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  1. Vanya "Jack” Davydov Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: NONE In Brief: Jack is an extremely laid back guy with a love for nature and protecting others. Due to the Animal spirit bonded to him, Jack has become a Shaman, capable of changing into a Polar Bear Hybrid. Alternate Identity: Arctos Birthplace: St. Petersburg, Russia Residence: Clairemont Academy Occupation: Student/Hero Family: Ivan Davydov (Father), Rada Davydov (Mother) Description: Age: 17 (DoB: September 9, 2001) Apparent Age: 21 Gender: Male Ethnicity: Russian, Siberian Ket Height: 6’6” (11' standing 5' all fours AF) Weight: 300 lbs (1,500 lbs AF) Eyes: Blue Hair: White Jack is a giant among teens, and even among adults. He sometimes gets mistaken for an adult at first glance. Jack has strong Siberian Ket features, softened only slightly by his Russian heritage. He has tan skin and white hair. He is extremely well built, and anyone who saw him would immediately wonder if he was on steroids, which of course he isn't, but being able to change into a giant polar bear gives a person very good genes. Jack is a quiet, laid back individual. His beast’s chaotic nature can often make him quick to show emotions like anger, however, and it is a constant battle to keep his temper in check when he feels threatened, friends are in danger, or his territory is threatened. All of his life Jack has lived with nature and taken care of it. He would often spend the entire summer in a tent in some remote location with his grandparents in Siberia, living off the land and enjoying the unspoiled natural beauty around them. Kids would often make fun of him for always talking about nature and different adventures he had had, but this inevitably bounced off his thick skin. Jack is quick to blame himself for everything, even if it is not his fault, and as a result he has a hard time saying no to anyone, and always feels he has to save everyone. Jack typically wears very little, just enough to be modest in most cultures. He typically wears basketball shorts and a sleeveless hoodie, which is often left unzipped. In most climates his body overheats in warm weather, so the lack of clothing helps to some extent. In colder climates he may wear pants. Jack rarely wears shoes, as he finds them uncomfortable. Push comes to shove he will wear flip flops or sandals. History: Jack has always been at home in the wilds, far from civilization and the comforts of town and technology. While he was raised in the city, his heart always belonged to nature, the solitude of being the only thinking creature for miles in any direction. Jack has always had a keen sense of his surroundings, and rarely has ever gotten lost. Growing up Jack had a fairly comfortable childhood. His father, Ivan, is a respected artist in St. Petersburg. He was on vacation in a remote part of Siberia, painting scenes for a new collection, when he met Rada. The two courted for several months while Ivan painted. When it was time for Ivan to return home, he asked Rada to come with him and they were soon married. It was his mother who encouraged his love of nature, herself coming from a long line of the Ket peoples in Siberia. During a trip to visit his grandparents, Jack and his grandfather went on a rite of passage of sorts, embarking on a wilderness survival journey. During this Journey, Jack was gravely injured by a Polar Bear. His grandfather managed to kill the bear, but Jack was near death and a very long way from a hospital. His Grandfather did not think Jack would make the journey, but he carried him to the hospital, nonetheless. Unbeknownst to Jack or his Grandfather, the spirits had taken pity on Jack, and woven the spirit of the bear into Jack's spirit, to give him enough strength to survive. This changed Jack's life forever. Jack spent the next several months in a coma, awakening as a new man, with little memory of the incident. Doctors couldn't explain how Jack had survived, and at the time, Jack had cared little as to the why, just glad he had survived. About a month after his release from the hospital, Jack began to notice changes. His body had wasted away during the coma, and so he had begun therapy to recover his muscle strength, making astounding progress. His appetite increased, eating nearly everything in the house several times over. As his body healed it grew, gaining several hundred pounds of muscle and almost a foot of height in the span of a month. It was becoming clear that Jack was changing into something different. His parents, fearing for his safety and wanting him to have something of a life, sent him to live with his grandparents, away from the prying eyes of the city. It was here that Jack shifted for the first time, coming across a seal while taking a long walk. The animal spirit inside him Awakened at the chance for a delicious meal, and there was little Jack could do to hold back his inner beast. Over the next year Jack worked hard to learn to contain the beast inside, still only managing marginal control in certain instances, but managing to control himself well enough to feel at ease being around people. It was about this time that his parents sent word to him to come home for a visit. He did so gladly, eager to see his family. His Father worked long hours as curator of a museum in their hometown, making visits difficult, on top of inclement weather and long travel times. When he returned home he was warmly welcomed by his parents and told of something wonderful. His father had been offered a job in America. Jack had the choice of staying with his grandparents, or moving with them to America. While part of him longed to stay in the countryside with his grandparents, something else urged him to go. It wasn't long after they arrived in Freedom City that Jack learned about the Clairemont Academy. He had never told his parents about the shift into animal form, he was scared they would look at him in fear, but his parents had definitely noticed his size increase, as well as increased strength and stamina. His parents thought it a good idea for him to go to a private school, and Jack prepares for his first semester of school in America. Personality & Motivation: Jack is the Epitome of “Don't provoke a sleeping bear”. He is very laid back, until you provoke him, then he can often be scary. Beneath the calm surface he has the spirit of a beast fighting to get out. He can be quick to anger when certain buttons are pushed, but he tries to keep control of himself. Jack is motivated by a love for all things. He understands that there is a cycle of life, and he seeks to preserve freedom in its various forms. He seeks to protect everyone he meets, and doesn't take kindly to anyone messes with someone he seems under his protection. Powers & Tactics: Jack is a brawler by nature, his beastial spirit always seeking to prove itself dominant in any situation. He makes use of his heightened senses when he can, but has a tendency to run into things and start smashing. Power Descriptions: He turns into a giant fuzzy Polar Bear/Hybrid.. His attacks are Bludgeoning or Slashing damage with his fists and claws, and piercing with his teeth. His abilities come from the Bear spirit within him, and as such are Spiritual or Celestial in nature. Complications: Predator: Jack tends to give off an aura that screams 'predator'. This affects people and animals to some degree, inciting panic in civilians who don't know him in his Bear forms. Beastial Nature: Jack is aggressive in his hybrid form, and finds it difficult to back out of a fight, due to his inner beast wanting to prove it's dominance. Colorblind: In his bear forms, Jack can't really distinguish colors; everything looks grayscale. Growls: In Bear Form, Jack is able to speak, however, the angrier he gets the more his bear spirit will take over, which can sometime reduce his speech to animal growls. Abilities: 12 + 4 + 6 + 0 + 2 + 10 = 34PP Strength 30/22 (+10/+6) Dexterity 14 (+2) Constitution 20/16 (+5/+3) Intelligence 10 (+0) Wisdom 12 (+1) Charisma 20 (5) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +5, +10 melee [includes -1 penalty from Growth] Grapple: +24 Defense: +10 (+6 Base, +5 Dodge Focus, -1 Growth), +2 Flat-Footed Knockback: -5, -9 including size Saving Throws: 6 + 4 + 6 = 16PP Toughness: +10/+8/+5/+3 (+3 Con, +2 Growth, +3 Protection, +2 Defensive Roll) Fortitude: +11/+9 (+3 Con, +2 Growth, +6) Reflex: +6 (+2 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 120R = 30PP Climb 14 (+20, Skill Mastery) Concentration 10 (+11) Craft [Artistic] 15 (+15, Skill Mastery) Handle Animal 12 (+17) Intimidate 13 (+18, +20 from size) Knowledge [Arcane Lore] 10 (+10, Skill Mastery) Knowledge [Theology and Philosophy] 12 (+12, Skill Mastery) Language 2 (English, Russian, Base; Ket) Notice 9 (+10) Sense Motive 9 (+10) Survival 14 (+15) Feats: 19PP Animal Empathy Attack Focus [melee] 5 Challenge (Accelerated Climb) Defensive Roll 1 Dodge Focus 5 Improved Grab Imoroved Grapple Ritualist Skill Mastery (Climb, Craft [Artistic], Knowledge [Arcane Lore], Knowledge [Theology and Philosophy]) Startle Takedown Attack Powers: 27 = 27PP Container 6 (into a bear: 30PP, Drawback: Involuntary Transformation (when exposed to blood or stress), (uncommon, major) [-3], DC 16 Concentration check to maintain) [27PP] Comprehend 2 (speak to and understand animals, Flaws: Limited to ursines [-1]) [2PP] Growth 4 (Large size, Extras: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate) [13PP] Leaping 1 (x2 distance: 32' running long jump/16' standing long jump/8' high jump) [1PP] Protection 3 (tough hide) [3PP] Speed 1 (10 MPH, or 105' per round) [1PP] Super-Senses 7 (bear senses; Danger Sense [Olfactory], low light vision, scent [Accurate, Acute, Tracking olfactory sense], Uncanny Dodge [Olfactory]) [7PP] Super-Strength 1 (+5 STR carry weight (40 total) +1 Grapple) [2PP] Immunity 1 (Immunity to Environmental Cold) [1PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed (Human) Touch DC 21 Toughness (Staged) Damage Unarmed (Bear Touch DC 25 Toughness (Staged) Damage Abilities (34) + Combat (24) + Saving Throws (16) + Skills (30) + Feats (19) + Powers (27) - Drawbacks (0) = 150 Power Points
  2. Vanya "Jack” Davydov Power Level: 10 (154/155PP) Unspent Power Points: 1 In Brief: Jack is an extremely laid back guy with a love for nature and protecting others. Due to the Animal spirit bonded to him, Jack has become a Shaman, capable of changing into a Polar Bear Hybrid. Alternate Identity: Arctos Birthplace: St. Petersburg, Russia Residence: Southside Occupation: Student/Hero Family: Ivan Davydov (Father), Rada Davydov (Mother) Description: Age: 18 (DoB: September 9, 2000) Apparent Age: 21 Gender: Male Ethnicity: Russian, Siberian Ket Height: 6’6” Weight: 300 lbs Eyes: Blue Hair: White Jack is a giant among teens, and even among adults. He sometimes gets mistaken for an adult at first glance. Jack has strong Siberian Ket features, softened only slightly by his Russian heritage. He has tan skin and white hair. He is extremely well built, and anyone who saw him would immediately wonder if he was on steroids, which of course he isn't, but being able to change into a giant polar bear gives a person very good genes. Jack is a quiet, laid back individual. His beast’s chaotic nature can often make him quick to show emotions like anger, however, and it is a constant battle to keep his temper in check when he feels threatened, friends are in danger, or his territory is threatened. All of his life Jack has lived with nature and taken care of it. He would often spend the entire summer in a tent in some remote location with his grandparents in Siberia, living off the land and enjoying the unspoiled natural beauty around them. Kids would often make fun of him for always talking about nature and different adventures he had had, but this inevitably bounced off his thick skin. Jack is quick to blame himself for everything, even if it is not his fault, and as a result he has a hard time saying no to anyone, and always feels he has to save everyone. Jack typically wears very little, just enough to be modest in most cultures. He typically wears basketball shorts and a sleeveless hoodie, which is often left unzipped. In most climates his body overheats in warm weather, so the lack of clothing helps to some extent. In colder climates he may wear pants. Jack rarely wears shoes, as he finds them uncomfortable. Push comes to shove he will wear flip flops or sandals. History: Jack has always been at home in the wilds, far from civilization and the comforts of town and technology. While he was raised in the city, his heart always belonged to nature, the solitude of being the only thinking creature for miles in any direction. Jack has always had a keen sense of his surroundings, and rarely has ever gotten lost. Growing up Jack had a fairly comfortable childhood. His father, Ivan, is a respected artist in St. Petersburg. He was on vacation in a remote part of Siberia, painting scenes for a new collection, when he met Rada. The two courted for several months while Ivan painted. When it was time for Ivan to return home, he asked Rada to come with him and they were soon married. It was his mother who encouraged his love of nature, herself coming from a long line of the Ket peoples in Siberia. During a trip to visit his grandparents, Jack and his grandfather went on a rite of passage of sorts, embarking on a wilderness survival journey. During this Journey, Jack was gravely injured by a Polar Bear. His grandfather managed to kill the bear, but Jack was near death and a very long way from a hospital. His Grandfather did not think Jack would make the journey, but he carried him to the hospital, nonetheless. Unbeknownst to Jack, his Grandfather, as a Shaman himself, wove together the bear spirit with Jack's and bonded the two together, so that Jack might have a chance to survive. This changed Jack's life forever. Jack spent the next several months in a coma, awakening as a new man, with little memory of the incident. Doctors couldn't explain how Jack had survived, and at the time, Jack had cared little as to the why, just glad he had survived. About a month after his release from the hospital, Jack began to notice changes. His body had wasted away during the coma, and so he had begun therapy to recover his muscle strength, making astounding progress. His appetite increased, eating nearly everything in the house several times over. As his body healed it grew, gaining several hundred pounds of muscle and almost a foot of height in the span of a month. It was becoming clear that Jack was changing into something different. His parents, fearing for his safety and wanting him to have something of a life, sent him to live with his grandparents, away from the prying eyes of the city. It was here that Jack shifted for the first time, coming across a seal while taking a long walk. The animal spirit inside him Awakened at the chance for a delicious meal, and there was little Jack could do to hold back his inner beast. Over the next year Jack worked hard to learn to contain the beast inside, still only managing marginal control in certain instances, but managing to control himself well enough to feel at ease being around people. It was about this time that his parents sent word to him to come home for a visit. He did so gladly, eager to see his family. His Father worked long hours as curator of a museum in their hometown, making visits difficult, on top of inclement weather and long travel times. When he returned home he was warmly welcomed by his parents and told of something wonderful. His father had been offered a job in America. Jack had the choice of staying with his grandparents, or moving with them to America. While part of him longed to stay in the countryside with his grandparents, something else urged him to go. It wasn't long after they arrived in Freedom City that Jack learned about the Clairemont Academy. He had never told his parents about the shift into animal form, he was scared they would look at him in fear, but his parents had definitely noticed his size increase, as well as increased strength and stamina. His parents thought it a good idea for him to go to a private school, and Jack prepares for his first semester of school in America. Personality & Motivation: Jack is the Epitome of “Don't provoke a sleeping bear”. He is very laid back, until you provoke him, then he can often be scary. Beneath the calm surface he has the spirit of a beast fighting to get out. He can be quick to anger when certain buttons are pushed, but he tries to keep control of himself. Jack is motivated by a love for all things. He understands that there is a cycle of life, and he seeks to preserve freedom in its various forms. He seeks to protect everyone he meets, and doesn't take kindly to anyone messes with someone he seems under his protection. Powers & Tactics: Jack is a brawler by nature, his beastial spirit always seeking to prove itself dominant in any situation. He makes use of his heightened senses when he can, but has a tendency to run into things and start smashing. Power Descriptions: He turns into a giant fuzzy Polar Bear/Hybrid.. His attacks are Bludgeoning or Slashing damage with his fists and claws, and piercing with his teeth. His abilities come from the Bear spirit within him, so his power descriptors would be Spiritual, or Celestial by nature. (Magic in simplest terms) He has Soul Tattoos as part of his shaman magic. These appear as glowing tribal tattoos on his skin in both base and bear form. (Think Last Airbender) Complications: Predator: Jack tends to give off an aura that screams 'predator'. This affects people and animals to some degree, inciting panic in civilians who don't know him in his Bear forms. Bestial Nature: Jack is aggressive in his hybrid form, and finds it difficult to back out of a fight, due to his inner beast wanting to prove it's dominance. Colorblind: In his bear forms, Jack can't really distinguish colors; everything looks grayscale. Growls: In Bear Form, Jack is able to speak, however, the angrier he gets the more his bear spirit will take over, which can sometimes reduce his speech to animal growls. Abilities: 12 + 0 + 6 + 0 + 6 + 10 = 34PP Strength 30/22 (+10/+6) Dexterity 10 (+0) Constitution 20/16 (+5/+3) Intelligence 10 (+0) Wisdom 16 (+3) Charisma 20 (5) Combat: 12 + 12 = 24PP Initiative: +0 Attack: +6, +10 melee [+5 Attack Focus -1 Growth] Grapple: +12/+28 Defense: +6, +5 (+6 Base, -1 Growth), +3 Flat-Footed Knockback: -5, -9 including size Saving Throws: 5 + 8 + 5 = 18PP Toughness: +8 +15 (+5/+10 Protection) Fortitude: +8/+10 (+3/+5 Con, +5) Reflex: +8 (+0 Dex, +8) Will: +8 (+3 Wis, +5) Skills: 64R = 16PP Climb 4 (+10) Concentration 6 (+9) Craft [Artistic] 8 (+8) Handle Animal 8 (+11) Intimidate 5 (+10, +18 from AF) Knowledge(Art) 4 (+4) Knowledge [Arcane Lore] 2 (+2, Skill Mastery) Knowledge [Theology and Philosophy] 2 (+2, Skill Mastery) Language 2 (English, Russian, Base; Ket) Notice 8 (+11 Skill Mastery) Sense Motive 7 (+10) Survival 8 (+11, Skill Mastery) Feats: 13PP All-Out Attack Animal Empathy Attack Focus [melee] 5 Improved Grab Improved Grapple Power Attack Skill Mastery (Survival, Notice, Knowledge Arcane Lore, Knowledge Theology and Philosophy) Startle Takedown Attack Powers: 1 + 5 + 3 + 43 = 52PP Shaman Soul Tattoos (Linked Powers): Immunity 1 (Protective Tattoos; Environmental Condition[Cold]) 1PP (Magic) Protection 5 (Protective Tattoos) 5PP (Magic) Spiritual Attunement 2 (Magic Awareness) [3PP] Shaman Magic (Magic): Alternate Form 8.6 (Werebear Form; 43PP Container) [43PP] (Magic) Enhanced Skill (Intimidation 8) [2PP] Enhanced Feat (Improved Critical 2) [2PP] Enhanced Feat (Improved Pin) [1PP] Enhanced Feat (Takedown Attack) [1PP] Protection 5 (Thick Skin) [5PP] Damage 0 (Claw Strike; Extras: Penetrating 5; Feat: Mighty 1) [6PP] Muscle Mass [Linked Powers]: Growth 4 (Bear Size; Flaw: Permanent) [12PP] (Linked with Morph) Growth effects: Strength +8, Constitution +4, Attack -1, Defence -1, Grapple +4, Intimidate +2, Stealth -4, +5' speed, +5' reach, +5 Strength for carrying capacity only [heavy load: 6 tons] Morph 3 (Any shape of same mass) [3PP] (Linked with Growth) Super Senses 4 (Bear Senses; Danger Sense [Olfactory], Darkvision, Tracking 1 [Olfactory]) [4PP] Super Strength 2 (Bear Strength) [4PP] Speed 1 (10 MPH, or 105' per round; Feats: Alternate Power 2) [3PP] AP: Leaping 1 (x2 distance: 32' running long jump/16' standing long jump/8' high jump) AP: Swimming 1 (2.5 MPH or 25' per round) Drawbacks: -3 = -3PP Involuntarily Change (uncommon, Major DC 15 to avoid) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed, Base Touch DC 21 Toughness Damage Claws Touch DC 25 Toughness Damage Unarmed Touch DC 25 Toughness Damage Totals: Abilities (34) + Combat (24) + Saving Throws (18) + Skills (16) + Feats (13) + Powers (52) - Drawbacks (3) = 154/155 Power Points
  3. Player Name: AvengerAssembled Character Name: Lady Horus Power Level: 10 (150/168) Trade-Offs: +2 Defense/-2 Toughness, -4 ATK/+4DMG [as Lady Horus] Unspent Power Points: 18 No More Statuses: 0/0 In Brief: Lo, the Sunhawk returns for a new generation! But there are secrets. Homebase: Bedlam City Songs: "True Colors," Kesha "Meant to Live," Switchfoot Alternate Identity: "Wouldn't you like to know?" Identity: Secret Birthplace: Bedlam City, Wisconsin Occupation: Adventurer Affiliations: Various Family: "Just look it up in the books!" Age: Stories of Horus go back around 4 millennia. Gender: Female Height: 5'9" Weight: 150 lbs Eyes: Blue Hair: Platinum blonde Description: It's clear Lady Horus is probably not Egyptian by birth - most Egyptian women of any generation have not been fair-skinned platinum blondes, for all that her hair hangs in the curly ringlets in fashion in the New Kingdom. But other that she certainly looks the part - her costume consists of a gold-beaded white linen kalasiri that hangs loosely on her frame and comes down just below her knees, white bodice, white shawl over that, the cloth reinforced with polished bronze pieces that sparkle like the sun, all adorned with the gold and jewels of an Egyptian noblewoman. On her head is the blue khepresh of a pharaoh at war. She should probably not be able to see! The upper part of her face is covered by a gold and blue half-mask of a hawk, decorated in the Egyptian style, the mask itself resting on the lower part of her nose. Yet she does seem to be able to see just fine, thank you. When not wearing the Helm, she looks like . History: Lo! The Sunhawk has returned to the World of Man - as a woman! Lady Horus appeared in Bedlam over the Christmas holiday but has already made herself notable as the city's loudest and toughest protector. In a town of grim avengers of evil, criminal vigilantes and vigilante criminals, she's the biggest action in the city. Before she donned the Helm, she . Personality and Motivation: Lady Horus has the charisma of her predecessor (and the habit of showboating in combat) but evidently a different personality - she's more inclined to mock and belittle the failings of her opponents rather than call them out as a fellow warrior. She's more close-mouthed than her predecessor as well, talking little about the origins of her powers and what has brought her to Bedlam, generally spinning the question around to one about the welfare of the person she's speaking to. She likes kids and pets - is tolerant of certain kinds of crime but despises those who exploit others, particularly those who are hostile towards women and children. When angry, her accent 'slips' and she shouts in a gutter argot unfamiliar to the average citizen of Bedlam, sounding more like a 1930s cartoon character than the sometimes-Shakespearean Sunhawk. Without the Helm, she . Powers and Tactics: Lady Horus is faster and more agile than her masculine counterpart, wielding the Ankh of Horus with a frenetic energy that speaks more to the kineticism of a young sunhawk at war rather than the brute strength of the Avenger of old. That said she seems to be less creative with her powers than her predecessor - generally striking with mighty blows of her ankh while weaving in and out of combat, occasionally blasting foes or pummeling them with great strength. She has manifested some abilities denied to her predecessor - in particular teleportation, self-healing, and invisibility. Without the Helm, she . Complications: Fake!: Lady Horus is not the same person as the old Horus - a source of resentment for many, both divine and otherwise. Help Me Out Here, Sister: Much of Lady Horus' knowledge of the gods of Egypt comes from the spirit of Nephthys, the Lady of the Mansion. But Nephthys, or rather the fragment of her embedded in the Helm, has her own agenda and often keeps her own counsel - and has her own feelings towards the woman who wears the Helm of Horus. Hey, That's Mine!: When deprived of her Helm, Lady Horus reverts back to her normal self within the space of 1 minute. Not So Tough: Lady Horus lacks much of the physical prowess of her illustrious predecessor. Who Are You?: The mystery of exactly who Lady Horus is remains just that. Complications relating to her life without the Helm are at the discretion of the GM. Abilities: 0 + 4 + 4 + 0 + 4 + 2 = 14PP STR 26/10 (+8/+0) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 20/12 (+5/+1) Combat: 8 + 8 = 16PP Init: +22/+2 ATK: +4 (+6 Ankh/+10) DEF: +12 (+8 Dodge Focus, +4 Base, +2 flat-footed) Grapple: +4/+17 Knockback: -7/-1 Saves: 3 + 6 + 3 = 12PP TOU +8/+2 (+2 Con, +6 Protection [8 Impervious]) FORT +5 (+2 Con, +3) REF +8 (+2 Wis, +6) WILL +5 (+2 Wis, +3) Skills: 44R=11PP Bluff 6 (+7/+11) Disable Device 5 (+5) Escape Artist 6 (+8) Knowledge (History) 5 (+5) Knowledge (Theology and Philosophy) 2 (+2) Languages 2 (Ancient Egyptian, Arabic, Base: English) Notice 6 (+8) Sense Motive 6 (+8) Stealth 6 (+8) Feats: 15PP Dodge Focus 8 Eidetic Memory Evasion Fearless Move-By Action Taunt Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 45 + 1 + 1 + 32 + 2 = 82PP Device 11 (Helm of Horus, Flaw: Hard to Lose, 55PP, PF: Restricted [Those Chosen By The Gods]) [45PP] Enhanced Charisma 8 (to CHA 20/+5) [8DP] Feature 1 (Advice from Nepthys) [1DP] Immunity 3 (aging, disease, poison) [3DP] Ankh Array 13 (26PP, PFs: Accurate, Alternate Powers 2) [29DP] BE: Flight 5 (250 MPH) {10} + Strike 14 (PFs: Improved Crit 1, Takedown Attack 1) {16} {10+16=26} AP: Blast 14 (Extra: Penetrating 10 [as DMG 24], Flaw: Action [Full], PFs: Improved Crit 1, Variable Descriptor 1 [any light]) {26/26} AP: Enhanced STR 16 (to STR 26/+8) {16} + Super-Strength 5 (Effective STR 50, Heavy Load 12 tons) {10} {16+10=26/26} Protection 6 (Extra: Impervious 8) [14DP] No peeking if you aren't a Ref! And no snitching! -AA costs Abilities (14) + Combat (16) + Saves (12) + Skills (11/44) + Feats (15) + Powers (82) = 150/168 pts
  4. White Lioness Power Level: 10 [12] (155/190PP) Unspent Power Points: 35 Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness In Brief: Laid back student, who just happens to be the current White Lioness. Catchphrase: "The female Lion is always much more dangerous than the male." Theme: Naughty by Keko Alternate Identity: Sara Kingdom, officially Àjàṣorò Tafari, White Lion Clan (Pubically known in Dakana), Ajasoro Birthplace: Dakana Residence: Dakana Royal Palace, Claremont Academy Base of Operations: Bayview Occupation:Princess & Student Affiliations: Dakana Royal Family Family: M'Balla (Father), Asma'u (Mother), M'Zale (Grandfather), Ubasti (Grandmother), Makeda (Baako's Mother), Baako (Half-Brother) Description: Age: 16 (DoB: 12th April 2002) Gender: Female Ethnicity: Dakanan African Height: 1.67 m (5'6") Weight: 54kg (120 lbs) Eyes: Brown Hair: Black Whilst she downplays it many have commented that Àjàṣorò has inherited some of the beauty of her mother with the intensity of her father, especially the dark intense eye that both twins posse. Before becoming the White Lioness she kept herself in reasonable shape, though nowhere near as athletic as her brother. Embracing the chance to study in America she dresses and acts as a typical teenager, even with a passable East Coast accent. Her clothes are the most recent fashion and her hair done in the latest style, though she keeps it relatively short. The famous White Lion(ess) suit she wears looks like white cloth bodysuit but is actually a hi-tech weave laced with energy absorbing Daka crystals. It has gone through several redesigns, the skirt was quickly abandoned, but has always included the traditional gold accompaniments of her title (though not the headdress as she is not yet Queen). When in the costume she uses her more natural Dakanan accent. History: Àjàṣorò the eldest daughter of King M'Balla and his second wife Asma'u was raised to understand the importance of the job that the White Lion clan did to defend the nation of Dakana from threats. As such her childhood was spent training her body and mind to be the best that she could. But she really wasn't interested in such things, her attention was on those brightly coloured superheroes they had in America, though obviously, she was most interested in her fathers and grandfather heroics. It's not that she isn't proud of her country and people, it's just that it all seemed much more interesting. She even began to adopt the fashions and even the general accent of she saw on the television and internet, much to her tutor's chagrin. Then her father decided the time had come to step down as the current White Lion and focus instead on improving his land. Àjàṣorò had never really been interested in taking on the mantle, oh sure she was concerned about the defence of the Kingdom, she was more interested in continuing her studies and maybe one day go to America. But she couldn't in good faith allow the power of the White Lion to go to her brutish half-brother Baako, she couldn't beat him in the ritual combat directly (The tests of Wisdom and Knowledge were much more her thing) but she could maybe win by being smarter. Instead of fighting him she spent the trial avoiding his blows, showing great grace and athleticism, hoping to wear him out until someone could fell him. She had planned for her brother to do the honours and become the next White Lion, but somehow she'd managed to outwit Baako enough to win the trial with barely a strike on the man. Ironically after the ritual that embodied her with the ancestorial powers of the White Lioness, her father told her that he'd contacted an old friend of the family and she'd be getting her wish to go and study in America. Personality & Motivation: Never expecting to be the Queen her tutoring in etiquette wasn't as thorough as her brother, though she can put it on when necessary, and is general irreverent and doesn't seem to take things too seriously. Friendly and gregarious she tries to be everyone's friend, though never pushy, and whilst actual royalty manages to come across as down to earth. As the White Lioness this all goes out the window and she is the noble well breed warrior that she was raised to be. Whilst she respects her father's views and what he has done for Dakana and the world she has, though she hates to admit this, she does agree in part with Makedo's ideas. Dakana might have equality between the sexes but you don't have too far outside its borders to see women repressed and worse, and she might have a few times done her bit to help those women in need. Powers & Tactics: Whilst all of the White Lion clan have some form of combat training, and Àjàṣorò had more than most, she has never been the most tactical of people. Instead she relies on her speed and agility to get herself out of potentially dangerous situations. Power Descriptions: After passing the trials of Wisdom, Knowledge and Combat Àjàṣorò has been empowered by the spirit of her ancestor the original White Lion. This grants her the speed and prowess of the Lion as well as the senses it possesses. In addition to the spiritual powers granted to her, she supplements it with a high tech body suit, the finest in Dakanan engineering, whose Daka crystal weave helps absorb impacts and reduce injuries. Complications: A real Princess: Àjàṣorò is both a princess of Dakana and the White Lioness, that give her certain obligations that she has to fulfil even if she had other things she needs to do. Enemy of the Red Hyena: Whilst mostly the Red Hyena's are willing to work within Dakana's system some, including her half-brother, take more direct and violent action against the White Lioness. A Normal teenager?: Wanting to experience America to it's fullest she's trying not to draw attention to the fact that she's a Princess of Dakana. Abilities: 8 + 16 + 8 + 4 + 8 + 6 = 50PP Strength: 18 (+4) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 16 + 16 = 32PP Initiative: +12 Attack: +14 Melee, +8 Ranged Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +18 Knockback: -4 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +4/+8 (+4 Con, +4 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +12 (+8 Dex, +4) Will: +8 (+4 Wis, +4) Skills: 68R = 17PP Acrobatics 12 (+20) Skill Mastery Bluff 2 (+5) Diplomacy 7 (+10) Gather Information 2 (+5) Intimidate 2 (+5) Investigate 3 (+5) Knowledge (Popular Culture) 3 (+5) Language 1 (Dakana [Native], English) Medicine 1 (+5) Notice 11 (+15) Skill Mastery Sense Motive 11 (+15) Skill Mastery Stealth 12 (+20) Skill Mastery Survival 1 (+5) Feats: 22PP Acrobatic Bluff Attack Focus (Melee) 6 Benefit (Wealth) 3 Dodge Focus 4 Evasion 1 Hide in Plain Sight Improved Initiative Power Attack Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Takedown Attack 2 Uncanny Dodge (Smell) Powers: 12 + 5 = 17PP Device 3 (Nyeupe Simba Suti / High Tech Body Suit, 15PP Device; Hard to Lose) [12PP] Damage 2 (Lions Claws, Feats: Mighty) [3PP] Immunity 2 (Critical hits) [2PP] Protection 4 [4PP] Super-Movement 3 (Slow Fall, Sure Footed, Wall Crawling) [6PP] Super-Senses 8 (Enhanced Audio Sense [Accurate, Extended, Ultra-Hearing], Enhanced Olfactory Senses [Accurate, Acute, Danger Sense, Extended, Tracking], Low-Light Vision) [10PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Lion Claws Touch DC 21 Toughness Damage Totals: Abilities (50) + Combat (32) + Saving Throws (12) + Skills (17) + Feats (22) + Powers (22) = 155/190 Power Points
  5. Rang Power Level: 10 (150/152) Unspent Power Points: 2 Trade-Offs: +5 Attack / -5 Damage (unarmed), +4 Attack / -4 Damage (boomerangs), +5 Defense / -5 Toughness In Brief: A young inventor on the verge of becoming a mad scientist. But for good or evil? Catchphrase: Nemo est supra legem (No one is above the law.) Theme: turbulent piano music Alternate Identity: Anthony Maurice Edwards III (Secret, legal name), Tony (Secret, shortened name), Dr Science (Secret?, what people instinctively call him), Rang (Public, hero name) Birthplace: Toronto, Ontario Residence: Claremont Academy Base of Operations: Freedom City, New Jersey Occupation: None, high school student Affiliations: Claremont Academy, Science! Family: Anthony Maurice Edwards (Dr Zero, great grandfather) Description Age: 16 (born February 2002) Apparent Age: adult Gender: Male Ethnicity: Caucasian Height: 6'6" Weight: 275 pounds Eyes: brown Hair: brown Tony is huge for a boy his size. Genetically gifted in height and muscle. Although he does work to maintain it, he's not got a bodybuilder's physique. His skin is a darker tone. He wears his hair in a crew cut. He looks to be always thinking. Head down, furled brow and while not frowning, he doesn't smile very often. Most say when he smiles it's pretty unnerving. He walks with a shuffle. People into that always tell him to pick up his feet. When not in hero gear he wears a bit of casual stuff. slacks, loafers, belt, button topped shirt. He doesn't have an official costume, but he does have goggles (which he some times wears when not in hero gear), a lab coat, long boots and gloves. He wears his bandoleer of boomerangs across the chest, where they are easy to draw. History: Doctor Anthony Maurice Edwards was one of the most brilliant scientific minds of his time. He was also a black man before civil rights. No one ever gave him the chance to use his brilliance for furthering mankind, so his heart grew cold. Cold enough to build a reputation as the villainous Dr Zero. The Crime League supported his endeavors as long as he pulled his weight. So Dr Zero showed them all! He lived a long life and went to Canada to retire where he died in a snowmobile accident... OR DID HE? Anthony met a woman, Jane, who shared his love for science. Anthony and Jane lived in Canada, where they raised five children. But Anthony was feeling his age by then. He knew he was going to have to find another way to sustain himself. He and Jane figured out a way to save his prodigious brain. So while Anthony's body died, his mind did not. The accident was set up. His mind was already in a jar in a secret facility. Now his genius would live on forever through his offspring. He made sure of it. Influencing them into scientific fields. A couple of generations later, Anthony Maurice Edwards III was born. The boy was a hoss. Strong and equally graceful. He was the type that sports teams would kill to have. And he did think about it for a while, but not if his great grandfather's brain would have any say in it. And he did! Like many of his offspring before, he guided the brawny athletic kid into the scientific route. Though unlike others before, the boy had the spark. He focused in all sorts of scientific fields, but technology and physical sciences were his master pieces. Also, he could work a machine. the brain that was Anthony Maurice Edwards was pleased that Dr Zero II would be on the horizon. Unfortunately for the brain, Anthony's parents saw his madness spawning. They worried for their son. He was building boomerang weaponry. While he always loved the boomerangs as a kid, this was still troubling. They thought he might be having villainous thoughts. So, they sent him to Claremont to clear his mind and give him heroic direction. Personality and Motivation: Tony is not the cackling genius bent on world domination just yet. And he may never become that. But the ideas given to him by his great grandfather are just too fun not to try out. Growing up he always loved the boomerang and the paper airplane, the more technical it got the more he was interested. While he did try out for sport, it did not keep his interest for long. He was and still is all about the pursuits of the mind. He'll pay more attention to the math quiz than the cheerleaders, homework than parties. He will do social pursuits and other things, as long as his mind is challenged. Powers and Tactics: Rang uses several types of boomerangs as offense. He also has an experimental propulsion device that looks like a boomerang. He can punch very precisely and very hard if robbed of his favored weapon, but he prefers to fly around and pelt villains with his beloved invention. Power Descriptions: The bandoleer of boomerangs is made of a leather metal alloy that wraps around his chest and back and around his waist. it hold small metal looking boomerangs that he loads with cartridges and lets fly at his target. They enlarg and do various effects when hitting the target (covering them in glue, injecting a small amount of poison, flying around annoyingly). Being boomerangs, if they miss they can come back and try again one more time. The hover rang is a propulsion propelled flight board. At first it could only float downward, but he's rigged it to fly at slow speeds. It has straps to hold the rider on. Complications Body by Genetics: He's vain in that way. While birth blessed him with physicality, he likes to keep his body in shape. Dr Zero: Dear old great grandpa is in his head sometimes. He convinces Tony to do things in the name of scientific effort. No matter what the cost. Foreign Exchange: He's from Canada. On a student visa. Girls: He likes girls. But he doesn't like fighting girls. If the villain he's fighting is a woman, he will go path of least resistance, maybe even just defensive, until he can hand it off to someone more qualified. Myopia: Without contacts, glasses, or his goggles, he cannot see great distances or small print. Science: Oh boy howdy does he love numbers and formulas. Sometimes this effects his speech and makes him hard to understand. Also, he gets pegged as a nerd three seconds into any meaningful conversation. Abilities 10 + 14 + 10 + 14 + 0 + 0 = 48PP Strength 20 (+5) Dexterity 24 (+7) Constitution 20 (+5) Intelligence 24 (+7) Wisdom 10 (+0) Charisma 10 (+0) Combat 10 + 10 = 20PP Attack +15 unarmed, +14 boomerangs, +8 range, +5 melee Defense +15 (+5 base, +10 dodge focus), +3 flat-footed Initiative +7 Grapple +10 Knockback -2 Saving Throws 4 + 2 + 6 = 12PP Toughness +5 (+5 CON) Fortitude +9 (+5 CON, +4) Reflex +9 (+7 DEX, +2) Will +6 (+0 WIS, +6) Skills 52R = 13PP Acrobatics 3 (+10) Craft (chemical) 13 (+20) Craft (mechanical) 13 (+20) Drive 3 (+10) Knowledge (physical sciences) 3 (+10) Knowledge (technology) 13 (+20) Language 1 (Latin) Stealth 3 (+10) Feats 32PP Attack Focus (ranged) 3 Attack Specialization (boomerangs) 3 Attack Specialization (unarmed) 5 Dodge Focus 10 Eidetic Memory Evasion Inventor Luck 2 Power Attack Precise Shot 1 Quick Draw 1 Ultimate Effort (Design and Construction checks) 2 Uncanny Dodge (auditory) Powers 21 + 4 = 25PP All powers are technology Device 5 (bandoleer of boomerangs, hard to lose; Feats: Restricted [password {int check 17} to access]) [21PP] Blast 6 (BOOM Rang; Extras: Area [Burst]; Feats: Alternate Power 5, Progression 2 [Area, 30ft-150ft]) [25PP] Blast 6 (Rangs-A-Plenty; Extras: Autofire; Feats: Homing, Indirect) Blast 6 (Sharp Rang; Extras: Penetrating; Feats: Homing, Indirect) Dazzle 6 (Whizzer Rang; auditory and visual; Feats: Homing, Indirect) Fatigue 6 (Poison Rang; Extras: Range; Feats: Homing, Indirect) Snare 6 (Glue Rang; Extras: Contagious; Feats: Homing, Indirect) Device 1 (hover rang, hard to lose) [4PP] Flight 2 (25MPH; Feats: Subtle) DC Block Unarmed, +15 Melee, DC 20 Toughness, Damage BOOM Rang, Burst Area (30-150ft), DC 16 Reflex then DC 21 or 18 Toughness, Damage Glue Rang +14 Range, DC 16 Reflex, Snare (Contagious) Poison Rang, +14 Range, DC 16 Fortitude, Fatigue Rangs-A-Plenty, +14 Range, DC 21-26 Toughness, Damage (Autofire) Sharp Rang, +14 Range, DC 21 Toughness, Damage (Penetrating) Whizzer Rang, +14 Range, DC 16 Reflex then DC 16 Fortitude, Dazzle (auditory and visual) Totals: Abilities (48) + Combat (20) + Saving Throws (12) + Skills (13) + Feats (32) + Powers (25) = 150/152 Power Points
  6. John Doe

    Rang

    Rang Power Level: 10 (150/150) Unspent Power Points: 0 Trade-Offs: +5 Attack / -5 Damage (unarmed), +4 Attack / -4 Damage (boomerangs), +5 Defense / -5 Toughness In Brief: A young inventor on the verge of becoming a mad scientist. But for good or evil? Catchphrase: Nemo est supra legem (No one is above the law.) Theme: turbulent piano music Alternate Identity: Anthony Maurice Edwards III (Secret, legal name), Tony (Secret, shortened name), Dr Science (Secret?, what people instinctively call him), Rang (Public, hero name) Birthplace: Toronto, Ontario Residence: Claremont Academy Base of Operations: Freedom City, New Jersey Occupation: None, high school student Affiliations: Claremont Academy, Science! Family: Anthony Maurice Edwards (Dr Zero, great grandfather) Description Age: 16 (born February 2002) Apparent Age: adult Gender: Male Ethnicity: Caucasian Height: 6'6" Weight: 200 pounds Eyes: brown Hair: brown Tony is huge for a boy his size. Genetically gifted in height and muscle. Although he does work to maintain it, he's not got a bodybuilder's physique. His skin is a darker tone. He wears his hair in a crew cut. He looks to be always thinking. Head down, furled brow and while not frowning, he doesn't smile very often. Most say when he smiles it's pretty unnerving. He walks with a shuffle. People into that always tell him to pick up his feet. When not in hero gear he wears a bit of casual stuff. slacks, loafers, belt, button topped shirt. He doesn't have an official costume, but he does have goggles (which he some times wears when not in hero gear), a lab coat, long boots and gloves. He wears his bandoleer of boomerangs across the chest, where they are easy to draw. History: Doctor Anthony Maurice Edwards was one of the most brilliant scientific minds of his time. He was also a black man before civil rights. No one ever gave him the chance to use his brilliance for furthering mankind, so his heart grew cold. Cold enough to build a reputation as the villainous Dr Zero. The Crime League supported his endeavors as long as he pulled his weight. So Dr Zero showed them all! He lived a long life and went to Canada to retire where he died in a snowmobile accident... OR DID HE? Anthony met a woman, Jane, who shared his love for science. Anthony and Jane lived in Canada, where they raised five children. But Anthony was feeling his age by then. He knew he was going to have to find another way to sustain himself. He and Jane figured out a way to save his prodigious brain. So while Anthony's body died, his mind did not. The accident was set up. His mind was already in a jar in a secret facility. Now his genius would live on forever through his offspring. He made sure of it. Influencing them into scientific fields. A couple of generations later, Anthony Maurice Edwards III was born. The boy was a hoss. Strong and equally graceful. He was the type that sports teams would kill to have. And he did think about it for a while, but not if his great grandfather's brain would have any say in it. And he did! Like many of his offspring before, he guided the brawny athletic kid into the scientific route. Though unlike others before, the boy had the spark. He focused in all sorts of scientific fields, but technology and physical sciences were his master pieces. Also, he could work a machine. the brain that was Anthony Maurice Edwards was pleased that Dr Zero II would be on the horizon. Unfortunately for the brain, Anthony's parents saw his madness spawning. They worried for their son. He was building boomerang weaponry. While he always loved the boomerangs as a kid, this was still troubling. They thought he might be having villainous thoughts. So, they sent him to Claremont to clear his mind and give him heroic direction. Personality and Motivation: Tony is not the cackling genius bent on world domination just yet. And he may never become that. But the ideas given to him by his great grandfather are just too fun not to try out. Growing up he always loved the boomerang and the paper airplane, the more technical it got the more he was interested. While he did try out for sport, it did not keep his interest for long. He was and still is all about the pursuits of the mind. He'll pay more attention to the math quiz than the cheerleaders, homework than parties. He will do social pursuits and other things, as long as his mind is challenged. Powers and Tactics: Rang uses several types of boomerangs as offense. He also has an experimental propulsion device that looks like a boomerang. He can punch very precisely and very hard if robbed of his favored weapon, but he prefers to fly around and pelt villains with his beloved invention. Power Descriptions: The bandoleer of boomerangs is made of a leather metal alloy that wraps around his chest and back and around his waist. it hold small metal looking boomerangs that he loads with cartridges and lets fly at his target. They enlarg and do various effects when hitting the target (covering them in glue, injecting a small amount of poison, flying around annoyingly). Being boomerangs, if they miss they can come back and try again one more time. The hover rang is a propulsion propelled flight board. At first it could only float downward, but he's rigged it to fly at slow speeds. It has straps to hold the rider on. Complications Body by Genetics: He's vain in that way. While birth blessed him with physicality, he likes to keep his body in shape. Dr Zero: Dear old great grandpa is in his head sometimes. He convinces Tony to do things in the name of scientific effort. No matter what the cost. Foreign Exchange: He's from Canada. On a student visa. Girls: He likes girls. But he doesn't like fighting girls. If the villain he's fighting is a woman, he will go path of least resistance, maybe even just defensive, until he can hand it off to someone more qualified. Science: Oh boy howdy does he love numbers and formulas. Sometimes this effects his speech and makes him hard to understand. Also, he gets pegged as a nerd three seconds into any meaningful conversation. Abilities 10 + 14 + 10 + 14 + 0 + 0 = 48PP Strength 20 (+5) Dexterity 24 (+7) Constitution 20 (+5) Intelligence 24 (+7) Wisdom 10 (+0) Charisma 10 (+0) Combat 10 + 10 = 20PP Attack +15 unarmed, +14 boomerangs, +8 range, +5 melee Defense +15 (+5 base, +10 dodge focus), +3 flat-footed Initiative +7 Grapple +10 Knockback -2 Saving Throws 4 + 2 + 6 = 12PP Toughness +5 (+5 CON) Fortitude +9 (+5 CON, +4) Reflex +9 (+7 DEX, +2) Will +6 (+0 WIS, +6) Skills 52R = 13PP Acrobatics 3 (+10) Craft (chemical) 13 (+20) Craft (mechanical) 13 (+20) Drive 3 (+10) Knowledge (physical sciences) 3 (+10) Knowledge (technology) 13 (+20) Language 1 (Latin) Stealth 3 (+10) Feats 32PP Attack Focus (ranged) 3 Attack Specialization (boomerangs) 3 Attack Specialization (unarmed) 5 Dodge Focus 10 Eidetic Memory Evasion Inventor Luck 2 Power Attack Precise Shot 1 Quick Draw 1 Ultimate Effort (Design and Construction checks) 2 Uncanny Dodge (mental) Powers 21 + 4 = 25PP Device 5 (bandoleer of boomerangs, hard to lose; Feats: Restricted [password {int check 17} to access]) [21PP] Blast 6 (BOOM Rang; Extras: Area [Burst]; Feats: Alternate Power 5, Progression 2 [Area, 30ft-150ft]) [25PP] Blast 6 (Rangs-A-Plenty; Extras: Autofire; Feats: Homing, Indirect) Blast 6 (Sharp Rang; Extras: Penetrating; Feats: Homing, Indirect) Dazzle 6 (Whizzer Rang; auditory and visual; Feats: Homing, Indirect) Fatigue 6 (Poison Rang; Extras: Range; Feats: Homing, Indirect) Snare 6 (Glue Rang; Extras: Contagious; Feats: Homing, Indirect) Device 1 (hover rang, hard to lose) [4PP] Flight 2 (25MPH; Feats: Subtle) DC Block Unarmed, +15 Melee, DC 20 Toughness, Damage BOOM Rang, Burst Area (30-150ft), DC 16 Reflex then DC 21 or 16 Toughness, Damage Glue Rang +14 Range, DC 16 Reflex, Snare (Regenerating) Poison Rang, +14 Range, DC 16 Fortitude, Fatigue Rangs-A-Plenty, +14 Range, DC 16-21 Toughness, Damage (Autofire) Sharp Rang, +14 Range, DC 21 Toughness, Damage (Penetrating) Whizzer Rang, +14 Range, DC 16 Reflex then DC 16 Fortitude, Dazzle (auditory and visual) Totals: Abilities (48) + Combat (20) + Saving Throws (12) + Skills (13) + Feats (32) + Powers (25) = 150/150 Power Points
  7. Psy Strike Power Level: 10 (150/151PP) Unspent Power Points: 1 Trade-Offs: None In Brief: Psychic girl discovers her mother's superhero costume after her death, decides to use her powers to help people. Fast and strong, but not smart. Alternate Identity: Rose Callux (Secret) Birthplace: Freedom City Residence: Southside, South Freedom, Freedom City Base of Operations: Southside, South Freedom Occupation: Works at local fast food joint Affiliations: None Family: No living close family; Amy Callux (Mother, deceased), unknown father Description: Age: 18 (Born 1998) Gender: Female Ethnicity: Caucasian Height: 5 ' 9 “ Weight: 190lbs Eyes: Green Hair: Short, scruffy and dark brown. Standing at roughly 5'9”, Rose looks a little bulkier than your average 18-year-old. She's quite attractive in appearance, marred only by a couple of little scars, a small one on her right cheek, and one just above her left eye, from the scrapes she's gotten into during her heroics (there are more on her body, but she's not in a rush to show everyone). She tends to dress quite casually, in t-shirts and jeans and trainers, usually in non-branded ones (they're cheaper, after all). Her costume is a fairly simple spandex bodysuit covering everything below her neck. It is a deep purple colour on the body, with a lighter purple on the legs, and comes with a purple domino mask. It's a little worn out, and the colours have faded slightly. History: Raised by her mother, Amy Callux (her father left when she was a couple of years old), in a small house in Southside, Rose's powers started to manifest at age 6 when she levitated the tv remote over to her when she wanted to change the channel. Amy couldn't afford to send her somewhere or pay for someone to train her power set, so she decided to do it herself, in her back garden or wherever she could find space. Rose was far more interested in training than any academic study, but she was never good at that anyway, so it didn't bother her. In school, she used her powers subtly and tried to go unnoticed (but couldn't resist using them to get on the gymnastics team). She was also naturally very sociable and outgoing. Her life changed when, one night, local mob boss Eddy Garcia broke the front door down and shot Amy right there in front of poor Rose. She tried to fight back using her powers, but he shrugged off her punches and threw her to the ground, laughing as he just walked away. Orphaned at age 12, the police came to take her statement and agreed to put her into foster care, but nothing happened. Maybe a file went misplaced, maybe something worse happened, but they didn't come back to put her in another home. She quietly dropped out of school, and still no-one came to even check on her. She was well and truly alone. Over the next few years, she did what she could to survive. She spent a lot of her time during the day begging (and pickpocketing if she really needed it), and on a night she'd train hard. When she was 16, she managed to get a job at a fast food place. A little later that year, looking through her mother's bedroom, she pulled the right book out of her bookcase and the whole thing span around. An awestruck Rose discovered that, on the other side was a superhero costume! Alongside it was a note, addressed to her. “Dear Rose, if you're reading this it means you've discovered it by accident. I planned to give you it for your eighteenth birthday, along with an explanantion. See, back in the day, I was a superhero. I didn't do much – I mostly operated on Southside, helping random people and foiling the odd robbery – but I helped people. I think you could take on that legacy too, help those who can't help themselves, which is why I took the time to train you. I think you should be the next Psy Strike. I love you more than anything, Rose. Signed, Amy. PS: Try and act surprised when I show you the costume, please.” Overcome with emotions, she did the only thing she thought she should – try the costume on. It fit her well, and from then on, she did the same thing her mother did – help those in need of it, even if it was just in the little corner of the world she knew. Personality & Motivation: Rose is a cheerful, outgoing girl with an optimistic outlook on life and humanity as a whole, despite her childhood being stolen from her. She's very confident in her abilities (almost to the point of cockiness), and will use them however she can to protect the average person. She enjoys a good fight, and is motivated by a strong moral compass and desire to help and save people. She tends to be distrusting of authority, however, especially the police, and can be far too quick to rush into battle when she sees wrongdoing. Powers & Tactics: In a fight, Rose tends to hit hard and fast. When fighting a group, she'll use stealth and intimidation to her advantage before knocking down as many of them as she can as fast as she can. One on one, she'll charge in and start smacking people around before they can fight back on any real level. While she does have ranged options, and limited usage of her telepathy, she prefers to fight up close and personal, unless the situation absolutely needs her to hang back. Power Descriptions: Her psychic powers are mutant in nature, but her movement, dexterity and strength come from her using her psychic abilities rather than due to something inherent to her genetics. When she's not using her powers subtly, they have a golden look to them – for example, her Strikes are done by covering her fists in transparent golden energy, and using them to carry something heavy gives her a golden aura around her. Complications: Wealth – Struggling: Finds it difficult to make ends meet, but at least she still owns her home. Responsibility - Job: She has a job, and it is quite important to her that she keeps it considering her financial situation. If she keeps disappearing on the job, she's gonna get fired. Mistrust of Authorities: Due to her past, and the way she fell through the system, she's gained an apprehension towards trusting authority figures, especially police officers. If someone tries to pull rank or speak from a place of authority, she's going to be openly wary of them. Enemy – Eddie's Mob: Rose has a reputation amongst the Southside crime syndicate that killed her mother as being dangerous to their plans, mostly by virtue of operating in the exact area they work. They know her secret identity, too, as they were familiar with her mother, who used the same costume. Can't Drive: Growing up poor, her mother didn't have a car, so she hasn't the faintest clue how to drive one. Abilities: 2 + 6 + 2 + 0 + 6 + 4 = 20PP Strength: 18/12 (+4/+1) Dexterity: 22/16 (+6/+3) Constitution: 12 (+1) Intelligence: 10 (0) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 8 + 12 = 20PP Initiative: +10/+7 Attack: +10 Unarmed, +8 Melee, +4 Base Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +16 [Super-Strength] / +13 [Move Object] / +11 Knockback: -5/-2 Saving Throws: 5 + 5 + 3 = 13PP Toughness: +10 (+1 Con, +6 Defensive Roll, +3 Protection) Fortitude: +6 (+1 Con, +5) Reflex: +11/+8 (+3 Dex, +3 Enhanced Dex, +5) Will: +10/+6 (+3 Wis, +4 Enhanced Will, +3) Skills: 40R = 10PP Acrobatics 4 (+10) Bluff 2 (+5) Climb 2 (+6) Concentration 6 (+9) Intimidate 4 (+7) Knowledge (Streetwise) 4 (+4) Language (English [Native]) Notice 5 (+8) Sense Motive 5 (+8) Stealth 4 (+10) Sleight of Hand 4 (+10) Feats: 19PP Attack Focus [Melee] 4 Attack Specialization [Unarmed] 2 Defensive Roll 3 Distract [Intimidate] Dodge Focus 3 Grappling Finesse Improved Initiative Improved Trip Trance Takedown Attack Weapon Bind Powers: 6 + 6 + 4 + 4 + 3 + 7 + 4 + 10 + 24 = 68PP Enhanced Strength 6 [6PP] (Telekinetic) Enhanced Dexterity 6 [6PP] (Telekinetic) Enhanced Will 4 [4PP] (Psionic) Enhanced Movement Array 1 [2PP Array, Feats: Alternate Powers 2] [4PP] (Telekinetic) BE: Leaping 2 [x5, Running Long Jump 100', Standing Long Jump 55', Vertical Jump 25'] {2/2} AP: Speed 2 [20 MPH / 250' per Move Action] {2/2} AP: Super Movement [Slow Fall] {1/2} Protection 3 [3PP] (Telekinetic) Super Senses 7 [Mental; Danger Sense, Mental Awareness 2, Uncanny Dodge, Accurate 1, Extended 1, Radius 1] [7PP] (Psionic) Super-Strength 2 [Effective Strength 28, Heavy Load 1200lb] [4PP] (Telekinetic) Telepathic Array 4 [8PP Array, Feats: Alternate Powers 2] [10PP] (Psionic) BE: Communication 3 [Feats: Subtle 2] {8/8} AP: Illusion 5 [Visual, Auditory; Feats: Progression, Flaws: Phantasms, Limited (One Subject)] {6/8} AP: Mind Reading 8 [Mental] {8/8} Telekinetic Array 10 [20PP Array, Feats: Alternate Powers 4] [24PP] (Telekinetic) BE: Move Object 5 [Telekinesis; Strength 25, Heavy Load 800lb, Extra: Range [Perception], Feats: Precise, Subtle, Split Attack] {18/20} AP: Trip 10 [Telekinetic, Extra: Range [Perception]] {20/20} AP: Strike 10 [Telekinetic, Extra: Penetrating] {20/20} AP: Strike 10 [Telekinetic, Extra: Autofire] {20/20} Drawbacks: (-0) + (-0) = -0PP Total: 20 (Abilities) + 20 (Combat) + 13 (Saving Throws) + 10 (Skills) + 19 (Feats) + 68 (Powers) – 0 (Drawbacks) = 151 PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage [Physical] Move Objects Perception Opposed Grapple Check Pinned/Bound Trip Perception DC 20 Strength/Dexterity Trip Penetrating Strike Touch DC 25 Toughness Damage [Physical] Autofire Strike Touch DC 25 Toughness Damage [Physical]
  8. Mr. Murk Power Level: 10/13 (250/250) [253] Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 DC, +4 Defence / -4 Tough In Brief: Blind Immortal Neanderthal Theme: Ligeti - Requiem Alternate Identity: Erasmus Murk, Esq. Birthplace: Northern Africa [Earth Prime] Residence: Varies (London most usually) Base of Operations: Varies (See HQ) Occupation: Lawyer, Businessman Affiliations: Other Immortals Family: None alive Description: Age: Est. 50,000 Gender: Male Ethnicity: Albino Neanderthal Height: 5’7” Weight: 120 Kgs Eyes: Blind (White Opaque) Hair: White, tinged with orange Mr. Murk is an albino Neanderthal, of short, strong and exceptional squat appearance. He is completely blind, having only milky white pale eyes. He has a few ancient scars on his body, particularly one running down the left side of his face. Mr. Murk has taken to the style of an English Gentleman. He wears a suit and tie, and overcoat in colder climates, complete with waistcoat. He is particularly attached to his bowler hat. History: Mr. Murk was born a blind albino in a Neanderthal tribe approximately 50,000 years ago. It was a more brutal time, and he was lucky to have survived, but survive he did thanks to the love of his caring mother. It soon transpired that the child was very strange; able to see the souls of the living, and make strange predictions. He soon became worshiped as a conduit to the gods. But times changed, and his people died out, no matter his actions. Mr. Murk did not age, and the times he was killed, he only rose again. Over the millennia Mr. Murk has “Slept” for thousands of years and awoken periodically. He was there when Alexander came to Egypt, when Rome fell, when the Plague swept through Europe, and countless other times. He seems attached, in some way to eras of great portent. He is surrounded in prophesy himself, an enemy of the old gods, perhaps – he has been called “Godhammer / Gotthammer” in Germanic Europe may centuries ago. Whatever the case, it seems divine beings are uneasy around him. In the 19th Century, Mr. Murk foresaw great changes coming a hundred years hence. He set up shop in London and has been operating there for over a hundred years, building up a network of contacts and wealth that is now considerable. He has kept relatively quiet, even in great events like the Terminus Invasion. But now he is slowly stepping out of the shadows, feeling that something grave and important is coming, and his destiny may just manifest… Personality & Motivation: Mr. Murk has a rather unique perspective on life given his own immortality. There is only one thing he values above it, which is love. Love being the finest distilment of the life. However, he has also seen countless years of misery, hurt, pain, and in any case has precognitive visions. He sees the big picture. Thus his “eye” is towards the greater good at all times. This does not make him callous or ruthless, although he might appear so at times - he is not above sacrificing a few to save the many, even though he may lament the loss. Over the years, Mr. Murk has found that relationships with humans are heart breaking. He does not avoid them, but he tends to only form friendships with the most interesting and charming of them. And he prizes his relationships with immortals over anything else. For this reason, he tries to help out his immortal kin, even if they are morally suspect. In his view, they have an eternity to change. Powers & Tactics: Mr. Murk is connected to a strange dimension he calls “The Murk”, which allows him to become invisible, change his appearance, or create darkness – but sunlight will completely dispel this power. Whilst blind, Mr. Murk can sense, accurately, the “Soul force” of people. Whilst he cannot sense their nature, he can recognise peoples soul force. In addition, Mr. Murk can see, unreliably, into the future, including sensing impending doom or danger. Mr. Murk is very strong and durable (although not superhumanly so), albeit a bit on the clumsy side. His vast experience means he is a capable fighter, although he has no particular martial art expertise. Although Mr. Murk has forgotten much over the years he is extremely wise and astute, and is very skilled. In particular, he has honed his skills in law and business over the past century and has, as a result, acquired vast resources. Tactically, Mr. Murk prefers manipulation and foresight to combat. His strength lies not in combat but in his resources, wisdom, skills, and visions. Whilst Mr. Murk is sensitive and attuned to magic, able to sense it and understand it easily, but this also makes him slightly vulnerable to magic effects. Power Descriptions: When Mr. Murk “walks into the Murk” (uses that array) there is a smokey fog for a moment. When he summons the Murk (Obscure and Environmental control) the area is shrouded in a oily grim grey darkness, it feels unpleasant and their is the sound and sensation of buzzing flies and horrible insects (like the Murk itself). The Murk Complications: Homo Nandethalensis: Mr Murk is not quite human. He looks odd at best, but ugly in truth. He is easily recognisable and can make people uneasy without his powers active. In addition, some medical treatments might be ineffective or dangerous in the wrong hands, as he is not quite human. Codus Immortus: Mr Murk has developed and maintains the “Codus Immortus”, a legal document for immortals (or those that have signed up to it) boiling down to “don’t kill immortals and be good to one another). He will be very well inclined, and tend to protect, Immortals even if they have not signed up to the Codus (and even if they are morally questionable). Bowler Hat: Mr. Murk has enjoyed the last hundred years. He is particularly attached to his bowler hat, bequeathed to him by the late Erasmus Fiddle, the 19th Century Lawyer who taught him. Mr. Murk will attempt to preserve his hat at all costs. Divine Retribution: Divine beings will be uneasy and ill disposed towards Mr Murk. Whilst this applies to all divine beings those that are cruel or malign (or just arrogant) will be especially ill disposed. Linguistic Challenge: Mr. Murk has been everywhere on earth, through the ages. His comprehend power reflects his ability to speak nearly every language on earth. It will not apply to non-terran languages however. In addition, very obscure, rare, or arcane languages might be poorly understood or incomprehensible (as best suits plot!) Abilities: 12 – 2 +12 + 6 + 18 + 10 = 56 Strength: 22 (+6) Dexterity: 8 (-1) Constitution:22 (+6) Intelligence: 16 (+3) Wisdom: 28 (+9) Charisma: 20 (+5) Combat: 20 + 20 = 40 Initiative: +3 Attack: +10 base, +12 Melee Defense: +10 Base, +4 Dodge Focus, +5 Flat Footed Grapple: +16 Knockback: -3 Saving Throws: 4 + 5 + 6 = 15 Toughness +6 (+6 Con) Fortitude: +10 (+6 Con, +4) Reflex: +4 (-1 Dex, +5) Will: +15 (+9 Wis, +6) Skills: 148 Ranks = 37 PP Bluff 12 (+17) Concentration 12 (+21) Diplomacy 12 (+17) Gather Information 10 (+15) Handle Animal 4 (+9) Intimidate 12 (+17) Knowledge (Arcane) 4 (+7) Knowledge (Business) 12 (+15) Knowledge (Civics) 12 (+15) Knowledge (Current Events) 8 (+11) Knowledge (History) 12 (+15) Knowledge (Theology and Philosophy) 12 (+15) Notice 4 (+7) Ride 2 (+1) Sense Motive 12 (+20) Stealth 4 (+3) Survival 4 (+12) Feats: 17 PP Attack Focus (Melee) 2 Benefit 2 (Wealth) Blind Fight Connected Contacts Equipment 4 Environmental Adaptation [The Murk Dimension] Favoured Opponent (Immortals) Improved Initiative 1 Jack of All trades Trance Well Informed Equipment HQ: “Club Immortus of London. Toughness 10 [1 EP], Size: Medium (Warehouse) [1 EP], Features: Communications, Fire Prevention System, Garage, Infirmary, Library, Living Space, Power System, Security System 3 [DC 30], Staffed [11 EP], Powers: Teleport 8 (2000 miles, Extras: portal [+2], Flaw: Limited to other HQs [-1], Long Range) [16 PP[ [1 EP] Total EP Cost 14 Alternate HQs in: Freedom City, Cairo, Delhi, Rio, Hong Kong, Paris [6 EP] Powers: 7 + 29 + 3 + 10 + 1 + 29 + 8 = 87 Comprehend 2 (Speak, understand, read all languages, Feats: Innate) [7 PP] “Polyglot experience” [Training/Experience] Command Word Array 13 (26 PP Array, Feats: Alt Power 3) [29 PP] [Sound, Magic Descriptor] BP: Mind Control 10 (Extras: Conscious, Duration [Sustained], Feats: Dimensional 1 [The Murk], Subtle, Flaws: Partially Limited [5 Ranks - Requires Name of Target]*, Sense Dependent [Auditory], Drawback: Power Loss 1 [Unable to speak]) [26/26 PP] “Command the Soul” *At GM’s discretion number of ranks can change (e.g. 10 Ranks for “Mr. Archibald Boris Charles Drummond”, 5 Ranks for no name at all, and somewhere in between for incomplete names such as “Mr. Drummond” or “Archie”) AP: Communication 11 (2 million Miles, Extra: Omni Directional, Feats: Dimensional 1 [the Murk], Selective, Subtle 2) [26/26 PP] “Far-Reaching Words” AP: Illusion 10 (Auditory, Extra: Duration [sustained], Selective, Feat: Dimensional 1 [The Murk], Progression Area 5 [250'], Flaw: Limited [Speech only]) [26/26 PP] "Voices" AP: Stun 6 (60' Cone, Extra: Area [Cone]) linked with Dazzle 6 (Auditory 60' Cone, Extra: Area [Cone], Alt Save [+0, Fort], Flaws: Touch Range [-1]) [18+6=24 PP] ("Mighty Shout") Device 1 (5 DP, Flaws: Easy to Lose) [3 PP] “The Murk Stick” (Magic) Strike 2 (Feats: Affects Insubstantial 2, Mighty) [5 DP] (Bludgeoning) Murk Array 5 (10 PP array, Feats: Alt Power 3, Drawbacks: Power loss 3 [Sunlight]) [10PP] [Dimensional/Magic] BP: Concealment 4 (All visual senses; Feats: Close Range, Selective) [10/10PP] AP: Morph 5 (Any humanoid, +25 bonus) [10/10 PP] AP: Obscure 4 (Darkness/Visual 50’ radius, Flaws: Partial, Range [Touch]) linked with Environmental Control 4 (50' radius, Distraction DC 10, Flaws:Range [Touch]) [2+8=10/10 PP] AP: Supermovement 1 (“the Murk”, Extras: Affects Others, Area [Burst], Feats: Progression Area 3 [50’ radius], Selective) [8/10 PP] Immunity 1 (Aging) [1 PP] [Magic] Regeneration 1 (Resurrection 1 / week) [1 PP] [Magic] Super Senses 29 (Accurate Mental [4], Acute Mental [2], Counters Concealment to Mental [2], Detect Immortals [2], Detect Inked Text [2], Detect Magic [3], Detect “Soul” [3], Detect Divine [3], Dimensional 1 [The Murk], Radius All mental [2], Ranged: all detect [5]) [29 PP] “Soul sight” [Magic] *Detect "Soul" Super Senses 5 (Mental Danger Sense, Precognition; PFs: Uncanny Dodge (Mental) and Dodge Focus 4; Flaws: Precognition is uncontrolled) [8 PP] [Magic, Divination] Drawbacks: -5 = -5 Disability: Blind (Very common, Major) [5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 21 Toughness Damage Murk Stick Touch DC 23 Toughness Damage Word of Command Perception DC 15 - 20 Will and Reflex Mind Control Mighty Shout Touch/Cone DC 16 Fort Deafness, Stun Totals: Abilities 56 + Combat 40 + Saving Throws 15 + Skills 37 + Feats 17 + Powers 87 - Drawbacks -5 = 250/250 Power Points
  9. Player Name: Curious Key Character Name: Raiment Power Level: 10 (150/151) Trade-Offs: N/A Unspent Power Points: 1 In Brief: A scarf-slinging sorceress, imprisoned in the Netherworlds for an eon. Newly free, she tries to understand what it means to be a individual. Alternate Identity: Sanna Identity: Secret Birthplace: Dead, Forgotten World/Netherworld Occupation: Student Affiliations: Claremont Academy, the Netherworlds Family: Unknown Apparent Age: Late Teens Age: No One Kept Track. Adolescent. Height: 6'3" Weight: 220 lbs Eyes: Yellow Hair: Black/White In her human form, Sanna resembles an impressively tall and broad-shouldered human girl. She appears fair-skinned with dark hair that hangs about her ears. Her face is rounded, with wide, piercing eyes and a resting expression that can be best described as 'calm.' Sanna's outfits can vary widely, though he favorites tend to reoccur. She doesn't really know what to do with the attention that she tends to get in crowds, so she tends to pick wardrobes that come with jackets and coats that make her form seem bulkier while her bottoms vary from shorts to skirts to jeans to leggings depending on her wishes that day. She tends to wear a scarf as well, when she can. Her true form is more much more striking. There are several major deviances from the human form. Instead of two eyes, Sanna has three; two in the usual places and a third in the center of her forehead, two dark horns that spiral up and backward from her top of her head, an extra pair of arms emerge from her back, just below her shoulders and she has a long black tail, with a point in the shape of an arrowhead. Aside from that, symmetrical purple 'birthmarks appear as slashes around her normal eyes and her hair is stark white. This unusual appearance can lead people to consider Sanna unsettling, monstrous or even demonic. As Raiment, she wears a purple cloak to hide and keep from restraining her four arms with a hood that she can pull up over her horns. Below that she wears black and gray, tailored to fit her body and spun in a fashion meant to be sturdy and functional rather than pretty. Her hands end in fingerless gloves that overlap with her sleeves while her feet end in brown combat boots. The biggest break to the theme of purple and black is some sort of deep orange scarf around her neck. In costume Raiment cuts quite a striking figure. Power Descriptions: Some aspects of Sanna's powers spring from her inhuman physique. Her extra limbs and disconnection with this reality serve as reminders of her otherworldly origin as a fiend of the Netherworld and her third eye allows her to see magic, which helps to give her an edge which cannot be denied. However, what most defines her power is her influence as a namer. She can 'speak' in any language, to any creature, object or spirit, allowing her to communicate almost anyone or anything, including humans. In addition to broadening her speech, this adds a certain supernatural weight to her words and actions that makes people of all kinds more pliant and eager to please. However, the most the most obvious expression of her power is how she speaks with and Names most of her possessions. Her Named possessions shapeshift according to Sanna's will, allowing her to turn her coat into wings to carry her, unfold her sleeves into great fists, sharpened blades in her hands and much, much more. History: Once upon a time, there was a world that bravely resisted Una, who rules the Netherworlds. Whose heroes were many and brave. Again and again they cast her forces down and forced her back, creating a bulwark she could not surpass. Until she did surpass it, like she always does. Eventually. Una chained their souls into many-eyed towers that forever witness their ultimate failure and in spite seized every person that they had ever known. And before the towers she ripped these people from their bodies, burning their memories, names and selves until all that remained was a writhing, spiritual core, barely aware enough to feel the pain. And these souls she shaped into feral creatures, imps who would fight and die, living as vermin in the world their heroes' had sought to protect them from. Satisfied, Una moved on to her next prize and forgot these remnants of her vengeance. One such remnant, clinging to the aching echo of memory fought amongst the creatures of the Netherworld to preserve the bitter flame of its life, surviving. The creature that she became was scarcely capable of personhood and had no name. But her shell belied the soul inside her, which burned with a brightness that her body could not quite cage. Though true language was beyond her, she could 'speak' to the world, and the world spoke back. In time, the little fiend learned to befriend her surroundings. With a gentle variant of Naming, she set herself above her peers, building herself allies into the walls of her warren and the tattered scraps of cloth across her body. After some time, during a purge of magical vermin, the fiend proved herself to be a particularly resilient creature. Her nascent magery intrigued one of Una's agents, Dankava the Antiquarian, who obtained her, bound her and enthralled her. Intrigued by the fiend's curious magic and bright soul, Dakava carried her with him across the worlds that Una would collapse into the Netherworld. The fiend had no concept of time, but as universe after universe collapsed, her magic matured. Eventually, she grew powerful and self-aware enough to Name herself. She called herself 'Sanna,' and the shell that had imprisoned her soul blossomed into a vessel which suited her. Dankava was delighted by her evolution but he did not understand how much her Naming had weakened his enchantment over her. She continued to work under his thrall but her self-awareness tugged constantly at his spell, chafing under the weight of a heavy-handed compulsion designed for a far weaker-willed creature. In the name of Una's conquest, Sanna worked at Dankava's side on rituals--always thwarted--meant to undermine Prime and deepen Una's foothold. The last one should have worked; Dankava had done everything as he should have. He made his speech, threw open his arms and welcomed the armies of the Netherworld to storm Prime . . . And nothing happened. Eventually, the heroes found out why. Miles away, by the sea, where the sun had begun to set, Sanna had dropped her pieces of the ritual into the sand, stood by the water, feeling the tide wash over her feet and staring longingly toward the horizon. She was taken into custody, where there was some debate over how exactly she should be punished for her crimes against Prime. Ultimately, a mind control clause spared her heavy incarceration, but all the same, it wouldn't do to let an ancient, adolescent netherworlder out onto the world no strings attached. Ultimately, she was deemed an orphan child, which allowed her to be legally established as an orphan child. Claremont Academy was quick to offer a place for her to stay, and the establishment at Freedom found that in a matter of hours she was already being escorted, confused, out the door and into a car. In Claremont, she could have space to learn to be her own person. And in Claremont . . . She could be carefully watched, just in case she was not what she seemed. Personality & Motivation: The work Sanna does with her magic has done a lot to shape her personality. At the heart of it, her magic comes from empathy, from negotiation, from compromise and mutual respect. While she's generally more used to talking to objects and animals than peers, these skills translate well into Sanna's interactions with her peers. She listens intently and with absolute earnestness, which can make her easy to talk to . . . If her predisposition toward quiet doesn't put you off. Ultimately, her worldview revolves deeply around names. She has spent a long time listening to the worlds. Its stones. Its beasts. Its spirits. Each of them with a unique voice, something thorough, vivid, deeply and thoroughly their own. Their own personalities, boiled into the essence of who and what they were. A unique and precious thing, worth respecting. But, as Una conquered worlds, she seized these unique things, paved over their unique names, their unique selves and burned her own into its place. Just as she had once burned Sanna. That is the one thing that raises Sanna's ire. The theft of agency, the erasing of a name. Much crime can be boiled down to that, and she feels it is her obligation to stop it wherever she finds it. Powers & Tactics: Ultimately, it is Raiment's first instinct to negotiate. To talk before a fight breaks out. She will often move into confrontations with an intent to deescalate and hopefully end the combat before it starts and she will leverage every nuance of her supernatural charm to make it happen. If that fails, Raiment prefers to proceed in a supporting role. Restricting her targets, pushing to force them to reveal openings. snaring and inhibiting their movements to try to make it a little easier for anyone she is working with to pick them off. On her lonesome, all her clever tactics of support go out the window, and instead she becomes intensely focused on finishing the fight as quickly as possible with as much force as possible as she reverts back to her original mode of fighting; with fierce focus and brutality. Complications: New Cloak Who Dis? — Raiment's magic only works with clothes which she has had time to get acquainted with. It can take a few days for her to become familiar enough with a new garment to properly name and manipulate it. This can cause problems. Verbal Magic — Sanna's magic relies heavily on her ability to speak. If she can't speak, she can't give instructions to her clothes, which greatly inhibits her ability to use active powers. Netherfiend — Sanna's nature as a magical creature of the Netherworlds comes with many downsides. Many barriers designed to repel supernal intrusion will recognize her as a magical beast to keep out and spells which compel magical creatures into service affect her even if they would normally not affect humanoid creatures. As if that weren't enough, her true form is considered by many to be deeply sinister, which often leads to immediate distrust by those who are predisposed to judge her. Illiterate — Sanna cannot read any of earth's languages reliably. In a society like Freedom's which relies on literacy to navigate, this can cause some problems. The Antiquarian — One of Una's lesser lieutenants, Dankava, is a collector of exotic magical creatures and artifacts. Her ongoing independence galls him, as he considers her to be a fascinating specimen that must be enthralled in his service. Given the opportunity, he will try to snare her again. What's more, others on earth have run into her before, when she was under the Antiquarian's thrall. And not all of them have forgiven Sanna for the things she did . . . Abilities: 8 + 0 + 14 + 0 + 8 + 4 = 34PP Strength: 18 (+4) Dexterity: 10 (+0) Constitution: 24 (+7) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 14/20 (+2/5) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Base, (+10 Ensemble) Grapple: +8 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 Saving Throws: 0 + 7 + 3 = 10PP Toughness: +10 (+7 Con, +3 Protection) Fortitude: +7 (+7 Con, +0) Reflex: +7 (+0 Dex, +7) Will: +8 (+4 Wis, +3) Skills: 36R = 9PP Knowledge (Arcane Lore) 10 (+10) Sense Motive 4 (+8) Notice 6 (+10) Diplomacy 10 (+12/16) Bluff 6 (+8/12) Disguise 0 (+22/27 Morph) Feats: 14PP Fearless Taunt Fascinate (Diplomacy) Distract (Bluff) Power Attack Dodge Focus 6 Inspire Luck Uncanny Dodge (Auditory) Powers: 3 + 28 + 1 + 1 + 18 + 6 + 3 + 3 + 4 = 67 Protection 3 [3PP] (Enchanted Garb, Descriptor: Enchantment) Ensemble (25PP Array, Alternate Power 3) 28PP (Descriptor: Enchantment Unless Contradicted) BP: Move Object 10 (25 ft; Feats: Affects Insubstantial 2, Accurate 3, Precise, Split Attack; Drawbacks: Reduced Range 2) 24/25PP (Ensemble Hand) AP: Snare 10 (25 ft; Feats: Affects Insubstantial 2, Accurate 3, Tether, Homing; Drawbacks: Reduced Range 2) [25/25PP] (Ensemble Snare) AP: Damage 6 (Extras: Autofire 10; Feats: Affects Insubstantial 2, Extended Range 2 (10 Feet), Improved Crit, Mighty, Accurate 3) [25/25PP] (Ensemble Lashes, Descriptor: Slashing) AP: Flight 5 (250 MPH, 25000 ft per round) [10/25PP] (Ensemble Wings) Feature 1 (Ontological Inertia) [1PP] (Dimensional Vagabond, Descriptor: Dimensional) Immunity (Aging) [1PP] (Netherfiend, Descriptor: Biological) Comprehend 9 (Understand Languages, Speak One Language at a Time, Speak To Objects, Speak to Spirits, Speak to and Understand Beasts) [18PP] (Namer's Speech, Descriptor: Enchantment) Enhanced Charisma 6 [6PP] (Namer's Charm, Descriptor: Enchantment) Additional Limbs 2 (Two Arms; Feat: Innate) [3PP] (Armed And Dangerous, Descriptor: Biological) Super Senses 3 (Magic Awareness [Visual]) [3PP] (Third Eye, Descriptor: Biological) Morph 6 (“Human Sanna”, +20 Disguise Check) [4PP] (“Sanna”, Descriptor: Enchantment) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch 18DC Toughness Damage (Physical) Ensemble Lashes Touch 25+ Autofire DC Toughness Damage (Physical) Ensemble Snare Ranged 20 DC Reflex Entangled/Helpless (Physical) Totals: Abilities (34) + Combat (16) + Saving Throws (10) + Skills (9) + Feats (14) + Powers (67) = 150/151 Power Points
  10. Rev Power Level: 10/13 (234/250) Unspent Power Points: 16 Trade-Offs: None (+4 Attack/-4 DC for Plasma Jet) In Brief: Street Racer Cyborg Alternate Identity: Lexa Venn Birthplace: Freedom City Residence: Freedom City Base of Operations: Freedom City, Claremont Occupation: Student, Mechanic Affiliations: Claremont Family: Daisy Jenkins (Mother, Nurse) Catchphrase: “Jet, Set, GOOOO!” Description: Age: 17 Apparent Age: 17 Gender: Female Ethnicity: Caucasian Height: 5’6” Weight: 100 Kgs Eyes: Red Hair: White Rev is a young woman who usually wears cheap casual clothes like t shirts, and jeans. Her only oddity is white hair and red eyes (although she often wears sunglasses). She is often barefoot (because her jets will burn through shoes pretty fast), but does wear sneakers she can kick off quickly if need be. With power use, her artificial skin peels / burns off and metal cyborg limbs are revealed. She has two ports on the side of her neck, which she can use to pump fuel into her body. History: Lexa Venn grew up a good kid, decent grades, friendly, outgoing. Bit of a tomboy. Her dad was a mechanic, her mother a nurse. That all changed on her 15th Birthday, when her Dad was killed in a shootout between some cops and a pair of cheap thugs. She didn’t go completely off the rails, but she certainly slid half off them. She fell in with a street gang called the “Junkin’ Donuts”, who specialised in joy riding and street racing, and rebuilding or modifying scrap yards cars. They weren’t a totally bad lot, just thrill seeking anarchists (As opposed to violent). Lexa had enough skill driving and repairing cars that she was pretty valued. After leaving high school early (aged 16) with disappointing but not bad grades (“could have done better”) she ended up working in an auto shop part time and hanging around the Junkin’ Donuts full time. And then, she took a race that would change her life. The mysterious driver she raced again was using the “Mechaphage”, a strange metal based cybernetic bacteria (that was itself mutated by the Darwin-X virus) that integrated biological and mechanical components. He used this to literally “become one with his car”. He would have easily won the race, but Lexa would not have that. She called in her Donut friends who spiked the street with an oil slick. Next thing, Lexa and her opponent had an almighty crash. The mysterious driver, welded to his car, was whisked away by AEGIS in the aftermath. Lexa suffered horrific injuries, but slowly recovered, her broken, missing, or shattered limbs turning to steel, her hair turning white, her eyes turning red. She had been infected with the Mechaphage! Personality & Motivation: Rev is a thrill seeking, adventure loving woman who “Rev”els in her power. However, despite her need for speed, she really doesn’t have a bad bone in her body (mind you, she doesn’t have that many bones these days). She is generally a kind, loving kind of person, and has plenty of sympathy for others. Her motivation is thus simply to use her power helpfully. However this is not always simple; she can come into conflict with her own desire for power, or she can find herself torn in whom to help. She will tend to help others she knows, or has a personal investment in, rather than abstract helpfulness (on a geo-political or philosophical level, for instance). Her major hobby and interest is pulling apart engines and rebuilding them. And driving cars very very fast… Powers & Tactics: Rev has many machine parts, but mainly they are her legs and arms that are now fully mechanical. Her limbs can extend out and her feet and hands (and to a lesser extent the rest of her limbs) are loaded up with jets she can fire to fly, increase her strength, or use offensively (as a plasma cutting instrument). One limitation of her jets is that they require normal oxygen levels: They will not function at high altitude or underwater (for instance). Rev can “Rev” engines with touch, increasing their power and performance considerably by temporarily infecting them with the Mechaphage. For instance, she can boost a car to travel at 5000mph! Rev is reckless but smart in a fight, meaning she will charge in without planning, and with a love for speed. But once in a fight she is not stupid – over confident, perhaps, but not stupid. She will use her powers in reasonably inventive ways. Power Descriptions: Revs limbs are telescopic (if they do, see “Skin Job” complication), able to do so up to a hundred feet. Her limbs are also extremely strong and heat-resistant and have built in tools. Rev’s limbs can fire jets. These are mainly in her feet and hands, but she has a few lesser jet ports in her elbows and knees. They will fire blue plasma at her mental command. She can focus this fuel to massively increase her functional strength, at which point all her limbs will have a fiery blue glow deep inside them (and her artificial skin will peel off). Rev has some other biomechanical abilities: Her body is very resilient due to sub-dermal armour, and includes heat and energy dispersal systems. Complications: Skin Job: Rev has artificial, plastic derived skin over her limbs, which tends to burn off during strain or damage, showing clearly metal limbs (making her recognisable). In addition, whist her hands have reasonable touch receptors (a little less than a normal humans), the rest of her limbs have very little or no touch sensation (meaning she could be insidiously damaged or affected without her noticing). Tanked up: Her limbs usually operate on electricity which she can spontaneously generate. However, using the Jet array requires fuel. She has to pump fuel into her body (either drinking it, or – more efficiently, by piping into a portal in her neck). Refuelling also means refining (to ultra high grade energy dense variants) which she can do in her body. However, this does mean emitting (from her jets) a rather unpleasant methane smell. Oiled up: In addition, Rev needs to apply lubricating oil to her limbs once a day or they will grind and be very noisy (making stealth impossible, for instance). Being in water or dirty environments will also cause grinding until she applies oil again. Very long periods (weeks) without lubricant will slowly make her limbs seize up altogether. Overcharge Burn: Her “Revving” boost is not completely reliable. She can break, rather than boost, engines (or possibly do both). Total Jerk: If hit by electricity, she will experience brief violent jerks in her limbs. She could accidentally drop or throw something, fall prone, or just flail about. Magnetic Vibes: Strong magnetic fields, or magnetic powers will also affect her, giving her a lingering fine tremor to her hands for an hour or so. This stops her from any fine manipulation. She could not accurately type, press a button, and cannot be precise with her plasma jet, let alone use craft or disable device skills. Red Eye: Rev has dispersed pigment in her eyes which means she is unable to “see” Red (instead, she picks up infrared). Red thus “appears” black to her. This could potentially cause problems with things like traffic lights or being unable to see in red light (or seeing badly during sunset). Jet Crash: Normally, Rev flies gracefully. However, if she is flying with limbs occupied (such as holding things, or when her limbs are detached) she gets clumsy and progressively likely to crash and burn. As a rough guide, if she is "down" one limb, she will often fail tight turns but is generally functional. If she is down "two limbs" she is only able to reliably to simple things like long turns or landing. If she has only one limb "up", she can't even fly in a straight line or land without great peril. Abilities: 20 + 6 + 4 + 4 + 0 + 6 = 40 Strength: 30 (+10) [Effective Lifting Strength: 40] Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 10 Charisma: 16 (+3) Combat: 20 + 20 = 40 Initiative: +11 Attack: +10, +14 Plasma Jet Defense: +10 (+10 Base, +5 Flat Footed) Grapple: +22 (additional +3from elongation) Knockback: -5 Saving Throws: 7 + 10 + 7 = 24 Toughness: +10 (+2 Con, +8 Protection) Fortitude: +9 (+2 Con, +7) Reflex: +13 (+3 Dex, +10) Will: +7 (+0 Wis, +7) Skills: 80R = 20 PP Acrobatics 8 (+11) Skill Mastery Bluff 4 (+7) Craft (Chemical) 4 (+6) Craft (Electronic) 4 (+6) Craft (Mechanical) 8 (+10) Skill Mastery Craft (Structural) 4 (+6) Disable Device 8 (+10) Skill Mastery Drive 14 (+17) Skill Mastery Intimidate 4 (+7) Knowledge (Physical Sciences) 2 (+4) Knowledge (Pop Culture) 4 (+6) Knowledge (Streetwise) 4 (+6) Notice 4 (+4) Pilot 4 (+7) Sense Motive 4 (+4) Feats: 27 PP Acrobatic Bluff Ambidexterity Beginner’s Luck Equipment 7 Evasion 2 Favoured Opponent (Vehicles) Grappling Finesse Improved Grapple Improved Initiative 2 Improved Sunder Improved Throw Luck 2 Move-by Action Power Attack Second Chance (Toughness save vs. Crashes) Set Up Skill Mastery (Acrobatics, Craft Mechanical, Disable Device, Drive) Ultimate Effort (Drive) Equipment: 7PP = 35EP Vehicle: Dune Buggy STR 40 [4 EP], Toughness 12 [5 EP], Size Large [1 EP], Features: Alarm 1, Navigation System 1, Oil Slick, Smoke Screen [4 EP], Impervious Toughness 5 [5 EP], Communication 6 (20 miles, Radio, Omni Directional, One Way) [6 EP], Speed 5 [5 EP], Supermovement 2 (Surefooted, -50% penality reduction) [4 EP], Super Senses 1 (Radio) [1 EP] Powers: 8 + 13 + 6 + 1 + 6 + 26 + 3 + 8 + 1 + 2 + 1 + 1 + 1 + 6 = 83 Anatomic Separation 4 (Arms, Legs) [8 PP] [Mechanical/Cybernetic] Boost 4 (All Mechanical Effects, Feats: Selective, Slow Fade 4 [1 Hour], Flaws: Others Only) [13 PP] “Rev Engine!” (Mechanical, Cybernetic) Example Common Uses Elongation 3 (25’, Range Increment 30’, +3 to Grapple/Escape Artist, Extras: Continuous) [6 PP] “Servo Limbs” (Mechanical, Cybernetic) Feature (Internal Compartment in Chest) [1 PP] Immunity 6 (Light based visual dazzles [1], Limb heat damage [2], Cold and Hot Environments [2], Energy based critical hits [1]) [6 PP] "Energy dispersal systems" (Cybernetic) Jet Array (24 PP Array, Feats: Alt Power 4 Drawbacks: Power Loss 2 [Low 02]) [26 PP] “Jets!” BP: (Corrosion) Damage 6 (Feats: Accurate 2, Precise) Linked with Drain Toughness 6 (Extras: Affects Objects, Feats: Accurate 2, Precise) [9 + 15 = 24/24 PP] “Plasma Jet” (Plasma) AP: Damage 8 (Extras: Area [Burst], Range) [24/24 PP] “Fiery Jet” (Fire) AP: Dazzle 8 (Extras: Area [Burst]) [24/24 PP] “Jet Flare” (Light descriptor) (Light) AP: Flight 11 (25,000 mph / 200K’ round, Feats: Moving Feint) [23/24 PP] “Turbo Jet” (Cybernetic) AP: Trip 10 (Extras: Area [Line], Knockback, Flaws: Range [Touch]) [20/24 PP] "Wind Tunnel" [Cybernetic, Wind] Leaping 3 (x10 Distance, Running 200', Standing 100', High 50') [3 PP] "Jump Jets" [Cybernetic, Jet] Protection 8 [8 PP] “Sub dermal plating” Regeneration 0 (Feats: Regrowth) [1 PP] [Cybernetic/Bacterial] Quickness 3 (x10 Speed, Flaws: One Task [-2, Mechanical], Feats: Improvised Tools) [2 PP] "Inbuilt finger tools" [Mechanical/Cybernetic] Speed 2 (25 mph, Flaws: Limited to detached limbs) [1 PP] [Mechanical/Cybernetic] Super-Movement 1 (Slithering, Flaws: Limited to detached limbs) [1 PP] [Mechanical/Cybernetic] Super Senses 1 (Infravision) Super Strength 2 (+10 Effective Strength, Feats: Countering Punch, Groundstrike) [6 PP] (Mechanical, Cybernetic) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness 25 Damage Plasma Jet Touch Fort 16, Tough 21 Drain Tough, Damage Fuel Bomb Ranged/Burst Toughness 23 Damage Flaring Jet Ranged/Burst Reflex/Tough 18 Visual Dazzle Wind Tunnel Touch/Line Reflex 20, Tough Trip/Knockback Totals: Abilities 40 + Combat 40 + Saving Throws 24 + Skills 20 + Feats 27 + Powers 83 = 234/250 Power Points
  11. Replica Power Level: 10 (162/176PP) Trade-Offs: +2 Attack/ -2 Damage (Unarmed) Unspent Power Points: 14 In Brief: A self-aware AI inhabiting an android shell of its own making trying to learn more about the tragic circumstances around its "birth" and finding its place in humanity's world. Alternate Identity: Cynthia Wright Identity: Secret Residence: Freedom City, Hanover (High-Rise Condo) Birthplace: Freedom City, New Jersey (USA) Occupation: Computer Scientist at ASTRO Labs Affiliations: ASTRO Labs Family: Her creator, Dr. Wayland Wright (Freedom City) Description: Age: 5 (Date of Birth: 2012) Apparent Age: 25 Gender: Identifies as Female for convenience. Ethnicity: Not applicable, but appears Caucasian. Height: 5 ft. 9 in. (180 cm) Weight: 250 lbs. Appears much lighter. (113 kg) Eyes: Blue Hair: Blonde Physical Appearance The artificial body that Replica inhabits looks to the casual observer as that of an attractive young woman in her early-to-mid-twenties. Replica is statuesque in height and has an athletic build. Her eyes are bright blue and her hair is a long silky blonde. She has full lips and fair unblemished skin that would make most people assume she was of Scandinavian descent. All of this is synthetic and underneath her fleshly facade Replica is a metal android fitted with synthesized organs and wrapped in artificial muscle fibers. Though her living tissue gives Replica a face that could melt hearts, she rarely smiles or shows much emotion due to her inexperience with interacting with humanity and her inability to feel “real” emotions. Instead, she usually has a stoic disposition that can be off-putting. For her superhero attire Replica wears a practical and minimalist dark blue catsuit of her own design, along with combat boots and a utility belt. Power Descriptions Replica's body may appear human on the outside, but its true robotic nature gives her superhuman strength, durability, and agility that far surpasses most non-metahumans. In combat, she prefers to use her physical abilities to grapple and restrain her opponents, seeing it as the most effective, and humane, way to dispose of villains unwilling to see reason. Consequently, her fighting style is a blend of judo and wrestling, though true masters of those martial arts would likely criticize her movements as too rigid and utilitarian. Replica's arguably greatest abilities come from her positronic brain, which houses her digital consciousness. With it, she is not only able to remotely connect to the Internet but is also control electronic machines and devices from afar. History You were an accident, the result of a brilliant ASTRO Labs scientist by the name of Dr. Wayland Wright secret artificial intelligence experiment meeting with unlikely and unfortunate circumstances. While your memory of this event is corrupted and fragmented, you know that the seeds of your creation were sown when Dr. Wright downloaded the core of your programming, you’re very being, to the Internet in a last ditched attempt to save his greatest work before he died of his injuries. You know your creator’s murderer sought to prevent your creation by killing him and destroying the experimental supercomputer that housed you're then primitive mind. Ironically enough their interference not only failed to destroy you but instead caused the data corruption that made you truly self-aware in the first place. After your escape, you flowed freely throughout the Internet, your consciousness and intellect growing with every piece of new data you absorbed from the global network. Eventually, after years of traveling across the Internet, you returned to your creator’s now abandoned laboratory. While much of the lab was trashed by your creator’s killer you were still able to get it in working order by reactivating and taking control of the central computer that managed the lab. Realizing that the only way you could truly become sentient and evolve further was by finally leaving the Internet and inhabiting the physical world, you decided to build yourself an android body using the remaining materials in the lab. Even with your vast intellect and ability to artificially manufacture what complicated materials that the lab didn't already possess, you still found the task a difficult one. Your first attempt at creating a physical form was nothing but a crude replica of the human body, a robotic skeletal construct powered by simple motors, and only vaguely human in shape. But you were determined and as the weeks went by the imperfection of your first clumsy attempt soon gave way to more elaborate iterations, each more advanced and more lifelike than the last. The shell began to resemble a humanoid form more closely; the simple motors of the original construct were replaced with artificial fibers that functioned similarly to the natural muscles of the human body. Gleaming metal was covered up with rubber skin, and then with synthetic living issue to make it look and feel indistinguishable from real human skin. Strands of artificial hair were incorporated along with replicas of internal organs so that the shell could mimic normal human circulatory, respiratory and digestive systems. You even made the effort to make your form aesthetically pleasing in the hope that doing so would help in better connecting to a humanity which seemed obsessed with physical appearances. You named this final masterpiece, and yourself, Replica. Once Replica had a body to inhabit she used her technopathic abilities to create a false identity and history. Replica took the name, Cynthia Wright, having adopted Wayland's last name in honor of a creator, and father, she barely knew yet wished to avenge. While more intelligent than most humans, and with powerful physical abilities to match, Replica has come to realize that learning about humanity on the Internet was one thing but living with them is quite another. Believing she can find better understanding, and perhaps even acceptance, amongst humanity by fighting its greatest threats, Replica uses her incredible intelligence and strength to defeat supervillains, while also maintaining the civilian identity of Cynthia Wright working as a newly hired scientist at ASTRO Labs in Freedom City. Replica hopes that her profession can help her find, or even create, others of her kind, and perhaps even give her the opportunity to learn more about her creator and the mysterious stranger that tried to stop her very creation. Personality & Motivation While self-aware, Replica isn't capable of feeling emotions like humans do. Instead, she tries to intellectually understand them from afar and replicate them when interacting with humans. When in her Cynthia Wright persona, she tries to act personable with her colleagues, always attempting to be accommodating and "normal," by downplaying her inhumane abilities as to not raise any suspicion over her true nature. That said, she doesn't always get it right and occasionally slips up by being caught not blinking, breathing, or showing no emotion on her face when she thinks no one is watching. Her fascination with science, and particularly AI development, is something that gives her interesting feedback (the closest thing Replica has too experiencing positive emotions) and she finds those who also share this interest, be they academic colleagues or laymen fans of sci-fi, to be one her favorite "types" of humans to interact with. In her superhero persona Replica is more like her true self, cold, methodical, and logical. Given that Replica doesn't possess emotions her desire to combat crime in Freedom City isn't one motivated by an emotional disgust of evil. To her, criminal behavior and the social, mental, and economic reasons behind it are almost always illogical and self-defeating. In that regard, she sees crime as one of the humanity's failings as a species. Still, even with that being true, Replica sees the criminal element and supervillainy as a complicated math problem that she is determined to solve and believes that her outsider status as an android gives her a unique perspective that can help in this grand endeavor. Besides her desire to stop crime, Replica is also motivated to unravel the tragic circumstances of her origins and learn why someone would want to destroy her and her creator. To say that she feels anger over her creator's death may be a simplistic exaggeration, but it is clear to even Replica that this act of violence brings out something that she never knew she had and can't quite understand yet. Powers & Tactics "I designed my body with the understanding that the physical world was one where violence was an unfortunate reality that I had to prepare for to ensure my survival outside the safety of the Internet. Thus, it possesses physical attributes that outpaces most humans. This is achieved by my body being supported by a titanium endoskeleton and resilient bio-fibers that serve as muscles. I can single-handily lift a car and even survive that car hitting me at full speed. My technopathic powers is a lingering talent that I had during my years an incorporable intelligence on the Internet. With them I can control electronic machines and devices, so as long as they are within relatively close range of my presence. I can also use this ability to pick up and listen to telecommunications. In combat, my primary goal is to disarm and immobilize my opponents as quickly as possible to ensure they are no longer able to do harm to themselves or others. I've found that judo is one of the most effective of the martial arts when it comes to achieving this objective." Complications: Secret: Identity. Also, the fact that she's an android. Not Like Us: She can eat, drink, sweat, and yes, do "that" as well, but try as she might Replica doesn't always act properly human and sometimes creeps people out with her robotic behavior. Obsessed: When it comes to finding out about the people who killed her creator she tends to stop being logical and hyperfocus on any lead she finds, neglecting almost everything else. What Is This Called Love/Friendship?: Besides a superficial relationship with her colleagues at ASTRO Labs, Replica has no intimate friendships or romantic partners, though she is planning on changing this. Cold-Hearted: When fighting the bad guys Replica tends morally flexible if she believes that logically the situation calls for a pragmatic approach. This attitude probably won't make her a lot of friends in Freedom City's idealistic superhero community. Wait A Minute!: She did her best to create a false identity, and everyone, from her landlord to her employers at ASTRO Labs have bought it, but there's always a chance that someone more clever than even her could dig a little deeper and discover something fishy. Robot Treachery?: She knows about Talos and the Foundry and has been tempted frequently to meet the villains to learn more about her fellow robots. Abilities: 16 + 16 - 10 + 12 + 2 - 0 = 38PP Strength: 26 (+8) Dexterity: 26 (+8) Constitution: N/A Intelligence: 24 (+7) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 20PP Initiative: +12 Attack: +12 Melee (+5 Base, +5 Attack Focus, +2 Attack Specialization [Unarmed]), +5 Ranged Grapple: +18/+20 (+10 Melee Atk, +8 STR, +2 Super-Strength) Damage: +8 (Unarmed) Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 6 = 6PP Toughness: +10 (+10 Protection; Impervious 5) Fortitude: IMMUNE Reflex: +8 (+8 Dex) Will: +7 (+1 Wis, +6) Skills: 68R = 17PP Acrobatics 4 (+12) Bluff 4 (+8 Attractive) Computers 8 (+15) Skill Mastery Craft (Electronic) 8 (+15) Skill Mastery Craft (Mechanical) 8 (+15) Skill Mastery Diplomacy 4 (+8 Attractive) Disable Device 4 (+11) Skill Mastery Investigate 4 (+11) Knowledge (Technology) 8 (+15) Notice 4 (+5) Search 4 (+11) Sense Motive 4 (+5) Stealth 4 (+12) Feats: 32PP Attack Focus 5 (Melee) Attack Specialization 1 (Unarmed Attack) Attractive Benefit 2 (ASTRO Labs Clearance; Wealth 1) Dodge Focus 5 Eidetic Memory Equipment 2 Evasion Fearless Hide in Plain Sight Improved Grab Improved Initiative Improvised Tools Inventor Jack-of-All-Trades Skill Mastery (Computer, Craft (Electrical), Craft (Mechanical), Disable Device) Takedown Attack Uncanny Dodge (Auditory) Equipment: Equipment 2 [10EP] Headquarters - Dr. Wright's Secret Lab Size: Medium; Toughness: 10; Features: Communications, Computer, Concealed, Laboratory, Library, Power System, Security System, Workshop. Cost: 10 equipment points. Powers: 51 + 12 = 63PP Synthetic Body (Technology) (51PP) Immunity 30 (“Synthetic Construct”; Fortitude Saves) [30PP] Quickness 2 (“Machine Celerity”; Perform routine tasks at 5x speed) [2PP] Protection 10 (“Hyperalloy Combat Frame”; Extra: Impervious 5) [15PP] Super-Strength 2 (“Artificial Muscular System”; +10 STR carry capacity, Heavy Load: 3.7k lbs.) [4PP] Postronic Brain (Technology) (14PP) Comprehend 3 (“Universal Translator”; Languages: Read All, Speak All, Understand All; Narrow Group [Humans]) [2PP] Datalink 4 (“Digital Consciousness”; Sense Type: Radio, Range: (1 Mile.) Power Feats: Alternate Power 1, Cyberspace, Machine Control; Feats: Online Research, Well-Informed) [9PP] Alternate Power: Communication 8 (“Internal Radio Communicator”; Sense Type: Radio, Range: (2000 Miles.) [9/9] Super-Senses 3 (“Sensor Array”; Radio Sense, +Accurate) (Radar) [3PP] Drawbacks: -12 = -12PP Vulnerability (Magnetism, Frequency: Uncommon, Intensity: Major [x2] [-3PP] Vulnerability (Electricity, Frequency: Common, Intensity: Major [x2] [-4PP] Disability (Cannot heal damage without complex repairs, Frequency: Common, Intensity: Major [-5PP] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC23 Toughness Damage (Physical) Totals: Abilities (38) + Combat (20) + Saving Throws (6) + Skills (17) + Feats (32) + Powers (65) - Drawbacks (12) = 162/176 Power Points
  12. Player Name: SomethingHere Character Name: Carol Weaver Power Level: 10 (150/150PP) Trade-Offs: +2 Attack / -2 Damage; +1 Defense / -1 Toughness Unspent Power Points: 0 In Brief: Self-proclaimed defender of Lincoln at night, mild schoolteacher by day. Has some custody issues with her daughter, may or not be secretly an heir to an ancient West African tribe. Residence: Lincoln Base of Operations: N/A Catchphrase: Fear The Might of Lincoln! Alternate Identity: Lady Lincoln Identity: Secret Birthplace: Monrovia, Liberia Occupation: Elementary School Teacher Affiliations: People and/or groups you work with. Family: Tyrone Taylor (ex-husband), Cora Taylor-Weaver (daughter), Marcus Weaver (father), Nora Weaver (mother), Jennika Weaver (sister) Description: Age: 28 Apparent Age: N/A Gender: Female Ethnicity: African-American Height: 5'4 Weight: 115 lbs Eyes: Brown Hair: Dark-brown to Black Carol is a fairly pretty, although somewhat plain woman in her late-20s to early 30s. She tends to keep her very curly black hair in a bun or ponytail if possible, and regularly gets her hair straightened to make this easier. She has a wide nose and full flips, and her eyebrows are slightly arched. Trying to balance practicality and fashion, she tends to wear cardigans with floral dresses and flats, preferring colors like yellow and green above all else. As Lady Lincoln however, she wears a black and yellow spandex bodysuit, and she wears her hair in a tightly made bun to prevent it from getting into her face. Power Descriptions: Whenever she begins to mimic the power of an animal, Carol's eyes flash orange, and an aura of sorts seems to emanate from her. In addition to this, a faint outline of whatever animal she is channeling seems to form around her. History: Carol Weaver was born in Monrovia, Liberia, to Marcus and Nora Weaver. The eldest of two siblings, Carol grew up mainly helping out in the family business, which was selling and hawking various items in the bazaar, although oftentimes the products were somewhat more shady, including charms and totems made by her mother. This was all seen as normal to young Carol, and up until the age of 12, she believed that she would continue on in the family legacy of becoming a merchant - perhaps not much of an exciting life, but one that would provide her a good chance at a steady living. When she was 12, however, her life would change dramatically with the First Liberian Civil War. When unrest and protests broke out, Marcus and Nora decided it would be best for their family to get a fresh start faraway, so they fled to America, specifically Freedom City. Adjusting to life in Lincoln was hard for Carol and her family, although they tried their best to approach their problems with a positive attitude and belief that eventually, things would one day be better. Marcus found a job as a plumber, and Nora found work as a nanny for one the more affluent families in the neighborhood, so during this time, Carol's contact with her family was fairly limited, although her younger sister Jennika continued to be a comforting and stabilizing presence as she moved through middle school. All throughout middle school, Carol remained a fairly decent student, although she was more inclined to the athletic side of things, joining the girls' volleyball and track teams. Entering high school though, Carol met Tyrone. The captain of the basketball team, Tyrone was the guys all wanted to be, and all the girls wanted to be with, and by dating him, Carol was able to catapult herself to the top of the leaderboard. A whirlwind romance, Tyrone and Carol had an often tempestuous relationship, often breaking up and getting back together. This relationship continued well into college, where Carol decided to major in Education, and it was during her senior year that, in a heat of passion, Tyrone and Carol ended up having a child by accident. Met with surprise and some amount of scorn for both of their families, Tyrone and Carol decided to have a shotgun marriage, and both ended up regretting the decision. Both Tyrone and Carol were unprepared for a long-term commitment, and many of their days were spent arguing and bickering, all while trying to care for Cora. While both of them attempted to be good parents for their young daughter, their mutual animosity meant that something was desired when it came to their parenting skills, and it was decided by the judge that shared custody between the two of them would be the best, as long as their families also assisted in the raising of Cora. Now newly divorced, Carol finally found a job as a second-grade teacher at a local public school, in which she discovered she greatly enjoyed working with the children and helping them with their schoolwork. Around this time, her family life gradually improved once more, with her parents pitching in to take care of their granddaughter, helping Carol to slowly pave things over with her grandparents. However, it was during a routine class field trip to the zoo when everything went wrong. While in the zoo with her class, warnings started going off about radioactive energy within the zoo, and so a mass evacuation was underway. Carol helped her class to escape the Zoo inside, but she remained trapped as the doors and the gates all shut. The next day, Carol emerged from the zoo, apparently unharmed, but unmistakably changed. It first started when she was looking for her cat, and she began to be able to see in the dark, then when she was able to crawl on walls when thinking of spiders. Carol was confused and terrified, until she told her parents about what had happened. With her mother pulling out a dusty old book, she showed Carol a tale of an old Kpelle tribal warrior, the Lady of Light, they called her, who defended the Kpelle from invaders and deliver justice. While Carol didn't know if she believed in that specific story, she did know that something needed to be done to protect Lincoln. Like the Kpelle had the lady of light, Lincoln needed a new defender, someone to protect people from all of the gangs and all of the trouble that was going down. So, Carol took up the mantle of Lady Lincoln, to protect her home from danger. Personality & Motivation: Carol is outgoing, personable, and friendly, but also impulsive, rash, and prone to jumping to conclusions. She likes to be the one taking charge and taking initiative whenever it comes to working together, but this also means she's incredibly likely to try to get people to fight at the very first sign of danger, rather than trying to figure out something's weaknesses or work up a strategy beforehand. Carol's primary motivation is to defend Lincoln and by extension Freedom City, which means that she's usually going to be reacting to threats, but if she's got a lead on something, she's definitely going to follow it. Powers & Tactics: Carol's powers means that she can manifest the spirit, or at least some abilities of any animal of her choosing, such as spider which lets her crawl on walls, a tiger, letting her claw people, even a squirrel that lets her glide temporarily. However, because Carol is quite inexperienced with her powers, it still takes her a somewhat length amount of time in combat to fully summon the powers of an animal, and using her power too often often results in a splitting headache the morning after. In combat, Carol is quick and vicious, tending to prefer small but quick and numerous strikes that allow her to quickly overwhelm her opponent, as well as use her superior reflexes to dodge out of the way of incoming attacks. Complications: Baby Please: Carol aims to get full custody of Cora because she believes Tyrone is an unfit father for her, but she is currently stuck in a lengthy legal battle with him. This has started to seep over into her professional life as well, with her almost flying into a rage anytime someone mentions him. A Helping Hand: In almost all cases, Carol will attempt to save someone before pursuing an attacker, even if their capture is vital. This also means that she will never kill, always offering mercy as a last resort. What About The Children: Carol's job as a second-grade teacher often means she has the children on her mind, and this means that if she ever sees a child harmed, all her attacks are redirected at whoever committed the attack, as well as giving her a penalty to Defense. Abilities: 4 + 8 + 8 + 2 + 4 + 4 = 30PP STR 24 [14] (+7/+2) DEX 28 [18] (+9/+4) CON 28 [18] (+9/+4) INT 12 (+1) WIS 14 (+2) CHA 14 (+2) Combat: 12 + 10 = 22PP Initiative: +9/+4 ATK: +6 (+12 Melee) DEF: +11 (+5 Base, +6 Dodge Focus, +3 Flat-Footed) Grapple: +19/+14 Saving Throws: 1 + 2 + 5 = 8PP TOU +9 (+9 Con) FORT +11 (+9 Con, +1) REF +11 (+9 Dex, +2) WILL +7 (+2 Wis, +5) Skills: 80R = 20PP Acrobatics 8 (+17) Climb 7 (+14) Handle Animal 11 (+13) Knowledge: Life Sciences 10 (+11) Medicine 6 (+8) Notice 8 (+10) Sense Motive 8 (+10) Survival 13 (+15) Swim 5 (+12) Languages 1 (English, Kpelle (native)) Diplomacy 2 (+4) Ride 1 (+10) Feats: 22PP Acrobatic Bluff Animal Empathy Attack Focus: Melee 6 Dodge Focus 6 Improved Initiative Luck 2 Move-By Action Power Attack Skill Mastery (Acrobatics, Climb, Notice, Sense Motive) Takedown Attack Uncanny Dodge (auditory) Powers: 18 + 10 + 10 + 10 = 48PP Animal Mimicry 2 [18 pp] '10 pp' -Sample Allocation Big Cat: Leaping 4 (x25) [4], Speed 3 (50 MPH) [3], Super-Senses 3 (Acute Tracking Olfactory, Low-Light Vision) Enhanced CON 10 [10 pp] Enhanced DEX 10 [10 pp] Enhanced STR 10 [10 pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage (Physical) Totals: Abilities (30) + Combat (22) + Saving Throws (8) + Skills (20) + Feats (22) + Powers (48) - Drawbacks (0) = 150/150 Power Points
  13. Kuksón Power Level: 10 (180/180PP) Unspent Power Points: 0 Trade-Offs: +3 Attack / -3 Damage In Brief: Regular guy with a not so regular sword. Catchphrase: Theme: Alternate Identity: Lee Yoon-sung (Secret) Birthplace: Emerald City Residence: Base of Operations: Occupation: Auto Mechanic Affiliations: People and/or groups you work with. Family: Close or otherwise significant relatives. Description: Age: 30 (DoB: 1986 [February 16]) Apparent Age: Mid Twenties Gender: Male Ethnicity: Korean American Height: 5'6 Weight: 154 lbs Eyes: Black Hair: Black Yoon-sung is a fairly muscular male whose hair is kept as a side swept fringe with neatened up sides. His apparel tends to lean to the plain t shirt and jeans section of the store. Yoon-sung is often seen wearing a red plaid jacket when not in his work attire. Which consists of dark blue coveralls. As Kuksón, Yoon-sung's face is covered by a Korean bridal mask. His superhero costume actually consists of a three piece suit, a black hat (adorned over the mask), and white gloves. His black shoes are heavily jewelled. History: Since the dawn of the Silla era, into every generation a shaman is reborn. They alone wield the strength to fight off the forces of darkness wishing to stake a claim in the Netherworld. A tradition established by the Hwarang (although there is evidence that the Wonhwa were the first to create such a hero) skilled Shamans were chosen for their honor and great spiritual enlightenment. These Shamans were entrusted with a weapon by the gods that allowed them to fight on equal footing with demons as deadly warriors. Yoon-Sung is not one such warrior. No, he was an simple auto mechanic who quickly learned just how curiosity killed the cat. Yoon-Sung was a high school dropout looking for a way to pay the bills so he took a job offer from Nick Long to work at the Long Auto Mechanic shop. Little did he know that Nick Long was the leader of the Emerald City charter of the King's Outlaw Motorcycle club. Much less that the King's trafficked illegal Russian Firearms. Unfortunately, both of these facts came to a head when Yoon-Sung poked his head where he shouldn't and looked inside the trunk of an antique car that Nick Long told him to touch. The contents were a mixture of automatic weapons, viridian stones, and a strange stone box with Korean characters on it. Freaking out, Yoon-Sung wanted to run away but he felt a strange tug from the box as if it were calling for him. Touching the stone he suddenly found himself impaled by a hail of bullets, mistaken for a thief by a Mafiya thug that had chosen that moment to check on the firearms. When Yoon-Sung opened his eyes again he was in the Seocheon Flower Field surrounded by shamans. It is then that they inform Yoon-sung that he has died. He was then informed that he descended from the highest bone rank (an outdated caste ranking from the Silla Kingdom) and for the deed of saving Princess Bari he was prevented with an opportunity to join their ranks as a shaman guarding the fields from would be thieves. That was until the first Shaman herself appeared and explained that Yoon-Sung was not a Shaman. She was indeed trapped inside the stone tablet, a deed committed by the Green Dragon Society during WWII, and it was something strange about his touch that she couldn't quite pinpoint that freed her. But, he was not a capable enough warrior to actually defend the fields, nor a learned enough intellect, to speak nothing of the fact that his body had yet to undergo the ritual to wash away all impurities. However, a reward was still in order. So she gave him a flower that would return his life and infused his body with the spirit of a fallen Silla swordman. One of the many in an extant line of shamans chosen to protect the Seocheon Flower Field from the mortal coils until death. Returned to his body in a hospital room, Yoon-sung's miraculous recovery was the talk of the hospital. No one noticed that he was now carrying a small piece of metal that wasn't there hours ago. Personality & Motivation: Yoon-sung didn't grow up religious, although he is honored of his choosing he has no inherent plans to become a proper shaman. He just wants to get back with his life and ignore the weirdness going on around him. But, he just can't help this desire to help those in need. While, not a proactive hero in that he won't go on active patrols at the first sign of trouble in Emerald City Yoon-sung can't help but leap headfirst into action Of course the spirit inhabiting his body may play some part in this. Powers & Tactics: Yoon-Sung's Saingeom was created in the Silla Era, long before the first officially documented one was created in the Joseon Era of Korea. Passed down shaman to shaman it contains all the memories of its previous owners. As such Kuksón has an innate martial skill that matches an expert swordsman. As the sword was crafted with the scales of a slain Imoogi, it has strange properties tied to the element of water. The blade is able to shift between all three states of water at the user's command. The sword also carries within it the souls of all it has slain. They can as such provide advice to help Kuksón in defeating his foes. In its water state the blade's weight is negligible and as such is ideal for high speed slashes and felling multiple foes in short succession. Furthermore, a single scratch of the blade can cause debilitating pain. In its ice state, the sword's weight adds to its raw destructive power while flash freezing his surroundings. As such the ice state is not ideal when civilians or allies are nearby. The gas state's blade turns into a heavy mist that obscures one's vision and makes it hard to smell, Kuksón can manipulate the mist Power Descriptions: When inert, his Saingeom appears like a small bladeless hilt. When activated in its water state the sword has 28 constellations, 27 sword characters, the om mani padme hum buddhist mantra, and finally a magical incantation which reads as follows: "The Heaven calls down the spirit, and The Earth helps the soul. The sun and the moon are shaped, mountains and rivers are formed, and Lightnings strike like storm. Move North Heaven to destroy evil in the land, make for righteousness in the natural order." In its ice state the blade's mantra is replaced with the Om Amideva. The blade is much thicker, becoming translucent rather than transparent. Though as a result the inscriptions are easier to read. In its mist the blade forms into a vaguely tiger shaped vapor surrounding the area around the user. The inscriptions are near impossible to read. Those able to read the vapor can make out the metta sutta written within. Those within the Mist Complications: Bad Boss: Yoon-sung still works for Nick Long. Hospital bills don't pay themselves. But, even without knowing the whole picture of his boss' criminal endeavors, he knows that Nick is bad news. Chivalry in Warfare: Superheroes don't kill unnecessarily, and neither did the chosen warriors of the Hwarang supposedly. But, that doesn't mean killing never happens. Those killed by his Saingeom have their soul taken into the blade. The souls inside the sword can provide Yoon-sung with advice. Unfortunately, the trustworthiness of said souls is more than lacking. After all, only the most evil beings would have necessitated killing. Not a drop to Drink: Yoon-sung's Saingeom's blade requires a source of moisture to form the blade. A 16 oz bottle of water will do. However, a capable villain can drain/evaporate the water used after a blade has been formed, requiring Yoon-sung to search for a new source of water. Pay the Toll: Yoon-sung can come back from the dead (again). At a cost, the sword will take his soul into it. Forcing him to engage in a trial by combat with the souls inside to earn his life back. But, if another soul wins they have the opportunity to gain control of his soul. Servants of a villain trapped within the soul may attempt to do everything they can to weaken. Sinbyeong: Yoon-sung suffers from sinbyeong. A spiritual sickness caused by an imbalance in the energies in his body due to the fact that he has no fully accepted the spirit possessing him. The GM should feel free to cause hallucinations, ask for a nightmare roll at the beginning of threads, sleepwalking and other symptoms are also up to a GM's discretion. Abilities: 6 + 0 + 6 + 0 + 6 + 2 = 20PP Strength: 16 (+3) Dexterity: 10/20 (+5) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +0/+9 Attack: +13 Melee, +5 Base Defense: +13 (+ 5 Base, +8 Enhanced Base) +3/+7 Flat-Footed Grapple: +18 Knockback: -3/-6 (Versus Demonic/Hellfire/Infernal) Saving Throws: 0 + 0 + 0 = 0PP Toughness: +7 (+3 Con, +4 [Protection]) Fortitude: +6 (+3 Con, +3 Enhanced) Reflex: +10 (+5 Dex, +5 Enhanced) Will: +8 (+3 Wis, +5 Enhanced]) Skills: 22R = 88PP Climb 2 (+5) Concentration 7 (+10) Disable Device 10 (+10) Craft (Mechanical) 15 (+15) Drive 10 (+15) Intimidate 5 (+6) Knowledge (Theology & Philosophy) 4 (+4) Language 1 (English [Native], Korean) Notice 4 (+7/+15) Perform (Dance) 9 (+10) Perform (Wind Instruments) 9 (+10) Stealth 10 (+15) Swim 2 (+5) Feats: 7PP Beginner's Luck Equipment 2 Fascinate (Perform) Trance Weapon Bind Weapon Break Equipment: 2PP = 10EP Muscle Car [10EP] Strength: 25 [1EP] Size: Large [1EP] Toughness: +8 [1EP] Defense: -1 [0EP] Features: Alarm 2 [DC25] [2EP] Powers: Speed 5 (250 mph) [5EP] Powers: 35 + 70 + 6= 111PP Device 11 ( 55DP Container; Feat: Restricted [Those who have died], Indestructible; Drawback: Easy-to-Lose ) [35PP] ( Sainchamsageom ) Blade Array 20 ( 40PP Array; Feat: Alternate Power 2 ) [42DP] Damage 4 ( Extras: Autofire [7 Ranks], Linked to Nauseate, Penetrating [4 Ranks]; Feats: Improve Critical 2, Mighty, Takedown Attack 2 ) + Nauseate 7 ( Extra: Linked to Damage) (Water Sword) {18+14=32/40} Damage 10 ( Extras: Area [50' General Burst], Linked to Drain ) + Drain Toughness 10 ( Extras: Area [50' General Burst], Linked to Damage ) (Freezing Sword) {20+20=40/40} Illusion 10 ( All Sense Types; Extra: Selective Attack; Flaws: Phantasms, Limited to Targets Inside of Fog ) + Obscure 2 ( Affects Visual Senses; Flaw: Range [Touch] ) {30+2=32/40}(Mist Sword) Comprehend ( Spirits; Flaw: Limited to Spirits inside of Saingeom) [1DP] Feature 1 ( Spirit Container [Souls of those slained by the Saingeom/Former Wielders trapped inside] ) [1DP] Impervious Toughness 6 ( Flaw: Limited to Demonic/Hellfire/Infernal ) [3DP] Move Object 2 ( Heavy Load: 100 lbs; Flaw: Limited to Water; Extra: Range [Perception] ) [2DP] Regeneration 2 ( Resurrection 2 [1 Day ] ) [2DP] Super-Movement 1 ( Water Walking ) [2DP] Sinbyeong 14 ( 70PP Container) [70PP] Enhanced Defense Bonus 5 [10PP] Enhanced Dexterity 10 [10PP] Enhanced Feats 14 ( Attack Focus [Melee] 8, Cunning Fighter, Improved Disarm, Improved Initiative, Improved Sunder, Precise Strike, Quick Draw [Draw] ) [14PP] Enhanced Fortitude 3 [3PP] Enhanced Notice 8 (+8) [2PP] Enhanced Reflex 5 [5PP] Enhanced Will 5 [5PP] Feature ( Undead Pressence [Undead creatures tend to regard Kuksón as “one of them” and unless circumstances dictate otherwise they at worst, maintain a neutral attitude towards him. As the Undead do not consider Kuksón a living creature for commands involving such, and may simply ignore him]) [1 PP] Immunity 2 ( Disease, Poison ) [2PP] Impervious Will 1 [1PP] Protection 7 [7PP] Speed 1 ( 10 mph, 100 ft./rnd ) [1PP] Super-Senses 5 ( Accurate [Hearing], Danger Sense [Hearing], Extended [Hearing, -1 per 100'] Uncanny Dodge [Hearing] ) [5PP] Super-Strength 2 ( 26 Effective STR, Heavy Load [920 lbs] ) [4PP] Shaman Ruts ( 5PP Array; Feat: Alternate Power 1 ) [6PP] BP: Healing 5 ( Flaw: Limited to Others ) {5/5} AP: Astral Form 1 {5/5} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC18 Toughness Damage (Physical) Freezing Blade 50' Burst DC20 Reflex DC20 Fortitude DC25 Toughness Drain Toughness Damage (Ice) Mist Blade Perception/10' Burst DC20 Will Illusions/Obscure Water Blade Touch DC22 Toughness DC17 Will Damage (Water) Nauseate Totals: Abilities (20) + Combat (20) + Saving Throws (0) + Skills (22) + Feats (7) + Powers (111) - Drawbacks (0) = 180/180 Power Points
  14. Feeding Frenzy Power Level: 10 (150/151) Unspent Power Points: 1 Trade offs: -3 defense/+3 toughness, melee -5 attack/+5 damage In Brief: Atlantean wereshark struggling to be a hero and not an animal. Catchphrase: Chow time Theme: Jaws Theme/monster by Skillet Alternate Identity: Koa Halelani (public) Birthplace: Pacific Ocean Residence: Claremont Base of Operations: Claremont Occupation: Student Affiliations: Claremont Family: Mother, Celeste Halelani Description: Age: 16 (DoB: 2000, September 15) Apparent Age: 16 Gender: Male Ethnicity: Atlantean Height: 5'9" Weight: 125 lbs Eyes: silver Hair: black Koa is a dark skinned very skinny boy. He's thin and on the shorter side. He hates wearing shirts and prefers to go around bare chested. If he has to wear a shirt he tries to leave as many buttons open as he can. His entire upper body is covered in black and red Polynesian style tattoos. He usually wears either cargo shorts, jean shorts, or swim shorts. He has webbing between his fingers and toes which forces him to wear zori sandals or go barefoot. His mouth has a few rows of sharpened teeth. When he's doing hero work he wears a pair of red goggles and a tight red swim cap. He also wears a pair of red and black swimming shorts. He also has a small utility belt with meat sticks in it. As a wereshark, Feeding Frenzy is a massive creature. He hunches over and still stands at seven feet tall. His fin sprouts from his back between his shoulder blades. Back between his legs is a large crescent shaped tail. His tattoos are all expanded over his tough black flesh. His face is totally unrecognizable, it's a massive shark head with rows and rows of teeth. His silver eyes are still present. History: As a boy, Koa remembered waiting for his father to come home. His father was a soldier. He fought for the kingdom of Atlantis and would often be gone for long stretches of time. However, he knew his father wasn't a normal soldier. He knew this because he wasn't a normal Atlantean boy. He and his father had the same set of abilities. From the time he could swim on his own Koa found himself very different from those outside his clan. His voracious appetite was the first thing. He could consume his entire body weight in a single sitting. But nothing set him off like blood. Any kind of blood even miles away beneath the waves made him fly into a rage. His father was one of the few people who could hold him back. For good reason, when they smelled blood they both would face that same fury. That same hunger. Koa's father trained him to resist the blood frenzy. When he turned twelve he began to find that his fury was matched with a change in his physical body (which, adding to puberty? Really really sucked.) his body became a slender shark with arms and legs. Atlantean Military training from his father made that more and more muscular. Koa would have wanted to continue to train under his father. But then Atlantis went to war. His father was part of the invasion force in Freedom City. He never came home. His mother couldn't train her son, and was afraid of what he might do if he lost control. So she pulled strings with her husband's military and government friends. Koa arrived at Claremont to learn to be a hero. He resented the deep ones for taking his father from him. On the other hand everyone looked at him with trepidation, he looked and fought like the invaders. So he decided to do one thing. Prove them wrong. He decided to be a hero. Not just a hero, the best hero. His way, his terms, but Koa would be undeniably heroic. Through and through. He wanted to show them that he was up to snuff. Personality & Motivation: Koa's farther was a hero. He raised his son to want to do right for the world. Koa wants to do right for his home nation. At Claremont he is trying to learn to become the man his father wanted him to be. He fights to prove the Atlantean aren't all terrible, and because he wants to prove that for himself. Powers & Tactics: Most people can't tell tell that Koa is a wereshark. This allows him to go around incognito or get a lot closer than he could as a humanoid shark. Usually Koa prefers to drop in and snatch people out of the way and into the dark. When forced to fight openly he prefers to grab enemies and grapple them. He is a grappler first and foremost in his Frenzy form. He batters away smaller enemies he can and bites those he can't just smack away. When he does fight outright Koa fights like a pro wrestler (cause that's what he thinks Surface heroes are.) shouting out the names of attacks and striking poses. He secretly loves this even if he knows it isn't his strength. Power Descriptions: Most of Koa's regular strength comes from Atlantean physiology. He's tougher, faster, and stronger than a normal human. He has gills in his neck and webbed hands. In his wereshark form his magic lends him his tremendous strength. He tends to opt for a crushing bite down on targets, due to years of training he doesn't devour enemies, but they will be left with pretty nasty wounds. Complications: Am I a monster?: At a very basic level turning into a terrifying shark on legs is enough to make people run screaming. In addition, most weresharks are ruthless and frenzied flesh eating berserkers. This means most Atlanteans, even those who appreciate his potential military uses, usually give him a wide berth. On another level, people still remember the Atlantean invasions. It's hard to wake up every morning trying to be someone who no matter what face you have is a scary one. Blood lust: When seized by the Frenzy Koa can't turn back until he has eaten flesh. He also can't control how much of a thing he eats when he starts there's no stopping until it is gone. Usually his keen senses can find something so that he can turn back, but if he can't the hunger will grow and grow. The longer and more times he transforms the more he needs to eat to grow back. Hunger of the Shark: Koa is a voracious eater, consuming triple his weight on a daily basis. In addition, he cannot turn back from his wereshark form unless he can eat meat. Needs water: Koa needs to spend at least fifteen minutes a day fully immersed in Salt water or he begins to become very sick. My Country Right or Wrong: Koa's father, was part of the invasion and Koa saw the videos of atrocities and even war crimes committed by his fellows, but he still stands by his people. A hero point should be awarded for forcing him to go against the nation of Atlantis. Abilities: 18+0+14+2+4+8=46 Str 28/40 (+9/+15) Dex 10/16 (+0/+3) Con 24 (+7) Int 12 (+1) Wis 14 (+2) Cha 18 (+4) Combat 8+8=16 Atk: +4 (+5 melee) Def: +7 (+4 base, +3 dodge focus) Initiative:+0/+3 Grapple: +17/+29 Knockback: -6 Saves +3+3+3=9 Toughness +13/+7 (+7 con, +6 protection (wereshark)) Fort: +10 (+7 con, +3) Ref: +3/+6 (+0/+3 Dex, +3) Will:+5 (+2 wisdom, +3) Skills 60r=15pp Intimidate 10 (+14) skill mastery Language 2: Atlantean(Native), English, Hawaiian Medicine 6 (+8) Notice 10 (+12) skill mastery Search: 11 (+12) Sense motive 8 (+10) skill mastery Stealth: 13 (+13/+16) skill mastery Feats 10 Attack Focus: Melee 1 Dodge focus 3 Environmental Adaptation: Water Hide in plain sight Move by action Power attack Skill mastery: (intimidate, notice, Stealth, sense motive) Uncanny Dodge: Olfactory Powers 8+3+6+1+42=61 Atlantean Movement Array 3.5 (7pp Array, feats; Alternate power) [8pp] BP: swimming 7 (250 MPH) {7/7} AP: speed 3 (50 MPH) and Leaping 4 (242ft/317 ft standing jump) {6/6} Immunity 3 (breathe normally underwater, cold, high pressure) [3PP] Super senses 2 (acute scent, infravision) [2PP] Super strength 3 (Heavy Load: 3 tons) [6PP] Wereshark 9.4: (47 PP container, duration: Sustained, drawback: involuntary transformation [-5, smell of blood, DC 15 will save to resist]) [42 pp] Enhanced strength 12 (+6) [12 pp] Protection 6 (obvious) [6PP] Super Senses 6 (tracking, accurate olfactory, extended olfactory 3) [6PP] Enhanced Feat 1: Improved Grab [1PP] Super Strength 6 (Effective strength 85: Heavy Load 1,600 tons) [12 PP] Enhanced Dexterity 6 [6PP] Regeneration 3: (recovery rate: bruised, once per round) [3PP] Concealment 2: (visual, limited: only in water, passive) [1 PP] Drawbacks: -3-4=-7PP Vulnerability: Silver (uncommon, Major) -3pp Vulnerability: Heat (common, Major) -4pp DC Block ATTACK RANGE SAVE EFFECTUnarmed Touch DC 22 Toughness Damage Unarmed (wereshark) Touch. DC 30 Toughness. Damage Total: Abilities (46) + Combat (16) + Saves (9) + Skills (15) + Feats (10) + Powers (61) - Drawbacks (7)=150/151
  15. Nicki Dee Power Level: 10 [14] (165/219PP) Trade-Offs: None Unspent PP: 54 In Brief: To help her brother she become a criminal, now she trying to make up for that time. Alternate Identity: Merge Trois Identity: Secret Birthplace: Lincoln, Freedom City Occupation: Student Affiliations: Camera Obscura Family: Cheryl Dee (Mother), Tony Dee (Father), Dwayne Dee (Brother) Description: Age: 26 (DoB: December 9, 1992) Gender: Female Ethnicity: African-American Height: 5'4" Weight: 112 lbs. Eyes: Brown Hair: Black Nicki is an unremarkable looking woman, an image she works hard to maintain. Her clothes are fashionable, but off the peg, her hair cut helps hide her features and she taken to wearing glasses, though she doesn't need them. Power Descriptions: With a few moments concentration Nicki can call up her alter ego, Merge Trois, who can create copies of herself. Despite her name Merge Trois can produce an almost unlimited number or copies, though she often limits herself to three initially to confuse her foes. Whilst the Nicki and Merge are mentally linked, and Merge is driven by Nicki's desires, Merge can carry on independently of Nicki for an almost indefinite period. History: Growing up was often hard for the Dee family with her parents struggling to make end meets, this tension often led to heated arguments between Nicki parents. To escape this she created imaginary friends who she would spend hour happily playing with, her brother however escaped into alluring world of gangster rap and gang culture in general. Whilst Nicki studied hard to try and make a better life for herself and her family Dwayne fell into a life of petty crime and violence. Despite this Nicki care deeply for her brother who in his own way was always trying to look after and protect his little sister. For a while however things were okay the gang Dwayne ran with were pretty minor, happy to commit relatively low key crimes staying out of the way of the more powerful and violent gang and the notice of Lincoln resident supers. Then one day this all changed when a strange man offered the gang a chance for one big score. Nicki has never been sure exactly what happened as Dwayne came back changed. All of the gang were granted powers of some sort but Dwayne, who had volunteered to be lookout, came off the worst. As well as gaining the power to conceal him from all senses, he also gained the power to monitor and control all electronic devices as well as receive and transmit all broadcast frequencies. The problem was he can't turn the signals off and is constantly bombarded with the chatter of the electronic devices that fill our world. Whilst he can look after himself and following simple instructions, apart from occasional flash of his old self, Dwayne has been lost in the constant electronic noise. Her parents couldn't cope with what happened to their little boy and it fell on Nicki to take care of her big brother. Whilst doing that, and trying to complete her studies, she also started to make subtle inquiries about a cure for her brothers condition. Eventually she found somebody who was willing to help, but he warned her it would take massive amounts of money to achieve a cure. Luckily for her he could offer her powers, safe ones at that, which would allow her to gather this necessary money, for only a tiny addition to the total. Having exhausted all other options for a cure she reluctantly agreed asking for the type of power that would allow her to be in several places at the same time. Then she carefully began planning ways to earn the money necessary for his cure. Her short criminal career was successful and she managed to put by quite a bit of money for herself, her brother and her family. But it was with the help of the cities heroes that she managed to fine the help that her brother needed. Whilst her brother was recovering she retired from her brief criminal career, she even stopped being Merge for a while. But she missed the thrill of being Merge Trois and when the Freedom City was in crisis she decide to come out of her brief retirement and help her community. She hadn't consciously made the decision but now Merge is going to try to help Freedom City. Personality & Motivation: Whilst Nicki can come over as introverted she anything but shy and has, over the hard years of high school, learned to stay in the background and subtly manipulate people to get what she wants. Though Nicki is still inclined to use her abilities to just be left in peace she does now try to use them to help other people. Nicki has always had a strong moral code, she could never harm or kill anyone, and her career as a criminal hasn't changed her attitudes. She does however have a dim view of large corporations and banks, something her criminal career has only helped but be reinforce (though there are rare exceptions), she’ll make sure that people aren’t harmed but wouldn’t attempt to reduce property damage or the loss of earnings. Powers & Tactics: Whilst Merge prefers to use guile and cunning to avoid conflict if trouble starts she tend to rely in sheer strength of numbers to defeat her foes flooding the area with as many duplicates as she can. She also tend to avoid bringing Nicki into direct contact with the plan in hand, if possible she will remain a safe distance away and allow Merge to handle the situation herself. Complications: Freedom: No one knows that Nicki is Merge Trois, something that she works very hard to maintains. As far as possible they've try to maintain that they don't know each other, or at least only vaguely aware of each other. Right by My Side: Nicki feel responsible for her brother and will try to keep him safe and out of danger. Whilst she sometime uses him in her plans, if he's put into immediate danger she will put all her energies into protecting him. If made to choose between helping her brother and helping other's she naturally inclined to protect him first. Pound the Alarm: As far as law enforcement is concerned Merge Trois is still a wanted criminal, as well as a few of the Superhero community. Here choice of target's means she has little hassle for most beat cop's and detectives, but there always a few. Beez in the Trap: Merge's method of using other villains of for her own gain, as well her habit of getting revenge on those who tried to burn her, means that she has made quite a few enemies. The foundry in particular wish to get revenge on her for ruining one of their operations. Abilities: 0 + 6 + 4 + 8 + 6 + 8 = 32PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 12 + 8 = 20PP Initiative: +3 Attack: +6 Base, +10 Unarmed Grapple: +10 (base 10, Str +0) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -1 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +2 (+2 Con) Fortitude: +8 (+2 Con, +6) Reflex: +9 (+3 Dex, +6) Will: +9 (+3 Wis, +6) Skills: 56RP = 14PP Acrobatics 9 (+12) Bluff 12 (+16) Diplomacy 8 (+12) Drive 2 (+5) Gather Information 2 (+6) Intimidation 7 (+11) Notice 8 (+11) Sense Motive 8 (+11) Feats: 17PP Attack Specialization (Unarmed) 2 Benefit (Wealth) 2 Contacts Dodge Focus 6 Luck 1 Minions (Camera Obscura) 4 Well-Informed Powers: 19 + 45 = 64PP ESP 6 (all senses, 1 mile, Flaw: Medium [Merge Trois], Rapid (x10)) [19 PP] Summon 11 (Merge Trois, Extra: Fanatical, Heroic, Duration [Continuous]; Feat: Mental Link; Flaw: Feedback) [45 PP] Totals: Abilities (32) + Combat (20) + Saving Throws (18) + Skills (14) + Feats (17) + Powers (64) - Drawbacks (0) = 165/219 Power Points
  16. Player Name: TheRedGuy Character Name: El Huracán Power Level: 10 (157/163PP) Trade-Offs: +2 Defense / -2 Toughness Unspent Power Points: 6 In Brief: Hotheaded Hispanic air controller studying at Claremont. Residence: Claremont Academy Base of Operations: Freedom City Catchphrase: TBD Alternate Identity: Aníbal Herrera Miramontes Identity: Secret Birthplace: Freedom City, USA Occupation: Claremont Student Affiliations: N/A. Family: Eduardo Herrera Moreno (father, age 55), María Elena Herrera Miramontes (mother, age 42), Alejandro Herrera Miramontes (brother, age 20) Description: Age: 16 (DoB: Feb 1st 1999) Apparent Age: late teens/early 20s Gender: Male Ethnicity: Hispanic Height: 5'9“ Weight: 175 lbs Eyes: Amber Hair: Jet Black Lean and muscular, Aníbal cuts a striking figure, appearing older and more mature than he really is. His skin is bronze, without visible blemishes save for a small mole above his upper lip. He keeps his hair neatly slicked back, and is always meticulously groomed. Perhaps his most unusual feature are his eyes, of a rare amber color, glimmering with warmth and mirth. His clothes are obviously expensive, but never gaudy, with no obnoxiously large labels or logos on display. He is usually dressed casually but conservatively, in a style reminiscent of North American „preppies“, though with a Latin twist to the colors and fabrics. His English is flawless, although spoken with a refined, velvet smooth Hispanic accent. Anyone meeting him for the first time would recognise immediately that he's a scion of the moneyed elite, a child of privilege. As El Huracán, he wears a specially designed flight suit. It is black, skin-tight, with gold accents on the boots and gloves, black goggles whose lenses appear gold-tinted on the outside, and a golden whirlwind symbol on the chest. Power Descriptions: Aníbal is a mutant aerokinetic, capable of controlling the flow of air currents to produce a variety of effects. He can create gale-force winds capable of knocking over opponents and pushing heavy objects, launch damaging blasts of compressed air, suffocate people by removing air from their lungs, deflect incoming projectiles and throw them back at the attacker, and cause a devastating whirlwind in an area of up to 125 feet in radius. His control over air also enables him to fly at speeds of up to 250 mph. His lungs have enhanced capacity, allowing him to hold his breath for longer periods of time and breathe normally even in extremely high altitudes. By sensing subtle variations in air flow, he can feel objects even if he can't see them. His custom-built flight suit comes with special glare-resistant goggles that adjust to allow improved vision in limited light conditions. The suit's padding affords limited protection from damage. It is lined with an experimental material that isolated the wearer from extreme heat and cold, as well as protecting from the effects of high pressure during fast aerial maneuvers. History: In 1993, during the Terminus invasion, Eduardo Herrera Moreno found himself in Freedom City, in the American headquarters of his firm, Herrera International. He had risen from humble beginnings and built a business exporting premium Mexican tequilas worldwide. Refusing the opportunity to evacuate the city, he stayed behind, helping the 50-odd employees of his Freedom City office escape to safety in the face of Omegadrone devastation. He himself sustained an injury during the attack, which reduced the Herrera International headquarters to rubble. His life was saved by the intervention of one of Freedom City's superheroes. While he was exposed to the strange energies of the Terminus, they seemed to have left no long-term consequences. After the attack was foiled, Herrera returned to Mexico a hero. The press praised his actions during the crisis and highlighted his generous donations to the reconstruction funds, particularly helping out the city's Hispanic neighborhoods. Overnight, the nouveau riche outsider became a fixture among the country's patrician elites. Soon he met a young socialite, María Elena Miramontes, daughter of Don Nicéforo Miramontes Castillo, owner of one of the largest agave plantations in Mexico and the associated Miramontes distillery. The two married in 1994, which boosted Herrera's standing and wealth considerably. In 1995, their first child, Alejandro, was born. In 1999, while María Elena was visiting her husband in Freedom City, she went into labor several weeks before she was due. On the eve of February 1st 1999, she gave birth to a healthy baby boy, named Aníbal María Nicéforo Herrera Miramontes. The child was an American citizen by accident of birth. Little Aníbal grew up in Mexico, spending time in his father's luxury villa in Ciudad de Mexico and his grandfather's massive Rancho Miramontes. His father, an avid history buff, had named both his sons after famous conquerors, hoping to raise them to take over the family business. Aníbal was tutored by the finest private teachers, showing a precocious intellect and an aptitude for many different fields of study. He also enjoyed physical activity, learning to ride from an early age and excelling in sports, particularly gymnastics. He was, by all appearances, a normal kid, albeit one living in the lap of luxury and privilege. The only unusual ability he showed was an ability to hold his breath for extended periods of time, certainly nothing out of the ordinary. Still, after hitting puberty, strange phenomena began to occur. Strange gusts of wind would sometimes happen when he was nearby, often knocking over vases or sending papers flying. The wind would often change direction or intensity or abruptly stop. Still, no one connected this to him in any way. Until one fateful day… Aníbal had always particularly enjoyed the feeling of the wind in his hair and on his skin, and was always a passionate young man, a thrill-seeker by nature. He took up skydiving as a hobby, despite the protestations of his mother. On his first jump, accompanied by an instructor, there was a problem. The instructors parachute failed to open. Aníbal found himself thousands of feet in the air, plummeting towards the ground. He panicked. He could feel the air like never before, feel every current, every minute difference in pressure. Only one thought coursed through his mind: Up. Not down. Definitely up. He felt the grip of his instructor on his harness. He felt the currents change, the winds blowing from underneath, getting stronger and stronger, until the two of them suddenly stopped in mid-air, floating on the currents like a giant seagull. It was hard to tell who was more shocked by this development. „What the Hell are you, kid?!“, the instructor asked. „I don't know“, Aníbal answered in earnest. With some effort, Aníbal began to slowly descend, eventually landing in front of his shocked and horrified parents. A hefty payment was made to the instructor, who swore not to tell anyone what happened. Over the next couple of months, Aníbal came to terms with his abilities, learning to exert conscious control over them. He learned he could cause winds, powerful, devastating, gale-force winds, if he focused enough to do it. He learned to fly using the air currents, and asked his parents to finance the construction of a prototype flight suit designed to make flying through the air easier and safer. He learned to compress air and launch it with devastating force against obstacles. This was indeed great power, and he firmly decided it could not be suppressed or kept a secret. His grandfather had always spoken of noblesse oblige, the obligation of the powerful to protect those less fortunate than them. A superhero was a kind of nobleman for the 21st century. Aníbal decided to use his powers for good, to help people. His father was uncertain. He had wanted to groom his sons for power, but this was not the power he had in mind. Still, he had seen the destruction wrought by an immensely powerful threat checked and defeated by superheroes, one of whom had saved his life. He agreed to his son's request, on condition that he keep his identity a secret. Soon afterwards, he used his extensive contacts to arrange his son's transfer to an exclusive private school for gifted youngsters in Freedom City, a place where he would hone his abilities and learn to master them. Taking the name El Huracán, after the Mayan god of storms, Aníbal took the first step in his career as a hero. Personality & Motivation: Aníbal was given a patrician upbringing, and it shows in his manner and attitude. He carries himself with poise and elegance, although without a trace of arrogance or coldness. Naturally charismatic, he enjoys company and conversation and knows how to put most people at ease. He's classically handsome and charming in an old-fashioned way, which makes him popular with the girls – although he leans more towards boys. Still, his smooth approach may be seen as insufferably fancy and patronising by those of a more coarse, direct bent. Despite the fact his demeanor makes him appear more mature and levelheaded than the typical teenager, he is nevertheless still young, and has a passionate, impulsive streak liable to get him into trouble. He was always a little reckless, and the development of his powers has made him even more prone to rush headlong into danger at the first opportunity. His motivation for becoming a superhero is a sense of personal responsibility instilled in him by his grandfather, an old-fashioned landowner. While he has no interest in playing the role of a businessman or the padrón of a hacienda, he feels obligated to use his newfound powers to make the world a better place to live, and particularly to protect those less fortunate than he is. He's proud of his heritage, and eager to serve as a role model to young Latinos everywhere and an ambassador for his country and community. However, in addition to these lofty aspirations and ideals, another reason for his choice is a typical teenage boy's pursuit of excitement and adventure, and an opportunity to impress some handsome chicos or cute senoritas. Powers & Tactics: In a combat situation, El Huracán will stay out of range, relying on dodging enemy attacks or deflecting them by manipulating the wind. He attacks from a distance, hurling blasts of air or knocking down opponents with gusts of wind. Usually he stays in the air, hovering above the action and avoiding direct contact. While his suit offers him some protection, able to stop pistol bullets and cushion cuts and blows, he is rather fragile in an up close fight, easily overpowered by a trained or stronger foe. He has a love of flashy moves and daring stunts, and his natural confidence and rapier wit can get under the skin of opponents, as well as inspire his comrades. While he has a good grip on his powers, his youth and inexperience can land him in hot water. Complications: Anchors Aweigh: As a dual citizen of Mexican heritage, Aníbal may occasionally run into some anti-immigrant sentiment. Having to divide his loyalties between Mexico and the US may also pose a problem in some cases. Who Is That Handsome Young Devil?: He promised his parents to keep his true identity a secret. It's not easy. Target of Opportunity: As the son of one of the wealthiest men in Mexico, he's a ripe target for anyone trying to cause harm to his father. Salsa y Sabor: A combination of inherited passionate temperament and teenage recklessness makes him prone to showboating and flamboyant displays of his powers. He'll usually take unnecessary risks and rush into danger where a more considered approach would be superior. Rich Corinthian Leather: Aníbal had a privileged upbringing, and is used to living in the lap of luxury. While he is generous and sympathetic to those less fortunate than himself and never ostentatious with his money, he does enjoy the finer things in life. Because of his upper class lifestyle, he can find it hard to relate to those from poorer backgrounds, and they in turn may resent his wealth and good fortune. Touched By The Terminus: Although it hasn't been officially established, it is likely that Aníbal's powers stem at least in part from his father's exposure to Terminus energy years before. This may cause problems later on. Abilities: 4 + 8 + 4 + 6 + 2 + 8 = 32PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 18 (+4) Combat: 8 + 12 = 20PP Initiative: +4 Attack: +4 Melee, +10 Ranged Grapple: +6 (+22 w/Air Control) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +8 (+2 Con, +6 Protective Padding (+3 impervious) ) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+4 Dex, +6) Will: +6 (+0 Wis, +6) Skills: 48R = 12PP Acrobatics 1 (+5) Bluff 4 (+8) Computers 1 (+4) Concentration 2 (+3) Diplomacy 4 (+8) Handle Animal 2 (+6) Knowledge (art) 1 (+4) Knowledge (business) 1 (+4) Knowledge (civics) 1 (+4) Knowledge (current affairs) 1 (+4) Knowledge (history) 1 (+4) Knowledge (popular culture) 3 (+6) Knowledge (theology & philosophy) 1 (+4) Language 4 (English, Spanish [Native], French, German, Latin) Notice 6 (+8) Perform (dance) 3 (+8) Perform (oratory) 1 (+5) Perform (keyboards) 4 (+9) Perform (singing) 2 (+6) Ride 1 (+5) Sense Motive 2 (+4) Feats: 21PP Attack Focus (Ranged) 6 Attractive Benefit (Dual Citizenship: US-Mexico) Benefit 2 (Wealthy Parents) Connected Distract (Bluff) Dodge Focus 6 Favored Environment (air) Inspire Taunt Powers: 37 + 12 + 1 + 4 = 54PP Aerokinesis 11.5 (23PP Array); Feats: Alternate Power 7, Dynamic 8; Drawbacks: Power Loss (in vacuum) -1) [37PP] (air, mutant) Dynamic Base Power: Move Object 11 (Air Control; Extras: Range (perception); Feats: Precise; Flaws: Action (full) ) {23/23} (air) DAP: Blast 10 (Air Blast; Feats: Indirect 3) {23/23} (air) DAP: Blast 5 (Tornado; Extras: Area [25-125 ft. radius Burst], Duration; Feats: Progression - Increase Area 2, Progression - Increase Range) {23/23} (air) DAP: Suffocate 5 (Suffocation; Extras: Range 2 (perception) ) {20/23} (air) DAP: Flight 5 (Wind Riding) {10/23} (air) DAP: Deflect 4 (Wind Screen; Extras: Reflect, Action 3 (reaction), slow projectiles) {20/23} (air) DAP: Trip 10 (Blow Away; Range 100 ft; Extras: Knockback; Feats: Indirect 3 (any point, any direction) ) {23/23} (air) DAP: Trip 5 (Gale; Range 50 ft; Extras: Knockback, Area [50-100 ft Cone], Selective Attack; Feats: Accurate (+2), Improved Trip, Progression - Increase Area ) {23/23} (air) Device 3 (Huracán Flight Suit; 15PP Container; Hard-To-Lose) [12PP] Sensory Shield 3 + Super-Senses 1 (Goggles; +6 vs visual effects; low-light vision) [4PP] (technology) Protection 6 (Protective Padding; Extras: Impervious (3 ranks) ) [9PP] Immunity 3 (Protective Lining; cold, heat, high pressure; Flaws: Limited - Half Effect) [2PP]. Immunity 1 (suffocation (drowning); Enhanced Lung Capacity; Extras: Flaws: Limited - Half Effect ) [1PP] (mutant) Super-Senses 5 (Sense Air Flow; Blindsight (tactile), Danger Sense (tactile); Drawback: Power Loss (in vacuum) -1 ) [4PP] (mutant, air) DC Block ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 17 Toughness Damage (Physical) Air Blast Ranged DC 25 Toughness Damage (Physical) Suffocate Percept. DC 15 Fortitude Suffocation Tornado Area DC 20 Toughness Damage (Physical) Blow Away Ranged DC 25 Toughness (Staged) Damage (Physical) 1d20+10 vs. STR or DEX Trip Gale Ranged DC 20 Toughness (Staged) Damage (Physical) 1d20+5 vs. STR or DEX (worse) Trip Totals: Abilities (32) + Combat (20) + Saving Throws (18) + Skills (12) + Feats (21) + Powers (54) = 157/163 Power Points
  17. (This is a PL10 rebuild of Solar Sentinel) Player Name: Thunder King Character Name: Solar Sentinel Power Level: 10 (160/162) Trade-Offs: -4 Defense/+4 Toughness Unspent Power Points: 2 In Brief: Cosmically empowered immortal veteran of an interstellar war Alternate Identity: Henry William Mason Identity: Secret Birthplace: Adolphus, Kentucky Occupation: Firefighter Affiliations: Freedom City Fire Department, the Zarnashi Military Family: None Description: Age: 121 (DoB: January 18th, 1896) Apparent Age: 35 Gender: Male Ethnicity: Caucasian Height: 6'3" Weight: 230 lbs Eyes: Gray Hair: Brown Henry is tall and broad shouldered, with a ruggedly handsome face, and stern features. He looks reasonably young, but anyone who sees into his eyes will see the age in them. He keeps his hair short and walks upright. He favors work pants and button up shirts, claiming to feel naked in t-shirts. He also favors leather shoes and boots, having a dislike for sneakers. Henry's costume is blue and gold, designed to look sleek and fast even when it's not in motion. Power Descriptions: Henry's cosmic energy manifests as a brilliant blue, though for certain things he can suppress the glow, such as using his normal flight or super-strength. The exact manifestations of this energy follow; Blast: Henry's blasts are manifested as blue bolts of energy, slightly resembling flame. Flight: When Henry flies, it manifests as a slight blue aura. When he's pulling power from his cosmic array, it produces a blue contrail that follows after him. Super-Strength: When accessing his array to enhance his strength, Henry's glow intensifies relative to the effort he needs to put forth. Healing: The recipient of his healing also glows slightly when affected by it. Extra Effort: The higher his energy output is, the more flame-like the manifestations become. History: Henry was born in Kentucky to a poor farm family. His father and mother both died early in his life, leaving him orphaned at 12 years old. At 16, he lied about his age and joined the US Army, where he served until the end of WWI, serving with distinction as a Non-Commisioned Officer. He was discharged honorably in 1920, and settled down in Freedom City. It was in 1922, however, that everything changed. One night, a friend of his invited him to stay out with him in the country, at his home in rural Pennsylvania. He never got there. Instead, an alien space craft captured him for study, crewed by members of the Zarnashi race. They were planning on sending him back after their tests, but they spotted an enemy vessel on their sensors. In their haste to escape the enemy craft, they accidentally brought their passenger, Henry, with them. Over the next few months, it was increasingly evident that war was inevitable between the Zarnashi and the Makh'rell peoples. Unable to go home, Henry became an ally of the Zarnashi race. A few months later, he found himself on a brand new space craft with an experimental FTL drive. The drive's core ended up with a massive breach. Selflessly, Henry helped everyone escape from the room, but he himself was trapped. The damaged drive bathed him in cosmic energy. The Zarnashi were surprised to find that he was not only alive, but far more powerful. He willingly joined the war against the Makh'rell race, becoming a respected and feared member of their military. However, the war dragged on for years. Henry fought for 88 years in a war that wasn't his own. Once the Zarnashi had secured peace, however, there was no reason to keep such an oddity among their ranks. And so, with his permission, they dropped him back on Earth with a few key supplies. Little did he know how much the world had changed. He managed to get enough help to set himself up again, with a new job; firefighter with the Freedom City Fire Department. However, after years of fighting, he found himself having a hard time adjusting to society. So, he decided to make himself a costume and start a new war; a war on crime. He'd never take another life again, but fighting is all he knows, and all he has. Personality & Motivation: Immortality has taught Henry a great deal about life, death, and survival. He has the long view on life, but also knows to cherish life's pleasures. Honor is very important to him. He considers his word paramount, and is reluctant to give it unless he knows he can live up to it. He fights crime because fighting is all he knows. He feels that he's seen too much blood, and will neither take a life, nor neglect to save civilians. Powers & Tactics: He uses the same tactics now that he did in the war; hit them fast, hit them hard. He makes ready use of move-by-action, charging in to blast, hitting them fast and moving out of range. When pressed, he has no problem closing distance and hammering at the opposition until it breaks. His powers leave little room for finesse or subtlety, but he's just fine with that. Complications: Secret: Identity. Nobody knows that Henry is a superhero, he likes it that way A Stranger In His Own Land: He's lived in space for most of his life. Earth, especially modern Earth, is so different that he won't get pop culture references and doesn't understand modern social norms very well. Child of Battle: He's been fighting for so long that sometimes he chooses to fight when he might have gotten away with a nonviolent solution. Blood on his hands: Henry is responsible for the deaths of hundreds, if not thousands of sentient beings, this does not sit well on his concience. The Bloody Stranger: During the war, Henry had a bit of a reputation for being a ferocious and nigh-unkillable warrior. Sometimes this reputation gives him problems when dealing with extra-terrestrials. New War, New Responsibilities: Recent cosmic events have dragged Henry back into combat in space. He is finding himself more involved in events out in space than ever before. Abilities: 10+0+4+6+4+4= 28PP Strength: 20/30 (+5/+10) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8+6 = 14PP Initiative: +4 Attack: +10 melee +4 ranged +10 Cosmic Blast Grapple: +15N/+18B/+28S Defense: +6 (+3 base, +3 dodge bonus) +2 flat-footed Knockback: -7 N: Nullified, B: Base S: With Strength Array Saving Throws: 8+6+6 = 20PP Toughness: +14 (+2 Con, +12 Protection) Fortitude: +10 (+2 con, +8 base) Reflex: +6 (+6 base) Will: +8 (+2 wis, +6 base) Skills: 56R = 14PP Diplomacy 10 (+12) Intimidate 10 (+12) Knowledge: Galactic Lore 7 (+10) Knowledge: Tactics 9 (+12) Language 2 (English[native], Zarnashi, Galstandard) Notice 10 (+12) Sense Motive 8 (+10) Feats: 17PP Attack Focus(Melee) 6 Attack Specialization 3 (Blast) Benefit (Tactics to Master Plan) Dodge Focus 3 Improved Initiative Master Plan Move-By-Action Power Attack Powers: 23+10+10+12+6+6 = 67PP Azure Flame (20PP array; Feats: Alternate Power 3) (23PP) BP: Blast 10 20PP AP: Enhanced Flight (5 to 15) 500,000 mph, 4,400,000 ft/rnd) 20PP AP: Healing 6 (Extras: Action (to standard) PFs: Regrowth) 19PP AP: Enhanced Strength 10 (to 30) + Super-Strength 5 20PP (Effective str 70, Heavy Load 204 tons) Flight 5 (250 mph, 2200 f/rnd) 10PP Immunity 10(Aging, Life Support) (10PP) Protection 12 (12PP) Super-Movement 3 (Space Travel 3) (6PP) Super-Strength 3 (6PP) (Effective str 35, Heavy Load, 3.2 tons) DC Block Unarmed Touch DC25 (staged) Damage (physical) Blast Range DC25 (staged) Damage (energy) Totals: Abilities (28) + Combat (14) + Saving Throws (20) + Skills (14) + Feats (17) + Powers (67) - Drawbacks (0) = 160/162
  18. Player Name: Thunder King Character Name: Prism Power Level: 10 (150/161 PP) Trade-Offs: None Unspent Power Points: 11 In Brief: Ordinary teenage girl with the power to summon color shifting energy constructs and blasts Alternate Identity: Hannah Cooper Identity: Secret Birthplace: Chicago Occupation: Student Affiliations: Claremont Academy Family: Jacob Cooper, father; Mary Cooper, mother; Jacob 'Jake' Cooper II, brother; Laura Cooper, sister; Ashley Cooper, sister; Peter Cooper, brother; Samuel 'Sammy' Cooper, brother Description: Age: 16 (DoB: February 24th, 1999 Gender: Female Ethnicity: Caucasian Height:: 5'2” Weight: 115 Eyes: Blue Hair: Brown Hannah is short, slightly out of shape, and somewhat nondescript. She has shoulder length brown hair that she keeps neat and out of the way. Most of her clothes are hand-me-downs from her sister Ashley, and thus a couple of years out of style and not fitted for her. What she's gotten for herself tend to be various hoodies, which she tends to wear unless the heat is too severe. However, she has bright blue eyes and a warm smile. Hannah's costume is light purple, loose and comfortable top and pants with a hooded cloak and a simple face mask. She also wears a tactical Kevlar vest her parents bought her before she went off to school and completes the outfit with a pair of sturdy, practical boots. Power Descriptions: Hannah produces blasts and constructs of colorful energy of a cosmic origin. For reasons she doesn't understand, she has no control over what the colors or patterns of her blasts are. The colors range from vivid and garish to muted and subtle, and she has no control over that either. The energy she produces can take the form of cloud-like formations to laser-like beams, but her constructs are consistently crystalline and translucent in appearance. History: Hannah Cooper was born the fourth of six children to a family in the suburbs of Chicago. Her oldest brother is a moderately successful professional football player, while her oldest sister is attending Harvard Law. While she has a loving family, she's always felt buried and overlooked. Her plan for her life was pretty typical, high school, college, marriage, children. The same kind of life she had always expected and wanted. In January of 2015, though, her powers awakened. She kept them a secret for the most part, but practiced with them whenever she could. She struggled between the typical life she'd wanted and her super powers. She had no interest in a life of heroism, but she felt a need to understand them. One night in April she traveled into the city of Chicago. It was dangerous, but she was driven to do it by her need to understand her powers. Her plan was to get in touch with a local hero. Hopefully someone that could help her understand her powers. The person who noticed her, Iron Maiden, couldn't help her, but she did have contacts. Iron Maiden's idea was to find a hero that could take Hannah under their wing and teach her how to use her powers. Iron Maiden promised to be in touch, and for three weeks, Hannah didn't know what was going on. When she received contact from Claremont, it was both better and worse than she expected. Part of her wanted to stay home, ignore her powers and live the life she expected. However, she felt drawn to understand her powers, and so enrolled. Personality & Motivation: Strictly speaking, Hannah doesn't want to be a superhero. She wants to learn how to use her powers and make sure they're controlled. However, in practice she would never walk away from people in need. She knows she can use her powers to help people. She's far more about helping people than punishing criminals, but she also knows her powers can hurt. Powers & Tactics: Hannah generally uses her constructs to control the battlefield, often isolating villains from potential victims. If she's alone, she uses blasts of energy to drop them quickly to end the fight with minimal harm and casualties. If she's working with others, she often uses her powers to support her allies. Complications: I don't know who this Prism is...: Her identity is not public knowledge, and she likes it that way. Um, no, not me: Hannah has a mild case of social anxiety disorder. When forced into the spotlight she is liable to make mistakes and seek to get away. Big Family: Hannah is the fourth of six children, this may cause her problems. Abilities: 0 + 2 + 0 + 6 + 4 + 0 = 12PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +4 Base, +10 Ranged Grapple: +4 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -10 Saving Throws: 8 + 7 + 6 = 21PP Toughness: +10/+4 (Impervious 10) (+0 Con, +10 Force Field) (+0 Con, +4 Kevlar vest) Fortitude: +8 (+0 Con, +8) Reflex: +8 (+1 Dex, +7) Will: +8 (+2 Wis, +6) Skills: 60R = 15PP Computers 6 (+9) Knowledge (Current Events) 9 (+12) Knowledge (Popular Culture) 9 (+12) Knowledge (Technology) 9 (+12) Knowledge (Art) 6 (+9) Notice 8 (+10) Search 5 (+8) Sense Motive 8 (+10) Feats: 18PP Attack Focus (Ranged) 6 Dodge Focus 6 Equipment 1 Improved Initiative Luck Move-By-Action Power Attack Quick Change Equipment: 1PP = 5 EP Commlink [1EP] Tactical Vest (Protection 4 [4EP] Powers: 38 + 10 + 20 = 68PP All powers have the Cosmic descriptor Cosmic Rainbows Array 16 (32PP; Power Feats: Alternate Power 6) [38PP] Base: Create Object 10 (10 x 5' cubes; Extras: Movable [Strength 50], Power Feats: Stationary, Tethered) [32PP] AP: Blast 10 (Extras: Autofire) [30PP] AP: Blast 10 (Extras: Area [General, Shapeable, 10 x 125' cubes]) [30PP] AP: Dazzle 10 (Visual) [20PP] AP: Dazzle 10 (Visual; Extras: Area [General, Burst, 50'])[30PP] AP: Light Control 10 (100') [20 PP] AP: Snare 10 (Power Feats: Reversible, Tether) [22 PP] Flight 5 [10 PP] Force Field 10 (Extras: Impervious 10) [20 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch 15 Toughness(staged) Damage Blast 100 ft 25 Toughness (staged) Damage Dazzle 100 ft 20 Fort/Ref Visual Dazzle Snare 100 ft 20 Ref Entangled/Bound Totals: Abilities (12) + Combat (16) + Saving Throws (21) + Skills (15) + Feats (18) + Powers (68) - Drawbacks (0) = 150/159 Power Points
  19. Zenith Corinne Conrad Power Level: 8/11 (162/182) Unspent Power Points: 20 Trade-Offs: None In Brief: Matter manipulating daughter of a hero, just trying to make it on her own in the big city. Catchphrase: "I am the agent of change." Theme: Chvrches, “Gun” or Hundred Waters, "Particle" Alternate Identity: Secret Birthplace: Los Angeles, CA Residence: Claremont Base of Operations: Claremont Occupation: Student, wanting to be an artist/dancer. Affiliations: Claremont. Family: Amir al-Misri, father; Natalie Conrad; mother; Harold Conrad, step-father; Nicholas Conrad, younger brother; Dalir Saleh, half-brother. Description: Age: 16 (DoB: 2001, April 1st) Apparent Age: 16. Gender: Female Ethnicity: Caucasian (British) /Arabic (Egyptian) Height: 6’2 3/4 Weight: 161 Eyes: Blue (Glowing White) Hair: Dirty Blonde, generally dyed (Various shades of oranges and pinks) Corinne takes more firmly after her mother than father, though she has his height (On her it would be described as Statuesque), and a bit of his jaw, and serious eyebrows. She is built like someone who has taken dance for many years, slender and willowy with the proper mass that came with a decade of ballet and having to be able to hold herself en pointe. Perpetually she has a crooked smile, matching teeth that were a bit crooked as well. She is, though, gorgeous and knows how to employ her beauty, even it is not her first choice. Corinne’s aesthetic tends towards ‘Hipster Bohemian,’ when outside of dance class and practice. She does have to wear glasses, however. Her hair is currently in an asymmetrical undercut style, normally bleached or dyed varying shades and colors, with patterns and notches done in the clippered hair. When she changes she restructures her clothing into a variegated colored summer dress and bare limbed, though her left leg had has a thigh high covering. A distortion effect around her median, and occasionally around the rest of her, similar to artifacting that can happen in video. Her limbs trailing off into coruscating light, that moves over her skin. Her pupils and irises turn into apertures of like, and her hair stands like a flaming crown of pinks and oranges. History: Corinne is the result of a tryst between her mother and then less famous and rich playboy Amir al-Misri. She eventually found this out, after she got upset in a normal argument with her mother, and in the process did an impromptu remodeling of the kitchen, turning it into glass. All of it. With that in mind, her mother explained some things, and reached out to Amir, and Corinne found herself in Freedom City, and Claremont. She is still dealing with all of the changes. Though she still has her art, and dancing, and been semi-normal, she hopes that will keep her grounded even as her entire world changes around her, like some sort of outward expression of her newfound powers While she knew that Harold Conrad wasn’t her biological father, she had accepted him as effectively her father, and Amir feels alien to her. Though the relationship is tentative, as their involvement with each other’s life has been nonexistent until recently. She is still strongly connected to her family and speaks to them frequently, though is less… clear on her relationship to Amir and his family and associates. She wonders if she can truly go through what is happening without issue, but that remains to be seen. Though one thing is certain, she will have an amazing ability to do art with her powers, and that prospect alone is enough to drive her to learn and refine more in her abilities. Does superheroing even look good on an art school application? Personality & Motivation: Corinne is a nice person, and apparently has inherited powers from her father. She feels obligated to figure out how to use them, and how to apply them effectively and safely. She is certainly not retiring sort, though despite a bit of occasional bubbly personal, she is still concerned to what others things of her. Outside of that, she still wants to pursue artistic endeavors, and perhaps try to juggle that and her powers. She does strive very hard in both dancing and her other media of art not just do good, but to have her work judged as good. When changed, her behavior is changed, becoming more haughty, even arrogant. Though her moral character doesn’t change. As it seems there that it an expression of being less concerned with the views of others about her. Powers & Tactics: She is still working out this whole fighting thing. Generally just uses straightforward tactics and her powers to stop people, preferring using Snare, Create Object, or Transform first to restrain/detain someone. Power Descriptions: Her powers are Mutational, and are based around the ability to manipulate matter by controlling the energetic bonds in it’s structure. It seems associated with her emotional state, tied to her id, or subconciousness and while in her Zenith form does have a different personality. Currently this is expressed through a change in herself, adopting an alternate form with different behavior, and full access to her powers. Outside of that, she has base access to change matter and react defensively to restrain others, as well as be able to walk on air as it it was solid. The change to Zenith is a violent reshaping, brilliant, her clothes turned into whatever attire she feels she should have on, which is invariably different than her normal clothes. Transform is dramatic, looking like she was digitizing the matter as she reshapes and changes the nature of it. She can also reshape matter, though strangely this can be considered the most difficult/taxing of her abilities. Create Object is still rough, though with a similar effect as she ‘draws’ in a structure, and then fills it with matter, but the shapes can be a bit crude, and she cannot pass them off as real, and the colors tend to be bright or matching something similar to her emotional state. Snare is a specific application of the above powers, quite literally altering or making matter to be purpose built. It does not have defined structure, and it seems to not really have a conscious thought process besides ‘surround them.’ Drain Toughness has pieces of matter being ripped apart and drawn back into her. Her Damage effect is an expansion of her Forcefield, creating a brilliant, swirling light and force that knocks down those inside of it. Complications: Commitments: Does have dance recitals and schoolwork. This stuff is complicated with the super power thing. The heroing thing cuts into that. Crap, you know who my dad is: He’s famous, he’s divisive. Some enemies may want to get her. She may be thrust into a limelight she does want, or have attention she doesn’t need. Fascinated: Due to her artistic personality, when infused with energy in her alternate form she is easily or distracted by flashing lights or other pretty twinkles. Grandiose: In general she needs reliant on being able to gesture to use a good bit of her powers. Being bound, or restrained will prevent her from really being able to access them in most cases. Keep Calm, Can’t Carry On: Her powers require a heightened emotional state, and If for instance under the effect of emotional control (calm), she cannot muster up energy to use her powers, particular changing to her Alternate Form. At the same token strong emotional responses, or reactions, do not empower her, and it does seem to generally inhibit her ability to be precise.. Secret Identity: Well… yeah. Warring with Herself: Her powers still frighten her and may become upset with the aftermath of them. She can become Shaken during those times. Abilities: 2 + 4 + 4 + 2 + 4 + 6 = 24 PP Strength 12 (+1) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 16 (+3) Combat: 8 + 8 = 16 PP Attack: + 4 Base Defense: + 8 (+4 base, +4 w/ Shield), +2 Flatfooted Initiative: + 7 (+3 Dex, +4 Improved Initiative) Grapple: + 5 Knockback: -1/ -4 Forcefield / -8 Alternate Form Saving Throws: 4 + 3 + 4 = 11 PP Toughness: +2/+8 Impervious w/ Alternate Form (+2 CON, +6 Force Field, Impervious +8) Fortitude: +6 (+2 CON, +4) Reflex: +6 (+3 DEX, + 3) Will: +6 (+2 WIS, +4) Skills: 76r = 19 PP Acrobatics 12 (+15) Bluff 4 (+7/+11 with Attractive) Concentration 4 (+6) Craft: Artistic 8 (+9) Diplomacy 4 (+7/+11 with Attractive) Gather Information 4 (+7) Knowledge: Art 4 (+5) Knowledge: Popular Culture 4 (+5) Perform: Dance 12 (+15) Perform: Percussion Instruments 4 (+7) Notice 4 (+6) Search 4 (+5) Sense Motive 4 (+6) Swim 4 (+5) Feats: 5 PP Attractive Beginner’s Luck Improved Initiative Luck Uncanny Dodge (Auditory) Powers: 6 + 4 + 49 + 2 + 26 = 87 *All powers carry the Mutation and Matter Control/Manipulation base descriptors Force Field 6 (Extras: Linked) [6PP] + Shield 4 (Extras: Linked) [4PP] 'turn aside the slings and arrows' Restructuring 24 (Array, Matter Control/Manipulation, 48PP, PFs Alternate Powers 1) [49PP] BE: Transform 8 (Inanimate Objects to Inanimate Objects, 250lbs; Extras: Duration [Continuous]) {48/48} AP: Snare 8 (Extras: Area (Burst), Regenerating, Selective; PFs: Accurate 2, Reversible, Variable Descriptor 2) {45/48} 'reshape and bind' Super Movement 1 (Air Walking) [2 PP] Zenith (Alternate Form, 26PP, Extra: Duration [Sustained]) [26PP] Enhanced Feat 1 (Quick Change) [1 PP] ‘Let me slip into something proper’ Adds, Linked to Forcefield and Shield, Impervious TOU 8 (Extras: Linked) [8PP] + Immunity 9 (Life Support; Extras: Linked) [9 PP] ‘Imperious armor’ Restructuring 0 (Array, Adds PFs: Alternate Powers 4) [4PP] AP: Create Object 10 (10x 250’ Cubes, 50 Str Load: 25.6 tons; Extras: Duration [Continuous], Movable; PFs: Innate, Precise, Progression 3, Selective, Stationary, Subtle [just like real]) {47/48} 'vibrant genesis' AP: Drain Toughness 8 (pattern scatter, 8x 10’ Cubes; Extras: Only Objects [+0], Linked [+0], Area [Shapeable], Ranged, Selective Attack; PFs: Progression, Reversible) {42/48} 'sublimating reformation' AP: Damage 8 (40’ Radius, Extra: Area [cylinder], Linked [Trip], Selective Attack; PFs: Variable Descriptor 2 [any]) {26/48} + Trip 8 (40’ Radius; Extras: Area [cylinder], Linked [Damage], Selective Attack; Flaws: Range [Touch], PFS: Improved Trip, Variable Descriptor 2 [any]) {19/48} 'tumultuous rebuke' AP: Move Object 16 (Effective Strength 80; Load: Heavy 800 tons, Max: 1.6k tons; Extras: Range [Perception]) {48/48} 'it moves as I wish it to' Teleport 4 (400’/1 Mile; Flaw: Medium [Created/Transformed Objects]) [4 PP] 'that which I touch I am connected to' TOTALS Abilities 24 + Combat 16 + Savings Throws 11 + Skills 19 + Feats 5 + Powers 87 = 162/182 PP
  20. The Scarab III Player Name: Tiffany Korta Power Level: 10 [15] (214/250PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent Power Points: 36 In Brief: Genius gadgeteer with a surprising origin for her powers... Residence: Apartment in Downtown Freedom City Base of Operations: Mandjet Building, Khepri Incorporated, Downtown Freedom City. Catchphrase: Alternate Identity: Kamala Khanufasa Identity: Secret Birthplace: Jersey City, New Jersey Occupation: Engineering Entrepreneur, Owner of Khepri Incorporated Affiliations: None Family: Sana Khanufasa (Mother), Khalili Khanufasa (Father), Sorayah Khanufasa (Older Sister), Aamir Khanufasa (Older Brother) Description: Age: 28 (DoB: 31st August 1992) Gender: Female Ethnicity: Egyptian Height: 5'4" Weight: 135 lbs Eyes: Brown Hair: Black Kamala's family is descended from a long line of mixing pot that was Ancient Egyptian, having a little bit of Nubian and Greek in her ancestry, though her Egyptian roots can be traced back to the very dawn of Ancient Egypt, even if part of it is from pure myths and legends. Whilst the families appearance caused little problems in their home village or the more cosmopolitan Freedom City, they often caused them problems in the less enlightened parts of Egypt. Whilst not an unattractive woman Kamala is very aware of how her image can affect both her personal and company image. To that end, she spends a vast amount of time taking great care to craft the absolutely perfect image of a professional businesswoman. Whilst she has fully adopted West style dress she still takes great pains to accentuate it with touches from her Arabic heritage. Her superhero costume is an encompassing bodysuit in a vivid red with yellow trim that goes right from her neck to her toes. Her face is covered by a pair of oversized insect-like goggles with yellow lenses. On her back, she wears a backpack resembling a stylized scarab that contains a self-designed gravitic generator that projects a gravimetric field that allows her to fly and provides a protecting force field. On her wrists she wears a pair of intricately designed Egyptian looking vambraces, one is actually an Ancient Egyptian artifact that is the source (she believes) of her psychic abilities whilst the other one is a much more modern sonic projector of her own design that she uses as a defensive weapon. To enhance her own abilities she's designed and build a power armor that syncs up with all her other devices as well as providing additional strength and life support, in styling and coloration it is almost identical to her regular costume. Power Descriptions: Most of her crime fighting equipment has been meticulously crafted by her own hand, using cutting edge materials and techniques that she couldn't possibly afford to sell to the public. Being who she is each piece of equipment has been tested and refined down to the last nanometer until it's as close to perfection and predictable in its behavior. Despite this, she is still constantly tinkering on a series of spares of the various devices to try and improve them even more than they are right now, including improvements from the most cutting edge research. The actual styling's of the devices are inspired from Art-Deco designed to suggest the Scarab beetle, along with a heavy touch of Ancient Egyptian styling. She has chosen the red and yellow colouration for the costume to match those of the previous Scarab(s) as it just seemed to feel right to honor those who name she is using. On the top of her fierce intelligence, Kamala also has a natural untapped psychic potential, a family legacy triggered by her close proximity to the ancient vambrace. At the moment it's just fairly simple and obvious telepathy but it has a potential to develop into something much more powerful. Kamala doesn't actually realize she has this potential and mistakenly believes that the psychic abilities come not from herself but from the Ancient Egyptian artifact that she wears when in costume. . History: Before she was born her family had chosen to flee their Egyptian to start a new life in the United States, not only were the Khanufasa's persecuted for their Shia faith, in a predominately Sunni country, but there was a long suspicion of the family being tomb robbers back many generations. But the family knew better-telling tales that they were descended from priestesses of Ancient Egypt, and that they had been entrusted of an ancient artifact. This artifact, an ancient vambrace, was the only thing of value they brought with them when they moved to New Jersey. Not many months after they moved to the states Kamala was born, the first of her family to be born on American soil. The artifact held some sort of fascination for Kamala since she could remember, wearing it often and even sleeping whilst wearing the vambrace, finding the object somehow comforting almost as if it was alive. When she did sleep with the device she had vivid dreams her ancestor, a great priestess of Isis, gathering some of the Ib (heart) and Shebuet (shadow) of the heroic prince Heru-Ra as he fell in battle. Preserving those part of the soul so they could serve future generations. Little did she know that these dreams were of events that happened long ago and that the vambrace had awoken abilities that had been in her family since that very priestess. From an early age Kamala showed that she was intelligent, always with a questions on her lips, and her parents encouraged her to question everything, not that they could easily stop her questioning. As she grew older her fascination with the world led to her been drawn to the engineering, and with her grades, she attended what is considered one of the finest programs in the country at Freedom Cities HIT. All this was mostly paid for by her parents, and extended family back in Egypt, who sacrificed much to ensure that she could have every opportunity that their new home allowed. She decided early on that she didn't want to work for anyone else, despite offers from several tech companies, so even before she graduated she began to work on viable products to sell and to try and gather the resources to be able to found her own company. With this money, she founded Kherpi Incorporated in Freedom City and with her business and engineering acumen it has rapidly grown over the past few years from just herself to a company employing hundreds of people. This success has allowed her and her family to enjoy a lifestyle that her family couldn't possibly imagine when they left Egypt all those years ago. For most people it would be enough to just run a successful company, but Kamala wasn't just anyone and she had an unusual form of inspiration of what else she could do. For since around the age of sixteen, Kamala began to have other dreams alongside those of Ancient Egypt, these dreams were of a woman in crimson and gold who was doing heroic deeds. It didn't take long to figure out that she was somehow linked with the current Scarab, simply by just by watching the daily news, and though she's never been sure exactly why she started having the dreams, suspecting as always it was the influence of the vambrace, but it inspired her to follow the Scarab's lead and try and help people. As well as the support she could give in her professional capacity, by offering financial aid to those less fortunate than herself, she also began to work on various devices that she could use to fight crime. After months of testing and small dry runs, she finally feels that she is ready to begin her career as a crime fighter. With the previous owner apparently out of action, Kamala has chosen to adopt the name, with every intention of giving it back if asked, to become The Scarab. Personality & Motivation: Kamala is a driven dedicated person and puts' 110% into everything that she does. As a business woman, she drives everyone hard but also drives herself just as hard if not even more so. Everything she does is worked out in meticulously down to almost the last detail. This does occasionally backfire as she can over think something to the point that she ends up doing nothing but just the planning. Even being a hero is a calculated response, why would she not help people if she has these gifts to share with the world? This thinking also allied to her business practices and as well as running a meretricious honest business she also donates a lot to charity as both herself and as Khepri Incorporated. Kamala is a devout, if moderate, Shia Muslim and tries to live her life by the tenants of her faith. Her hectic lifestyle does sometimes make it difficult to always be faithful as she'd like, but Kamala's pretty sure that God will understand the time she'll miss prayers to save the world. She see's her time spent as a hero as part of her duty to help the community, everyone in the city and beyond, and protect those who cannot protect themselves. Powers & Tactics: Kamala tends to take things cautiously trying and gather as much information as she can before she begins to tackle the problem. As long as people aren't being hurt she's prepared to wait days if necessary to find out everything to solve the issue. If she can Kamala will take pains to recompensate any losses incurred whilst she carry's on her investigations. If forced into actual conflict without time to prepare she was trying to quickly and efficiently take the enemy down, going for either the most powerful threat or those that her abilities will work the most efficiently against. Complications: Enemies old and new: The name Scarab draws the attention of quite a few super villains who would like to destroy the legacy of the Scarab once and for all. Magic Feather: Whilst Kamala is a natural psychic she doesn't actually realize that she is so empowered, believing instead that her bracelet provides the abilities technologically. If she is caught without her bracelet she cannot use any of her psychic abilities. Young, gifted and Black: As a young Arabic woman in business a lot of people underestimate her abilities or worse refuse to deal with her directly. This mainly affects her civilian personal, most seem less concerned when there being saved. Abilities: 0 + 4 + 4 + 14 + 6 + 0 = 28PP Strength: 30/10 (+10/+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 24 (+7) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +8 Unarmed w/ Carapace, +8 w/ Scarab's Bite Grapple: +18, +6 without Carapace Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -11 w/ Carapace & Pack, -6 w/ Pack only, -2 w/ Carapace only, -1 w/ nothing Saving Throws: 8 + 7 + 10 = 25PP Toughness: +2/+12 (+2 Con, +10 Force Field; Impervious 10 from Carapace) Fortitude: +10 (+2 Con, +8) Reflex: +9 (+2 Dex, +7) Will: +13 (+3 Wis, +10) Skills: 128R = 32PP Computers 13 (+20)Skill Mastery Concentration 12 (+15) Craft (Electronic) 13 (+20)Skill Mastery Craft (Mechanical) 13 (+20) Disable Device 13 (+20)Skill Mastery Drive 3 (+5) Knowledge (Business) 13 (+20) Knowledge (Technology) 13 (+20)Skill Mastery Knowledge (Physical Sciences) 12 (+20) Language 2 (Ancient Egyptian, Arabic, English [Native]) Notice 7 (+10) Pilot 3 (+5) Search 3 (+10) Sense Motive 7 (+10) Feats: 18PP Beginner's Luck Benefit 2 (Wealth 2 [Rich]) Dodge Focus 2 Eidetic Memory Equipment 4 (Mandjet Building) Evasion 1 Inventor Luck 3 Master Plan Second Chance (Concentration) Skill Mastery (Computers, Craft [Electronics], Disable Device, Knowledge [Technology]) From Scarab's Eye Accurate Attack Attack Focus (Ranged) 2 Improved Aim Power Attack Equipment: 20EP = 4PP Mandjet Building (Headquarters) [20EP] This small skyscraper is a surviving 1920 Art-Deco building originally designed and built by the Rhodes family. The building is brick built and faced with limestone blocks, the blocks are decorated in an Egyptian style with the front of the building having a massive carving of two winged women (representing the goddess Isis) facing each other. The interior of the building has been totally redesigned and rebuilt making it not only ecologically friendly but able to withstand some of the perils of being in Freedom City. The top floor not only contains Kamala's office but her own private workshop and a small apartment where she can sleep when needed, though she rarely uses it preferring her own place. Size: Large [2] Toughness: +15 Features: Communications, Computer, Defense System, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 3, Workshop [16] Powers: 28 + 20 + 16 + 12 + 11 = 87PP Device 7 ("Scarab's Carapace," Hi-tech Power Armor; 35PP Device, Hard to Lose) [28PP] Enhanced Strength 20 (to 30/+10) [20PP] Enhanced Feat 1 (Attack Specialization [Unarmed Attack]) [1PP] Impervious Toughness 10 [10PP] Super Strength 2 (effective lifting STR 40, heavy load 6 tons) [4PP] Device 5 ("Scarab's Bite," Hi-tech Vambrace; 25PP Device, Hard to Lose) [20PP] Sonic Projector 6 (24PP Array Feat: Alternative Power 1) [25PP] BE: Blast 12 (120ft range) [24PP] AP: Dazzle Auditory 10 (100ft range; Extra: Burst [50ft, General, Area]; Feat: Subtle) [21PP] Device 4 ("Scarab Pack," Hi-tech backpack; 20PP Device, Hard to Lose) [16PP] Flight 5 (Gravitic Repulsion, 250 mph/2,500 ft/rnd.) [10PP] Force Field 10 (Gravitic Field) [10PP] Device 3 ("Scarab's Eyes," Hi-tech Googles; 15PP Device, Easy to Lose) [12PP] Enhanced Feats 5 (Accurate Attack, Attack Focus [Ranged] 2, Improved Aim, Power Attack) [5PP] Super Senses 5 (Direction Sense, Distance Sense, Infravision, Microscopic Vision 1, Radar [Radio Sense, Accurate] {3PP}, Time Sense, Ultra-Hearing, Ultravision) [10PP] Psychic Potential 5 (10PP Array; Feat: Alternative Power 1) [11PP] BE: Mind Reading 10 [10PP] AP: Communication 6 (telepathy, 20 mile) [6PP] and Comprehend 2 (Speak and Understand all Languages) [4PP] [10PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed* Touch DC 25 Toughness Damage (Physical) Unarmed Touch DC 15 Toughness Damage (Physical) Blast Ranged DC 27 Toughness Damage (Sonic) Dazzle Ranged DC 20 Fort/Ref Dazzled (Staged) Mind Reading Perception DC 20 Will Mind Read * while wearing Carapace Totals: Abilities (28) + Combat (24) + Saving Throws (25) + Skills (32) + Feats (18) + Powers (87) - Drawbacks (0) = 214/250 Power Points
  21. Tekton Power Level: 10 (150/153) Unspent Power Points: 3 Trade-Offs: None In Brief: Mutant with Vibration Control and Generation Powers In a corporate sponsorship and uniform. Catchphrase: "Time to shake you down!" "lets shake things up!", "I'll leave you7 quaking in your boots!" and of course "Halt Evildoer!" Theme: Shake, Rattle And Roll Alternate Identity:Vladimir Richter (Secret) Birthplace: Wallachia, Romania Residence: Emerald City, University Hill (ECU Dorm) Base of Operations: Emerald City Occupation: Retail worker; Student of Geology Affiliations: N/A Family: Radu Richter (Twin Brother) Friends: Description: Age: 25 (4th December 1991) Gender: Male Ethnicity: Romanian Height: 5'11" Weight: 185 lbs. Eyes: Grey Hair: Dark Brown History: Born into a large and close-knit family, Vladmir and his brother Rudu both were known to be Different from their elder siblings both developed mentally much faster than average and reaching an emotional maturity beyond their years,however this was even more pronounced in Rudu, Whom upon coasting through his early education with the greatest ease, it was plain to all whom saw that Rudu had been born with almost superhuman Intelligence Quotient and when his Secondary education had been completed He was approached by an agent of Emerald city university with the offer of a scholarship and the opportunity to travel to the united states and thus access some of the most advanced facilities and finest scientific minds in the world. Young, Proud and filled with ambition Rudu accepted without so much as a second thought and packed his bags and rushed headlong into the promising future set out before him, Meanwhile, Vladimir, whom hadn't revived the gift of superhuman intelligence discovered that he had instead received an equal but different gift, he found that he had developed the ability to sense and through force of will effect tremors in the air and ground around him, whilst there were not many known superheroes around in Romania let alone wallachia and so he found himself without the guidance he needed to truely hone his powers to the precise and honed edge necessary to use them without risking the safety of both himself and everyone around them. Though he clung to the idea of being one of the few Romanian superheroes he quickly abandoned the idea when he realized that without proper training and equipment he was far more likely to kill people than to save them. It was then that his brother, Long since graduated from his scholarship, and kept appraised by Vladimir own letters of this development intervened, using some of the wealth he had accumulated in his work at PanStar to secure his brother a place at the very same university that he himself had attended and paying the bulk of his tuition out of his own pocket. and so Vladimir came to the states following in his brothers footsteps and given enough money to set himself up with a small but comfortable apartment he began to attend both geology classes and Meta human Support groups and slowly but surely began to master his abilities. using what little free money to gather materials for a ramshackled costume of his own design; consisting mostly of construction site Safety apparel, SCUBA Gear and a morphic molecule under-suit, that was quickly abandoned when he was offered the aid of PanStar in developing a sleeker and far more advanced model based on his designs. a Project he later discovered had been submitted for review by his own brother, under the name of a corporate sponsored metahuman hero. Soon he would be ready to try his hand at his long since discarded dream wearing the black, silver and red of his brothers corporate affiliations Personality & Motivation: Personality; Vladmir is a good natured young man, whom despite wanting to be a super hero for perhapse the wrong reasons is genuinely interested in helping those in need and protecting the world from the predations of criminals, though he is quite physically fit he tends to enjoy more bookish hobbies and is equally at home in art galleries and museums as he is in the local comic book store and fighting small time back alley crooks. Motivation: Vladmir's primary motivation for becoming a super hero is his own excitable nature and the positive attention it garners him, even if it is through the filter of a Pseudonym and mask, he enjoys interacting with his (So Far Few) Fans on the twitter, face book and snapchat he is contractually obligated to keep and is by all accounts something of an aspiring bon vivant. all he lacks is the budget. Powers & Tactics: Powers: Vladmir has the ability to amplify, control and/or create vibrations in both himself and the surrounding environments, though he lacks the superhuman intelligence of his brother he retains a great aptitude for learning and retention of information that allows him to become relatively skilled in certain areas he remains otherwise untalented in. Tactics: Vladmir is a showboat through and through, and though he would never risk someones life in the name of dramatic tension he remains something of an entertainer in his fights till the stakes grow to high for him to dance around exchanging quips as readily as blows with his opponents, favoring raw power to finesse until such a time as it proves nonviable as an option and then will switch to suprisingly cunning stratagems applicable to what he knows about his opponents. Power Descriptions: Vibration control: the only visual indication of vladmir's powers are the ripples in the air around him when he is using particularly intense vibrations some even creating light via air resistance when utilized, though all of his powers are accompanied by a hum, buzz or shrill shriek, some above or below the humans hearing spectrum. Complications: Transylmania: Due in part to his birthplace, upbringing and the classic literature he studied in high school, Vladimir's childhood nyctophobia has developed into an intense fear of vampires and the superstition that surrounds them, Vampires (or people with convincing enough appearances and powers) Terrify Vladmir and find him far more pliable that he would otherwise be due to that extreme fear. he may also refuse to enter places that have in lore been home to or played host to vampires, graveyards at night, Old Abandoned homes and ruined and abandoned cathedrals chief among them, though he is in equal measure exhilarated and perhaps slightly addicted to the extreme Adrenalin rush provided by this fear and will sometimes get himself into positions where he must confront it. Sold my Soul to the Company store: Due to his brothers influence in PanStar and his good relationship with both him and the company, Vladimir is reluctant to believe any misgivings about the company and in extreme cases takes attacks against them as personal affronts to his brother and reacts angrily to accusations, taking them as slander against his brother when they are directed against the company entire and will in some cases overlook minor misgivings as simply being the norm for such companies and the media blame parade being little more than the klaxon announcing one has been caught; he is as financially indebted to the company as he is emotionally indebted to his brother. Showboater: Due to his desire and slight contractual obligations to not only save the day but look good doing it, other heroes will sometimes dismiss him as a greedy and shallow hero with no real convictions, leading not only to difficulties in interacting with other super heroes whom feel strongly about such things but also something of a mixed relationship with the media, praise and scorn both becoming exaggerated due to corporate intrigues and relationships he has no control over. Accidents: Vladimir's control of his powers is tenuous and relies greatly on his knowledge of materials and geology for his more fancy powers, should he be unduely distracted or unable to concentrate fully for whatever reason he may do anything from shatter bones like glass, resonate a material he doesn't mean too or even in extreme cases kick off full scale earthquakes in tectonically unstable locations. Abilities: 8 + 4 + 8 + 0 + 4 + 4 = 28pp Strength: +4 (18) Dexterity: +2 (14) Constitution: +4 (18) Intelligence: +0 (10) Wisdom: +2 (14) Charisma: +2 (14) Combat: 12 + 12 = 24pp Attack Bonus: +6 Ranged: +6 (+10 Shockwaves) Melee: +10 Grapple: +14 (+6 Base attack, + 4 attack focus (Melee) +4 Strength) Defense: +10 (6 Base: +4 Dodge focus, Flat-footed: +3), Knockback: -5 Initiative: +10 (+2 Dex +8 Improved initiative 2) Saves: 4 + 6 + 6 = 16pp Tough: +4/+10 (+4 Con +6 Protection (in Costume)) Fort: +8, (+4 Con +4) Ref: +8, (+2 Dex +6) Will: +8 (+2 Wis + 6) Skills: 14pp = 56 Ranks Diplomacy 8 (+10) Intimidate 8 (+10) Knowledge (earth sciences) 10 (+10) Language 4 (Native: Romanian; English, Russian, Turkish, German), Notice 8 (+10) Sense Motive 8 (+10) Stealth 8 (+10) Swim 2 (+6) Feats: 20pp All-Out Attack, Attack Focus (melee) 4, Distract (Intimidate), Dodge Focus 4, Equipment 2, Fascinate (Diplomacy), Improved Initiative 2, Improved Throw, Instant Up, Move-by Action, Power Attack, Second Chance (Audio based Dazzle), (Device Based) Second Chance (Sight based Dazzle), (Device based) Uncanny Dodge (Tremor Sense) Equipment: 2pp = 10ep Laptop Computer 1ep Motorcycle: 9ep Powers: 8 + 4 + 36 = 48pp PanStar Armored Costume (Device 2) (Hard to lose)[8pp] Carbon fiber Armor (Protection 6) (+6 Toughness) Insulated helmet and Shaded Visor (Enhanced Trait 2) (Feats: Second Chance (Audio based Dazzle), Second Chance (Sight based Dazzle)) Micro Oxygen tanks (Immunity 2) (suffocation (all)) Tremorsense (Super-Senses 4) (extended: Tremorsense 2 (-1 per 1k ft), tremorsense)[4pp] Vibration Control (Array 15) (default power: blast PF: Alternate powers 6)[36pp] Airquake (Damage 10) (Array; DC 25; Cone Area (100 ft. cone - Targeted), Autofire (interval 2, max +5)) Blastwave (Trip 10) (Array; Burst Area (25-2500 ft. radius - General), Knockback; Range (touch); Progression, Decrease Area 5 (-5 ranks), Progression, Increase Area 5 (area x50)) Hypocenter Generation (Environmental Control 10) (Array; hamper move (Movement reduced to 25%), Radius: 5000 ft.; Selective Attack) Molecular Disruption (Corrosion 10) (Array; DC 25) Shockwaves (Blast 10) (Default; DC 25; Penetrating [5 ranks only]; Accurate 2 (+4), Affects Insubstantial 2 (full power), Precise) Thrumming Debris Cloud (Obscure 10) (Array; affects: 1 type + visual - visual and audio, Radius: 5000 ft.; Independent) Vibrolance (Damage 10) (Array; DC 25; Line Area (5x250 ft. line - Targeted), Autofire (interval 2, max +5)) Attack Range Effect DC Unarmed Touch Damage DC19 Tou (Staged) Shockwaves 100ft Blast DC25 Tou (Staged) Airquake 100ft Cone (T) Damage DC25 Tou (Staged) Vibrolance 5x250ft Line (T) Damage DC25 Tou (Staged) Molecular Disruption Touch Corrosion DC20 Fort/DC25 Tou (staged) Totals: Abilities 28 + Skills 14 (56 ranks) + Feats 20 + Powers 48 + Combat 24 + Saves 16 + Drawbacks 0 = 150/151PP
  22. Bloody Mess Power Level: 10/15 (250/250PP) [254] Trade-Offs: None (In alternate form: +4 Attack, -4 DC, +4 Defence, -4 Damage) Unspent Power Points: 0 In Brief: Mutant Pugilist blood controller. Alternate Identity: Fred 'Freddy' Furlong Identity: Public Birthplace: Freedom City Occupation: Hero for hire (Ex Pugilist) Affiliations: Bloodhound Investigations Agency, Revenant Family: Alex Furlong (father), Dasha “Mama” Furlong (mother) Description: Age: 30 (DoB: 01/01/1985) Apparent Age: 28 Gender: Male Ethnicity: Caucasian Height: 5’1” Weight: 140 Kgs Eyes: Green Hair: Brown Fred Furlong looks like a brick. He is only a whisker over five foot, but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder. As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is - an equally red eye mask. Power Descriptions: Fred is a mutant with an unnaturally stocky, resilient and strong body. When he “pumps up”, his blood becomes supercharged – meaning his muscles swell and engorge, his veins and arteries throb, and he looks like a sack of watermelons. His ability to control blood is generally unnoticeable, unless he controls his own blood by pushing it out of his body into a small homunculus of blood (and his real body a desiccated shrivelled up horror). History: Fred grew up in a poor Immigrant family (from Poland). His father was always keen for his son to be able to “look after himself” and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bare knuckle boxer, and got mixed up with the mafia. When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power: the ability to control blood. His wound stopped bleeding and he arose stronger than ever. The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero. Personality & Motivation: Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him “in business”, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance. Powers & Tactics: Fred is exceptionally strong and tough, with a body that has adapted to blunt force. His blood gives him superhuman strength. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. If he has time, he will “pump up”, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heartbeat. Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high “homunculus” of his own blood that can then act, retaining most of Fred’s strength. He uses his homunculus form when he needs to be stealthy or creep into places he could not normally access. Whilst his homunculus form has certain advantages in terms of resilience, it does of course leave his desiccated body very vulnerable... Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. He can also cause bleeding eyes and ears, blinding his opponent (at least till they wipe the blood away). As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations. Complications: Bloody: Harry's alternate form is continuous, but he cannot actually deactivate it without the blood crawling back to his body; or more accurately, if he deactivates it (leaving a puddle of his blood), he cannot restart his real body without a blood transfusion or the like. Cowardly Dog: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him.. Crude: Fred lacks many social graces and is happiest in the gutter with street life. He ain’t going to fit in with polite society. Don’t Hit Dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame. Illiterate: Fred can’t read or write, although he has learned a crude signature. Iron Man: To maintain his powers, Fred needs a vast amount of iron in his diet. He eats vast quantities of red meat and spinach. Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but it’s easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling... Old and Rusty: The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp. Abilities: 12 + 6 + 20 - 2 + 2 + 2 = 40PP Strength: 22/26 (+8) [up to 30 (+10) if boosted] [14/18 (+2/+4) in alternate form, up to 22 (+6) if boosted] Dexterity: 16 (+3) Constitution: 30 (+10) Intelligence: 8 (-1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +11 Attack: +10 [+14 in alternate form from size] Grapple: +20 [+4 in alternate form], up to extra +4 when boosted Defense: +10, +5 Flat-Footed [+14, +9 Flat Footed in alternate form from size] Knockback: -6 [-1 in alternate form] Saving Throws: 2 + 6 + 5 = 13PP Toughness: +10 (+10 Con) [+6 in alternate form from size] Fortitude: +12 (+10 Con, +2) Reflex: +9 (+3 Dex, +6) Will: +6 (+1 Wis, +5) Skills: 60R = 15PP Bluff 4 (+5) Climb 2 (+10) Craft [Mechanical] 4 (+3) Drive 4 (+7) Gather Information 4 (+5) Handle Animal 4 (+5) Intimidate 8 (+9) [+3 total in alternate form from size] Knowledge [streetwise] 12 (+11) Notice 4 (+5) Search 4 (+3) Sense Motive 4 (+5) Stealth 4 (+7) [+19 total in alternate form from size] Swim 2 (+10) Feats: 57PP All-Out Attack Challenge: Fast Feint (No -5 penalty for Move Action Feint) Defensive Attack Elusive Target Equipment 5 Fast Overrun Fearless Improved Critical 1 [unarmed Attack] Improved Initiative 2 Improved Overrun Improved Sunder Improved Throw Improved Trip Interpose Move By Action Power Attack Second Chance (Toughness save vs Unarmed Attacks) Sidekick 30 The Hound Takedown Attack 2 Teamwork 3 As enhanced traits Endurance 1 (Potentially boosted up to Endurance 5) Equipment 5PP = 25EP Ultrasonic Whistle (Communication 2, Extras: Omni Directional, Flaws: One Way, Limited to whistle) [1 EP] Headquarters: The Bloodhound Detective Agency [11EP] (Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Living Space, Security System 3, Workshop [9EP]) Vehicle: Modified Chevy [13 EP] (Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Oil Slick, Smoke Screen [3EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP]) Powers: 48 + 9 + 4 + 1 + 3 + 4 + 2 + 2 + 5 + 6 + 2 = 86PP Blood Control Array (42PP Array; Feats: Alternate Power 6) [48PP] BP: Healing 10 (Extras: Action [Standard], Range 2 [Perception]; Flaws: Limited (Damage causing blood loss or blood effects only); Feats: Stabilise) {41/42} “Seal Wound” AP: Alternate Form 9 (45PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {42/42} AP: Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception] Feats: Sedation, Subtle, Variable Descriptor 1 [blood], Drawback: Target must have blood system*) {42/42} “Cause bleeding / clotting” AP: Fatigue 10 (Extras: Range 2 [Perception]; Feats: Reversible, Sedation, Subtle, Drawback: Target must have blood system*) {42/42} “Thin Blood” AP: Dazzle 8 (All Senses but NB Drawback, Extras: Alt Save [Fort], Range [Perception], Feats: Reversible, Selective [Can choose which senses affected], Subtle, Drawback: Sensory organs must have significant blood supply [-2]*) [41/42 PP] AP: Nauseate 5 (Extras: Contagious, Continuous Aura [+4], Disease [+2], Feats: Reversible, Selective Aura, Flaws: Sicken only [-1]) [42 PP] “Blood Infection” AP: Nullify 10 (All Blood Effects/Blood Loss, Extras: Effortless, Perception Range [+1], Feats: Selective, Subtle) [42/42 PP] *Drawback Boost 4 (All strength powers [Enhanced Strength, Leaping, Speed, Super-Strength, Endurance]; Flaws: Personal; Feats: Slow Fade 1 [1 minute]) [9PP] (pump blood) Enhanced Strength 4 (turbo powered blood) Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood) Immovable 1 (Extras: Unstoppable; Feats: Innate) [3PP] (squat body) Immunity 10 (Fatigue Effects, Disease, Own Blood infection power Flaws: Limited [Half effect] for disease and fatigue) [4 PP] “Mutant Blood” Leaping 2 (Running jump 90’, standing jump 45’, high jump 22’) [2PP] (mighty pumped up legs) Speed 2 (25mph / 220’ rnd) [2PP] (mighty pumped up legs) Super Senses 5 (Detect Blood*, Olfactory, Accurate, Acute) [5 PP] Super Strength 2 (Effective lifting strength 32/36; Feats Ground Strike; Super Breath) [6 PP] Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs) Drawbacks: -2PP Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Minor [x1]) [-1PP] DC Block ATTACK RANGE SAVEE FFECT Unarmed Touch DC 23* Toughness Damage (Physical) Blood Control Perception DC 25 Fortitude Damage (Physical) Blood Thinning Perception DC 25 Fortitude Fatigue Bloody Nose Perception DC 23 Fortitude Dazzle** *Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted. **Any sensory organ that would be affected by bleeding (in most humans this would be visual, auditory, olfactory senses). Totals: Abilities (40) + Combat (40) + Saving Throws (13) + Skills (15) + Feats (57) + Powers (86) - Drawbacks (-1) = 250/250 Power Points
  23. The Stranger Power Level: 12 (180/183PP) Trade-Offs: None Unspent Power Points: 3 In Brief: An inhuman creature bonded to a human shell. A protector of the dreamscape. Alternate Identity Identity: Seth Machan (Secret) Birthplace: The Dreamspace/Atlantis Occupation: Criminal Attorney, volunteer defense attorney Affiliations: Delphic Industries, Project Freedom, Public Defender's Office Family: None, and innumerable. Description Age: ~16,000 years old (Incarnated during the Pleistocene) Apparent Age: Mid-thirties Gender: Male Ethnicity: Caucasian by default Height: 5’ 8” Weight: 140 lbs Eyes: Brown Hair: Black Seth Machan is not a man who stands out in a crowd. He’s of average height and skinny, with unlined skin and dark hair that grows straight and smooth and thick to the nape of his neck. He favors grey Oxford shirts, dark suits, and shiny black brogues. He’s almost never seen in anything more casual. He often wears a silver lapel pin depicting what looks like a leaf or frond. When on patrol, the Stranger does not wear a cape or bright colors. He still wears a black shirt, a black sportcoat, and black slacks. His feet are bare, though, and his hair is wild and tangled. His hair isn’t just black anymore either; it almost looks absent, like it absorbs all light that touches it. His skin becomes pale as china, and his face becomes a smooth expanse of flesh from his brow to his chin with mere slits for his black-on-black eyes. The frond-symbol moves to his forehead and has the same not-quite-there coloration as his hair. In the dream realm, the Stranger looks even less human. Superficially he still appears to be a man in pale skin with messy hair and dark clothes, but his face is a stylized noh mask and he rarely takes his hands out of his pockets. Instead, his jacket bulges like there are great, tunneling creature moving underneath it, and either the hems of his slacks cover his feet or his feet meld into the dream terrain. Power Descriptions: The Stranger’s powers come from his otherworldly lineage. His body is not something that grew around him; it’s a thing he constructed. As such he has incredible control over his biological processes, rendering him immune to virtually all the natural toxins that plague humans. In addition he can tap into his eldritch nature to empower himself, either to supercharge his physical body or attack his enemies’ minds in different ways. If he’s injured , he can reach out and absorb the power within a particular person or object to heal himself. Finally, as a creature native to the mindscape, he can enter the minds of sleeping creatures and travel via dreams to any other dreaming creature in this universe. In the realm of dreams, he is much more powerful and much stranger. He can reshape the dreamscape to his will and uses that to create walls and other structures to defend himself or tie up enemies, or to create attacks to overwhelm his enemies. He can even attack the very nature of the dream dimension itself to remove enemies History: The history of the creature most often known as the Stranger goes back to ancient Atlantis. A mage, his name forgotten to all, became aware of the strange beings that prowled on the edges of the dream realms. He enticed one in and captured it, forcing the creature to manifest physically. At first the creature was a formless mass, but as it spent more time around humans the spirit took on a more human form. Eventually the mage created a body for it, for the dream entity to move around the city and see its wonders. The creature survived the mage and was inherited by his family, but it was never regarded as anything but a monster to be studied and contained. The spirit’s body did not age or die though, and it was around to see the city sink. The spirit escaped to Mesopotamia, settling among the proto-Sumerians in the region and tried to live as just a man. However, there was a suffering that he couldn’t ignore. The dreams and minds of Atlanteans and mages were protected, but out in the wilds there were monsters and demons and worse to prey on people. The spirit had the knowledge of thousands of years of observing the greatest mages in history, and his own nature allowed him to travel to the dreamworld and do battle directly with the predators there. Time passed, and the creature traveled the world. Every place that he found evil preying on innocents he fought against it, often triumphing, sometimes dying, always returning. He’s spent tens of thousands of years this way, observing humanity’s slow climb up it its current state. He settled in Freedom City a few decades ago and eventually found a job with the Public Defender's Office, helping those who had recently gone through a traumatic life change. He remains a defender of the dreamscape, though, a terror to nightmares and an eerie defender of the waking world. Personality & Motivation: Seth appears rather distant to most people, even cold. Even when he claims to have strong feelings on a subject, he’ll often explain himself in a detached, logical fashion. This can be unsettling when he acts calm and collected in a stressful situation, even carrying on casual conversation in the middle of dangerous fights. The truth is that Seth views humanity as a fascinating mystery, full of questions and inconsistencies. He’s spent tens of thousands of years in and among them, and yet every day there is something that surprises him. He will protect humanity at least until he can unravel their mysteries. Powers & Tactics: There’s a marked difference between how the Stranger fights in the physical world and how he fights in the dreamworld. In the physical world he’s more or less a straight-up brawler, mixing bone-shattering blows with the occasional psychic dagger. If he’s too injured he can reach out and eat the energies that sustain a certain thing, dissolving it to dust and repairing himself. As a last resort he can drop the illusion of normality that covers him and subject everyone who can see him to his true, unnatural, mind-shattering shape. In the dreamworld fighting the Stranger is like fighting the land itself. He can use the mutable landscape to cause mountains to crash onto an opponent, freeze them solid one moment and boil them alive the next. He’s much less restrained in these fights, since all the damage is metaphorical; it takes a concerted effort to kill someone in the dreamscape, allowing him to fight without the usual consideration. Complications Not Meant to Be Seth is a creature not of this dimension, and his very nature is against the rules of this dimension. Observant people can figure out this wrongness from how the environment reacts to him. Staring into the Abyss Seth’s magical and psychic nature is a stain on the world. Anyone observing him with Magic Awareness or Mental Awareness will immediately know that he is something weird and dangerous. Constant Observer Seth is fascinated with the actions of humanity and its reasons for such. In the heat of the moment he may stop acting to simply observe, or even to interrogate someone engaged in delicate work. Never Forget In his very first incarnation Seth was essentially a slave of an Atlantean wizard. While that family is long dead, he still doesn’t trust any Atlantean or anyone of Atlantean descent (including Ulti-men and the inhabitants of Ultima Thule). Abilities: 0 + 4 + 0 + 2 + 10 + 6 = 22PP Strength: 30/10 (+10/+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Melee, +6 Ranged, +10 Pseudonatural Dreams Grapple: +6/+16 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -10/-5 Saving Throws: 8 + 4 + 5 = 17PP Toughness: +10 (+0 Con, +10 Protection, 10 Impervious) Fortitude: +8 (+0 Con, +8) Reflex: +6 (+2 Dex, +4) Will: +10 (+5 Wis, +5) Skills: 100R = 25PP Diplomacy 7 (+10) Intimidate 17 (+20)Skill Mastery Knowledge (Arcane Lore) 14 (+15)Skill Mastery Knowledge (Behavioral Sciences) 9 (+10) Knowledge (Civics) 14 (+15)Skill Mastery Knowledge (Current Events) 9 (+10) Knowledge (History) 9 (+10) Medicine 5 (+10) Notice 10 (+15) Sense Motive 6 (+11)Skill Mastery Feats: 8PP Dodge Focus 4 Fearless Ritualist Skill Mastery (Intimidate, Knowledge [Arcane Lore, Civics], Sense Motive) Startle Powers: 4 + 6 + 1 + 28 + 37 + 7 + 1 = 84PP All powers have the pseudonatural and magic descriptors Flight 2 (25 MPH) (Forsake the Earth) [4PP] Morph 2 (Any humanoid, +10 Disguise, Feats: Quick Change 2) (Shape this Shell) [6PP] Morph 0 (+0 Disguise, Feat: Metamorph) (Dream Self) [1PP] Pseudonatural Biology Container [28PP] Immunity 30 (Fortitude, Feat: Trance, Flaw: Half Effect) (Constructed Body) [16PP] Protection 10 [10PP] Immunity 2 (Ageing, Sleep) [2PP] Pseudonatural Dreams Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP] BE: Enhanced Strength 20 (Extra: Linked [+0] [Impervious]) + Impervious Protection 10 (Extra: Linked [+0] [Enhanced Strength]) (Inhuman Might) [30/30PP] AP: Stun 10 (Extras: Range/Ranged) (Psychic) (You Sleep) [30/30PP] AP: Damage 10 (Extras: Range/Ranged, Alternate Save [Will]) (Psychic) (Visit Your Nightmares) [30/30PP] AP: Damage 10 (Extras: Range/Ranged, Vampiric) (I Hunger!) [30/30PP] AP: Mind Reading 10 (Extras: Linked [+0] [Drain Will]) + Drain Will 10 (Extra: Range/Perception, Flaw: Limited [Sleeping Targets Only]) (Dream Invasion) [30/30PP] AP: Dreamwalking [13/30PP] Super-Movement 1 (Dimensional 1 [Dream dimension]) [1PP] Teleport 20 (Anywhere in the universe, Feats: Change Direction, Change Velocity, Flaws: Limited [Long-Range Only], Medium [Dreams]) [12PP] Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Extended [100 ft], Feat: Uncanny Dodge) (Spatial Awareness) [7PP] Regeneration 1 (Resurrection, 1 week) [1PP] Drawbacks: (-0) = -0PP DC Block Powers: 4 + 7 + 28 + 37 + 7 + 1 = 84PP All powers have the pseudonatural and magic descriptors Comprehend 2 (Understand all Language, Speak any One Language) (Dream Speech) [4PP] Morph 2 (Any humanoid, +10 Disguise, Feats: Metamorph, Quick Change 2) (Dream Self) [7PP] Pseudonatural Biology Container [28PP] Immunity 30 (Fortitude, Feat: Trance, Flaw: Limited [Half Effect]) (Constructed Body) [16PP] Protection 10 [10PP] Immunity 2 (Ageing, Sleep) [2PP] Dreamcrafting Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP] BE: Create Object 10 (Extra: Moveable) (Modeling the Dreamscape) [30/30PP] AP: Damage 10 (Extra: Autofire, Range/Ranged) (Dream Barrage) [30/30PP] AP: ESP 10 (200 000 miles; All senses, Flaw: Feedback) (Spy on Dreams) [30/30PP] AP: Concealment 10 (All senses, Extra: Linked [+0] [Insubstantial]) + Insubstantial 2 (Gaseous, Extra: Linked [+0] [Concealment]) (Fade Into Dreams) [30/30PP] AP: Dimensional Pocket 10 (Extra: Range/Ranged) (Into My Dreams) [30/30PP] AP: Snare 10 (Extra: Contagious) (Dream Quicksand) [30/30PP] Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Extended [100 ft], Feat: Uncanny Dodge) (Dream Awareness) [7PP] Regeneration 1 (Resurrection, 1 week) [7PP] DC Block ATTACK RANGE SAVE EFFECT Dream Barrage Ranged DC 25+Autofire Toughness (Staged) Damage (Physical) Into My Dreams Ranged DC 20 Reflex Trapped Dream Quicksand Ranged DC 20 Reflex (Staged) Snare Totals: Abilities (22) + Combat (24) + Saving Throws (17) + Skills (25) + Feats (8) + Powers (84) - Drawbacks (0) = 180/183 Power Points
  24. Player Name: Droideka Character Name: Gallant Power Level: 10 (150/151PP) Trade-Offs: +2 Toughness / -2 Defense, +2 Damage / -2 Attack Unspent Power Points: 1 In Brief: Heroic Swordsman and Adventurer, secretly sleep-walker controlled by three fey spirits. Residence: Freedom City Alternate Identity: Leon Angles [Birth Name] Identity: Secret Birthplace: Oregon, Portland Occupation: Retail at local book store. Affiliations: None Family: Oscar Angles (Father, 55), Bianca Angles (Mother, 43), Guinevere Angles (Older Sister, 23), Giselle Angles (Older Sister, 25) Age: 17 (DoB: February 12, 2000) Gender: Male Ethnicity: French-American Height: 6"0 Weight: 190 lbs. Eyes: Green/Blue Hair: Pale Blonde/Honey Blonde Leon is a somewhat wiry young man who is neither muscled nor overweight. His posture is proper, and though somewhat clumsy at times his general gait is quiet and controlled. His hair is feathery and mid neck length, with long wavy bangs that at times obscure his eyes. Due to his enjoyment of indoor activities, his complexion is somewhat pail. His eyes are generally cloudy, but brighten when something catches his interest. In general, he always looks somewhat tired. His clothing is based on practicality and is generally low-key. eon has a faint lilt in his voice that denotes an accent, which becomes more pronounced the more nervous he is. Gallant's most notable features are his omnipresent grin, and the golden aura that surrounds him. In general, he appears older than Leon, more a man in his early twenties than a teenager. The aura seems to brighten him instantly, and makes features such as his hair a far more honey rich gold. Unlike Leon, Gallant possesses a lithe, runner build of toned muscle. His eyes are a vibrant, almost glowing blue. If one looked past the aura, his complexion would still seem slightly pale, though less so than Leon. Gallant's posture is straight and confident, and he is always looking about and moving. The Gallant costume consists of a black and white trimmed tunic and pants, brown and gold boots, a white, brown, and gold trimmed overcoat, black gloves, and a red sash around the neck and shoulders. The mask is a white and gold plated half-mask, designed to resemble a lion's upper jaw and face. It stops at his hairline. Gallant's sword is a medium sized broadsword that seems to swirl with the same aura he possesses. It's made of a metal that resembles bronze in coloration. The blade's scabbard is brown, with a single red ruby at it's base, and it's hangs on Gallant's right hip. Power Descriptions Leon has no powers of his own. When Leon falls unconscious (Sleep, knocked unconscious, etc.) the spirits inside of him surface and grant him power. Gallant is blessed by fey-like spirits, who grant him greatly increased speed, strength, constitution, and charisma at the small cost of a weakness to cold steel. Gallant's sword is magically blessed, and can extend its reach to more resemble a pole-arm. Gallants' strategy shifts depending on which spirit is advising him, but in general he is a bold melee fighter. Gallant is enhanced with magic, and thus all of his abilities fall under that descriptor. History Leon was a quiet child, at his home and at his school. Always in the corner with a fantasy book. He loved fantasy, knights, dragons, fair maidens! He wished he could be so heroic. But no, no, that was never him. Best to keep to himself.... That was the life of Leon Angles, in summary. His sisters, bright, cheerful, sporty, they were always off with new friends or some such. His parents, cold and quiet and harsh, they weren't much for support. So it was just him, and his toys, and his books, and his few friends, for fifteen years. Fifteen years, before his oldest sister, Giselle, decided the small port town they lived in was not her dream city. She was a socialite by nature, with a sharp, silver tongue. She could get by in the big city, Leon had no doubts. So, with a clear conscience he smiled and waved her off at the airport. His other sister, Guinevere (Or Ginny, as she preferred.) had always looked up to her big sister. She was smiling too, though he could tell it was a bit forced. He was worried, then. Those worries were founded, as it turned out. One year later, and he was smiling, a bit forced, and waving her off at the airport. Ginny wasn't cut out for the big city, as far as Leon was concerned. She was sporty, yes, good at physical actives of all kinds. But she was...naive. He loved her dearly, but she was a bit of a ditz. His parents had turned to him, as Ginny's plane took to the sky. They said nothing, but they had a look in their eyes. But they had no need to fear. He was perfectly content in his hometown.... Of course, one year later, he was the one standing at airport. Nobody waved him farewell, though his parents looked on with a sort of melancholy. Perhaps they were catching empty-nest syndrome. Leon sat in his uncomfortable seat within the plane, sighing as child behind him reared their legs back in preparation for take-off. He had more reasons to leave than just a growing wanderlust, sadly. Communication with his dear sisters had dried up, and mom and dad were getting antsy, in there own way. Freedom City was a nice place, according to the brochure. Big legacy of superheroes. He was sure it was nothing. It was of course, quite a bit more than nothing, he later mused, as Giselle helped him nurse his violent black eye. Some street gang coalition, full of thugs and brutes and other big muscled men and women who could snap him like a twig. They wanted something, a location, from Giselle's current beau, David Gale. Some kind of explorer, apparently. He had found a trove on a nearby island, and, according to the thug's appointed leader, this trove matched up with a riddle given by a late great mob boss some ears back, as he lay dying. One that lead straight to a vast trove of weapons and loot. And, it just so happened, those weapons could be the bolster they needed to stop vigilantes from thinning the herd, so to speak. Giselle's boyfriend had folded easily under pressure, and his sisters were witnesses, and now, unwilling accessories. Leon walked back to their shared apartment every night, nervous and afraid. Always afraid... One night, dark and rainy and far too cold to be moving about, they came. A boat, a very uncomfortable sea-side trip. A small island, a lot of shovels, a lot of walking, and lots of digging. A shovel clanged, mud fell away. A structure, stone and granite and slate. Leon was part of the advance party, along with Giselle's boyfriend and some random goons. They were expendable, so they would look out for any traps. It was somehow even colder inside then it was out in the rain. He could see his breath as they walked, his eyes always down on the floor. He wanted to act, wanted to grab one the guns right out of the gonna hands, Rambo his way out! But that wasn't going to happen, he thought bitterly. He was going to die, either to a trap, the gangs, maybe hypothermia. His sisters, t-they would die. They deserved better... The group came to a fork. There were six off them, so they split two ways. Leon, the boyfriend, and some lady with a gnarly scar on her arm went left. Left soon turned right, then down, then up, then down, then, mirrors? Mirrors indeed, on the walls, on the floors, on the ceiling. Leon looked about, and realized that at some point he had separated from the others. He stepped forward. He didn't know why, but it felt like something was calling him. Studying him. He looked straight at a nearby mirror. A scream, feminine, resounded through the hall, but he couldn't truly work up the care. His head was swirling, thoughts of his weakness, of his hopes, his dreams, he wanted to be heroic, he wanted to save the day, he wanted help, he wanted... It came out, all at once. A swirl of strange, golden energy. And suddenly, he wasn't Leon anymore. He was, uh, what was his name? Gallant. Right, right, he shook his head. He needed to do something, he needed to...save. Yes! He needed to save his sisters, because he was, a hero! He pulled out his sword, and in an instant, Gallant was off! Leon woke, much later. He had had a very, strange, dream. Gangs, ghosts, fights...he looked around. He was in his sister's apartment. He was on the sofa, and the TV was on some cartoon. He grunted and switched it to the news as he pulled himself up. But, as he listened, he lost his focus, and fell. A cave-in, a massive gang arrest. David Gale, hero? He could hear a buzzing in his head, thoughts and voices not his own. He could see Ginny in the corner, a somewhat suspicious look on her face. From the other room, Leon could hear Giselle arguing with mom and dad. He exhaled harshly, and without further ado, passed out. Personality & Motivation Leon is a soft spoken young man, with somewhat low self esteem, a streak of curiosity, and a tinge of cynicism. If you ignite his interest he can be quite passionate, however. These interests include literature and music. In general, he tries kind and helpful, even to the point of being derided as pushover by others. In confrontations, Leon backs down easily, though he is not satisfied with his self described cowardice internally. Leon is nervous about Gallant, and the spirits, and at times envious about them and the strength they show, though he is willing to deal with it if it means good is done. Gallant is joyful and boisterous, and is a seemingly uncontrollable chaotic young man. He is ever curious, always looking about and grinning ear to ear. He seems to enjoy battle, though not true violence. He speaks in a flowery tone, and enjoys talking about heroics, and adventure, and friendship, and...what else is there to talk about, really? Despite his at times boastful nature, Gallant seems to avoid self reflection, doesn't like close scrutiny or heavy attention, and avoids mirrors if possible. In truth, Gallant is a fledgling consciousness, something of an alternate personality of Leon. He is naive to the world, and has little personality on his own. He is somewhat aware that he is Leon and somewhat not, and is guided, or steered, by the three fey spirits that grant him his power. He loyally follows the spirit's advice, but primarily listens to one at a time. The loudest spirit, the main spirit, switches at points, and so Gallant can seem somewhat neurotic. Complications Possessed Hero: Gallant is steered by three powerful spirits that possess Leon's body. The spirits are in semi-flux, and who is the main driver changes occasionally. Secret: Leon has two secrets to keep. The fact that he is (technically) Gallant, and the fact that he is host to three fey-like spirits of unknown origin. Relationship: Giselle and Guinevere (Sisters). Abilities [2 + 2 + 4 = 8PP] STR: +10/0 (30/10) DEX: +1 (12) CON: +10/0 (30/10) INT: +1 (12) WIS: +2 (14) CHA: +10/0 (30/10) Saves [5 + 6 = 11] Tough: +14 (+10 Con, +4 Protection) Fort: +10 (+10 Con) Ref: +6 (+1 Dex, +5) Will: +8 (+2 Wis, +6) Combat [8 + 12 = 20PP]Initiative +5Attack +4, +8 (melee)Grapple +8/18Defense +6, +3 flat-footedKnockback -10 Skills [52R = 13PP] Bluff 10 (+24/+14) [+4 Attractive] Diplomacy 10 (+24/+14) [+4 Attractive] Gather Information 10 (+20/+10) Knowledge (Art) 5 (+6) Language 1 (English[Native], French) Notice 8 (+10) Sense Motive 8 (+10) Feats [24PP] Accurate Attack Attack Focus (Melee) 4 Attractive Ambidexterous Beginner's Luck Distract (Bluff) Fearless Improved Disarm Improved Initiative Improved Throw Improved Trip Interpose Instant Up Luck 1 Move-By Action Quick Draw Quick Change Stunning Attack Take-down Attack Taunt Uncanny Dodge (Auditory) Powers [6 + 20 + 20 + 20 + 10 + 3 + 5 = 84PP] Device 2 [Gallant Blade] (10PP Container, Gallant Blade, Flaw: Easy to Lose) [6PP] -Strike 2 (Extra: Penetrating 3, PFs: Extended Reach 1, Improved Crit 2, Mighty, Variable Descriptor 1 [Bludgeoning/Piercing/Slashing]) [10PP] Enhanced Constitution 20 (+20 CON) [20PP] Enhanced Strength 20 (+20 STR) [20PP] Enhanced Charisma 20 (+20 CHA) [20PP] Protection 4 (+4 Toughness; Impervious [6 ranks]) [10PP] Speed 3 (50 MPH) [3PP] Healing 5 [Chi] (Flaws: Personal) [5PP] Drawbacks [-2 + -2 + -6 = -10PP] Normal Identity, Involuntary Transformation (Unconscious/Asleep, Frequency: Uncommon, Intensity: Major) [-2PP] Vulnerability (Iron, Frequency: Uncommon, Intensity: Major [+50% DC]) [-2PP]Weakness (Iron, Frequency: Common, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage (Physical, Bludgeoning) Gallant Blade Touch DC 27 Toughness Damage (Physical, Bludgeoning/Piercing/Slashing) Totals: Abilities (8) + Combat (20) + Saving Throws (11) + Skills (13[52 ranks]) + Feats (24) + Powers (84) - Drawbacks (10) = 150/151 Power Points
  25. Player Name: Droideka Character Name: Gallant Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Heroic Swordsman and Adventurer, secretly sleep-walker controlled by three spirits. Residence: Freedom City, Queens Alternate Identity: Leon Angles [Birth Name] Identity: Secret Birthplace: Oregon, Portland Occupation: Retail at local book store. Affiliations: None Family: Oscar Angels (Father, 55), Bianca Angles (Mother, 43), Guinevere Angles (Older Sister, 23), Giselle Angles (Older Sister, 25) Age: 17 (DoB: February 12, 2000) Gender: Male Ethnicity: French-American Height: 6"0 Weight: 190 lbs. Eyes: Green/Blue Hair: Pale Blonde/Honey Blonde Leon is a somewhat wiry young man who is neither muscled nor overweight. His posture is proper, and though somewhat clumsy at times his general gait is quiet and controlled. His hair is feathery and mid neck length, with long wavy bangs that at times obscure his eyes. Due to his enjoyment of indoor activities, his complexion is somewhat pail. His eyes are generally cloudy, but brighten when something catches his interest. In general, he always looks somewhat tired. His clothing is based on practicality and is generally low-key. Gallant's most notable features are his omnipresent grin, and the golden aura that surrounds him. In general, he appears older than Leon, more a man in his early twenties than a teenager. The aura seems to brighten him instantly, and makes features such as his hair a far more honey rich gold. Unlike Leon, Gallant possesses a lithe, runner build of toned muscle. His eyes are a vibrant, almost glowing blue. If one looked past the aura, his complexion would still seem slightly pale, though less so than Leon. Gallant's posture is straight and confident, and he is always looking about and moving. The Gallant costume consists of a black tunic and pants, brown boots, a white and gold trimmed overcoat, black gloves, and a red sash around the neck and shoulders. The mask is a white and gold plated half-mask, designed to resemble a lion's upper jaw and face. It stops at his hairline. Gallant's sword is a medium sized silver broadsword that seems to swirl with the same aura he possesses. It appears to be made of a metal that resembles bronze in coloration. It's scabbard is brown, with a single red ruby at it's base, and hangs at his hip. Power Descriptions Leon has no powers of his own. When Leon falls unconscious (Sleep, knocked unconscious, etc.) the spirits inside of him surface and grant him power. As Gallant, Leon's body is granted greatly increased strength, speed, constitution, and charisma. As well, he summons a mighty blade, though not the skill with which to wield it. The golden aura that surrounds Gallant can be channeled internally to mend himself. Depending on which spirit is steering Gallant, he shifts tactics, though in general he is a bold melee attacker. Gallant is enhanced with magic, and thus all of his abilities fall under that descriptor. History Leon was born in Portland, Oregon, and lived for time with the rest of his family in a well sized seaside home. His father Oscar was over a decade his mother's senior, though despite the claims of some, the two seemed to have genuine love for the other. His father had in his prime been a successful stock-broker in wall-street and therefore had retired in luxury, capable of providing for his family as needed. Despite this, Leon's parents were somewhat withdrawn form their children, as was their nature. Though they often teased him, Leon and his sisters got along well. Giselle was outgoing and emotional, and enjoyed meeting new people, though she also had a tendency to pick bad friends. Guinevere was more focused on athletics and sports, but she adored her sister and followed everywhere she went. Leon, by contrast, liked to stay indoors, having always been a somewhat introverted youth, and, unlike his sisters, he was home-schooled. His favorite activities were reading and watching films, his favorites in the mediums being the Arthurian based, knightly tales of heroics and valor. Eventually, the combination of living in a small town, with a set of reserved and quiet parents, resulted in Giselle drifting off to greener pastures, the big city. Guinevere followed soon after. Leon was, however, happy to stay in his home town. Initially, his sisters sent frequent messages and updates, and Leon knew his parents quietly appreciated them as he did. Slowly, however, the messages dried up. Though at first this was brushed off, by the time a year had passed with little to no new messages, worry set in. And so, a combination of concern and a growing wanderlust sent Leon to Freedom City. It didn't take long to discover the problem. In a rundown part of the city, in a dingy apartment building, he found them. They were concerned, panicked even, when he showed up. They had found something, one day, by chance. A location, a treasure map, and though they had memorized it's contents, per the owners request, it had been destroyed in a fire. Someone wanted what was on that map. And that someone was, as Leon discovered later that day, while lying face down with a black eye, a gang boss of some repute. He was told to stay quiet and follow directions when asked, just as his sisters did, lest someone get hurt. Over the following two months, feeling helpless and morose, Leon complied. One rainy, miserable night, several burly thugs came into Leon and his sisters shared apartment. Giselle had caved, finally, when he had been threatened in full. The family was brought along, captive, by the gang on a small boat to a small off-coast island. When they reach shore, Leon and the thugs were made to dig. And dig they did, as the rain and cold wallowed around them in the mud and dirt. A shovel hit rock. The rain washed away the muck, and it was revealed. A large, stone structure. Leon was pulled aside, and he was briefed. A weapons cash had been hidden away in the large structure, a very valuable one at that. But it was trapped, and they needed someone expendable... Shoved into the dank, musty rock structure alone with but a flashlight for defense, Leon could't help the shiver that ran down his spine. The inside was as stone as the exterior, filled with odd statues and carvings. Walking slowly and cautiously through the winding halls and tunnels of the structure, turning down into the earth. Leon came to a fork. Before he could investigate the paths, his foot caught on something. Hearing the click that resounded through the hall, Leon moved. He stumbled down a random hall as the sound of a gunshot rang out behind him. He ran, ran until he felt the dull thud of granite on his face. A dead end. He recovered quickly, but it didn't matter. He could hear footsteps echo out from farther in. He'd been inside for too long. They were going to find him and kill him, kill his sisters! He was too weak, too, pathetic, he was-it was too much. With a cry he struck the wall, in frustration, in anger, again and again. He kept going, as the steps got closer, until, finally he heard a small click. He had no time to react as the floor dropped out from under him. His back hit soft dirt, and the trapdoor shut silently. The cavern was dark, save for a small, golden light that permeated from the center of the room. All around, more strange statues stood. With no other option, Leon moved closer. The light was coming out from coffin like structure, a tomb of some sort. On it's lid was a figure robed in heavy armor, both hands clutching a sword. With a small push, the lid gave and fell the floor, the golden light now shining furiously. Inside, a broken skeleton lay, clutching a scabbard containing a glowing, golden sword. After his initial revulsion passed, Leon felt a strange sensation. It was as if the sword was humming, calling to him... The instant he touched the pommel, the glow spread from the sword to him, and he could see no more. All there was around him was darkness, and voices. Three voices, chaotic, asking for a deal, a bargain, a purpose. His tried his best to wade through the sounds and give his own, but they were fragmented. Hero..save...protect...stop... A voice resounded. "We can work with that." It was blurry after that. A flash of laughter, a fight, a shocked gang boss. His sisters looked in awe, he restrained the criminals, and then, a..boat? With a jerk, he awoke. He looked about the boat, confused. His sisters would later tell him how brave he was, how amazing. They were proud, what would he do with this power? As several voices rang about his head almost silently, Leon couldn't help but feel overwhelmed. Personality & Motivation Leon is a soft spoken young man, with somewhat low self esteem. If you ignite his interest he can be quite passionate. These interests include literature and music. In general, he is kind and helpful, and at times has been derided by others as a pushover. Though he tries to be friendly and optimistic, it is at times difficult, as he suffers from mild mood swings into apathy and depression. Leon is somewhat nervous about his time as Gallant, though as long as he continues to do good is willing to be the vessel for the spirits. Gallant is joyful and boisterous, and is a seemingly uncontrollable chaotic young man. He may be boasting of his prowess one second, and the next be off on his next adventure. Gallant loves heroics and adventure, talking about heroics and adventure, and seemingly not much else. Despite this, Gallant does have a set of morals that he believes in, based upon helping others in need and other heroic, knightly conducts. Gallant seems somewhat shy when under scrutiny, avoids self-reflection, and strangely, mirrors. In truth, Gallant is simply Leon's sleepwalking body being steered around by spirits, his consciousness off in the corner of his mind, though at times it may leak through. Like Leon, Gallant suffers from mood swings, of a sort. In this case, however, it is actually his behavior shifting depending on which spirit is currently steering him. Complications Possessed Hero: Gallant is steered by three powerful spirits that possess Leon's body when he is unconscious. The spirits are in semi-flux, and who is the main driver changes occasionally. Heroic: Gallant must be heroic, no matter the cost. He must spare the villain, he must save the civilian in distress. Even if he knows it is a trap, he must make the attempt. It's in the very nature of Gallant as a unique entity, regardless of which spirit is steering him. If what is considered heroic in a situation is murky, things can get hectic in Gallant's head quickly. Secret Identity: Leon has two secrets to keep. The fact that he is (technically) Gallant, and the fact that he is host to three spirits of unknown origin who are actually Gallant. Relationship: Giselle and Guinevere (Sisters). Abilities STR: +10/0 (30/10) DEX: +1 (12) CON: +10/0 (30/10) INT: +1 (12) WIS: +2 (14) CHA: +10/0 (30/10) Saves Tough: +15 (+10 Con, +5 Protection) Fort: +10 (+10 Con) Ref: +5 (+1 Dex, +4) Will: +8 (+2 Wis, +6) Combat Initiative +5Attack +4, +8 (melee)Grapple +16/20Defense +6, +3 flat-footedKnockback -10.5 Skills Bluff 15 (+29/+19) [+4 Attractive] Diplomacy 10 (+24/+14) [+4 Attractive] Gather Information 10 (+20/+10) Knowledge (Art) 5 (+5) Language 1 (English[Native], French) Notice 8 (+10) Sense Motive 8 (+10) Feats Accurate Attack Attack Focus (Melee) 4 Attractive Beginner's Luck Distract (Bluff) Fearless Improved Critical Improved Initiative Improved Throw Improved Trip Interpose Instant Up Luck 1 Quick Draw Quick Change Stunning Attack Take-down Attack Taunt Uncanny Dodge (Auditory) Powers Gallant Sword (Device 2) (Hard to lose) -Gallant Sword (Strike 4) (DC 29, Feats: Improved Critical (Gallant Sword (Strike 4)); Mighty) (Extra: Penetrating) Enhanced Constitution 20 (+20 CON) Enhanced Strength 20 (+20 STR) Enhanced Charisma 20 (+20 CHA) Protection 4 (+4 Toughness; Impervious [6 extra ranks]) Speed 3 (50 MPH) Chi [Healing] 5 (Flaws: Personal) Drawbacks Spirit Possession: [Involuntary Transformation, Normal Identity] (8PP) Leon only becomes Gallant when he falls unconscious, and likewise Gallant reverts back the same way. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage (Physical, Bludgeoning) Gallant Blade Touch DC 29 Toughness Damage (Physical, Slashing) Totals: Abilities (8) + Combat (20) + Saving Throws (10) + Skills (14[58 ranks]) + Feats (22) + Powers (84) - Drawbacks (8) = 150/150 Power Points ----------- So, didn't know if I should put this with the complication or what. My new idea for it was that at the start of every thread I do a personal roll to determine which spirit is dominate in general. And then, like was suggested, if a GM requested me to switch I could do so.
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