Her mother fall into a depression and once she started using alcohol to self medicate things only got worse. When her mother wasn't blaming her for her father leaving she was berating her being just like him. Eventually Astrid started running away from home whenever things got too bad with her mother. At first she'd try to find her father when she did, but as she got older the futility of doing so and her own growing resentment against him caused her to simply travel around aimlessly. Consequently, her biggest role models growing up were her friends in similar domestic situations and the burned-out rockers that she would see performing in bars whenever she runaway to a large town. The cycle of running away and crashing with friends, only to come back for one reason or another, finally came to an end when her mother died in a car accident during a thunderstorm while looking for her. Filled with grief and guilt over not resolving her differences with her mother and terrified of what the future would hold without her, Astrid purposely got into a random brawl that quickly went too far. Fortunately for her, a Valkyrie came to her rescue and whisked away to Asgard. The Valkyrie was sent by none other than Thor, the God of Thunder and her long lost father. He explained that he was a Thor from a another Midgard that had to come her's to circumvent a Pact that prevented the gods from his world from interfering with humanity. By doing so he could return to his favorite hobby of quietly slaying monsters that secretly threatened the world, even it if wasn't his own. He also explained how he unexpectedly fell in love with Astrid's mother and started a family with her, only to have to leave back to his world or risk the ire of Odin himself. When Astrid's mother dead the Odinson thought it necessary to finally intervene in her life again. While his explanations didn't do much to calm her, Astrid did accept his offer to let her and her brother live in Asgard to hone their developing powers. After going though some Asgardian training Astrid returned to her Midgard so that she could finish her education while her brother opted to stay in Asgard and be with the father he hardly knew. Given that Astrid was a bonafide demigoddess the only the place that could possibly finish her training was a school in the USA. Personality & Motivation Rebellious, bold, impulsive, stubborn, brash, crass and far too willing to get into a brawl if someone sets off one of her neuroses, Astrid is someone whose fun to be around but can quickly become unbearable if set off by something. A lot of these issues are a consequence of her father's abrupt disappearance and her mother's subsequent slide into depression and alcoholism. Her mother's death, the revelations about her father's true nature, and becoming her brother's guardian has prompted a positive change in her though. While still prone to brashness, Astrid has learned to rein in a lot of her worse impulses, becoming more responsible and reflective about her faults. Furthermore her new responsibilities have given her a sense of direction and purpose that was non-existent beforehand. Her primary motivation is providing for her little brother, Anders, which in out itself is motivated by her desire to alleviate her guilt of not being around when he needed her when their mother was still alive. Everything else, including being an agent of Asgard, going to Claremont Academy and her pursuit of a music career is secondary to that. Astrid has a thing for 80s American culture, particularly its era of heavy metal music, horror films, and fashion. She used to play baseball when she was younger and has found having a good back-swing immensely useful when fighting monsters. She hates to admit it, but behind her "cool girl" mystique Astrid has a wide-eyed love of history and folk music. While she's most knowledgeable about Nordic history she enjoys learning about the folk songs, customs, and traditions of other cultures as well. Powers & Tactics Hit the bad guys with Þórrklubba until they give up or go splat. That's Astrid primary tactic, and it usually works, but when she's separated from her bat she typically relies on her fists to pummel or grapple whatever gets in her way. Although she went through some training while in Asgard, and knows some of the basic techniques of the ancient Norse martial art Glima, Astrid fighting style mostly takes after her experience with street and bar fights. As such, headbutts, groin attacks and eye-poking are perfectly acceptable tactics in her mind. Power Descriptions As the half-human daughter of almighty Thor, Astrid naturally possess many of the superhuman physical traits that characterize the Aesir. She's incredibly strong, being capable of various astonishing feats of strength, like lifting a jötunn over her head without strain, leaping vast distances in a single bound and pulverizing foes with just her fists. The daughter of Thor is likewise quite durable being able to resist attacks that would outright kill a normal human and do some without being no worse for wear. Furthermore, Astrid shares the Aesir's natural immunities to extreme heat, cold and even disease, having never been sick a day in her life. Along with her natural gifts Astrid also wields Þórrklubba, a warclub forged in Niðavellir by the legendary dwarven weaponsmiths Eitri and Brokkr as a gift from her father. Þórrklubba is a magical weapon and with it Astrid can call upon the primordial forces of the firmament, striking foes with bolts of lightning, summoning icy rainstorms, and even allowing herself to fly. Þórrklubba also acts as Astrid's key to the Bifröst, granting her passage to the Nine Realms, along with the ability to teleport short distances in a flash of multi-colored light. While a devastating weapon Þórrklubba looks from a distance as just a large baseball bat. This is by design as Astrid wanted a weapon that wouldn't be to conspicuous in public. Up close, Þórrklubba is a martial masterpiece, a silvery club beautifully inscribed by golden Nordic runes that infrequently crackles with magical static energies. Complications: Responsibilities: As a child of mighty Thor, Astrid has a sacred duty to Asgard and is obligated to serve the Aesir whenever they need something done on Midgard. Big Sister: While Astrid's little brother Anders is as much a demigod as her is and safe in Thor's hall in Asgard, Astrid considers herself his true guardian and will go into a panicked rage if she learns something has happened to him while she was away on Midgard. Nazis!: Besides the obvious reasons, Astrid really, really hates Nazis due to them exploiting the power of her Earth's Aesir during WW2. She's also quite peeved that their Neo-Nazis descendants infiltrated the Nordic heavy metal scene and will go into a berserker rage whenever she confronts villains that share their twisted ideology. Culture Clash: While something of an americaphile, Astrid isn't aware of many of the culture's social taboos and honestly wouldn't really care about breaking them even if she did. Daddy Issues: Has an extremely complicated relationship with her father. His excuses for why he left his mortal family have never satisfied her and she partially blames him for her mother's death. Violence Is The Best Answer: She's getting better at it, but Astrid still believes that violence is usually the best answer when it comes to most problems, especially when it comes to fighting villainy, and tends to resort to it as a first response unless someone can talk her out of it. Abilities: 16 + 4 + 20 + 2 + 0 + 4 = 46PP Strength: 26 (+8) Dexterity: 14 (+2) Constitution: 30 (+10) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 20PP Initiative: +2 Attack: +8 Melee (+5 Base, +3 Attack Focus), +5 Ranged Grapple: +16/+21 (+8 Melee Atk, +8 STR, +5 Super-Strength) Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -8 Saving Throws: 12 = 12PP Toughness: +10 (+10 Con; Impervious 5) Fortitude: +10 (+10 Con) Reflex: +7 (+2 Dex, +5) Will: +7 (+0 Wis, +7) Skills: 56R = 14PP Bluff 4 (+6, +10 with Attractive) Diplomacy 4 (+6, +10 with Attractive) Intimidate 8 (+10) Knowledge (Arcane Lore) 4 (+5) Knowledge (Art) 4 (+5) Knowledge (History) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Language 4 (English, German, Old Norse, Norwegian (Native), Swedish) Notice 4 (+5) Perform (Singing) 8 (+10) Perform (Stringed Instruments) 8 (+10) Feats: 16PP All-Out Attack Attack Focus 3 (Melee) Attractive Benefit (Status: Daughter of Thor) Dodge Focus 5 Interpose Lion Heart Luck Power Attack Takedown Attack Powers: 18 + 24 = 42PP Device 4 ("Þórrklubba") (20PP Device; Hard to Lose, Only Usable by Thursday) [18PP] (Divine) Base Power:·Strike 4 (15PP Array; Alternate Powers 5, Feats: Mighty, Thrown 2 [100 Ft./Incr 20 Ft.], Improved Critical 2 [18-20], Affects Insubstantial 2 [Full Power], Extra: Penetrating 4) [15/15] Alternative Power: Blast 6 "Leiptr!" (Range: 60 Ft, Feats: Accurate, Indirect 2 [Any Point, Directed Away]) {15/15} Alternative Power: Flight 5 "Flaugun!" (Speed: 250 MPH) {10/15} Alternative Power: Super Movement 2 "Kveðja til sín Bifröst!" (Dimensional: The Nine Realms) {4/15} Alternative Power: Teleport 4 "Fara!" (400 Ft. [Move Action], 1 Mile. [Full Action], Feats: Easy, Mass Progression 2 [Carry 500 lbs.], Extra: Accurate 4) {15/15} Alternative Power: Weather Control 3 "Torevêr!" (Cold [Extreme], Hamper Move [25%], Range: 30 Ft., Radius 25 Ft.) {12/15} Container 4.8 ("Asgardian Physiology") [24PP] (Divine) Immovable 1 (Resist Movement: +4, Resist Knockback: -1; Extra: Unstoppable) [2PP] Immunity 4 (Cold, Heat, Disease, Own Powers) [4PP] Impervious Toughness 5 [5PP] Leaping 1 (Jumping Distance: x2, Running Jump: 38 Ft., Standing Jump: 19 Ft., High Jump: 9 Ft.) [1PP] Super-Strength 5 (+25 STR carry capacity, Heavy Load: 14.7 tons; Feats: Super-Breath [+8, Cone: 80 Ft. DC18], Thunderclap [Area: 40 Ft. DC18]) [12PP] DC Block ATTACK RANGE DC EFFECT Unarmed +8 Touch DC23 Toughness Damage (Physical) Strike +8 Touch DC27 Toughness Damage (Physical) Blast +7 Ranged (60 Ft) DC21 Toughness Damage (Lightning) Totals: Abilities (46) + Combat (20) + Saving Throws (12) + Skills (14) + Feats (16) + Powers (42) = 150/166 Power Points
  20. Quelqu'un Power Level: 10 (150/151) Unspent Power Points: 1 Trade-Offs: +3 Defense / -3 Toughness. +5 Attack / -5 Damage (unarmed). In Brief: Get psychic powers? Go to America to improve them! Learn to fight after you survive the first few nights. Catchphrase: "Un. Deux. Trois. Fini." Theme: Alternate Identity: Raphael Valcourt (secret). Birthplace: Beauvais, France. Residence: Freedom City University Dorms. Base of Operations: North End, Freedom City. Occupation: Massage Therapist. Affiliations: None. Family: Marie Valcourt, mother. Description: Date of Birth: 9 September 1999. Apparent Age: college age. Gender: Male. Ethnicity: Caucasian. Height: 5'10". Weight: 175 pounds. Eyes: Blue. Hair: Black. An athletically lithe and strong build due to his training in parkour and martial arts. Muscular, but not excessively so. Keeps his hair short so it doesn't get in the way when he's free-running. Very slacker-esque wardrobe. Jeans, t-shirts, sandals, knit cap. Seems to prefer browns. Costume is one made of morphic molecules, clings to everything. it switches from black to dark blue sometimes. History: Raphael's mother always referred to him as her little angel baby. Marie was tricked into believing her abduction and 'experimentation' was a visit from the holiest of holies, when it was really just some curious aliens wondering what Earth people were like. Not that Raphael thought his mother was crazy, but he didn't question her either. He spent his younger years very active. Running, crawling and tumbling over anything he could get on. Just like his parkour and skateboard heroes. A few scrapes and bruises were nothing in the pursuit of happiness. Come his mid to late teenage years he started to have headaches of the unbearable type. For no reason the doctors could find. They put him on pain medicine and watched him. It went for days, weeks, one time he couldnt get out of bed for a whole moth, which was hell on him for more than just the headaches. When he slept he dreamt of weird alien landscapes. And angels for some reason. His mother was there too. Was she not crazy after all? Was he going crazy? After that the headaches lessened. But when they stopped, the real weird stuff happened. He could use his mind to influence others. Like a superhero? He saved up come cash. Instead of going to Uni in France, he wanted to get some help with his powers in Freedom City. He left to go to the States and particularly, Freedom City University. He settled in before he ran around the city like a vigilante. But the first few nights were a wake up call, just because you have superpowers doesn't mean you don't get your ass kicked. So he went to a place where he could train to fight. He hasn't been back on the street yet, but in due time. Personality & Motivation: A very laissez-faire attitude in his civilian attitude. Seems to let everything slide off of his back. Chill to the point some think him a pacifist until they learn he's very well trained in martial arts. While in hero mode, his attitude takes an energetic about face. He's new to the world of heroes and villains and goes after criminals creatively and on all cylinders. He won't throw himself into danger, but the psychic powers seemingly make the fighting go a little easier. Powers & Tactics: Through his training in parkour, he can run faster, and jump higher than most without such activities. His command of the mind gives him an edge too. It's very easy to apprehend someone when their own mind doesn't agree with them. If they give up after a few brain shots, that's great. But if they're stupid enough, he can go hand to hand (or foot to foot?) very easily. He's not the best at it, but he can hold his own in a fight. Power Descriptions: Leaping, Speed, and Wall-Crawling are 'normal' training of years of parkour. Super-Senses and Telepathy array are because his partly alien lineage. Complications: Foreigner: His English is semi-fluent. He may flub sentences or not know what to communicate. Headaches: If he uses too much psychic power he'll start to feel a low thrum until it grows into a migraine. Job/School: He has to keep up his studies to stay in Uni, and go to work to pay bills. New Here: While he thinks he knows this place, he's in a foreign land and is bound to get lost sometime. Thrillseeker: While getting his hero kicks or just enjoying a parkour run, he like to do big grandiose stunts. Abilities: 10 + 8 + 6 + 2 + 4 + 6 = 36PP Strength: 20 (+5) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 10 + 10 = 20PP Attack: +5 base, +15 unarmed Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Initiative: +4 Grapple: +10 Knockback: -3, -1 Flat-Footed Saving Throws: 3 + 5 + 7 = 15PP Toughness: +7/+3 (+3 Con, +4 Defensive Roll) Fortitude: +6 (+3 Con, +3) Reflex: +9 (+4 Dex, +5) Will: +9 (+2 Wis, +7) Skills: 68R = 17PP Acrobatics 11 (+15, Skill Mastery) Bluff 7 (+10, +18 Attractive, Skill Mastery) Concentration 8 (+10) Craft (electronic) 4 (+5) Diplomacy 7 (+10, +18 Attractive) Knowledge (physical sciences) 4 (+5) Knowledge (technology) 4 (+5) Language 1 (English, French [native]) Notice 8 (+10, Skill Mastery) Perform (keyboards) 2 (+5) Search 4 (+5) Sense Motive 8 (+10, Skill Mastery) Feats: 29PP Acrobatic Bluff All-Out Attack Ambidexterity Attack Specialization (unarmed) 5 Attractive 2 Conspiracy Theorist 2 (19-20) Defensive Roll 2 Dodge Focus 8 Evasion Improved Throw Improved Trip Power Attack Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Taunt Uncanny Dodge (mental) Powers: 1 + 1 + 1 + 4 + 26 = 33PP Leaping 1 (x2; 30ft running long jump, 15ft standing long jump, 7ft high jump) [1PP] (parkour, training) Speed 1 (10mph, 100ft per round) [1PP] (parkour, training) Super-Movement 1 (Wall-Crawling 1 [half speed]; Flaws: Limited [while moving]) [1PP] (parkour, training) Super-Senses 4 (Accurate [mental], Acute [mental], Ranged [mental]) [4PP] (blindsight, psychic) Telepathy 11 (Feats: Alternate Power 4) [26PP] (psychic) Base Power: Communication 10 (earth to the moon; Extras: Linked [Mind Reading]; Feats: Subtle), Mind Reading 10 (Extras: Linked [Communication]; Feats: Subtle) [22/22] Alternate Power: Concealment 10 (all senses; Extras: Affects Others; Flaws: Passive; Feats: Close Range, Progression 1 [Affects Others, 2]) [22/22] Alternate Power: Confuse 10 (Extras: Range [Perception]; Feats: Subtle) [21/22] Alternate Power: Emotion Control 10 (Feats: Mind Blank, Subtle) [22/22] Alternate Power: Illusion 10 (auditory, visual; Flaws: Phantasms; Feats: Progression 2 [Area. 25ft]) [22/22] Drawbacks: (-0) + (-0) = -0PP DC Block Unarmed Touch DC 20 Toughness Damage Confuse Perception DC 20 Will Confuse Emotion Control Perception DC 20 Will Emotion Control Illusion Perception DC 20 Will Illusion (auditory, visual) Mind Reading Perception Opposed Power Check vs Will Save Mind Reading Total: Abilities (36) + Combat (20) + Saving Throws (15) + Skills (17) + Feats (29) + Powers (33) + Drawbacks (-0) = 150/151 Power Points
  21. Player Name: Thunder King Character Name: Specimen Power Level: 10 (151/161) Trade-Offs: -5 Atk/+5 Dam, -5 Def/+5 Tou Unspent Power Points: 10 In Brief: Cobbled together teenage superhero Alternate Identity: Adam Lanchester Identity: Secret Birthplace: In a lab somewhere Occupation: Student Affiliations: None Family: Father Colin, Valerie Description: Age: 16 (DOB unknown, registered birthday is April 3rd, 2002) Gender: Male Ethnicity: Caucasian Height: 6'8" Weight: 340 lbs Eyes: Yellow (brown with contacts) Hair: None/Black (When wearing wigs) At a glance, Adam looks like an exceptionally tall and muscular teenager. However, on closer examination the initial impression dissolves. His skin is uneven and textured differently on different parts of his body, his eyes are an unnatural color and light up like a cat's in the dark, and his skin tone has a slightly grayish tinge. From the neck up, he looks normal enough, but from the neck down is a network of surgical scars. When in public, Adam has several cosmetics to discourage stares and his own discomfort. A wig and prosthetic eyebrows to hide that he has no hair anywhere and contact lenses to hide his striking eyes. In costume, however, he foregoes his cosmetics. His costume consists of a gray and dark green sleeveless top with a pair of gray and dark green patterned pants and combat boots. He has a gray jacket that he occasionally wears over his costume because he prefers to have pockets. Power Descriptions: Specimen posseses superhuman strength and durability as well as some degree of superhuman speed. History: In 2008, a raid was performed by AEGIS on a remote laboratory operated by a reclusive scientist by the name of Augustus Clarke. They found Dr. Clarke dead and his lab in shambles, but also a small child in suspended animation. Dr. Clarke's files indicated that the child was intended to serve as a replacement body using the stolen genetics of dozens of superhumans. The body had severe deformities that would have prevented it from functioning on a basic level, so Dr. Clarke created cloned tissues and surgically added or replaced the missing or deformed tissues. It was believed that Dr. Clarke intended to contact a powerful psychic metahuman to implant his mind into the body once it was matured, and that he was researching artificial aging methods to accelerate the replacement's growth. When they unthawed the body, they came to the alarming realization. He was alive. Despite all evidence in the notes to the contrary. A husband and wife team were brought on to study the child. Colin and Valerie Lanchester. Colin was a child psychologist and Valerie was an expert on metahuman biology. The two of them resolved to not just study the child, but raise him, naming him Adam. Adam was raised for the first few years in laboratory conditions. His superhuman strength was discovered quite quickly and studied extensively. They discovered that he didn't suffer from many of the same problems as other feral children, and developed at an accelerated rate until he was comparable to other children his age. He received a fairly typical education, and, like many kids, fell in love with the idea of superheroes, and their history. He decided at an early age that he would become one. The decision to put him in Claremont was not an easy one, and Adam was introduced to other children slowly. He was thoroughly examined, his body and mind, and determined to be perfectly safe to introduce to the frequently chaotic and strange realm of other teenagers. Personality & Motivation: Adam is generally quiet, withdrawn and philosophical. He has a driving question as to the purpose of his life. He knows why he was made, he doesn't understand why he exists. He's determined that if he can't find an answer to that question, he'll make one. However, he's used to having to hold back, keep his strength under wraps. He's motivated to see the world and experience it, and to use his powers for good. Powers & Tactics: Specimen is strong and incredibly durable, more afraid of hurting others than being hurt himself. He wades into fights and trusts his durability to keep him on his feet. Complications: Power Loss; Electricity: Effects with the electricity descriptor could potentially disrupt his super-strength and/or enhanced strength. Don't Get Close: Some people might react negatively to seeing Adam due to his unusual appearance. World of Glass: Adam has a tendency to hold back in fights, and may do so to his detriment, and this may be a problem against foes that are tougher than they look. Naive: Adam is smart, well-educated and insightful, but he still doesn't know that much about the world. Abilities: 8 + 0 + 10 + 6 + 4 + 0 = 28PP Strength: 18/40 (+4/+15) Dexterity: 10 (+0) Constitution: 20/30 (+5/+10) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +4 Attack: +5 Melee, +3 Ranged Grapple: +9/+28 Defense: +5 (+3 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -12 Saving Throws: 0 + 6 + 6 = 12PP Toughness: +15 (+10 Con, +5 protection) Fort: +10 (+10 Con, +0) Reflex: +6 (+0 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 32R = 8PP Knowledge (life sciences) 6 (+9) Knowledge (technology) 6 (+9) Knowledge (Theology and Philosophy) 6 (+9) Notice 8 (+10) Search 6 (+9) Feats: 17PP Accurate Attack All-Out Attack Attack Focus (melee) 2 Dodge Focus 2 Fast Overrun Fearless Improved Grab Improved Grapple Improved Initiative Improved Overrun Improved Pin Interpose Luck 2 Power Attack Powers: 22 + 10 +10 + 9 + 5 + 18 = 74 Enhanced Strength 22 (22PP) Enhanced Constitution 10 (10PP) Impervious Toughness 10 (10PP) Movement Array 4 (8pp Array; Feats: Alternate Power 1) (9PP) Leaping 7 (250x jump, running long jump 6,250ft) [7/8PP] Speed 4 (Feats: Linked [Super-Movement]) + Super-Movement 2 (Wall-Crawling 2) [4+4= 8/8] Protection 5 (5PP) Super-Strength 8 (Effective Str 80, heavy load 800 tons; PFs: Groundstrike, Shockwave) [18PP] DC Block Unarmed Touch DC30(Tou) Damage (physical) Groundstrike 80ft DC18 (Reflex) Trip (physical) Shockwave 80ft DC18 (reflex/Tou) Damage (physical) Totals: Abilities (28) + Combat (12) + Saving Throws (12) + Skills (8) + Feats (17) + Powers (74) - Drawbacks (0) = 151/161
  22. Character Name: Lady Liberty Power Level: 10/13 (180/199PP) Trade-Offs: +3 Attack / -3 Damage, Unspent Power Points: 19 In Brief: Legacy to the mantle of Lady Liberty tries to live up to the burden she carries with her name. Song: Cilver – I’m America Residence: Claremont University, Freedom City / Phoenix, Arizona Base of Operations: Claremont University, Freedom City / Phoenix, Arizona Catchphrase: - Alternate Identity: Monica Gutiérrez Identity: Public Birthplace: San Salvador, El Salvador Occupation: Student Affiliations: Claremont Academy Family: Idania (36, Mother), Nora (8, Sister) Personality: Monica is a quiet person. Years and years of being ignored or ridiculed have left their mark on her, she’d much rather sit in her room than interact with people. She’s used to people trying to set up a joke at her expense and mistrustful of most people that approach her because of exactly that reason. Unsurprisingly, she struggles with her self-confidence, something that has lead to her taking regular counselling at Claremont, where for the first time in her life she can actually afford to do so. Her recent rise to media recognition has not helped this at all. After the first interviews, many more requests followed and people started to recognize her on the street. This, together with the burden of having to live up to the name of Lady Liberty has only led to her feeling more insecure. Why did the spirit of liberty choose her, of all people? Monica’s love for the US was not the same as that of her predecessors. She loved her country, but it didn’t love her back, something she’d been made very painfully aware of her entire life. Nevertheless, there are subjects she is passionate about, and certain circumstances will lead to her breaking out of her shell. She is invested in politics, often spending way too much time debating various issues online. Her big passion however, is medicine. For a long time she’s known that she wanted to become a doctor, and she has already accumulated a fair amount of knowledge in preparation for her time after high school. History: Monica came to America when she was 3, crossing the border together with her mother. Her father had been killed by one of the gangs and it was obvious that she and her mother also were in danger. So, her mother grabbed what little money she had and made her way north, towards the USA, towards the land of freedom and the American dream. Monica’s mother does not talk about the journey, and Monica can only assume it was not easy for a woman in her early 20s to travel all the way to the American border and beyond. Monica’s first memories are from Phoenix, where her mother still lives to this day. She grew up with little luxury, two meals a day was something worth celebrating, as her mother continued to work most of the day to make ends meet. Monica’s childhood was rather unspectacular. She was aware of her status as an “illegal” immigrant from early on, with all that it meant, even surrounded by people that, in many ways, were like her. She didn’t understand it, she was just as American than any of her fellow class-mates, yet somehow she wasn’t? Then, there was everything related to herself. Without many people to socialize with due to her not fitting into preconceived notions, she found herself on the internet most of her free time. There, she came across a short article on what it meant to be trans, something she identified with immediately. It changed her life, as she learned that her uncertainties were not unique, that there were people that felt the same way. It changed her life, but it didn’t necessarily make it easier. There were hurdles to overcome, any sort of treatment was far out of grasp monetarily. There was her mother, who’d always been a fairly devout catholic. Monica had heard the horror stories and remained quiet about what she’d learned. And even if she knew it was right, she still had to figure out how it fit into her own system of belief. It didn’t take long for her mother to realize, who, contrary to Monica’s fears, took it (rather) well. As she learned then, her uncle, who’d also died back in El Salvador, had had similar feelings, which he’d only ever told his sister, out of fear of exactly the situation Monica was afraid of. Yet, there still was the school situation. Monica withdrew further than even before, now barely spending time with anybody, her attendance record always skirting the minimum requirement. She still wanted to move forward, she still had aspirations, but she’d rather learn at home than sit in school. She’d learn more studying at home, she told herself. Her life changed again on March 2nd of 2018. At first it seemed like a normal day, Monica was walking to school, happy that Spring Break was almost in reach. As she was walking, she spotted a van, veering out of control, right towards a younger student, also on his way to school. She acted without thinking, running onto the street and knocking him out of the way. The next thing she knew, there was pain and she fought to keep her grip on consciousness. But right then, as she could already feel her life fading from her body, something happened. She regained control of her body and the pain was gone, even if she still crashed into a nearby lamppost. It didn’t hurt her, and as she opened her eyes, she realized that she was surrounded by a comforting glow. She’d never seen any superpowers in person before, but she immediately knew what it meant. Jessica Howe, a young journalist for a local TV station, happened to be walking down the street at the same time. She’d managed to capture everything on camera, from Monica’s action to her sudden recovery. Jessica knew what it meant. She’d long been a fan of the Freedom League’s Lady Liberty, who had, much to the pain of many fans, retired not long ago. As it turned out, the Spirit of Liberty had found its next host, and Jessica had been there to witness it. Before Monica had even fully registered what was going on, before the Paramedics had even arrived on the scene, she was already being interviewed, on live television. The story of the young woman who now was the nation’s newest Lady Liberty spread through the internet like wildfire. It wasn’t necessarily a good thing, within hours the fact the newest Lady Liberty was an undocumented immigrant transwoman was spread around various websites, the harassment began only shortly later. It wasn’t just internet trolls, but also members of conservative media outlets. Monica didn’t know how to react, she’d been thrown into the national spotlight without any preparation. She completely cut herself off from all media and didn’t leave the house, unable to cope with what had suddenly happened. It was only when Beth Walton-Wright, the previous Lady Liberty, showed up at her door a week later that this changed. Beth supported Monica and would help her come to terms with what her new position meant. She also suggested that the young woman would attend Claremont Academy in Freedom City, where she’d receive all the training she could ask for. It was not an easy decision for Monica to make. On one hand, it would be the training she needed, both as the new superhero and as an aspiring doctor. Graduating Claremont would open her much more doors than graduating some inner-city public school. On the other hand, it meant moving across most of the country, away from her mother and sister. Away from her (few) friends, and away from everything she knew, having only left the city a few times during her life so far. In the end it was her mother that decided. She knew that her daughter was better off in Claremont, and while Monica was pondering the decision in her room, her mother signed the necessary documents. Monica would attend Claremont starting summer 2018, in what she’d been told would be “quite the class”. Description: Age: 16 (April 3rd, 2002) Apparent Age: 16 Gender: Female Ethnicity: Hispanic Height: 6’1” / 6’4” when Lady Liberty Weight: 183 lbs. / 190 lbs. when Lady Liberty Eyes: Green Hair: Black Complications: Restraints I – Much like her predecessors, Monica loses her powers when restrained. When she is bound, she cannot draw upon the Spirit of Liberty properly. Other than the previous Lady Liberty, this does not have to mean she cannot access her powers at all, even if she herself is not yet aware of this. While being restrained means that she cannot access the full brunt of her powers, she may still be able to use very weak versions of them. As this is something that she carries with her name, this weakness is very well known, thus people are likely to exploit it. Restraints II – The Spirit of Liberty, historically, has always been weakened by restraints, with the most recent Lady Liberty losing all her power whenever she was tied up in some way. Much like the exact powers of the Spirit, this too has changed with Monica. While physical restraints still limit her, it is not a complete loss. However, in return restraint has taken a more abstract meaning with her. Her powers weaken as her resolve does, the more she doubts herself the weaker they get, up to disappearing completely until she has regained her resolve. Legacy of Liberty – Monica carries a massive burden on her. She has to live up to all previous women empowered by the Spirit of Liberty. They fought in the World Wars, in the Terminus Invasion and during many other occasions. While Monica has the approval of Beth Walton-Wright, the previous, and according to many, greatest Lady Liberty, she still doubts whether or not it is really her power to yield, and she has no idea how she’ll ever live up to what her name demands of her. The large fanbase the name carries with it does not help with this, as many of them have been rather unpleasant about Monica’s newfound powers. Publicity – Monica’s identity is incredibly public, she got interviewed under her real name on TV only moments after getting her power. Monica never got to experience what it meant to have a secret identity, something she regrets very much. With this come the usual problems that are associated with a public identity, something she is very aware (and scared) of. Of course, the fact she is an undocumented immigrant doesn’t exactly improve the situation at all, and she is anxious about what may happen related to that situation now that her – and her family – ‘s status is known around the entire country. The Student Life – First and foremost, Monica is a student, with all that includes. She has an attendance to keep, homework to do and things to study. She also has regular counselling sessions at Claremont, meaning that all in all, she does not get a lot of free time. As she didn’t spend much time at school before coming to Claremont, and said school’s curriculum was not exactly great, she struggles somewhat with keeping up acceptable grades, eating further into her time and confidence. Abilities: 4 + 4 + 6 + 6 + 8 + 10 = 38PP Strength: 24/14 (+7/2) Dexterity: 14 (+2) Constitution: 22/16 (+6/3) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 20 + 16 = 36PP Initiative: +6 Attack: +13 Melee, +10 Ranged Grapple: +20/15 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -5/1 Saving Throws: 0 + 4 + 7 = 11PP Toughness: +10/3 (6/3 Con, +4) Fortitude: +6/3 (+6/3 Con, +0) Reflex: +6 (+2 Dex, +4) Will: +11 (+4 Wis, +7) Skills: 52R = 13PP Bluff 5 +10 Concentration 4 +8 Diplomacy 6 +11 Disguise 4 +9 Intimidate 4 +9 Knowledge (Life Sciences) 5 +7 Language 1 (Spanish [Native], English) Medicine 6 +10 Notice 5 +9 Sense Motive 6 +11 Swim 6 +13/8 Feats: 10PP Attack Focus (Melee) 3 Dodge Focus 2 Improved Grab Improved Initiative Improved Disarm Interpose Move-By Action Powers: 39 + 33 = 72PP The Strength of Freedom (39 PP Container) Enhanced Strength 10 [20PP] Enhanced Constitution 6 [12PP] Protection 4 [4PP] Leaping 3 [3PP] The Light of Liberty (30PP Array; Feats: Alternate Power 3) [33PP] BP: Enhanced Extra (Impervious Toughness 7 (up to); Reflective (Ranged [+1]; Extras: Range (Perception)[+2], Affect Others [+1]; Flaws: Duration (Concentration [-1])) [28/30PP] AP: Nullify 10 (Bindings [2/r]; Extras: Range (Perception)) [30PP] AP: Dazzle 10 (Visual [2/r]; Extras: Area (Burst), Selective Attack, Alternate Save (Will [first and second save]) [+0]; Flaws: Range (Touch)) AP: Emotion Control 10 (Extras: Area (Burst), Contagious; Feats: Progression 4 (Area); Flaws: Limited to Hope, Sense Dependent (Visual), Range (Touch [-2]) [9PP] linked to Healing 5 (Extras: Area (Burst), Selective Attack, Action (Standard); Feats: Stabilize, Progression 4 (Area); Flaws: Limited to Others, Sense Dependent (Visual)) [20+9=29/30PP] Drawbacks: (-0) + (-0) = -0PP DC Block Attack Range Save Effect Unarmed Touch DC22/17 TGH Damage + Grab Dazzle Touch Area DC20 Will Visual Dazzle (Will Save) Emotion Control Touch Area DC20 Will Contagious Hope (Counter Fear) Totals: Abilities (38) + Combat (36) + Saving Throws (11) + Skills (13) + Feats (10) + Powers (72) - Drawbacks (0) =180/199 Power Points
  23. Tempest Power Level: 10 (150/154PP) Unspent Power Points: 4 Trade-Offs: None In Brief: Amnesiac telekinetic seeking to protect others from the tragedies that have occurred to him. Catchphrase: “Storm’s Rising…” Alternate Identity: Zechariah Israel Davidyan Birthplace: Bar Harbor, Maine Residence: Freedom City Base of Operations: The West End Occupation: Substitute Teacher, Self-Employed consultant Affiliations: Family Lior Davidyan (mother, missing), Isaac Davidyan (father, missing), Samuel Lee (honorary uncle, former teacher), Andrea Lee (honorary aunt, former teacher), Matthew Fan-Lee (honorary brother), Naomi Fan-Lee (ex-girlfriend, sort of) Description: Age: 23 (DoB: July 5th, 1995) Gender: Male Ethnicity: Jewish and East Asian Height: 5’11” Weight: 152 lb. Eyes: Hazel Hair: Black Tempest, outside of his costume, is an average looking young man, with short black hair on his head and hazel eyes of East Asian cast. He keeps his face clean-shaven, and his expression is often thoughtful. He wears simple clothing – mostly of solid colors rather than anything with words on it, favoring blues and purples. His costume is fairly basic, being a black bodysuit with silver lining along the edges. It includes a hood and a simple black cloth wrapped about his lower face to conceal his identity. History: Born twenty-three years ago as Zechariah Davidyan in Bar Harbor, Maine, the hero known as Tempest has suffered much in his lifetime. His parents, Isaac and Lior Davidyan were both American Jews, though Lior was biologically from China, having been born there and adopted by American Jewish parents. Zechariah, or Zack, was a thoughtful and intelligent child whose early years were mostly serene, though the occasional news of enormous battles between superheroes and supervillains did reach him, he never really expected to do more than hear about them. This changed, however, when his powers first manifested themselves at the age of ten. One day, during elementary school, a bully threw something at him, and he caught it with his mind, only to launch it back and break the boy’s nose. His parents, very concerned with their boy’s behavior and sudden display of telekinetic power reached out to old family friends – the Lee family, based in Salem, Massachusetts, where they ran a small school studying superpowered individuals without the expectation that they would become heroes. The Lees’ own son, Joshua, had the ability to cause objects and sometimes beings to explode, and they were in desperate need of someone else his age who could match him. Thus, Zack was sent to the Lighthouse on the Cliff, their school, where he met their son, Josh, and became incredibly close friends with him, as well as their adopted children, Matt – who was two years older than himself and Josh – and Naomi, who was of an age with himself and Josh – Fan-Lee. Matthew was a telepath, a psychic of great power, whilst Naomi had both superhuman strength and durability, as well as the ability to totally control her own body. Zack found himself in awe of Matt, and impressed with Naomi, as all four of them learned to control their powers. Even at this time, though, Zack had no intention of donning a costume and fighting crime – only Josh, of the four students of the Lighthouse, had any intention of doing so, and even his parents discouraged him. By the time they were sixteen, Naomi and Zack had become increasingly attracted to one another, and Josh became invested in seeing the two get together, arranging private meetings and dates between them with a deft finesse that impressed even Matt, who had intended to do the same. It was when they turned seventeen that everything changed. Scientists of some organization that they never learned the name of abducted Josh, Zack, and Andrea Lee, Josh’s mother, as well as Zack’s parents. They kept the parents under lockdown, performing experiments to see what sort of talents their children could have, and how they could use those genetic signifiers to enrich themselves and complete their employers’ nefarious ends. Zack himself was tormented, experimented upon, and forced to watch as the same was done to his best friend. For weeks, they were kept in this laboratory-prison, their minds and bodies growing scarred under the scientists’ tender mercies. Josh weakened, his will collapsing, and died in an explosion he himself caused as part of an experiment, taking with him a couple of the scientists. Alas, rescue was nearly at hand – Matt, Naomi, and Samuel Lee were on their way, but seeing Josh die broke something in Zack, who went berserk, his telekinetic attacks slaughtering the scientists in the facility as he stalked through the bloody corridors, hunting them down in a frenzy of rage and impotent sorrow. Naturally, Matt chose this time to show up, and saw his death coming closer as Zack whirled on him. In a desperate move that would traumatize him for decades, Matt mind-blasted Zack into submission, preventing him from harming anyone else like he had done the scientists, but also permanently damaging his memories and ability to make memories. Zack forgot much, including Naomi and many memories of his childhood. He fled the scene, dashing into the wilderness. Zack spent years trying to find a new life that he could settle into, but every time he was nearly content, he would find himself in a situation and not recall how he got there, and it would sour him considerably towards the whole affair. He was haunted by nightmares of the lab, and crossed state boundaries frequently. In 2017, when he was twenty-two, Zack found himself in Freedom City, where on his first day there he was accosted by thugs looking to prey on the weak. This solidified his resolve - if others were suffering as he had, he would become the thing that his best friend had wanted so badly to be - a hero. Taking on the name Tempest, Zack began to perform his heroic deeds in protecting others. Personality & Motivation: Tempest fights crime and protects others because he never wants to see another person have to go through what he did. He is solemn and thoughtful, but his memory issues often lead him into far more trouble than he would rather be in. Powers & Tactics: Tempest is capable of moving heavy objects with his mind, as well as erecting barriers to deflect most physical attacks. He can use his telekinesis quite precisely, knocking off hoods or unstitching clothing without catching the skin beneath. He often focuses on binding his targets and trying to talk them down, but is more than willing to bludgeon them with either telekinetic force or other nearby objects should that fail. He can cut things using his telekinesis, but does not do so very often for reasons that he isn't entirely clear on - it just gives him unpleasant flashbacks... Further, he can feel the physical shape of the areas around him, at approximately 15' range. He does so by "pulsing" his telekinesis across that area in a 360° sphere around him, feeling where there is the faintest resistance in that vicinity. Power Descriptions: In general, Tempest's powers are invisible to the human eye - only their results are obvious. Complications: Motivation – Protection: Tempest wants to make sure no one ever is hurt like he has been. No one deserves to lose parents, best friend, ability to remember, and more. He is deeply devoted to ensuring others are safe. Flashbacks: Sometimes, Tempest experiences traumatic flashbacks to his time in the prison-lab of the scientists, which distresses him greatly, crippling him emotionally and preventing him from acting in a rational manner until they end. Memory Issues: Tempest forgets many details about his past, and sometimes cannot create new memories at all. He occasionally finds himself in a place doing something, despite the fact that he has no idea where he is or why he’s doing what he’s doing. It is a most unnerving experience. Sometimes people from his past may show up without him recalling them, which of course causes more trouble. Abilities: 0 + 2 + 4 + 8 + 12 + 6 = 32PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 22 (+6) Charisma: 16 (+3) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Defense: +6 (+5 Base, +1 Dodge Focus), +2 Flat-Footed Grapple: +4/+20 w/Telekinesis Knockback: -7/-1 Saving Throws: 3 + 4 + 5 = 12PP Toughness: +14/+2 (+2 Con, +12 Force Field) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+1 Dex, +4) Will: +11 (+6 Wis, +5) Skills: 48R = 12PP Concentration 12 (+18) Diplomacy 11 (+14)Skill Mastery Knowledge (History) 4 (+8)Skill Mastery Notice 10 (+16)Skill Mastery Sense Motive 10 (+16)Skill Mastery Languages 1 (Hebrew, English [Native]) Feats: 8PP Assessment Dodge Focus Luck 3 Second Chance (Concentration checks to maintain powers) Skill Mastery (Diplomacy, Knowledge (History), Notice, Sense Motive) Trance Powers: 4 + 23 + 8 + 34 = 69PP Descriptors: All Mutant Super Senses 4 (Extended(Mental), Ranged(Mental), Radius (Mental)) [4PP] (Telekinesis Pulse) Force Field 12 (Extra: Impervious 10, Feats: Ultimate Save (Tough) ) [23PP] Flight 4 (100 MPH / 1000' per Move Action) [8PP] Telekinesis 16.5 (33PP Array, Feats: Alternate Power 1) [34PP] BE: Move Object 10 (Telekinesis; Strength 50, Heavy Load 12 tons; Extra: Range [Perception]; Feats: Precise, Subtle, Split Attack) {33/33} AP: Blast 10 (Telekinesis; Extra: Range [Perception]; Precise, Split Attack, Subtle]) {33/33} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage [Physical] Blast Perception DC 25 Toughness Damage [Energy] Move Object Perception +20 Grapple Pinned/Bound Totals: Abilities (32) + Combat (18) + Saving Throws (12) + Skills (11) + Feats (8) + Powers (69) - Drawbacks (0) = 150/154 Power Points
  24. Character Name: Sea Devil (and Singularity) Power Level: 12/13 (214/220PP) Trade-Offs: Various Unspent Power Points: 6 In Brief: A Deep One outcast living among Surfacers, gifted with space armor and trying to fight for a better world. Homebase: The DuTemps Building, Freedom City Songs: My Beloved Monster, Eels Fight Song, Rachel Platten Alternate Identity: Aquaria Innsmouth (Aquaria's Deep One name is not pronounceable by Surfacers) Identity: NA Birthplace: An unnamed island in the US Virgin Islands Occupation: Adventurer Affiliations: The DuTemps Building, the Liberty League (associate member), the Esoteric Order of Dagon and Hydra Family: Jessie White, the DuTemps Building, the Liberty League - she has living relatives including several young adult spawn, but Deep Ones do not view these relationships the way Surfacers do. Age: Aquaria is a Deep One female in the prime of life. Gender: Female Height: 5'7"/6'1" in armor Weight: 180 lbs/280 lbs in armor Eyes: Black and gold Hair: None Description: Outside of her armor, Aquaria Innsmouth is clearly no Surfacer. Her bulging black and gold eyes are set much too far apart to be a human's and her nose, flattened almost against her face, is more like a snout. She has no visible ears. Her mouth is big and opens far wider than a human's could - the teeth inside are sharp and serrated like the inside of a shark's mouth. Her skin is mottled green and white, white towards the belly and green towards the black, a dark green the color of certain unnameable seas. Her body is not quite shaped 'right' either - her limbs are too long and jointed like a frog's rather than a normal woman's, her torso too sturdy, and her arms and legs both end in three-fingered 'hands'. Her skin is covered in blue and black tattoos depicting strange and fantastic scenery, looking like something out of a hallucination. Her voice is deep and loud and sounds decidedly peculiar to human ears. She is cold and slick to the touch, like touching the skin of a frog or a smooth-scaled fish. When using her disguise spell, she looks like a distinctly odd human - a muscular female with pale skin, long limbs, a loud voice and fluffy black hair, with big, wide eyes that stare fixedly and with a particularly large mouth. She usually wears hoodies, long pants, and rain boots to hide the ways her body still doesn't match the profile of a human's. Her skin is still cold and slick to the touch. Inside her armor, Sea Devil looks rather different from the typical armored hero - the armor's massive limbs and glowing blue 'fingers' are probably its most striking feature, as are a faint opalescent sheen overlain over the black of the armor itself. That sheen, seeming to glow with all the colors of the rainbow depending on one's perspective when looking at the armor, is instantly recognizable - and all too familiar for space-born heroes. Her head is almost completely invisible inside the armor, though she can make her faceplate go translucent, or even transparent, should she wish. When she speaks while wearing the armor, the digitized booming base of her voice sounds like nothing else. History: It's an old story, really - a tribal people, trading with the city folk who lived on the good land, hunting and fishing and singing the songs of their ancestors, at least until the others come - with terrible weapons and sinister intent, they destroyed the tribe's home and chased them away into the darkness. The tribe roamed from spot to spot, settling here and there for a time, until finally finding a home among the people far from the ancient and terrible enemy. Aquaria has lost track of her age. She was an adult, old enough to have mated and spawned, when the tribe found the ancient city, ending their long wandering after the Atlanteans had destroyed their rocky island home during the first flush of her adulthood. She remembers her joy at meeting the Dark Brothers (or so they called the city-dwellers), the glee at learning she would finally gain her true power as a Deep One - before finally she saw the horrific blood sacrifice of the city-dwelling cult of Dagon and Hydra. She fled, in horror - but where could she go, in a sea beset by her enemies, where even her own people were no longer her friends? She picked the Surfacers and began a long, solitary journey up the East Coast of North America - she taught herself to read their language and understand the rudiments of their culture. When she learned of a Deep One attack against a Surfacer city, she headed that way - she'd heard confused stories of a Deep One hybrid leading the invasion forces and wanted to see what had become of it. So she showed her face in Freedom City - and promptly found herself battling superheroes. After all, this was just a few months after Archevil - nobody wanted to take any chances. She nearly died in Blackstone, the air cold and dry, her voice echoing off the walls, alone - until she heard the halting echoes of Lemurian from the Surfacer outside her cell. An early volunteer for Project Freedom, her acclimation to Surface life - to the mistrust, the prejudice, the dry air, the bad food, the aloneness, was hard, but it was better than death. And then things got even better when she met Singularity, aka Jessie White - she'd seen the Surfacer woman in a cell near hers in Blackstone and though they hadn't spoken then, the familiarity was enough to make them roommates at Project Freedom. Aquaria wasn't scared of Jessie's strange moods and desire for solitude - and Jessie didn't mind Aquaria's strange smells and bizarre habits so much. She was the first new member of Aquaria's pod. Now they're free and living in the DuTemps Building, where their pod has grown substantially - even including friends who swim in the Sea of Stars. It's not the same as the world she left behind, but it's a good enough world. She'll be reunited with her Deep One brothers and sisters again - when the stars are right. Personality and Motivation: By Surfacer standards, Aquaria is generally cheerful, talkative, and loud - something that can be intimidating for a frog-mouthed, shark-toothed Deep One! She's aware that friendliness and good cheer are something Surfacers like, so she sometimes plays this up. She's gregarious, being a creature happiest in groups, and always eager to make friends. She nonetheless is _not_ a Surfacer - she is an obligate carnivore who worships strange gods and practices strange rites, and who has a worldview very different than many of her friends. Powers and Tactics: Outside of her armor, Aquaria is not a terribly brave fighter - she'll strike from concealment or from surprise, and otherwise seek every advantage in a fight. She'll probably take advantage of her superior senses and familiarity with the dark and the water to fight an opponent at night underneath a flooding dock, and the like. Despite her sharp teeth and handclaws, she prefers to fight with hard kicks from her massive legs. She's not that different while wearing the armor, hanging back and firing spectrum blasts from her tridents until she's actually forced into melee. Once there she's effective enough - but is particularly effective when fighting alongside the mighty Singularity. Complications: How Far I'll Go: An explorer born, Aquaria Innsmouth can never turn away from a new adventure. An Innocent Warrior: Of all Aquaria's friends, Jessie White is the greatest - and perhaps the most troublesome. We Know The Way: Aquaria is a disciple of what is sometimes called the Aeon Cult among Surfacers but to her is simply the Faith - the worship of the gods of the Deep One, widely considered a dangerous, apocalyptic cult among Surfacers and Atlanteans. Shiny: Aquaria despises Atlanteans, thinking of them as cruel, jealous imperialists - and Atlanteans typically view her as a murderous barbarian cultist. Where You Are: Aquaria dreadfully misses her fellow Deep Ones and the society beneath the waves - and might take chances to return. It doesn't help that the Surface is so cold and dry! I Am Aquaria: Apostate, traitor, and worse - her fellow Deep Ones (those who know the story of the Deep One who consorts with Surfacers) generally don't share her feelings. You're Welcome: Granted space armor by a quirk of galactic politics, Aquaria Innsmouth is an object of interest both to the Star Knights - and to the secret patrons of the terrible Spectrum Knights. Abilities: 12 + 12 + 12 + 2 + 4 + 2 = 44PP Strength: 22 (+6) effective Str 37 Dexterity: 22 (+6) Constitution: 22 (+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 14 + 14 = 28PP Initiative: +6 Attack: +7, +11 Melee, +15 w/Spectrum Power Grapple: +18/+21 w Dagon's Might, +11 w/Move Object Defense: +11 (+7 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -11/-6/-3 Saving Throws: 1 + 1 + 5 = 7PP Toughness: +12/+6 (+6 Con, +6 Protection, +10 Impervious) Fortitude: +7 (+6 Con, +1) Reflex: +7 (+6 Dex, +1) Will: +7 (+2 Wis, +5) Skills: 40R = 10PP Acrobatics 2 (+8) Diplomacy 4 (+5) Disguise 0 (+16/+1) Knowledge (Arcane Lore) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Languages 2 (Atlantean, English [Base: Lemurian]) Notice 4 (+6) Sense Motive 4 (+6) Stealth 4 (+10) Swim 4 (+10) Survival 8 (+10) Feats: 48PP Attack Focus (melee) 4 Dodge Focus 4 Evasion Fearless Environmental Adaptation (underwater) Luck Ritualist Sidekick 35 [Singularity] Powers: 27 + 6 + 45 = 78 Deep One Physiology 5.1 (26PP, PF: Innate) [27PP] Additional Limb 1 (Tongue) [1PP] Comprehend 2 (animals, Flaw: Limited [Sea Life]) [2PP] Dagon's Might Array 3 (6PP, PFs: Alternate Powers 2) [8PP] BE: Swimming 6 (100 MPH/1000FPM) {6/6} AP: Leaping 2 (x5, Running Long Jump 80 ft, Standing Long Jump 45 ft, Vertical Jump 20 ft) + Speed 2 (25 MPH/250 FPM) + Super-Movement 1 (Wall-Crawling 1 (to 2) {2+2+2=6/6} AP: Super-Strength 3 (Effective STR 37, Heavy Load 2 tons) {6/6} Features 2 (Deep One, Iron Stomach) [2PP] Immunity 3 (Environmental Cold, High Pressure, Suffocation [Underwater]) [3PP] Super-Movement 1 (Wall-Crawling 1) [2PP] Super-Senses 8 (Accurate Ultrasonic Hearing, Acute Scent, Darkvision, Tactile [Ranged]) [8PP] 1 + 2 + 8 + 2 + 3 + 2 + 8 = 26PP Hydra's Power 2.5 (magic tattoos, 5PP, PF: Alternate Power 1) [6PP] BE: Super-Senses 3 (Magic Awareness 3 [Auditory, Enhancements: Analytical, Extended]) [5/5] AP: Morph 3 (Aquaria Innsmouth, +15 Disguise bonus, PFs: Covers Scent, Precise) [5/5] Device 11 (Spectrum Knight Armor, 55PP, Flaw: Hard to Lose, PF: Restricted [Deep One]) [45PP] Communications 4 (radio, 1 mile) [4PP] Flight 3 (50 MPH/500FPM) [6DP] Immunity 9 (Life Support) [9DP] Protection 6 [6DP] Space Travel 1 (interplanetary) [2DP] Spectrum Power Array 12 (24PP, PFs: Alternate Powers 2) [26DP] BE: Damage 6 (energy trident, PFs: Improved Crit 2, Mighty, Precise, Takedown Attack 2, Variable Descriptor 2 [any energy]) + Impervious Toughness 10 {10} {14+10=24/24} AP: Blast 8 (spectrum power, PFs: Accurate 4, Precise 2, Variable Descriptor 2 [any energy]) {24/24} AP: Move Object 8 (energy constructs, Effective STR 40, Heavy Load 3 tons, PFs: Accurate 4, Precise) {21/24} Super-Senses 2 (Danger Sense [Radio], Uncanny Dodge [Radio]) [2DP] 4+ 6 + 9 + 6 + 2 + 26 + 2 = 55/55 Drawbacks: -1PP Vulnerable (visual Dazzles, uncommon, minor) [-1PP] Totals: Abilities (44) + Combat (28) + Saving Throws (7) + Skills (10) + Feats (48) + Powers (78) - Drawbacks (1) = 214/220 Power Points DC BlockATTACK RANGE SAVE EFFECT Unarmed Touch DC21 Toughness Damage (Physical) Trident Touch DC27 Toughness Damage (Energy) Blast Ranged DC23 Toughness Damage (Energy) Singularity Power Level: 12 (175/175PP) Trade-Offs: None Age: 24 Gender: Female Height: 5'8" Weight: 175 lbs Eyes: Brown Hair: Short and blonde Description: A young woman of average height and muscular build, Singularity's blonde hair doesn't quite match her dark eyebrows. She carries herself with a combination of athleticism and hesitancy - as if forever afraid she's going to break some thing, or some one. She generally speaks quietly, even, and perhaps especially, when angry. In combat she wields a short, dark baton like a single escrima stick, one she can snap open to staff length. She wears a blue jumpsuit in combat, if she has time to gear up. History: Victim. Survivor. Monster. Weapon. Prisoner. Artist. Hero? Jessie White, displaced from her own dying world into a hellish alternate reality, now living on a world where she is a shadow of another woman, bearing her own reputation as a mindless killing machine. At least her best friend is a monster from below the waves who worships strange gods and eats live fish for fine? It's good to know she's not alone - even if sometimes she thinks she's better off that way. Personality and Motivation: Jessie keeps her personality restrained as best she can, keeping her voice and passions to herself. She's better off that way - and so is everyone else around her. She does feel things, sometimes intensely, with strange visions of a life that wasn't hers and of the horrific reality beyond it - but she tries to keep them to herself. Pretending to be normal is hard enough without thinking about all the ways she's anything but. Powers and Tactics: Jessie White fights with her bat, striking with the mechanics of someone who has solid, albeit limited, training in melee combat. She'll strike to stun and to daze, staying mobile with leaps and kicks, not too dissimilar from her aquatic friend. Singularity fights to kill. She doesn't come out much - even when Jessie's in costume. But sometimes she does. Jessie doesn't like to think about that. Abilities: 8 + 4 + 4 + 0 + 2 + 2 = 20PP Strength: 30/18 (+10/+4) Dexterity: 20/14 (+5/+2) Constitution: 30/14 (+10/+2) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +5 Attack: +6 Base, +10 Melee Grapple: +24 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -12 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +14/+2 (+8 Enhanced Con, +2, [Impervious 10] +4 Forcefield) Fortitude: +10/+2 (+2 Con, +8 Enhanced Con) Reflex: +8/+5 (+2 Dex, +3 Enhanced Dex, +3) Will: +8 (+1 Wis, +7) Skills: 64R = 16PP Acrobatics 10 (+15, SM) Craft (Artistic) 8 (+8) Intimidate 14 (+15, SM) Notice 9 (+10, SM) Sense Motive 9 (+10, SM) Stealth 10 (+15) Survival 4 (+5) Feats: 20PP Acrobatic Bluff All-Out Attack Attack Focus (Melee) 4 Challenge 2 (Fast Acrobatic Bluff, Fast Startle) Dodge Focus 4 Evasion Interpose Move-By-Action Power Attack Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive) Startle Takedown Attack Uncanny Dodge (auditory) Powers: 4 + 16 + 6 + 12 + 1 + 2 + 10 + 5 + 9 + 2 + 8 +10 = 85PP Device 1 (Bat, 5PP, Easy to Lose, PF: Subtle [Collapsible]) [4PP] Damage 0 (PFs: Improved Crit 2, Mighty, Paralyzing Attack, Stunning Attack) Enhanced Constitution 16 [16PP] Enhanced Dexterity 6 [6PP] Enhanced Strength 12 [12PP] Feature 1 (Temporal Inertia) [1PP] Immunity 2 (disease, poison) [2PP] Impervious Toughness 10 [10PP] Movement Array 2 (4 points; PF: Alternate Power) [5PP] BE: Leaping 4 (x25; running long jump 500 feet, standing long jump 250 feet, vertical jump 125 feet) {4/4} AP: Speed 4 (100 mph / 1000 feet per move action) {2+2=4/4} Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP] Super-Senses 2 (Accurate Hearing) [2PP] Super-Strength 4 (Effective STR 50, Heavy Load 12.5 tons) [8PP] Device 3 (Elder Sign Shield, 15PP, Flaw: Easy to Lose, PF: Indestructible) [10PP] Damage 4 (shield strike, PF: Mighty) {5} Enhanced Feats 3 (Second Chance 3 [Toughness Saves Against Falling Damage, Will Saves against Confuse and Mind Control) {3} Immunity 3 (drowning, environmental cold, high pressure) {3} Force Field 4 {4} DC BlockATTACK RANGE SAVE EFFECT Unarmed Touch DC29 Toughness Damage (Physical) Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (16) + Feats (20) + Powers (85) = 175/175 Power Points
  25. Masque Power Level: 10 [15] (202/231PP) Unspent Power Points: 29PP Trade-Offs: +5 Attack / -5 Damage (Weaponry), +2 Attack / -2 Damage (Magic), +3 Defense / -3 Toughness In Brief: Teenaged trickster making up for lost time. Theme: Pinkzebra - Larger Than Life Alternate Identity: Elizabeth Grey (secret) Birthplace: London, England Residence: Freedom City, USA Base of Operations: Claremont Academy Occupation: student, amateur magician Affiliations: Claremont Family: mother, father, three older brothers Description: Age: born April 2002 Gender: female Ethnicity: Caucasian Height: 5' 5" Weight: 120lb Eyes: grey Hair: white Elizabeth Grey has her mother's refined, delicate features and her father's sharp, lively eyes; she's still a little soft in the face as she works her way through the rest of her teens but she has the cheekbones and the smile to be quite stunning as an adult if she continues on her current trajectory, growing up and reclaiming the shape her body's in after years of ill inactivity. For now she's thin, both older and tougher than she looks, and if she'd kept the sandy-blonde hair of the rest of her family she wouldn't look so out-of-place as the young princess of a fantasy novel. That ship, though, has long-since sailed: some manner of semi-desperate cure attempt in her past bleached her short, unruly hair white, a change she carries with dignity and some infrequent playful dyes. Her personal wardrobe is as varied as her mood, especially with magic behind it, and her hero costume isn't far off: she favors a simpler design, a sleeveless tunic in soft blue over clean white spandex, with gloves and boots to match, and a pure white cloak and hood to look as mysterious as possible. She builds on this foundation happily and with little prompting, ever eager to ape an opponent or harmonize with a group. Her mask is almost more a plate than a face, a uniform white oval marked only by two stylized eyes holes. A pair of thick bands of color flow down from the top edge, following along its contours to run through the center of the eyes before curving out across the cheeks toward the bottom; a single round circle marks the center of the forehead; were it a more ornate offering one gets the impression that circle would be a gem or a bit of ostentatious silver. These markings were grey when Elizabeth found them - the sort of tired, faded grey of a tired, faded spirit. In her hands they're whatever color they need to be...and, for that matter, she has an awful habit of reshaping the mask itself to suit her mood and the theatrics of the moment. Even when not on hero duty, the mask is guaranteed to be on or near her person in some capacity: a key chain, a phone charm, a decidedly odd decoration for her belt or backpack. History: Little Elizabeth was born tiny and sick; it wasn't her fault, or her parents' fault, nor was it the work of some criminal mastermind or wicked curse. She was just sick in the way that happens sometimes, to some babies and to some parents: too sick to go home right away, too fragile to play outside with her brothers, too weak to attend public schools for long, too exhausted to go out and about when the family went on vacation. Still, it was a good family, full of light and love, and they never stopped looking for relief or a cure - not when the family's previously-considerable funds ran low, not when it meant moving to America for different doctors and different trials, not when treatment turned her hair white. Not even when she'd given up on herself, shutting herself away with her books and her card tricks, encouraging them to live their own lives. A brush with Freedom City's infamous villainy was probably inevitable, but sometimes cures do come from the strangest of places: a successful lawyer's sick daughter makes for a fantastic hostage in a museum heist, but maybe less so when you lock her up in the room with the restricted artifacts. Less still when one of them, an old, worn mask, calls out to be worn. Essentially useless when the hostage up and disappears from a shuttered vault just when she'd be most useful. Personality & Motivation: Elizabeth is better now - for perhaps the first time in her life, really, actually better. She has so much living to catch up on - so many things she dreamed of seeing, places she dreamed of going. With so little known about her mask, its origins, or what it can do, she's decided that embracing everything life has to offer is better than sitting at home and worrying about how long her good fortune may last - she will eat the good food, live the good life, and help others do the same if she can. Powers & Tactics: While Elizabeth has some amount of training in both legerdemain and hand-to-hand combat - her own hobby and her mother's attempt to build her strength on the 'good' days, in turn - the majority of Liz's tricks come through and from the ancient mask two which she finds herself bonded. It seems, to her research and the limited impression she gets from the artifact itself, to be a grab-bag of trickster fare. She stops crime and fights baddies not just because it's right, but because it's fun. So long as nobody's seriously endangered, she has a strong (and, worryingly, growing) impulse to enjoy herself, mocking the proud and teaching lessons to the weak, employing a level of theatrics and pomp that are not strictly necessary. Power Descriptions: Elizabeth's mask cannot be separated from her for long - the moment it's left unattended or slips out of sight, it finds its way back to her side. The mask's trickery is exactly as flashy or as subtle as it needs to be, and highly versatile in its appearance, which Elizabeth enjoys immensely; even her conjured weaponry, impossible and short-lived call-backs to story and legend, seem to be literally pulled from her sleeve more on whim and chance than any lasting insight into the mask's point of origin. The most common of these may be a shepherd's crook - a terribly long thing of pale wood, with a long white strip of cloth wound around it as grip. Her more overtly-magical fare hearkens back to fables and folklore, casting illusions, calling up fiery spheres reminiscent of will-o'-wisps to harass her enemies, or even calling up a full copy of herself - though the latter takes nearly every ounce of her magic to maintain. Complications: 'Borrowed': She may be bound to the mask, and it to her, but it doesn't technically belong to her. Legally. She won't tell if you don't. Communication Issues: Elizabeth and her duplicate share a mental link, but it's more empathy than telepathy; the only reliable way she gets information from her double is when the double disappears and she inherits its memories. Nothing Up My Sleeves: Elizabeth has genuine passion for stage magic; she'd be mortified if word of having actual magic got out to the public and people started assuming that she was using real magic to cheat. Carpe Diem: While not naive per se, Elizabeth has not had quite as much of a life until only recently, and her desire to see and experience and enjoy can border on hedonism if she isn't careful. Relapse: While her mask can't be forcibly separated from Elizabeth for long under normal circumstances, prolonged exposure to power suppressors, anti-magic effects, or plot-based separation from her source of power also negates its 'cure', likely represented by a slow drain on her Strength and Constitution as she relapses. Relapse Fear: The idea of this happening is terrifying. Secret: Identity. Suspicious Circumstances: That villain seemed awfully keen to leave her there, alone, with the uncatalogued artifacts. He almost seemed surprised when she disappeared....almost. Trickster's Mask: Magic artifacts draw attention, and ones mysterious both in power and origin are no different. Abilities: 2 + 6 + 4 + 6 + 0 + 6 = 24PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 10 = 22PP Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +7 Melee (+6 Base, +1 Melee Focus), +15 Conjured Weaponry (+7 Melee, +8 Accurate), +6 Ranged, +12 Magic (+6 Base, +6 Accurate) Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 Knockback: -3 Saving Throws: 3 + 6 + 7 = 16PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +9 (+3 Dex, +6) Will: +7 (+0 Wis, +7) Skills: 112R = 28PP Acrobatics 8 (+11)SM Bluff 11 (+14, +18 Attractive)SM Concentration 10 (+10) Diplomacy 5 (+8, +12 Attractive) Disguise 2 (+5) Driving 7 (+10) Escape Artist 12 (+15)SM Knowledge (Arcane Lore) 8 (+11) Knowledge (Popular Culture) 8 (+11) Notice 10 (+10) Perform (Comedy) 4 (+7) Search 2 (+5) Sense Motive 10 (+10) Sleight of Hand 15 (+18)SM Feats: 23PP Attack Focus (Melee) 1 Attractive Dodge Focus 8 Equipment 1 Evasion Fast Task 2 [Feint, Trick] Improved Initiative Luck 2 [to 5, from powers] Power Attack Redirect Set-Up Skill Mastery (Acrobatics, Bluff, Escape Artist, Sleight of Hand) Taunt Uncanny Dodge [Auditory] Equipment: 1PP = 5EP Handcuffs [1EP] Knife [3EP] Masterwork Magician's Kit [1EP] Powers: 4 + 2 + 4 + 1 + 1 + 47 + 6 + 5 + 1 + 10 + 5 + 3 = 89PP All powers have the 'magic' descriptor unless otherwise noted. Comprehend 2 (Speak Any, Understand Any) [4pp] (liar's tongue) Enhanced Feats 2 (Quick-Change 2) [2PP] Environmental Control 4 (50' radius; Light 1) [4PP] Feature 1 (mask cannot be removed by force) [1PP] Immunity 1 (Disease) [1PP] Trickster Array 22 (44PP array; Feats: Alternate Power 3) [47PP] Blast 8 (Extras: Linked [Dazzle]; Feats: Accurate 3, Homing) + Dazzle 8 (visual; Extras: Linked [Blast]) [20+16= 36/44] (will-o'-wisp) Concealment 10 (all sense types; Feats: Close Range, Selective), Morph 10 (any humanoid [2], +50 disguise) [22 + 20 = 42/44] Illusion 10 (all sense types [4]; Feats: Progression 4 [100' radius]) [44/44] Duplication 11 (155/165PP clone; Feats: Mental Link; Extras: Heroic, Survival; Drawback: duplicate inherits conditions) [44/44] Luck Control 1 (Spend for Others; Feats: Luck 3) [6PP] Protection 5 [5PP] Speed 1 (10mph) [1PP] (training) Strike 4 (Feats: Accurate 4, Mighty, Variable Descriptor 1 [any physical]) [10PP] (conjured weaponry) Super-Senses 5 (Visual Counters Illusion [2], Magic Awareness [3]) [5PP] Teleport 3 (300'; Flaws: Short-Range) [3PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed melee DC16 Toughness damage (staged) Conjured Weapons melee DC20 Toughness damage (staged) Blast ranged DC23 Toughness damage (staged) Dazzle ranged DC18 Reflex blind DC18 Fortitude recover Illusion 100' DC20 Will disbelieve Totals: Abilities (24) + Combat (22) + Saving Throws (16) + Skills (28) + Feats (23) + Powers (89) - Drawbacks (0) = 202/231 Power Points
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