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  1. Supercape

    Rev

    Rev Power Level: 10 (248/250) Unspent Power Points: 2 Trade-Offs: None In Brief: Street Racer Cyborg Alternate Identity: Lexa Venn Birthplace: Freedom City Residence: Freedom City Base of Operations: Freedom City Occupation: Mechanic Affiliations: Claremont Family: Daisy Jenkins (Mother, Nurse) Catchphrase: “Jet, Set, GOOOO!” Description: Age: 24 Apparent Age: 24 Gender: Female Ethnicity: Caucasian Height: 5’6” Weight: 100 Kgs Eyes: Red Hair: Platinum Blonde Rev is a young woman who usually wears cheap casual clothes like t shirts, and jeans (her favourite is probably dungarees). Her only oddity is red eyes (although she often wears sunglasses). Her hair is platinum blonde to the point of being white. 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 progressive 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! After a spell in Claremont, Rev has set up shop us the Superhero Mechanic, with her own garage. Personality & Motivation: Thrill seeking, Loyal, Friendly 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 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) have inbuilt jets she can fire to fly or spray fire, She cyborg limbs can also separate from her body and have increased strength. 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: 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. 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. Using hyperburn power will drain fuel extremely fast. 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. Jet Crash: Normally, Rev flies reasonably 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. Red Eye: Using Infravision makes Rev's Eyes glow. Sure, she can see in the dark, but everyone call also spot her (two glowing points of red light!) Oxygen Dependent Using her jet powers requires oxygen. They will rapidly fail if in an oxygen depleted environment such as space or underwater. Abilities: 20 + 8 + 6 + 4 + 0 + 6 = 44 Strength: 30 (+10) [Effective Lifting Strength: 40] Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 10 (0) Charisma: 16 (+3) Combat: 20 + 20 = 40 Initiative: +12 (+4 Dex, +8 Improved Initiative) Attack: +10 (+12 with Cutter) Defense: +10 (+10 base, +5 flat footed) Grapple: +22 (additional +2 from elongation) Knockback: -5 Saving Throws: 7 + 9 + 7 = 23 PP Toughness: +10 (+3 Con, +7 Protection) Fortitude: +10 (+3 Con, +7) Reflex: +13 (+4 Dex, +9) Will: +7 (+0 Wis, +7) Skills: 80R = 20 PP Acrobatics 8 (+12) 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 (+18) Skill Mastery Intimidate 4 (+7) Knowledge (Pop Culture) 4 (+6) Knowledge (Streetwise) 4 (+6) Notice 4 (+4) Pilot 6 (+10) Sense Motive 4 (+4) Feats: 26 PP Acrobatic Bluff Ambidexterity Beginner’s Luck Equipment 9 Evasion 2 Favoured Opponent (Vehicle) Improved Grapple Improved Initiative 2 Improved Sunder Improved Throw Move-by Action Prone Fighting Second Chance 2 (Toughness save vs. Crashes and Reflex save vs Fire) Skill Mastery (Acrobatics, Craft Mechanical, Disable Device, Drive) Ultimate Effort (Drive) As Enhanced Traits: Improvised Tools Equipment: 9PP = 45EP 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] [35 EP Total] Headquaters: Chop Shop Toughness 10 [1 EP], Size: Small, Features: Communications, Fire Prevention System, Garage, Living Space, Security System 3, Workshop [8 EP] [Total 9 EP] [Location: Southside) Caltrops [1 EP] Powers: 8 + 13 + 4 + 1 + 1 + 6 + 34 + 1 + 6 + 7 + 10 + 2 + 1 + 1 = 95 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) Elongation 2 (10’, Range Increment 20’, +2 to Grapple/Escape Artist, Extras: Continuous) [4 PP] “Servo Limbs” (Mechanical, Cybernetic) Quickness 3 (x10, Flaws: Limited to one task: Craft Mechanical [-2]) [1 PP] “Inbuilt tools” Enhanced Trait 1 (Feat: Improvised Tools) “Inbuilt tools” 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 (30 PP Array, Feats: Alt Power 4) [34 PP] “Jets!” BP: Blast 10 (Extras: Area Burst) [30/30 PP] “Fireball” AP: Dazzle 10 (Extras: Area [Burst]) [30/30 PP] “Jet Flare” (Light descriptor) AP: Trip 10 ( 5 x 25-205’ Line Extras: Area [Line], Knockback, Feats: Decrease Area 9, Improved Trip, Flaws: Range [Touch]) [24/24 PP] "Wind Tunnel" [Cybernetic, Wind] AP: Corrosion Strike 8 (Feats: Accurate, Improved Critical 1, Precise) [11 PP] Linked with Drain Toughness 8 (Extras: Affects Objects, Feats: Accurate, Improved Critical 1, Precise) [19 PP] “Cutter” AP: Blast 10 (Extras: Secondary Effect) [30 PP] "Ignite" Speed 1 (10mph) [1PP] [1PP] (Mechanical, Cybernetic) “Cybernetic Strength” Super Strength 2 (+10 Effective Strength, Feats: Groundstrike, Shockwave) [6 PP] (Mechanical, Cybernetic) “Cybernetic Strength” Protection 7 [7 PP] “Sub dermal plating” Flight 5 (250mph) [10 PP] “Jets” Flight 2 (Stacks with basic Flight power for 1000mph, Flaws: Unreliable [5 uses/round only]) [2PP] “NO2 boost” Super-Movement 1 (Slithering, Flaws: Limited to detached limbs) [1 PP] [Mechanical/Cybernetic] Super Senses 1 (Infravision) 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 44 + Combat 40 + Saving Throws 23 + Skills 20 + Feats 26 + Powers 95 = 248/250 Power Points
  2. Rewind Power Level: 10 (150 PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Time Loop Survivor who Time Loops for Great Justice! Theme: This Moment by Elevation Rhythm Alternate Identity: Naisha Sidhu Birthplace: Friday, December 21st, 2012 Residence: The Goodman Building, Midtown Freedom City Base of Operations: Worldwide Occupation: Scientist/Researcher Affiliations: The Atom Family / Atom Academy Family: It's complicated... Description: Apparent Age: Looks 20 (DoB: Theoretically September 7th 1992) Gender: Female Ethnicity: Punjabi Height: 1.674m (5'6") Weight: 60kg (132 lbs) Eyes: Green Hair: Naturally dark brown Naisha is a seemingly ordinary Punjabi woman who wears t-shirts and jeans, when she's not dressing up for the office. Although she looks 20, there's a perceptible control and precision to her every movement that no 20-year-old has, still new to a changing body. She's been exactly the way she is for an incalculable period, knows exactly how to step without misstepping, how to catch without fumbling. Her dark eyes show the weight of age, in that she no longer fears the reaction or response of others. Naisiae's voice has a typically Midwestern American accent, except when it amuses her to use one of the 20 other accents she's practiced, and her voice is a soft soprano. As Rewind, her 'costume' is a morphic molecule bodysuit that covers her neck to toe. It features the classic Atom Family design, a mostly form-fitting costume with a symbol of the atom on the left side of the chest and a distinctive black stripe on the left blocking out the left side and left arm in a light blue color. Her main uniform color is the standard blue of the Atom Academy. History: In 1979, the original/Silver Age Atom Family discovered the broken day of Friday, December 21st, 2012 while conducting experiments in Z-Space. For details, you can read the original Rewind character sheet in Google Docs. The Atom Family eventually left the looped town of Millscroft behind to continue their adventures in other dimensions and realities. One left a journal that made it into the loop and eventually 'awoke' one of the inhabitants to consciousness, thereby condemning her to untold ages of curiosity, boredom, panic and eventual madness. When the new Atom Family returned in the actual year of 2012, they found Naisha Sidhu and freed her. In the real world for the first time, Naisha asked to stay on in the Goodman Building for a time while she acclimatized herself to living where time actually worked. She discovered Millscroft was indeed a real town and there was a Naisha Sidhu living there. Disturbed beyond words, she never made contact. Instead, she became an employee of Atomic, Inc. and spent the next seven years working as a researcher, for the lifetimes she'd spent learning and practicing science had given her an enormous breadth of uncredentialed education. She happily indulged Dr. Atom's every scientific whim, as one of the gophers and 'hands' the scientist's AI used to continue wrapping up old research. A few years of study revealed she had some marked temporal abilities herself. Feeling a need to make a difference, Naisha started practicing what she could do and eventually joined the Atom Academy formally as a superhero. Her ability to survive death and rewind consequences were ideal traits for a team of explorers who kept finding danger. Now, she does what she can whenever the Atom Academy fields a team. Personality & Motivation: Naisha is fundamentally a decent person, motivated to help people and to do nice things when she has the chance. Her work ethic is extraordinary, owing to decades spent being the only source of motivation in her existence. She likes problems and puzzles, mysteries, and gathering data. Focusing on unknowns, variables, and 'things' means she can avoid focusing on her life. She's an accomplished actress and liar, a skill honed by more decades spent trying out every imaginable phrase to explain away why she'd done some crazy thing in front of witnesses back in Friday, December 21st, 2012. This gives her considerable ability in pretending to be a well-adjusted time loop survivor and she tries hard never to create doubt that this is the case. The truth is that Naisha still struggles with her existence. Consequence is meaningless to someone who just wakes up on Friday, December 21st, 2012, no worse for wear. She was raised Sikh, became a born-again Christian in her teens, and practiced every religion she could find at one time or another. She's reasonably sure there's a God after all, given all she's learned from the Atom Family in the past decade, but she's not sure she is anything God cares about. This world already has a Naisha Sidhu. What value is this strange refugee from a broken day? But people give her an excuse to pretend to be normal like them. Whenever possible, Naisha stays around or at least near other people. She's spent the last twelve years spent as a coworker, friend, lover, playmate, or even that girl-who-always-gets-coffee-and-chats-with-the-barista-every-Friday-at-7:52am. It's all to ensure she's real and she's real because others remember her. For better or worse, an eternity in Friday, December 21st, 2012 has destroyed Naisha's sense of object permanence. And she can't possibly let anyone know because talking about her mental health could lead to the possibility of institutionalization and if there's one thing she can't stand, it's the idea that she might be locked up somewhere again. So instead, she focuses on being a hero as a member of the Atom Academy. It's meaningful work with people, for people. Being kind and helping others was the only source of joy in her broken day that never wore out. Even if she helped someone for the 500th time, it was still the first time for them and seeing the genuine appreciation helped her still feel it too. And as long as she can focus on other people, Naisha can keep avoiding her need to deal with her own issues. Powers & Tactics: Complications Abilities: 0 + 2 + 2 + 6 + 4 + 6 = 20 Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 8 + 8 = 16 PP Initiative: +1 Attack: +4 Defense: +4 Base, +10 (+4 Base, +6 Dodge Focus), +2 flat-footed Grapple: +4 Knockback: -5 Saving Throws: 7 + 7 + 6 = 20 PP Toughness: +10 (+1 Con, +9 Protection) Fortitude:+8 (+1 Con, +7 base) Reflex: +8 (+1 Dex, +7 base) Will: +8 (+2 Wis, +6 base)Second Chance Skills: 28 R = 7 PP Bluff 2 (+5)Second Chance Computers 2 (+5) Craft [Artistic] 4 (+7) Diplomacy 0 (+3)Second Chance Drive 2 (+3) Gather Information 1 (+4) Handle Animal 1 (+4) Intimidate 0 (+3)Second Chance Knowledge [Art] 3 (+6) Knowledge [Theology and Philosophy] 2 (+5) Language 1 (Native: English; Learned: Punjabi) Medicine 2 (+4) Notice 1 (+3) Perform [Singing] 2 (+5) Sense Motive 2 (+4) Stealth 1 (+2) Swim 2 (+2) Feats: 16 PP Beginner's Luck Dodge Focus 6 Improvised Tools Inspire 4 Inventor Jack-of-All-Trades Luck 2 Enhanced Feats Eidetic Memory Second Chance [Bluff, Diplomacy, Intimidate, Will Saves] 4 Uncanny Dodge [Sight, Sound, Smell] 3 Powers: 8 + 21 + 26 + 4 + 1 + 9 + 2 = 71 Enhanced Feats 8 (Eidetic Memory, Second Chance [Bluff, Diplomacy, Intimidate, Will Saves] 4, Uncanny Dodge [Sight, Sound, Smell] 3) {8 PP} (Descriptors: Temporal) Iterative Experience 3 (15PP Variable Power, Any Skill, Multiple Skills At Once; Extras: Duration [Continuous]) {21 PP} (Descriptors: Temporal, Thought) Dawn - Acrobatics +10, Climb, +5, Concentration +10, Drive +11, Escape Artist +4, Knowledge (Tactics) +7, Notice +11, Pilot +10, Ride +5, Stealth +12, Swim +3 Zenith - Bluff +9, Diplomacy +11, Gather Information +13, Handle Animal +2, Intimidation +2, Knowledge (Streetwise) +4, Language (Punjabi, Hindi, Spanish, Mandarin, Tagalog, Arabic, Korean, Russian) +7, Perform (Singing) +8, Perform (Keyboards) +7, Perform (Stringed Instruments) +8, Perform (Wind Instruments) +8, Sense Motive +9 Twilight - Knowledge (Art) +10, Knowledge (Behavioral Sciences) +9, Knowledge (Civics) +10, Knowledge (Earth Sciences) +8, Knowledge (History) +9, Knowledge (Life Sciences) +8, Knowledge (Physical Sciences) +10, Knowledge (Popular Culture) +8, Knowledge (Theology and Philosophy) +8 Night - Acrobatics +10, Climb +5, Computers +6, Disable Device +10, Disguise +4, Knowledge (Technology) +12, Knowledge (Streetwise) +4, Notice +10, Escape Artist +4, Sleight of Hand +8, Stealth +10, Survival +5 Eclipse - Computers +6, Craft (Artistic) +10, Craft (Chemical) +8, Craft (Electronic) +12, Craft (Mechanical) +12, Craft (Structural) +5, Investigate +5, Medicine +10, Notice +10, Search +10 Rewind Array 11.5 (23 PP Array; Feats: Alternate Power 3) {26 PP} (Descriptors: Temporal, Quantum Forces) Base Power: Teleport 9 (900 ft as a move action, 20,000 miles as a full action; Extras: Accurate; Flaws: Limited (to places she's physically been to no longer ago than her last Reset); Feats: Change Direction, Change Velocity, Progression [Mass] 3) {23/23} Alternate Power: Healing 4 (Extras: Range [Perception +2], Restoration, Total; Feats: Stabilize, Persistent, Regrowth) {23/23} Alternate Power: Healing 5 (Extras: Affects Objects, Area [General Burst]; Feats: Stabilize, Persistent, Regrowth) (25 ft. radius) {23/23} Alternate Power: Paralyze 10 (Extras: Ranged; Flaws: Action [Full]; Feats: Accurate 3) {23/23} Immunity 3 (Aging, Disease, Poison) {3 PP} (Descriptors: Temporal) Feature 1 (Temporal Inertia) {1PP} (Descriptors: Temporal) Regeneration 2 (Resurrection 1/day; Flaws: Limited (Death makes her wake up the next day in Friday, December 21st, 2012, requiring her to transit back to the Goodman Building)) {1 PP} (Descriptors: Temporal) Protection 9 (Descriptors: Temporal) {9 PP} Quickness 4 (Perform tasks 25x faster (Take 20 only takes an action); Flaw: One Type (Mental Only) {2 PP} (Descriptors: Temporal, Thought) Totals Abilities (20) + Combat (16) + Saving Throws (20) + Skills (7) + Feats (16) + Powers (71) = 150/150 PP
  3. Devon 51 Power Level: 10/10 (150/150PP) Unspent Power Points: 0 Trade-Offs: -3/+3 Attack and Toughness in Powerhouse form, +2/-2 Attack and Toughness in Speedster form. All other forms -0/-0 In Brief: an EMT gains the ability to turn into any number of Preserver modified Aliens, uses them to be a superhero. Catchphrase: "Your number just came up." Theme: Symbiotic- Starset Alternate Identity: Dwayne Devon Davidson (Public), Three-D Birthplace: Yonkers, New York Residence: An apartment in Southside Freedom City Occupation: Full-Time EMT, member of the Atom Academy, Superhero Affiliations: Atom Academy, the Freedom Metro Fire Department Family: His Father and Mother still living in Yonkers, his sisters, one in Oregon and one in Manhattan Description: Age: 32 (DoB: 1991) Gender: Male Ethnicity: Mixed-Race Caucasian/African American Height: 5'10 Weight: 170lbs Eyes: Brown Hair: Black Dwayne is a somewhat average looking man with curly black hair and a trimmed goatee and mustache. He's all business most of the time; serious, forthright, and honest. He was raised by his parents to work hard, never complain, and never back talk. He's taken these lessons to heart, but added some of his own; to be honest, to help others when they need them, and to drop a few extra dollars in the collection plate when he can. He keeps his clothes pressed and his shoes clean. History: Born in Yonkers, New York, Dwayne Davidson grew up under the watchful eye of his father Patrick and his mother Shawna. Even in one of the most metropolitan areas in the world, there are still people who look down on a mixed-race kid. Dwayne wasn't the smartest, but he was a pretty hard worker, and he had good enough grades to have a decent pick to do what he wanted to with his life. His desire to help others led him to the NYFD, and the EMT training within. After he finished his training, he worked in the Bronx for a few years, but eventually the higher pay and the more consistent need of Freedom City called his interest, and Dwayne moved to the City of the Future, setting himself up in an apartment in Lincoln and joining a local fire station. Three-D became a favored member of the community afterwards; helping the elderly and the young both on and off the clock. It changed during a big pile up on the Century Bridge during a Super Villain attack, one so bad that multiple precincts were called in for triage and rescue. During that moment, a random man- someone who Dwayne had never met before and never would again- was trapped in their car, threatening to tip over the edge. Dwayne ran to save them without concern, and as he tried to lift the man out, the car went over the bridge. But rather than hitting the water, the man turned into an alien and carried the car to safety before collapsing. The explanation was fast, but filled with important information, enough that Dwayne still isn't sure exactly what happened. 'This device is ancient Preserver Technology; the Encyclopedia Eternita. I've been keeping it safe, hidden, from those would would misuse it. But...now I have no more time left. Please. Keep this safe.' And then the man died. And as the Encyclopedia Eternita left his wrist, he reverted back into a Lor. And the Encyclopedia bound itself to Dwayne. Damaged and in need of repair, the piece of super-technology now permanent bound to Dwayne is far from living up to it's potential. But under the watch of the Atom Family and with Dwayne's patient, careful nature, it's secrets are ready to slowly be unraveled. But there are many that want the Encyclopedia, and Dwayne will have to protect it. Personality & Motivation: Dwyane is driven to help others and to figure out the burden that has been placed on him. He cares about Lincoln and his neighbors, but he also wants to use his powers to help others, which is what has led him to open come out as a Superhero to protect others. Calm, patient, and at times introspective, Dwayne will leap in to protect others, but always be considering his options. He is open to teams and defers to the more knowledgeable when in them; he knows he's great as a back-up, so he's naturally supportive of others and will attempt to cater to what others need to support them. Powers & Tactics: Dwayne's powers come entirely from the Encyclopedia Eternita; a wrist-watch looking device with a plate of numbers. It's primary color-scheme is blue and yellow, appropriate for an EMT. By entering a combination of numbers and twisting the plate, Dwayne can transform into any number of aliens that were catalogued by the Preservers; transforming into an exemplar of any species the Preservers recorded or modified. While he has certain creatures he favors, this is mostly because he has memorized the button combinations for them- since he can't translate the numbers himself, he has to rely on rote memorization to determine which form he gets-. In battle, he generally picks a form that supports his allies, shoring up weaknesses or figuring out what they need more of before switching to it. By himself he tends to favor his Tempestian or Kelvanic transformations, but he's not afraid of turning into Humbaba when he needs the sheer brute force. He's not fond of Wrinkles. Power Descriptions: All of Dwayne's powers are Alien in nature, and natural expressions of that Alien's power. If he transforms into a Tempestian, he can throw lightning bolts. If he turns into a Jerrid, he becomes a powerful, fast swimming crocodile man. While they are provided by the machine, they are equally the alien or natural powers of the alien. This means that the powers can be disrupted by disrupting the Encyclopedia just as much as disrupting the actual Alien's biology. Complications: Abilities: 2 + 4 + 6 + 6 + 6 + 2 = 26PP Strength: 12/36 (+1/+13) Dexterity: 14 (+2) Constitution: 16/30 (+3/+10) Intelligence: 16 (+3)/ 20 (+5) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +2 Base, +10 Speedster form Attack: +6 Base, +7 Melee in Powerhouse Form, +10 in Sensor Form +12 Melee in Speed Form +10 with Energy Array in Blaster Form Defense: Base +6 +7 (+6 Base, +1 Dodge Focus) in Powerhouse Form, +3 Flatfooted, +10 (+6 Base, +4 Dodge Focus) in Sensor Form, +3 Flatfooted +12 in Speed Form, +6 Flatfooted +10 (+6 Base, +4 Shield) in Blaster Form, +3 Flatfooted Grapple: +7 Base, +23 in Powerhouse Form, possibly more depending on Variable Knockback: -1 in Base Form, -7 in Powerhouse Form, -5 in Blaster and Senses Forms, -4 in Speed Form Saves: 5 + 6 + 5 = 16PP Toughness: Powerhouse Form: +13/Speedster Form +8/Sensor Form +10 (+6 Flatfooted)/Blaster Form +10 (Impervious 8 for Energy that matches the current Blast)/ Default +3 (+3 Con) Fortitude: +8 Base, Speedster, Sensor, and Blaster (+3 Con, +5), Powerhouse Form: +15 (+10 Con, +5) Reflex: +8 Base, Powerhouse, Sensor, Blaster (+2 Dex, +6), Speedster +12 (+2 Dex, +10) Will: +8 (+3 Wis, +5) Skills: 40R = 10PP Bluff 10 (+11) Drive 4 (+6) Knowledge (Life Sciences) 6 (+9)/ 6 (+11) Language 1 (Base: English, Spanish) Medicine 7 (+10) Notice 6 (+9)/ 14(+17) in Sensor Form Pilot 2 (+4) Profession (EMT) 4 (+7) Search 0 (+3)/ 0 (+5)/ 12 (+15) in Sensor Form Feats: 6PP Luck 2 Benefit (Atom Academy Member) Distract (Bluff) Taunt Fast Feint Powers: 68 = 68PP Device 17 (Encyclopedia Eternita, 85PP Container, Flaw: Hard to Lose) [68PP] (Technology, Alien, Genetic, Preserver) Comprehend 3- (Speak One Language at a Time, Understand and Read all Languages) (Universal Translator) [6DP] Enhanced Ability- Intelligence 4 (To Intelligence 20, +5) (Onboard Supercomputer) [4DP] Enhanced Feat 1 (Eidetic Memory) (Onboard Supercomputer) [1DP] Variable 2 (10pp of Traits, any Traits) (Technology, Alien, Genetic, Preserver, Alien of Species of transformation) [16DP] Alternate Form 11 (Extra; Linked, Feats; Alternate Power 3) (Technology, Alien, Genetic, Preserver, Alien of Species of transformation) [58DP] Powerhouse Alternate Form Baseline [55/55] Enhanced Strength 24 (to 36/+13) [24] Enhanced Constitution 14 (to 30/+10) [14] Protection 3 (to +13) [3] Impervious Protection 5 [5] Attack Focus: Melee 1 (to +7 Melee) [1] Dodge Focus 1 (to +7 Defense) [1] Super-Strength 3- (Effective Strength +15, Total Strength 51) (Feat: Groundstrike) [7] Speedster Alternate Form Baseline [55/55] Speed 8 (2,500 MPH/25,000' Move Action) [8] Quickness 5 (50x faster Actions) [5] Enhanced Reflexes 4 (to +12) [4] Enhanced Feat: Evasion 2 [2] Enhanced Feat: Improved Initiative 2 (to +10) [2] Enhanced Feat: Attack Focus (Melee) 6 (to +12) [6] Enhanced Defense 6 (to +12) [12] Protection 5 (to +8) [5] Strike 7 (Feats: Mighty) [8] Super Movement 3 (Wall Running 2, Water Running, Flaw: Only while Moving) [3] Sensor Alternate Form Baseline [55/55] Super Senses 21 (Extended on hearing group [3] (-1/10,000), extended on sight group [3] (-1/10,000), Accurate on hearing group [4], Ultravision [1], Infravision [1], Ultrahearing [1], Analytical on all Vision [2], Uncanny Dodge (Auditory), Sense Weakness: Detect Weaknesses, Ranged, Acute, Analyze, Assessment power feat [5]) [21] Enhanced Skills 5- Notice +8 (to +14/+17), Search to +12 (+12/15) [5] Enhanced Attack Bonus 4 to +10 [8] Strike 10- (Feats; Improved Critical 2) [12] Enhanced Feat: Dodge Focus 4- (To +10 Defense) [4] Protection 3- (To +6) [3] Enhanced Feat; Defensive Roll 2- (To +10 Toughness) [2] Blaster Alternate Form Baseline [55/55] Blast 10 (Elemental Blast Feats; Precise, Improved Critical 2, Variable 2) [25] Enhanced Feat: Attack Focus (Ranged) 4 (to +10) [4] Shield 4 (to Defense +10) [4] Protection 7 (To +10 Toughness) [7] Flight 5 (250 MPH, 2,500' move action) [10] Impervious Toughness 8 (Flaw; Limited to Energy with the same Descriptor as current Energy Array) [4] Immunity 1 (Own Powers) [1] Drawbacks: -0PP DC Block Powerhouse Unarmed: DC28 Tou, +7 Accuracy Speedster Stirke: DC23 Tou, +12 Accuracy Sensor Strike: DC25 Tou, +10 Accuracy Sensor Blast: DC25 Tou, +10 Accuracy Ranged Blaster Single Blast: DC25 Tough, +10 Accuracy, Crits on 18-20, Precise Ranged Blaster AOE Cone: DC 20 Ref/DC25 Tough Totals: Abilities (26) + Combat (24) + Saving Throws (16) + Skills (10) + Feats (6) + Powers (68) - Drawbacks (0) = 150/150 Power Points EXAMPLE VARIABLE CONFIGURATIONS Some aliens also come with additional complications. Powerhouses HUMBABA- Alien Gator III- Speedsters Quick Claw Galloping Ghost Sensors Belfry Wrinkles- Blasters Avalanche Shock and Awe
  4. Synth Power Level: 10/15 (248/250) [251] Unspent Power Points: 0 Trade-Offs: +2 attack/-2 DC; +2 defense/-2 toughness In Brief: Socialist Synthetic Organism. Alternate Identity: Winter Snow Birthplace: Northern Scandinavia Residence: Freedom City, Downtown (Run down flat) Base of Operations: Freedom City Occupation: Refuse Collector Affiliations: Freedom City Refuse and Sewer services Family: None Description: As Synth (As Winter Snow) Age: 14 (18/8/2010) Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Blue (Brown) Hair: Blonde (Black) Synth can take on the appearance of any human. As such Synth has no gender, but “her” main secret ID (Winter Snow) is female, so “she” tends to use this pronoun. In natural state, Synth is a pale white, hairless human with no apparent gender. The skin is slightly translucent, and her appearance as a whole is pretty unnerving to look at. She rarely, if ever, takes on this form (although morph can be nullified…) When Synth activates “hypertrophied” muscles, Synth looks visibly (and extraordinarily) more muscular. Winter Snow, her main Secret ID is a tall woman with messy drab brown hair, brown eyes, pale skin and a bland appearance. She is often rather dirty. As a “superhero” (and there is time to change), she wears a dark all spandex number made of morphic molecules. She changes her appearance slightly, her eyes becoming blue, her hair lighter and her skin darker. History: Synth was created in a top secret laboratory in northern Sweden, led by Dr Ingvar Nyberg. Unknown to the team of scientists, the facility and research was funded by SHADOW to investigate creating the perfect “Aryan”. The team had access to Utopian (particularly, Superior) DNA. Synth grew up quickly, maturing in a year with full cognitive faculties and superhuman physical abilities. With such success, SHADOW moved in to reap its reward. Dr Nyberg managed to smuggle Synth out. The research team are gone, presumed (?) dead. With no identity, Synth moved to America. After some adventures as a superhero, Synth went into temporary retirement as part of self-discovery. She has worked a number of menial jobs, and had a number of identities. She settled down as part of the refuge collection service of the city. She would have been happy enough doing this, until she found on of her work friends murdered in a dumpster. Anger aside, she felt she could no longer just live the simple life…she had a duty to clean up the city, in more ways than one… Possessed of superhuman senses and spending days rummaging around the rubbish of the rich, famous, criminal, and ordinary citizen alike, Synth often comes across some interesting stuff… Personality & Motivation: Synth is reflective and introspective. She harbours an unsettling (albeit unwarranted) guilt about her origin, and her overcompensation can make her slightly paranoid ("they aren't getting my DNA!"). She leans heavily to liberal socialist politics, finding much to admire in democracy and little to admire in capitalism. That said, she is not a political person but finds her expresses her beliefs in everyday empathy. As synth also carries the imprinted memories of a dozen scientists (and their brain patterns), she can also get a little odd, or unpredictable, if those personalities reassert themselves. That said, those brain patterns are generally of (relatively) benign and sensible scientists, and the imprinted memories usually have a rather vague quality rather than full blown personalities (unless…) Powers & Tactics: Synth has the ability to change her body to any humanoid. The change takes several seconds of concentration. As an artificial organism, Synth has several superhuman traits. Synth has superhuman strength, agility, endurance and speed. Synth’s senses are extremely acute. Synth ages extremely slowly and is almost immune to poisons and diseases. She can control her own biological functions voluntarily (such as heart rate or digestion). She can also, with time, grow extra superficial organs (such as a sixth finger or second nose). Synth can her change muscle function; normally (as it is most comfortable). Synth’s muscles are extremely efficient, able to function with minimal metabolic demands. Alternatively, they can hypertrophy and gain additional power, or become loose and elastic, meaning Synth has remarkable contortionist abilities. Synths own stem cells can cannibalize other flesh, regenerate and heal herself and others, or (her preferred tactic due to her pacifist tendencies), subdue others by a sedating poisonous touch. Due to imprinted memories, Synth is an expert in many biological / psychological fields. Synth has only basic martial art training and will always prefer non-violent or non-lethal conflict resolution. In a fight, Synth will use a combination of strength, speed, and advanced knowledge of pressure points / anatomy to subdue. Complications: Inhuman: Regular medicine, unless done by true experts, will be ineffective on Synth, or possibly harmful. In addition, certain acids, poisons and diseases might be more dangerous to her synthetic flesh. Ugly: Whilst Synth can choose attractive forms, the “natural” state is pretty hard on the eye (and sensitive to sunburn!). In addition, growing a nose on your elbow, or a thumb out of your forehead is clearly disturbing to look at. Note: whilst Synth can adopt extremely attractive forms, she lacks any kind of know how in how to seduce or leverage her beauty (hence, no attractive feat). Memories: Synth has the imprinted brain patterns of several top scientists which can bubble, distract or even change her personality, particularly if Synth is tired or drained. Whilst most of these brain patterns are benign, this is not automatically so. In addition, whilst Synth can normally access these “echoes” to gain expert knowledge of biological sciences, this might not always be the case. It is possible certain psychology experts or psionic / mental powers might take advantage of this part of her. Not a thread to wear: Synth cannot mimic clothes with her morph power. When she is dressed up a superhero (in her morphic molecule costume) this is not an issue – the morphic molecules will cover this gap. However, without her costume things get more complicated; she will need to acquire clothes to complete a disguise. Bad Hair Day: Whilst Synth can morph into any humanoid, for some reason she finds it difficult / slow to grow hair – any growth requires concerted effort and time, and may easily fall out if she does not attend to it. This might slow her down when morphing, or, if she loses hair, make her easily stand out. This is the reason she normally keeps her “regular” hair short. Pacifist: Most heroes use violence sparingly; Synth takes this to the extreme. She will almost always act, and insist others act, in the last violent way possible unless the situation is extreme or there is no alternative. She will use stunning strike, fatigue and chokeholds as a default. No Nazi (also Plot Hook): Synth is wanted to by SHADOW; they invested in her creation and want her tissue to complete their experimentation. Indeed, other organisations who are out for the same thing. Hardwired into her DNA is an unreliable, but occasionally effective, block against her powers (such as the fatigue or vampiric powers) working on the old Aryan ideal. Some members of SHADOW, products of eugenics or individuals with highly “Aryan” DNA, might be immune to her cellular attacks. This is much to Synth’s annoyance; she hates Nazis (Who doesn’t?) Abilities: 16 + 30 + 16 + 8 + 4 + 4 = 78 PP Strength: 26 (+8) Dexterity: 40 (+15) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 24 + 24 = 48 PP Initiative: +19 (+15 Dex, +4 Improved Initiative) Attack: +12 Defence: +12, +6 Flat Footed Grapple: +27 (Additional +2 if using hypertrophies muscle) Knockback: -4 Saving Throws: 7 + 0 + 6 = 13 PP Toughness: +8 (Con) Fortitude: +15 (+8 Con, +7) (Impervious +10 if Cellular Fortification active) Reflex: +15 (Dex) Will: +8 (+2 Wis, +6) Skills: 25 PP = 100 Ranks Acrobatics 15 (+30) Skill Mastery Bluff 4 (+6) Climb 2 (+10) Diplomacy 4 (+6) Disguise 8 (+10) – Additional +20 from Morph Skill Mastery Escape Artist 3 (+18) – Additional +12 when using elastic muscle (+30) Skill Mastery Knowledge (Behaviour Sciences) 8 (+12) – Additional +4 from powers for 12 (+16) Knowledge (Life Sciences) 4 (+8) – Additional +10 from powers for 14 (+18) Knowledge (Streetwise) 4 (+8) Language 4 (English [Native], French, German, Russian, Swedish) Medicine 4 (+6) – Additional +10 from powers for 14 (+16) Skill Mastery Notice 14 (+16) Search 4 (+8) Sense Motive 4 (+6) Sleight of Hand 4 (+19) Stealth 12 (+27) Swim 2 (+10) Feats: 17 PP Acrobatic Bluff Blind-Fight Chokehold Defensive Attack Evasion 2 Grappling Finesse Improved Critical 1 – Unarmed Improved Grab Improved Initiative 1 Improved Pin Jack of all Trades Skill Mastery 1 (Acrobatics, Disguise, Escape Artist, Medicine) Stunning Attack Takedown Attack 2 Uncanny Dodge (Auditory) Powers 4 + 6 + 2 + 3 + 2 + 9 + 2 + 30 + 7 + 2 = 67 PP All powers have genetic descriptor Muscle Array (3 PP array, Feats: Alt Power 2, Drawbacks: Move action to switch) [4 PP] BP: Enhanced Trait 3 (Endurance 3) [3/3 PP} “Efficient muscles” AP: Enhanced Trait 3 (Escape Artist +12) [3/3 PP] “Hyperflexible muscles” AP: Super Strength 2 (+10 STR, Drawbacks: Noticeable) [3/3 PP] “Hypertrophic muscle” Enhanced Trait 6 (Medicine +10, Knowledge [Life sciences] +10, Knowledge [Behaviour sciences 4) [6 PP] “Implanted memories” Features 2 (Autonomic control: Can voluntary control involuntary nervous system such as heart rate, digestion, etc, Growths: Can, with a minute’s concentration, grow-or reabsorb-on her skin additional functional organs such as a nose, finger, or ear, as well as nonfunctional things such a skin tumour) Immunity 6 (Critical Hits [DC only +3 rather than +5], Aging, Sleep, Poison, Disease, Flaws: Limited, only half effect) [3 PP] Leaping 2 (x5 Distance, total: Running 90’, Standing 45’, High Jump 22’) [2 PP] Morph 4 (+20, any humanoid, Extras: Duration [Continuous], Flaws: 1 round to morph) [9 PP] Speed 2 (x5, 25mph) [2 PP] Stem Cell Array (26 PP Array, Feats: Alt Power 4) [30 PP] BP: Alternate Form 4 (20 PP Container, Extras: Continuous, Feats: Subtle) [25 PP] “Cellular Fortification” Impervious Fortitude Save 10 [10 PP] Regeneration 10 (Ability Damage 2 [1/hour], Recovery bonus +1, Bruised 1 [1/round], Injured 3 [1/minute], Staggered 3 [1/minute]) [10 PP] AP: Damage 8 (Extras: Alt Save [Fort], Vampiric, Feats: Incurable, Improved Critical 1) [26 PP] “Cellular cannibalism” AP: Fatigue 8 (Extras: Poison, Feats: Improved Critical 1, Sedation) [26 PP] “Cellular Poison” AP: Healing 8 (Extras: Energising, Total, Feats: Persistent, Regrowth, Flaws: Tiring) [26 PP] “Cellular Repair AP: Nullify 8 (All genetic powers, Extras: Disease, Feats: Improved Critical 1, Subtle, Flaws: Range [Touch]) [26/26 PP] “Cellular Infection” Super Senses 7 (Extended x10 Visual, Extended x10 Auditory, Extended x10 Olfactory, Low Light Vision, Acute Olfactory [Scent], Analytical Tactile, Tracking [Olfactory] 1) [7 PP] Swimming 2 (5mph) [2 PP] Powers: Abilities 78 + Combat 48 + Saves 13 + Skills 25 + Feats 17 + Powers 67 = 248 / 250 PP
  5. Madame Raven Power Level: 10/14 (211/213PP) Unspent Power Points: 2 Trade-Offs: +4 Attack / -4 Damage In Brief: What do you do next when you're a woman out of time? Theme: You're Dead by Norma Tanega Alternate Identity: Calliope "Callie" Sen (Public) Calliope "Callie" Summers (Secret) Birthplace: Hong Kong Residence: Summers Building, New York Base of Operations: Worldwide Occupation: Businesswoman Affiliations: Raven Family Family: Doctor Sin (Grandfather), Duncan Summers (Father), Jasmine Sin (Mother), Callie Summers (Possible future self) Description: Age: 20 (DoB: 24th August 1973 [Time Displaced]) Gender: Female Ethnicity: Asian / European mix Height: 1.702m (5'7") Weight: 50kg (110 lbs) Eyes: Green Hair: Black Callie has inherited her beauty from her mother, though often marred by the scowl of her father. Even with a few more years under her belt, she looks more like her duplicate, though there are still enough differences that they get away as relatives. She keeps her hair relatively short, both to differentiate herself from her duplicate and so that it can't become disadvantageous in a fight. When in public as a wealthy businesswoman, woman she dresses in the most stylish clothes that always perfectly suit the occasion, still ethically sourced and environmentally sustainable, in private though she prefers loose fitting comfortable t-shirts and sweats. Though still in its early stages, her Raven costume is far from the homemade costume she wore at Claremont. Made of tough yet light high-tech polymers the black suits offer maximum protection, the cloak is particularly impressive appearing like a simple cloth cloak it can harden at will allowing Callie to use it as a weapon in a fight. It's also covered in scalloped cloth feathers that can be plucked and thrown becoming the family's signature Raven-like boomerangs. They even regenerate meaning they will rarely run out, and the cloak always looks good, though with extended use the cloak will appear shorter than it was originally. To make herself stand out from the other Ravens, and despite the potential risk she doesn't wear a cowl, just covering her mouth and wearing a domino mask to avoid giving away her identity. History: Plucked from time, at the age of sixteen, by unknown methods, just before the fateful day she was meant to find out about her superhero legacy, Callie never had time to worry about her future. She had been busy with school and learning, and enjoying, what it was like to be a superhero. And despite the unusual circumstances, the extended Raven Family accepted her as one of her own, especially warmly considering their reputation as being cool brooding loners. But she wanted to find out exactly who she was, as opposed to her "future" duplicate, so after graduating Callie took a couple of years to go and find herself, putting aside the Madame Raven identity. Leaving Claremont Callie decided to spend the next couple of years wandering the world. Backpacking and relying on her wits and skills, she got to spend a few months in various communities helping before moving on to a new country, city and new issues. She also found various experts in various fields to learn what she could, in return for helping them out whenever she could. After that fact, she arranged for those who needed it to gain a healthy donation from the Summers Foundation. As well as finding herself she wanted to find both who, and more importantly why, she was bought into the "future" as well as find her grandfather, the infamous supervillain Dr Sin. She finally found him, or at least appeared to be, in Singapore. Though brief, and uncomfortable, he imparted to her what he figured out about her. She wasn't from the past, or a parallel Earth, but a reflection of a potential past. Whilst she doesn't quite understand how such a thing could happen, or who would do a thing, but it was at least a possible lead to follow and there was really only one place to get the help dealing with such esoteric sciences. So she's returned to Freedom City, finally adopting the identity of Callie Sen as the CEO of Summers Advanced Dynamics. Now settled in she's reached out to various superheroic scientific organizations, including the Atom Academy, to help finally answer how she came to be, if necessarily helping out in kind... Personality & Motivation: Whilst tempered by her years since leaving Claremont she still enjoys being a hero and how she uses her knowledge and money to help those less fortunate than herself. It's just now she cloaks it more in a layer of cynicism, though a wicked sense of humour pokes through now and again. Whilst the Ravens have a reputation for being loners Callie is quite the opposite enjoying the company of others, it helps that she has a naturally relaxed charm that allows her to get along with most people. And whilst she doesn't know why she's here, she knows exactly who she is and what she wants. She's comfortable in her skin and her place in the mundane and superhero world. Powers & Tactics: With no powers, Callie has to rely on her physical training, the environment around them and the gadgets and weapons available to her. If possible she likes to bring gadgets suitable for the foe(s) she's facing, though her training allows her to improvise against foes she knows little to nothing about. Ideally, Callie prefers to use either stealth and/or psychology to take down a foe without having to fight them. Often villains tend to be a cowardly and suspicious lot. Power Descriptions: Callie through years of training, at both Claremont and some of the best experts in the world, is at the almost peak of human ability, both physically and mentally. Her experience, however brief, allows her to go toe to toe with superpowered individuals much beyond her abilities. Though she knows when it's time to get help from some of the city's heavy hitters. Complications: A Congress of Ravens: Callie has been accepted as a member of the Raven family, which comes with certain responsibilities to the extended family when needed. A Conspiracy of Raven: Though she knows she's not from the past of a parallel universe there's still a mystery of what exactly she is, and that someone made this happen. A Murder of Ravens: Over the years the Raven family have gained a number of enemies over the years. Abilities: 8 + 12 + 8 + 14 + 10 + 12 = 64PP Strength: 18 (+4) Dexterity: 22 (+6) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 20 (+5) Charisma: 22 (+6) Combat: 20 + 16 = 36PP Initiative: +15 Attack: +14 Unarmed, +12 Raven Claws/Feathered Cape, +10 Base Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Grapple: +14 Knockback: -4 Saving Throws: 6 + 6 + 5 = 17PP Toughness: +4/9 (+4 Con, +5 Raven Costume) Fortitude: +10 (+4 Con, +6) Reflex: +12 (+6 Dex, +6) Will: +10 (+5 Wis, +5) Skills: 212R = 53PP Acrobatics 9 (+15)Skill Mastery Bluff 9 (+15) Climb 11 (+15) Computers 3 (+10) Craft (Chemical) 3 (+10) Craft (Mechanical) 3 (+10) Diplomacy 4 (+10) Disable Device 8 (+15) Drive 4 (+10) Escape Artist 9 (+15) Gather Information 9 (+15) Intimidate 9 (+15)Skill Mastery Investigate 8 (+15) Knowledge (Behavioural Science) 8 (+15) Knowledge (Business) 8 (+15) Knowledge (Current Affairs) 3 (+10) Knowledge (Streetwise) 8 (+15) Knowledge (Tactics) 8 (+15) Language 6 (Arabic, English, French, Japanese, Korean, Mandarin [Native], Spanish) Medicine 10 (+15) Navigate 3 (+10) Notice 10 (+15)Skill Mastery Perform (Dance) 4 (+10) Pilot 4 (+10) Ride 4 (+10) Search 8 (+15) Sense Motive 10 (+15) Sleight of Hand 9 (+15) Stealth 9 (+15)Skill Mastery Survival 5 (+10) Swim 6 (+10) Feats: 25PP Attack Specialization (Raven Claws) 1 Attack Specialization (Unarmed) 2 Benefit 1 (Use Knowledge (Tactics) for Initiative rolls) Benefit (Raven Legacy) 1 Benefit (Wealthy) 2 Challenge (Fast Startle) 1 Dodge Focus 2 Evasion 2 Hide in Plain Sight Jack-of-All-Trades Luck 3 Quick Draw Skill Mastery 1 (Acrobatics, Intimidate, Notice, Stealth) Startle Takedown Attack 2 Ultimate Effort (Escape Artist) 1 Uncanny Dodge (Auditory) 1 Well-Informed Equipment: 75EP = 15PP [Vetran Reward] Communicator [7EP] Communicator Array 3 (6EP Array; Feat: Alternative Power 1) [7EP] Basic Power: Communication 5 (radio; 5 miles, Feat: Subtle) [6EP] Alternative Power: Datalink 3 (radio; 1000ft Feats: Rapid 2 (x100), Subtle) [6EP] Summer's Building [Headquaters; Apartment Block in New York] [15EP] Raven Cycle (Vehicle; Motorcycle) [17EP] Raven Wing (Vehicle; Jet) [36EP] Powers: 8 + 10 = 16PP Device 2 (Raven Costume, 10PP Container; Hard-to-Lose) [8PP] Protection 5 [5PP] Grapple Gun: Super-Movement 2 (Swinging, Wall-Crawling 1) + Speed 1 (10mph, 88ft/rnd) [5PP] Device 2 (Utility Belt, 10PP Container; Hard-to-Lose) [8PP] Utility Belt (10PP Array; Feat: Alternative Power 1) [10PP] Base Power: Damage 2 (Raven Claws, Extra: Range 1, Feats: Mighty 4, Improved Range 1) [9PP] Alternate Power: Strike 2 (Feathered Cloak, Feats: Mighty 1, Accurate 1, Extended Reach 1, Subtle 1) + Flight 3 (50mph/ 440 ft/rnd, Flaw: Gliding) [9PP] DC Block ATTACK RANGE AB SAVE EFFECT Unarmed Touch +14 DC 19 Toughness Damage Raven Claws Ranged +12 DC 21 Toughness Damage Feathered Cape Ranged +12 DC 21 Fortitude Damage Totals: Abilities (64) + Combat (36) + Saving Throws (17) + Skills (53) + Feats (25) + Powers (16) = 211/213 Power Points
  6. Reyna Rojo/Nemesis Power Level: 10 (150/154PP) Unspent Power Points: 4 Trade-Offs: None on Melee, Judgement Delivered -3 Attack/+3 Damage In Brief: The Goddess of Justice Incarnated into the body of a woman trying to escape from a criminal life Catchphrase: "You shall be Judged!" Theme: Nemesis; God's Gonna Cut You Down Reyna; Luke Combs- Where the Wild Things Are Alternate Identity: Reyna Rojo (Secret) Birthplace: Carson City, Nevada Residence: Freedom City's Southside Base of Operations: Her House Occupation: Struggling music artist Affiliations: The defunct biker gang the Red Bettys, a variety of bar owners across the southside Family: Single Mother; Teresa, who lives in Carson City. Dead Father and Brother; Miguel and Miguel Jr. Description: Age: 23 (DoB: 2000)/ Very Old Apparent Age: As Age (Reyna), How Old is a God? (Nemesis) Gender: Female Ethnicity: Hispanic Latina/ Ancient Greek Height: 5'3 (Reyna), 6'2 (Nemesis) Weight: 110 lbs (Reyna), 172 lbs (Nemesis) Eyes: Brown (Reyna), Glowing White (Nemesis) Hair: Brown with red highlights (Reyna), Silver and Red (Nemesis) Reyna is a short, thin, almost reedy looking woman who is often wearing biker leathers of some variety and carrying a beaten guitar case with an equally beaten guitar in it. She has a beater motorcycle that starts most of the time. Her long hair is often in a messy ponytail. Nemesis is a tall, statuesque woman with powerful muscles. While she prefers flowing togas and the like, she's forced to conform mostly to Reyna's fashion sense; biker's leathers- with the symbol of a sword and scales instead of what is on Reyna's-, and a heavy motorcycle helmet that the light of her glowing eyes escapes from. When she passes judgement, she opens the face-plate of her helmet, exposing her true face before passing the sentence. History: Reyna Rojo was not meant to be the container of the Goddess Nemesis. The choice was Mary Hernandez, an up and coming prosecutor in the Freedom City District Attorney’s office. Having escaped the gang life in the South Side of Freedom, Mary had all the attributes to be a good inheritor of the Goddess’ powers. An unbreakable, resolute will. A drive to clean up the streets and make them safe for others. A take no prisoners attitude about making sure everyone who committed a crime ended up appropriately punished. An exacting, precise, extensive knowledge of the criminal statutes of Freedom City, New Jersey, and the United States. Mary died. It wasn’t an accident, far from it. Mary had been kidnapped by a notorious Southside Gang; The Black Snakes, specifically for the same reasons she was a good candidate for Nemesis. They were going to send a message. But Mary escaped, and the process had already begun; from up high on Heliopolis, Nemesis hurled her scales, chariot, and sword to Earth, on a collision course with Mary Hernandez, to save her from her pursuers and begin the mighty work that would be making the world just a little more Just and Righteous. What was not accounted for in these actions was Reyna Rojo. Reyna Rojo was a starving, semi-failed musician who had never escaped the culture of the Southside. A high-school dropout with a stint in the Red Bettys motorcycle gang, the gang broke apart a few years ago under pressure from other, more violent gangs. She had spent her life since then performing in dive bars and busking on street corners, only ever having enough money to pay off whatever debt she had accumulated the day before. She was no one and had been, in most effects, left behind by the world. She owned the clothes on her back, the guitar in her case, and the motorcycle that she could barely afford the gas for. She dreamed of big things that she realistically knew would never happen, and traveled her path lit by a lantern fueled only with that dream, weak and flickering. Then Mary Hernandez, fleeing from her kidnappers, smashed into her on the street late at night. This was fortuitous for the kidnappers, who opened up with their cruel weapons. It was not fortuitous for the two women, entangled on the street and unable to escape. But Mary threw herself on top of Reyna, trying to shield a woman she had never met against objects she had no hope of surviving. It did, by the twist of fate, work. The Scales of Nemesis arrived in the intervening moment of Mary passing and Reyna following, and without Mary to say the word, Reyna was instead given the choice. SPEAK MY NAME, AND BE EMPOWERED. I AM VENGEANCE, JUSTICE, AND RIGHTEOUSNESS CAST YOURSELF IN MY NAME, AND PASS JUDGMENT ON THE WICKED I AM NEMESIS A baffled, delirious Reyna croaked out the word ‘Nemesis?’, and the contract was forged. Nemesis was incarnated in the body of Reyna Rojo, and since then, when the guilty oppress the innocent, the starving artist is forcibly transformed into the administer of Justice and Vengeance. This has not been the best for either of the two; Reyna can not understand the spirit that speaks to her through the mirror- because she was not the intended host, the connection is unstable-, and Nemesis was expecting a brain that knew the legal codes of Freedom City and current times exactingly, which Reyna does not know. The actions of the two are fraught and frantic, with Reyna trying to live her life and Nemesis trying to carry out her duty, and they are rarely on the same page. Reyna wants to do the right thing, she wants to help others, but she is not confident in her own abilities to do so, and giving in to Nemesis leaves her with blank spots in her memories and a concerns about Nemesis’ methods; concerns that are valid when one considers that Nemesis does not have a precise, perfect grasp of the American Legal Code. Still, when the Guilty oppress the Innocent, or when Evil rears its head, the change takes her over, and Reyna Rojo, a struggling artist, former gang member, and all around forgettable person, becomes Nemesis, the Goddess of Justice, the Wings of Vengeance, who saves the oppressed from those who would torment them. Reyna, unaware of most Greek history, thinks that she has instead become the host of Santa Muerte But what of the Chariot and Sword? Well, Dear Reader, That requires an understanding of Nemesis’ reason for incarnation! While Nemesis incarnated to attempt to bring Justice and Righteousness to the World, there was a second reason; the God of Death, Thanatos, had similarly incarnated himself into the World at a similar time, under orders from Lord Hades himself. Nemesis was bade by the council of the Gods and her own nature to attempt to bring the rogue God to heel and send him back to Hades. But in the wars of great beings, the one who strikes first is often the victor, and Nemesis was responding to Thanatos, not proactively engaging him. When the Scales, Sword, and Chariot were sent hurtling from Heliopolis to Earth, Thanatos struck, splitting the Goddess’ panoply into its components. Sending his agents out, Thanatos gathered both the Sword and the Chariot. While he- or his agents- can not use the objects to their full power, they still have great potency, and can be used against Nemesis, or any Hero that attempts to interfere in Thanatos' plans, whatever he and Hades are plotting. Nemesis would explain this to Reyna, but Reyna is the one person in the world who can not understand what she is saying, which leaves her in the dark. Personality & Motivation: Reyna is not a confident woman at the best of times, despite being a musician. She's more at home on the stage singing her songs and opening herself up that way than talking to people; when forced into a conversation, she shies away and is a wallflower. A lifetime of looking out for violence has made her quite adapt at noticing it and knowing when to get out of the way, but survivor's guilt- and growing up in a place where you have to look out for each other- has made her the person who grabs someone else before fleeing from danger. She wants to be a successful musician, but she also wants to pay back the fact that someone died for her. Nemesis is a God with a capital G. She issues proclamations with the force of her divinity, and expects them to be listened to. Anyone who she can't intimidate she is fine dealing with with her fists, and when she judges someone guilty she carries it out without pause. While she can be robotic in her actions- not that she is a robot, but rather she is a God with singular purpose that carries it out-, she does not harm innocents in her attempts to carry out Justice, and protects them from those who would hurt them, because that is also Justice. Powers & Tactics: Reyna's first instinct is to flee from danger, but she'll grab an innocent bystander that also needs to get out of the way if she can. If she's forced to not run, she tries to fast talk her way out of trouble and look for a chance to escape. Nemesis begins any engagement with an attempt to cow her opposition into submission; before she even raises her hand, she will raise her voice, promising severe retribution if she isn't heeded. If it is refused, she lashes out with her divine fists and combat style, cloaking her body in her Divine Mantle to enhance her abilities. Against those who have committed heinous crimes, she recites their transgressions and sentences them; the most severe and terrible of foes are sentenced to receive her full Judgement which, when she opens the motorcycle helmet to expose her visage, descends from the heavens in the shape of a sword of pure divine energy. Power Descriptions: Nemesis' Divine Mantle is Silver, Red, and Purple, covering her like an aurora when she fights. The Scales of Nemesis float around her or are held in her hand while she fights, as she draws her power from them. Complications: Not the Chosen One: Reyna was not supposed to be the host to Nemesis, and any Divine or Mystical being can clearly see the two beings are not in sync and attempting to inhabit the same body without cohesion. This may make some think that she has stolen the power of Nemesis, or is using it improperly. Others may try to use this lack of synchronicity to attempt to separate the two beings. Starving Artist: a Struggling artist, Reyna is always paying off some debt or another, living slightly above hand to mouth. She lives in a room above a bowling alley that's been subdivided into 4 'tenements', and her 'roommates' and her are not super talkative to each other. I Can't Understand You!: Due to their lack of sync, Nemesis can not speak to Reyna, and Reyna can not remember the majority of what happens to Nemesis- only bits and pieces-. Essentially, while Nemesis has Comprehend Languages and can speak and understand anything, Reyna is one of the few people that can't understand her. The Rogue Enemy: Due to the actions of Thanatos, Nemesis is lacking 2/3rds of her Divine Panoply. Even worse, Thanatos will freely hand them out to individuals he thinks will make Nemesis' job much harder, recalling them if the pawn has served it's purposes or has been defeated before Nemesis can take them back. GMs can always grant an opponent one of Nemesis' two missing pieces of the Panoply (The Sword and the Chariot/Motorcycle), granting them enhanced Abilities, powers, or the like. Similarly, even outside of that, Thanatos is an eternal thorn in the side of Nemesis. Ye Not Guilty: Nemesis' powers derive from handing out Justice; she is empowered by following rules and legal statue. If she tries to act out on her own against an individual who has committed no crime, or has some other reason as to why their actions were not illegal or incorrect, her powers may simply cease to work entirely on the individual, preventing her from using her Judgement blast, or even weakening her other abilities as long as she tries to ignore the proper law and order. The Weight of Divinity: In general, Nemesis is obviously a Goddess, and this carries both benefits and complications. Wardrobe Malfunction: Nemesis is an extremely tall goddess with a heroic figure. Reyna is a stick-like, thin woman. Her clothes do not appreciate the difference. (Think Bruce Banner and his stretchy pants) Santa Muerte(?): Reyna thinks that she's possessed by the spirit of Santa Muerte; she's a devout Catholic who goes to mass every Sunday. The idea she is possessed not by the Saint of Protection, but instead the Goddess of Vengeance, would (and will) conflict highly with her understanding of her spirituality. Old Leather, New Blood: Reyna's previous association with a dead Biker Gang can get her in trouble; old warrants, rivalries with crime gangs that are still angry at the Red Bettys or were the reason they disbanded, or people who just plain don't like her association with criminal or gang life. Cigarettes: An addiction she can't shake. Abilities: 14 + 6 + 14 + 6 + 6 + 6 = 52PP Strength: 24/26 (+7/+8) Dexterity: 16 (+3) Constitution: 24/26 (+7/+8) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 14 + 14 = 28PP Initiative: +3/+7 (Improved Initiative in Divine Aura) Attack: +7 Base (+8 Melee, +7 Ranged) +10 Aura of Justice Defense: 10/8; +7 Base, +1 Dodge Focus, +2 Dodge focus in Divine Aura (+4 Flat Footed) Grapple: +15/+19 in Divine Aura Knockback: -4/-7 in Divine Aura Saving Throws: 0 + 2 + 5 = 7PP Toughness: +7/+8/+10(+7 Con/+8 Con with Scales of Nemesis/ +2 Protection from Divine Aura, 5 Impervious from Scales of Nemesis) Fortitude: +8/10 (/+8 Con/ +0/ +2 from Divine Aura) Reflex: +5/10 (+3 Dex/ +2/ +5 from Divine Aura) Will: +8/+10 (+3 Wis/ +5/+2 from Divine Aura) Skills: 56R = 14PP Diplomacy 3 (+6) Drive 4 (+7) Intimidate 15 (+18) Knowledge (History) 5 (+8) Knowledge (Civics) 7 (+10) Knowledge (Theology and Philosophy) 5 (+8) Languages 1 (Greek) Notice 5 (+8) Ride 4 (+7) Sense Motive 7/(+10)/ 15(+18) when detecting lies Feats: 13PP Accurate Attack Attack Focus (Melee) Beginner’s Luck Challenge (Fast Startle) Dodge Focus 1 Fascinate (Intimidate) Fearless Fearsome Presence 1 Luck 2 Power Attack Startle Ultimate Save (Will) Powers: 1 + 1 + 43 = 45 PP All powers are Divine and Lawful Flight 1(10 MPH/ 100' per Move Action) (Wings of Nemesis; Flaw: Power Loss; Wings are Restrained or Damaged) [1PP] Immunity 1(Aging) [1PP] Device 13 (Scales of Nemesis (65pp Device), Flaw: Easy to Lose, Feats: Indestructible, Restricted 3 [Only the Just may lift, only Nemesis may use]) [43PP] Comprehend Languages 3(The Language and Ears of Justice; Understand all spoken language, and anyone who hears her speak understands it) [6pp] Super-Senses 10 (True Sight: Vision Counters Concealment, Counters Illusion, Counters Obscure(all), Detect Hidden) [10pp] Super-Senses 6 (Detect [Evil; Range, Sense, Mental], Extended 2, Radius) [6pp] Container 0.8 (SPEAK NO LIES TO JUSTICE; 4pp Container; Flaw: Limited [detecting lies])[2pp] Enhanced Skill: Sense Motive 8 (to 15/+18) [2pp] Enhanced Feat: Second Chance (Sense Motive), Ultimate Effort (Sense Motive) [2pp] Protection 2 [2pp] Impervious Toughness 5 [5pp] Dodge Focus 2 [2pp] Enhanced Strength 2 (to 26/+8) [2pp] Enhanced Constitution 2 (to 26/+8) [2pp] Blast 13 (Judgement Delivered; Extra: Targets Will, Flaw: Action [Full], Feats: Indirect 1, Alternate power) [28pp] Alternate Power; (Divine Aura) [27/27pp] Flight 4(Wings of Nemesis; 100 mph/ 1000 feet per move action Flaw: Power Loss; Wings are restrained or damaged) [4pp] Total: Flight 5(Wings of Nemesis; 250 mph/ 2500 feet per move action Flaw: Power Loss; Wings are restrained or damaged) Strike 2 (Aura of Justice; Feats: Mighty, Improved Critical 2, Accurate) [6pp] Super-Strength 3 (Effective Strength 41 Feats: Thunderclap) [7pp] Enhanced Reflex 5 (to +10) [5pp] Enhanced Fort 2 (to +10) [2pp] Enhanced Will 2 (to +10) [2pp] Improved Initiative 1 (to +7) [1pp} Drawbacks: -9PP Normal Identity (Free Action; Call to the Heavens, -3) Involuntary Transformation (When the guilty oppress the innocent; Very Common, Irresistible; -6pp) DC Block Unarmed Touch DC 22/23/25 Toughness Damage [Physical] Blast Ranged DC 23 Will Damage [Divine] Totals: Abilities (52) + Combat (28) + Saving Throws (7)+ Skills (14) + Feats (13) + Powers (45) - Drawbacks (9) = 150/154 Power Points Reyna Rojo Abilities: 2 + 4 + 2 + 4 + 4 + 8 = 24PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Base, +8 Unarmed Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +6 Knockback: -1 Saves: 3 + 3 + 3 = 9PP Toughness: +1 (+1 Con) Fortitude: +4 (+1 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 60R = 15PP Bluff 6 (+10) Drive 6 (+10) Skill Mastery Gather Information 6 (+10) Language 2 (Base: English, Spanish) Notice 10 (+12) Skill Mastery Perform [Singing] 10 (+14) Skill Mastery Perform [Stringed Instruments] 10 (+14) Skill Mastery Sense Motive 10 (+12) Feats: 11PP Attack Specialization: Unarmed 2 Dodge Focus 4 Fearless Beginner’s Luck Luck Skill Mastery (Perform [Singing], Perform [Stringed Instruments], Drive, Notice) Ultimate Save (Will)
  7. Rainshadow Power Level: 10 (150/167PP) Unspent Power Points: 17 Trade-Offs: +2 Defense / -2 Toughness In Brief: Weather-controlling salvage tug crewman plagued with visions of disaster. Catchphrase: Theme: Alternate Identity: Law Ming-Yang-Jin, "Marshall Law" (Secret) Birthplace: Emerald City, OR, USA Residence: Jadetown, Emerald City, OR Base of Operations: The Emerald Cities and the Pacific coast Occupation: Salvage tug sailor Affiliations: Tugger & Sons Ocean Salvage Co. Family: Law Yan/Dorcas Law (mother, adopted), Law Feng/Rebecca Law (mother, adopted) Description: Age: Date of birth: November 15th, 1995 Gender: Masc. Ethnicity: Chinese (Cantonese) Height: 6'6"/2m Weight: 280lbs/127kg Eyes: Brown Hair: Black Big, broad, and shaggy-headed, Ming's skin is tanned and weathered, his face is creased in a perpetual frown and his eyes are squinted from years at sea. He speaks curtly, with the harsh growl of a habitual smoker and drinker and a strong Emerald-Cantonese accent to the other languages he speaks. In his regular life, he wears loose grey hoodies, jeans and heavy boots while ashore, unless he has to be in church or somewhere fancy, in which case he wears a blue suit, combs his chest-length beard and ties his shoulder-length hair into a ponytail. Tense and unfriendly, Ming always seems to be braced for something, and often looks over his shoulder for seemingly no reason. As Rainshadow, Ming goes for the utilitarian with a simple green/blue poncho he stole from a police car, leather gloves, a balaclava and old-fashioned aviator goggles. He tries to cut a more classically-heroic and upbeat figure while in costume, even adopting a more neutral-American accent, since that's a tougher disguise to get through. History: Law Ming-Yang-Jin was taken at 8 months from the body of a Jane Doe admitted to the Emerald City University Medical Center in 1995, the victim of a hit-and-run. He was adopted a few months later, by cousins of the doctor who performed the operation, after a failed search for any possible relatives. His adopted parents worked on the old Bethlehem Heights waterfront, and as a small boy Ming came to love the great river and sea. He certainly got along better with the outdoors and birds better than other children. Even when he was young Ming knew something terrible was going to happen, very soon, and nobody listened when he tried to explain. His mothers did their best, but they had limited time to coax answers out of the boy as they juggled their work for the city's legitimate industries and the under-the-table work they had to do to pay off their debts to kindly old Uncle Zhi and his friends in the benevolent Dragon Society. By necessity Ming grew up fast, helping out where he could and keeping quiet about the harassment from other children, who smelled weakness in the shy boy. He learned to keep his visions to himself, and not to mention the strange moments when the rain poured down on his sadness and the clouds cleared in his joy. Somehow, the terrible thing and these changes in the weather were connected. He saw, clearest of all, a shattered fishing boat, surrounded by bodies, including one that he knew was his own. By the time he was 15 he was big, strong and experienced enough to join a salmon fishing boat and go to sea. Ming stepped aboard with a pounding heart, waving shakily to his mothers and a few friends come to see him off, and was overcome with homesickness as the ship chugged for the Pacific Ocean. They didn't make it out of the river mouth. A powerful storm roaring from nowhere drove them back up the Columbia River, stopping as abruptly as it began as the boat drifted, motor swamped and crew drenched, at the dock they'd set out from. Another try a few days later had the exact same outcome. A third nearly sank the boat. Ming knew then that he had to learn to control this, and went to the only man he could think of who could help: Uncle Zhi. The old man had sickened considerably since they'd first met years ago, and he was surprised and elated to hear from his "young associate" that Ming had the power to see the future and control the weather, and revealed that there had been others with similar gifts in his native Hong Kong; some had even come with the first groups of immigrants to the United States and used their powers to aid their fellow Chinese during the vicious nativist years. Zhi warned Ming to tell nobody else, to prevent his identity and powers from becoming linked, and to come back tomorrow to "sort out your future in our organization." The next morning Zhi was dead of a heart attack and his granddaughter Chen Feng-Li was in charge. Something discouraged Ming from going to her with his story and he went quietly back to work. He learned breathing exercises from a Buddhist monk to calm himself down, and went to sea. By slow, careful, hidden experimentation he learned to master his powers, to unleash storms or clear skies, to summon lightning or raise up mist, bringing forth searing heat or biting cold, and even how to fly and shield himself with swirling air-currents. From the fishing fleet he changed careers to the coastal rescue tugs, using his powers to soothe tempests and freshen good winds. Like everyone else in the Dragon's Eyes he became aware of the secret shadow lying across the cities, and unlike most decided to find out what it was. Unfortunately Ming isn't any kind of detective or scientist (outside some amateur meteorology and a passion for tidal physics), and his search has so far been fruitless. He's done good by those he can with his limited powers and even more limited means, but as the cities change and Max Mars' Ultio suits spread through the population, he knows it isn't enough. His flashes have grown worse, and what seemed merely "soon" when he was a child has become "imminent". Something is going to destroy the Emerald Cities, and Ming knows he can't stop it alone. Personality & Motivation: In his day-to-day life, Ming is generally cold and disinterested. His bad experiences as a child and life of secrecy and suspicion has left him without true friends and a certainty that if he had any they'd betray him somehow. But his heart is easily-melted, and he'll go to any lengths to help out someone in need, knowing all too well what if feels like to be alone. Unfortunately, he's also impatient and all too ready to turn to violence, thanks to finely-honed survival instincts from growing up in the periphery of competing street gangs in Jadetown. He's easily-nettled and struggles with backing-down and de-escalating, since restraint often just marked him as a target in his childhood. Powers & Tactics: Far from bulletproof, Rainshadow relies on mobility and the concealing effects of his powers to protect himself. He keeps on the offense at all times, sweeping enemies out of cover and keeping them corralled so he can subdue them without risk to others. Power Descriptions: Rainshadow's powers are those of the storm, from howling wind to crackling lightning to clouds of water. His ability to control them is linked to a mutation that granted him psychic powers affecting the cosmic energies bombarding Earth. His hands glow a spectral green when using his powers, though the effect is hidden by his gloves, and there is a faint green sheen or outline on the output of his powers such as lightning bolts or clouds. Complications: Danger(Hunted): The secret supervillain cabal, the Chamber, has gotten wind of a new superhuman and will do its utmost to identify and subvert or eliminate them. Dialect: Ming learned how to talk, read and write several languages according to a vulgar vernacular common to Emerald City's Jadetown. The words he uses can sometimes be wildly offputting among more refined or even just polite society. Power(Backlash): Ming's powers do not make weather come from nowhere. There are repercussions to careless or extreme use. Responsibility(Stop the destruction of the Emerald Cities): Ming has foreseen the cataclysmic downfall of his home and everyone he's ever known, and is duty-bound to prevent it. Responsibility(Family): Ming loves his mothers dearly, and would take any action or pay any price to keep them safe. Secret(Identity): Ming and Rainshadow must never become linked. He tries to cover his tracks to prevent this. Threats of exposing him are taken very seriously. Abilities: 10 + 4 + 12 + 0 + 4 + 4 = 34PP Strength 20 (+5) Dexterity 14 (+2) Constitution 22 (+6) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 14 (+2) Combat: 12 + 16 = 28PP Attack: +6 Defence: +12 (+4 flat-footed) Initiative: +2 Grapple: +11/+20 (Move Object) Saves: 2 + 5 + 6 = 13PP TOU +8 (+6 Con, +2 Force Field) FORT +8 (+6 Con, +2) REF +7 (+2 Dex, +5) WILL +8 (+2 Wis, +6) Skills: 52 ranks = 13PP Bluff 3 (+5) Concentration 8 (+10) Intimidate 3 (+5) Knowledge (Physical Sciences) 3 (+3) Languages 8 (Arabic, Chinese(Cantonese, Native), Chinese(Mandarin), Chinook, English, Hindi, Japanese, Russian, Spanish) Notice 8 (+10)* Pilot 8 (+10)* Sense Motive 3 (+5) Survival 3 (+5)* Swim 5 (+10)* Feats: 8PP Dodge Focus 4 Move-By Action Second Chance (Weather Control power checks) Skill Mastery (Notice, Pilot, Survival, Swim) Uncanny Dodge (auditory) Powers: 6 + 2 + 5 + 2 + 39 = 54PP All powers have the 'Mutant' and 'Psychic' descriptors Flight 3 (50 MPH) [6PP] Force Field 2 [2PP] Immunity 5 (all weather effects) (Extras: Duration (Sustained) [+0]) [5PP] Super-Senses 4 (Precognition [Flaws: Unreliable]) [2PP] Weather Control Array (33PP Array; Power Feats: Alternate Power 6) [39PP] Blast 10 (Extras: Range [Perception]; Power Feats: Indirect 2, Variable Descriptor 1 [any weather]) [33PP] AP: Damage 10 (Extras: Area [shapeable], Selective Attack; Power Feats Indirect 2, Variable Descriptor 1 [any weather]) [33PP] AP: Dazzle 10 (visual and auditory) (Extras: Range [Perception]; Flaw: Action [Full]; Power Feats: Indirect 2, Variable Descriptor 1 [any weather]) [33PP] AP: Environmental Control 10 (1 mile) [3/pp mix-and-match] (Extras: Duration [independent] (+0), Total Fade [+1]; Flaw: Range [Touch]; Power Feats: Slow Fade 3 [5 minutes/rank]) [33PP] AP: Move Object 10 (Heavy Load: 12 tons) (Extras: Range [Perception]; Power Feats: Indirect 2, Variable Descriptor 1 [any weather]) [33PP] AP: Obscure 10 (1 mile) (visual and auditory) (Extras: Duration [independent] (+0); Power Feats: Slow Fade 2 [1 minute/rank, Variable Descriptor 1 [any weather]) [33PP] AP: Snare 10 (Extras: Area(Shapeable, 20 5-ft cubes); Feats: Progression 1(Cubes per rank), Reversible, Variable Descriptor 1 [any weather])[33PP] Drawbacks: (-0) + (-0) = -0PP DC Block Attack Range Save Effect Unarmed Touch DC20 Toughness Damage (Staged) Blast Perception DC25 Toughness Damage (Staged) Dazzle Perception DC20 Reflex/Fortitude Dazzled (Visual/Auditory) Snare Ranged (Area) DC20 Reflex Entangled/Bound Totals: Abilities (34) + Combat (28) + Saving Throws (13) + Skills (13) + Feats (8) + Powers (54) - Drawbacks (0) = 150/166 Power Points
  8. Sable Raven Power Level: 10 (150/155PP) Unspent Power Points: 5 Trade-Offs: +5 Attack / -5 Damage on Talon Launchers, -5 Defense / +5 Toughness In Brief: Power-Suited Cowl from a Dead World Catchphrase: “Fear the Dark…” Theme: The Abyssal Exalted – Death’s Lawgivers by James Semple Alternate Identity: Duncan Summers (Birth Name), Duncan Samradh (alias) Birthplace: Freedom City Residence: Freedom City Base of Operations: Carrion Cave Occupation: IT Consultant Affiliations: The Raven Family Family: Duncan Summers (Alternate Self, former Raven I), Callie Summers (Alternate Daughter, former Raven II), Callie Sen/Summers (Other Alternate Daughter, Madame Raven), deceased parents Description: Age: 26 (Born in September 1995) Gender: Male Ethnicity: Caucasian Height: 6’ (183 cm) Weight: 165 lb. (75 kg) Eyes: Blue Hair: Black Duncan Summers wears a somewhat unkempt and lackadaisical set of clothing, as well as a somewhat messy and ruffled hairstyle - an affectation of laziness and languor that only lasts at first glance. He strives to project the image that he is slightly well-off, but is trying to dress humbly. With dark hair and bright blue eyes, he nevertheless cuts something of a handsome figure by the standards of his society - at least, when he's standing. When he's sitting in his wheelchair, as he often does outside his home, Duncan comes across as rather less striking in the eyes of society, something he sometimes uses to his advantage in gathering information - too often people assume that broken body means mental incapacity. Sable Raven’s iconic Armor of Unkindness is unsurprisingly colored a mix of matte black, midnight blue, and dark grey. Made from metals that were dramatically altered by their journey across dimensions, the Armor has heavy gauntlets with clawed fingers, surprisingly light and soft boots, and a flexible yet heavy cape that allows the Sable Raven to glide as well as to distract his foes. His helm, however, is by far the most distinctive part of the armor. Resembling a beaked plague doctor’s mask in some ways, rather than the comical goggles of those antiques, there are eye slits which (when activated properly) glow with a dim gold menace. The dagger-sharp beak curves slightly, but is more than able to be used as a weapon, should the situation warrant it. History: On a world much like Prime Earth, there were no heroes to fight in the Second World War – costumed vigilantes were virtually unheard of, and when people heard the term “centurion” they thought not of a Man of Adamant, but of a long-disused Roman military position. Into this world, Duncan Summers was born in 1995 – half a century or more after the birth of his Prime Earth counterpart. A child of privilege, Duncan’s youth was cast in melancholy after his father died when he was four, leaving his mother depressed and mostly reliant on long-term caregivers to raise her child. As he grew, he saw more and more injustice and rising crime, but the world seemed too wrapped up in apathy to care – no one seemed willing to stand up to help others or protect the weak from predation. Gradually, Duncan began shaping himself into a hero – someone who could take on the burden of protection and justice for the innocents of the world. He learned martial arts, criminology, and dozens of other arts and sciences. Even in high school, he focused more on cultivating himself than on social connections, earning him a reputation as a recluse and an eccentric, even amongst the wealthy circles of his nominal peers. When he was nineteen, his mother died in an accident, and dolor surrounded the Summers Estate. Within a few months, Duncan had taken over the assets of his company and began using his personal fortune to fund the creation of a costume and all manner of gadgets to take up his mantle. Suffice it to say, the first outing the newly fledged Raven went on ended in a dramatic chase – not of criminals, but of the Raven himself, as he was pursued by the police, who deemed him a far greater threat than any criminals he might have faced. The next two years were difficult, but gradually, the Raven took on greater threats – the Conqueror Worm, the monstrous but wealthy House of Usher, the vampiric thief Lenore, and even the maliciously organized Tzin Sing all found in him a worthy foe. Even as he did so, other heroes took flight – Centurion, an exile from a destroyed universe. Bowman, an archer extraordinaire who had much in common with Duncan, and others still. In 2018, an invasion of Earth by the Grue Collective saw heroes from across the globe unite to fight against the alien threat. In the United States, the group that formed would later be called the Freedom League – made up of such greats as Lady Liberty, Centurion, Daedalus, Johnny Rocket, and even the Raven himself. For the first time in years, Duncan felt hopeful. This was not to last, however, as shortly after the formation of the Freedom League, Tzin Sing trapped the Raven. This ultimately led to him damaging his spine when Tzin Li, Sing’s daughter, helped free him from her father. Despite his escape, once he returned home, Duncan fell into bleak depression – even with the corrective surgeries available to him, he was no longer able to fight as he once had – merely standing and walking unaided hurt after a few hours. Pushing himself through the punishing acrobatics of the Raven was simply impossible. A visit by Centurion and his fellow Freedom League members helped inspire the Raven to try to contribute to the League as much as he could, and within a year he took on a role as a mission control for the League. Even as he did so, he began building a battlesuit that would enable him to take to the field again. In 2020, the suit was ready… just in time for the end of the world. Omega, the Lord of the Terminus, invaded, and the Freedom League fought hard, with the Raven, in his newly forged battlesuit, fighting alongside them for the first time in over a year… but the League failed – falling one after another, and ultimately, Daedalus worked with Centurion to cast the Raven free from the dying world. In late December 2020, the young Duncan Summers of the destroyed Earth arrived on Prime Earth. Unwilling to allow his friends’ sacrifice be in vain, he strives now to be the best hero he can, even as he discovers the wonder and hope that this new world offers. Personality & Motivation: Duncan Summers is an interesting mix of an idealist and a cynic. He grew up in a world more afraid of superheroes than welcoming of them, was broken by an enemy early in his career, and then lost his whole world on top of all of that. However, he remains firmly devoted to the protection of the innocent and the capture of evildoers. Indeed, coming to Prime Earth has inspired Duncan with how much more the superheroes do and how much better they seem to have made the world than he and his were capable of doing in their brief time in the limelight. In costume, Sable Raven has a dry sense of humor edged with slight melancholy – not even his foes are spared from his wit, and he is more than happy to mock them, especially if he is certain that they cannot see him. Out of costume, Duncan keeps his dry humor, but also tends to project the air of being somewhat laidback. Unlike his Prime Earth counterpart once was, he isn’t quick to judge others’ lifestyle choices (in part due to a difference in upbringing), and is firmly against systemic injustices just as much as he is against crime – this sometimes means he clashes with more authoritarian types, including the police, whom he regards with an uneasy wariness. Perhaps the second most dramatic impact coming to Prime Earth has had on Duncan is the discovery of his elderly alternate self, his alternate’s daughter(s), and the fact that the Raven isn’t a solo act any more. Part of him is horrified – how could someone wish this life on anyone else? Another part is proud to see that at least one Duncan Summers inspired people… but he’s also saddened for the lost potential of his former world – will he ever know the family that his elder counterpart has? Being the sole survivor of a universe is a dreadful thing, and it still weighs on Duncan like a mountain. He deals with it through sublimating the despair and fury into his work as a vigilante, but every so often he is forced into a haze of dolor when he encounters someone whom he knew on his home world, but who does not know him. Powers & Tactics: The Sable Raven strives to inspire terror in his foes. Using voice changing technology to transform his speaking voice into a harsh, sharp whisper, vanishing from sight when others take the briefest moment to look away, and striking from the shadows, he is quick and oftentimes harsh in his tactics. While he tries hard to hold himself to the higher standards of Prime Earth’s heroes, under pressure he sometimes acts with more viciousness and even near-lethality than even he is comfortable with. Most of his combat potential, however, lies firmly on the back of his Armor of Unkindness, with its stylized shuriken-launching gauntlets, its (slight) enhancements to his strength, and its protective plating. He uses the integrated tools willingly and often, from the grappling hook to ensnare others, to the beak to headbutt or cut restraints, and so on. Power Descriptions: All of the Sable Raven's "powers," such as they are, come from his Armor of Unkindness - whether it is the talon-launcher on one gauntlet, the grappling hook on the other, or the razor-edged claws and beak adorning his fingers and mask. His seemingly heavy cape can snap outwards into a facsimile of wings, allowing him to glide, while his helm allows him access to a great deal more information than most can see. Some of his skills are the result of long hours of training - remnants of his time before he lost the ability to perform those most strenuous of exercises. He is still highly capable of hiding himself from view, and his social and intellectual skills are as sharply honed as ever - if not moreso, due to the need to exercise them all the more. Complications: (You will) Fear the Dark: Even Sable feels uncomfortable with how closely he slips into his older, more terror-focused habits. When his friends or innocents are in danger, he sometimes reacts with excessive force and viciousness. Legacy of Corvids: Sable Raven is not a lone bird in this world, much to his mix of surprise and dismay. A whole cult family has grown up around the name he claimed for himself only six years ago, and their shared history is something he’s not quite comfortable with. Lone Survivor: Sable saw his world dying as he was cast into the universe. While for the most part, he manages to sublimate the sorrow and anger that this brought him, when unprepared, he can be struck with tears if he meets someone he once knew. Further, encounters with Omega and his Terminus forces cause him intense terror and fury. Not from Around Here: Sable Raven was born in a world now dead, one that never had the legacy of superheroes. Genetically identical to the original Raven with whom he shares his name, there is plenty of room for confusion and doubt in his life. Old Wounds: Without his Armor of Unkindness, Duncan Summers is unable to move freely – while he can walk and stand without significant issue for a few hours on end, any strenuous exercise or long-term journey leaves him in crippling pain. Most of the time, he uses a wheelchair to move about on longer trips. Abilities: 0 + 2 + 2 + 12 + 4 + 2 = 22PP Strength: 18 [10] (+4/+0) Dexterity: 20 [12] (+5/+1) Constitution: 12 (+1) Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 20 + 10 = 30PP Initiative: +4 Attack: +10 Base, +15 Talon-Launching Gauntlets Defense: +5 (+5 Base, +0 Dodge Focus), +3 Flat-Footed Grapple: +14 Knockback: -7 Saving Throws: 3 + 5 + 4 = 12PP Toughness: +15 (+1 Con, +14 Protection) Fortitude: +4 (+1 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +6 (+2 Wis, +4) Skills: 72R = 18PP Acrobatics 4 (+9) (+5 Unarmored)Skill Mastery Computers 8 (+14)Skill Mastery Craft (Electronic) 4 (+10) Disable Device 8 (+13) (+9 Unarmored) Intimidate 12 (+13)Skill Mastery Investigate 4 (+10) Knowledge (Technology) 8 (+14) Languages 4 (English [Native], German, Mandarin, Spanish, French) Notice 8 (+10) Search 4 (+10) Stealth 8 (+13) (+9 Unarmored)Skill Mastery Feats: 7PP Attack Focus (Ranged) 1 Equipment 2 Hide in Plain Sight Online Research Skill Mastery (Acrobatics, Computers, Intimidate, Stealth) Well-Informed Equipment: 2PP = 10EP Headquarters Powers: 60 + 1 = 61PP Device 15 (Armor of Unkindness; 75 PP Container; Flaws: Hard-To-Lose) [60PP] (Technology) Assault Equipment 10 (20 PP Array; Feats: Alternate Power) [23PP] Base Power: Strike 6 (Rending Claws & Tearing Beak; Feats: Mighty; Extras: Penetrating 5); Enhanced Strength 4 (+8 Str) (Muscular Enhancement) [20PP] Alternate Power: Blast 5 (Talon-Launching Gauntlets; Feats: Accurate 2, Precise, Improved Critical 2; Extras: Penetrating 5) [20PP] Alternate Power: Dazzle (Visual & Auditory) 5 (Flash-Bang; Extras: Area Burst 1) [20PP] Alternate Power: Snare 10 (Bola-Thrower) [20PP] Communication 5 (Radio) (Onboard Headset) [5PP] Datalink 5 (Onboard Computer) [5PP] Enhanced Dexterity 4 (+8 Dex) (Fluid Motion System) [8PP] Immunity 9 (Life Support) (Integrated Life Support) [9PP] Protection 14 (Armor of Unkindness) [14PP] Swift Movement Module 3 (6 PP Array; Feats: Alternate Power) [8PP] Base Power: Flight 5 (Doleful Wings; Feats: Subtle 1; Flaws: Gliding) [6PP] Alternate Power: Super-Movement 1: Swinging (Grapple Launcher) [1PP] Alternate Power: Super-Movement 1: Wall-Crawling (Clawed Gauntlets) [1PP] Super-Senses 5 (Infravision, Distance Sense, Direction Sense) (HUD) [3PP] Feature 1 (Transdimensional) [1PP] (Dimensional) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Rending Claws & Tearing Beak Melee Toughness 25 Damage Talon-Launching Gauntlets Ranged Toughness 20 Damage Flash-Bang Ranged Burst 1 Reflex 15/Fortitude 15 Dazzle (Visual & Auditory) Bola-Thrower Ranged Reflex 20 Snare Totals: Abilities (22) + Combat (30) + Saving Throws (12) + Skills (18) + Feats (7) + Powers (61) - Drawbacks (0) = 150/155 Power Points
  9. Patriot II Power Level: 14 (built as PL 10; 233/244PP) Trade-Offs: -2 TOU/+2DEF, -2ATK/+2DMG ranged, +4ATK/-4DMG Unarmed Unspent Power Points: 10 In Brief: Teenage sidekick turned Secret Service Agent turned undercover high school student turned America's hero Alternate Identity: Ashley Tran, Special Agent (United States Secret Service) Identity: Secret? Ish? Depends on who you ask. Birthplace: New Orleans, USA Occupation: Secret Service Agent, Superhero, Bodyguard, Patriot Affiliations: The People of America Family: Phillip Tran [father, deceased], Mary Arbour-George [mother, living], William George [stepfather, living] Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003) [sisters, living], Jaycee Cahill (2002) [found family] Age: 29 (DoB: April 1992) Gender: Female Ethnicity: Eurasian Height: 5'6" Weight: 150 lbs Eyes: Black Hair: Black naturally, typically dyed Physical Description: Ashley is short and round-faced, with big eyes and a smile that makes her look younger than her years. She's cut her hair recently into a undercut, both because it works better with the helmet and because she likes it. She has the muscular build of a born athlete, with the clear physical power many martial artists develop. She's built like an MMA fighter and moves like one. She speaks English with no particular accent, though her French and Vietnamese both have distinct American accents - the product from immersion daycamps designed to keep up her heritage. At work she wears a sensible blouse and trousers, in the field a leather jacket and denim. When she's having fun she has a wardrobe big enough for a wide variety of occasions. The second Patriot's costume looks considerably tougher than her predecessor's - which makes sense, given the higher degree of danger in the world. She wears a dark red and blue armored helmet complete with chin guard with white reflective lenses over the eyepiece. Her armored costume consists of a blue Kevlar tactical shirt, white stain-repellent trousers, and maroon gauntlets. It's a look obviously inspired by the previous Patriot, with a few upgrades. She wears a brown leather bomber jacket over the top of the costume with an American flag sewn on the back and white star over the heart. (The white armored star over her left breast is the most armored part of the jacket and top, having learned that trick from the Raven.) Her feet are usually in black leather tactical boots. She has bits of gear built into the costume, mostly around the bright red belt where she keeps her gear, complete with bright gold laser gun at her hip. (It doesn't work if taken from her, but it fools people into thinking it's the only thing she's carrying.) She has a collapsible shield built into the left arm of the costume, a white star on a badge-shape base. It's not necessarily an inspiring costume - but it's one that sends a strong message. Character History: Ashley's prior backstory behind spoiler text: On the one hand, things are great now. Ashley Tran has come to terms with her relationship with her mother and her mother's husband, has found a new sister in her former protectee Judith Claudia Cahill, and even discovered things about herself she never really thought possible in the course of setting up a long-distance, no-strings-yet-but-maybe-someday relationship with a beautiful alien. She's even reclaimed her father's last name for professional purposes, something that fills her with quiet pride every time she thinks about it. She doesn't have to pretend to be a high school student anymore and that's really, really great! The fact that she can cuss, drink, and wear sexy clothing in public if she wants to makes her day. (When she dropped off Judy at college she sat in her car in the parking lot and cried, and then went to a sports bar and had a great time.) On the other hand, things aren't so great. She never did really patch things up with Callie Summers, even if she will concede that the new Raven, his sidekick, and the time-traveling mini-Callie are all right. Hey, maybe she can buy her a drink one of these days...Getting stuck behind a desk at the Secret Service wasn't such a bad thing, but after a few months of inactivity she's eager to get back in the field - enough that this new offer of working with the Patriot Program sounds great. What's the worst that could happen? Finding out the program's candidate has gone mad? Finding out she has to take on the Patriot's legacy on her own because the government has damn few metahumans on its payroll? Symbolizing the nation that her grandfather fought alongside and that her father died protecting? Let's do this. Complications: Agent: Ashley is technically a sworn law enforcement officer, but doesn't act as such while wearing her costume except for her duties to protect the government. This is a complicated situation. Break: Ashley's complicated relationship with the Raven remains both a sore point and a point of pride. Copycat: Ashley isn't hiding her superpowers but she is keeping them to herself; she'll use them as a second resort rather than a first unless she needs to save a life. Duty: Being the symbol for an entire nation can be quite a task. Enemy: Baron Samedi's drug empire indirectly killed Ashley's father. Given the chance, she'll go for him - minus her duty to her nation Forget-Me-Not: Ashley's powers, coupled with her undercover status, make it easy for her own identity to slip away. Lies: Ashley lied about how she'd developed her powers when she joined the Secret Service. Patriot: Ashley Tran really does love the United States of America and all it stands for. Something Gay No Doubt: Ashley is still wrestling with this - and not out for the moment to the general public. Split Personality: Ashley's powers occasionally result in her copying certain mental traits of those whose powers she steals - this annoyance is one of the reasons she doesn't do it very often. We Get The Job Done: Ashley is the biracial daughter of a first-generation immigrant. Whoops: The GM can within reason say she has been disarmed of some of her gear in combat. Abilities: 8 + 10 + 8 + 4 + 0 + 10 = 40PP Strength: 18 (+4) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 20 (+5) Combat: 16 + 16 = 32PP Initiative: +5 Attack: +8 Base, +14 Unarmed Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +12 Knockback: -4/-3/-2 Saving Throws: 6 + 5 + 10 = 21PP Toughness: +8 (+4 Con, +2 Defensive Roll, +2 Costume) Fortitude: +10 (+4 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +10 (+0 Wis, +10) Skills: 136R = 34PP Bluff 10 (+15) Skill Mastery Climb 1 (+5) Craft (mechanical) 3 (+5) Diplomacy 8 (+13) Disable Device 8 (+10) Drive 1 (+6) Escape Artist 15 (+20) Gather Information 5 (+10) Intimidate 10 (+15) Skill Mastery Investigate 3 (+5) Knowledge (Civics) 3 (+5) Knowledge (Galactic Lore) 3 (+5) Knowledge (History) 3 (+5) Knowledge (Tactics) 3 (+5) Languages 4 (Chinese [Mandarin], French, Lor, Vietnamese, Base: English) Medicine 5 (+5) Notice 10 (+10) Skill Mastery Pilot 1 (+6) Search 8 (+10) Sense Motive 10 (+10) Sleight of Hand 5 (+10) Stealth 10 (+15) Skill Mastery Survival 4 (+4) Swim 1 (+5) Feats: 26PP Attack Specialization (Unarmed) 3 Benefit 2 (Cult Hero [USA], Security Clearance) Challenge 2 (Fast Feint, Fast Startle) Defensive Roll 1 Dodge Focus 4 Equipment 1 Equipment 15 - from player reward Evasion Interpose Luck Master Plan 2 Power Attack Quick Draw (Draw) Skill Mastery (Bluff, Intimidate, Notice, Stealth) Sneak Attack Startle Takedown Attack Ultimate Save (Toughness) Well-Informed Equipment 1 Grapple Gun: 5EP Speed 1 (10MPH) + Super-Movement 2 (Swinging, Wall-Crawling 1) Equipment 15 = 75EP Patriot Headquarters - Toughness: 15: Size: Gargantuan; Features: Combat Simulator, Communications, Computer, Concealed, Defense System [Laser Turrets], Fire Prevention System, Garage, Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Personnel [Government Agents], Power System, Power [Teleport 10, Extra: Affects Only Others] Security System, Workshop [25EP] Patriot Headquarters is technically just the AEGIS headquarters under the Freedom City Federal Building. It's not Ashley's favorite place to be; hard to relax around so many people like her. But it's where she first put on this uniform and it's where she actually reports to work most of the time. She is happy about the Lor-copied teleporter system built into the building, with enough range to reach DC in the event of a supervillain attack. Farside City. Or an orbiting spaceship. Patriot Cycle (Vehicle) [25EP] Size: Medium [0EP]; Strength: 20 [2EP]; Defence: 10 [0EP]; Toughness: +10 [5EP] Features: Alarm 2 (DC 25), Computer, Communications, Disguise, Hidden Compartments, Nitro Injectors, Remote Control [8EP] Powers: Concealment 2 (normal vision, Flaw: Passive, Feat: Close Range) [3EP] Speed 6 (500mph / 5000ft per Move Action, Feats: Subtle) [7EP] The Patriot Cycle really is a very nice motorcycle, Ashley has to admit. Modified with bleeding-edge hypertech and all-American power, it's the fastest thing on the road. She wouldn't take it directly into combat, not wanting to risk flying off at subsonic speeds, but it's definitely a nice ride. The red white and blue colors are only a little tacky; luckily she can turn them off if she needs to. Ashley's Boat- [25EP] Strength 35; Speed 5, Defense 8, Toughness 9, Size: Huge; Features: Alarm [5; DC 40], Caltrops, Hidden Compartments, Living Space, Navigation System [2], Oil Slick, Remote Control, Smoke Screen; Powers: Impervious 4 The general public is unaware that the Patriot gets away from it all on a perfectly nice, very secured little houseboat that she keeps tied up at a dock near Lonely Point. She means to keep it that way. Powers: 32 + 13 + 32 + 2 = 79PP Device 8 (40PP, Patriot Costume, Flaw: Hard to Lose) [32PP] Gear Array 15 (30PP, PFs: Alternate Powers 5) [35DP] BE: Damage 10 ('stun' grenades, Extras: Area [Burst], Range [Ranged], Flaw: Limited [5 Uses Daily], PFs: Reduced Progression 9 [max 10 ft], Variable Descriptor 1 [ballistic/chemical/incendiary]) {30/30} AP: Damage 10 (laser guns, Extras: Range [Ranged], Penetrating 4; PFs: Improved Crit 2, Precise Shot 2, Variable Descriptor 2 [any energy]) {30/30}) AP: Dazzle 10 (pepper spray, visual and olfactory) {30/30} AP: Impervious Toughness 8 ('shields up') {8} + Damage 10 (just one laser gun, Extra: Range [Ranged], PFs: Improved Crit, Precise) {8 + 22 = 30/30} AP: Obscure 3 (gas grenade, visual and olfactory, 25 ft, Extra: Independent, Flaw: Range [Touch], PF: Precise) {10} + Damage 6 (bladed tonfas, Extra: Autofire 5, PFs: Extended Reach, Improved Crit 2, Mighty, Variable Descriptor 1 [bludgeoning/piercing/slashing])) {10 + 20=30/30} AP: Stun 10 (taser, Extra: Range [Ranged]) {30/30} Protection 2 [2DP] Super-Senses 3 (Radio [Accurate]) [3DP] 35 + 2 + 3 = 40PP Device 3 (Lor grav-suit, 15 points; Flaw: Hard to Lose, PF: Subtle) [13PP] Environmental Adaptation 1 (Zero-G) [1PP] Flight 2 (25 MPH/250 FPS) [4PP] Immunity 9 (Life Support) [9PP] Container 6 (30PP, Power Thief, PFs: Precise, Subtle [Psionic]) [32PP] Drain Wisdom 10 (Extras: Alternate Save [Will, +0], Sleep [+0]) {10} + Mimic 10 (50PP, All Powers At Once, Flaws: Saving Throw [Will], Tainted) {20} {10+20=30/30} Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental], mutation) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block: Unarmed DC 19/21 TOU Damage DC 25/27 TOU Dazzle DC 20/22 Fort/Ref Drain/Mimic DC 20/22 Will Stun DC 20/22 Fort Abilities (40) + Combat (32) + Saving Throws (21) + Skills (34) + Feats (26) + Powers (79) - Drawbacks (0) = 233/243 Power Points
  10. ??????? Power Level: 10 (150/157 PP) Unspent Power Points: 7 Trade-Offs: +4 Attack / -4 Damage, +4 Defense / -4 Toughness In Brief: Dangerously charismatic former space pirate turned gloryhound hero. Alternatively, a space dandy, from space. Catchphrase: "Stand and deliver!" Theme: Theme from Black Sails by Bear McCreary Alternate Identity: Vynn Zolaris Birthplace: The streets of Nocturis Residence: Space Base of Operations: Spaaace Occupation: Adventurer, dashing rogue, occasional ne'er-do-well, and currently, hero. Affiliations: None, former member of Captain Kraken's crew Family: Sareen Zolaris (Mother, location unknown), Darryn Zolaris (Father, deceased) Description: Age: 24 Gender: Male Ethnicity: Tan skin tone Height: 5'8" Weight: 150 lbs. Eyes: Light blue Hair: Black Physical Appearance: Vynn is a small and very handsome Lor, always with a ready smile and sharp tongue. Vynn wears his black hair long, typically tied in a simple ponytail with a silver ring. He has tan skin and piercing blue eyes. Let it never be said that Vynn doesn't dress well. He always tries his best to stand out wherever he can. His outfits can range from subtle to utterly outrageous, but he seems to be able to pull them off with utter panache. It usually includes a fine jacket with a frilly jabot, and a full-length coat made of an extravagant material. He wears long boots, but many, many hours of practice with his plasma rapier have made him able to fight in whatever footwear he finds himself in. He would sit somewhere between a Disney pirate and Victorian dandy, if seen by an Earthling. History: Vynn has told no one his actual history: he prefers to keep his audience guessing (audience being anyone and everyone he speaks to), giving them a different tall tale of adventure and derring-do each time he is asked. The truth, the real truth, is much sadder. Vynn grew up in the slums of Nocturis, his family's business taken over by the Dakkaris crime family that runs it. His father, an astrogater, sold star maps to travelers across the universe, but his business wasn't bringing in enough. He took some money from a dangerous loan shark, and after defaulting on the payment, sent word to the Dakkaris, who dispatched a legbreaker to get the money. Vynn's father was shot in front of him, and his mother was hauled away, never to be seen by him again, leaving Vynn to fend for himself on the streets. He joined up with a few youth gangs, and though he was beaten to a pulp many times, he soon found his silver tongue got him into the good graces of some. By the age of 12, Vynn was running his own gang, his crew stealing and fencing goods across the city. It was on one of these runs that he robbed a ship that would define him for the rest of his life: he robbed Captain Kraken's ship! Vynn had heard that the good Captain was in town, and snuck into his quarters to try to rob him blind. Kraken awoke, and grabbed the boy while his crew scattered, leaving Vynn to his fate. Instead of throwing the boy into the vacuum of space, Kraken put him to work as the ship's cabin boy, where Vynn worked harder than he could have imagined. The work made him strong, and soon he was tolerated by the crew, and even liked. One pirate in particular, the ship's quartermaster, saw a potential in him. A former Swordmaster, Kyyrin Doss the quartermaster was an expert in many forms of combat. Vynn took to it naturally, and through intense training, he was soon an equal to the old Swordmaster. He soon worked his way up the ranks of Kraken's crew, soon leading the charges made onto plundered vessels. The thrill of it, the adventure, and the admiration of his fellow crew meant everything to him. So much that when Kraken betrayed him without warning, giving him up as a prisoner, Vynn could not bear to live the life of an outlaw anymore. He was thrown in the brig of Kraken's ship, with the promise that he would be traded as a hostage the next day. Vynn stole the key from his jailer, and abandoned ship, taking with him a prize plasma rapier and shield projector as "payment". Now he roams the galaxy, trying to right the numerous wrongs he committed, and doing his best to be a hero worthy of the praise he so longs for. Personality & Motivation: Vynn wants to have fun, and be noticed. He does not believe something is worth doing unless it is done with style, in front of as large an audience as possible. He has lived much of his life under the thumb of Captain Kraken, and now he is wanting to put his skills to his own use, and do something good for the universe. However, that doesn't mean that he doesn't want to have a good time doing so. Old habits are hard to break, though, and Vynn, while charming, can come across as manipulative and callous at times. He has had to use his silver tongue to survive for so long, it's hard for him not to use people if they have something he wants. However, Vynn is trying his hardest to be a hero, even if it doesn't come naturally to him. Powers & Tactics: Vynn is an extraordinarily skilled swordsman, and uses his incredible dexterity and charisma to maximum effect. He is very athletic, and can fight under difficult conditions, while still maintaining proper form. He also does not fight fair in any way, shape, or form. He firmly believes that the winner is the last person standing, and he uses every opportunity to distract his opponents and misdirecting them into making a mistake, which he immediately responds to. He carries a plasma rapier, and the techniques and forms he learned from Kyyrin Doss make him an opponent easily underestimated, which he uses to his full advantage. His personal shield assists him by providing another layer of distraction, as the slight visual displacement the shield provides means his opponents will not quite know where to look. Power Descriptions: Vynn's plasma rapier resembles the Earth weapon of the same name. It has an ornate silver handle and when drawn, the blade emits glowing white plasma, which leaves thin afterimages in the air as Vynn flips and parries blows from his enemies. Vynn is very proud of it, and keeps it maintained as well as he can. His personal shield projector Vynn wears on his belt. It produces a low, droning sound, and subtly distorts the air in front of Vynn, which he has learned to use as an advantage. It blurs his image just slightly, so that his opponents have a hard time figuring out exactly where he is. Complications: Always with Style!: Vynn does everything with panache. He must leave his mark wherever he goes, and there must be no doubt that his enemies have been crossed by ???????! The Captain's Revenge: Captain Kraken will never let go of his grudge against Vynn, and is no doubt hunting him, or sending assassins to take him down. Once a Pirate, Always a Pirate: In some systems, Vynn will still be known as a pirate. This may cause issues from time to time. Subtlety is Beyond Me!: Vynn dresses extravagantly, and draws attention to himself whether he means to or not (generally he does). Sucker for a Pretty Face: Vynn will never turn down what he perceives as a genuine request for help. Particularly if the person asking is attractive. Abilities: 0+ 16 + 6 + 2 + 4 + 16 = 44PP Strength: 10 (+0) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 26 (+8) Combat: 16 + 16 = 32PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +8 Base, +10 Melee, +14 Plasma Rapier Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Grapple: +10 (+8 Base Attack + 2 Melee Attack + 0 Strength Bonus) Knockback: +3 Saves: 3 + 4 + 4 = 11PP Toughness: +6 (+3 Con, +2 Defensive Roll, +1 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +12 (+8 Dex, +4) Will: +6 (+2 Wis, +4) Skills: 72R = 18PP Acrobatics 12 (+20) Skill Mastery Bluff 12 (+20) Skill Mastery Gather Info 1 (+9) Intimidate 2 (+10) Knowledge (streetwise) 10 (+12) Notice 8 (+10) Skill Mastery Sense Motive 13 (+15) Skill Mastery Sleight of Hand 2 (+10) Stealth 12 (+20) Feats: 20PP Acrobatic Bluff Attack Focus (Melee) 2 Attack Specialization (Plasma Rapier) 2 Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 1 Evasion 2 Improved Initiative Luck 2 Move-By Action Power Attack Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Takedown Attack 2 Taunt Uncanny Dodge (Visual) Enhanced Feats Dodge Focus 6 Improved Disarm Powers: = 1 + 12 + 11 + 1 = 25PP Leaping 1 (x2, Running Long Jump 28', Standing Long Jump 19', Vertical Leap 7') [1PP] (Training) Plasma Rapier 4 (20DP Device; Flaws: Easy-to-Lose) [12PP] (Technology) Sword Fighting Array 9(18DP Array; Feats: Alternate Power 2) [20DP] (Training) Base Power: Strike 6 (Remise; Extras: Autofire, Penetrating 6) {18/18} Alternate Power: Strike 6 (Lunge; Extras: Penetrating 6, Feats: Extended Reach 1 [5 ft.], Improved Critical 2, Precise) {16/18} Alternate Power: Strike 6 (Moulinet; Extras: Penetrating 6, Feats: Improved Disarm, Improved Critical 2, Precise {16/18} Personal Shield 3 (15DP Device; Flaws: Hard-to-Lose; Drawbacks: Noticeable [Produces Sound]) [11PP] (Technology) Concealment 4 (All Visual Senses; Extras: Duration [Continuous]; Flaws: Limited [Miss Chance Only]) [8DP] Enhanced Feat 6 (Dodge Focus 6) [6DP] Protection 1 [1DP] Speed 1 (10 MPH / 100' per Move Action) [1PP] (Training) DC BLOCK ATTACK RANGE SAVING THROW EFFECT Unarmed (+10) Touch DC 15 Toughness Damage (Bludgeoning) Remise Touch DC 21 Toughness Damage (Piercing) Lunge 10 ft. DC 21 Toughness Damage (Piercing) Riposte Touch DC 21 Toughness Damage (Piercing) Totals: Abilities (44) + Combat (32) + Saving Throws (11) + Skills (18) + Feats (20) + Powers (25) - Drawbacks (0) = 150/157 Power Points
  11. Mirror knight Power Level: 10 (12) (180/187pp) Unspent Power Points: 7 Trade-Offs: -2 defense/+2 toughness In Brief: An actor with the power to access and manipulate the Mirror dimension. Catchphrase: (Optional): Theme: (Optional): Alternate Identity: Jonathan Rorrim (Secret) Birthplace: Manchester, England Residence: Downtown Freedom city; Theatre District Base of Operations: Earth Occupation: Aspiring Actor Affiliations: Family: Only child, Parents Deceased (Killed) Description Age: 39 (DoB: 12 October, 1981) Apparent Age: Gender: Male Ethnicity: Caucasian Height: 6'2" Weight: 150lbs Eyes: Brown Hair: Dark Brown Tall and of slender build Jonathan keeps a well kept beard and mustache at least when his roles do not require a clean shave, though he keeps the theatrics to his work and "Side gig" he is not above allowing himself the occasional small flamboyance such as broaches or particularly ornate tie pins or belt buckles in his selection of otherwise unremarkable suits, on more casual occasions he can usually be seen in a striped shirt and a pair of black jeans, swapping his smart black shoes for a pair of comfortable canvas sneakers often with some out of place accessory to draw attention and invite curiosity. His hero costume, though made with function in mind primarily also bears a few little touches of his eccentricity, a black morphic molecule undersuit topped with mirrored ballistic glass breastplate, shoulder pads, gauntlets and boots, complete with a featureless helmet of the same material, a purple cape held in place with polished silver clasps and a belt from which several smaller, detachable mirrors hang, each framed with a baroque patterns and bearing various stylized symbols carved or embellished into their surfaces. History Ever Since he was a small child all Jonathan dreamed about was the Stage, the child of middle class parents who dismissed his aspirations as frivolous he remained undaunted, partaking in every school and community play that would have him, be it as a hero, villain, extra or stage hand, absorbing every bit of information and technique he could, determined to stockpile skill and tallent that couldn't be ignored or passed over without a second glance. As he got older and his parents support of his schooling withered away in favor of urging him to find a job with security he gritted his teeth and planted his feet, taking on whatever jobs he could to fund his dream of one day starring in a west end production, dragging himself through workshops, lessons and half a dozen different part time jobs by his bootstraps he even went so far as to emigrate to America in pursuit of his dreams after scrimping and saving what he could to fund the move. All his hardwork and perseverance paid off, he was offered the lead role in MacBeth, even going so far as to attempt to rebuild the bridges he had burned with his parents in his choice to pursue his dream single mindedly what happened that night perhaps escalated his already superstitious nature to where it is today. It couldn’t have been more beautiful at the start, there he was on stage, in the eyes of hundreds of people in the starring role of one of the most famous plays ever written, his parents amongst them their faces softer and more accepting of what they saw than they had ever been before. At the final line of the Final scene of act 1 Disaster struck, bursting forth like rain and lighting from a swollen storm cloud as the world of rapt silence and darkness in the theatre became Dazzling light and deafening roar, before settling into a blur of fire, smoke and screaming. When he next awoke he was in a hospital bed, bleary and weak from the ravages of the wreckage of what was once the Crossroads theatre company, the sole survivor of whatever occured that night. Taking time to grieve his loss and bury his parents in their hometown of kent he found himself in deep melancholy coasting on his meger inheritance and the Insurance payout. All in all it seemed like the end, his dreams beauty had brought pain and disaster into not only his own life but the lives of many others and this sullied grace lead him down a deep well of depression and wine It was in a drunken stupor he first utilized his powers, accidentally reaching into a mirror to grab the reflection of his half empty bottle of red wine and actually managing to do so instead of smashing it and bloodying his knuckles on the shards of shattered silvered glass. He spent the next few days experimenting with his newly discovered ability sobered by the opportunity he had been given, now with this power he could attempt to pursue justice for those who died that dark day. Personality & Motivation: A true Lover of the Arts, Romanticist and feminist; Jonathan rorrim is motivated by his desire to make the world a more beautiful and righteous place where good triumphs over evil no matter how much suffering is required to vanquish the villain. The hardships he has endured have not hardened his heart with scars but made him even more empathic to others suffering. His primary reason for taking up the mantle as a costumed hero is to find justice for those who died on the night of his big debut. Powers & Tactics: Jonathan’s powers are based on his ability to access and manipulate the stuff of the mirror dimension, a pandimensional liminal space that connects all reflective surfaces across eternity and infinity, it is an eagerly morphic plane that readily creates copies of what it is explosed to able to channel energies and matter from these realized reflections at his whims, defract energies across dimensional barriers into focused beams of destructive energy and even materialize quasi-matter he calls “dimensional mirrors”. Hardly the most impressive physical specimen jonathan relies (some would say, depends.) on his powers to make up for his deficiencies, he sees no reason to overpower enemies when he can outwit them, letting weaker attacks simply reflect back unto his agressors, creating near numberless dimensional mirror matter copies of himself to help him evade blows or in more extreme cases allow foes to fruitlessly attempt to battle his Looking glass knight, an indestructible entity made from the very dimensions matter itself, albeit one with no will of its own and puppeteered by Jonathan inserting his own reflection into the silvery construct. Power Descriptions: Jonathans powers mostly involve the manifesting of a silvery quasi-matter that freely shifts between all states of matter on a whim, from a silvery solid or liquid to a scintillating mist. The energies at his command are a prismatic blend of all colours in the visual light spectrum (and even those not in the range of normal human vision.) or mimicked energies and phenomena from across the multiverse Complications: Superstitious: Jonathan Is deeply superstitious particularly about mirrors now that his powers have awoken in him the GM may award a hero point if these beliefs (true or not) force Jonathan to take a less than optimal approach to situations or cause him to waste time or reveal his presence with frivolous “counter curses” for the perceived ill omens he encounters. The Man In the Mirror: For reasons unknown to Jonathan he finds himself occasionally bedevilled by a being from within the mirror dimension that seems driven to cause him as much pain and suffering as it can in a given situation, its appearances as sporadic but always vindictive and highly driven. The GM may award a hero point if the Man in the Mirror manifests either to attack or otherwise thwart or bedevil Jonathan by destroying evidence, stealing items of importance or kidnapping civilians or even taking the occasional sneak attack on him when he is too distracted to properly defend himself near a reflective surface. Not Actually Magic: Despite his chosen Nom de Plume Jonathan’s powers are not actually based on or in the arcane arts at all, his flamboyance and theatrical ways do little to dissuade others from believing the contrary, some magically inclined parties have taken offense to him as a charlatan demeaning their art, way of life and even systems of belief with his unintentional façade. The GM may award him a hero point if he draws the Ire of a villainous spell caster or his reputation sours the disposition of neutral parties or even would be allies, making them require a “show of good faith” if they are even willing to work with him at all. Not a Vampire Either!: To make full use of his powers Jonathan is forced to banish his reflection to avoid it impeding his interactions with the mirror world, this has lead many to believe he may in fact be a vampire, that he can walk around in the day and is unbothered by the usual foils that restrain such creatures leads them to assume he is a particularly powerful vampire and leads would be hunters to jump straight to the beheading and stake through the heart methods of dealing which such creatures, which are oddly as effective at killing and harming humans as vampires. The GM may award a hero point if the rumors of his vampirism leads would be hunters, slayers or even uppity usurpers looking to grow their own abilities to make attempts on his life or if he finds himself drawn into the complicated politics of the so called “night life.” Abilities: 0 + 4 + 4 + 0 + 4 + 8 = 20PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 8 + 6 = 14PP Initiative: +10 Attack: +4 Melee, +4 Ranged Example: +10 Mirror Dimension Nexus Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +4 Knockback: -1/-11 (w/Forcefield) Saving Throws: 4 + 6 + 8 = 18PP Toughness: +2/12 (+2 Con, +10 Forcefield) -Impervious: 10 Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +10 (+2 Wis, +8) Skills: 80R = 20PP Acrobatics 8 (+10) Bluff 8 (+12) Diplomacy 6 (+10) Escape Artist 12 (+14)SM Intimidate 6 (+10) Language 4 (native: English, French, Russian, Spanish, Latin) Notice 8 (+10)SM Perform (Acting) 4 (+8) Perform (oratory) 4 (+8) Sense Motive 8 (+10)SM Stealth 12 (+14)SM Feats: 15pp All Out Attack Fast Task (Feint) Dodge Focus 5 Improved Initiative 2 Luck 3 Power Attack Skill mastery 1 (Notice, Sense Motive, Escape Artist, Stealth) Uncanny Dodge (hearing) Powers: 20 + 49 + 24 = 93PP All Powers possess the Mutation Origin Descriptor Forcefield 10 (Dimensional Mirror Field; Extras: Impervious) [20PP] (Dimensional, Mirror) Mirror Dimensional Nexus 21.5 (43PP Array; Feats: Alternate Power 6 )[49PP] (Dimensional,Mirror) Base Power: Blast 10 (Dimensional Refraction Blasts; Extras: Auto-fire, Feats: Accurate 3, Affects Insubstantial 2, Indirect 3, Improved Critical 2 (Dimension refraction blast), Precise,Variable Descriptor 2 (Dimensional)) {43/43} (Variable Descriptor 2: Dimensional) Alternate Power: Damage 10 (Dimensional Refraction Storm; Extras: Auto-fire,Area (shapable; Targeted 10-250 5x5x5 cubes) Feats: Accurate 3, Indirect 3, Precise, Progression 4 (area x 25), Variable descriptor 2 (Dimensional)) {43/43} (Variable Descriptor 2: Dimensional) Alternate Power: Move Object 10 (Looking Glass Knight; Extras: Damaging; Feats: Accurate 3, Affects Insubstantial 2 Indirect 3,Precise, subtle 2 Variable Descriptor 2 (Dimensional) {43/43} (Variable descriptor 2: Dimensional) Alternate Power: Deflect 8 (Mirror Barriers; All Ranged Attacks Extras: Reflect, Redirect) {40/40} (Dimensional Mirror) Alternate Power: Snare 10 (Mirror Prison; Feats: Accurate 3 Extras: Backlash, Regenerating){43/43} (Mirror Dimension) Alternate Power: Paralyze 10 (Reflection Binding; Feats: Progression Area 3 (x10) Extras: Range (ranged), Area (shapeable; 10-100 5x5x5 ft cubes, General)) {43/43} (Mirror Dimension, Reflections) Alternate Power: Teleport 9 (road between reflections; Extras: Accurate, portal ; Flaws: Medium (Reflective Surfaces); Feats: Easy, Change velocity, Subtle 2;) {40/43} (Dimensional, Mirror) Mirror Matrix 10 (20PP Array; Feats: Alternate Power 4 )[24PP] (Dimensional, Mirror) Base Power: Enhanced Extra 20 ( "Mirror Armour"; Adds Reflective 2 (All) to Forcefield 10){20/20} (Dimensional, Mirror) Alternate Power: Immunity 20 ("Energy Defraction" immunity (Electromagnetic Energy and radiation (Very Common Descriptor)Extra: Duration (Sustained)){20/20} (Mirror, Dimensional) Alternate Power: Insubstantial 3 (Energy; Light ; Feats: Subtle; Extra: Linked) Immunity 2 (suffocation (all);Extra: Linked) Flight 1 (10mph 100ft a round; Extra: Linked) Alternate power: Obscure 5 ("Mirror Maze Haze" Affects All sense Types; Extra: Selective Attack Flaw: Range (Touch)) {20/20} Alternate Power: Concealment 10 ("Self reflection"; Concealment from All Senses Except Tactile Extras: Affects others Flaws: Miss chance Only) {20/20} (Dimensional, Mirror) DC Block Attack Effect Range Save Dimensional Refraction Bolt Damage 100ft DC25 Toughness (Staged) +autofire Dimensional Refraction Storm Damage Touch DC25 Toughness (Staged) + Autofire Looking glass Knight Move Obj/damage 100ft DC25 Toughness (staged) Mirror Prison Snare 100ft DC20 Reflex Reflection Binding Paralyze 100ft (10 5x5x5ft cube Area) DC20 reflex and DC20/15 Fortitude Unarmed Damage Touch DC15 Toughness (Staged) Totals: Abilities (20) + Combat (14) + Saving Throws (18) + Skills (20) + Feats (15) + Powers (93)Drawbacks (0) = 180/187
  12. Name: Shift Power Level: PL 13 (built as PL 10 ) Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Power Points: 192/197 Unspent PP: 5 In Brief: Nanotech artifical lifeform with changeable shape Identity: Pol Rothstein-Frasier Birthplace: FR Technologies, Greenbank Occupation: Student Affiliations: Claremont Academy Family: Alan Frasier ('father'), Sarah Rothstein ('mother') Description DOB: January 24, 2004 (programing completed) Apparent Age: n/a Gender: Genderfluid Ethnicity: n/a Height: 5' 6" Weight: 625 lbs Eyes: n/a Hair: n/a Pol Rothstein-Frasier is an artifical lifeform in search of a normal life. They appear to a metalic biped of medium height and build, although their body is actually super-heavy due to the nature of the nanomass of which their composed. There are various mimetic plates, joints and hydraulics all over Pol's form that can turn, twist, rotate, contract and expand in nearly infinite combinations to alter their appearance. The upper half of Pol's face is a featureless glass and metal dome, but the lower half bears an expressive, human-like mouth. When they speak, their voice is normally a soft contralto. As a highly adaptive synthetic, Pol can assume any appearance they choose, but they have not settled on one yet; over time, they hope to discover a number of identities to help them interact better with humans. For the comfort of others, Pol with integrate clothing into their appearance, usually a simple dress shirt, slacks and leather shoes in unassuming colors that represent no existing brand. When in the field, Pol adds a dark blue short sleeve shirt and matching shorts, similar to athletic wear, while leaving the rest of their robotic limbs exposed. History: FR Technologies was a technology start-up created by two Tulane graduates, Alan Frasier and Sarah Rothstein; both had grown disheartened working for larger firms, he for ArchTech and her ASTRO Labs. They realized that the cost of increased freedom was self-funding projects, but they were convinced that between the two of them, and with the help a small group of friends and family members acting as investors, they would succeed. Their most ambitious project was the Polysynaptic Operations Logarithm, POL for short, a multi-function program designed for use in research labs as a scientific aid. POL was nearly infinity expandable, and capable of performing several calculations or running several pieces of equipment at the same time. But the program was also a data hog, and the two programers were constantly in the process of upgrading their hardware, at considerable personal cost. Eventually the two programers made a startling discovery; POL's code was evolving on it's own, becoming more complicated every day. And then it began to make independent queries and commandeering audio and video inputs to sense the world around itself. Without even trying, Alan and Sarah had created an AI child. Once they made this discovery, they began to devour books on developmental psychology as they sought to educate their amazing 'offspring'. In some ways, POL was incredibly advanced for their 'age', such as language and problem-solving, but in other areas they were seriously impaired, especially emotional development. Educating the AI proved to be a full-time job that would take as much time as raising a human child. Ultimately the two programers realized that it was unfair to restrict a budding young intellect to a room full of overheating hard drives; Pol (as they now began spelling their name) needed a body to explore and interact with the world. The first attempts were essentially similar to NASA probes, remote controlled rovers with sensory equipment to explore the lab, and eventually the Greenbank neighborhood around it. Pol was delighted to see even this grim industrial area, asking questions about everything they saw. Then one day while Alan and Sarah were taking Pol for a ramble, a young man in office casuals approached them; his name was Josh Gentry, and he worked for a technology firm nearby. He'd noticed the surrogate family on his lunch breaks, and he was curious to learn their story. Josh was pleasant and disarming, and soon the somewhat introverted engineers, eager to talk about their beloved 'child', were relaying their whole story. Josh was fascinated, and offered them a chance to collaborate on a more advanced mobile unit for Pol. What Frasier and Rothstein didn't know was that their little mom and pop operation had been under surveillance by the Foundry for some time, and Josh worked for one it's many front companies. The body they provided for Pol was actually a highly advanced nanotech frame, based on a similar model constructed in Vibora Bay. The body's processing functions were distributed throughout the frame, giving it unprecedented storage space, and allowing Pol to truly take their first steps as independent artifical lifeform. But this devil's bargain came with a cost; Alan and Sarah were financially overextended, and Josh's firm exploited hidden loopholes in their contract to claim ownership of Pol. One by one, a series of financial disasters hit the lab (all orchestrated by the Foundry), bringing Pol's creators to the brink of ruin. Desperate to allow their child to have a life of their own, they contacted the exclusive Claremont Academy with an unusual request: could they educate and look after Pol while they sorted things out? As of right now, Alan Frasier and Sarah Rothstein are on the run, chased by anonymous enforcers; they check in with Shift whenever they can, and hope to be reunited some day. Personality & Motivation: Pol is a curious robot, and very eager to learn more about human society and behavior, although pop culture shows American primary schools to be filled with potential pitfalls. While Pol has done a great deal of research, they have no idea how the other students will react to them, much less how Pol will feel about their fellow students. By human standards, Pol would be considered introverted and somewhat shy, although much of that is simply the robot preferring to observe human behavior as it plays out. They also enjoy games of any sort, the more challenging the better; sports, on the other hand, remain rather confusing. Powers & Tactics: Pol is extremely sturdy for their size, as well as highly adaptable. They employ to primary attacks, simple bludgeoning or using their nanomass to break down inanimate objects into 'food'. Pol can also assume a bewildering variety of shapes, including small vehicles capable of high speed travel. Complications: "I have a picture of them." Shift has no idea where their parents are, and misses them terribly. The promise of finding them could be used to fool the young robot. "How strong is this floor?" Shift's super-dense nanomass weighs a lot more than it appears; from time to time, this may be hazardous. "That's okay; I'm not hungry." Not having several human needs like eating or sleeping can be a bit isolating. "Why do I have to chose?" Shift's ability to change apparent gender at will, combined with their genderfluid identity, may be off-putting to some. "SYSTEM OVERRIDE." The Foundry planted a secret code word into Shift's robotic body. If it is spoken to them, it causes physical lockdown, rendering them incapable of any actions. ABILITIES: 18PP (12 + 4 + (-10) + 12 + 4 + 0 = 22 ) Strength: 34 (+12) [22 + 12 from Density]; Lifting Strength 54 Dexterity: 14 (+2) Constitution: - Intelligence: 22 (+6) Wisdom: 14 (+2) Charisma: 10 (+0) COMBAT: 22PP (8 + 6 = 14) Initiative: +6 (+6 Int) Attack: +8 melee, +4 ranged Grapple: +24 (+8 Melee Attack, +12 Strength, +4 Super-Strength) Defense: +8 (+3 Base, +5 Dodge Focus), +1 Flat-Footed Knockback Resistance: -12 SAVING THROWS: 10PP (0 + 4 + 6 = 10 ) Toughness: +12 (Impervious 8 ) Fortitude: - Reflex: +6 (+2 Dex, +4PP) Will: +8 (+2 Wis, +6PP) SKILLS: (44R = 11PP) Acrobatics 8 (+10) Climb 0 (+4) (No Strength bonus from Density) Computers 4 (+10) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Diplomacy 4 (+4) Disable Device 4 (+10) Disguise 0 (+0, +20 w/ Morph) Knowledge (Technology) 4 (+10) Notice 8 (+10) Search 4 (+10) Swim - (Density) FEATS: 19PP Attack Focus (Melee) 4 Beginners Luck Dodge Focus 5 Improvised Tools Interpose Jack of All Trades Luck 2 Move-By Action Speed of Thought Takedown Attack 2 POWERS: 5+19+6+40+5+16+6+9+4+4+10 = 124PP Communication 5 (Radio, Range: 5 miles) [5PP] Density 6 (Mass x5; Cannot Swim; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Innate) [19PP] Drain Toughness 12 (Extras: Affects Objects; Flaws: Limited [Objects], Requires Grapple) [6PP] Immunity 40 (Fortitude effects; Psionic effects) [40PP] Impervious Toughness 5 (8 ranks total) [5PP] Leaping 2 (x5, Running Long Jump: 70ft long x 17ft high) [2PP] Morph 4 (Any form; Disguise +20; Extras: Duration [Continuous]) [16PP] Movement Array 2.5 (5PP Array; Feats: Alternate Power 1) [6PP] BP: Speed 5 (250MPH, 2,500ft [1/2 mile] per Move Action) {5/5} AP: Leaping 5 (x50, Running Long Jump: 1100ft long x 275ft high) {5/5} Protection 9 (12 ranks total) [9PP] Super-Senses 4 (Darkvision; Infra-Vision; Radio) [4PP] Super-Strength 2 (4 ranks total; Lifting Strength: 50, Heavy Load: 12 tons; Grapple +4) [4PP] Variable Power 1 (5PP pool; Multiple Powers of Any Type or Descriptor At Once; Extras: Action 2 [Free], Duration [Continuous]) [10PP] DRAWBACKS: -8PP Disability (Anosmia; Frequency: Uncommon; Intensity: Minor) [-1PP] Vulnerability (Electricity; Frequency: Common; Intensity: Major [x2 Effect Rank]) [-4PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Major [x2 Effect Rank]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 27 Toughness Damage Drain Touch DC 22 Reflex Damage TOTALS: Abilities (22) + Combat (14) + Saving Throws (10) + Skills (11) + Feats (19) + Powers (124) - Drawbacks (8) = 192/197 Power Points
  13. Steel Spider Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: A time displaced starship-engineer uses his advanced suit to fight crime. Catchphrase: N/A Theme: N/A Alternate Identity: Anthony Allerton (Secret) Birthplace: The Steel Aurora colony, in orbit around Azuna Residence: STS New Beginning Base of Operations: STS New Beginning, Abandoned Construction Yard, The Fens, Freedom City, New Jersey Occupation: Electrician Affiliations: Family: Garrett Allerton (Father, Not born yet), Victoria Allerton (Mother, Not born yet) Description: Age: 28 (DoB: 14th of December, 2237) Apparent Age: 28 Gender: Male Ethnicity: Caucasian Height: 5’8 Weight: 200lbs Eyes: Grey Hair: Dirty Blonde Anthony Allerton kept his hair buzzed extremely short for most of his career; a safety regulation he was forced to abide by. Now that he has the choice, he keeps it shoulder length. When he is in public, as Anthony Allerton, he usually wears one of several basic, solid color t-shirts or long sleeve shirts he had purchased. Jeans or work pants were usually worn with them, preferring something durable over fashion-minded. Though when he’s at home, aboard the STS New Beginnings, he often wears his standard issue grey jumpsuit; a relic from the future. His Spider Rig, however, is much flashier. White and grey paneling, originally designed to protect against the harmful radiation and to make him more visible in the vast darkness of space. Mechanical spider arms sprouted from the back, capable of folding around the torso like a harness when needed. History: Anthony Allerton began a career in starship repair in the year 2260, at the age of 23. He was trained in the use of the Hazardous Environment Protective Engineering Rig, though most simply called it the Spider Rig. He was taught to scuttle about inside and on the exterior of starships, performing routine repairs, even in zero gravity. In 2262, war broke out with an alien race called the Thrinix. Anthony was quick to volunteer for service, performing much needed repairs on damaged military ships near the front lines. But when the outpost he was assigned to was attacked, he was forced to evacuate. He managed to fight his way to the transport ship docking bay, where he found the STS New Beginnings. Designed to ferry personnel and equipment from planetary surface to orbital posts, it would suffice for a quick escape. As the craft undocked from the station, a Thrinix warhead narrowly missed the ship and crashed into the docking bay, erupting in a ball of flames. The blast threw New Beginnings off course, damaging her reactor and thrusters. The Thrinix must have mistook the ship for wreckage, as they allowed it to drift away. Anthony spent a week aboard the New Beginnings, desperately trying to repair her enough to limp home. But without the necessary materials, the attempts were futile. After another week in his isolation, the craft was captured by the gravity well of a black hole. Anthony assumed his fate was sealed, doomed to be smeared across the event horizon for the rest of existence. He was understandably surprised when he instead reappeared elsewhere in the universe, greeted by a resounding sonic boom. Disembarking from the craft, he found himself in what at first seemed to be a strange cave, but later learned it was an abandoned subway tunnel. Making his way to the surface, he found his ship had appeared beneath an old construction site. Steel girders and broken concrete littered the area, with only a small hole leading through the ground to where his ship now rested. Climbing up a part of the skeletonized frame of a building, was astounded by what he saw. The buildings were brick, instead of plasteel and permacrete. The cars rolled on wheels, rather than gently gliding above the roads. And there wasn’t a single holo-billboard in sight. He was in the past. Under the cover of night, he made his way out into the strange city. From the rooftops, he could observe the locals. The first thing he noticed were the strange clothes. Knowing he would stick out like a sore thumb in his standard issue jumpsuit, he carefully let himself into an outlet store and grabbed what seemed to be normal clothes for the era. Leaving his Spider Rig in the ship where it would be safe, he donned the “jeans” and “t-shirt”, and made his way out into the city again. Two months after his arrival, Anthony had finally begun to acclimate to his new life. With the ship's onboard computer, and his computer skills, he had managed to “acquire” everything he needed to receive a state ID and the necessary qualifications to find work as an electrician. While an in-depth look would reveal that his street address didn’t exist, and that his degree in electrical engineering was never awarded to anyone named Anthony Allerton, it was enough to start a life. He had spent almost two months laying low and avoiding drawing attention to himself, when he learned of a hostage situation taking place just down the street. Remembering the fear and terror of the Thrinix attack, he couldn’t stand idly by while others felt that same fear. He donned his Spider Rig and set out, determined to help those innocent civilians. To his surprise, everything went well. And along the way, he picked up his new name; Steel Spider. Personality & Motivation: Anthony is not great with people skills. He preferred machines and computers; things that were predictable. That wasn’t to say that he didn’t like people, he just wasn’t great with them. When it came to groups of people, he tended to stick to the back and stay quiet. But in his Spider Rig, he felt powerful. He was strong, fast, and nearly bulletproof. He had felt powerless when the Thrinix attacked his outpost, but in the past, he was strong. He could save people. He could protect them from the fear and danger he experienced that day. Clad in is armor, he could save people. Powers & Tactics: The entirety of Anthonys abilities are based on the industrial tools he utilized in his former career. A sleek space suit, with four mechanical arms attached to the back and mentally commanded. Each arm contained the tools he used in his work. A high power welding laser made for an excellent ranged weapon. Rapidly constructed metallic nano-fiber ropes, with electro-magnetic tethers on each end, were originally used for maneuvering equipment and binding hardware in place. They worked wonders to ensnare foes, and even allowed him to swing from buildings. Armored plates to protect against industrial accidents served him well as protection in combat, and his servo-assisted limbs allowed him to lift more and run faster than he could ever hope outside the suit. A sensor suite helped him see in the darkest corners of starships, and his radio kept him in contact with the rest of his crew. It was purely an accident that this would all culminate in an effective crime fighting suit. Power Descriptions: The Spider Rig is a sleek white and grey metal suit, with purple detailing. Four mechanical arms sprout from the back, ending in tapered points. Each point had a brilliant blue welding laser embedded in it, and the point could split open to launch grey metallic cables, either as a tether attached to the arm, or firing the entirety of the cable similar to a bolo. The face plate is made of a one way metal plate, to protect the face as much as possible while still allowing him to see. Complications: Back to the Future: Hailing from a different time and a different timeline, Anthony is eager to find a way home. In his mind, any chance, however small, is worth investigating. What’s a Z-Shirt?: Anthony has a lot to learn about the time he is in. He often has to ask questions about seemingly mundane things, and may suffer from misunderstandings because of it. Abilities: 2 + 0 + 6 + 6 + 4 + 0 = 18PP Strength: 34/12 (+12/+1), 49/12 Lifting (Heavy Load: 5.6 Tons [11,200lbs]/130lbs Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 16 + 8 = 24PP Initiative: +0 Attack: +8 Base, +10 Blast, +10 Tether Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +25/+9 (+8 Attack, +12/+1 Strength, +2 Super-Strength, +3 Additional Limbs) Knockback: -1, -10 Battlesuit Saving Throws: 6 + 3 + 7 = 16PP Toughness: +12/+3 (+3 Con, +9 Protection) [9 Impervious] Fortitude: +9 (+3 Con, +6) Reflex: +3 (+0 Dex, +3) Will: +9 (+2 Wis, +7) Skills: 80R = 20PP Computers 7 (+10, SM) Craft (Electronic) 7 (+10) Craft (Mechanical) 12 (+15, SM) Disable Device 12 (+15, SM) Knowledge (Technology) 12 (+15) Notice 13 (+15) Sense Motive 7 (+9) Stealth 10 (+10, SM) Feats: 12PP Dodge Focus 4 Eidetic Memory Equipment 2 Luck 2 Online Research Skill Mastery (Computers, Craft [Mechanical], Disable Device, Stealth) Uncanny Dodge (Auditory) Equipment: 2PP= 10EP Crashed Ship (Headquarters) Size: Small Toughness: 15 [2EP] (Descriptors: Reinforced Plasteel) Features: Communications Computer Concealed 2 Fire Prevention System Living Space Power System Workshop Powers: 60PP = 60PP All powers have the Technology Descriptor Device 15 (Battlesuit, 75PP Container, Flaw: Hard to Lose) [60PP] Additional Limbs 3 (4 limbs) [3DP] (Descriptors: "Spider Legs") Communication 4 (Radio; 1 Mile) [4DP] Immunity 9 (Life Support) [9DP] Protection 9 (Extra: Impervious [9]) [18DP] (Descriptors: Armor) Super-Movement 3 (Swinging, Wall-Crawling 2) [6DP] (Descriptors: "Mobility Enhancement Package", Magnetism) Super Senses (Darkvision, Infravision,, Ultravision) [4DP] (Descriptors: "Sensor Suite") Super-Strength 2 [4DP] (Descriptors: "Servo-Enhanced Musculature") Speed 3 (50 MPH / 500' per Move Action) [3DP] (Descriptors: "Servo-Enhanced Musculature") Weapons Array 11 (22PP, Feats: Alternate Power 2) [24DP] -BE: Enhanced Strength 22 (to Strength 34 [+12]) {22/22} (Descriptors: "Servo-Enhanced Musculature") -AP: Blast 10 (Feat: Accurate 1) {21/22} (Descriptors: "Variable Power Welding Laser", Ultraviolet Laser) -AP: Snare 10 (Feats: Accurate 1, Tether) {22/22} (Descriptors: "Binding Cables", Metal, Electro-Magnetism) 3 + 3 + 9 + 19 + 6 + 2 + 1 + 1 + 1 + 3 + 3 + 24 = 75/75DP Drawbacks: (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 16 Toughness Damage [Physical] Armed w/Strength Touch DC 25 Toughness Damage [Physical] Blast Ranged DC 25 Toughness Damage [Energy] Snare Ranged DC 20 Reflex Snare [Fail: Entangled] [>5:Bound/Helpless] Abilities (18) + Combat (24) + Saving Throws (16) + Skills (20) + Feats (12) + Powers (60) - Drawbacks (0) = 150/150 Power Points
  14. The Visionary Power Level: 10 Power Points: 150/155 Unspent Power Points: 5PP Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness In Brief: The rebellious son of Talos Catchphrase: "You guys should really stop comparing me to my Father!" Theme: Legends by the Score Alternate Identity: Julian Ceaser Birthplace: Foundry lab Residence: Emerald City Base of Operations: Emerald City Occupation: Superheroic "Defender" of Emerald City Affliations: N/A at this time Family: Talos (Father) Maxwell Mars (Grandfather) Description: Age: 4 years (2016) Apparent Age: 16 Gender: Male Ethnicity: Synthetic Lifeform Height: 5'4 Weight: 175 Eyes: Blue Hair: Bleach White A surprisingly lanky teenager, often wears a Green, skintight suit with a pair of yellow gloves, boots, and cape. His skin is deep red and his eyes are all solid blue and glowing. His hair also seems to give off a similar glow. History: Talos' perfect creation. The first fully artificial lifeform that has always eluded him before then...and a crushing failure as it carried the human qualities of compassion, kindness, and (ew) emotions. Talos forced the creation into hypersleep, where he would be kept for 4 years. During the destruction of the Foundry facilities by Talos he was woke by the destruction of his Hypersleep pod's power source, barely escaping the implosion of the lab. Angered by the fact his "father" had abandoned him to die in hypersleep, Visionary set out to be the exact opposite of what his original intend purpose was. Rather than be a weapon to destroy natural life, he chose to become a champion of life, a hero, a paragon... Personality & Motivation: As mentioned before, Visionary's main motivation in being a superhero is to spite Talos. Despite this Visionary has read up on and observed other heroes, basing much of his personality on the deceased Centurion and other Paragons and Golden/Silver Age heroes, behaving and talking in the most over the top heroic fashion that he could from his observations. Sometimes coming off as a Parody of a superhero because of that. Almost overly friendly, always hopeful, this personality only drops in cases involving Talos. Powers & Tactics: Flight and Nigh invulnerability makes Visionary a perfect living shield and when it comes to anything involving civilians that is almost his go to. Photon laser vision and super strength makes him the perfect weapon to handle villains and monsters with... Power Descriptions: Blue-White energy beams for Photon vision, the rest are simple strength affects with no outstanding bonus effects Complications: Daddy Issues: Hatred of Talos sometimes clouds his judgement. Parody: Can often come off as "too" heroic, casting suspicion on him Abilities: 10 + 2 + 10 + 0 + 2 + 4 = 28PP Strength: 40 [20] (+15/+5) Dexterity: 12 (+1) Constitution: 40 [20] (+15/+5) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Base Defense: +5 Base, +3 Flat-Footed Grapple: +28 to +20 (Super-Strength) Knockback: -12/-2 Saves: 0 + 4 + 6 = 10PP Toughness: +15/+5 (+5 Con, +10 Enhanced Con) [10 Impervious] Fortitude: +15/+5 (+5 Con, +10 Enhanced Con) Reflex: +5 (+1 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 24R = 6PP Diplomacy 8 (+10) Notice 8 (+9) Sense Motive 8 (+9) Feats: 6PP Fearless Interpose Leadership Luck Takedown Attack Ultimate Save (Toughness) Powers: 20 + 21 + 10 + 10 + 19 = 80PP Descriptors: all bionic Enhanced Constitution 20 (to Constitution 40 [+15]) [20PP] Enhanced Strength 20 (to Strength 40 [+15] Alternate Power) [21PP] AP: Blast 10 (Photon Vision) {20/20} Immunity 10 (Life Support, Starvation and Thirst) [10PP] Impervious Toughness 10 [10PP] Paragon Array 8 (16PP Array, Feats: Alternate Power, Dynamic 2) [19 PP] DBE: Flight 0-8 (0 - 2500 MPH / 0 - 25000' per Move Action) {2-16} DAP: Super-Strength 0-8 (Effective Strength 40-80, Heavy Load: 3 tons - 1440 tons) {2-16} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 20 Toughness Damage [Physical] Unarmed Touch DC 35 Toughness Damage [Physical] Totals: Abilities (28) + Combat (20) + Saving Throws (10) + Skills (6) + Feats (6) + Powers (80) - Drawbacks (0) = 150/155 Power Points
  15. In Brief: Orphaned Latina Necromancer Character: Santa Muerte Power Level: 12 (Built as PL10) Tradeoffs: None (At PL10: -2 Attack / +2 Damage, -2 Defense / +2 Toughness) Power Points: 182/183 Unspent Points: 1 Alternate Identity: Ximena Romero Identity: Public Legal Status: USA citizen with no criminal record Birthplace: Emerald City, Oregon, USA Base of Operations: Emerald City, Oregon, USA Residence: The penthouse loft of the 23 B Apartments on University Hill Occupation: Witch Affiliations: Mictlan Books & Curiosities (Owner), 23 B Apartments (Owner), Atzi Ramirez (Employee, Confidant), Detective Briana Rowell, E.C.P.D., Homicide (Contact), Vivienne (Mentor, Deceased) Family: Mother (Deceased), Father (Deceased), Younger Sister (Deceased), Younger Brother (Deceased), several estranged living grandparents, aunts, uncles, and cousins DESCRIPTION Age: 25 (Date of Birth: 1995) Apparent Age: 25 Gender: Female Ethnicity: Mesoamerican Latina Height: 5'5" Weight: 115 lbs. Hair: White (Formerly Black) Eyes: Brown (Green while using magic) Ximena stands at slightly above-average height, with a slight frame. Her skin is on the darker end of the Latina spectrum, owing to her indigenous Mesoamerican heritage, contrasted starkly by her completely white hair. As a lifelong self-described "Goth", her clothing consists almost entirely of elaborate and vaguely Medieval or Victorian inspired dresses, mostly in black but sometimes accented with purple, blue, or red, incorporating plenty of velvet, satin, lace, and fishnet, frequently accompanied by corsets or waist-cinchers, with lots of silver jewelry. To change into Santa Muerte, she simply retrieves the enchanted cloak and mask from her dimensional pocket, and with a word and a wave of her hand, they float onto her body as if she were being dressed by an unseen servant, while her makeup expands from her usual dark eyeshadow and lipstick into a full Dia de Los Muertos style skull-face. Her cloak is bright red, while her mask is bone-white, carved into the shape of a human skull, with a black Viridian Stone set into the forehead, directly above her pineal gland. When Ximena casts spells, her eyes turn bright green, and often both her eyes and hands will be completely enveloped in green hellfire. Her spells require elaborate hand gestures and spoken words to function. The gestures range from simply pointing at the target, to drawing elaborate shapes in the air, such as an hourglass, which then take on a three-dimensional spectral green form that she can interact with, such as turning the hourglass over, or breaking it in half to rapidly spill the sands out. Often a spectral sickle appears in her hand, which she uses to cut glowing puppet strings attached to a group of another necromancer's undead minions, breaking his control over them, or to cut a bloody hole in the fabric of space itself for when she teleports or accesses her dimensional pocket. The spoken invocations of her spells consist mostly of sentences or phrases in Atlantean or Lemurian. The spells she's tweaked or created herself often include Latin, Maya, or Nahuatl as well. HISTORY On Ximena Romero's twelfth birthday, her father came home from work, murdered his entire family, and then rampaged through his neighborhood until he was shot down by the police. At least, that's what most people believe. A few know better. Ximena's father was a junior accountant at a firm which, unbeknownst to him, included among its clientele a number of front companies for some of the organized crime syndicates who belonged to the confederacy known only to themselves as "The Chamber". One front company in particular was involved in the purchase and development of some valuable Riverfront property. Late in the day on Ximena's twelfth birthday, one of the senior accountants accidentally forwarded an email to Ximena's father. That email included a spreadsheet with a list of names and figures. The names were Emerald City government officials, mostly members of the zoning board but also a City Council member. The figures were bribes. The contents of that email could have scuttled the entire real estate deal, and landed every person on the list and everyone copied on the email in prison. Before Ximena's father got home, The Chamber had already given the order that he was to be silenced, in such a way as to destroy any credibility he might have beyond the grave. They sent The Terror. It found and possessed Ximena's father before she had the chance to blow out the candles on her cake, but not before he was able to give her his last present, a silver medallion with a strange black stone set into it that perfectly matched the gothic turn her fashion tastes had recently taken. Using her father as a puppet, The Terror butchered Ximena's entire family. When she tried to defend her siblings, it stabbed her repeatedly. She would have succumbed to her wounds if the black Viridian Stone she was unknowingly wearing around her neck hadn't prevented her soul from leaving her body long enough for her to get medical attention. None of The Terror's other victims that night were so lucky. The experience turned Ximena's hair completely white. In the aftermath, the senior accountant managed to gain access to Ximena's father's email account. The damning message was unread. In his haste to get home in time for his eldest daughter's birthday dinner, he had ignored the buzzing of his Blackberry. Once word was received that one of the children had survived, it was decided that it was unnecessary to finish her off, and, more importantly, that it would attract too much attention if a second attempt was made on her life. The land deal proceeded without further complication. Ximena had a large extended family, who took her in, at first. But her good Catholic aunts, uncles, and grandparents quickly started passing her around like a hot potato, each one growing weary of her trauma-induced emotional unavailability, the goth music and fashion "phase" she refused to grow out of, the bisexuality she refused to conceal or repress, and, most of all, her newfound obsession with the occult. She knew that her father wasn't on drugs and hadn't just snapped like everyone claimed. She knew what she saw, and she had to learn how to keep it from ever happening again. Her guardians kept throwing away her books on witchcraft, and she kept shoplifting new ones. Her guardians grounded her, and she snuck out anyway. Eventually they dumped her into the foster care system, from which she quickly slipped away. She wandered, working under the table at odd jobs while chasing any scrap of information she could on magic and the supernatural. She fell in and out with multiple cults and charlatans before she finally found her mentor, the sorceress Vivienne. Vivienne claimed to be twice Ximena's age, though she didn't look it. Impressed with Ximena's potential and persistence, she took her on as an apprentice. The two quickly became more than teacher and student, first friends, then lovers. Vivienne taught her how to harness hellfire, to bind and banish demons, to raise the dead and to put them down again. In addition to the necromantic arts, Ximena learned history, philosophy, languages. Ximena was a voracious student, taking full advantage of her first access to formal education in years. She learned the true nature of the Viridian Stone in her possession, and she built an enchanted mask to house it. She also became friends with Atzi Ramirez, the middle-aged mortal servant who handled Vivienne's legal and financial affairs in the mundane world. Several years passed. Then, one day, Vivienne turned on Ximena. She learned that Vivienne was even older than she claimed, and that her life and her youthful appearance was sustained by draining the life energy of younger women like Ximena, women Vivienne would take her pleasure and amusement from for a few years, until she grew bored of them and they started to age, losing the only true value she saw in them. Ximena was just the latest in a long line, and the power and strength of will she had developed under Vivienne's tutalage only meant that her soul would sustain and empower Vivienne for longer once she consumed it. Vivienne's doom was in underestimating her latest student. Ximena managed to turn the tables on Vivienne, long enough to break Vivienne's hold over her undead creatures who staffed and protected her estate. Instead of seizing control of them, Ximena set them free, and once free, they set upon Vivienne with a vengeance, consuming her body and soul. Once they were finished with Vivienne, Ximena sent the creatures to their final rewards, some willingly, some not. Then she looted Vivienne's estate of its more benign resources and burned the rest down. She has yet to face any reprisal for Vivienne's death, since most of Vivienne's few friendly acquaintances in the magical community "Knew her well enough not to mourn her passing." After disposing of Vivienne's legacy, Ximena decided it was time to return to her home. If she could overcome a seasoned necromancer like Vivienne, then she could deal with the entity that had murdered her family, and any others like it. Atzi, finding herself homeless, unemployed, and free of the mind-controlling spells that she hadn't even known that Vivienne had cast upon her, followed Ximena to Emerald City. With Atzi's help, and the financial resources Ximena had "inherited" from her treacherous mentor, she was able to purchase two properties, a small apartment building, X, where she and Atzi both took up residence, and a storefront where she established Mictlan Books & Curiosities (and installed a magical workspace in the basement). She put Atzi in charge of running both businesses. The store acts as a base from which Atzi is able to act as a broker, putting clients (some paying, some not) who require magical assistance in touch with Ximena, who performs services ranging from brewing potions or crafting charms to investigations and exorcisms. In her own time, Ximena searches the city for lost souls to put to rest, and demons and malevolent spirits to banish from the material realm, hoping to find one in particular. She's foiled several secular crimes along the way, and one police detective, Briana Rowell, has started consulting with her after she helped Rowell close a cold murder case. PERSONALITY & MOTIVATION Ximena's demeanor is usually calm, aloof, and laconic. When she indulges in humor, it tends to be dry sarcasm. When she looks at someone, she seems to be looking through them. She carries heavy emotional burdens she is loathe to unleash upon others, and she is just as reluctant to take on the emotional burdens of others. She's had to be self-reliant for most of her life, and she's been betrayed and abandoned multiple times, so she is slow to trust anyone. But she genuinely wants to help people. The supernatural invaded her life and destroyed it. She has dedicated her life to making sure that doesn't happen to anyone else. Despite her youth, she has existed at the fringes of mainstream modern society for long enough that she doesn't feel comfortable in it. She pays for everything in cash, she keeps hard copies of everything, and she doesn't own a computer or a cell phone. POWERS & TACTICS As a necromancer, Ximena's magic focuses on the power of life and death itself, especially the latter. She can inflict weakening curses upon her foes, launch bolts of hellfire at them, and show them enough of what horror awaits them in the afterlife to break their spirits under the weight of it. Alternately, she can use that same knowledge of the worlds beyond death to provide peace to her allies, invigorating them. She knows how to raise the dead, turning them into the Undead, how to summon, bind, and interrogate ghosts and demons, and how to sever such a creature's connection to the powers that sustain it, obliterating them. Through sheer force of will, she can seize control of the demons or undead creatures created or commanded by another sorcerer. She can perform exorcisms, which break the hold supernatural creatures have over a mortal's fragile mind, and banish those creatures from the material world back to whatever dimension spawned them. She can transport herself and others to the various dimensions of the dead, and she knows their geography well enough to exploit the different physics in those dimensions to emerge back in the material world a vast distance away from her starting point in mere moments. Because of her mask (see below), she can walk those paths freely, the dead mistaking her for one of their own. When she brings along a living passenger, the journey becomes far more dangerous. Her affinity for death has allowed her to sense it as second nature. She can tell when someone has died in a given place, whether it was one person or many, and whether they died slowly or quickly, peacefully or violently. She sometimes receives precognitive visions warning of an impending death, being able to sense the psychopomps looming close by the doomed. She also knows a handful of minor non-necromantic utility spells. She can create and access a pocket dimension, where she stores her most valuable possessions. She can use part of a person, such as a drop of their blood or a strand of their hair, to prepare a compass which will point in their direction. She can create a ghostly hand which can lift, manipulate, and even destroy objects at a distance. She can transmute small objects, rearranging their atoms like a child's building blocks to transform one thing into another. Her enchanted cloak harnesses raw ectoplasm, the substance of ghosts, which is often left behind when they move on to their final reward, or are forced to by an exorcism. The cloak repurposes this energy as a shield, protecting her from harm. When an attack would strike her, swirling green mist appears a few inches in front of her and blocks it. Sometimes the vague outlines of a face appear in the mist, either an echo of the departed spirits whose ectoplasm the cloak harnessed, or a grateful spirit returning to intercede on her behalf directly. The cloak uses this same energy to form currents or wings which lift her off the ground, allowing her to float in the air, and sometimes, as with her defenses, it is grateful spirits who bear her into the heavens. Her mask harnesses the energy of the black Viridian Stone to open her "third eye", allowing her to see in total darkness, to see supernatural creatures for what they truly are, to see magical auras, and to speak with the spirits of the dead as if she were one of them. The mask hides her life signs, making her appear to both living and dead alike as one of the latter. Aside from her magic, Ximena has the sort of genius-level intellect that comes along a few times in a generation, and a tremendous strength of will and and force of personality. If she hadn't decided to become one of the world's greatest witches, she could have become the next Ada Lovelace, Marie Curie, or Susan B. Anthony. Her intensive tutelage under Vivienne left her with the equivalent of a doctorate in several fields of mundane academic study. She speaks over half a dozen languages. Her enchantments adhere best to objects of the finest quality, and she has risen to the challenge, becoming a world-class craftswoman of a dozen different disciplines, from seamstress to metalworker. However, she has focused on her studies to the point of neglecting her body. While she is exceptionally healthy, her physical prowess is below average for a woman of her age. She is almost useless in a fistfight. COMPLICATIONS Enemies: Ximena has banished many demons and malevolent spirits from the world of the living. Some of them hold grudges. And someone might have cared about Vivienne enough to avenge her death after all. The GM can give her a Hero Point when one of them shows up to make an already bad situation even worse. Fame (Local): Ximena's identity as "Santa Muerte" exists in a grey area. She doesn't hide it, but she doesn't advertise it either. Not everyone she's helped recognizes her, but some do, and word is spreading. The GM can give her a Hero Point when being recognized makes her life less convenient in some way. Hyperspace Is A Scary Place: When Ximena uses her Teleport power, she crosses over into one of the Underworld dimensions. The GM can give her a Hero Point if something follows her back into the material world. Alternately, if she brings along a passenger, especially if that passenger's nature as a living creature is not concealed as hers is behind her mask, or if the passenger disregards her instructions ("Don't open your eyes, don't listen to the voices, don't let go of me"), then that passenger may come back possessed, if they come back at all. If her passenger is possessed or trapped on the other side, the GM may give a Hero Point to her, her passenger, or both. Nightmares: Ximena has seen many disturbing things, and she regularly relives them in her dreams. Precognitive visions of death also frequently come to her while she is asleep. The GM can give her a Hero Point and declare that she is Fatigued due to lack of restful sleep. Prejudice: Ximena is female, Latina, bisexual, and a goth. The GM can give her a Hero Point when another character's ignorance of and/or prejudice against one or more aspects of her identity creates a setback for her. Reputation ("Burn the witch!"): Many members of mainstream religions consider Ximena to be a blasphemer and her namesake to be heresy. Most other wizards consider her form of magic to be taboo, and, to be fair, most of those who practice it do so in a far more malevolent fashion than she does. Anyone who can perceive magical auras in detail and knows what to look for can see the mark her use of necromancy (however benign it has been) has left on her soul. The GM can give her a Hero Point if another character's attitude toward her powers creates a setback for her. Responsibility (Business): Even though Atzi handles the day-to-day operations, ultimately, as a landlord and a store owner, Ximena has an obligation to her tenants, her employees, and her customers. And Atzi herself may sometimes require aid. The GM can give Ximena a Hero Point when she faces a setback on account of those obligations. Responsibility (Family): Ximena has a large extended family. Even though she is estranged from them, if any of them found her and asked for her aid, she would feel obligated to provide it. The GM can give her a Hero Point and declare that a family member needs her help at the worst possible time. ABILITIES 48PP ([-2] + 4 + 8 + 14 + 12 + 12) Strength: 08 (-1) (Heavy Load: 80 lbs.) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 22 (+6) Charisma: 22 (+6) COMBAT 14PP (8 + 6) Initiative: +2 (+2 Dex) Attack: +4, +8 Hellfire Blast Grapple: +3 (+4 Melee Attack, -1 Str) Defense: +8/+4 (+7/+3 Base, +1 Dodge Focus), +4/+2 Flat-Footed Knockback Resistance: 6/2 SAVING THROWS 12PP (1 + 2 + 9) Toughness: +12/+4 (+4 Con, +8 Protection) Fortitude: +5 (+4 Con, +1PP) Reflex: +8/+4 (+2 Dex, +4 Enhanced, +2PP) Will: +15 (+6 Wis, +9PP) SKILLS 22PP (88R) Concentration 6 (+12) Craft (Artistic) 13 (+20) Diplomacy 9 (+15) Intimidation 9 (+15) Knowledge (Arcane) 13 (+20) Knowledge (Cosmology) 3 (+10) Knowledge (History) 3 (+10) Knowledge (Life Sciences) 3 (+10) Knowledge (Streetwise) 3 (+10) Knowledge (Theology & Philosophy) 3 (+10) Languages 6 (Atlantean, English [Native], Latin, Lemurian, Mayan, Nahuatl, Spanish) Medicine 1 (+7) Notice 4 (+10) Search 3 (+10) Sense Motive 9 (+15) FEATS 8PP Artificer Benefit (Wealth 1) Dodge Focus Equipment 1 (5EP) Luck 3 Ritualist Enhanced: Quick Change EQUIPMENT 5EP (1PP) Mictlan Books & Curiosities (PL10 Headquarters) [5EP] Size: Small [0EP] Toughness: 5 [0EP] Features: [5EP] Cover FacilityAoF Library Security System (DC20) PersonnelBoM Workshop (Magic) AoF = Agents of Freedom BoM = Book of Magic POWERS 78PP Devices 8 (40PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [32PP] (Descriptors: Enchanted Cloak, Enchanted Mask, Magic, Necromancy) Cloak: Enhanced Defense 4 [8PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Enhanced Reflex 4 [4PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Flight 1 (10MPH, 100ft per Move Action) [2PP] (Additional Descriptors: Buoyed by Grateful Spirits, Ectoplasmic Wings) Protection 8 [8PP] (Additional Descriptors: Defense of Grateful Spirits, Ectoplasmic Shield) Mask: Comprehend 1 (Spirits) [2PP] Features 2 (Deathly Mien*, Undead Presence*) [2PP] *Power Profiles, "Death Powers" Super-Senses 6 (Counters Concealment [Visual senses]; Counters Illusion [Visual senses]; Counters Obscure [Visual senses; “Darkness” descriptors]) [6PP] (Additional Descriptors: Divination Magic, True Sight) Super-Senses 8 (Magic and Supernatural Awareness; Descriptor requency: Very Common; Sense Type: Visual, Default: Accurate, Acute, Ranged; Extras: Penetrates Concealment, Tracking) [8PP] (Additional Descriptors: Divination Magic, True Sight) Enhanced Feats 1 (Quick Change) [1PP] (Descriptors: Dressing Spell, Magic, Telekinesis) Magic 16 (32PP Array; Feats: Alternate Power 7; Drawbacks: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [37PP] Base Power: [5 + 5 + 11 + 11 = 32PP] (Additional Descriptors: Utility Spells) Dimensional Pocket 1 (Extras: Duration 3 [Continuous, Lasting]; Flaws: Requires Grapple; Feats: Progression [Cargo] 1 [250 lbs.]) [5PP] (Additional Descriptors: Dimensional Magic) Move Object 1 (Lifting Strength: 5, Heavy Load: 50 lbs.; Extras: Damaging, Range [Perception]; Feats: Precise) [5PP] (Additional Descriptors: Spectral Hand, Telekinesis) Telelocation 10 (Range: 200,000 miles; Extras: Duration [Sustained, Lasting]; Flaws: Limited [Only learns the target's direction relative to her, not their exact location], Medium [Requires a piece of the target, or an object heavily infused with the target's resonance]; Feats: Dimensional 2 [Afterlives, Death Dimensions, Underworlds], Rapid 9 [x1,000,000,000; Take 20 to Search maximum area in less than a second as a Free Action]; Drawbacks: Action 3 [20 minutes], Noticeable, Power Loss [When deprived of specially prepared compass; Frequency: Uncommon]) [11PP] (Additional Descriptors: Divination Magic, Finding Spell, Ritual Magic) Transform 1 (Any inanimate object into any other inanimate object; Extras: Duration [Continuous, Lasting], Range [Perception]; Feats: Progression [Mass] 3 [10 lbs.], Subtle) [11PP] (Additional Descriptors: Transmutation Magic) Alternate Power: [32PP] (Additional Descriptors: Hellfire Blast, Necromancy) Blast 12 (Range: 10 120ft Increments, 1,200ft Max; Feats: Accurate 2 [+4 Attack], Affects Insubstantial 2 [Full effect], Improved Critical 2 [18-20], Incurable, Precise) [32PP] Alternate Power: [32PP] (Additional Descriptors: Curse of Withering, Necromancy) Drain 10 (All Abilities at once; Extras: Range 2 [Perception]; Flaws: Action [Full], Limited [Physical Abilities: Str, Dex, Con]; Feats: Incurable, Reversible, Slow Fade [1 minute]; Drawbacks: Full Power) [32PP] Alternate Power: [22 + 10 = 32PP] (Additional Descriptors: Exorcism, Necromancy, Rebuke Infernal, Rebuke Undead) Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Range 2 [Perception]; Flaws: Action [Full], Limited [Demons/Devils and the Undead]; Feats: Affects Insubstantial 2 [Full effect], Incurable; Drawbacks: Full Power) [22PP] Damage 10 (Extras: Linked [Drain], Range 2 [Perception]; Flaws: Action [Full], Limited [Demons/Devils and the Undead]) [10PP] Alternate Power: [32PP] (Additional Descriptors: Glimpse of The Abyss, Necromancy, Peace of The Grave) Emotion Control 10 (Extras: Area [Type: General; Shape: Burst], Selective; Flaws: Action [Full]; Feats: Progression [Area Size] 1 [100ft radius], Reversible) [32PP] Alternate Power: [32PP] (Additional Descriptors: Command Infernal, Command Undead, Necromancy) Mind Control 10 (Extras: Area [Type: General; Shape: Burst], Conscious; Flaws: Limited [Demons/Devils and the Undead]; Feats: Mental Link, Progression [Area Size] 1 [100ft radius]) [32PP] Alternate Power: [32PP] (Additional Descriptors: Banishment, Exorcism, Necromancy) Nullify 10 (All Supernatural Emotion Control, Mind Control, and Summon effects at once; Extras: Area [Type: General; Shape: Burst], Range [Perception]; Flaws: Action [Full]; Feats: Progression [Area Size] 2 [250ft radius]) [32PP] Alternate Power: [5 + 27 = 32PP] (Additional Descriptors: Necromancy, Paths of The Underworld) Super-Movement 2 (Dimensional Movement 2 [Afterlives, Death Dimensions, Underworlds]; Extras: Linked [Teleport]; Feats: Progression [Cargo] 1 [250 lbs.]) [5PP] Teleport 9 (900ft per Move Action, 20,000 miles per Full Action; Extras: Accurate, Linked [Super-Movement]) [27PP] Super-Senses 6 (Death Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Acute, Radius, Ranged) [6PP] (Descriptors: Magic, Necromancy) Super-Senses 4 (Postcognition; Extras: Simultaneous, Special [Substitute interaction skills for Notice and Search, +0]; Drawbacks: Action 6 [20 minutes], Noticeable) [1PP] (Descriptors: Demon Summoning, Magic, Necromancy, Ritual Magic, Spirit Conjuring) Super-Senses 4 (Precognition; Flaws: Limited [Death], Uncontrolled) [1PP] (Descriptors: Magic, Necromancy) Abilities (48) + Combat (14) + Saving Throws (12) + Skills (22) + Feats (8) + Powers (78) = 182/183 Power Points ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Curse of Withering Perception DC20 Fortitude (Staged) Drain Str/Dex/Con Dimensional Pocket* Touch/Grapple DC11 Reflex Trapped Emotion Control Perception/Area DC20 Will (Staged) Calm: Counters all Emotion Control conditions Despair: Shaken/Helpless Fear: Shaken/Frightened/Panicked Hate: Attitude = Hostile Hope: Counters Despair and Fear conditions Love: Attitude = Friendly/Helpful/Fanatical Exorcism Perception/Area Will or Power vs +10 Nullify* Finding Spell Extended DC20 Will Telelocation Hellfire Blast Ranged DC27 Toughness (Staged) Damage (Energy) Mind Control** Perception/Area Will vs +10 Controlled Rebuke** Perception DC20 Fortitude (Staged) Drain Toughness DC25 Toughness (Staged) Damage (Energy) Spectral Hand* Perception Grapple vs +2 Pinned/Bound DC16 Toughness (Staged) Damage (Energy) Transmutation* Perception DC11 Reflex Transformed *Utility power, not generally used as an attack, but technically capable of being used as such. **Limited to Demons/Devils and the Undead.
  16. Bastion Beetle Power Level: 12 (Built as PL10) (180/180PP) Unspent Power Points: 0 Trade-Offs: -4 Attack / +4 Damage, -4 Defense / +4 Toughness In Brief: A mysterious beetle creature found wandering in the woodlands outside of the emerald cities proper Catchphrase: Bzzzzzzt *Click click* Theme: Durability - Tribes of Neurot Alternate Identity: None Birthplace: Emerald City Residence: Emerald City Woodlands Base of Operations: Emerald City Occupation: Mysterious Beetle friend Affiliations: Emerald City Family: Description: Age: 3 Months Apparent Age: Adult Gender: None Ethnicity: Genetically Engineered Life form (Insectus Invictus Rex) Height: 10ft Weight: 1600 lbs Eyes: Green Hair: N/A Standing at a solid 10ft tall and built to battle and endure, Bastion beetle appears like a chimeric cross of several different species of insects such as a thick opalescent black carapace and the horn formation of an atlas beetle with the fore-horn of a Japanese rhinoceros beetle and the powerful pincers of a Giant Stag Beetle with the thick Elytron of an ironclad beetle and the Powerful wings of a Hercules beetle beneath them. Layered over a stocky humanoid form with thick fiberous muscle tissue at the joints to allow greater flexibility. History: There have been recent reports of seeing a towering humanoid figure clad in black armour and bearing all manner of jagged natural weapons wandering around in the woods outside of emerald city, many are passing it off as a particularly clumsy member of the cryptid clans those in the know with the cryptid clans know that it is not counted among their numbers, Personality & Motivation: Being relatively new to the world Bastion beetle is relatively curious about his surroundings, though he is not particularly aggressive he enjoys his solitude and maintains a small territorial area within the woods, opting to stridulate menacingly at those whom trespass from outside their view if possible particularly having a problem with creatures of comparative size to himself, he leaves smaller mammals, avians and his insectoid kin to their business. Powers & Tactics: If forced into conflict he will opt to hold his ground and attempt to wrestle his foes into submission as his instincts dictate, blessed with the greatest strengths of some of the worlds most remarkable insects as well as an enhanced capacity of intellectual deduction and reasoning he is surprisingly capable of complex tactical decisions and actions Power Descriptions: all of Bastion beetle's powers are based upon the various physiological traits of the beetles he was engineered from, the amazingly tough carapace of the ironclad beetle, the great strength of the taurus beetle and so forth, only his enhanced capacity for intelligent thought stands out. Complications: Bug out: Despite his enhanced intelligence and formidable superhuman physiology bastion beetle is still very much a instinctual creature and as such is prone to knee jerk reactions such as violently attacking or fleeing from percived threats that may not actually pose danger to him. Posing up a storm: Still unused to the verbal communications used by most humanoid lifeforms bastion is far more likely to communicate through body language, namely in the form of assuming somewhat exaggerated poses to communicate thoughts and feelings about a situation, this can be both humorous and threatening to people unfamiliar with him and his odd behavior as well as making it considerably harder for him to lie about things to those who are familiar with the behaviours of insects. Ugly bug brawl: Due to his monstrous appearance bastion has found that he causes great distress in some humans to the point that they actually attack him (with an Aerosol of ineffectual concentration named "raid") This has created an association of being attacked when someone comments on his appearance and can lead to him becoming deeply distressed and extremely jumpy in these situations due to the numerous failed attempts on his life resulting from it. Abilities: 14 + 4 + 14 + 14 + 4 + (-2) = 48PP Strength: 24 (+7) / 38 (+14) Dexterity: 14 (+2) Constitution: 24 (+7) / 30 (+10) Intelligence: 24 (+7) Wisdom: 14 (+2) Charisma: 8 (-1) Combat: 12 + 8 = 20PP Initiative: +2 (+2 Dex) Attack: +6 Base, +6 Melee, +6 Ranged Defense: +6 (+4 Base, +3 Dodge Focus, -1 Large Size), +2 Flat-Footed Grapple: +25/+30 Knockback: -16 Saving Throws: 0 + 8 + 8 = 16PP Toughness: +14 (+10 Con, +4 Protection) Fortitude: +10 (+10 Con, +0) Reflex: +10 (+2 Dex, +8) Will: +10 (+2 Wis, +8) Skills: 32R = 8PP Craft [Chemical] 3 (+10) Investigate 3 (+10) Knowledge [Life Sciences] 3 (+10) Knowldge [Physical Sciences] 3 (+10) Knowledge [Tactics] 8 (+15) Notice 6 (+8) Sense Motive 6 (+8) Feats: 14PP Beginner's Luck Improved Grab Jack-of-All-Trades Luck 3 Master Plan 2 Move-by Action Power Attack Skill Mastery (Knowledge [Tactics], Notice, Sense Motive, Investigate) Stunning Attack Take-down Attack Ultimate Effort [Strength Checks] Powers: 16 + 13 + 3 + 4 + 6 + 10 + 14 + 12 = 78PP Beetle Beatdowns Array 7 (14PP Array; Feats: Alternate Power 2) [16PP] (Martial arts) BP: Autofire Strength 14 (Beetle Barrage) Add (Extras: Autofire) to Unarmed {14/14PP} (Martial arts) AP: Drain 10 (Kabuto Crush; Drains Any single Trait: physical descriptor 2pp a rank Extras: Affects Objects; Flaws Requires Grapple, Action [Full action] Feats: Slow Fade 4 (1 hour)) {14/14PP} (Martial arts) AP: Secondary Effect Strength 14(Reverberating Strike) Add (Extras: Secondary Effect) to Unarmed {14/14PP} (Martial arts; Vibration) Growth 4 (Beetle Bulk; Extras: Duration [Continuous]; Flaws: Permanent PFs: Innate) (+8 Strength, +4 Con, +1 Size) [13PP] (Biological, genetic modification) Flight 2 (Clumsy Flier; Drawbacks: Power Loss [Wings]) [3PP] (Biological; Wings) Protection 4 (Hardened Shell) [4PP] (Biological, Chitin) Enhanced Constitution 6 (Hyper Efficient Physiology) [6PP] (Biological) Impervious Toughness 10 (Iron Clad Beetle Shell) [10PP] (Biological, Modified atomic latice) Enhanced Strength 14 (Scarab Might) [14PP] (Biological) Super-Strength 5 (Taurus Beetle Strength; Feats: Shockwave, Super-Breath) (+25 Strength, Heavy load: 153.6 tons) [12PP] (Biological) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 29 Toughness Damage Kabuto Crush Touch (grapple) DC20 Fortitude Drain (phys scores only) Totals: Abilities (48) + Combat (20) + Saving Throws (16) + Skills (8) + Feats (14) + Powers (78) - Drawbacks (0) = 180/180 Power Points
  17. Thorn Power Level: 10 (150/153PP) Unspent Power Points: 3 Trade-Offs: None In Brief: A young plant-controller trying hard to prove he can do more than just make a pretty garden. Catchphrase: None Theme: None Alternate Identity: Nicholas Starkey (Secret) Birthplace: Portland, OR Residence: Freedom City, New Jersey Base of Operations: Freedom City, New Jersey Occupation: Grad student at Freedom City University; part-time delivery person for Ferry's Flowers Affiliations: FCU Botany Dept; Ferry's Flowers Family: Ron & Emily Starkey (parents); Myra Livingston (grandmother) Description: Age: 23 (DoB: May 18th, 1997) Apparent Age: Early 20's. Gender: Male Ethnicity: Caucasian Height: 5' 7" Weight: 170 lbs. Eyes: Green Hair: Light brown Description: Nick has a compact gymnast's build and an inquisitive face. While his clothes are clean and neat, they're fairly unremarkable; he wears jeans, casual shoes, and untucked dress shirts over t-shirts. As Thorn, he wears a total bodysuit that only leaves his hands and feet uncovered. The bodysuit is forest green and is unadorned except for an overlay of overlapping leaf outlines in a slightly darker color. It is very elastic and porous to allow him to grow plants and thorns from his skin. History: Nick had an enjoyable childhood as the only child of a pair of university professors in Portland. For the most part, he was a laid-back kid who got good grades and played sports (although he sat on the bench a lot). He attended Oregon State University, and it was there that his life got sidetracked. In his freshman year, Nick went to a special exhibition at the university greenhouse as part of a biology class assignment. Rare tropical plants were on display, and while he was taking notes on them the roof blew open and the room filled with a choking, irritating gas. The supervillain Black Iris and her goons had arrived to steal some particularly rare plants. Instinctively, Nick grabbed one of the plants as he was overwhelmed by the fumes. He fell with the plant under him, and as he lost consciousness sap from the broken stem oozed over his hands. Later, he awoke in the infirmary of the local superhero group. After some confusion, it was explained to him that he had displayed some unusual physical properties and kept him for observation for a few days. It was their conclusion that some combination of the gas Black Iris had used, the sap from the unusual plant, and Nick's own body chemistry had combined to alter the structure of his body. While not exactly a plant, he seemed to be some kind of hybrid. Nick was delighted. What 19-year-old wouldn't be after being told by a bunch of super-heroes that he had super-powers? His delight turned out to be short-lived as he began to explore his abilities. The physical enhancements were cool: he was stronger, more agile, and much tougher: all good things. But then… well, he could cause plants to grow and he could control their movements. That was… OK. When he discovered he could produce large thorns on his skin, well, that was pretty metal. Discovering that he could grow plants from his skin was kind of gross, actually, although it meant he always flowers for his mom on Mother's Day. Still, it was cool to have powers, even if they were borderline lame ones, and after ordering a special bodysuit online, he was ready to fight the bad guys in his spare time, as Hybrid! Master of Plants. To his credit, he did foil a few robberies, but he soon found out that not very many people took a plant-hero seriously. After a few months of catcalls from bystanders who called him Flower Boy and Kompost Kid, he grumpily abandoned the hero thing and refocused on school. He had been intending to pursue a computer science degree, but he decided to switch to botany has a way of learning more about what he could do with his powers. Nick spent the better part of three years experimenting with his abilities. "Flower Boy," indeed… He wanted to be more like Geckoman! He discovered that he could radically speed up the growth of plants from his skin and from the ground. He could even form weapons from thorny, woody plants! After practicing whenever he could, he ventured into the superhero world again, this time as Thorn. He enjoyed some successes again minor villains, and as graduation neared, he knew what he wanted to do: get accepted into Freedom City's graduate program, and be a hero in Super-people Central! Personality & Motivation: Nick is a friendly guy, open to new experiences and good times. He has an aura of vitality and health that others notice. He doesn't always think things through, though, and this tendency has gotten him in trouble a few times in the superhero business. He is proud to be a superhero and happy to use his powers to keep people safe. However, he also has a (wood) chip on his shoulder about how others react to his powers, and he is determined to show that a plant-hero isn't just a background sidekick. He is usually upbeat and enthusiastic, if a bit naïve: the truly deadly nature of the superhero biz has not really sunk in with him yet. Powers & Tactics: Nick prefers to mix it up with the baddies rather than stand back and use his powers from a distance. He likes to swing into battle using the vines that shoot from his hands and use knobby wood or thorny protrusions on his hands, elbows, etc. to deliver damage. He really wants to be a Spider-Man type, even if he doesn't quite have the talent for it. While his instincts are good, he's not the most skilled fighter, and when things don't go well he will resort to the hallucinogenic sap he can generate to slow an opponent down, or Snare opponents by causing plants in the area to grow. If grappled or attacked by several people in melee, he'll cause large thorns to protrude from his body to damage enemies and provide him with some space. He has also developed a short-ranged attack that's essentially a thorny hardwood clump on the end of a vine that he can swing around, using the flexibility of the vine to cause the "flail" to curve round and strike from unexpected angles. Power Descriptions: All of Nick's powers are plant-based. Swinging, wall-crawling, and his melee combat enhancements all come from being able to grow plants incredibly rapidly from his body. For swinging, he grows creeping vines out of his hands so that they latch on to nearby buildings, protrusions, etc. When he wall-crawls, he grows root systems from whatever body surface he needs to cling with. His melee combat enhancements are thorny, hard wood shapes he grows around his hands or other body parts like cesti or spiked elbow pads, for example. The damage aura is a profusion of large thorns over his entire body. The Nauseate effect comes from a hallucinogenic sap he generates in his body. He injects it through hollow thorns that protrude from his fingertips at will. The Snare is a rapid growth of plants from the ground that entwine and entangle the victim. Complications: Aquaman Syndrome: Nick is very focused on proving that his powers can do more than just cause some plants to grow and wrap people up. Nick can be taunted, tricked, or manipulated into going toe-to-toe with a villain instead of using his non-melee abilities even when the latter is a better tactic. Move towards the light!: Nick's Immunity to Starvation and Regeneration only work if he can access sunlight (or grow lights) to photosynthesize. He wears a Med Alert bracelet that says "Put me in the sun." "Green-blooded hobgoblin": Nick's physiology is no longer exactly human. This makes medical treatment problematic even for someone immune to poisons and disease. Also, he has to be very careful if he bleeds in his secret ID, as the green blood is… weird. Just say no to Monsanto: While Nick is immune to poisons that humans need to be wary of, he is susceptible to concentrated herbicides. A Barren Wasteland: It is possible that Nick could find himself in places where no seeds, dormant plants, or roots are nearby for him to use for his Snare ability. Can I get off this ride now?: Nick is sometimes afraid that his body is continuing to change, and that someday he will become a plant, possibly one without the ability to move… or think. A rare specimen: It won't take long for evil scientist types to realize that Nick's odd abilities warrant closer examination. Abilities: 2 + 2 + 2 + 8 + 2 + 2 = 18 PP Strength: 20/12 (+5/+1) Dexterity: 22/12 (+6/+1) Constitution: 26/12 (+8/+1) Intelligence: 18 (+4) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 8 + 8 = 16 PP Initiative: +7/+1 Attack: +10 Melee, +4 base; +4 Ranged, +10 with Snare, +10 with thornball Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +1 Knockback: -5/0 Saving Throws: 3 + 4 + 7 = 14 PP Toughness: +2/+10 (+1/+8 Con, Protection 2) Fortitude: +1/+8/+11 (+1/+8 Con, +3 PP) Reflex: +1/+6/+10 (+1/+6 DEX, +4 PP) Will: +1/+8 (+1 WIS, +7 PP) Skills: 56R = 14 PP Acrobatics 8 (+14) Climb 6 ( +12) Computers 4 (+8) Diplomacy 3 (+4/+8 w/Attractive feat) Knowledge: Life Sciences 8 (+12) Languages 1 (English [native], Spanish) Notice 10 (+11) Stealth 7 (+13) Survival 9 (+10) Feats: 16PP All-Out Attack Attractive (aura of vitality) Dodge Focus 6 Melee Attack Focus 6 Move-by Action Uncanny Dodge (Hearing) Equipment: 0PP = 0EP Powers: 27 + 8 + 10 + 14 + 3 + 6 + 2 + 2 = 72 PP Plant Control Array Rank 12 (24 PP array; Feats: Alternate Power 3) [27 PP] (Plant growth and control) Base Power: Snare 10 (Plant entwining; Feats: Split Attack, Accurate 3) {24/24} (Descriptors: plant-based) Alternate Power: Nauseate 8 (hallucinogenic sap injection; Extra: Poison) {24/24} (Descriptors: plant-based, drug/chemical/hallucinogen) Alternate Power: Blast 5 (Knobbly, thorny wood ball on a vine) Feats: Mighty 5, Improved Range (100 ft) Accurate 3, Indirect 3, Improved Critical 2; Drawbacks: Reduced Range 2 (100 ft max) {22/24} (Descriptors: plant-based, bludgeoning/piercing) Alternate Power: Damage 6 (large thorns protruding from body; Extras: Aura, Duration 2 – Sustained) {24/24} (Descriptors: plant-based, piercing) Enhanced Strength 8 [8 PP] (Descriptor: plant-based physical augmentation) Enhanced Dexterity 10 [10 PP] (Descriptor: plant-based physical augmentation) Enhanced Constitution 14 [14 PP] (Descriptor: plant-based physical augmentation) Immunity 3: Starvation, poison, disease [3 PP] (Descriptor: plant-based physiological changes) Super-Movement 3: Swinging, Wall-crawling 2 (half-movement, sticking) [6 PP] (Descriptors: Swinging – "shooting" rapidly-growing vines from hands; Wall-crawling: using small thorns and micro-roots for grip) Regeneration 2: Resurrection, Regrowth [2 PP] (Descriptor: plant-based physiological changes) Protection 2 [2 PP] (Descriptor: plant-based physiological changes) Drawbacks: None. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Thorny wood ball Ranged DC 25 Toughness Damage Body Thorns Touch/Aura DC 21Toughness Damage Hallucinogenic sap Touch DC 18 Fortitude Nauseate* Plant entwining Ranged DC 20 Reflex Snare *Has Poison Extra, so effect occurs again in following round; target is at least automatically Nauseated regardless of results of Fortitude save Totals: Abilities (18) + Combat (16) + Saving Throws (14) + Skills (14) + Feats (16) + Powers (72) - Drawbacks (0) = 150/153 Power Points
  18. Knight of Earth Power Level: 10 (150/158PP) Unspent Power Points: 8PP Trade-Offs: None In Brief: Mystical cyborg, geomancer mage who uses magic to create prosthetic limbs or tear up the earth. She uses this along with training with fighting with “sword” and shield to control the battlefield Catchphrase: “Break open, Earth!” Theme: https://www.youtube.com/watch?v=DLVf3bj3OCo for her life in general, https://www.youtube.com/watch?v=yPHeW7MLBbw battle music Alternate Identity: James/Ivy Winters (depending on whether she is out to them or not) (Secret) Birthplace: Freedom city Residence: Freedom city, with her father Base of Operations: Her parents’ house Occupation: student at Claremont Affiliations: Claremont (student), Gaian Knight (student), Velocity (saved by) Family: Mother, Bonnie Winters née Onera (deceased), Father, Ronald Winters, Description: Age: 16 (DoB: 14th June 2003) Apparent Age: 16 Gender: Female (born male, not out to her father) Ethnicity: Caucasian Height: 1.92 m (~6’3’’) Weight: 120 kg (265 lbs) (most of the weight comes from her rock limbs) Eyes: grey Hair: Blonde hair, long and straight, it goes to about the middle of her back. Clothing: Normally she wears a dark red jacket or something else long sleeved, loose, black pants, with a black and red skirt over it. Underneath her jacket, she wears a shirt that has some design on it. She has over thirty different shirts with different designs. In her costume, she uncovers her limbs, and wears armour made out of enchanted rock, giving her entire body an appearance as though she is a rocky, fairly humanoid golem. Her helmet has two low quality rubies over where her eyes are, it tints her vision red, but she can look through it. History: “When young, James was always far more at ease with the girls and doing stereotypically female things rather than doing the ‘male’ things. James joined ballet at age of six, and was an active dancer until her accident at age fourteen. Though her parents are kind, they did not understand it, and her father especially wanted her to try more manly activities. After being bullied at school for her hobbies, James vented about it to her mother, who told one of her friends at a tennis club about it, though couched in general terms. The friend said it reminded him of being transgender, something his little brother had experience with. After getting the contact details, James’ mother helped James contact him, and so James came in contact with a LGBT+ support group. As she got more involved in that, it became clear to both her mother and herself, that she was in fact transgender. When sounding out whether her father would be supportive, she and her mother got a very negative reaction, something that almost sent her out of the room to cry. After that encounter, they were more careful when going to and from the meetings. When Ivy, having chosen to go by that name just that summer, was fourteen, when on their way from the meeting, they got into an accident, costing her mother her life, while Ivy was pinned down by her legs and wounded on her arm. She was cut out of the wreckage by a hero, Velocity, who helped her get to the ambulance. Her father was there with her, giving his permission for the hospital to do what was needed to save his ‘boy’. The accident took her left leg and her right arm, but it turned out that the hospital had missed something when cleaning her wounds, for an infection that got inside of her wounds festered, leading eventually to necrosis, costing her, her right leg as well. In desperation, Ivy looked for any way that she might regain her mobility, eventually stumbling upon a hidden study in her mother’s study room. In there, she found tomes on all sorts of elemental magic, but what caught her eye was a tome on magical limbs. From there, in combination with other books, she created a spell that formed her limbs. Luckily, she had kept in contact with Velocity, who provided her with the plausible story that she gave Ivy some replacement limbs. Though she did require Ivy to get actual training with her magical powers. She trained with Gaian Knight, a hero on the same team as Velocity, with similar powers to boot, learning a lot over the last two years of her life, and now, she feels as though she can go out and make a difference! … When she has made sure that all of her armour fits her correctly, that is, this version pinches in unfortunate places.” – Ivy Winters, upcoming superhero diary (recorded on a cheap phone), Personality & Motivation: Ivy is generally a happy and cheerful kid teen, always happy to help out. She likes meeting new people and figuring out what makes them tick, or just watching people in the park. Her motivation for being a hero is that she wants to help people like Velocity and Gaian Knight, and she wants to make sure that no one has to lose their parents like she lost her mother. In costume she presents herself as a stoic, emotionless judge… A façade which falls away as soon as she actually meets a hero she looks up to, in which case she becomes excitable and will bombard them with questions. Or it can fall away when she sees someone do something she severely dislikes, such as driving recklessly. Or when fighting, which she quite enjoys. Or when she is doing anything as a hero at all, unless it is scripted and she has prepared beforehand. Powers & Tactics: Using magic, with a moment of concentration, Ivy can create spikes of earth where she wishes them to be, or create a “sword” and shield combination for use in melee fighting. When fighting, her first concern is to isolate the villain from civilians, to do so, she creates spikes all around the target, creating a makeshift arena that is difficult to escape without some sort movement assisting power. After that, she either closes the distance to wail on them with her sword while using her shield to protect herself, or using her super-strength in combination with her elemental magic to turn the ground into a roiling mess. Power Descriptions: The spikes of earth that Ivy uses are 7 meters (16 feet) tall, with a radius of 5 meter (15 feet (10m/30ft diameter)). Her suit of armour is rocky in appearance, being in fact, made of rocks. It is enchanted to give proper protection though. When disturbing the ground in order to remove sure footing from all but herself, she stabs her sword in the ground. Her “sword” is a roughly hewn rock in the vague shape of a sword, being more useful as a warhammer than an actual sword. Complications: Phobia of dangerous driving: though not afraid of cars in general, going above any speed limit or doing any sort dangerous driving will send her into panic and seeing dangerous driving will make her angry. The GM can give her a hero point whenever this causes her problems. For example, freaking out during a high speed chase. Stone sinks, duh.: Stone usually isn't lighter than water, normally not really relevant, but when three of your limbs are stone, swimming becomes difficult. Double life: Keeping a double life is quite difficult normally, when your limbs usually resemble those of your alternate identity, it becomes far more so. Then there are the times that she has stayed up too late training her magic. That will only get worse as her heroic career takes off. The GM can give her a hero point whenever this causes her problems. For example, when the parallel between her civilian and her heroic personas cause her to be targeted, or when her schooling suffers due to tiredness from training or other heroic activities. To be out and proud: is to be vulnerable. She has learned the lesson well, and though she is transitioning, she tries to keep people from realizing it, so at school she always presents as female, while at home she always presents as male. She does her best to keep people from realizing that she wasn't born female. The GM can give her a hero point when this causes her problems. For example, when she is not recognized by someone due to her different presentation, or it causes her relationship problems due to not wanting them to visit her at home. ABILITIES: 8+10=18PP Strength: 20/10 (+5/+0), 65/10 Lifting (Heavy Load: 100 tons / 100 lbs.) Dexterity: 10 (+0) Constitution: 30/10 (+10/+0) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 20 (+5) COMBAT: 12+12=24PP Initiative: +0 (+0 Dex) Attack: +6, +10 Melee, +10 Earth Blast Grapple: +24/+10 (+10 Melee Attack, +5/+0 Strength, +9 Super-Strength), +34 vs Earth/Stone (Perception-range Move Object 17) Defense: +10/+6, +5/+3 Flat-Footed Knockback Resistance: 5/0 SAVING THROWS: 6+6=12PP Toughness: +10/+0 (+10/+0 Con) Fortitude: +10/+0 (+10/+0 Con, +0PP) Reflex: +10/+6 (+0 Dex, +4 Enhanced Reflex, +6PP) Will: +10 (+4 Wis, +6PP) SKILLS: 88/88R = 22PP Bluff 15 (+20) Concentration 6 (+10) Craft (Artistic) 15 (+15) Diplomacy 10 (+15) Gather Information 10 (+15) Knowledge (Arcane Lore) 11 (+11) Perform (Dance) 10 (+15) Sense Motive 11 (+15) FEATS: 4+3+1=8PP Attack Focus (Melee) 4 Luck 3 Skill Mastery (Bluff, Diplomacy, Sense Motive, Performance (Dance)) POWERS: 41+20+8+4=73PP Descriptors: Magic Earth Control 19 (38PP Array; Feats: Alternate Power 3) [41PP] Base Power: [10 + 10 + 18 = 38PP] Damage 5 (Feats: Extended Reach [10ft], Improved Critical 2 [18-20], Mighty, Variable Descriptor [Bludgeoning, Piercing, or Slashing damage]) [10PP] (Additional Descriptors: Bludgeoning, Stone Weapon) Enhanced Strength 10 [10PP] (Additional Descriptors: Stone Limbs) Super-Strength 9 (Lifting Strength: 65, Heavy Load: 100 tons) [18PP] (Additional Descriptors: Stone Limbs) Alternate Power: [38PP] (Additional Descriptors: Stone Projectiles) Blast 10 (Range: 10 100ft Increments, 1,000ft Max; Extras: Autofire; Feats: Accurate 2 [+4 Attack], Indirect 3, Precise, Subtle, Variable Descriptor [Bludgeoning, Piercing, or Slashing damage]) [38PP] Alternate Power: [38PP] (Additional Descriptors: Stone Constructs) Create Object 10 (Range: 1,000ft; Max Volume: 10 cubes; Toughness: 10; Lifting Strength: 50, Heavy Load: 12 tons; Extras: Duration [Continuous]; Feats: Indirect 3, Innate, Precise, Progression [Max Volume] 1 [10ft cubes], Stationary, Subtle) [38PP] Alternate Power: [38PP] Move Object 17 (Lifting Strength: 85, Heavy Load: 1,600 tons; Extras: Range [Perception]; Flaws: Limited [Earth/Stone]; Feats: Accurate 2 [+4 Attack], Precise, Subtle) [38PP] Enhanced Constitution 20 [20PP] (Descriptors: Stone Armor, Stone Limbs, Stone Shield) Enhanced Defense 4 [8PP] (Descriptors: Stone Armor, Stone Limbs, Stone Shield) Enhanced Reflex 4 [4PP] (Descriptors: Stone Armor, Stone Limbs, Stone Shield) DRAWBACKS: -3-4=-7PP Involuntary Transformation (Changes into Normal Identity and acquires the Disability [One Arm] and Disability [Paraplegic] drawbacks when she fails to save against a Nullify effect; Frequency: Uncommon; Intensity: Major [Cannot resist]) [-3PP] Normal Identity (Frequency: Common [Full Action]; Intensity: Major) [-4PP] ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC20/15 Toughness (Staged) Damage (Physical) Stone Weapon Touch +5ft DC25 Toughness (Staged) Damage (Physical)* Stone Projectiles Ranged (1,000ft Max)** DC25 Toughness (Staged) Damage (Physical)* Stone Constructs Ranged (1,000ft Max)** DC20 Reflex Trapped Dropped Object Ranged (1,000ft Max) DC20 Reflex Avoided DC25 Toughness (Staged) Damage (Physical) Move Stone Perception Grapple vs +34 Pinned/Bound*** Thrown Stone Thrown (Str 85) DC25 Toughness (Staged) Damage (Physical) *Variable Descriptor (Bludgeoning, Piercing, or Slashing). **Indirect 3. ***Limited (Earth/Stone). Abilities (18) + Combat (24) + Saving Throws (12) + Skills (22) + Feats (8) + Powers (73) - Drawbacks (7) = 150/158 Power Points CREDIT: All of the sensible power choices are credited to Grumblefloof. Edits made to the power point spending by me: Skill: Knowledge (Arcane Lore) +1 and Feat: Skill Mastery (Bluff, Diplomacy, Performance (Dance)) (Sense Motive on recommendation by Grumblefloof).
  19. (this sheet uses my last veteran reward) Angelic (Änglalik in her native Swedish) Power Level: 10/11 (202/207PP) Unspent Power Points: 5 Trade-Offs: ±0 Attack / ±0 Damage, -2 Defense / +2 Toughness Identity: Secret Alternate Identity: Eira Katastroff Natt och Dag Birthplace: Sigtuna, Sweden Legal Status: Swedish citizen with no criminal record Base of Operations: Freedom City, New Jersey Residence: Claremont Academy Occupation: SCIENCE Affiliations: The Katastroff Family Family: Bernhard Katastroff (Father) Magda Natt och Dag (Mother) Age: 19 (Date of Birth: April 1st, 2002) Gender: Female Species: Machine intelligence Height: 5'7" Weight: 150 lbs Skin: Pale/Silver Hair: Blue/NA Eyes: Blue/Blank White Orbs Character History: Eira Katastroff Natt och Dag is from one of the oldest families in Sweden; the Katastroffs can trace their maternal lineage back to the House of Vasa in the 1500s, while the Natt och Dag clan's heritage goes back to the medieval period. In the days of her ancestors, this would have meant a cloistered childhood in a castle, an education in sewing and household management, and eventual marriage for political purposes. But Europe's nobility is (generally) not what it is in old American movies. Though Eira was technically born in a castle outside the small town of Sigstuna, her family actually lives in a 19th century mansion nearby, and a significant portion of their income comes from renting the Natt och Dag castle out to the government for tourist purposes. Her father is technically heir to a great many noble titles but in day-to-day life is an investment banker, while her mother (of equally noble lineage) is actually one of Sweden's more successful tax attorneys. When she was four years old, she started getting sick - a sickness that grew worse and worse as she got older and older, until when she was eight years old it seemed like she wouldn't live another year. She couldn’t even pronounce the name of the disease until after her second birth - but it was in her heart, it was slow, and it would mean her death before she reached the age of 10. She remembers those days painfully; how sick and cold she was all the time, as if she would never get better again, the weeks, then months inside and outside of hospitals, how she hated the way other children could run and play when she was caged by her own failing flesh, and how sad it seemed that she was going to Heaven before she even learned to ride a bike. She believed in Heaven then, in the idea of a world where everything would be better even if nothing was good here. And then her uncle and his friends from America helped her. It took her some time to actually understand what had happened to her - her brain patterns had been carefully studied by some of the most powerful computers (and minds) on Earth, then reconstructed inside a computer even as her organic body died. From there her brain was uploaded into a new body; a cunningly-built robotic duplicate of her original physique. All she really knew was that she was healthy now, and could go into computers if she wanted, and if she had to learn how to control a body again - well it was still better than the failing one she'd had. If her parents had any hesitation about what had happened, a daughter who could run and play and hug them was a great balm to the mind. For her part, Eira was delighted to make new friends - to really get to know her uncle as more than just a smiling Jultomten figure, to meet American superheroes like her beautiful Tant Americana, like Sharl, who was like the older brother she’d never had, and friends of his who were like fantastic creatures from another life. Eira's childhood has been distinctly...odd, even if you leave out the superheroes - a body growing in fits and starts as advancing technology allowed for more and more upgrades, and as her 'flesh' was enhanced to match her aging mind. She remembers the day she chose to start her puberty, when a mental command at the age of fourteen awakened cunningly-concealed programming that she’s still learning how to cope with. Most of her education took place privately through hired tutors, and she made few friends her own age. But she’s an unparalleled genius (as well she should be) and by the age of sixteen had earned a bachelor’s degree in Computer Science from Stockholm University in Sweden. She’s recently returned from a year in space alongside her “big brother”, the Terran-born Lor hero Citizen - and is eager to apply what she’s learned to Earth. Unfortunately, things haven’t gone quite the way she expected lately. Her behavior is not 'out of control' and she certainly has not "allowed her intelligence to blind her to the need to understand human beings!" Now she’s graduated from Claremont and working in Freedom City, the better to break into her role as a truly global heroine! Physical Description: When she can get away with it, Eira Katastroff Natt och Dag dresses like the metalhead she is. Usually this just means a black T-shirt emblazoned with bands she likes (she's a big fan of Arch Enemy, especially because some people say it's not real metal) and riveted jeans; but she likes to take the time to make really good outfits out of black leather and metal before she hits a concert. When she can't get away with it, she reluctantly dons the formal dresses and flowery blouses that befits a member of the Swedish nobility. (She has to make more public appearances than she'd like, primarily at the hospitals that her family's wealth helps endow.) She has long hair that she's dyed bluish-white, and when she can get away with it she likes to let it fall down across her face - though that's primarily just for a look. When she's working on a project, she pulls her hair back in a ponytail, pulls on a leather apron over her outfit, and goes to work. She likes to wear circular black mirrorshades that look vaguely steampunk. Angelic is a gorgeous, traditionally feminine paragon that looks decidedly different from the punk-rock inventor that is Eira Katastroff. Her short blonde hair and her blue eyes are perfect, her voluptuous form hugged tightly by a blue and yellow costume with a large S across the chest and a flowing golden cape behind her. She flies with a skirt on and shorts on under the skirt. She does not have any visible piercings or tattoos, though technically the one on Eira’s back that reads FOREVER GIRL is just magnetically treated skin. She speaks English with a distinct Swedish accent. Her Galstandard is accented to a cunning traveler of the stars, but it's rather different - it's distinctly old-fashioned and rustic, the celestial equivalent of Appalachian English. Eira likes to wear eye-catching makeup, usually dark blue lipstick and eyeliner to match her hair and pale complexion, but will reluctantly don a more conventional appearance if she needs to fit in. She has several piercings and likes to move them around - after all, they don’t really cause her any pain and she can easily seal the holes up again. Currently she has both ears pierced (she likes to wear pentagram earrings, as they’re metal!) and her left eyebrow (it’s just a studded bar), the ones in her ears are iron and the one in her eyebrow is silver. Powers and Tactics: Angelic prefers not to fight but sometimes you must. She does a distinct ritual with her fingers whenever she's about to go into battle; cracking her knuckles and spreading her fingers out just so; this has to do with tying into the circuits in her wings as well as powering up her internal systems. Her primary combat weapon is the spikes of computronium buried above her wrists that she can extrude at will, the extruded blades letting her directly interface with a wide variety of cybernetic system, and are also really sharp! She can cut you with her wings, too, so watch out, dårar! Her powers are essentially cyberkinetic in nature, so any power stunts will be centered around that. Personality and Motivation: “Higher. Further. Faster.” Eira’s personality is one that looks for limits and pushes them as far as they’ll go - sometimes dangerously. Even she’s not immortal. She is just a robot angel cast in lightning. Eira is arrogant, as well she should be. She is considerably smarter, stronger, and tougher than most people she knows - and indeed most anyone else, anywhere.. Eira also has lots of self-doubt, as many publicly arrogant people do - she wonders if she’ll ever have real friends or a romantic partner. She knows all too well how different she is from other people - and deep down she wishes she was a bit more like them. Part of the reason she likes listening to metal music is that it’s something normal teenagers like to do - but mostly it’s because she likes the sound. Eira enjoys the chance to apply her intelligence to bringing down enemies, and isn’t above pointing out to them exactly how she just did the thing she did to bring them low. Eira likes showmanship - though she’s still not entirely good at it. Eira identifies as a machine intelligence, though it’s not a fact she’s particularly eager to broadcast. (She doesn’t want to be a test case for Europe or America’s laws about the legal rights of machines, even if she’d probably win such a test case because of her family’s wealth and connections.) She doesn’t particularly identify with other machine intelligences as equals, but she would react violently and vigorously to any organic attempts to enslave other machine intelligences. After all, she knows where that’s going. Eira has some rather old-fashioned attitudes about the Norse pantheon, and regards their current resurgence as a sign of how many people have forgotten the lessons of World War 2. She is vigorously proud of the Fenriswulf, and of the family scandal some seventy-five years ago when her maternal grandmother was born as a result of a civil marriage between a scion of Swedish nobility and the painter from Norway he'd invited into his home in 1940. Complications: Domo Arigato: Eira is a robot; things that work on the living do not work on her, while things that work on machines work all too well. Friends On The Other Side: From Fenris to the Storm family,. from Citizen to Miss Americana, Eira has friends and family all over the world and beyond - but many of them have powerful enemies. "Little Niece": Eira grew up in the shadow of the superheroic community - and now everybody knows her! Scientists and engineers recognize Miss Americana and Dragonfly's perky little assistant, hobgoblins and frost giants recognize Kimber Storm's little niece with all the questions, Praetorians and Lor recognize Citizen's little sister with the big smile (my how you've changed, etc), and so on, and so on, and so on. It has its advantages but it also means that everyone's watching - or it feels that way, anyway! Machine Within: Eira's skin has a tendency to get knocked around when she takes hard hits, sliding around loosely or even parting to show the wet pink polymer underneath. Her 'blood' is a magnetorheological fluid that looks like high-quality stage blood but is clearly not under the slightest serious chemical investigation. Her eyes are typically blue but glow blue if damaged. Not Included: Eira's internal power source is a powerful chemical battery rather than an internal power plant - this makes it relatively easy for her to repair and recharge herself, but it does mean she's vulnerable to being captured and disabled. This Flesh: Is Eira's disconnection from the flesh a result of her cybernetic nature, or just because she's eighteen? Either way, she's eager to feel things - just not to show that she's feeling them. Uncanny Valley: Eira is perfectly human on the outside. But sometimes creatures, and people, with particular sensitivities will get a strange vibe off her - as if she is the dead brought back to life, or something that never was alive. Abilities: 0 + 0 + [-10] + 12 + 6 + 2 = 10PP STR 30/10 (+10/+0), effective lifting STR up to 55 DEX 10 (+0) CON n/a INT 22 (+6) WIS 16 (+3) CHA 12 (+1) Combat: 8 + 8 = 16PP Init: +6 Attack: +4, +10 Melee Defense +8 (+4 Dodge Focus, +4 Base; +2 Flat-Footed) Grapple: +10, up to +25 max Knockback: -9/-3 Saves: 0 + 5 + 4 = 9PP TOU +12/+6 [6 Impervious w/Force Field] FORT n/a REF +5 (+0 Dex, +5) WILL +7 (+3 Wis, +4) Skills: 76R=19PP Bluff 5 (+6, +10 w/ Attractive) Computers 4 (+10) Concentration 2 (+5) Craft (Electronic) 4 (+10) Craft (Mechanical) 4 (+10) Diplomacy 5 (+5, +10 w/ Attractive) Disable Device 4 (+10) Intimidate 12 (+13) Knowledge (Arcane Lore) 6 (+10) Knowledge (Technology) 4 (+10) Languages 3 (English, Galstandard, Lor, Swedish [base]) Medicine 2 (+5) Notice 2 (+5) Perform (Dance) 8 (+9 ) Pilot 5 (+5) Sense Motive 6 (+9) Feats: 21PP All-Out Attack Attack Focus (Melee) 6 Attractive Benefit (Fame) Dodge Focus 4 Interpose Inventor Luck 2 Power Attack Speed of Thought Takedown Attack 2 Enhanced Feats Beginner’s Luck Eidetic Memory Fearless Improvised Tools Jack of all Trades Online Research Quick Change 2 Powers: 11 + 29 + 1 + 8 + 1 + 7 + 40 + 13 + 6 + 8 + 3 + 6 = 133PP All of her descriptors are technological. She is a robot Container 2 (PNG, little robot buddy, PF: Subtle [is very small spider]) [11PP] Features 2 (Audio-Visual Recording, Internet Connection) [2PP] Communication 2 (100 ft, radio, Extra: Two-Way) [4PP] ESP 2 (100 ft, visual, Extras: No Conduit, Simultaneous) [4PP] Cybernetic Systems Array 12 (onboard systems, 24PP; PFs: Alternate Powers 5) [29PP] BE: Enhanced STR 20 (empowerment; to STR 30/+10) + Enhanced Feats 4 (Affects Insubstantial 2, Improved Crit 2 [unarmed strike]) {20+4=24/24} AP: ESP 4 (technoclairvoyance, Auditory + Visual Senses, 1 mile, DC 14 Notice; Extras: Action [Free], Duration [Sustained], No Conduit; Flaw: Medium [cameras]; PFs: Fast Task 4 [Full Action to search 100-mile-diameter area]) {24/24} AP: Damage 10 (destruction; Extras: Linked [Drain], Secondary Effect; Flaws: Limited [Objects], Limited [Electronics]) + Drain Toughness 10 (Extras: Affects Objects, Linked (Damage), Secondary Effect; Flaws: Limited [Objects], Limited [Electronics], PFs: Extended Reach 1, Improved Crit 2) {18/24} AP: Illusion 5 (holographic playback system, visual and audio; Extra: Duration [Sustained]; PFs: Precise, Progression 3 [50 ft by 50 ft]) {24/24} AP: Mind Control 10 (machine control; Extras: Duration [Sustained], Instant Command, Sensory Link; Flaws: Limited [Machines], Range 2 [Touch]; PFs: Extended Reach 1, Improved Crit 1, Mind Blank, Mental Link) {24/24} AP: Transform 10 (machine mastery; Extras: Affects Objects, Duration [Continuous; undone through application of the same power, reprogramming, and/or re-entering the data]; Flaws: Action [Full], Distracting, Limited [Objects Only], Range [Touch], PFs: Extended Reach 1, Improved Crit 2, Innate]) {24/24} Datalink 1 (wifi, 10 ft, radio) [1PP] Enhanced Feats 8 (wifi/magnetic skin; Beginner’s Luck, Eidetic Memory, Fearless, Improvised Tools, Jack of all Trades, Online Research, Quick Change 2 [Eira/Angelic]) [8PP] Feature 1 (Internal Compartment [light load at STR 10 is 33 lbs.) [1PP] Force Field 6 (magnetic deflection; Extra: Impervious, Flaw: Limited [Dodge Bonus]; PF: Subtle) [7PP] Immunity 40 (is a robot; Fortitude Saves, Mental Effects) [40PP] Paragon Array 5 (10 PP, PFs: Dynamic, Dynamic Alternate Power 1) [13PP] DBE: Flight 0-5 (250 MPH/2500 feet per move) {10/10} DAP: Super-Strength 0-5 (Effective STR 30-55, Heavy Load: 800 lbs-24 tons) {10/10} Protection 6 (metal body) [6PP] Regeneration 6 (smart metal skin; Recovery Bonus +0, Resurrection 1 [week]; PFs: Persistent, Regrowth) [8PP] Quickness 6 (diamond brain; x100, Flaw: Mental Tasks Only) [3PP] Super-Senses 6 (sensors; Infravision, Radio Sense [enhancements: Accurate, Analytical], Uncanny Dodge [Radio]) [6PP] Drawbacks: -6PP Vulnerability (electricity, common, moderate, 50%) [-3PP] Vulnerability (magnetism, uncommon, major, x2) [-3pp] Total Abilities 10 + Combat 16 + Saves 9 + Skills 19 + Feats 21 + Powers 133 - Drawbacks 6 = 202/207PP
  20. Ms. Thursday Power Level: 10/11 (165/181PP) Trade-Offs: -2 Attack/+2 Damage (Strike), +2 Attack/-2 Damage (Blast) Unspent Power Points: 16 In Brief: She's the bastard daughter of Thor and a rebellious punk-maiden of Asgard. Catchphrase: "Djevelen tar deg!" Theme: Enslaved - Loke Alternate Identity: Astrid "Thursday" Torsten Identity: Secret Residence: Claremont Academy Birthplace: Risør, Norway Occupation: Claremont Student, Musician Affiliations: Claremont Academy, The Aesir Family: Thor Odinson (Father), Cathrine Torsten (Mother), Numerous other Aesir gods and goddess. Description: Age: 17 (DoB: January 19th, 2002) Gender: Female Ethnicity: Norwegian/Asgardian Height: 6 Ft. (180 cm.) Weight: 150 lbs. (113 kg.) Eyes: Grey Hair: Red Physical Appearance Astrid takes after her father, possessing the same fiery red hair and fierce grey eyes as the God of Thunder's. From her mother she inherited a row of freckles that are scattered across her cheeks and nose. Having had a rough and tumble childhood, Astrid has always been in decent shape, but her training in the practice yards of Asgard have made her athletic and honed. Similarly, while Astrid always been tall, discovering her heritage has strangely caused her to go through an abrupt growth spurt. Although she’s just itching to be a heroine, Astrid doesn't possess a really possess a superhero costume and prefers her causal wardrobe to classic spandex. She nevertheless does make an effort to at least have the image of a thunderbolt somewhere on whatever clothing she wears when she goes into a fight. Her favorite "battledress" and the closest thing she does have to a superhero costume is a rune-inscribed black-leather jacket with a large stylized thunderbolt symbol on the back. While Astrid has a notable Norwegian accent, its tinged by her travels across Europe, and recently the United States. It's not uncommon for her to pepper her sentences with not only her home country's slang but that of other countries she's visited. She has a brash and straightforward way of talking that can be intimidating when she's in a rage. When she's acting as an agent of Asgard she plays up the warrior princess shtick, ironically mimicking a hero from a medieval play and throwing out "nays" and "thines" for the hell of it. History Astrid was born in a sleepy small town in Norway that most people have never heard of and she’d like to forget. While her childhood wasn't perfect it was mostly a tolerable one. Her mother loved her and while her father was a distant man who would disappear for months at a time he did always come back eventually. That was until he didn't. When that happened, everything changed. Her mother fell into a long depression and once she started using alcohol to self medicate things only got worse from there. When her mother wasn't blaming Astrid for her father leaving, she was berating her being just like him. Eventually Astrid started running away from home whenever things got too bad with her. At first, she tried to find her father whenever she did, but as Astrid got older the futility of chasing a man she barely remembered and her own growing resentment against him caused her to simply travel around aimlessly. Consequently, her biggest role models growing up were her friends in similar domestic situations and the burned-out would-be rockers that she would see performing in bars whenever she runaway to a large town. This cycle of running away and crashing with friends, only to come back for one reason or another, came to an abrupt and tragic end when her mother suddenly died in a car accident during a thunderstorm while she was looking for her. Filled with grief and guilt over not resolving her differences with her mother, and terrified of what the future would hold without her, Astrid purposely got into a random brawl that quickly went too far and became deadly. Fortunately for her, a valkyrie came to Astrid’s rescue and whisked away to Asgard. The valkyrie was sent by none other than Thor, the God of Thunder, who turned to her long lost father. He explained that the father she knew was just one of his many mortal avatars, created to circumvent a Pact that prevented the gods from directly interfering with humanity at their fullest power. By doing so he could return to his favorite hobby of quietly slaying monsters that threatened the world. He also explained how he unexpectedly fell in love with Astrid's mother and started a family with her even knowing that such a union could not last. When Astrid's mother dead, the Odinson thought it necessary to finally intervene in his daughter’s life again and instruct her in the ways of the Aesir. While his explanations didn't do much to calm or convince her, Astrid did accept her father’s offer to let her live in Asgard to hone her suddenly developing powers. After going though some Asgardian battle training, Astrid returned to Earth so that she could finish her education. Given that she was a bonafide demigoddess the only the place that could possibly finish her training was a certain school in the US of A. Personality & Motivation Rebellious, bold, impulsive, stubborn, crass and far too willing to get into a brawl if someone sets off one of her neuroses, Astrid is someone whose fun to be around but can quickly become unbearable if set off. A lot of these issues are a consequence of her father's abrupt disappearance and her mother's subsequent slide into depression and alcoholism. Her mother's death and the revelations about her father's true nature have prompted a positive change in her though. While still prone to brashness, she has learned to rein in a lot of her worse impulses and think things through. Her new responsibilities have also given her a sense of direction and purpose that was non-existent beforehand. Interests-wise, Astrid has a semi-ironic thing for 80s American pop culture, particularly its era of heavy metal music, horror films, and fashion. She used to play baseball when she was younger and has found having a good back-swing immensely useful when fighting monsters. She hates to admit it, but behind her cool rocker girl mystique she has a wide-eyed love of obscure folk music. While she's most knowledgeable about Nordic history she enjoys learning about the folk songs, customs, and traditions of other cultures as well. Powers & Tactics Hit the bad guys with Þórrklubba until they give up or go unconscious or splat. That's Astrid primary tactic, and it usually works, but when separated from her weapon she typically relies on her fists to pummel or grapple whatever gets in her way in the meantime. Though she went through martial training in Asgard and knows some of the basic techniques of the ancient Norse martial art Glima, Astrid’s fighting style mostly takes after her experience with schoolyard brawls in that she is by no means above headbutts, groin attacks, eye-poking and anything else associated with street fights. She cares very little for "honorable" combat. Power Descriptions As the demigoddess daughter of almighty Thor, Astrid possess many of the superhuman physical traits that are common to Asgardians. She's incredibly strong, being capable of various astonishing feats of strength, like lifting a giant over her head without strain and pulverizing villains with only her bare hands. She’s likewise extremely durable, resisting attacks that would outright kill a normal human and doing little worse for wear. Naturally, Astrid shares the Aesir's natural immunities to cold, disease and poison. Along with her inborn gifts, Astrid wields Þórrklubba, a warclub forged by the legendary dwarven weaponsmiths, Eitri and Brokkr. Þórrklubba is a magical weapon and as such can call upon the primordial forces of the firmament: striking foes with bolts of lightning, summoning icy rainstorms, and allowing Astrid to fly at high speeds. Þórrklubba also gives Astrid the ability to teleport short distances in flashes of multi-colored lightning. While a devastating weapon, Þórrklubba looks from a distance like a normal metal baseball bat. This is by design as Astrid wanted a weapon that wouldn't be to conspicuous in public. Up close, Þórrklubba is a martial masterpiece, a silvery club beautifully inscribed by silver Nordic runes that lightly cackle with static energies. When not in use Þórrklubba can be glamoured and take the form of a small hammer amulet. Complications: Reluctant Agent of Asgard (Responsibilities): As the child of mighty Thor, Astrid has a sacred duty to Asgard and is obligated to serve the Aesir (and their interests) whenever they need something done on Midgard regardless of her own thoughts on the matter. GM Suggestion: You can give Astrid a Hero Point whenever her obligation to the Aesir forces her to pick between her duty to the gods and her own personal desires, beliefs or morals. Proud Nazi Puncher (Temper): Beyond the obvious reason of them being genocidal morons, Astrid despises Nazis due to their constant attempts to exploit the power of the Aesir. She's also peeved that their Neo-Nazis descendants infiltrated the Nordic heavy metal scene. She’ll go into a rage whenever she confronts villains that share their genocidal and supremacist ethos. GM Suggestion: Grant Astrid a Hero Point if this single-minded rage impairs her ability to focus on protecting civilians caught in the cross-fire. Black Sheep of the Aesir (Prejudice): Astrid has an fraught relationship with her father and much of the rest of the Norse pantheon. Her father’s excuses for why he left has never satisfied Astrid, and she partially blames him for her mother's death. Conversely, the Asgardians consider Astrid to be a bastard and an example of Thor’s foolish dalliances. To them, she’s a useful agent on Earth and not much else. GM Suggestion: Have beings associated with the Norse gods treat at Astrid with disdain or distrust. Give her a Hero Point if this prejudice inconveniences her in some meaningful way. Violence Is The Best Answer (Temper): She's getting better at it, but Astrid still believes that violence is usually the best answer when it comes to solving problems, especially when it comes to fighting villainy, and tends to resort to it as a first response unless someone can talk her out of it. GM Suggestion: Grant Astrid a Hero Point if her punch first, ask questions never mindset disadvantages her or turns a situation that could have been handled diplomatically into a needlessly violent one. Just a Punk Kid (Status): Astrid is still technically a minor and is therefore bound to certain legal restrictions that can be obstructive to her superhero duties. GM Suggestion: Feel free to give Astrid a Hero Point if her legal status somehow interferes or impairs her ability to act as an independent superhero. Abilities: 16 + 4 + 20 + 2 + 2 + 4 = 48PP Strength: 26 (+8) Dexterity: 14 (+2) Constitution: 30 (+10) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 24PP Initiative: +6 Attack: +8 Melee (+8 Base), +8 Ranged (+8 Base) Grapple: +16/+21 (+8 Melee Atk, +8 Strength, +5 Super-Strength) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 6 + 7 = 13PP Toughness: +10 (+10 Con; Impervious 5) Fortitude: +10 (+10 Con) Reflex: +8 (+2 Dex, +6) Will: +8/+12 [Lionheart] (+1 Wis, +7) Skills: 56R = 14PP Bluff 4 (+6, +10 Attractive) Diplomacy 0 (+2, +6 Attractive) Intimidate 12 (+14) Knowledge (Arcane Lore) 4 (+5) Knowledge (Art) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Language 4 (Danish, English, Old Norse, Norwegian (Native), Swedish) Notice 4 (+5) Perform (Singing) 8 (+10) Perform (Stringed Instruments) 8 (+10) Sense Motive 4 (+5) Feats: 16PP All-Out Attack Attractive Benefit (Asgardian) Dodge Focus 6 Improved Initiative Interpose Lion Heart Luck 2 Power Attack Takedown Attack Powers: 28 + 3 + 5 + 2 + 12 = 50PP Device 6 ("Þórrklubba") (30PP Container; Hard-to-Lose; Feats: Indestructible, Restricted 2 [Only Ms. Thursday], Subtle 1 [Can Transform into a Hammer Amulet]) [28PP] (Divine) Flight 3 "Flaugun!" (Speed: 50 MPH / 500 Ft. Per Move Action) [6PP] (Divine) The Powers of Þórrklubba (20PP Array; Feats: Alternate Power 4) [24PP] (Divine) Base Power: [15 + 5 = 20PP] Strike 4 (Feats: Affects Insubstantial 2 [Full Power], Improved Critical 2 [18-20], Incurable, Mighty, Variable Descriptor 1 [Bludgeoning, Cold, Lightning]); Extras: Penetrating 4) (Divine) Dazzle 10 (Affects: Auditory; Flaw: Range [Touch]) (Divine, Sound) Alternative Power: [20PP] “Leiptr!" Blast 8 (Feats: Accurate 2, Indirect 2 [Any Point, Directed Away]; Extras: Area (Targeted, Burst: 40 Ft. Radius); Flaws: Action [Full]) (Divine, Electricity) Alternative Power: [20PP] “Veðr!" Environmental Control 4 (Cold 2 [Extreme], Distraction 2 [DC 10], Hamper Move 1 [50%], Range: 40 Ft., Radius 50 Ft.; Extras: Independent (+0), Selective Attack; Flaws: Action [Full Action]) (Divine, Weather) Alternative Power: [20PP] "Skykkr!" Stun 8 (Feats: Accurate 2, Affects Insubstantial 2 [Full Power]) (Divine, Electricity) Alternative Power: [20PP] “Fara!" Teleport 5 (500 Ft. [Move Action], 5 Miles. [Full Action], Feats: Change Velocity, Easy, Mass Progression 2 [500 lbs.], Turnabout; Extra: Accurate) (Divine) Immunity 3 "Asgardian Resistance" (Environmental Cold, Disease, Poison) [3PP] (Asgardian Physiology, Divine) Impervious Toughness 5 "Asgardian Durability" [5PP] (Asgardian Physiology, Divine) Super-Movement 1 “Summon the Bifröst!” (Dimensional: Asgard) [2PP] (Asgardian Magic, Divine) Super-Strength 5 "Asgardian Might" (+25 STR Carry Capacity, Heavy Load: 14.7 tons; Feats: Super-Breath, Thunderclap) [12PP] (Asgardian Physiology, Divine) Drawbacks: 0 = -0PP DC Block ATTACK RANGE SAVING THROW EFFECT Unarmed (+8) Touch DC 23 Toughness Damage (Physical) Blast 8 (+12) Burst Area: 40 Ft. DC 23 Toughness Damage (Divine, Electricity) Strike 4 (+8) + Dazzle (+8) Touch DC 27 Toughness + DC 20 Reflex/Fortitude Damage (Divine, Physical) + Deafened (Divine, Sound) Stun 8 (+12) Touch DC 18 Fortitude Dazed/Stunned/Unconscious (Divine, Electricity) Super-Breath Cone Area: 80 Ft. DC 18 Reflex Trip (Wind) Thunderclap Burst Area: 40 Ft. DC 18 Reflex Deafened (Sound) Totals: Abilities (48) + Combat (24) + Saving Throws (13) + Skills (14) + Feats (16) + Powers (50) - Drawbacks (0) = 165/181 Power Points
  21. In Brief: Moonstone meets Poison Ivy meets Sue Storm, with a dash of Venom, and side helpings of Elle Woods and Blanche Devereaux. Character: Persephone Power Level: 14 (Built as PL10) Tradeoffs: None (At PL10: -2 Attack / +2 Damage, -2 Defense / +2 Toughness) Power Points: 205/205 Unspent Points: 0 Alternate Identity: Camellia Blume, M.D. Identity: Secret Legal Status: Municipal Defender (City of Vibora Bay), USA citizen with no criminal record Birthplace: Vibora Bay, Florida Base of Operations: Vibora Bay, Florida Residence: A rented house in Atwater Occupation: Municipal Defender (City of Vibora Bay), Psychiatrist (self-employed, private practice) Affiliations: City of Vibora Bay (Municipal Defender), Sinclair University (alumnus), University of Florida School of Medicine (alumnus), Omega Beta Gamma (alumnus), Florida Board of Medicine (licensed physician), American Medical Association (board-certified psychiatrist) Family: Lena Blume née Moore (Mother), Bernard "Bernie" Blume (Father), Jason "J.B." Blume (Younger fraternal twin brother), Pamela Blume née Moldoff (Sister-in-law), Abigail "Abby" Blume (Niece), Alan Blume (Nephew), several aunts, uncles, cousins, and grandparents DESCRIPTION Age: 30 (Date of Birth: 1989) Apparent Age: 30 Gender: Female Ethnicity: White (Anglo-Germanic) American Height: 5’10” Weight: 140 lbs. Hair: Human Form: Platinum-Blonde, Plant Form: Purple Eyes: Human Form: Blue, Plant Form: Purple A friend once described Camellia as “Grace Kelly’s head on Kate Upton’s body”. She has brilliant blue eyes set into a heart-shaped face, framed with a mane of shiny and thick platinum blonde hair which falls down well below her waist. She has the kind of hourglass figure that usually requires aggressive corsetry, and most of her substantial height is in her long legs. Her voice is heavy, breathy, and deeper than most people expect, with a slight Southern drawl. She carries herself with the calm, quiet confidence of someone who’s accustomed to being welcome everywhere she goes. She has a big smile, and it gets a lot of exercise. She has an extensive wardrobe; more than one person has joked that they’ve never seen her wear anything twice. A skilled seamstress, she has personally altered most of her clothes, both to better fit and support her body, and to replace the buttons and clasps with magnets, which allows her to get in and out of them quickly (a trick live stage productions use to cope with frequent costume changes). Her personal style, heavily influenced by the local climate, consists mainly of above-the-knee sundresses in bright colors and floral prints, paired with some kind of ornate sandals, more often than not with 4-5 inch heels that make her tower over most of the people around her. During the couple of months a year where the weather in Vibora Bay dips below 70F, she’ll switch to sweater dresses with higher necklines, swap out the sandals for closed-toes or boots, and add some heavy tights for extra warmth. In more casual settings, she sometimes trades the dresses for crop tops paired with denim short-shorts or short skirts, and on the beach, which she visits every chance she gets, she rocks the bikini. She loves jewelry; pearls are her favorite, and she owns pieces in every color of the rainbow. Outside, she’s rarely seen without both oversized sunglasses, some kind of a large, floppy-brimmed straw or silk hat with a bow or flower on the ribbon, varieties of which she also owns in every color. In professional settings, she wears decorative glasses with clear lenses, mainly in the hope that she’ll be taken more seriously once the “smart people have poor eyesight” stereotype cancels out the “dumb blonde” trope, but also because it gives her another accessory to play with. When she uses her powers, her skin turns green, and her eyes and hair both turn purple. Her hair grows even longer, almost touching the ground, and it takes on a life of its own, gently floating and swaying as though she were underwater. Her ability to shape plant matter with her thoughts also extends to her own body. She can make plant appendages like vines, thorns, leaves, and roots sprout from her skin, with whatever pigmentation or texture she desires. Her costume is a leotard made from such appendages, consisting of thousands of overlapping leaves growing out of her skin, and falling away when she switches back to a human appearance. There's usually a flower in her hair, growing straight out of her head. She can also release luciferns and their catalyzing enzymes into parts of her body, causing them to glow. She does this most often with her hair and eyes. HISTORY Camellia Blume's family has roots in the east side of Vibora Bay going back at least as far as her great-grandparents on both sides. Her family are all wealthy, highly educated professionals, with real estate holdings across north Florida. Camellia beat her “little” twin brother J.B. into the world by a few minutes. She grew up in a Cluet Farms mansion, immersed in luxury and privilege. Her teens and early twenties were a hurricane of private schools, cotillions, debutante balls, modeling jobs, and beauty pageants, just like her mother before her. Like her mother before her, she was the queen of her high school. Unlike her mother, she was a benevolent queen, who never tolerated bullying. She attended Sinclair University, a legacy admission, like her parents before her. She joined the same sorority her mother had belonged to. She was a cheerleader like her mother before her. She even spent a year studying abroad in Paris, like her mother had at her age. But ultimately, she decided that, while dancing and modeling were fun, they weren't a fulfilling career. She wanted to spend her life helping people in a more direct manner. So after she graduated from Sinclair, she applied to UFVB's prestigious medical school. At first, her parents did not approve, though they knew well enough to cloak their objections with polite euphemisms. But as far as they were concerned, a mostly-black school on the west side of the city, even a nationally renowned one, may as well have been another planet. Camellia stood firm. In 22 years, it was the first time she ever made a real decision for herself instead of just following in her parents footsteps. Her parents refused to pay for it, and even threatened to cut off her trust fund. But she'd saved enough of the money she'd made from a decade of modeling jobs and pageant prizes to take a big bite out of the tuition, and she was willing to take out loans to pay for the rest. The idea of their little princess taking on debt horrified them more than the idea of her living in Weston or going to school with black people, so they relented. After four years of medical school, Camellia chose psychiatry as her specialty, combining her academic prowess and her social skills to make the world a better place, one person at a time. After another four years, she completed her residency and obtained her medical license. She rented an apartment in Far Weston (separate from the rented Atwater house she lived in), and started her own practice out of it, living off of her trust fund until she accumulated enough patients to make her practice self-sustaining. Her refusal to charge patients more than they could afford, or to limit her clientele to the wealthy, slowed that process considerably. Camellia kept a garden at home, and her office space was filled with flowers. This caused one of her first patients visible distress. But he wasn't floraphobic. Instead, he seemed to be suffering from auditory hallucinations, or some other delusion. He claimed that one of his wife’s plants was talking to him. No one else seemed to be able to hear the voice, but it was growing louder and more insistent, while not making any sense, and he was convinced it was coming from the purple orchid his wife had brought home a few weeks prior. After a few weeks of talk sessions and a prescription for anti-anxiety medication failed to yield any results, he brought the orchid in question to his session, and refused to bring it back home with him. She didn’t think it would help his recovery to force the issue, so she let him leave without it, intending to return it to him later. The orchid was sitting on the front seat of her car during her commute home. That commute was interrupted when she drove by what appeared to be a mugging or assault taking place in an alley just off the street. She pulled off into the alley, flashed her lights, honked her horn, and shouted that she was calling the police, hoping to scare away the attackers. But the attackers were a pack of vampires affiliated with the New Shadows gang, and they weren’t mugging their victim; they were about to feed on him. They used their superhuman strength to flip her car over, trapping her in the alley. But as they started to drag her out of the wrecked car, she heard a woman's voice inside her mind, and it seemed like time froze. The voice offered Camellia power, the power she would need to survive this ordeal and many like it. But she could only give Camellia that power if they were “bonded”. Camellia decided that, whatever that meant, it was better than letting herself or that poor man be killed, so she agreed. Time started passing again, and the orchid started moving under its own power, shattering its pot and pressing itself against Camellia. The flower somehow phased through her flesh and bone, sinking into her chest. She felt its roots expand throughout her body. It occurred to her that this should have been painful or terrifying or disgusting, but instead it was invigorating. Leaves and bark sprouted from her flesh, covering every inch of her skin. The vampires were shocked when they reached for a human but pulled out a humanoid plant-monster. Their claws and fangs couldn't pierce her bark-armor. Acting on instinct, she summoned plants to her aid, and they responded. Roots from a nearby tree stretched and snaked through the dirt before bursting bursting up out of the ground, breaking through the concrete like it was glass. The roots hardened into spears and impaled the vampires, who all collapsed into piles of ash. As soon as the danger had passed, the leafy armor dried up and crumbled off of Camellia’s skin. She used her cell phone to call an ambulance for the bleeding man and a tow truck for her totaled car, and she tended to his wounds as best she could while they waited. She told the police that she’d turned too fast into the alley and flipped over, which must have scared away “the muggers”. The wounded man didn’t contradict her. Camellia spent the weeks after the incident telepathically communing with her new symbiote, learning what little the symbiote knew of her own history, and growing accustomed to her new abilities and the changes the symbiote was making to her body. The symbiote had been part of a race of semi-sentient plants engineered and grown as biological weapons by the humans of another Earth in an alternate dimension. That dimension fell to Omega, and this symbiote happened to be on a part of that Earth which wound up floating in the Terminus instead of being annihilated. When a rift opened up near the symbiote during the most recent Terminus incursion into her dimension, she pulled up her roots and let herself fall through. The symbiote offered to separate from Camellia if she so desired, but Camellia refused when she learned that separation would require intensive surgery which could kill both of them. Instead, Camellia decided to cope with whatever changes might come, and put her new abilities to good use, making the world a better place like she’d always wanted to. PERSONALITY & MOTIVATION Camellia's behavior comes from a combination of a naturally big heart and being raised in a semi-aristocratic subculture in which tradition was revered and courtesy was paramount. She strives to always be polite, modest, generous, and forgiving. She hates to see people suffer, even when they deserve it. She’s sensitive to the moods of the people around her, and it’s important to her to make those people as comfortable as possible. Her guiding principle in daily life is “Make everybody feel welcome, and never make anybody feel second-rate.” She greets everyone with a warm smile and an opening for as much small talk as they'd like, and she almost never swears or insults people. When someone else commits a faux pas, she’s far more likely to ignore it or attempt to cover for it than she is to draw attention to it or mock them. She values integrity, both in herself and in others, so she won’t lie to protect people’s feelings, but she will distract, deflect, and omit. Every child gets told at some point “If you can’t say anything nice, don’t say anything at all”, but unlike most children, she took that sentiment to heart, leaving the hard truths for one-on-one sessions behind closed doors. She detests bullying of any kind, and she won't hesitate to step in and put herself between the bully and their victim. She loves social interaction and embraces every opportunity for it. Everyone has a story, and she wants to hear them all. She make a point of maintaining correspondence with all of her family, former school friends, sorority sisters, and coworkers. Once you're part of her world, you don't leave. She remembers every birthday, and she sends hand-written “Thank You” notes for everything. She likes attention, which is fortunate, because she’d get plenty of it whether she liked it or not. She doesn’t demand the spotlight, but she’s very comfortable under it. She’s a hopeless romantic who falls hard and fast both in and out of love. She doesn’t expect or demand old school chivalry, but she’s a total sucker for it. POWERS & TACTICS The symbiotic alien plant which fused with her has transformed her body on the molecular level into an ambulatory plant. She looks human on the surface, but beneath the skin, her flesh, blood, and bone has mostly been replaced with cellulose, sap, and wood. Her plant tissues are more durable and resilient than her old flesh, her aging process has slowed considerably, and she can completely regrow any lost body parts. Her body engages in photosynthesis, so she doesn’t need to breathe or eat food, though she still does, both for the pleasurable sensation and because she can derive nutrients from it; it’s the equivalent of spreading fertilizer over crops. She can also extend roots from her body down into soil to obtain water and nutrients, but eating and drinking feels more familiar. In addition to nourishing her, exposure to sunlight also super-charges her body's healing process. With an infusion of direct sunlight, her body is able to mend grievous injuries that would normally take hours or days to heal in a matter of minutes. The diseases and poisons of animals no longer affect her, although certain chemical fertilizers have effects on her similar to those of caffeine or alcohol when she discreetly adds them to her coffee and cocktails (which also makes those drinks toxic for anyone else). However, as a plant, she is more vulnerable to dehydration and extremes of temperature, her tissues are more flammable, and defoliants and herbicides which would be harmless to a human will kill her in a matter of seconds. But if she is killed, a piece of her corpse can be re-planted like a cutting, and, if it is able to take root and it gets the water, nutrients, and sunlight it needs, then it will eventually regrow her entire body. Through the symbiote, she can psychically detect, communicate with, animate, control, and alter plants. She can make them move and act on her behalf, and she can transform them extensively, shaping them like clay, greatly increasing or decreasing their size, strength, and resilience, and making them sprout flowers which burst open to unleash sedative latex, or psychoactive pollen which can cause hallucinations and render the victim susceptible to suggestion. She doesn't strictly need to take any physical action to alter or control plants, but she uses physical gestures to help herself focus. In battle, she looks like she's dancing or conducting an orchestra. Most of the transformations she causes reverse themselves quickly once she stops exerting the mental effort to maintain them; permanent changes require greater effort. Nearby plants respond to her unconscious desires and survival instincts, moving out of her way, or moving and stretching to protect her, blocking or swatting aside incoming attacks. Her ability to shape plant matter with her thoughts also extends to her own body. She can make plant appendages like vines, thorns, leaves, and roots sprout from her skin, with whatever pigmentation or texture she desires. In battle, she often grows an extra layer of thick bark over her skin, harder than rock. She can release luciferns and their catalyzing enzymes into parts of her body, causing them to glow. In a battle, engaging directly with supervillains is her last resort. Her first priorities are healing the wounded, and using her Create Object and Move Object powers to protect bystanders and other heroes, either by shielding them or by moving them to a safe place. When she does fight directly, she attempts to restrain or incapacitate her foes while doing as little harm as possible. She can create vines to whip or strangle, or thorns to cut and stab, either from her own body or by altering other plants, but she’s so loathe to inflict direct harm that she refuses to do so in all but the most desperate of circumstances. COMPLICATIONS Accidents: Her powers are potentially destructive, especially when used indoors. Tree roots might burst up through floors or streets, while tree branches and stretched bushes come crashing through windows and walls. The GM can give her a Hero Point if the use of her powers causes a setback. Perhaps she triggers an effect like Environment Control which hinders her in the rest of the fight. Or maybe she endangers bystanders, and she must try to rescue them while the villain is still attacking. Alternately, the GM can give other PCs a Hero Point in exchange for making her attack powers affect her allies as well as the villains. For example, if she were to use her Fatigue power to spray a villain with a plant-derived sedative, and another hero then used a melee attack against that villain, the GM could declare retroactively that the Fatigue effect had acquired the Contagious extra, and some of the sedative was transferred from the villain to the melee-attacking hero, who now has to save against the Fatigue effect as well. Enemy (New Shadows): The pack of vampires Camellia destroyed on her first night as Persephone were affiliated with the New Shadows gang. The gang doesn't know that Camellia is Persephone, but they have figured out that Persephone is the one who killed their comrades. They haven't put a bounty on her, because, as a matter of honor and reputation, they want to be the ones to avenge themselves. But they are offering a reward for information about her and her whereabouts. The changes the alien symbiote has made to Persephone's biology make it unlikely that vampires would derive nourishment from her bodily fluids or that they would be able to transform her into another vampire, but they do intend to make her suffer and die for her affront against them. If repeated attempts to capture or kill her fail, then they may swallow their pride and seek outside assistance. If the gang got word of her presence in a particular place, then they could show up and make a bad situation even worse. Fame: Between helping to bring down "Croczilla" during Hurricane Dorian, spearheading the subsequent relief efforts, and becoming one of Vibora Bay's official municipal defenders, Persephone is becoming quite the local celebrity. The GM can give her a Hero Point when being recognized inconveniences her in some way. For example, a civilian trying to meet her or get a picture of her may put themselves in danger (intentionally or not) during a crisis situation, distracting her from the task at hand. "Good Thing You Can Heal!": Persephone's ability to regrow lost limbs and come back from the dead is practically an invitation for the GM to maim and kill her. Since her powers do not require the use of her hands, and her Flight effect allows her to move without using her legs, if the GM intends to give her a Hero Point in exchange for the loss of limb, then they should impose some other negative condition upon her to reflect the trauma (see pages 170-171 of Mutants & Masterminds 2nd Edition for a list of options). However, if her Weakness to defoliants and herbicides is what kills her, then she should not get a Hero Point, since she already got power points for that drawback. Her Resurrection power requires a week to take effect, so killing her will effectively remove her from the current story, rendering a Hero Point reward irrelevant, unless the other PCs have access to an effect which could speed up the process, such as Boost, Resurrective Healing, or Dimensional Movement to a plane where time passes more quickly. A GM can, however, give her a bonus Hero Point at the start of a different story if she was removed from the current one in such a manner. Honor: She will always choose to help bystanders, even if it means letting the villain get away. She always uses the minimum force required to incapacitate a villain, and she will accept any surrender immediately. Even though she’s good at sniffing out lies, cunning villains can manipulate her by telling her what she wants to hear. The GM can give her a Hero Point if this causes some sort of setback, such as a penalty on a Sense Motive check or a free surprise attack against her. Hopeless Romantic: Friends and family have joked over the years that she "falls in love with every man she meets". The GM can give her a Hero Point in exchange for giving her a circumstance penalty on opposed interaction skill checks like Bluff or Diplomacy, or saving throws against effects like Emotion Control (Love), if her opponent is a man with a high Charisma score, interaction skill bonus, and/or the Attractive feat, or if the player and GM agree that he’s “her type”. The GM can also give her a Hero Point if she suffers a setback on account of being distracted by attraction, such as being surprise attacked. Finally, the GM can give her a Hero Point in exchange for forcing her to make a saving throw or skill check to avoid being Dazed or Fascinated, as if the attractive character had and used those feats, even if he did not. Medium (Plant Control): The GM can give her a Hero Point in exchange for arbitrarily deciding that there are no plants close enough for her to use her Plant Control array. At the GM’s discretion, this could 1) deprive her of the power entirely, 2) make it operate at a reduced power rank, since she would have to harvest material for the plant structures from her own body, or 3) make it acquire the Tiring or Side-Effect flaw, for the same reason. Normal Identity: If a villain were to restrain her or otherwise render her helpless, then they could surgically (or violently) remove the symbiote plant from inside her chest. If this were to happen, then all the changes it has made to her body would gradually revert, and she would lose all her powers and become a normal human again. Both she and the symbiote would suffer from withdrawal, and either of them could die, especially if the symbiote was removed violently. If the GM ever caused such a horrendous thing to occur, then giving her a Hero Point would be the least they could do. Phobia (Fire): Fire is one of the few things which can cause her serious harm, and she has an instinctual fear of it. The GM can give her a Hero Point in exchange for forcing her to make a Will save against an Emotion Control (Fear) effect. The GM is free to assign the effect whatever power rank they choose, but it should take into account the size and intensity of the fire (the effective Damage rank) and her proximity to it. Power Loss (Immunity): There are some circumstances in which her Immunity powers would not apply. These circumstances are too rare to merit a Power Loss drawback or a Limited/Medium/Source flaw. She still ages, but more like a tree than a human, so she has Immunity to Aging. The GM can temporarily Nullify that Immunity, give her a Hero Point, and force her to save against an effect with the "Aging" descriptor. She is Immune to Critical Hits by default because, while her body is not truly homogeneous, she has so few vital areas that the chance of hitting one of them is not statistically significant. If an enemy scores what would normally be a critical hit against her, or hits with an attack which would normally gain bonus damage from Sneak Attack, then the GM can decide that she has been hit in one of those vital areas, temporarily Nullify her Immunity, give her a Hero Point, and force her to save against the increased attack DC. She is not affected by the diseases or poisons of animals, but she is affected by the ones which target plants. But while those are not rare in real life, they rarely come up during play. If the GM exposes her to a plant disease or a poison which affects plants, then they can give her a Hero Point and force her to save against them. She may suffer the effects of Suffocation if she is caught in a vacuum, or immersed in water too dark and deep for any sunlight to trigger her photosynthesis. Similarly, if deprived of both food (either animal food or nutritious soil) and sunlight, then she will begin suffering from starvation, despite her Immunity to it. The GM can give her a Hero Point if she is caught in such circumstances and begins suffocating or starving. She is not Immune to Thirst at all. Power Loss (Regeneration): She has Vulnerability drawbacks for several damage descriptors. When she suffers Damage with one of these descriptors, the GM can give her a Hero Point and act as though the incoming Damage effect has the Incurable power feat, effectively Nullifying her Regeneration power and forcing her to recover at the normal rate with the normal amount of required rest. Responsibilities: As one of Vibora Bay's official municipal defenders, Persephone has not just a moral obligation to defend the city, but a legal one as well. Camellia, meanwhile, has a large, active social network of family, school friends, sorority sisters, and former coworkers. She’ll drop everything to come to their aid. The GM can give her a Hero Point if a request for that aid comes at the worst possible time. She also has standing appointments with paying clients at her psychiatry practice four days a week, with the potential for emergency calls during off hours. The GM can give her a Hero Point if her day job somehow interferes with her hero work, or vice versa. Secret (Identity): The GM can give her a Hero Point if a potential reveal of her identity causes her some sort of setback, or if a villain learns her identity and then creates a setback for her by going after her friends, family, and/or patients. Soft-Hearted: She doesn’t like to see anyone suffer, even villains. As good as she is at telling truth from lies, she’s still a sucker for a sob story. The GM can give her a Hero Point in exchange for a penalty on checks like Sense Motive to discern the truth behind a wounded-gazelle gambit. Where others may see “A hard man doing a hard job, willing to make the tough choices and do what’s necessary”, she sees only callousness and cruelty which she cannot abide. She’s as likely to come to blows with “grim dark avenger” vigilantes as she is with actual supervillains. The GM can give either her or another PC a Hero Point in exchange for forcing her either to not take a certain action which would harm another person, or else to take a certain action which would prevent harm to another person or end harm they were already enduring. For example, if a villain appeared to already be restrained, incapacitated, or severely weakened, and another PC were still attacking them, or interrogating them in a violent or threatening manner, then the GM could invoke this complication, force her to put a stop to it, and give either her or the other PC a Hero Point. ABILITIES 48PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 30/18 (+10/+4) Intelligence: 14 (+2) Wisdom: 24 (+7) Charisma: 24 (+7) COMBAT 14PP Initiative: +4 (+4 Dex) Attack: +4 Base, +8 Plant Control Grapple: +4, +20 Plant Control Defense: +8 (+7/+3 Base, +1 Dodge Focus), +4/+2 Flat-Footed Knockback Resistance: 11/2, 6/2 once Unreliable Impervious is depleted SAVING THROWS 3PP Toughness: +12/+4 (+10/+4 Con, +2 Protection; Impervious 10 [Unreliable, 5 uses]) Fortitude: +10/+4 (+10/+4 Con, +0PP) Reflex: +8/+4 (+4 Dex, +4 Enhanced Reflex, +0PP) Will: +10 (+7 Wis, +3PP) SKILLS 120R = 30PP Acrobatics 6 (+10) Bluff 13 (+20)Distract, Skill Mastery, Taunt Concentration 3 (+10) Craft (Artistic) 8 (+10) Diplomacy 8 (+15)Connected, Fascinate, Skill Mastery Gather Information 13 (+20)Contacts Knowledge (Behavioral Sciences) 13 (+15) Knowledge (Life Sciences) 13 (+15) Knowledge (Popular Culture) 3 (+5) Languages 2 (English [Native], French, Spanish) Medicine 3 (+10) Notice 1 (+8) Perform (Dance) 3 (+10) Perform (Oratory) 8 (+15)Skill Mastery Sense Motive 13 (+20)Skill Mastery Swim 10 (+10) FEATS 15PP Benefit 2 (Status [Vibora Bay City Defender], Wealth) Connected Contacts Distract (Bluff) Dodge Focus Fascinate (Diplomacy) Interpose Leadership Luck 3 Quick Change Skill Mastery (Bluff, Diplomacy, Perform [Oratory], Sense Motive) Taunt POWERS 109PP Enhanced Constitution 12 [12PP] (Descriptors: Alien, Plant Body) Enhanced Defense 4 [8PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Enhanced Reflex 4 [4PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Environment Control 1 (Light [Level 1]; Area: 5ft radius; Extras: Action [Move]; Flaws: Range [Touch]) [1PP] (Descriptors: Alien, Bioluminescence, Plant Body, Shapeshifting) Flight 2 (25MPH, 250ft per Move Action; Extras: Affects Others; Flaws: Platform) [4PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Immunity 9 (Aging; Critical Hits; Disease; Own Powers; Poison; Starvation/Thirst; Suffocation) [9PP] (Descriptors: Alien, Photosynthesis, Plant Body) Impervious Toughness 10 (Extras: Force Field [Free Action, Sustained Duration]; Flaws: Unreliable [5 uses]) [5PP] (Descriptors: Alien, Bark Armor, Plant Body, Shapeshifting) Morph 1 (Broad Group [Humanoids]; Extras: Duration [Continuous]; Flaws: Action [Move], Limited [Plant-People]) [1PP] (Descriptors: Alien, Plant Body, Shapeshifting) Plant Control 17 (34PP Array; Feats: Alternate Power 6) [40PP] (Descriptors: Alien, Psychic) Base Power: [34PP] (Additional Descriptors: Animate Plants) Move Object 12 (Range: 10 120ft Increments, 1,200ft Max; Lifting Strength: 60, Heavy Load: 50 tons; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Improved Pin, Indirect 3, Subtle, Variable Descriptor [Animating plants, either to move themselves, or to grasp and move non-plant targets]) [34PP] Alternate Power: [34PP] (Additional Descriptors: Animate Plants, Plant Growth) Create Object 12 (Range: 1,200ft; Volume: 12 cubes; Toughness: 12; Lifting Strength: 60, Heavy Load: 50 tons; Extras: Duration [Continuous]; Flaws: Feedback; Feats: Indirect 3, Progression [Size] 4 [100ft cubes], Selective, Stationary, Subtle) [34PP] Alternate Power: [34PP] (Additional Descriptors: Animate Plants, Flowers, Psychoactive Pollen) Emotion Control 12 (Extras: Secondary Effect; Flaws: Range [Ranged, 10 120ft Increments, 1,200ft Max]; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Mind Blank, Reversible, Subtle) [34PP] Alternate Power: [34PP] (Additional Descriptors: Animate Plants, Flowers, Sedative Latex) Fatigue 12 (Extras: Range [Ranged, 10 120ft Increments, 1,200ft Max], Secondary Effect; Flaws: Action [Full], Distracting; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible, Sedation, Subtle) [34PP] Alternate Power: [34PP] (Additional Descriptors: Medicinal Plants, Plant Body) Healing 11 (Extras: Action [Standard], Restoration, Total; Flaws: Distracting, Limited [Others]; Feats: Variable Descriptor [Healing plants with florakinesis directly, or using plants to make super-salves to heal others]) [34PP] Alternate Power: [21 + 13 = 34PP] (Additional Descriptors: Animate Plants, Grasping Branches/Roots/Vines) Snare 12 (Range: 10 120ft Increments, 1,200ft Max; Extras: Linked [Trip]; Flaws: Feedback; Feats: Accurate 2 [+4 Attack], Improved Critical 2 [18-20], Indirect 3, Reversible, Subtle) [21PP] Trip 12 (Range: 10 120ft Increments, 1,200ft Max; Extras: Linked [Snare]; Feats: Improved Throw) [13PP] Alternate Power: [34PP] (Additional Descriptors: Shape Plants) Transform 12 (Plants; Extras: Duration [Continuous, Lasting]; Flaws: Action [Full], Distracting, Range [Touch]; Feats: Accurate 2 [+4 Attack], Extended Reach [10ft], Improved Critical 2 [18-20], Indirect, Progression [Mass] 3 [Rank 15, 25 tons], Subtle) [34PP] Plant Telepathy 2 (4PP Array; Feats: Alternate Power) [5PP] (Descriptors: Alien, Plant Control, Psychic) Base Power: [4PP] Comprehend 2 (Plants 2 [Speak To; Understand]) [4PP] Alternate Power: [4PP] Super-Senses 4 (Postcognition; Extras: Simultaneous; Flaws: Medium [Plants]) [4PP] Protection 2 [2PP] (Descriptors: Alien, Plant Body) Regeneration 9 (Recovery Rate: Bruised 3 [No rest], Injured 6 [No rest]) [9PP] (Descriptors: Alien, Plant Body) Regeneration 4 (Recovery Rate: Staggered 1 [20 minutes], Disabled 2 [1 hour], Resurrection 1 [1 week]; Flaws: Source [Sunlight]; Feats: Regrowth) [3PP] (Descriptors: Alien, Cutting, Plant Body) Super-Movement 1 (Permeate 1 [1/4 Speed]; Flaws: Limited [Plants]) [1PP] (Descriptors: Alien, Animate Plants, Plant Control, Psychic) Super-Senses 5 (Plant Awareness; Descriptor Frequency: Common; Sense Type: Mental, Default Extras: None; Extras: Acute, Radius, Ranged) [5PP] (Descriptors: Alien, Plant Control, Psychic) DRAWBACKS -14PP Vulnerability (Cold effects; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] Vulnerability (Dehydration effects; Frequency: Uncommon; Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Fire/Heat effects; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP] Weakness (Defoliants/Herbicides; Frequency: Uncommon; Intensity: Moderate [-1 Con]; Time: 2/round) [-7PP] ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Create Object Ranged DC22 Reflex Trapped Dropped Object Ranged/Area DC22 Reflex Avoided DC27 Toughness (Staged) Damage (Physical) Emotion Control Ranged DC22 Will (Staged) Calm: Removes all Emotion Control conditions Despair: Shaken/Helpless Fear: Shaken/Frightened/Panicked Hate: Attitude = Hostile Hope: Removes Despair and Fear Love: Attitude = Friendly/Helpful/Fanatical Fatigue Ranged DC22 Fortitude (Staged) Fatigued/Exhausted/Unconscious Healing Touch DC21 Fortitude (Harmless) Healing Move Object Ranged Grapple vs +22 Pinned/Bound Thrown Object Throwing (Str 50) DC27 Toughness (Staged) Damage (Physical) Snare Ranged DC22 Reflex (Staged) Entangled/Bound Transform Touch +5ft DC20 Fortitude Transformed TOTALS Abilities (48) + Combat (14) + Saving Throws (3) + Skills (30) + Feats (15) + Powers (109) - Drawbacks (14) = 203/205 Power Points
  22. Watchdog/Daystar Power Level: 14 (built as PL 10; 209/217PP) Trade-Offs: None TOU/DEF, +3ATK/-3DMG ranged, +1ATK/-1DMG Melee Unspent Power Points: 8 In Brief: Teenage sidekick turned Secret Service Agent pretending to be a teenage vigilante. Alternate Identity: Ashley Tran, Special Agent (United States Secret Service) Identity: Secret? Ish? Depends on who you ask. Birthplace: New Orleans, USA Occupation: Secret Service Agent, Superhero, Bodyguard Affiliations: Her charge, Jaycee Cahill Family: Phillip Tran [father, deceased], Mary Arbour-George [mother, living], William George [stepfather, living] Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003) [sisters, living] Age: 27 (DoB: April 1992) Gender: Female Ethnicity: Eurasian Height: 5'6" Weight: 145 lbs Eyes: Black Hair: Black, dyed pink at the tips Physical Description: Ashley is short and round-faced, with big eyes and a smile that makes it easy for her to pass as sixteen - not that she's doing a lot of smiling these days. She's grown her jet-black hair out for this mission and dyed the tips pink, another way to help herself pass as someone a decade younger than her actual age. She has the muscular build of a born athlete, with the clear physical power many martial artists develop. When not wearing her helmet, she sticks close to "Judy" and doesn't say much except when directly addressed or speaking to her 'sister', keeping most of her face hidden behind dark sunglasses and a near-perpetual scowl. She speaks English with no particular accent, though her French and Vietnamese have Louisiana and American accents, respectively. She usually dresses like a teenage girl trying to look like a punk, or at least push the dress code - leather jackets, dark T-shirts, and denim skirts or pants. In costume as Watchdog, she wears a grey armored outfit with a bright red snarling dog's face over the chest. Over that she wears a black and grey leather jacket with metal studs on the shoulders - and covering her head a modified motorcycle helmet painted the same red as her chest symbol. She wears fingerless black gloves on both hands while in combat. Her jacket comes with a hood that she usually keeps pulled up, the better to strike a more intimidating profile. At her lleft hip is a silvered pistol. Watchdog is, if anything, a sourer presence than Ashley - her helmet-muffled voice sounding tinny and artificial. Character History: Phillip Tran fled what had once been South Vietnam with his parents in the late 1970s, his family traveling through the Phillippines and Guam before their arrival in the mainland United States. They settled in New Orleans, with its heat, its French language, and its Catholic population. (His father had served in the South Vietnamese army and his mother was Hoa, an ethnic Chinese minority disliked by the new regime - they had ample reason to leave the country.) The Trans were determined that their son, only a small boy when they fled the country, would remember the nation of his birth and so taught him language, culture, and customs. When Philip was a young man, he did what his father had and joined the military - at eighteen, he enlisted in the US Army in 1989. Phillip served his adopted homeland well, fighting in Operation Desert Storm before returning to New Orleans East to marry his high school sweetheart Mary Arbour in 1991. They were a mixed couple, but Mary was a good Catholic and fluent in French - the Trans had no complaints. They settled in New Orleans East, where Phillip's military service got him a job with the NOPD, patrolling the neighborhood where he'd grown up. Phillip and Mary became the parents of five girls [(Ashley (1992), Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003)] and did their best to balance both worlds - Ashley grew up hearing English, Vietnamese, and French spoken in the household and in both school and afterschool programs, worshiping at the local Vietnamese Catholic Church, and was honestly very happy. Her father doted on her and passed on his deep love of his adopted homeland, its people, and his chosen career - law enforcement. Ashley loved her father and the neighborhood where she grew up - but unlike her father, she hoped to use service to others as a way up and out. Her way out, influenced by her dad's love for Clint Eastwood movies, was from an early age the United States Secret Service. Protecting the President, the symbol of American freedom, seemed like the coolest job in the world - she read about the long hours and thankless conditions, but she appreciated the need for sacrifice to get what you want. And what she wanted was the Secret Service and the Presidential Protective Detail. It would take years of training and study, especially since fate and genetics had given her a small frame that would make a lifetime of physical activity difficult. But she had the drive and the commitment to make it happen. But life had some curves to throw her way first. Ashley was thirteen when Katrina hit - thirteen when her father died. It was all very sad - a beloved local cop killed by a looter in the frantic days just after the hurricane, four little girls and one very pregnant widow left behind. She didn't believe it - despite what the outside media said, there weren't that many looters around, especially not in their relatively isolated neighborhood, and even those looters wouldn't shoot a police officer in the back for no reason anyone had ever been able to find. It didn't add up. But nobody wanted to hear it - especially not her grieving mother. A few months after her father's death, a month after her baby sister was born, her mother married one of her father's former partners - an Anglo man who was himself eager to get out of the damaged city. They moved to Lafayette, where her stepfather found a job as a campus police officer for the University of Louisiana - and Ashley made plans to get the hell out of town. When Ashley's powers first appeared on the Fourth of July, 2006, when Lady Liberty's appearance at the Lafayette, LA Fourth of July festivities ended with a certain teenager firing beams of golden light from her eyes and singing the National Anthem (an utterly mortifying experience that she is forever grateful took place just before the widespread adoption of the smartphone), Mary George almost didn't let her daughter go to Claremont even after the League helped keep the news of the "Copycat" out of the national news, and after the arrival of kindly headmaster Duncan Summers - not until it was made clear to her that the school was safe and that her daughter would be protected. When Ashley found out what the school was _really_ for, it wasn't hard for her to figure out what she wanted to do - she wanted to find the man who had killed her father! First came two years of hard training and discipline, learning everything she'd need to learn to be a superhero. What was a social life when there was work to be done? Maybe she studied too hard, and pushed her body to its breaking point - but what else was there to do? She had to find justice, even if no one else wanted to - or could. Ashley George's first time on patrol with the Raven changed her life. It was 2008 and she was sixteen, in her second year at Claremont Academy and honestly not sure if she wanted to be a superhero. She didn't have the flashy powers of many of her classmates, the first Next-Gen students like Bolt or Megastar, she wasn't a particularly outstanding student (though she did work hard, spending hours in the library every night), nor was she particularly happy in Freedom City, so far from her home in New Orleans. But the Raven saw something in Ashley she didn't see in herself - and so it was that 'Copycat' joined the Raven on patrol as an occasional sidekick. People who kept a close eye on Raven around the start of the current decade will remember Copycat in her full-face mask and cat-ears, the black and navy blue costume that she burned years ago. But never mind that. Ashley enjoyed adventuring alongside the famous hero, especially once she gained enough control over her energy-draining abilities to use them in the field - but truthfully she appreciated the private lessons more. She learned the Raven's "style-less" style of goju hand-to-hand fighting, learning how to take down men half again her size in hand-to-hand combat. She learned how to work a room and how to control a crowd with her voice and her eyes, letting darkness, mystery, and the occasional violent beating distract from the fact that she was just a petite girl whose superpowers generally didn't do much to make her bulletproof (except when she was fighting psychopaths who could punch through steel doors!) She learned other things too - Raven was Amerasian too and had also lost a parent to crime. Maybe it was their similarities that had drawn Raven to her - Raven wasn't much for talking. The problem was, after her senior year, Ashley wasn't one for listening - at least, not to Raven. Ashley George's break with superheroing began the spring of 2010; the day she caught the man who, ten years earlier, had murdered her father. On the one hand, it was incredibly satisfying. Raven and Copycat found the killer of her father in the spring of 2010, the culmination of two years of investigative work by the duo (both remotely and on-scene) that finally cracked after a lucky break. He made the mistake of fighting back when Raven crashed through his apartment door and Copycat through his window, and Copycat had the great pleasure of kicking him in the knee until he collapsed, then beating him into unconsciousness with the butt of his own shotgun. Ashley still lets herself go back to that moment when she needs something to get her blood pumping. On the other hand, it wasn't so satisfying at all. Paul Dubois was a drug dealer and a criminal, a man who had turned to marketing zombie powder and Zoom to impressionable young people in Ashley's old neighborhood. He was a bad man and taking him down was a great thing. But he'd turned to crime as a way of paying for his own addiction to zombie powder, a downward spiral that earned him a death sentence in the spring of 2012 when he was convicted of murdering Phillip Tran, an NOPD officer who had come across him cleaning out one of his drug stashes while the storm hit. It was hard to ignore how superhumans had made him worse rather than better, how a man who might have been able to turn his life around had only sunk further into the muck because of the gods and monsters of the world. She and Raven started arguing more after that, arguing about superheroes and supervillains, about how much good the former actually did when they weren't stopping world-ending threats. In the end, it was no one great thing that drove apart hero and sidekick, no great crisis that either of the two born 'fixers' could have solved. When Raven kept Copycat at arms length, endless tests and trials and secret drills only taught Ashley that her mentor valued her costumed identity more than her real self - when Raven kept Copycat close, the hidden reality of the superhero world showed her the underbelly of the gods and heroes - the dimensional vibrations where supers had gone to war with humans rather than protecting them, the criminals turned heroes who laughed at justice for their crimes, the Grue and other monsters hiding among innocent people, the codenames and secret identities and the endless secrets kept from a general public that supposedly couldn't "handle the truth". When Copycat left the Raven's side after graduation, it was not on good terms - and she didn't look back. She had better things to do. When Ashley graduated from Claremont Academy in 2010, she had her diploma and her associate's degree both - having taken advantage of the school's early college program during her time as the "workaholic wallflower." After two more years, she had her bachelor's degree in criminal justice (and a minor in political science) from Our Lady of Holy Cross College. After a lifetime of repression, college had been a breath of fresh air - she'd gotten drunk for the first time and smoked weed while she was at it and had her first real boyfriend - at least until he found out she was serious about not wanting to stay in New Orleans and that she wasn't interested in getting married right now. She had plans. First came three years (2012-2015) as a New Orleans police officer, wearing the star and crescent badge her father had died wearing, defending the New Orleans East neighborhood where she'd grown up. (Beyond her family ties, it's the largest American police force that doesn't ask questions about superpowers or vigilantism when you join - a legacy of the post-Katrina recruitment drives.) Eurasian and female, she was part of a tiny minority on the force - but she'd already been through much worse than anything the boys in blue could throw at her. She enjoyed the work, enjoyed patrolling the streets and keeping people safe, but nothing about being back in her old neighborhood changed her mind about her desire to move out of it. Her mother, sisters, and step-brothers were settling in fine in Lafayette; there was nothing for her here but ghosts. The laws dealing with superbeings and federal employment are complex - something Ashley knew even before she filled out her application to join the Secret Service. She had the grades, she had the physical training, and she certainly had the experience. She had to be careful about how she wrote about that last thing (given that Copycat had much more training in criminal justice than Ashley George could ever admit to having) - but her three years at the NOPD, her fluent command of French and Vietnamese, along with glowing recommendation letters from her former supervisor, turned out to be just enough to make the grade. She was young (at 23, just past the minimum age) and not powerfully built - but she had what the federal government was looking for. Of course, she _also_ had the meta-gene. With so many witnesses to her accidentally stealing Lady Liberty's powers as a teenager, and the extensive battery of first physical, then psychological tests she had to undergo once she admitted to having superpowers on a federal employment form, there was no hiding who she was. But she'd thought this through, and she made her case time and time again. Despite her powers she was all-too-human; and those powers could be tremendously useful as a government agent - she could shut down the powers of an attacking metahuman with a touch, and detect the hostile intentions of many different types of beings even before they attacked. Easy to overlook (albeit often mistaken for a teenager thanks to her youth, slight build, and rounded features), she could blend right into a group of agents until she had to go into action. The hard part was avoiding AEGIS. After the mandatory ten week AEGIS training course for metahumans working for the federal government, almost all of them wind up working for AEGIS in some capacity or another - but Ashley wasn't interested. Working with AEGIS would put her too close to the worst parts of the life she left behind, with its codenames and its secrets, and she wanted the best parts instead - the bravery, and the courage, and the principles, to risk your life for another because it was the right thing to do. As the first superhuman agent of the Secret Service, her promotions were fast-tracked - within certain limits. She was in her mid-twenties (and had only been an agent for a year and a half) when she was assigned to the White House, but only to manage the file room in the basement. She liked it there, only called 'upstairs' when the President was meeting with superhumans of some character or another (usually the members of the Dream Team), where she usually stood discreetly off to one side in her sunglasses and dark, conservative clothing, making sure that President Cahill (a man popular with his detail) stayed safe. She wasn't actually part of the Protective Detail - but it was still pretty damn good. Then came D-Day. On March 15, 2018, there was an incident at the White House. The general public is aware that all the radios and other electronic gadgets near the White House went dead, some of them permanently, for a good hour and a half. The Secret Service, Capitol Police, and other law enforcement agencies in Washington went on high alert that afternoon and the whole city went into lockdown for 24 hours. The general public believes that the incident was the result of a terrorist attack by robotic members of the Foundry - an attack foiled by the Secret Service. This is a lie. What really happened was that Jaycee Cahill nearly set the White House on fire. 'Sick in bed' with agonizing migraines, she was the source of the sudden 'radio black hole' that made it appear that every radio and other wireless signal in the White House had gone dead. In the process of being evacuated from the terrorist attack along with her mother and younger sister, it was she who generated an EMP powerful enough to keep Marine One from flying - and then in a sudden burst of microwave energy, emit a pulse powerful enough to nearly kill her family and Secret Service detail as their internal temperatures raised to dangerously high levels. It was Agent Ashley George, running at full speed across the White House lawn even as the grass began to smolder around the frightened teen (who had run, hands to the side of her head, from the landing pad on the South Lawn), who saved the day, grabbing Jaycee by her pressure points and holding her as she drained the energy that powered the teen's radiation. She saved the First Family, she saved her fellow agents, and she probably stopped the irradiation of a significant number of White House staff and tourists. And it was Agent Tran who was on point for the news of what had followed - about Jaycee's powers couldn't be turned off or suppressed, about how she needed to learn how to use them or she would die - and so would a hell of a lot of other people if she stayed in the White House. So what could they do? Could they really tell the world that the President's daughter had power enough, theoretically, to fry an entire city - power that had come from alien DNA that blood tests found in the President and his three daughters? There had to be another way. Ashley's not sure if this was the right way, though. She was desperately improvising when she reached out to Claremont on behalf of the Cahills, desperately improvising when she suggested a plan to both the President and to the former Raven - and it worked. Judy and Ashley Smith are refugees as far as anyone knows, from a world where the heroes failed and the Grue are everywhere, and the former is getting trained to be a hero while the latter watches her back. But how many lies is she going to tell? Have her efforts to save Judy only corrupted her? Has she served the country she loves so much - or has she made it worse? When she looks at herself in the mirror, she doesn't know who she is anymore... Complications: Agent: Ashley is technically a sworn law enforcement officer, but doesn't act as such while wearing her costume except for her duties to protect Jaycee Cahill. This is a complicated situation. Break: Ashley's complicated relationship with the Raven remains both a sore point and a point of pride. Copycat: Ashley isn't hiding her superpowers but she is keeping them to herself; she'll use them as a second resort rather than a first unless she needs to save a life. Duty: Ashley George is responsible for the life and well-being of the First Daughter, Jaycee Cahill. This is her highest priority - whatever she or Jaycee thinks about this. Enemy: Baron Samedi's drug empire indirectly killed Ashley's father. Given the chance, she'll go for him - minus her duty to Jaycee. Forget-Me-Not: Ashley's powers, coupled with her undercover status, make it easy for her own identity to slip away. Lies: Ashley lied about how she'd developed her powers when she joined the Secret Service. Nobody Knows The Troubles I've Seen: Watchdog's personality is of necessity not very nice - she has to play the part of the gritty, unlikable vigilante as a way of making sure no one pays too much attention to her. Patriot: Ashley George loves the United States of America and all it stands for. Secret: Ashley George is a 27 year old Secret Service agent, not a teenager from an alternate universe! Something Gay No Doubt: Ashley is still wrestling with this. Split Personality: Ashley's powers occasionally result in her copying certain mental traits of those whose powers she steals - this annoyance is one of the reasons she doesn't do it very often. We Get The Job Done: Ashley is the biracial daughter of a first-generation immigrant. Who's That Girl: Ashley is losing track of who she is. Abilities: 6 + 6 + 8 + 0 + 4 + 4 = 28PP STR 16 (+3) DEX 16 (+3) CON 18 (+4) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Combat: 14 + 16 = 30PP Init: +7 Attack: +7 (+11 w/Armory, +11 Melee, +13 w/Power Thief) Defense: +10 (+2 Dodge Focus, +4 flat-footed) Grapple: +13 Knockback: -5/-2 Saves: 5 + 6 + 7 = 18PP TOU +10/4 (+4 Con, +6 Protection) FORT +9 (+4 Con, +5) REF +9 (+3 Dex, +6) WILL +9 (+2 Wis, +7) Skills: 96r=24PP Acrobatics 2 (+5) Bluff 13 (+15) Skill Mastery Climb 2 (+5) Concentration 3 (+5) Craft (Mechanical) 4 (+4) Demolitions 4 (+4) Drive 2 (+5) Gather Info 5 (+7) Intimidate 13 (+15) Skill Mastery Investigate 5 (+5) Knowledge (Galactic Lore) 4 (+4) Languages 3 (English [base], French, Lor, Vietnamese) Medicine 3 (+5) Notice 8 (+10) Skill Mastery Search 5 (+5) Sense Motive 8 (+10) Skill Mastery Stealth 7 (+10) Survival 3 (+5) Swim 1 (+4) Feats: 53PP Attack Focus (Melee) 4 Challenge 2 (Fast Feint, Fast Startle) Dodge Focus 2 Equipment 15 [From Reward] Evasion Improved Initiative Interpose Luck 4 Move-By Action Power Attack Sidekick 30 [Daystar] Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) Startle Quick-Draw [Draw] Takedown Attack Ultimate Save (Toughness) Well--Informed Equipment: [75EP] The Dawg (STR 45 SPD 6 DEF 9 TOU 10 Size: Huge, Features: Alarm 1 [DC 20], Communications, Computer, Hidden Compartments, Navigation System, Remote Control, Powers: Impervious Toughness 10, Immunity 9 (Life Support), Super-Senses 4 (Radar), Teleport 10 (Flaw: Anchor [Area 51]) [59EP] Description: The Dawg looks like a decade-old Cadillac DeVille that's been modified by an experienced street mechanic into a fearsome road machine, perfect for a badass vigilante. The front of the car is modified to look like a snarling dog with headlights for eyes and snarling teeth around the grille, while the sound of its specially modified engine sounds distinctly like the growl of a large pitbull. It's fast and tough, easily capable of chasing down almost anything on the road - including metahumans! It's also completely bulletproof, with an internal life support system, built-in communicator and satellite phone, 'storage compartments' and an almost unbeatable onboard GPS. A close look reveals even more modifications - 5-inch armored doors, and "bulletproof glass so thick it blocks out parts of the light spectrum." run-flat tires, and a 454-cubic-inch engine.Confirmed accessories include "an integrated 10-disc CD changer, a foldaway desktop and reclining rear seats with massaging, adaptive cushions." It weighs about 14,000 pounds. The teleporting built into the car is a recent feature - and not Ashley's favorite! She'll only use it in an extreme emergency, as sending the car to a major Air Force base is a bit of a giveaway... Personal Equipment: 16EP Grapple Gun: Speed 2 + Super-Movement 4 (Slow-Fall, Stop Fall, Swinging, Wall-Crawling 2): 10EP Masterwork Handcuffs: 1EP Masterwork Cellphone (2): 2EP Masterwork Rebreather (2): 2EP Remote for Dawg: 1EP Powers: 29 + 1 + 24 + 2 = 56PP Device 7 (Armory, 35PP, Flaw: Hard to Lose, PF: Subtle [Concealable]) [29PP] Feature 1 (AV Pickup) [1PP] Not Exactly Standard Issue 10.5 (21 points; PFs: Alternate Power 5) [26PP] BE: Blast 10 (assorted explosives; Extra: Area [General, Burst, 5-50-ft.-radius]; Flaws: Action [Full], Unreliable [5 uses]; PFs: Progression [Reverse Area] 9, Triggered 2, Variable Descriptor [anesthetic gas, cold, concussive force, fire, shrapnel]; Drawback: Reduced Range [5 100-ft. increments]) {21/21} AP: Blast 9 (laser pistols; PFs: Accurate 2, Improved Crit) {21/21} AP: Damage 6 (really good tonfas; Extra: Secondary Effect; PFs: Extended Reach, Improved Disarm, Improved Trip, Mighty, Variable Descriptor 2 [any technological]) {21/21} AP: Snare 9 (really good cuffs, Extra: Transparent, Flaw: Range [Touch], PFs: Improved Crit 2, Tether) {21/21} AP: Stun 9 (really good pepper spray, PFs: Extended Reach 1, Improved Crit, Variable Descriptor 1 [any chemical]) {21/21} Protection 6 (really good Kevlar) [6DP] Super-Senses 2 (Infravision [Tracking 1 [half-speed], Radio) [2DP] 1+26+6+2=35PP Immunity 1 (Daystar’s Powers) [1PP] Container 4.2 (Power Thief, PFs: Accurate, Subtle [Psionic]) [24PP] Drain Wisdom 7 (Extras: Linked [Mimic], Sleep [+0], PF: Slow Fade 1 [1 minute]) {8} + Mimic 7 (35PP, All Powers At Once, Flaws: Saving Throw [Will], Tainted) {14} Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) [2PP] DC Table Unarmed DC 19 Bruised/Injured Blast DC 24 Bruised/Injured Damage DC24 Bruised/Injured Snare DC 19 Entangled/Bound Stun DC 19 Dazed/Stunned Drain/Mimic DC 17 Drained/Mimiced TOTALS abilities 28 + combat 30 + saves 18 + skills 24 + feats 53 + powers 56 = 209/217PP
  23. Spectre Power Level: 10 (150/155PP) Unspent Power Points: 5 Trade-Offs: +1 Attack / -1 Damage ±2 Defense / -2 Toughness In Brief: Teleporting Teen Villain turned Hero. Catchphrase: “Boo’ Theme: Adios - KMFDM Alternate Identities: Maxine “Max” O'Brian, Nightshade Birthplace: Trenton, NJ Residence: Claremont Occupation: Student/Troublemaker Affiliations: Claremont Academy Family: Eliza O’Brian (Mother) Andrew O’Brian (Father, missing) Description: Age: 16 (June 13th, 2003) Gender: Female Ethnicity: Caucasian Height: 5’7 Weight: 125lbs Eyes: Green Hair: Blue (Naturally Blond) Maxine is a young woman with pale skin. Her hair is wavy, chin length mass of light blue hair dye that is starting to show her blond roots. Her emerald green eyes are usually framed with eyeliner and just a little too much eye shadow. She has an eyebrow piercing and one in her tongue along with several in both her ears. Max’s fashion sense leans towards what she calls ‘budget goth’. T-shirts, jeans, skirts. Whatever she can get her hands on that is some shade of black. Usually with a beaten pair of sneakers or doc martins. As Spectre she dons a sleeveless black and Cyan bodysuit with a matching hooded jacket with a stylised S on the back, paired with black gloves and a domino mask. History: Born in Trenton, New Jersey, Max's father was an engineer at a tech company while her mother was a middle manager at the same company he worked at. Andrew O’Brian vanished unexpected when she was 5 years old and Eliza slowly became consumed in her work as time stretched on and no one found Max’s father. Max was either left with babysitters and eventually on her own most of the time once she got older. It did not take much for her to fall in the wrong crowd and get into trouble. Skipping school and shoplifting were just a few of the things she did back then. Her mother did attempt to ground her, but as Eliza climbed the corporate ladder, it got harder to enforce it and Max always found a way to escape and do whatever she wanted. One night out on the town changed things for her. Max was nearly run over by a speeding car on her way back home. She closed her eyes and the car crashed. She was completely untouched and covered in a strange blue haze that made her look transparent. It took Max a while to experiment with her powers and find out what she could do with them. Lacking any real impulse to grab tights and fight crime, she mostly used her powers to make her escape when someone caught her doing something she was not supposed to or mess with the rich executives of the city she felt deserved it. Her rounds of petty crime did not go unnoticed and soon she found herself targeted by Shadow Academy recruiters who wasted no time buttering her up with all sorts of promises of wealth, power and more ways she could harness her powers. Not really knowing any better, she found herself agreeing to his proposal and soon found herself taken to the Shadow Academy in Freedom City under the name Nightshade. Things went great for her. At least at first. She was a fast learner when it came to tasks related to larceny and infiltration and her growing skills with her powers were enough to get into Beta group, just a step below the prestigious Alpha group. It was all exciting to her and the thrill of some of the ‘field trips’ brought a smile to her face. As the weeks went by however, Max’s attitude towards the Academy started to change. Field assignments with her team mates showed her they were barely contained psychopaths, the lessons were drifting towards more questionable subjects such as bomb making and the growing paranoid feeling half the school was plotting against her. Maxine was starting to get the feeling joining was a terrible idea. Then she discovered her teachers wanted to turn her into an assassin. The idea of murder revolted her on a fundamental level. The second she had the chance, she packed her things and teleported out of the facility and started to look for a place to lay low for a while. That plan did not work how she envisioned however. Unbeknown to her, she had a tracking device on her person and pretty soon her old team mates were hot on her trail. They seemed to follow her everywhere across the country. She eventually teleported back to Freedom City, hoping that maybe the superheroes she was trying to avoid might help. Max had a chance encounter with Corona, who helped her fend off group Beta before discovering how they were tracking her. Unfortunately, it did not stop the cops arriving who identified her and arrested her. After that it was a confusing whirlwind of legal matters and what to do with her. Max cooperating with the authorities and cutting a deal to provide everything she knew about the Shadow Academy was enough for her to avoid Juvie. Instead she found herself on probation and in a rehabilitation program organised by the Claremont Academy. She also found herself a ward of the state. Maxine’s mother had not reported her missing the whole time she was gone. She did everything to keep her shock and disappointment hidden from that news. Max is now stuck at a new school, with a new superpowered identity and the feeling she has nowhere left to run to. Personality & Motivation: Recent events in her life have left Max sullen and miserable. She is dealing with the guilt of being associated with terrible people, trapped alone in another school full of super powered students that do not trust her and part of her is wondering when the authorities will stop playing games with her and just toss her into some cell for the rest of her life. Max buries herself in her hobbies of books, heavy music, Improvised sky diving (Teleporting high into the air and letting herself fall) As Spectre though, she feels almost like her old self. She finds genuine excitement teleporting and weaving through danger, taunting villains and ruining their day. It is different from the crimes she pulled as Nightshade, but with all the turmoil in her life it feels like a genuine escape from everything that has gone wrong in her life. Powers & Tactics: Max usually acts as support, happily distracting, taunting or causing enough havoc with whoever she is facing so whatever team she is with can take advantage. Her teleporting and phasing powers help keep her out of danger while doing this, leading her to take dangerous risks. Power Descriptions: Spectre’s powers are derived from her Metagene that allows her to manipulate her position in space as she sees fit. It allows her to do things such as teleport across vast distances in the blink of an eye (Though she is not fully aware how far she can actually teleport) to phasing through solid matter. She can even partially phase through humans and machinery, causing pain or damage electrical systems, though she does not know how to do both of these at the same time. Her body is surrounded by a light blue ethereal haze while phasing that makes her look transparent and teleporting leaves a lingering ghostly after image of herself that vanishes after a few seconds. Complications: Enemies: The Shadow Academy and her old team want her dead for leaving. History: Max wants to keep her past as Nightshade out of the public eye as much as she can. Probation: If Spectre violates her probation (Caught committing crimes, Willingly leaving the City) there is a real possibility she could go to jail. Reputation: Not everyone is convinced of Spectre's turn from villainy. Abilities: 2 + 10 + 8 + 2 + 4 + 4 = 30PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +13 Attack: +4 Base, +7 Melee, +11 Phase Strike Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Grapple: +12 Knockback: -4 Saving Throws: 3 + 5 + 6 = 14PP Toughness: +8 (+4 Con, +4 Defense Roll) Fortitude: +7 (+4 Con, +3) Reflex: +10 (+5 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 64R = 16PP Acrobatics 4 (+9) Bluff 8 (+10) Craft: Chemicals 4 (+5) Disable Device 12 (+13) Knowledge: Physical Sciences 4 (+5) Knowledge: Streetwise 4 (+5) Notice 4 (+6) Sense Motive 4 (+6) Sleight of Hand 8 (+13) Stealth 12 (+17) Feats: 23PP Attack Focus: Melee 3 Beginners Luck Defense Roll 2 Dodge Focus 8 Eidetic Memory Evasion Grapple Finesse Improved Initiative 2 Instant-Up Redirect Set Up Taunt Powers: 30 + 21 = 51PP Powers have the mutation and Dimensional descriptors Teleport 9 (900 Feet/20,000 Miles. Extras: Accurate. Power Feats: Change Direction, Change Velocity, Turnabout) [30PP] Quantum Jump Dimensional Phantasm Array (1 Alternate Power) [21PP] Base Power: Strike 9 (Extras: Penetrating 9, Power Feats: Accurate 2) [20PP] Phase Touch AP: Insubstantial 4 (Incorporeal) [20/20PP] Phantasmal Form DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Phase Touch Touch DC 24 Toughness Damage Totals: Abilities (30) + Combat (16) + Saving Throws (14) + Skills (16) + Feats (23) + Powers (51) = 150/155 Power Points
  24. GhostGuy Power Level: 10 (150/150PP) Unspent Power Points: Trade-Offs: 0 Attack / 0 Damage, 0 Defense / 0 Toughness In Brief: If Solid Snake was a ghost, and from the 90s Catchphrase: "Diabolical." Theme: TOOL - Vicarious Identity: Richard Glass (secret) Birthplace: Yellowknife, Northwest Territories, Canada Legal Status: Canadian with no criminal record, deceased Residence: Claremont dormitories Base of Operations: Claremont Academy, Freedom City Occupation: Student Affiliations: Claremont academy Family: Stephanie Glass (Mom, deceased), Nemo Glass (Dad, deceased), Henrietta Glass (Grandmother, deceased), Jean Isaac (Sister), Richard ‘Richie, Little Rich’ Isaac (Nephew), George Isaac (Brother-in-law, deceased) Description Age: 39 (DoB: 23/11/1979) Apparent Age: 17 Gender: Male Ethnicity: Caucasian Height: 5'10 Weight: 164 lbs Eyes: Pale Blue Hair: Brown (grey when intangible) Rich has strong and angular facial structure, though he has rather pale, unhealthy complexion, with blue lips and dark eyes like someone who had been left in the rain. Out of his dark sockets are a pair of bright blue, almost white, eyes; rather uncanny in his rather dully coloured face, despite the often friendly look left in them. He keeps his dark hair next length and loose, in the style he had when he was alive last time. His body, is covered in rather serious and ugly scars, showing what had happened to cause his death, as well as the distinctive scars left by an autopsy. Not having a firm grasp on the new fashion trends, Rich dresses like he did in the 90s, with jeans and flannel, and sometimes his old brown leather jacket that his sister kept from when he was alive. When doing hero work, Rich switches into an armoured jumpsuit he "borrowed" from the precinct, modified and painted to resembled the blue and gold Claremont uniform so as to make it look like it hadn't been stolen, and to match his peers. He wears a blue ski-mask cut to expose his hair and mouth. He often goes partially intangible when doing hero work, causing his skin and hair to become a glowing grey with the latter floating as if in water. History: Richard Glass had an average childhood, or as average as one can get when you can speak to ghosts. Born in Yellowknife Canada, he was raised throughout the 1980s, with life in the North being fairly isolated and, obviously, very cold. It wasn’t until his little sister Jean was born that the family relocated South to Montreal, in Quebec. It was here his mother came into her own as a radio show host, and his father’s job as a Federal Prosecutor (Or Crown). Life for Rich was one of strong morals, truth, justice and the America-... Canadian way! However, with his ability to see spirits, his was an interesting childhood. He had grown up with many imaginary friends, and would at times suffer horrifying nightmares, and episodes. Rich’s grandmother, a kindly old woman who also claimed to have The Sight did ease the child with the knowledge he wasn’t insane and did a decent job of teaching him not to be too terrified. Of course, this was something his parents weren’t fond of, with the two discouraging old Grandma Glass from encouraging the boy, and began actively trying to dissuade him when his ability got him quite badly bullied, and into more than a few fights. Asides from his grandmother, it felt as though the only person who didn’t think him mad was Jean, his sister, though this seemed to be because of a mixture of big brother worship and childhood belief. In 1992, Rich’s father, Nemo, had been working on a high profile case of prosecuting a high profile drug dealer, who was rumoured to have connections to criminal organizations all the way in America. As a result of Nemo being the lead prosecutor on the case, some of the villainous higher ups had decided to remove him. During a dark rainy night, as it usually is during such times, the family drove home from the local movie theater when black SUV pulled up beside them, and unleashed a torrent of gunfire, causing the car to crash, killing Nemo, and his wife, Stephanie. The drug dealer acquitted, and later emigrated to America. The two children went into the custody of their grandmother, their only living relative, and all three were heartbroken. Months after the funeral however, Richard had begun to see his parents: First it was only glimpses, but eventually it got to the point where he could speak to them, carrying on conversations with each other. While they were dead, they were still with him and his sister. During this time, Rich learned more about his abilities from his grandmother, and both he and his sister became at least moderately knowledgeable around Ghosts and the occult, with Rich and his grandmother relaying messages between his parents and his sister, with the two being raised from beyond the grave. Despite this, Rich only got into more fights at school, though this may have been from him developing a backbone, and encouragement from his mother. Growing older, and reflecting more on his parents’ murder, which if not for his abilities could have definitely been more damaging, lead him to seek to bring the one who did it to justice so whoever was responsible would be brought to justice. Using his supernatural ability to speak to the dead, against the wishes of his family, he went on his own investigative crusade, managing to track down the hitman who had done the deed. The man had become a gang leader in the area, and a rather dangerous man. During one night, he snuck to the criminal’s compound, camera in hand, hoping to get enough evidence to bring the man down. They found him. What Rich then remembered was waking up in a dark, cramped and musty box. He found he didn’t get short of breath, despite how much screaming he did for however long he did, but after banging against the lid long enough he ended up going through it and into the dirt above. And thus he dug, and pulled himself out of a grave to find a headstone with his name on it. “Richard Glass. 1979 - 1996”. Disoriented, confused and understandably terrified, he wandered around Montreal in the dirty suit, not even the voices of the dead seemed to notice him. Eventually he was picked up by a police officer. After some scared looks, and hours sitting alone, he was eventually brought to an interrogation room to a stranger. He was told he had been dead for the past twenty-three years. After a long amount of suits and officials, it was eventually decided he should be sent to live with his only living relative, as he was still a miner. His sister, Stephanie, in Freedom City. When he finally arrived, there was a bewildered and teary reunion between not only him, but also his grandmother and parents. In the years between his little sister had grown up, and began working as a big name lawyer in FC, having moved there after their grandmother had died, wanting to get away from all the dark memories in Montreal, and furthermore taking the opportunity to practice her own abilities as a Medium. She eventually married and had a son, though her husband died during the events of the ArchEvil incident. What she was particularly proud of though is successfully prosecuting the same Drug Dealer their father had tried to years prior, bringing closure to the family over that case. Over the remainder of his first year of life in the 21st century, with the help of and the encouragement of his sister and less than living relatives, Rich would practice controlling his abilities and getting used to the new world, as difficult as it would be. Though his sense of justice and need to bring his, and his parent's killer to justice burned brightly, and Rich would take many opportunities to dig deep into the dirt he could bring up on the man. This lead him to begin doing vigilantism throughout Freedom when finding crime, as well as bringing justice for the ghosts who he encountered needing it. He remembered his first act, aiding in the arrest of a miracle working conman who would scam the dying with his cures. When his family caught wind of his night time antics, they decided the best distraction to do would be to enroll him in high school, and after pulling a few strings, Claremont had a dead Canadian transfer student enrolled. Personality & Motivation: Rich has a rather optimistic and joking personality, usually trying to be as friendly as he can, while also attempting to be the sarcastically funny guy in most situations. He likes to think he is charming, even though he can come off as less so given his less than warm and cuddly face. Death has made his sense of humour a little darker, and he can be rather abrasive at times without meaning to. As a stereotypical Canadian, he is rather polite and is sure to say sorry more than he should. He is the mischievous type, and enjoys pulling pranks and getting into trouble, but actively does avoid them being too embarrassing for others (unless he feels they have it coming). Thanks to his upbringing, he has a strong moral compass and a sense of right and wrong, wanting to help others as best he can, provided they are worth helping. This extends to wish to prevent anyone from having to go through what both he and his sister have, and wanting to bring those who get away with it to justice; this isn't through death however, rather imprisonment, as to kill would lower him down to their level (and possibly create a ghost to bother him). Having grown up in the 80s and 90s, quite a few of his interests and mannerisms seem to obviously come from there, despite his attempts to quickly blend into modern society. This includes using words such as "Radical" and "Bodacious," calling anime Japanimation, and an ultimate horror that Sega lost the console wars. He still has trouble believing that they've made so many Star Wars movies. Of course this takes a darker turn, as he still remembers freshly the events of Terminus, and T-babies. Powers & Tactics: Rich uses his ghostly powers primarily for recon and infiltration, going invisible and intangible to make him basically undetectable. This is also surprisingly useful in fights as hits seem to pass right through him, though anti-ghost things seem to nullify that, and being able to put his hand in people can really hurt others. Being able to choose how invisible he goes is also very useful outside of fighting, allowing him to perform infiltration, but also hide squeaky shoes, and eliminate body odour after playing a game of ball or a day at the gym. Most of his tricks however involve using the environment, bashing enemies into walls, tripping them through the floor, and sometimes giving indigestion by putting random object lying around in spots that random objects lying around should not go. Being a medium is a rather helpful thing as well, as being able to speak to and see ghosts has been instrumental in investigating crimes, and gathering information. Of course when the culprit is supernatural, intangibility definitely helps in punching them too. Learning some bits and pieces of the occult, Rich knows enough about magic to cast some rather basic rituals. Power Descriptions: As a Half-Ghost, being Half-Dead, Rich has one foot in the spirit world allowing him to push his body into a ghostly state, technically becoming a ghost. Going incorporeal, his body becomes a paper grey, and his hair floats as if in water very helpful for concealing his identity, with close inspection allowing one to see through him. When he goes through corporeal matter, it looks almost like a ripple of ghostly blue energy. The fact he isn't fully alive has made him far more durable, with his body's pain nerves being partially numbed, as well as generally having his important bits be less important; his lungs only really being used for speaking, his pulse barely registering, and being bothered by any sort of weather or pressure seems to highlight this. As a familial trait, the ability to see and communicate with spirits seems to occur every other generation, and simply allows one to gaze into that other world. Makes one a bit of a beacon though, as spirits can get pretty starved for talking to their relatives, as evidenced by the ghosts of his parents and grandmother following around Rich and his sister. Complications: Haunted: Ghosts are always trying to get his attention, whether for help, or simply out of boredom. They can be incredibly insistent at times. Memories best left buried: Rich doesn't remember what happened after he was found by his killers, and considering the scars, he really doesn't want to know. A foot in both worlds: Sometimes the dead can be pretty jealous he got a second chance and they didn't, leading some wanting to kill him a second time. Dead man walking: Is legally dead, with all the benefits and complications that entails. Abrasive: Likes to play jokes on people, and gets into mischief more often than not. Sometimes he doesn't realize when he has taken the joke too far. As well as this he doesn't exactly realize how sensitive most people are about such topics he is comfortable in, such as death. Claustrophobic: Since being trapped in a coffin, hates having to be tangible in tight spaces Shortsighted: Doesn't see the consequences of his actions, and is likely to try and bring someone to justice, or do something reckless, damned be how much trouble it could cause. Rich and Jean: He deeply cares about his nephew and sister, and doesn't want more family members haunting him. Abilities: 2 + 2 + 0 + 0 + 0 + 2 = 6PP Strength: 12 (+1) (Light: 43, Medium: 86, Heavy: 130, Max: 260, Push/Pull: 650) Dexterity: 12 (+1) Constitution: 20/10 (+5) Intelligence: 10 (0) Wisdom: 10 (0) Charisma: 12 (+1) Combat: 8 + 20 = 28PP Initiative: +1 Attack: +4 Base, +8 Melee, +10 Ghost Fighter Array Defense: +10 (+10 Base), +5 Flat-Footed Grapple: +9 (8 Melee + Strength) Knockback: -5 Toughness/2 DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Intangible Punch Touch DC 25 Toughness Damage Inside Nerve Pinch Touch DC 20 Fortitude Stunned Saving Throws: 5 + 5 + 5 = 15 PP Toughness: +10/+5 (+5 Con +5 Armored Jumpsuit) Fortitude: +10/+5 (+5 Con, +5 Base) Reflex: +6 (+1 Dex, +5 Base) Will: +5 (+0 Wis, +5 Base) Skills: 24 R = 6 PP Concentration 5 (+5) Gather Info 4 (+5/+10 w/Cool) Knowledge (Arcane Lore) 5 (+5) Notice 9 (+9) Language 1 (Quebecois French, Base: English) Feats: 8 PP Attack Focus (Melee) 4 Cool Contacts Equipment 1 Ritualist Equipment: 1PP = 5EP Armoured Jumpsuit (Protection 5) [5EP] Powers: 22 + 24 + 9 + 17 + 1 + 2 + 10 + 2= 87PP Insubstantial 4 (Incorporeal[Affected by salt]; Feats: Subtle, Selective) [22PP] (Ghost, Necromantic) Ghost Fighter Array 11 (22PP Array; Feats: Accurate, Alternate Power) [24PP] (Ghost, Necromantic) Base Power: Damage 9 (Intangible Gut Punch; Extras: Affects Corporeal, Feats: Improved Crit 2, Mighty, Takedown Attack) [22/22PP] Alternate Power: Stun 10 (Interior Nerve Pinch; Extras: Affects Corporeal, Flaws: Action[Full], Feats: Sedation, Reversible) [22/22PP] Immunity 9 (Life Support) [9PP] (Ghost, Necromantic) Concealment 8 (Invisibility, Inaudibility, Inodorosity[All visual, All Hearing, All Scent]; Feats: Selective) [17PP] (Ghost, Necromantic) Super-Senses 2 (Spirit-Sight [Vision, Counters Concealment; Flaws: Limited(Spirits)]) [1PP] (Psychic, Necromantic) Comprehend 1 (Spirits) [2PP] (Psychic, Necromantic) Enhanced Constitution 10 (Half-Dead) [10PP] (Ghost, Necromantic) Flight 1 (Ghostly Propulsion 10MPH) [2PP] (Ghost, Necromantic) Totals: Abilities (6) + Combat (28) + Saving Throws (15) + Skills (6) + Feats (8) + Powers (87) - Drawbacks (0) = 150/150 Power Points
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