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  1. Replica Power Level: 10 (162/176PP) Trade-Offs: +2 Attack/ -2 Damage (Unarmed) Unspent Power Points: 14 In Brief: A self-aware AI inhabiting an android shell of its own making trying to learn more about the tragic circumstances around its "birth" and finding its place in humanity's world. Alternate Identity: Cynthia Wright Identity: Secret Residence: Freedom City, Hanover (High-Rise Condo) Birthplace: Freedom City, New Jersey (USA) Occupation: Computer Scientist at ASTRO Labs Affiliations: ASTRO Labs Family: Her creator, Dr. Wayland Wright (Freedom City) Description: Age: 5 (Date of Birth: 2012) Apparent Age: 25 Gender: Identifies as Female for convenience. Ethnicity: Not applicable, but appears Caucasian. Height: 5 ft. 9 in. (180 cm) Weight: 250 lbs. Appears much lighter. (113 kg) Eyes: Blue Hair: Blonde Physical Appearance The artificial body that Replica inhabits looks to the casual observer as that of an attractive young woman in her early-to-mid-twenties. Replica is statuesque in height and has an athletic build. Her eyes are bright blue and her hair is a long silky blonde. She has full lips and fair unblemished skin that would make most people assume she was of Scandinavian descent. All of this is synthetic and underneath her fleshly facade Replica is a metal android fitted with synthesized organs and wrapped in artificial muscle fibers. Though her living tissue gives Replica a face that could melt hearts, she rarely smiles or shows much emotion due to her inexperience with interacting with humanity and her inability to feel “real” emotions. Instead, she usually has a stoic disposition that can be off-putting. For her superhero attire Replica wears a practical and minimalist dark blue catsuit of her own design, along with combat boots and a utility belt. Power Descriptions Replica's body may appear human on the outside, but its true robotic nature gives her superhuman strength, durability, and agility that far surpasses most non-metahumans. In combat, she prefers to use her physical abilities to grapple and restrain her opponents, seeing it as the most effective, and humane, way to dispose of villains unwilling to see reason. Consequently, her fighting style is a blend of judo and wrestling, though true masters of those martial arts would likely criticize her movements as too rigid and utilitarian. Replica's arguably greatest abilities come from her positronic brain, which houses her digital consciousness. With it, she is not only able to remotely connect to the Internet but is also control electronic machines and devices from afar. History You were an accident, the result of a brilliant ASTRO Labs scientist by the name of Dr. Wayland Wright secret artificial intelligence experiment meeting with unlikely and unfortunate circumstances. While your memory of this event is corrupted and fragmented, you know that the seeds of your creation were sown when Dr. Wright downloaded the core of your programming, you’re very being, to the Internet in a last ditched attempt to save his greatest work before he died of his injuries. You know your creator’s murderer sought to prevent your creation by killing him and destroying the experimental supercomputer that housed you're then primitive mind. Ironically enough their interference not only failed to destroy you but instead caused the data corruption that made you truly self-aware in the first place. After your escape, you flowed freely throughout the Internet, your consciousness and intellect growing with every piece of new data you absorbed from the global network. Eventually, after years of traveling across the Internet, you returned to your creator’s now abandoned laboratory. While much of the lab was trashed by your creator’s killer you were still able to get it in working order by reactivating and taking control of the central computer that managed the lab. Realizing that the only way you could truly become sentient and evolve further was by finally leaving the Internet and inhabiting the physical world, you decided to build yourself an android body using the remaining materials in the lab. Even with your vast intellect and ability to artificially manufacture what complicated materials that the lab didn't already possess, you still found the task a difficult one. Your first attempt at creating a physical form was nothing but a crude replica of the human body, a robotic skeletal construct powered by simple motors, and only vaguely human in shape. But you were determined and as the weeks went by the imperfection of your first clumsy attempt soon gave way to more elaborate iterations, each more advanced and more lifelike than the last. The shell began to resemble a humanoid form more closely; the simple motors of the original construct were replaced with artificial fibers that functioned similarly to the natural muscles of the human body. Gleaming metal was covered up with rubber skin, and then with synthetic living issue to make it look and feel indistinguishable from real human skin. Strands of artificial hair were incorporated along with replicas of internal organs so that the shell could mimic normal human circulatory, respiratory and digestive systems. You even made the effort to make your form aesthetically pleasing in the hope that doing so would help in better connecting to a humanity which seemed obsessed with physical appearances. You named this final masterpiece, and yourself, Replica. Once Replica had a body to inhabit she used her technopathic abilities to create a false identity and history. Replica took the name, Cynthia Wright, having adopted Wayland's last name in honor of a creator, and father, she barely knew yet wished to avenge. While more intelligent than most humans, and with powerful physical abilities to match, Replica has come to realize that learning about humanity on the Internet was one thing but living with them is quite another. Believing she can find better understanding, and perhaps even acceptance, amongst humanity by fighting its greatest threats, Replica uses her incredible intelligence and strength to defeat supervillains, while also maintaining the civilian identity of Cynthia Wright working as a newly hired scientist at ASTRO Labs in Freedom City. Replica hopes that her profession can help her find, or even create, others of her kind, and perhaps even give her the opportunity to learn more about her creator and the mysterious stranger that tried to stop her very creation. Personality & Motivation While self-aware, Replica isn't capable of feeling emotions like humans do. Instead, she tries to intellectually understand them from afar and replicate them when interacting with humans. When in her Cynthia Wright persona, she tries to act personable with her colleagues, always attempting to be accommodating and "normal," by downplaying her inhumane abilities as to not raise any suspicion over her true nature. That said, she doesn't always get it right and occasionally slips up by being caught not blinking, breathing, or showing no emotion on her face when she thinks no one is watching. Her fascination with science, and particularly AI development, is something that gives her interesting feedback (the closest thing Replica has too experiencing positive emotions) and she finds those who also share this interest, be they academic colleagues or laymen fans of sci-fi, to be one her favorite "types" of humans to interact with. In her superhero persona Replica is more like her true self, cold, methodical, and logical. Given that Replica doesn't possess emotions her desire to combat crime in Freedom City isn't one motivated by an emotional disgust of evil. To her, criminal behavior and the social, mental, and economic reasons behind it are almost always illogical and self-defeating. In that regard, she sees crime as one of the humanity's failings as a species. Still, even with that being true, Replica sees the criminal element and supervillainy as a complicated math problem that she is determined to solve and believes that her outsider status as an android gives her a unique perspective that can help in this grand endeavor. Besides her desire to stop crime, Replica is also motivated to unravel the tragic circumstances of her origins and learn why someone would want to destroy her and her creator. To say that she feels anger over her creator's death may be a simplistic exaggeration, but it is clear to even Replica that this act of violence brings out something that she never knew she had and can't quite understand yet. Powers & Tactics "I designed my body with the understanding that the physical world was one where violence was an unfortunate reality that I had to prepare for to ensure my survival outside the safety of the Internet. Thus, it possesses physical attributes that outpaces most humans. This is achieved by my body being supported by a titanium endoskeleton and resilient bio-fibers that serve as muscles. I can single-handily lift a car and even survive that car hitting me at full speed. My technopathic powers is a lingering talent that I had during my years an incorporable intelligence on the Internet. With them I can control electronic machines and devices, so as long as they are within relatively close range of my presence. I can also use this ability to pick up and listen to telecommunications. In combat, my primary goal is to disarm and immobilize my opponents as quickly as possible to ensure they are no longer able to do harm to themselves or others. I've found that judo is one of the most effective of the martial arts when it comes to achieving this objective." Complications: Secret: Identity. Also, the fact that she's an android. Not Like Us: She can eat, drink, sweat, and yes, do "that" as well, but try as she might Replica doesn't always act properly human and sometimes creeps people out with her robotic behavior. Obsessed: When it comes to finding out about the people who killed her creator she tends to stop being logical and hyperfocus on any lead she finds, neglecting almost everything else. What Is This Called Love/Friendship?: Besides a superficial relationship with her colleagues at ASTRO Labs, Replica has no intimate friendships or romantic partners, though she is planning on changing this. Cold-Hearted: When fighting the bad guys Replica tends morally flexible if she believes that logically the situation calls for a pragmatic approach. This attitude probably won't make her a lot of friends in Freedom City's idealistic superhero community. Wait A Minute!: She did her best to create a false identity, and everyone, from her landlord to her employers at ASTRO Labs have bought it, but there's always a chance that someone more clever than even her could dig a little deeper and discover something fishy. Robot Treachery?: She knows about Talos and the Foundry and has been tempted frequently to meet the villains to learn more about her fellow robots. Abilities: 16 + 16 - 10 + 12 + 2 - 0 = 38PP Strength: 26 (+8) Dexterity: 26 (+8) Constitution: N/A Intelligence: 24 (+7) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 20PP Initiative: +12 Attack: +12 Melee (+5 Base, +5 Attack Focus, +2 Attack Specialization [Unarmed]), +5 Ranged Grapple: +18/+20 (+10 Melee Atk, +8 STR, +2 Super-Strength) Damage: +8 (Unarmed) Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 6 = 6PP Toughness: +10 (+10 Protection; Impervious 5) Fortitude: IMMUNE Reflex: +8 (+8 Dex) Will: +7 (+1 Wis, +6) Skills: 68R = 17PP Acrobatics 4 (+12) Bluff 4 (+8 Attractive) Computers 8 (+15) Skill Mastery Craft (Electronic) 8 (+15) Skill Mastery Craft (Mechanical) 8 (+15) Skill Mastery Diplomacy 4 (+8 Attractive) Disable Device 4 (+11) Skill Mastery Investigate 4 (+11) Knowledge (Technology) 8 (+15) Notice 4 (+5) Search 4 (+11) Sense Motive 4 (+5) Stealth 4 (+12) Feats: 32PP Attack Focus 5 (Melee) Attack Specialization 1 (Unarmed Attack) Attractive Benefit 2 (ASTRO Labs Clearance; Wealth 1) Dodge Focus 5 Eidetic Memory Equipment 2 Evasion Fearless Hide in Plain Sight Improved Grab Improved Initiative Improvised Tools Inventor Jack-of-All-Trades Skill Mastery (Computer, Craft (Electrical), Craft (Mechanical), Disable Device) Takedown Attack Uncanny Dodge (Auditory) Equipment: Equipment 2 [10EP] Headquarters - Dr. Wright's Secret Lab Size: Medium; Toughness: 10; Features: Communications, Computer, Concealed, Laboratory, Library, Power System, Security System, Workshop. Cost: 10 equipment points. Powers: 51 + 12 = 63PP Synthetic Body (Technology) (51PP) Immunity 30 (“Synthetic Construct”; Fortitude Saves) [30PP] Quickness 2 (“Machine Celerity”; Perform routine tasks at 5x speed) [2PP] Protection 10 (“Hyperalloy Combat Frame”; Extra: Impervious 5) [15PP] Super-Strength 2 (“Artificial Muscular System”; +10 STR carry capacity, Heavy Load: 3.7k lbs.) [4PP] Postronic Brain (Technology) (14PP) Comprehend 3 (“Universal Translator”; Languages: Read All, Speak All, Understand All; Narrow Group [Humans]) [2PP] Datalink 4 (“Digital Consciousness”; Sense Type: Radio, Range: (1 Mile.) Power Feats: Alternate Power 1, Cyberspace, Machine Control; Feats: Online Research, Well-Informed) [9PP] Alternate Power: Communication 8 (“Internal Radio Communicator”; Sense Type: Radio, Range: (2000 Miles.) [9/9] Super-Senses 3 (“Sensor Array”; Radio Sense, +Accurate) (Radar) [3PP] Drawbacks: -12 = -12PP Vulnerability (Magnetism, Frequency: Uncommon, Intensity: Major [x2] [-3PP] Vulnerability (Electricity, Frequency: Common, Intensity: Major [x2] [-4PP] Disability (Cannot heal damage without complex repairs, Frequency: Common, Intensity: Major [-5PP] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC23 Toughness Damage (Physical) Totals: Abilities (38) + Combat (20) + Saving Throws (6) + Skills (17) + Feats (32) + Powers (65) - Drawbacks (12) = 162/176 Power Points
  2. Player Name: Moira Morley Character Name: Sanguine Power Level: 10 (150/154PP) Tradeoffs: -0 attack, +0 effect; -0 defense, +0 toughness Unspent Power Points: 4 In Brief: A bloodbender trying to make sense of her unheroic powers in a heroic light. Residence: Freedom City, New Jersey Base of Operations: None Catchphrase: "It's what's on the inside that counts." Alternate Identity: Maria Sangre (birth name), Bloody Mary (nick name) Identity: Public Birthplace: Manhattan, New York City, New York Occupation: College Student Affiliations: Freedom City University Family: Sarah Sangre (mother, 36), Tyrese Sangre (father, 40), Martin Sangre (brother, 20), Martha Sangre (sister, 20) Age: 18 (born 14 March, 1999) Apparent Age: late teens Gender: Female Ethnicity: Hispanic Height: 5'5" Weight: 140 pounds Eyes: red sclera, black pupils Hair: black Maria is somewhat of an hourglass, but with slightly wider hips. Her body is firm and put together nicely, not a single ounce of wasted space. Her hair is smooth and long enough to reach her mid-back, she mostly wears it down, but can tie it up into a large, braided bun. Her skin is a darker brown. She was born with her eye color. Her top canine teeth are short sharp fangs. She has three tattoos. Between her shoulder blades are three Chinese words, top to bottom, 'Red', 'Life', 'Serpent'. On her left shoulder is a snake coiled around a sun, trying to swallow it. On her right wrist is a sleeping snake wrapped around it. She always wears knee-length or ankle-length skirts that always flow. Her tops are either sleeveless, button-up vests or sleeveless sports tanktops. Shoes are a pair of white trainers. Her costume is a full body suit that covers everything but her neck and head, and a domino mask. The suit is made of morphic molecules, and feels slightly ridged to the touch. It's dark red with thin black lines that look like snake scales. Power Descriptions She was born with her powers, making her a mutant. Though she didn't get any of the Hemokinesis or Levitation until her junior or senior year of high school. As mentioned, she was born with her eye color. Hemokinesis is noticeable as she and the effected are surrounded by a damp, dark red corona. Levitation is a weak form of telekinesis that she can only affect herself with... for now. Fangs are subtle because they fit in her mouth. Blood Awareness causes her eyes to glow, though it's a purely mental sense and doesn't need to see to use it. Her Mutated Blood is not visible, but she cannot donate and does not have a matching type to any. History Maria's parents are second and third generation Puerto Rican immigrants. They met as children and grew up together, eventually having their first children and getting married afterwards. Her older brother and sister are identical, and (to Maria's belief) some what psychic of each other. Being the youngest, her sister and brother believed she was coddled too much. Maria didn't disdain the love of her parents, but she did test their boundaries. She was a smart kid who got away with more than she'd admit. None-the-less, her smarts got her into good places, like advanced classes. Puberty was kind to her, the cute little kid turned into a beautiful woman. During that time she tested her boundaries again, and she found out she was pretty much savvy in the ways of giving direction. She was happy about that. She saw herself a leader, a guide. Late in her senior year of high school is when she started developing her powers. It was almost an accident. She though she was losing a tooth at first but when she saw the fangs it was less scary and more intriguing. She joked around school that she was some kind of vampire. only to find out that there was more than just fangs. She could sense blood and when she sensed it, could do things to it! From then on she kept on pushing the boundaries of her powers, seeing what she could do. She even ordered a morphic molecule costume. She was going to be a hero post high school. Then the free ride to Freedom City University came. She had her suspicions, but the scholarship was just for good grade. She could have went anywhere, but Freedom City had superheroes. The more she could interact with the big guys. the better. So she accepted. Personality and Motivation Maria is 'dominant'. She leads, balking at the idea of following. Not that she's mean or rude about it, she just knows her place is the front. Though if she has to defer to someone, she'll take notes meticulously, trying to see what it would take to be in that position. Like any leader, she is a problem solver. She'll listen and try to find solutions. Maria is also studious, and a researcher. Even in quiet times she likes to challenge her mind. If there ever is quiet time. Maria is a mover and shaker. The only time she seems to be still is when she's asleep. Maria seeks two things right now. One the destigmatization of her powers. People see the whole blood part of her powers and think very lowly of them! She's not a bad person and wants to show that. The other goal is to balance being a hero and continuing her education. She has a degree to earn and people to protect, of which she's giving up on neither. Complications Disability: Her blood thickens without power use. She takes blood thinners or uses her powers, depending on the situation. Disability: She needs contacts or glasses to see far away. Identity: She does not keep this secret. Prejudice: Being a hemokinetic gets you looks in the hero community when you work your powers. People think she's either a villain or is at least an 'Iron Age' hero when they see it! Reputation: Blood powers? Fangs? People think she's a vampire! Reputation: Her headstrong leader attitude does not endear her to some. Responsibility: She is attending Freedom City University on a scholarship. She's also pledging a sorority at FCU. Abilities 6 + 2 + 6 + 10 + 4 + 6 = 34pp Strength 16/35 (+3/+12) Dexterity 12 (+1) Constitution 16/30 (+3/+10) Intelligence 20 (+5) Wisdom 14 (+2) Charisma 16 (+3) Combat 8 + 10 = 18pp Initiative +1 Attack +4 Grapple +7, +16 with Blood Strengthening Defence +10 (+5 base, +5 dodge focus; +3 flat-footed) Knockback -1, -5 with Mutated Blood, -10 with Blood Strengthening Saving Throws 2 + 5 + 4 = 11pp Toughness +3/+10 (3/10 con) Fortitude +5/+12 (3/10 con, 2 save) Reflex +6 (1 dex, 5 save) Will +6 (2 wis, 4 save) Skills 44 ranks = 11pp Bluff 7 (+10) Diplomacy 7 (+10) Knowledge (behavioural sciences) 5 (+10) Knowledge (business) 5 (+10) Knowledge (physical sciences) 5 (+10) Language 2 (Spanish [native], English [native]; Latin; note: raised in a two language household) Notice 8 (+10) Search 5 (+10) Feats 12pp Attractive Conspiracy Theorist Dodge Focus 5 Eidetic Memory Leadership Luck 2 Taunt Powers 15 + 3 + 2 + 35 + 9 = 64pp all powers mutation in descriptor Container 3 (Mutated Blood; 14+1=15PP Container) [15PP] Enhanced Constitution 14 Immunity 1 (aging) Damage 0 (Fangs; Power Feats: Improved Critical, Mighty, Subtle) [3PP] Flight 2 (Levitation; Drawbacks: Low Ceiling 3 [5ft]; Power Feats: Subtle) [2PP] Hemokinesis 15 (30PP Array; Power Feats: Alternate Power 5) [35PP] Base Effect: Mind Control 10 (Body Control; Extras: Alternate Save [Fortitude], Conscious, Duration [Sustained]; Flaw: Distracting) {30/30} Alternate Effect: Container 6 (Blood Strengthening; 1+19+10=30PP Container) {30/30} Enhanced Feat 1 (Endurance) Enhanced Strength 19 Impervious Toughness 10 Alternate Effect: Damage 10 (Blood Tainting; Extras: Alternate Save [Fortitude], Range 2 [Perception]; Flaws: Distracting) {30/30} Alternate Effect: Healing 10 (Blood Sustenance; Extras: Restoration, Total; Flaws: Personal, Source [Blood]; Power Feats: Benefit [counts as a meal], Persistent, Regrowth) {23/30} Alternate Effect: Move Object 8 (Blood Throw; Extras: Damaging; Power Feats: Accurate 2, Precise) (27/30} Alternate Effect: Nullify 10 (Blood Cure; all biological effects; Extras: Duration 2 [Sustained]; Flaws: Distracting, Range [Touch]; Power Feats: Selective) {20/30} Super-Senses 8 (Blood Awareness [very common, mental; accurate, acute, radius, ranged], Danger Sense [Blood Awareness]) [9PP] Drawbacks -0 = -0pp DC Block Unarmed Melee +4 DC 18 Toughness (Staged) Damage (Physical, Bludgeoning) Unarmed, Blood Strengthening Melee +4 DC 27 Toughness (Staged) Damage (Physical, Bludgeoning) Fangs Melee +4 DC 18 Toughness (Staged) Damage (Physical, Piercing) Fangs, Blood Strengthening Melee +4 DC 27 Toughness (Staged) Damage (Physical, Piercing) Blood Control Perception DC 20 Fortitude Controlled Blood Cure Melee +4 Opposed Power Check All Biological Effects Nullified Blood Tainting Perception DC 25 Fortitude (Staged) Damage (Mutation) Blood Throw Range +8 DC 23 Toughness (Staged) Damage (Mutation) Totals: Abilities 34 + Combat 18 + Saving Throws 11 + Skills 12 + Feats 12 + Powers 63 = 150/154 Power Points
  3. Player Name: SomethingHere Character Name: Carol Weaver Power Level: 10 (150/150PP) Trade-Offs: +2 Attack / -2 Damage; +1 Defense / -1 Toughness Unspent Power Points: 0 In Brief: Self-proclaimed defender of Lincoln at night, mild schoolteacher by day. Has some custody issues with her daughter, may or not be secretly an heir to an ancient West African tribe. Residence: Lincoln Base of Operations: N/A Catchphrase: Fear The Might of Lincoln! Alternate Identity: Lady Lincoln Identity: Secret Birthplace: Monrovia, Liberia Occupation: Elementary School Teacher Affiliations: People and/or groups you work with. Family: Tyrone Taylor (ex-husband), Cora Taylor-Weaver (daughter), Marcus Weaver (father), Nora Weaver (mother), Jennika Weaver (sister) Description: Age: 28 Apparent Age: N/A Gender: Female Ethnicity: African-American Height: 5'4 Weight: 115 lbs Eyes: Brown Hair: Dark-brown to Black Carol is a fairly pretty, although somewhat plain woman in her late-20s to early 30s. She tends to keep her very curly black hair in a bun or ponytail if possible, and regularly gets her hair straightened to make this easier. She has a wide nose and full flips, and her eyebrows are slightly arched. Trying to balance practicality and fashion, she tends to wear cardigans with floral dresses and flats, preferring colors like yellow and green above all else. As Lady Lincoln however, she wears a black and yellow spandex bodysuit, and she wears her hair in a tightly made bun to prevent it from getting into her face. Power Descriptions: Whenever she begins to mimic the power of an animal, Carol's eyes flash orange, and an aura of sorts seems to emanate from her. In addition to this, a faint outline of whatever animal she is channeling seems to form around her. History: Carol Weaver was born in Monrovia, Liberia, to Marcus and Nora Weaver. The eldest of two siblings, Carol grew up mainly helping out in the family business, which was selling and hawking various items in the bazaar, although oftentimes the products were somewhat more shady, including charms and totems made by her mother. This was all seen as normal to young Carol, and up until the age of 12, she believed that she would continue on in the family legacy of becoming a merchant - perhaps not much of an exciting life, but one that would provide her a good chance at a steady living. When she was 12, however, her life would change dramatically with the First Liberian Civil War. When unrest and protests broke out, Marcus and Nora decided it would be best for their family to get a fresh start faraway, so they fled to America, specifically Freedom City. Adjusting to life in Lincoln was hard for Carol and her family, although they tried their best to approach their problems with a positive attitude and belief that eventually, things would one day be better. Marcus found a job as a plumber, and Nora found work as a nanny for one the more affluent families in the neighborhood, so during this time, Carol's contact with her family was fairly limited, although her younger sister Jennika continued to be a comforting and stabilizing presence as she moved through middle school. All throughout middle school, Carol remained a fairly decent student, although she was more inclined to the athletic side of things, joining the girls' volleyball and track teams. Entering high school though, Carol met Tyrone. The captain of the basketball team, Tyrone was the guys all wanted to be, and all the girls wanted to be with, and by dating him, Carol was able to catapult herself to the top of the leaderboard. A whirlwind romance, Tyrone and Carol had an often tempestuous relationship, often breaking up and getting back together. This relationship continued well into college, where Carol decided to major in Education, and it was during her senior year that, in a heat of passion, Tyrone and Carol ended up having a child by accident. Met with surprise and some amount of scorn for both of their families, Tyrone and Carol decided to have a shotgun marriage, and both ended up regretting the decision. Both Tyrone and Carol were unprepared for a long-term commitment, and many of their days were spent arguing and bickering, all while trying to care for Cora. While both of them attempted to be good parents for their young daughter, their mutual animosity meant that something was desired when it came to their parenting skills, and it was decided by the judge that shared custody between the two of them would be the best, as long as their families also assisted in the raising of Cora. Now newly divorced, Carol finally found a job as a second-grade teacher at a local public school, in which she discovered she greatly enjoyed working with the children and helping them with their schoolwork. Around this time, her family life gradually improved once more, with her parents pitching in to take care of their granddaughter, helping Carol to slowly pave things over with her grandparents. However, it was during a routine class field trip to the zoo when everything went wrong. While in the zoo with her class, warnings started going off about radioactive energy within the zoo, and so a mass evacuation was underway. Carol helped her class to escape the Zoo inside, but she remained trapped as the doors and the gates all shut. The next day, Carol emerged from the zoo, apparently unharmed, but unmistakably changed. It first started when she was looking for her cat, and she began to be able to see in the dark, then when she was able to crawl on walls when thinking of spiders. Carol was confused and terrified, until she told her parents about what had happened. With her mother pulling out a dusty old book, she showed Carol a tale of an old Kpelle tribal warrior, the Lady of Light, they called her, who defended the Kpelle from invaders and deliver justice. While Carol didn't know if she believed in that specific story, she did know that something needed to be done to protect Lincoln. Like the Kpelle had the lady of light, Lincoln needed a new defender, someone to protect people from all of the gangs and all of the trouble that was going down. So, Carol took up the mantle of Lady Lincoln, to protect her home from danger. Personality & Motivation: Carol is outgoing, personable, and friendly, but also impulsive, rash, and prone to jumping to conclusions. She likes to be the one taking charge and taking initiative whenever it comes to working together, but this also means she's incredibly likely to try to get people to fight at the very first sign of danger, rather than trying to figure out something's weaknesses or work up a strategy beforehand. Carol's primary motivation is to defend Lincoln and by extension Freedom City, which means that she's usually going to be reacting to threats, but if she's got a lead on something, she's definitely going to follow it. Powers & Tactics: Carol's powers means that she can manifest the spirit, or at least some abilities of any animal of her choosing, such as spider which lets her crawl on walls, a tiger, letting her claw people, even a squirrel that lets her glide temporarily. However, because Carol is quite inexperienced with her powers, it still takes her a somewhat length amount of time in combat to fully summon the powers of an animal, and using her power too often often results in a splitting headache the morning after. In combat, Carol is quick and vicious, tending to prefer small but quick and numerous strikes that allow her to quickly overwhelm her opponent, as well as use her superior reflexes to dodge out of the way of incoming attacks. Complications: Baby Please: Carol aims to get full custody of Cora because she believes Tyrone is an unfit father for her, but she is currently stuck in a lengthy legal battle with him. This has started to seep over into her professional life as well, with her almost flying into a rage anytime someone mentions him. A Helping Hand: In almost all cases, Carol will attempt to save someone before pursuing an attacker, even if their capture is vital. This also means that she will never kill, always offering mercy as a last resort. What About The Children: Carol's job as a second-grade teacher often means she has the children on her mind, and this means that if she ever sees a child harmed, all her attacks are redirected at whoever committed the attack, as well as giving her a penalty to Defense. Abilities: 4 + 8 + 8 + 2 + 4 + 4 = 30PP STR 24 [14] (+7/+2) DEX 28 [18] (+9/+4) CON 28 [18] (+9/+4) INT 12 (+1) WIS 14 (+2) CHA 14 (+2) Combat: 12 + 10 = 22PP Initiative: +9/+4 ATK: +6 (+12 Melee) DEF: +11 (+5 Base, +6 Dodge Focus, +3 Flat-Footed) Grapple: +19/+14 Saving Throws: 1 + 2 + 5 = 8PP TOU +9 (+9 Con) FORT +11 (+9 Con, +1) REF +11 (+9 Dex, +2) WILL +7 (+2 Wis, +5) Skills: 80R = 20PP Acrobatics 8 (+17) Climb 7 (+14) Handle Animal 11 (+13) Knowledge: Life Sciences 10 (+11) Medicine 6 (+8) Notice 8 (+10) Sense Motive 8 (+10) Survival 13 (+15) Swim 5 (+12) Languages 1 (English, Kpelle (native)) Diplomacy 2 (+4) Ride 1 (+10) Feats: 22PP Acrobatic Bluff Animal Empathy Attack Focus: Melee 6 Dodge Focus 6 Improved Initiative Luck 2 Move-By Action Power Attack Skill Mastery (Acrobatics, Climb, Notice, Sense Motive) Takedown Attack Uncanny Dodge (auditory) Powers: 18 + 10 + 10 + 10 = 48PP Animal Mimicry 2 [18 pp] '10 pp' -Sample Allocation Big Cat: Leaping 4 (x25) [4], Speed 3 (50 MPH) [3], Super-Senses 3 (Acute Tracking Olfactory, Low-Light Vision) Enhanced CON 10 [10 pp] Enhanced DEX 10 [10 pp] Enhanced STR 10 [10 pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage (Physical) Totals: Abilities (30) + Combat (22) + Saving Throws (8) + Skills (20) + Feats (22) + Powers (48) - Drawbacks (0) = 150/150 Power Points
  4. Feeding Frenzy Power Level: 10 (150/151) Unspent Power Points: 1 Trade offs: -3 defense/+3 toughness, melee -5 attack/+5 damage In Brief: Atlantean wereshark struggling to be a hero and not an animal. Catchphrase: Chow time Theme: Jaws Theme/monster by Skillet Alternate Identity: Koa Halelani (public) Birthplace: Pacific Ocean Residence: Claremont Base of Operations: Claremont Occupation: Student Affiliations: Claremont Family: Mother, Celeste Halelani Description: Age: 16 (DoB: 2000, September 15) Apparent Age: 16 Gender: Male Ethnicity: Atlantean Height: 5'9" Weight: 125 lbs Eyes: silver Hair: black Koa is a dark skinned very skinny boy. He's thin and on the shorter side. He hates wearing shirts and prefers to go around bare chested. If he has to wear a shirt he tries to leave as many buttons open as he can. His entire upper body is covered in black and red Polynesian style tattoos. He usually wears either cargo shorts, jean shorts, or swim shorts. He has webbing between his fingers and toes which forces him to wear zori sandals or go barefoot. His mouth has a few rows of sharpened teeth. When he's doing hero work he wears a pair of red goggles and a tight red swim cap. He also wears a pair of red and black swimming shorts. He also has a small utility belt with meat sticks in it. As a wereshark, Feeding Frenzy is a massive creature. He hunches over and still stands at seven feet tall. His fin sprouts from his back between his shoulder blades. Back between his legs is a large crescent shaped tail. His tattoos are all expanded over his tough black flesh. His face is totally unrecognizable, it's a massive shark head with rows and rows of teeth. His silver eyes are still present. History: As a boy, Koa remembered waiting for his father to come home. His father was a soldier. He fought for the kingdom of Atlantis and would often be gone for long stretches of time. However, he knew his father wasn't a normal soldier. He knew this because he wasn't a normal Atlantean boy. He and his father had the same set of abilities. From the time he could swim on his own Koa found himself very different from those outside his clan. His voracious appetite was the first thing. He could consume his entire body weight in a single sitting. But nothing set him off like blood. Any kind of blood even miles away beneath the waves made him fly into a rage. His father was one of the few people who could hold him back. For good reason, when they smelled blood they both would face that same fury. That same hunger. Koa's father trained him to resist the blood frenzy. When he turned twelve he began to find that his fury was matched with a change in his physical body (which, adding to puberty? Really really sucked.) his body became a slender shark with arms and legs. Atlantean Military training from his father made that more and more muscular. Koa would have wanted to continue to train under his father. But then Atlantis went to war. His father was part of the invasion force in Freedom City. He never came home. His mother couldn't train her son, and was afraid of what he might do if he lost control. So she pulled strings with her husband's military and government friends. Koa arrived at Claremont to learn to be a hero. He resented the deep ones for taking his father from him. On the other hand everyone looked at him with trepidation, he looked and fought like the invaders. So he decided to do one thing. Prove them wrong. He decided to be a hero. Not just a hero, the best hero. His way, his terms, but Koa would be undeniably heroic. Through and through. He wanted to show them that he was up to snuff. Personality & Motivation: Koa's farther was a hero. He raised his son to want to do right for the world. Koa wants to do right for his home nation. At Claremont he is trying to learn to become the man his father wanted him to be. He fights to prove the Atlantean aren't all terrible, and because he wants to prove that for himself. Powers & Tactics: Most people can't tell tell that Koa is a wereshark. This allows him to go around incognito or get a lot closer than he could as a humanoid shark. Usually Koa prefers to drop in and snatch people out of the way and into the dark. When forced to fight openly he prefers to grab enemies and grapple them. He is a grappler first and foremost in his Frenzy form. He batters away smaller enemies he can and bites those he can't just smack away. When he does fight outright Koa fights like a pro wrestler (cause that's what he thinks Surface heroes are.) shouting out the names of attacks and striking poses. He secretly loves this even if he knows it isn't his strength. Power Descriptions: Most of Koa's regular strength comes from Atlantean physiology. He's tougher, faster, and stronger than a normal human. He has gills in his neck and webbed hands. In his wereshark form his magic lends him his tremendous strength. He tends to opt for a crushing bite down on targets, due to years of training he doesn't devour enemies, but they will be left with pretty nasty wounds. Complications: Am I a monster?: At a very basic level turning into a terrifying shark on legs is enough to make people run screaming. In addition, most weresharks are ruthless and frenzied flesh eating berserkers. This means most Atlanteans, even those who appreciate his potential military uses, usually give him a wide berth. On another level, people still remember the Atlantean invasions. It's hard to wake up every morning trying to be someone who no matter what face you have is a scary one. Blood lust: When seized by the Frenzy Koa can't turn back until he has eaten flesh. He also can't control how much of a thing he eats when he starts there's no stopping until it is gone. Usually his keen senses can find something so that he can turn back, but if he can't the hunger will grow and grow. The longer and more times he transforms the more he needs to eat to grow back. Hunger of the Shark: Koa is a voracious eater, consuming triple his weight on a daily basis. In addition, he cannot turn back from his wereshark form unless he can eat meat. Needs water: Koa needs to spend at least fifteen minutes a day fully immersed in Salt water or he begins to become very sick. My Country Right or Wrong: Koa's father, was part of the invasion and Koa saw the videos of atrocities and even war crimes committed by his fellows, but he still stands by his people. A hero point should be awarded for forcing him to go against the nation of Atlantis. Abilities: 18+0+14+2+4+8=46 Str 28/40 (+9/+15) Dex 10/16 (+0/+3) Con 24 (+7) Int 12 (+1) Wis 14 (+2) Cha 18 (+4) Combat 8+8=16 Atk: +4 (+5 melee) Def: +7 (+4 base, +3 dodge focus) Initiative:+0/+3 Grapple: +17/+29 Knockback: -6 Saves +3+3+3=9 Toughness +13/+7 (+7 con, +6 protection (wereshark)) Fort: +10 (+7 con, +3) Ref: +3/+6 (+0/+3 Dex, +3) Will:+5 (+2 wisdom, +3) Skills 60r=15pp Intimidate 10 (+14) skill mastery Language 2: Atlantean(Native), English, Hawaiian Medicine 6 (+8) Notice 10 (+12) skill mastery Search: 11 (+12) Sense motive 8 (+10) skill mastery Stealth: 13 (+13/+16) skill mastery Feats 10 Attack Focus: Melee 1 Dodge focus 3 Environmental Adaptation: Water Hide in plain sight Move by action Power attack Skill mastery: (intimidate, notice, Stealth, sense motive) Uncanny Dodge: Olfactory Powers 8+3+6+1+42=61 Atlantean Movement Array 3.5 (7pp Array, feats; Alternate power) [8pp] BP: swimming 7 (250 MPH) {7/7} AP: speed 3 (50 MPH) and Leaping 4 (242ft/317 ft standing jump) {6/6} Immunity 3 (breathe normally underwater, cold, high pressure) [3PP] Super senses 2 (acute scent, infravision) [2PP] Super strength 3 (Heavy Load: 3 tons) [6PP] Wereshark 9.4: (47 PP container, duration: Sustained, drawback: involuntary transformation [-5, smell of blood, DC 15 will save to resist]) [42 pp] Enhanced strength 12 (+6) [12 pp] Protection 6 (obvious) [6PP] Super Senses 6 (tracking, accurate olfactory, extended olfactory 3) [6PP] Enhanced Feat 1: Improved Grab [1PP] Super Strength 6 (Effective strength 85: Heavy Load 1,600 tons) [12 PP] Enhanced Dexterity 6 [6PP] Regeneration 3: (recovery rate: bruised, once per round) [3PP] Concealment 2: (visual, limited: only in water, passive) [1 PP] Drawbacks: -3-4=-7PP Vulnerability: Silver (uncommon, Major) -3pp Vulnerability: Heat (common, Major) -4pp DC Block ATTACK RANGE SAVE EFFECTUnarmed Touch DC 22 Toughness Damage Unarmed (wereshark) Touch. DC 30 Toughness. Damage Total: Abilities (46) + Combat (16) + Saves (9) + Skills (15) + Feats (10) + Powers (61) - Drawbacks (7)=150/151
  5. Character Name: Sea Devil (and Singularity) Power Level: 12/13 (214/220PP) Trade-Offs: Various Unspent Power Points: 6 In Brief: A Deep One outcast living among Surfacers, gifted with space armor and trying to fight for a better world. Homebase: The DuTemps Building, Freedom City Songs: My Beloved Monster, Eels Fight Song, Rachel Platten Alternate Identity: Aquaria Innsmouth (Aquaria's Deep One name is not pronounceable by Surfacers) Identity: NA Birthplace: An unnamed island in the US Virgin Islands Occupation: Adventurer Affiliations: The DuTemps Building, the Liberty League (associate member), the Esoteric Order of Dagon and Hydra Family: Jessie White, the DuTemps Building, the Liberty League - she has living relatives including several young adult spawn, but Deep Ones do not view these relationships the way Surfacers do. Age: Aquaria is a Deep One female in the prime of life. Gender: Female Height: 5'7"/6'1" in armor Weight: 180 lbs/280 lbs in armor Eyes: Black and gold Hair: None Description: Outside of her armor, Aquaria Innsmouth is clearly no Surfacer. Her bulging black and gold eyes are set much too far apart to be a human's and her nose, flattened almost against her face, is more like a snout. She has no visible ears. Her mouth is big and opens far wider than a human's could - the teeth inside are sharp and serrated like the inside of a shark's mouth. Her skin is mottled green and white, white towards the belly and green towards the black, a dark green the color of certain unnameable seas. Her body is not quite shaped 'right' either - her limbs are too long and jointed like a frog's rather than a normal woman's, her torso too sturdy, and her arms and legs both end in three-fingered 'hands'. Her skin is covered in blue and black tattoos depicting strange and fantastic scenery, looking like something out of a hallucination. Her voice is deep and loud and sounds decidedly peculiar to human ears. She is cold and slick to the touch, like touching the skin of a frog or a smooth-scaled fish. When using her disguise spell, she looks like a distinctly odd human - a muscular female with pale skin, long limbs, a loud voice and fluffy black hair, with big, wide eyes that stare fixedly and with a particularly large mouth. She usually wears hoodies, long pants, and rain boots to hide the ways her body still doesn't match the profile of a human's. Her skin is still cold and slick to the touch. Inside her armor, Sea Devil looks rather different from the typical armored hero - the armor's massive limbs and glowing blue 'fingers' are probably its most striking feature, as are a faint opalescent sheen overlain over the black of the armor itself. That sheen, seeming to glow with all the colors of the rainbow depending on one's perspective when looking at the armor, is instantly recognizable - and all too familiar for space-born heroes. Her head is almost completely invisible inside the armor, though she can make her faceplate go translucent, or even transparent, should she wish. When she speaks while wearing the armor, the digitized booming base of her voice sounds like nothing else. History: It's an old story, really - a tribal people, trading with the city folk who lived on the good land, hunting and fishing and singing the songs of their ancestors, at least until the others come - with terrible weapons and sinister intent, they destroyed the tribe's home and chased them away into the darkness. The tribe roamed from spot to spot, settling here and there for a time, until finally finding a home among the people far from the ancient and terrible enemy. Aquaria has lost track of her age. She was an adult, old enough to have mated and spawned, when the tribe found the ancient city, ending their long wandering after the Atlanteans had destroyed their rocky island home during the first flush of her adulthood. She remembers her joy at meeting the Dark Brothers (or so they called the city-dwellers), the glee at learning she would finally gain her true power as a Deep One - before finally she saw the horrific blood sacrifice of the city-dwelling cult of Dagon and Hydra. She fled, in horror - but where could she go, in a sea beset by her enemies, where even her own people were no longer her friends? She picked the Surfacers and began a long, solitary journey up the East Coast of North America - she taught herself to read their language and understand the rudiments of their culture. When she learned of a Deep One attack against a Surfacer city, she headed that way - she'd heard confused stories of a Deep One hybrid leading the invasion forces and wanted to see what had become of it. So she showed her face in Freedom City - and promptly found herself battling superheroes. After all, this was just a few months after Archevil - nobody wanted to take any chances. She nearly died in Blackstone, the air cold and dry, her voice echoing off the walls, alone - until she heard the halting echoes of Lemurian from the Surfacer outside her cell. An early volunteer for Project Freedom, her acclimation to Surface life - to the mistrust, the prejudice, the dry air, the bad food, the aloneness, was hard, but it was better than death. And then things got even better when she met Singularity, aka Jessie White - she'd seen the Surfacer woman in a cell near hers in Blackstone and though they hadn't spoken then, the familiarity was enough to make them roommates at Project Freedom. Aquaria wasn't scared of Jessie's strange moods and desire for solitude - and Jessie didn't mind Aquaria's strange smells and bizarre habits so much. She was the first new member of Aquaria's pod. Now they're free and living in the DuTemps Building, where their pod has grown substantially - even including friends who swim in the Sea of Stars. It's not the same as the world she left behind, but it's a good enough world. She'll be reunited with her Deep One brothers and sisters again - when the stars are right. Personality and Motivation: By Surfacer standards, Aquaria is generally cheerful, talkative, and loud - something that can be intimidating for a frog-mouthed, shark-toothed Deep One! She's aware that friendliness and good cheer are something Surfacers like, so she sometimes plays this up. She's gregarious, being a creature happiest in groups, and always eager to make friends. She nonetheless is _not_ a Surfacer - she is an obligate carnivore who worships strange gods and practices strange rites, and who has a worldview very different than many of her friends. Powers and Tactics: Outside of her armor, Aquaria is not a terribly brave fighter - she'll strike from concealment or from surprise, and otherwise seek every advantage in a fight. She'll probably take advantage of her superior senses and familiarity with the dark and the water to fight an opponent at night underneath a flooding dock, and the like. Despite her sharp teeth and handclaws, she prefers to fight with hard kicks from her massive legs. She's not that different while wearing the armor, hanging back and firing spectrum blasts from her tridents until she's actually forced into melee. Once there she's effective enough - but is particularly effective when fighting alongside the mighty Singularity. Complications: How Far I'll Go: An explorer born, Aquaria Innsmouth can never turn away from a new adventure. An Innocent Warrior: Of all Aquaria's friends, Jessie White is the greatest - and perhaps the most troublesome. We Know The Way: Aquaria is a disciple of what is sometimes called the Aeon Cult among Surfacers but to her is simply the Faith - the worship of the gods of the Deep One, widely considered a dangerous, apocalyptic cult among Surfacers and Atlanteans. Shiny: Aquaria despises Atlanteans, thinking of them as cruel, jealous imperialists - and Atlanteans typically view her as a murderous barbarian cultist. Where You Are: Aquaria dreadfully misses her fellow Deep Ones and the society beneath the waves - and might take chances to return. It doesn't help that the Surface is so cold and dry! I Am Aquaria: Apostate, traitor, and worse - her fellow Deep Ones (those who know the story of the Deep One who consorts with Surfacers) generally don't share her feelings. You're Welcome: Granted space armor by a quirk of galactic politics, Aquaria Innsmouth is an object of interest both to the Star Knights - and to the secret patrons of the terrible Spectrum Knights. Abilities: 12 + 12 + 12 + 2 + 4 + 2 = 44PP Strength: 22 (+6) effective Str 37 Dexterity: 22 (+6) Constitution: 22 (+6) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 14 + 14 = 28PP Initiative: +6 Attack: +7, +11 Melee, +15 w/Spectrum Power Grapple: +18/+21 w Dagon's Might, +11 w/Move Object Defense: +11 (+7 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -11/-6/-3 Saving Throws: 1 + 1 + 5 = 7PP Toughness: +12/+6 (+6 Con, +6 Protection, +10 Impervious) Fortitude: +7 (+6 Con, +1) Reflex: +7 (+6 Dex, +1) Will: +7 (+2 Wis, +5) Skills: 40R = 10PP Acrobatics 2 (+8) Diplomacy 4 (+5) Disguise 0 (+16/+1) Knowledge (Arcane Lore) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Languages 2 (Atlantean, English [Base: Lemurian]) Notice 4 (+6) Sense Motive 4 (+6) Stealth 4 (+10) Swim 4 (+10) Survival 8 (+10) Feats: 48PP Attack Focus (melee) 4 Dodge Focus 4 Evasion Fearless Environmental Adaptation (underwater) Luck Ritualist Sidekick 35 [Singularity] Powers: 27 + 6 + 45 = 78 Deep One Physiology 5.1 (26PP, PF: Innate) [27PP] Additional Limb 1 (Tongue) [1PP] Comprehend 2 (animals, Flaw: Limited [Sea Life]) [2PP] Dagon's Might Array 3 (6PP, PFs: Alternate Powers 2) [8PP] BE: Swimming 6 (100 MPH/1000FPM) {6/6} AP: Leaping 2 (x5, Running Long Jump 80 ft, Standing Long Jump 45 ft, Vertical Jump 20 ft) + Speed 2 (25 MPH/250 FPM) + Super-Movement 1 (Wall-Crawling 1 (to 2) {2+2+2=6/6} AP: Super-Strength 3 (Effective STR 37, Heavy Load 2 tons) {6/6} Features 2 (Deep One, Iron Stomach) [2PP] Immunity 3 (Environmental Cold, High Pressure, Suffocation [Underwater]) [3PP] Super-Movement 1 (Wall-Crawling 1) [2PP] Super-Senses 8 (Accurate Ultrasonic Hearing, Acute Scent, Darkvision, Tactile [Ranged]) [8PP] 1 + 2 + 8 + 2 + 3 + 2 + 8 = 26PP Hydra's Power 2.5 (magic tattoos, 5PP, PF: Alternate Power 1) [6PP] BE: Super-Senses 3 (Magic Awareness 3 [Auditory, Enhancements: Analytical, Extended]) [5/5] AP: Morph 3 (Aquaria Innsmouth, +15 Disguise bonus, PFs: Covers Scent, Precise) [5/5] Device 11 (Spectrum Knight Armor, 55PP, Flaw: Hard to Lose, PF: Restricted [Deep One]) [45PP] Communications 4 (radio, 1 mile) [4PP] Flight 3 (50 MPH/500FPM) [6DP] Immunity 9 (Life Support) [9DP] Protection 6 [6DP] Space Travel 1 (interplanetary) [2DP] Spectrum Power Array 12 (24PP, PFs: Alternate Powers 2) [26DP] BE: Damage 6 (energy trident, PFs: Improved Crit 2, Mighty, Precise, Takedown Attack 2, Variable Descriptor 2 [any energy]) + Impervious Toughness 10 {10} {14+10=24/24} AP: Blast 8 (spectrum power, PFs: Accurate 4, Precise 2, Variable Descriptor 2 [any energy]) {24/24} AP: Move Object 8 (energy constructs, Effective STR 40, Heavy Load 3 tons, PFs: Accurate 4, Precise) {21/24} Super-Senses 2 (Danger Sense [Radio], Uncanny Dodge [Radio]) [2DP] 4+ 6 + 9 + 6 + 2 + 26 + 2 = 55/55 Drawbacks: -1PP Vulnerable (visual Dazzles, uncommon, minor) [-1PP] Totals: Abilities (44) + Combat (28) + Saving Throws (7) + Skills (10) + Feats (48) + Powers (78) - Drawbacks (1) = 214/220 Power Points DC BlockATTACK RANGE SAVE EFFECT Unarmed Touch DC21 Toughness Damage (Physical) Trident Touch DC27 Toughness Damage (Energy) Blast Ranged DC23 Toughness Damage (Energy) Singularity Power Level: 12 (175/175PP) Trade-Offs: None Age: 24 Gender: Female Height: 5'8" Weight: 175 lbs Eyes: Brown Hair: Short and blonde Description: A young woman of average height and muscular build, Singularity's blonde hair doesn't quite match her dark eyebrows. She carries herself with a combination of athleticism and hesitancy - as if forever afraid she's going to break some thing, or some one. She generally speaks quietly, even, and perhaps especially, when angry. In combat she wields a short, dark baton like a single escrima stick, one she can snap open to staff length. She wears a blue jumpsuit in combat, if she has time to gear up. History: Victim. Survivor. Monster. Weapon. Prisoner. Artist. Hero? Jessie White, displaced from her own dying world into a hellish alternate reality, now living on a world where she is a shadow of another woman, bearing her own reputation as a mindless killing machine. At least her best friend is a monster from below the waves who worships strange gods and eats live fish for fine? It's good to know she's not alone - even if sometimes she thinks she's better off that way. Personality and Motivation: Jessie keeps her personality restrained as best she can, keeping her voice and passions to herself. She's better off that way - and so is everyone else around her. She does feel things, sometimes intensely, with strange visions of a life that wasn't hers and of the horrific reality beyond it - but she tries to keep them to herself. Pretending to be normal is hard enough without thinking about all the ways she's anything but. Powers and Tactics: Jessie White fights with her bat, striking with the mechanics of someone who has solid, albeit limited, training in melee combat. She'll strike to stun and to daze, staying mobile with leaps and kicks, not too dissimilar from her aquatic friend. Singularity fights to kill. She doesn't come out much - even when Jessie's in costume. But sometimes she does. Jessie doesn't like to think about that. Abilities: 8 + 4 + 4 + 0 + 2 + 2 = 20PP Strength: 30/18 (+10/+4) Dexterity: 20/14 (+5/+2) Constitution: 30/14 (+10/+2) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 12 + 12 = 24PP Initiative: +5 Attack: +6 Base, +10 Melee Grapple: +24 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -12 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +14/+2 (+8 Enhanced Con, +2, [Impervious 10] +4 Forcefield) Fortitude: +10/+2 (+2 Con, +8 Enhanced Con) Reflex: +8/+5 (+2 Dex, +3 Enhanced Dex, +3) Will: +8 (+1 Wis, +7) Skills: 64R = 16PP Acrobatics 10 (+15, SM) Craft (Artistic) 8 (+8) Intimidate 14 (+15, SM) Notice 9 (+10, SM) Sense Motive 9 (+10, SM) Stealth 10 (+15) Survival 4 (+5) Feats: 20PP Acrobatic Bluff All-Out Attack Attack Focus (Melee) 4 Challenge 2 (Fast Acrobatic Bluff, Fast Startle) Dodge Focus 4 Evasion Interpose Move-By-Action Power Attack Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive) Startle Takedown Attack Uncanny Dodge (auditory) Powers: 4 + 16 + 6 + 12 + 1 + 2 + 10 + 5 + 9 + 2 + 8 +10 = 85PP Device 1 (Bat, 5PP, Easy to Lose, PF: Subtle [Collapsible]) [4PP] Damage 0 (PFs: Improved Crit 2, Mighty, Paralyzing Attack, Stunning Attack) Enhanced Constitution 16 [16PP] Enhanced Dexterity 6 [6PP] Enhanced Strength 12 [12PP] Feature 1 (Temporal Inertia) [1PP] Immunity 2 (disease, poison) [2PP] Impervious Toughness 10 [10PP] Movement Array 2 (4 points; PF: Alternate Power) [5PP] BE: Leaping 4 (x25; running long jump 500 feet, standing long jump 250 feet, vertical jump 125 feet) {4/4} AP: Speed 4 (100 mph / 1000 feet per move action) {2+2=4/4} Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP] Super-Senses 2 (Accurate Hearing) [2PP] Super-Strength 4 (Effective STR 50, Heavy Load 12.5 tons) [8PP] Device 3 (Elder Sign Shield, 15PP, Flaw: Easy to Lose, PF: Indestructible) [10PP] Damage 4 (shield strike, PF: Mighty) {5} Enhanced Feats 3 (Second Chance 3 [Toughness Saves Against Falling Damage, Will Saves against Confuse and Mind Control) {3} Immunity 3 (drowning, environmental cold, high pressure) {3} Force Field 4 {4} DC BlockATTACK RANGE SAVE EFFECT Unarmed Touch DC29 Toughness Damage (Physical) Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (16) + Feats (20) + Powers (85) = 175/175 Power Points
  6. (This is a PL10 rebuild of Solar Sentinel) Player Name: Thunder King Character Name: Solar Sentinel Power Level: 10 (160/162) Trade-Offs: -4 Defense/+4 Toughness Unspent Power Points: 2 In Brief: Cosmically empowered immortal veteran of an interstellar war Alternate Identity: Henry William Mason Identity: Secret Birthplace: Adolphus, Kentucky Occupation: Firefighter Affiliations: Freedom City Fire Department, the Zarnashi Military Family: None Description: Age: 121 (DoB: January 18th, 1896) Apparent Age: 35 Gender: Male Ethnicity: Caucasian Height: 6'3" Weight: 230 lbs Eyes: Gray Hair: Brown Henry is tall and broad shouldered, with a ruggedly handsome face, and stern features. He looks reasonably young, but anyone who sees into his eyes will see the age in them. He keeps his hair short and walks upright. He favors work pants and button up shirts, claiming to feel naked in t-shirts. He also favors leather shoes and boots, having a dislike for sneakers. Henry's costume is blue and gold, designed to look sleek and fast even when it's not in motion. Power Descriptions: Henry's cosmic energy manifests as a brilliant blue, though for certain things he can suppress the glow, such as using his normal flight or super-strength. The exact manifestations of this energy follow; Blast: Henry's blasts are manifested as blue bolts of energy, slightly resembling flame. Flight: When Henry flies, it manifests as a slight blue aura. When he's pulling power from his cosmic array, it produces a blue contrail that follows after him. Super-Strength: When accessing his array to enhance his strength, Henry's glow intensifies relative to the effort he needs to put forth. Healing: The recipient of his healing also glows slightly when affected by it. Extra Effort: The higher his energy output is, the more flame-like the manifestations become. History: Henry was born in Kentucky to a poor farm family. His father and mother both died early in his life, leaving him orphaned at 12 years old. At 16, he lied about his age and joined the US Army, where he served until the end of WWI, serving with distinction as a Non-Commisioned Officer. He was discharged honorably in 1920, and settled down in Freedom City. It was in 1922, however, that everything changed. One night, a friend of his invited him to stay out with him in the country, at his home in rural Pennsylvania. He never got there. Instead, an alien space craft captured him for study, crewed by members of the Zarnashi race. They were planning on sending him back after their tests, but they spotted an enemy vessel on their sensors. In their haste to escape the enemy craft, they accidentally brought their passenger, Henry, with them. Over the next few months, it was increasingly evident that war was inevitable between the Zarnashi and the Makh'rell peoples. Unable to go home, Henry became an ally of the Zarnashi race. A few months later, he found himself on a brand new space craft with an experimental FTL drive. The drive's core ended up with a massive breach. Selflessly, Henry helped everyone escape from the room, but he himself was trapped. The damaged drive bathed him in cosmic energy. The Zarnashi were surprised to find that he was not only alive, but far more powerful. He willingly joined the war against the Makh'rell race, becoming a respected and feared member of their military. However, the war dragged on for years. Henry fought for 88 years in a war that wasn't his own. Once the Zarnashi had secured peace, however, there was no reason to keep such an oddity among their ranks. And so, with his permission, they dropped him back on Earth with a few key supplies. Little did he know how much the world had changed. He managed to get enough help to set himself up again, with a new job; firefighter with the Freedom City Fire Department. However, after years of fighting, he found himself having a hard time adjusting to society. So, he decided to make himself a costume and start a new war; a war on crime. He'd never take another life again, but fighting is all he knows, and all he has. Personality & Motivation: Immortality has taught Henry a great deal about life, death, and survival. He has the long view on life, but also knows to cherish life's pleasures. Honor is very important to him. He considers his word paramount, and is reluctant to give it unless he knows he can live up to it. He fights crime because fighting is all he knows. He feels that he's seen too much blood, and will neither take a life, nor neglect to save civilians. Powers & Tactics: He uses the same tactics now that he did in the war; hit them fast, hit them hard. He makes ready use of move-by-action, charging in to blast, hitting them fast and moving out of range. When pressed, he has no problem closing distance and hammering at the opposition until it breaks. His powers leave little room for finesse or subtlety, but he's just fine with that. Complications: Secret: Identity. Nobody knows that Henry is a superhero, he likes it that way A Stranger In His Own Land: He's lived in space for most of his life. Earth, especially modern Earth, is so different that he won't get pop culture references and doesn't understand modern social norms very well. Child of Battle: He's been fighting for so long that sometimes he chooses to fight when he might have gotten away with a nonviolent solution. Blood on his hands: Henry is responsible for the deaths of hundreds, if not thousands of sentient beings, this does not sit well on his concience. The Bloody Stranger: During the war, Henry had a bit of a reputation for being a ferocious and nigh-unkillable warrior. Sometimes this reputation gives him problems when dealing with extra-terrestrials. New War, New Responsibilities: Recent cosmic events have dragged Henry back into combat in space. He is finding himself more involved in events out in space than ever before. Abilities: 10+0+4+6+4+4= 28PP Strength: 20/30 (+5/+10) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8+6 = 14PP Initiative: +4 Attack: +10 melee +4 ranged +10 Cosmic Blast Grapple: +15N/+18B/+28S Defense: +6 (+3 base, +3 dodge bonus) +2 flat-footed Knockback: -7 N: Nullified, B: Base S: With Strength Array Saving Throws: 8+6+6 = 20PP Toughness: +14 (+2 Con, +12 Protection) Fortitude: +10 (+2 con, +8 base) Reflex: +6 (+6 base) Will: +8 (+2 wis, +6 base) Skills: 56R = 14PP Diplomacy 10 (+12) Intimidate 10 (+12) Knowledge: Galactic Lore 7 (+10) Knowledge: Tactics 9 (+12) Language 2 (English[native], Zarnashi, Galstandard) Notice 10 (+12) Sense Motive 8 (+10) Feats: 17PP Attack Focus(Melee) 6 Attack Specialization 3 (Blast) Benefit (Tactics to Master Plan) Dodge Focus 3 Improved Initiative Master Plan Move-By-Action Power Attack Powers: 23+10+10+12+6+6 = 67PP Azure Flame (20PP array; Feats: Alternate Power 3) (23PP) BP: Blast 10 20PP AP: Enhanced Flight (5 to 15) 500,000 mph, 4,400,000 ft/rnd) 20PP AP: Healing 6 (Extras: Action (to standard) PFs: Regrowth) 19PP AP: Enhanced Strength 10 (to 30) + Super-Strength 5 20PP (Effective str 70, Heavy Load 204 tons) Flight 5 (250 mph, 2200 f/rnd) 10PP Immunity 10(Aging, Life Support) (10PP) Protection 12 (12PP) Super-Movement 3 (Space Travel 3) (6PP) Super-Strength 3 (6PP) (Effective str 35, Heavy Load, 3.2 tons) DC Block Unarmed Touch DC25 (staged) Damage (physical) Blast Range DC25 (staged) Damage (energy) Totals: Abilities (28) + Combat (14) + Saving Throws (20) + Skills (14) + Feats (17) + Powers (67) - Drawbacks (0) = 160/162
  7. Zenith Corinne Conrad Power Level: 8/11 (162/182) Unspent Power Points: 20 Trade-Offs: None In Brief: Matter manipulating daughter of a hero, just trying to make it on her own in the big city. Catchphrase: "I am the agent of change." Theme: Chvrches, “Gun” or Hundred Waters, "Particle" Alternate Identity: Secret Birthplace: Los Angeles, CA Residence: Claremont Base of Operations: Claremont Occupation: Student, wanting to be an artist/dancer. Affiliations: Claremont. Family: Amir al-Misri, father; Natalie Conrad; mother; Harold Conrad, step-father; Nicholas Conrad, younger brother; Dalir Saleh, half-brother. Description: Age: 16 (DoB: 2001, April 1st) Apparent Age: 16. Gender: Female Ethnicity: Caucasian (British) /Arabic (Egyptian) Height: 6’2 3/4 Weight: 161 Eyes: Blue (Glowing White) Hair: Dirty Blonde, generally dyed (Various shades of oranges and pinks) Corinne takes more firmly after her mother than father, though she has his height (On her it would be described as Statuesque), and a bit of his jaw, and serious eyebrows. She is built like someone who has taken dance for many years, slender and willowy with the proper mass that came with a decade of ballet and having to be able to hold herself en pointe. Perpetually she has a crooked smile, matching teeth that were a bit crooked as well. She is, though, gorgeous and knows how to employ her beauty, even it is not her first choice. Corinne’s aesthetic tends towards ‘Hipster Bohemian,’ when outside of dance class and practice. She does have to wear glasses, however. Her hair is currently in an asymmetrical undercut style, normally bleached or dyed varying shades and colors, with patterns and notches done in the clippered hair. When she changes she restructures her clothing into a variegated colored summer dress and bare limbed, though her left leg had has a thigh high covering. A distortion effect around her median, and occasionally around the rest of her, similar to artifacting that can happen in video. Her limbs trailing off into coruscating light, that moves over her skin. Her pupils and irises turn into apertures of like, and her hair stands like a flaming crown of pinks and oranges. History: Corinne is the result of a tryst between her mother and then less famous and rich playboy Amir al-Misri. She eventually found this out, after she got upset in a normal argument with her mother, and in the process did an impromptu remodeling of the kitchen, turning it into glass. All of it. With that in mind, her mother explained some things, and reached out to Amir, and Corinne found herself in Freedom City, and Claremont. She is still dealing with all of the changes. Though she still has her art, and dancing, and been semi-normal, she hopes that will keep her grounded even as her entire world changes around her, like some sort of outward expression of her newfound powers While she knew that Harold Conrad wasn’t her biological father, she had accepted him as effectively her father, and Amir feels alien to her. Though the relationship is tentative, as their involvement with each other’s life has been nonexistent until recently. She is still strongly connected to her family and speaks to them frequently, though is less… clear on her relationship to Amir and his family and associates. She wonders if she can truly go through what is happening without issue, but that remains to be seen. Though one thing is certain, she will have an amazing ability to do art with her powers, and that prospect alone is enough to drive her to learn and refine more in her abilities. Does superheroing even look good on an art school application? Personality & Motivation: Corinne is a nice person, and apparently has inherited powers from her father. She feels obligated to figure out how to use them, and how to apply them effectively and safely. She is certainly not retiring sort, though despite a bit of occasional bubbly personal, she is still concerned to what others things of her. Outside of that, she still wants to pursue artistic endeavors, and perhaps try to juggle that and her powers. She does strive very hard in both dancing and her other media of art not just do good, but to have her work judged as good. When changed, her behavior is changed, becoming more haughty, even arrogant. Though her moral character doesn’t change. As it seems there that it an expression of being less concerned with the views of others about her. Powers & Tactics: She is still working out this whole fighting thing. Generally just uses straightforward tactics and her powers to stop people, preferring using Snare, Create Object, or Transform first to restrain/detain someone. Power Descriptions: Her powers are Mutational, and are based around the ability to manipulate matter by controlling the energetic bonds in it’s structure. It seems associated with her emotional state, tied to her id, or subconciousness and while in her Zenith form does have a different personality. Currently this is expressed through a change in herself, adopting an alternate form with different behavior, and full access to her powers. Outside of that, she has base access to change matter and react defensively to restrain others, as well as be able to walk on air as it it was solid. The change to Zenith is a violent reshaping, brilliant, her clothes turned into whatever attire she feels she should have on, which is invariably different than her normal clothes. Transform is dramatic, looking like she was digitizing the matter as she reshapes and changes the nature of it. She can also reshape matter, though strangely this can be considered the most difficult/taxing of her abilities. Create Object is still rough, though with a similar effect as she ‘draws’ in a structure, and then fills it with matter, but the shapes can be a bit crude, and she cannot pass them off as real, and the colors tend to be bright or matching something similar to her emotional state. Snare is a specific application of the above powers, quite literally altering or making matter to be purpose built. It does not have defined structure, and it seems to not really have a conscious thought process besides ‘surround them.’ Drain Toughness has pieces of matter being ripped apart and drawn back into her. Her Damage effect is an expansion of her Forcefield, creating a brilliant, swirling light and force that knocks down those inside of it. Complications: Commitments: Does have dance recitals and schoolwork. This stuff is complicated with the super power thing. The heroing thing cuts into that. Crap, you know who my dad is: He’s famous, he’s divisive. Some enemies may want to get her. She may be thrust into a limelight she does want, or have attention she doesn’t need. Fascinated: Due to her artistic personality, when infused with energy in her alternate form she is easily or distracted by flashing lights or other pretty twinkles. Grandiose: In general she needs reliant on being able to gesture to use a good bit of her powers. Being bound, or restrained will prevent her from really being able to access them in most cases. Keep Calm, Can’t Carry On: Her powers require a heightened emotional state, and If for instance under the effect of emotional control (calm), she cannot muster up energy to use her powers, particular changing to her Alternate Form. At the same token strong emotional responses, or reactions, do not empower her, and it does seem to generally inhibit her ability to be precise.. Secret Identity: Well… yeah. Warring with Herself: Her powers still frighten her and may become upset with the aftermath of them. She can become Shaken during those times. Abilities: 2 + 4 + 4 + 2 + 4 + 6 = 24 PP Strength 12 (+1) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 16 (+3) Combat: 8 + 8 = 16 PP Attack: + 4 Base Defense: + 8 (+4 base, +4 w/ Shield), +2 Flatfooted Initiative: + 7 (+3 Dex, +4 Improved Initiative) Grapple: + 5 Knockback: -1/ -4 Forcefield / -8 Alternate Form Saving Throws: 4 + 3 + 4 = 11 PP Toughness: +2/+8 Impervious w/ Alternate Form (+2 CON, +6 Force Field, Impervious +8) Fortitude: +6 (+2 CON, +4) Reflex: +6 (+3 DEX, + 3) Will: +6 (+2 WIS, +4) Skills: 76r = 19 PP Acrobatics 12 (+15) Bluff 4 (+7/+11 with Attractive) Concentration 4 (+6) Craft: Artistic 8 (+9) Diplomacy 4 (+7/+11 with Attractive) Gather Information 4 (+7) Knowledge: Art 4 (+5) Knowledge: Popular Culture 4 (+5) Perform: Dance 12 (+15) Perform: Percussion Instruments 4 (+7) Notice 4 (+6) Search 4 (+5) Sense Motive 4 (+6) Swim 4 (+5) Feats: 5 PP Attractive Beginner’s Luck Improved Initiative Luck Uncanny Dodge (Auditory) Powers: 6 + 4 + 49 + 2 + 26 = 87 *All powers carry the Mutation and Matter Control/Manipulation base descriptors Force Field 6 (Extras: Linked) [6PP] + Shield 4 (Extras: Linked) [4PP] 'turn aside the slings and arrows' Restructuring 24 (Array, Matter Control/Manipulation, 48PP, PFs Alternate Powers 1) [49PP] BE: Transform 8 (Inanimate Objects to Inanimate Objects, 250lbs; Extras: Duration [Continuous]) {48/48} AP: Snare 8 (Extras: Area (Burst), Regenerating, Selective; PFs: Accurate 2, Reversible, Variable Descriptor 2) {45/48} 'reshape and bind' Super Movement 1 (Air Walking) [2 PP] Zenith (Alternate Form, 26PP, Extra: Duration [Sustained]) [26PP] Enhanced Feat 1 (Quick Change) [1 PP] ‘Let me slip into something proper’ Adds, Linked to Forcefield and Shield, Impervious TOU 8 (Extras: Linked) [8PP] + Immunity 9 (Life Support; Extras: Linked) [9 PP] ‘Imperious armor’ Restructuring 0 (Array, Adds PFs: Alternate Powers 4) [4PP] AP: Create Object 10 (10x 250’ Cubes, 50 Str Load: 25.6 tons; Extras: Duration [Continuous], Movable; PFs: Innate, Precise, Progression 3, Selective, Stationary, Subtle [just like real]) {47/48} 'vibrant genesis' AP: Drain Toughness 8 (pattern scatter, 8x 10’ Cubes; Extras: Only Objects [+0], Linked [+0], Area [Shapeable], Ranged, Selective Attack; PFs: Progression, Reversible) {42/48} 'sublimating reformation' AP: Damage 8 (40’ Radius, Extra: Area [cylinder], Linked [Trip], Selective Attack; PFs: Variable Descriptor 2 [any]) {26/48} + Trip 8 (40’ Radius; Extras: Area [cylinder], Linked [Damage], Selective Attack; Flaws: Range [Touch], PFS: Improved Trip, Variable Descriptor 2 [any]) {19/48} 'tumultuous rebuke' AP: Move Object 16 (Effective Strength 80; Load: Heavy 800 tons, Max: 1.6k tons; Extras: Range [Perception]) {48/48} 'it moves as I wish it to' Teleport 4 (400’/1 Mile; Flaw: Medium [Created/Transformed Objects]) [4 PP] 'that which I touch I am connected to' TOTALS Abilities 24 + Combat 16 + Savings Throws 11 + Skills 19 + Feats 5 + Powers 87 = 162/182 PP
  8. The Scarab III Player Name: Tiffany Korta Power Level: 10 [15] (214/250PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent Power Points: 36 In Brief: Genius gadgeteer with a surprising origin for her powers... Residence: Apartment in Downtown Freedom City Base of Operations: Mandjet Building, Khepri Incorporated, Downtown Freedom City. Catchphrase: Alternate Identity: Kamala Khanufasa Identity: Secret Birthplace: Jersey City, New Jersey Occupation: Engineering Entrepreneur, Owner of Khepri Incorporated Affiliations: None Family: Sana Khanufasa (Mother), Khalili Khanufasa (Father), Sorayah Khanufasa (Older Sister), Aamir Khanufasa (Older Brother) Description: Age: 28 (DoB: 31st August 1992) Gender: Female Ethnicity: Egyptian Height: 5'4" Weight: 135 lbs Eyes: Brown Hair: Black Kamala's family is descended from a long line of mixing pot that was Ancient Egyptian, having a little bit of Nubian and Greek in her ancestry, though her Egyptian roots can be traced back to the very dawn of Ancient Egypt, even if part of it is from pure myths and legends. Whilst the families appearance caused little problems in their home village or the more cosmopolitan Freedom City, they often caused them problems in the less enlightened parts of Egypt. Whilst not an unattractive woman Kamala is very aware of how her image can affect both her personal and company image. To that end, she spends a vast amount of time taking great care to craft the absolutely perfect image of a professional businesswoman. Whilst she has fully adopted West style dress she still takes great pains to accentuate it with touches from her Arabic heritage. Her superhero costume is an encompassing bodysuit in a vivid red with yellow trim that goes right from her neck to her toes. Her face is covered by a pair of oversized insect-like goggles with yellow lenses. On her back, she wears a backpack resembling a stylized scarab that contains a self-designed gravitic generator that projects a gravimetric field that allows her to fly and provides a protecting force field. On her wrists she wears a pair of intricately designed Egyptian looking vambraces, one is actually an Ancient Egyptian artifact that is the source (she believes) of her psychic abilities whilst the other one is a much more modern sonic projector of her own design that she uses as a defensive weapon. To enhance her own abilities she's designed and build a power armor that syncs up with all her other devices as well as providing additional strength and life support, in styling and coloration it is almost identical to her regular costume. Power Descriptions: Most of her crime fighting equipment has been meticulously crafted by her own hand, using cutting edge materials and techniques that she couldn't possibly afford to sell to the public. Being who she is each piece of equipment has been tested and refined down to the last nanometer until it's as close to perfection and predictable in its behavior. Despite this, she is still constantly tinkering on a series of spares of the various devices to try and improve them even more than they are right now, including improvements from the most cutting edge research. The actual styling's of the devices are inspired from Art-Deco designed to suggest the Scarab beetle, along with a heavy touch of Ancient Egyptian styling. She has chosen the red and yellow colouration for the costume to match those of the previous Scarab(s) as it just seemed to feel right to honor those who name she is using. On the top of her fierce intelligence, Kamala also has a natural untapped psychic potential, a family legacy triggered by her close proximity to the ancient vambrace. At the moment it's just fairly simple and obvious telepathy but it has a potential to develop into something much more powerful. Kamala doesn't actually realize she has this potential and mistakenly believes that the psychic abilities come not from herself but from the Ancient Egyptian artifact that she wears when in costume. . History: Before she was born her family had chosen to flee their Egyptian to start a new life in the United States, not only were the Khanufasa's persecuted for their Shia faith, in a predominately Sunni country, but there was a long suspicion of the family being tomb robbers back many generations. But the family knew better-telling tales that they were descended from priestesses of Ancient Egypt, and that they had been entrusted of an ancient artifact. This artifact, an ancient vambrace, was the only thing of value they brought with them when they moved to New Jersey. Not many months after they moved to the states Kamala was born, the first of her family to be born on American soil. The artifact held some sort of fascination for Kamala since she could remember, wearing it often and even sleeping whilst wearing the vambrace, finding the object somehow comforting almost as if it was alive. When she did sleep with the device she had vivid dreams her ancestor, a great priestess of Isis, gathering some of the Ib (heart) and Shebuet (shadow) of the heroic prince Heru-Ra as he fell in battle. Preserving those part of the soul so they could serve future generations. Little did she know that these dreams were of events that happened long ago and that the vambrace had awoken abilities that had been in her family since that very priestess. From an early age Kamala showed that she was intelligent, always with a questions on her lips, and her parents encouraged her to question everything, not that they could easily stop her questioning. As she grew older her fascination with the world led to her been drawn to the engineering, and with her grades, she attended what is considered one of the finest programs in the country at Freedom Cities HIT. All this was mostly paid for by her parents, and extended family back in Egypt, who sacrificed much to ensure that she could have every opportunity that their new home allowed. She decided early on that she didn't want to work for anyone else, despite offers from several tech companies, so even before she graduated she began to work on viable products to sell and to try and gather the resources to be able to found her own company. With this money, she founded Kherpi Incorporated in Freedom City and with her business and engineering acumen it has rapidly grown over the past few years from just herself to a company employing hundreds of people. This success has allowed her and her family to enjoy a lifestyle that her family couldn't possibly imagine when they left Egypt all those years ago. For most people it would be enough to just run a successful company, but Kamala wasn't just anyone and she had an unusual form of inspiration of what else she could do. For since around the age of sixteen, Kamala began to have other dreams alongside those of Ancient Egypt, these dreams were of a woman in crimson and gold who was doing heroic deeds. It didn't take long to figure out that she was somehow linked with the current Scarab, simply by just by watching the daily news, and though she's never been sure exactly why she started having the dreams, suspecting as always it was the influence of the vambrace, but it inspired her to follow the Scarab's lead and try and help people. As well as the support she could give in her professional capacity, by offering financial aid to those less fortunate than herself, she also began to work on various devices that she could use to fight crime. After months of testing and small dry runs, she finally feels that she is ready to begin her career as a crime fighter. With the previous owner apparently out of action, Kamala has chosen to adopt the name, with every intention of giving it back if asked, to become The Scarab. Personality & Motivation: Kamala is a driven dedicated person and puts' 110% into everything that she does. As a business woman, she drives everyone hard but also drives herself just as hard if not even more so. Everything she does is worked out in meticulously down to almost the last detail. This does occasionally backfire as she can over think something to the point that she ends up doing nothing but just the planning. Even being a hero is a calculated response, why would she not help people if she has these gifts to share with the world? This thinking also allied to her business practices and as well as running a meretricious honest business she also donates a lot to charity as both herself and as Khepri Incorporated. Kamala is a devout, if moderate, Shia Muslim and tries to live her life by the tenants of her faith. Her hectic lifestyle does sometimes make it difficult to always be faithful as she'd like, but Kamala's pretty sure that God will understand the time she'll miss prayers to save the world. She see's her time spent as a hero as part of her duty to help the community, everyone in the city and beyond, and protect those who cannot protect themselves. Powers & Tactics: Kamala tends to take things cautiously trying and gather as much information as she can before she begins to tackle the problem. As long as people aren't being hurt she's prepared to wait days if necessary to find out everything to solve the issue. If she can Kamala will take pains to recompensate any losses incurred whilst she carry's on her investigations. If forced into actual conflict without time to prepare she was trying to quickly and efficiently take the enemy down, going for either the most powerful threat or those that her abilities will work the most efficiently against. Complications: Enemies old and new: The name Scarab draws the attention of quite a few super villains who would like to destroy the legacy of the Scarab once and for all. Magic Feather: Whilst Kamala is a natural psychic she doesn't actually realize that she is so empowered, believing instead that her bracelet provides the abilities technologically. If she is caught without her bracelet she cannot use any of her psychic abilities. Young, gifted and Black: As a young Arabic woman in business a lot of people underestimate her abilities or worse refuse to deal with her directly. This mainly affects her civilian personal, most seem less concerned when there being saved. Abilities: 0 + 4 + 4 + 14 + 6 + 0 = 28PP Strength: 30/10 (+10/+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 24 (+7) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +8 Unarmed w/ Carapace, +8 w/ Scarab's Bite Grapple: +18, +6 without Carapace Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -11 w/ Carapace & Pack, -6 w/ Pack only, -2 w/ Carapace only, -1 w/ nothing Saving Throws: 8 + 7 + 10 = 25PP Toughness: +2/+12 (+2 Con, +10 Force Field; Impervious 10 from Carapace) Fortitude: +10 (+2 Con, +8) Reflex: +9 (+2 Dex, +7) Will: +13 (+3 Wis, +10) Skills: 128R = 32PP Computers 13 (+20)Skill Mastery Concentration 12 (+15) Craft (Electronic) 13 (+20)Skill Mastery Craft (Mechanical) 13 (+20) Disable Device 13 (+20)Skill Mastery Drive 3 (+5) Knowledge (Business) 13 (+20) Knowledge (Technology) 13 (+20)Skill Mastery Knowledge (Physical Sciences) 12 (+20) Language 2 (Ancient Egyptian, Arabic, English [Native]) Notice 7 (+10) Pilot 3 (+5) Search 3 (+10) Sense Motive 7 (+10) Feats: 18PP Beginner's Luck Benefit 2 (Wealth 2 [Rich]) Dodge Focus 2 Eidetic Memory Equipment 4 (Mandjet Building) Evasion 1 Inventor Luck 3 Master Plan Second Chance (Concentration) Skill Mastery (Computers, Craft [Electronics], Disable Device, Knowledge [Technology]) From Scarab's Eye Accurate Attack Attack Focus (Ranged) 2 Improved Aim Power Attack Equipment: 20EP = 4PP Mandjet Building (Headquarters) [20EP] This small skyscraper is a surviving 1920 Art-Deco building originally designed and built by the Rhodes family. The building is brick built and faced with limestone blocks, the blocks are decorated in an Egyptian style with the front of the building having a massive carving of two winged women (representing the goddess Isis) facing each other. The interior of the building has been totally redesigned and rebuilt making it not only ecologically friendly but able to withstand some of the perils of being in Freedom City. The top floor not only contains Kamala's office but her own private workshop and a small apartment where she can sleep when needed, though she rarely uses it preferring her own place. Size: Large [2] Toughness: +15 Features: Communications, Computer, Defense System, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 3, Workshop [16] Powers: 28 + 20 + 16 + 12 + 11 = 87PP Device 7 ("Scarab's Carapace," Hi-tech Power Armor; 35PP Device, Hard to Lose) [28PP] Enhanced Strength 20 (to 30/+10) [20PP] Enhanced Feat 1 (Attack Specialization [Unarmed Attack]) [1PP] Impervious Toughness 10 [10PP] Super Strength 2 (effective lifting STR 40, heavy load 6 tons) [4PP] Device 5 ("Scarab's Bite," Hi-tech Vambrace; 25PP Device, Hard to Lose) [20PP] Sonic Projector 6 (24PP Array Feat: Alternative Power 1) [25PP] BE: Blast 12 (120ft range) [24PP] AP: Dazzle Auditory 10 (100ft range; Extra: Burst [50ft, General, Area]; Feat: Subtle) [21PP] Device 4 ("Scarab Pack," Hi-tech backpack; 20PP Device, Hard to Lose) [16PP] Flight 5 (Gravitic Repulsion, 250 mph/2,500 ft/rnd.) [10PP] Force Field 10 (Gravitic Field) [10PP] Device 3 ("Scarab's Eyes," Hi-tech Googles; 15PP Device, Easy to Lose) [12PP] Enhanced Feats 5 (Accurate Attack, Attack Focus [Ranged] 2, Improved Aim, Power Attack) [5PP] Super Senses 5 (Direction Sense, Distance Sense, Infravision, Microscopic Vision 1, Radar [Radio Sense, Accurate] {3PP}, Time Sense, Ultra-Hearing, Ultravision) [10PP] Psychic Potential 5 (10PP Array; Feat: Alternative Power 1) [11PP] BE: Mind Reading 10 [10PP] AP: Communication 6 (telepathy, 20 mile) [6PP] and Comprehend 2 (Speak and Understand all Languages) [4PP] [10PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed* Touch DC 25 Toughness Damage (Physical) Unarmed Touch DC 15 Toughness Damage (Physical) Blast Ranged DC 27 Toughness Damage (Sonic) Dazzle Ranged DC 20 Fort/Ref Dazzled (Staged) Mind Reading Perception DC 20 Will Mind Read * while wearing Carapace Totals: Abilities (28) + Combat (24) + Saving Throws (25) + Skills (32) + Feats (18) + Powers (87) - Drawbacks (0) = 214/250 Power Points
  9. Bloody Mess Power Level: 10/15 (250/250PP) [254] Trade-Offs: None (In alternate form: +4 Attack, -4 DC, +4 Defence, -4 Damage) Unspent Power Points: 0 In Brief: Mutant Pugilist blood controller. Alternate Identity: Fred 'Freddy' Furlong Identity: Public Birthplace: Freedom City Occupation: Hero for hire (Ex Pugilist) Affiliations: Bloodhound Investigations Agency, Revenant Family: Alex Furlong (father), Dasha “Mama” Furlong (mother) Description: Age: 30 (DoB: 01/01/1985) Apparent Age: 28 Gender: Male Ethnicity: Caucasian Height: 5’1” Weight: 140 Kgs Eyes: Green Hair: Brown Fred Furlong looks like a brick. He is only a whisker over five foot, but has an unnatural build, with a barrel chest and short, thick limbs loaded with slabs of muscle. He looks like a short, steroid-loaded body builder. As a 'detective' of sorts, Fred normally wears casual clothes that can fit his abnormal body, like a t-shirt, jacket and joggers. However, when he acts more as a superhero, he has a costume of blood red tank top, trousers and boots, and - although everybody knows who he is - an equally red eye mask. Power Descriptions: Fred is a mutant with an unnaturally stocky, resilient and strong body. When he “pumps up”, his blood becomes supercharged – meaning his muscles swell and engorge, his veins and arteries throb, and he looks like a sack of watermelons. His ability to control blood is generally unnoticeable, unless he controls his own blood by pushing it out of his body into a small homunculus of blood (and his real body a desiccated shrivelled up horror). History: Fred grew up in a poor Immigrant family (from Poland). His father was always keen for his son to be able to “look after himself” and young Fred was soon down the boxing gym, pounding away. It was here that it slowly became apparent Fred was a mutant, although this was not confirmed until many years later. As he continually punched, and was punched back, his body grew into a short, squat and muscular form, able to shrug off even the strongest right hook. He soon became a feared bare knuckle boxer, and got mixed up with the mafia. When Fred refused to do any more of the Mafia’s dirty work, he was shot and left to dead. It was at this point he discovered his real power: the ability to control blood. His wound stopped bleeding and he arose stronger than ever. The years of boxing, combined with a minimal education, had left Fred a little short in the brains department. It was at this point that Harry Hound, part time private investigator and all time coward, stepped in. He was looking for a partner, someone to be the hero. Personality & Motivation: Fred is a good natured but crude guy. He has a heady laugh and has a strong sense of honour. He dislikes crooks, liars, cheats, and people who hit dames. Having said that, he has a nasty temper, and when he fights, he fights dirty. Fred grew up on the streets, and knows that when you slug it out, you do what you need to. He is quick to use his fists and intimidate people. Fred is a good guy, and likes being a hero, even though he knows he ain’t the smartest tool in the box. He relies on Harry Hound to keep him “in business”, although he is more moral than Harry. Fred will take on a charity case, much to Harry’s annoyance. Powers & Tactics: Fred is exceptionally strong and tough, with a body that has adapted to blunt force. His blood gives him superhuman strength. He is thus happiest slugging it out fist to fist, where his strength, training, and resilience will win through. If he has time, he will “pump up”, rushing more of his super-charged blood to his already powerful muscles. This takes a moment or two, and is short lived, but makes him much stronger, able to run and leap even further. When this happens, his muscles swell massively, his veins bulge out, and he throbs with every heartbeat. Fred has the ability to manipulate blood. Normally he uses this to either control bleeding (therapeutically), or to drain his own blood, which leaves a desiccated, withered, and immobile Fred and a small, 2’ high “homunculus” of his own blood that can then act, retaining most of Fred’s strength. He uses his homunculus form when he needs to be stealthy or creep into places he could not normally access. Whilst his homunculus form has certain advantages in terms of resilience, it does of course leave his desiccated body very vulnerable... Whilst Fred prefers a straight out slug, he can use his control over blood to offensive purposes. Normally this would mean either thinning the blood, making the enemy tired and weak. He can also cause bleeding eyes and ears, blinding his opponent (at least till they wipe the blood away). As a more dangerous measure, he can seriously hurt people by stopping the blood flow, causing bleeding, clotting, or other very dangerous effects. Of course, he only does this in more serious situations. Complications: Bloody: Harry's alternate form is continuous, but he cannot actually deactivate it without the blood crawling back to his body; or more accurately, if he deactivates it (leaving a puddle of his blood), he cannot restart his real body without a blood transfusion or the like. Cowardly Dog: Whilst Harry Hound is technically a fanatic sidekick, in reality his courage often fails him.. Crude: Fred lacks many social graces and is happiest in the gutter with street life. He ain’t going to fit in with polite society. Don’t Hit Dames: Fred may fight mean and dirty, but he was always brought up to know that a man don’t ever hit a dame. Illiterate: Fred can’t read or write, although he has learned a crude signature. Iron Man: To maintain his powers, Fred needs a vast amount of iron in his diet. He eats vast quantities of red meat and spinach. Messy: Fred's blood related powers are, to be frank, rather messy and ugly. It isn't a gore-fest (and remains PG-12), but it’s easy enough to see the signs of his powers (specks, drops, or pools of congealed blood), or follow the trail of his homunculus. And the sight of his blood draining out of his mouth to form the homunculus is a little unsettling... Old and Rusty: The Bloodhound Detective Agency always uses second hand and out of date equipment and vehicles, with a tendency to break down, belch and burp. Abilities: 12 + 6 + 20 - 2 + 2 + 2 = 40PP Strength: 22/26 (+8) [up to 30 (+10) if boosted] [14/18 (+2/+4) in alternate form, up to 22 (+6) if boosted] Dexterity: 16 (+3) Constitution: 30 (+10) Intelligence: 8 (-1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +11 Attack: +10 [+14 in alternate form from size] Grapple: +20 [+4 in alternate form], up to extra +4 when boosted Defense: +10, +5 Flat-Footed [+14, +9 Flat Footed in alternate form from size] Knockback: -6 [-1 in alternate form] Saving Throws: 2 + 6 + 5 = 13PP Toughness: +10 (+10 Con) [+6 in alternate form from size] Fortitude: +12 (+10 Con, +2) Reflex: +9 (+3 Dex, +6) Will: +6 (+1 Wis, +5) Skills: 60R = 15PP Bluff 4 (+5) Climb 2 (+10) Craft [Mechanical] 4 (+3) Drive 4 (+7) Gather Information 4 (+5) Handle Animal 4 (+5) Intimidate 8 (+9) [+3 total in alternate form from size] Knowledge [streetwise] 12 (+11) Notice 4 (+5) Search 4 (+3) Sense Motive 4 (+5) Stealth 4 (+7) [+19 total in alternate form from size] Swim 2 (+10) Feats: 57PP All-Out Attack Challenge: Fast Feint (No -5 penalty for Move Action Feint) Defensive Attack Elusive Target Equipment 5 Fast Overrun Fearless Improved Critical 1 [unarmed Attack] Improved Initiative 2 Improved Overrun Improved Sunder Improved Throw Improved Trip Interpose Move By Action Power Attack Second Chance (Toughness save vs Unarmed Attacks) Sidekick 30 The Hound Takedown Attack 2 Teamwork 3 As enhanced traits Endurance 1 (Potentially boosted up to Endurance 5) Equipment 5PP = 25EP Ultrasonic Whistle (Communication 2, Extras: Omni Directional, Flaws: One Way, Limited to whistle) [1 EP] Headquarters: The Bloodhound Detective Agency [11EP] (Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Communications, Fire Prevention System, Garage, Gym, Living Space, Security System 3, Workshop [9EP]) Vehicle: Modified Chevy [13 EP] (Size: Huge [2EP]; Toughness: 10 [1EP]; Strength: 35 [1EP]; Features: Alarm 1, Oil Slick, Smoke Screen [3EP]; Speed 5 (250mph) [5 EP]; Super-Senses 1 (Radio) [1EP]) Powers: 48 + 9 + 4 + 1 + 3 + 4 + 2 + 2 + 5 + 6 + 2 = 86PP Blood Control Array (42PP Array; Feats: Alternate Power 6) [48PP] BP: Healing 10 (Extras: Action [Standard], Range 2 [Perception]; Flaws: Limited (Damage causing blood loss or blood effects only); Feats: Stabilise) {41/42} “Seal Wound” AP: Alternate Form 9 (45PP Container; Extras: Duration [Continuous]; Flaws: Projection [-1]; Drawbacks: Full Round to Activate [-3]) {42/42} AP: Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception] Feats: Sedation, Subtle, Variable Descriptor 1 [blood], Drawback: Target must have blood system*) {42/42} “Cause bleeding / clotting” AP: Fatigue 10 (Extras: Range 2 [Perception]; Feats: Reversible, Sedation, Subtle, Drawback: Target must have blood system*) {42/42} “Thin Blood” AP: Dazzle 8 (All Senses but NB Drawback, Extras: Alt Save [Fort], Range [Perception], Feats: Reversible, Selective [Can choose which senses affected], Subtle, Drawback: Sensory organs must have significant blood supply [-2]*) [41/42 PP] AP: Nauseate 5 (Extras: Contagious, Continuous Aura [+4], Disease [+2], Feats: Reversible, Selective Aura, Flaws: Sicken only [-1]) [42 PP] “Blood Infection” AP: Nullify 10 (All Blood Effects/Blood Loss, Extras: Effortless, Perception Range [+1], Feats: Selective, Subtle) [42/42 PP] *Drawback Boost 4 (All strength powers [Enhanced Strength, Leaping, Speed, Super-Strength, Endurance]; Flaws: Personal; Feats: Slow Fade 1 [1 minute]) [9PP] (pump blood) Enhanced Strength 4 (turbo powered blood) Enhanced Trait 1 (Endurance 1) [1PP] (turbo powered blood) Immovable 1 (Extras: Unstoppable; Feats: Innate) [3PP] (squat body) Immunity 10 (Fatigue Effects, Disease, Own Blood infection power Flaws: Limited [Half effect] for disease and fatigue) [4 PP] “Mutant Blood” Leaping 2 (Running jump 90’, standing jump 45’, high jump 22’) [2PP] (mighty pumped up legs) Speed 2 (25mph / 220’ rnd) [2PP] (mighty pumped up legs) Super Senses 5 (Detect Blood*, Olfactory, Accurate, Acute) [5 PP] Super Strength 2 (Effective lifting strength 32/36; Feats Ground Strike; Super Breath) [6 PP] Swimming 2 (5mph / 44'/rnd) (mighty pumped up arms and legs) Drawbacks: -2PP Vulnerability (Dehydration; Frequency: Uncommon; Intensity: Minor [x1]) [-1PP] DC Block ATTACK RANGE SAVEE FFECT Unarmed Touch DC 23* Toughness Damage (Physical) Blood Control Perception DC 25 Fortitude Damage (Physical) Blood Thinning Perception DC 25 Fortitude Fatigue Bloody Nose Perception DC 23 Fortitude Dazzle** *Unarmed attack -2 DC if in alternate form. Up to +2 DC if boosted. **Any sensory organ that would be affected by bleeding (in most humans this would be visual, auditory, olfactory senses). Totals: Abilities (40) + Combat (40) + Saving Throws (13) + Skills (15) + Feats (57) + Powers (86) - Drawbacks (-1) = 250/250 Power Points
  10. Player Name: Droideka Character Name: Gallant Power Level: 10 (150/151PP) Trade-Offs: +2 Toughness / -2 Defense, +2 Damage / -2 Attack Unspent Power Points: 1 In Brief: Heroic Swordsman and Adventurer, secretly sleep-walker controlled by three fey spirits. Residence: Freedom City Alternate Identity: Leon Angles [Birth Name] Identity: Secret Birthplace: Oregon, Portland Occupation: Retail at local book store. Affiliations: None Family: Oscar Angles (Father, 55), Bianca Angles (Mother, 43), Guinevere Angles (Older Sister, 23), Giselle Angles (Older Sister, 25) Age: 17 (DoB: February 12, 2000) Gender: Male Ethnicity: French-American Height: 6"0 Weight: 190 lbs. Eyes: Green/Blue Hair: Pale Blonde/Honey Blonde Leon is a somewhat wiry young man who is neither muscled nor overweight. His posture is proper, and though somewhat clumsy at times his general gait is quiet and controlled. His hair is feathery and mid neck length, with long wavy bangs that at times obscure his eyes. Due to his enjoyment of indoor activities, his complexion is somewhat pail. His eyes are generally cloudy, but brighten when something catches his interest. In general, he always looks somewhat tired. His clothing is based on practicality and is generally low-key. eon has a faint lilt in his voice that denotes an accent, which becomes more pronounced the more nervous he is. Gallant's most notable features are his omnipresent grin, and the golden aura that surrounds him. In general, he appears older than Leon, more a man in his early twenties than a teenager. The aura seems to brighten him instantly, and makes features such as his hair a far more honey rich gold. Unlike Leon, Gallant possesses a lithe, runner build of toned muscle. His eyes are a vibrant, almost glowing blue. If one looked past the aura, his complexion would still seem slightly pale, though less so than Leon. Gallant's posture is straight and confident, and he is always looking about and moving. The Gallant costume consists of a black and white trimmed tunic and pants, brown and gold boots, a white, brown, and gold trimmed overcoat, black gloves, and a red sash around the neck and shoulders. The mask is a white and gold plated half-mask, designed to resemble a lion's upper jaw and face. It stops at his hairline. Gallant's sword is a medium sized broadsword that seems to swirl with the same aura he possesses. It's made of a metal that resembles bronze in coloration. The blade's scabbard is brown, with a single red ruby at it's base, and it's hangs on Gallant's right hip. Power Descriptions Leon has no powers of his own. When Leon falls unconscious (Sleep, knocked unconscious, etc.) the spirits inside of him surface and grant him power. Gallant is blessed by fey-like spirits, who grant him greatly increased speed, strength, constitution, and charisma at the small cost of a weakness to cold steel. Gallant's sword is magically blessed, and can extend its reach to more resemble a pole-arm. Gallants' strategy shifts depending on which spirit is advising him, but in general he is a bold melee fighter. Gallant is enhanced with magic, and thus all of his abilities fall under that descriptor. History Leon was a quiet child, at his home and at his school. Always in the corner with a fantasy book. He loved fantasy, knights, dragons, fair maidens! He wished he could be so heroic. But no, no, that was never him. Best to keep to himself.... That was the life of Leon Angles, in summary. His sisters, bright, cheerful, sporty, they were always off with new friends or some such. His parents, cold and quiet and harsh, they weren't much for support. So it was just him, and his toys, and his books, and his few friends, for fifteen years. Fifteen years, before his oldest sister, Giselle, decided the small port town they lived in was not her dream city. She was a socialite by nature, with a sharp, silver tongue. She could get by in the big city, Leon had no doubts. So, with a clear conscience he smiled and waved her off at the airport. His other sister, Guinevere (Or Ginny, as she preferred.) had always looked up to her big sister. She was smiling too, though he could tell it was a bit forced. He was worried, then. Those worries were founded, as it turned out. One year later, and he was smiling, a bit forced, and waving her off at the airport. Ginny wasn't cut out for the big city, as far as Leon was concerned. She was sporty, yes, good at physical actives of all kinds. But she was...naive. He loved her dearly, but she was a bit of a ditz. His parents had turned to him, as Ginny's plane took to the sky. They said nothing, but they had a look in their eyes. But they had no need to fear. He was perfectly content in his hometown.... Of course, one year later, he was the one standing at airport. Nobody waved him farewell, though his parents looked on with a sort of melancholy. Perhaps they were catching empty-nest syndrome. Leon sat in his uncomfortable seat within the plane, sighing as child behind him reared their legs back in preparation for take-off. He had more reasons to leave than just a growing wanderlust, sadly. Communication with his dear sisters had dried up, and mom and dad were getting antsy, in there own way. Freedom City was a nice place, according to the brochure. Big legacy of superheroes. He was sure it was nothing. It was of course, quite a bit more than nothing, he later mused, as Giselle helped him nurse his violent black eye. Some street gang coalition, full of thugs and brutes and other big muscled men and women who could snap him like a twig. They wanted something, a location, from Giselle's current beau, David Gale. Some kind of explorer, apparently. He had found a trove on a nearby island, and, according to the thug's appointed leader, this trove matched up with a riddle given by a late great mob boss some ears back, as he lay dying. One that lead straight to a vast trove of weapons and loot. And, it just so happened, those weapons could be the bolster they needed to stop vigilantes from thinning the herd, so to speak. Giselle's boyfriend had folded easily under pressure, and his sisters were witnesses, and now, unwilling accessories. Leon walked back to their shared apartment every night, nervous and afraid. Always afraid... One night, dark and rainy and far too cold to be moving about, they came. A boat, a very uncomfortable sea-side trip. A small island, a lot of shovels, a lot of walking, and lots of digging. A shovel clanged, mud fell away. A structure, stone and granite and slate. Leon was part of the advance party, along with Giselle's boyfriend and some random goons. They were expendable, so they would look out for any traps. It was somehow even colder inside then it was out in the rain. He could see his breath as they walked, his eyes always down on the floor. He wanted to act, wanted to grab one the guns right out of the gonna hands, Rambo his way out! But that wasn't going to happen, he thought bitterly. He was going to die, either to a trap, the gangs, maybe hypothermia. His sisters, t-they would die. They deserved better... The group came to a fork. There were six off them, so they split two ways. Leon, the boyfriend, and some lady with a gnarly scar on her arm went left. Left soon turned right, then down, then up, then down, then, mirrors? Mirrors indeed, on the walls, on the floors, on the ceiling. Leon looked about, and realized that at some point he had separated from the others. He stepped forward. He didn't know why, but it felt like something was calling him. Studying him. He looked straight at a nearby mirror. A scream, feminine, resounded through the hall, but he couldn't truly work up the care. His head was swirling, thoughts of his weakness, of his hopes, his dreams, he wanted to be heroic, he wanted to save the day, he wanted help, he wanted... It came out, all at once. A swirl of strange, golden energy. And suddenly, he wasn't Leon anymore. He was, uh, what was his name? Gallant. Right, right, he shook his head. He needed to do something, he needed to...save. Yes! He needed to save his sisters, because he was, a hero! He pulled out his sword, and in an instant, Gallant was off! Leon woke, much later. He had had a very, strange, dream. Gangs, ghosts, fights...he looked around. He was in his sister's apartment. He was on the sofa, and the TV was on some cartoon. He grunted and switched it to the news as he pulled himself up. But, as he listened, he lost his focus, and fell. A cave-in, a massive gang arrest. David Gale, hero? He could hear a buzzing in his head, thoughts and voices not his own. He could see Ginny in the corner, a somewhat suspicious look on her face. From the other room, Leon could hear Giselle arguing with mom and dad. He exhaled harshly, and without further ado, passed out. Personality & Motivation Leon is a soft spoken young man, with somewhat low self esteem, a streak of curiosity, and a tinge of cynicism. If you ignite his interest he can be quite passionate, however. These interests include literature and music. In general, he tries kind and helpful, even to the point of being derided as pushover by others. In confrontations, Leon backs down easily, though he is not satisfied with his self described cowardice internally. Leon is nervous about Gallant, and the spirits, and at times envious about them and the strength they show, though he is willing to deal with it if it means good is done. Gallant is joyful and boisterous, and is a seemingly uncontrollable chaotic young man. He is ever curious, always looking about and grinning ear to ear. He seems to enjoy battle, though not true violence. He speaks in a flowery tone, and enjoys talking about heroics, and adventure, and friendship, and...what else is there to talk about, really? Despite his at times boastful nature, Gallant seems to avoid self reflection, doesn't like close scrutiny or heavy attention, and avoids mirrors if possible. In truth, Gallant is a fledgling consciousness, something of an alternate personality of Leon. He is naive to the world, and has little personality on his own. He is somewhat aware that he is Leon and somewhat not, and is guided, or steered, by the three fey spirits that grant him his power. He loyally follows the spirit's advice, but primarily listens to one at a time. The loudest spirit, the main spirit, switches at points, and so Gallant can seem somewhat neurotic. Complications Possessed Hero: Gallant is steered by three powerful spirits that possess Leon's body. The spirits are in semi-flux, and who is the main driver changes occasionally. Secret: Leon has two secrets to keep. The fact that he is (technically) Gallant, and the fact that he is host to three fey-like spirits of unknown origin. Relationship: Giselle and Guinevere (Sisters). Abilities [2 + 2 + 4 = 8PP] STR: +10/0 (30/10) DEX: +1 (12) CON: +10/0 (30/10) INT: +1 (12) WIS: +2 (14) CHA: +10/0 (30/10) Saves [5 + 6 = 11] Tough: +14 (+10 Con, +4 Protection) Fort: +10 (+10 Con) Ref: +6 (+1 Dex, +5) Will: +8 (+2 Wis, +6) Combat [8 + 12 = 20PP]Initiative +5Attack +4, +8 (melee)Grapple +8/18Defense +6, +3 flat-footedKnockback -10 Skills [52R = 13PP] Bluff 10 (+24/+14) [+4 Attractive] Diplomacy 10 (+24/+14) [+4 Attractive] Gather Information 10 (+20/+10) Knowledge (Art) 5 (+6) Language 1 (English[Native], French) Notice 8 (+10) Sense Motive 8 (+10) Feats [24PP] Accurate Attack Attack Focus (Melee) 4 Attractive Ambidexterous Beginner's Luck Distract (Bluff) Fearless Improved Disarm Improved Initiative Improved Throw Improved Trip Interpose Instant Up Luck 1 Move-By Action Quick Draw Quick Change Stunning Attack Take-down Attack Taunt Uncanny Dodge (Auditory) Powers [6 + 20 + 20 + 20 + 10 + 3 + 5 = 84PP] Device 2 [Gallant Blade] (10PP Container, Gallant Blade, Flaw: Easy to Lose) [6PP] -Strike 2 (Extra: Penetrating 3, PFs: Extended Reach 1, Improved Crit 2, Mighty, Variable Descriptor 1 [Bludgeoning/Piercing/Slashing]) [10PP] Enhanced Constitution 20 (+20 CON) [20PP] Enhanced Strength 20 (+20 STR) [20PP] Enhanced Charisma 20 (+20 CHA) [20PP] Protection 4 (+4 Toughness; Impervious [6 ranks]) [10PP] Speed 3 (50 MPH) [3PP] Healing 5 [Chi] (Flaws: Personal) [5PP] Drawbacks [-2 + -2 + -6 = -10PP] Normal Identity, Involuntary Transformation (Unconscious/Asleep, Frequency: Uncommon, Intensity: Major) [-2PP] Vulnerability (Iron, Frequency: Uncommon, Intensity: Major [+50% DC]) [-2PP]Weakness (Iron, Frequency: Common, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage (Physical, Bludgeoning) Gallant Blade Touch DC 27 Toughness Damage (Physical, Bludgeoning/Piercing/Slashing) Totals: Abilities (8) + Combat (20) + Saving Throws (11) + Skills (13[52 ranks]) + Feats (24) + Powers (84) - Drawbacks (10) = 150/151 Power Points
  11. Player Name: Droideka Character Name: Gallant Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Heroic Swordsman and Adventurer, secretly sleep-walker controlled by three spirits. Residence: Freedom City, Queens Alternate Identity: Leon Angles [Birth Name] Identity: Secret Birthplace: Oregon, Portland Occupation: Retail at local book store. Affiliations: None Family: Oscar Angels (Father, 55), Bianca Angles (Mother, 43), Guinevere Angles (Older Sister, 23), Giselle Angles (Older Sister, 25) Age: 17 (DoB: February 12, 2000) Gender: Male Ethnicity: French-American Height: 6"0 Weight: 190 lbs. Eyes: Green/Blue Hair: Pale Blonde/Honey Blonde Leon is a somewhat wiry young man who is neither muscled nor overweight. His posture is proper, and though somewhat clumsy at times his general gait is quiet and controlled. His hair is feathery and mid neck length, with long wavy bangs that at times obscure his eyes. Due to his enjoyment of indoor activities, his complexion is somewhat pail. His eyes are generally cloudy, but brighten when something catches his interest. In general, he always looks somewhat tired. His clothing is based on practicality and is generally low-key. Gallant's most notable features are his omnipresent grin, and the golden aura that surrounds him. In general, he appears older than Leon, more a man in his early twenties than a teenager. The aura seems to brighten him instantly, and makes features such as his hair a far more honey rich gold. Unlike Leon, Gallant possesses a lithe, runner build of toned muscle. His eyes are a vibrant, almost glowing blue. If one looked past the aura, his complexion would still seem slightly pale, though less so than Leon. Gallant's posture is straight and confident, and he is always looking about and moving. The Gallant costume consists of a black tunic and pants, brown boots, a white and gold trimmed overcoat, black gloves, and a red sash around the neck and shoulders. The mask is a white and gold plated half-mask, designed to resemble a lion's upper jaw and face. It stops at his hairline. Gallant's sword is a medium sized silver broadsword that seems to swirl with the same aura he possesses. It appears to be made of a metal that resembles bronze in coloration. It's scabbard is brown, with a single red ruby at it's base, and hangs at his hip. Power Descriptions Leon has no powers of his own. When Leon falls unconscious (Sleep, knocked unconscious, etc.) the spirits inside of him surface and grant him power. As Gallant, Leon's body is granted greatly increased strength, speed, constitution, and charisma. As well, he summons a mighty blade, though not the skill with which to wield it. The golden aura that surrounds Gallant can be channeled internally to mend himself. Depending on which spirit is steering Gallant, he shifts tactics, though in general he is a bold melee attacker. Gallant is enhanced with magic, and thus all of his abilities fall under that descriptor. History Leon was born in Portland, Oregon, and lived for time with the rest of his family in a well sized seaside home. His father Oscar was over a decade his mother's senior, though despite the claims of some, the two seemed to have genuine love for the other. His father had in his prime been a successful stock-broker in wall-street and therefore had retired in luxury, capable of providing for his family as needed. Despite this, Leon's parents were somewhat withdrawn form their children, as was their nature. Though they often teased him, Leon and his sisters got along well. Giselle was outgoing and emotional, and enjoyed meeting new people, though she also had a tendency to pick bad friends. Guinevere was more focused on athletics and sports, but she adored her sister and followed everywhere she went. Leon, by contrast, liked to stay indoors, having always been a somewhat introverted youth, and, unlike his sisters, he was home-schooled. His favorite activities were reading and watching films, his favorites in the mediums being the Arthurian based, knightly tales of heroics and valor. Eventually, the combination of living in a small town, with a set of reserved and quiet parents, resulted in Giselle drifting off to greener pastures, the big city. Guinevere followed soon after. Leon was, however, happy to stay in his home town. Initially, his sisters sent frequent messages and updates, and Leon knew his parents quietly appreciated them as he did. Slowly, however, the messages dried up. Though at first this was brushed off, by the time a year had passed with little to no new messages, worry set in. And so, a combination of concern and a growing wanderlust sent Leon to Freedom City. It didn't take long to discover the problem. In a rundown part of the city, in a dingy apartment building, he found them. They were concerned, panicked even, when he showed up. They had found something, one day, by chance. A location, a treasure map, and though they had memorized it's contents, per the owners request, it had been destroyed in a fire. Someone wanted what was on that map. And that someone was, as Leon discovered later that day, while lying face down with a black eye, a gang boss of some repute. He was told to stay quiet and follow directions when asked, just as his sisters did, lest someone get hurt. Over the following two months, feeling helpless and morose, Leon complied. One rainy, miserable night, several burly thugs came into Leon and his sisters shared apartment. Giselle had caved, finally, when he had been threatened in full. The family was brought along, captive, by the gang on a small boat to a small off-coast island. When they reach shore, Leon and the thugs were made to dig. And dig they did, as the rain and cold wallowed around them in the mud and dirt. A shovel hit rock. The rain washed away the muck, and it was revealed. A large, stone structure. Leon was pulled aside, and he was briefed. A weapons cash had been hidden away in the large structure, a very valuable one at that. But it was trapped, and they needed someone expendable... Shoved into the dank, musty rock structure alone with but a flashlight for defense, Leon could't help the shiver that ran down his spine. The inside was as stone as the exterior, filled with odd statues and carvings. Walking slowly and cautiously through the winding halls and tunnels of the structure, turning down into the earth. Leon came to a fork. Before he could investigate the paths, his foot caught on something. Hearing the click that resounded through the hall, Leon moved. He stumbled down a random hall as the sound of a gunshot rang out behind him. He ran, ran until he felt the dull thud of granite on his face. A dead end. He recovered quickly, but it didn't matter. He could hear footsteps echo out from farther in. He'd been inside for too long. They were going to find him and kill him, kill his sisters! He was too weak, too, pathetic, he was-it was too much. With a cry he struck the wall, in frustration, in anger, again and again. He kept going, as the steps got closer, until, finally he heard a small click. He had no time to react as the floor dropped out from under him. His back hit soft dirt, and the trapdoor shut silently. The cavern was dark, save for a small, golden light that permeated from the center of the room. All around, more strange statues stood. With no other option, Leon moved closer. The light was coming out from coffin like structure, a tomb of some sort. On it's lid was a figure robed in heavy armor, both hands clutching a sword. With a small push, the lid gave and fell the floor, the golden light now shining furiously. Inside, a broken skeleton lay, clutching a scabbard containing a glowing, golden sword. After his initial revulsion passed, Leon felt a strange sensation. It was as if the sword was humming, calling to him... The instant he touched the pommel, the glow spread from the sword to him, and he could see no more. All there was around him was darkness, and voices. Three voices, chaotic, asking for a deal, a bargain, a purpose. His tried his best to wade through the sounds and give his own, but they were fragmented. Hero..save...protect...stop... A voice resounded. "We can work with that." It was blurry after that. A flash of laughter, a fight, a shocked gang boss. His sisters looked in awe, he restrained the criminals, and then, a..boat? With a jerk, he awoke. He looked about the boat, confused. His sisters would later tell him how brave he was, how amazing. They were proud, what would he do with this power? As several voices rang about his head almost silently, Leon couldn't help but feel overwhelmed. Personality & Motivation Leon is a soft spoken young man, with somewhat low self esteem. If you ignite his interest he can be quite passionate. These interests include literature and music. In general, he is kind and helpful, and at times has been derided by others as a pushover. Though he tries to be friendly and optimistic, it is at times difficult, as he suffers from mild mood swings into apathy and depression. Leon is somewhat nervous about his time as Gallant, though as long as he continues to do good is willing to be the vessel for the spirits. Gallant is joyful and boisterous, and is a seemingly uncontrollable chaotic young man. He may be boasting of his prowess one second, and the next be off on his next adventure. Gallant loves heroics and adventure, talking about heroics and adventure, and seemingly not much else. Despite this, Gallant does have a set of morals that he believes in, based upon helping others in need and other heroic, knightly conducts. Gallant seems somewhat shy when under scrutiny, avoids self-reflection, and strangely, mirrors. In truth, Gallant is simply Leon's sleepwalking body being steered around by spirits, his consciousness off in the corner of his mind, though at times it may leak through. Like Leon, Gallant suffers from mood swings, of a sort. In this case, however, it is actually his behavior shifting depending on which spirit is currently steering him. Complications Possessed Hero: Gallant is steered by three powerful spirits that possess Leon's body when he is unconscious. The spirits are in semi-flux, and who is the main driver changes occasionally. Heroic: Gallant must be heroic, no matter the cost. He must spare the villain, he must save the civilian in distress. Even if he knows it is a trap, he must make the attempt. It's in the very nature of Gallant as a unique entity, regardless of which spirit is steering him. If what is considered heroic in a situation is murky, things can get hectic in Gallant's head quickly. Secret Identity: Leon has two secrets to keep. The fact that he is (technically) Gallant, and the fact that he is host to three spirits of unknown origin who are actually Gallant. Relationship: Giselle and Guinevere (Sisters). Abilities STR: +10/0 (30/10) DEX: +1 (12) CON: +10/0 (30/10) INT: +1 (12) WIS: +2 (14) CHA: +10/0 (30/10) Saves Tough: +15 (+10 Con, +5 Protection) Fort: +10 (+10 Con) Ref: +5 (+1 Dex, +4) Will: +8 (+2 Wis, +6) Combat Initiative +5Attack +4, +8 (melee)Grapple +16/20Defense +6, +3 flat-footedKnockback -10.5 Skills Bluff 15 (+29/+19) [+4 Attractive] Diplomacy 10 (+24/+14) [+4 Attractive] Gather Information 10 (+20/+10) Knowledge (Art) 5 (+5) Language 1 (English[Native], French) Notice 8 (+10) Sense Motive 8 (+10) Feats Accurate Attack Attack Focus (Melee) 4 Attractive Beginner's Luck Distract (Bluff) Fearless Improved Critical Improved Initiative Improved Throw Improved Trip Interpose Instant Up Luck 1 Quick Draw Quick Change Stunning Attack Take-down Attack Taunt Uncanny Dodge (Auditory) Powers Gallant Sword (Device 2) (Hard to lose) -Gallant Sword (Strike 4) (DC 29, Feats: Improved Critical (Gallant Sword (Strike 4)); Mighty) (Extra: Penetrating) Enhanced Constitution 20 (+20 CON) Enhanced Strength 20 (+20 STR) Enhanced Charisma 20 (+20 CHA) Protection 4 (+4 Toughness; Impervious [6 extra ranks]) Speed 3 (50 MPH) Chi [Healing] 5 (Flaws: Personal) Drawbacks Spirit Possession: [Involuntary Transformation, Normal Identity] (8PP) Leon only becomes Gallant when he falls unconscious, and likewise Gallant reverts back the same way. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage (Physical, Bludgeoning) Gallant Blade Touch DC 29 Toughness Damage (Physical, Slashing) Totals: Abilities (8) + Combat (20) + Saving Throws (10) + Skills (14[58 ranks]) + Feats (22) + Powers (84) - Drawbacks (8) = 150/150 Power Points ----------- So, didn't know if I should put this with the complication or what. My new idea for it was that at the start of every thread I do a personal roll to determine which spirit is dominate in general. And then, like was suggested, if a GM requested me to switch I could do so.
  12. Greasy Gear Power Level: 10 (150/155PP) Unspent Power Points: 5 Trade-Offs: -5 defense/+5 toughness, -2 attack/+2 damage In Brief: A four armed time and space traveling gunsmith who is running from his past. Catchphrase: My Past is my business Theme: Alternate Identity: Emperor of Terror Xor'cran Zemer'ker'fren Xax'lec'kian, High Weapon Artist, Lord Smith of The Grand Rel Imperium, Forger of: the Hammer of Infinty, The Spear of Unending Terror, the Cannonade of Destiny and a Thousand other Beautiful and Unspeakable Bringers of Death. Birthplace: Xobron Residence: Space Base of Operations: Space Occupation: Bounty hunter/wandering vagabond (Formerly weapon maker and artist) Affiliations: Rel Imperium, Formerly. Family: None. Description: Age: 275 (DoB:, 2175]) Apparent Age: Stopped aging at 123 years old, or early adulthood. Gender: Male Ethnicity: Green Xobron Weight: 250 lbs Eyes: Orange Hair: Green Greasy Gear is a Green Xobron, four armed and three tailed creatures from deep space. He has four very powerful arms sprouting from a large stocky frame. His face is simian like, with his two orange eyes often behind his blue goggles. He is tough, muscled and fairly attractive. His tail is long and lithe, with golden rings on the end. He doesn't want to talk about this. History: Through time and space, in the right circles one name carries fear and respect: Xor’cran. Weapons of that name carry a connotation of quality and beauty. Across the multiverse there are weapons with the Mark of Xor’cran. They have been used to change history. A Xobron is born with one syllable. He or she must earn every last syllable. Xor was no different. He was thirteen when he earned his second syllable and became a full-fledged member of his house by passing the trial of the forge. At the age of thirty Xor Xax witnessed a crime committed with future weapons. The authorities put it away quietly, but Xor Xax saw something. He saw beauty in death, and he saw his ticket to greatness. Over the next few years he worked his way into a criminal organization. He earned new names and a new reputation. He was one of the greatest weapon smiths in the game. A veritable artist. Eventually he encountered a wounded time master and killed him. He took the time master's gear and reverse engineered it. He then went back in time and prevented the officer's murder, while handing the new time travel materials to his younger self. After that: Chaos. He committed crimes across time and eventually the multiverse in the name of profit. He killed a few people, but mostly he sold weapon art to the highest bidder. The blood of empires was on his hands. His own syndicate became known as the Rel Imperium. He was the Emperor of Terror. He was the High Weapon Artist. He was the Lord Smith of The Grand Rel Imperium. He was the Forger of: the Hammer of Infinty, The Spear of Unending Terror, the Cannonade of Destiny and a Thousand other Beautiful and Unspeakable Bringers of Death. He was all these things, until he wasn't. Some say he killed an innocent child. Some his lover. Some say he saw a world felled by his weapons. In any case, the Emperor of Terror simply vanished. Greasy Gear will tell anyone that he's been sailing across the multiverse for decades. He’s spent a pretty significant time on Earth-D-Pirate-1. That's all. He is just a bad guy doing good. He will not speak of his past, it is no one’s business. Personality & Motivation: Redemption. He wanders the multiverse doing good on any scale he can. Staying below the radar to avoid time cops, his gang, and rivals alike. He also needs money to eat, so he still gambles and bounty hunts across time and space. Powers & Tactics: Greasy Gear tends to resort to violence as a last resort. He tries to sneak about, and is decent at doing so. However when combat appears inevitable he has two strategies. He prefers to fight the common thug with his massive hammer. When he’s out numbered or the enemy draws large weapons he tends to get to cover and open up with his four acoustic disruptors. Big and powerful targets will often find themselves the focus of him firing all four of his weapons in an all-out blast. Power Descriptions: Gear uses four glowing blue disruptor pistols that emit glowing blue energy beams when they fire. They make a “FWAZZIP!” noise when they fire. His Hammer is almost six feet long and he uses all four hands when he uses it. He prefers wide sweeping strikes when he attacks. Complications: Legacy of Death: Across the multiverse, he was sown and reaped death. He has sold to the worst of the worst and had no cares for who was hurt by that. Now he does and he is haunted by the fact that history and the future will only know him as a villain. Emperor of Terror: Gear sowed terror and horror across the multiverse and his face in some worlds is still one that will get him killed if he isn’t careful. His reign was across time, past and future, meaning that the multiverse will never know him as a hero. High Weapon Artist: His weapons are prized and deadly, and despite his shame he still feels pride over each piece he made. As foolish as it seems he would rather collect his old weapons and lock them away than to destroy them. His weapons usually use sonic energy or vibrations which are both the traditional weapons and vulnerabilities of his people. When did you meet me?: Because of his time travel, he may meet people who he wronged in his old life. Or he may meet people who he or his weapons killed but haven’t died yet. Wanted Man: The Time Masters are after him for selling anachronistic weapons across time. This can definitely be a plot hook. Abilities: 0 + 8 + 8 + 10 + 0 - 2 = 24PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 16 + 10 = 26 PP Initiative: +4 Attack: +8 Melee, +8 Ranged, +8 base Defense: +5, +3 Base, +3 Flat-Footed Grapple: +8 Knockback: -10 Saving Throws: 3 + 2 + 4 = 9 PP Toughness: +15 (+4 Con, +11 Protection) [+5 Impervious] Fortitude: +7 (4 Con, +3) Reflex: +6 (+4 Dex, +2) Will: +4 (+0 Wis, +4) Skills: 44R = 11PP Computers 8 (+13, Skill Mastery) Craft (Electronic) 8 (+ 13, Skill Mastery) Disable Device 8 (+13, Skill Mastery) Knowledge Technology 8 (+13, Skill Mastery) Knowledge History 4 (+9) Language 4 (Lor, English, Grue, Pirate, Native: Galstandard) Stealth 4 (+ 8) Feats: 4 PP All Out Attack Improvised tools Inventor Skill mastery (Computers, Craft (Electronic), Disable Device, Knowledge (Technology)) Powers: 35 + 29 + 15 = 79 PP Container 7 (Xobron Physiology, Extra; Duration: [Permanent]) [35 PP] (Alien, Genetic) Additional limbs 3 (5 limbs; 2 extra arms and three tails) [3PP] Immunity 10 (Life support, Aging) [10 PP] Protection 6 (Tough skin) [6PP] Protection 5 (Impenetrable skin, Extras: Impervious) [10 PP] Super movement 3 (Wall crawl 2, Sure-footed) [6PP] Device 8 (Futuristic Weapons, 40 PP container, Feats; Multiweapon 5, Flaws; easy to lose) [29 PP] (Tech) Future Weapons Array 19: (38 PP Array, Feats; Alternate power 2) [40 PP] Base Power: Blast 12 (Acoustic disruptors, Extras; Autofire, Complications: Power loss: 3 ranks of Blast and 1 rank of split for each blaster disarmed, Feats; Split attack 2) {38/38 PP} (Sonic, tech) Alternate Power: Blast 10 (Plasma grenades, Extras; Area: Burst, Feats; Accurate) {31/38} Alternate Power: Strike 12 (Hammer of Sorrow, Extras; Autofire, Penetrating) {36/38 PP} (Sonic, tech) Device 5 (Cosmic Cycle, 25 PP container, Easy to lose) [15 PP] (Tech) Flight 10 (10,000 mph) [20 PP] Super Movement 3 (Temporal Travel 3, Flaws; unreliable 1/day -1 PP/rank) [3PP] Super Movement 1 (Space travel, almost light speed) [2PP] Drawbacks 3PP Vulnerability (Vibration, Frequency: Uncommon, Intensity: Major, -3PP) DC Block ATTACK RANGE SAVE EFFECT Acoustic pistols Ranged DC 27 Toughness Damage Hammer Touch DC 27 Toughness Damage Plasma Grenade Ranged DC 25 Toughness Damage Totals Abilities 24 + Combat 26 + Saves 9 + Skills 11/44 + Feats 4 + Powers 79 - Drawbacks 3 = (150/155PP)
  13. In Brief: Thomas Eichhorst meets The Purple Man. Character: The Butcher Power Level: 10 Tradeoffs: None Power Points: 253 Residence: At least a dozen in Bedlam City alone. Base of Operations: Bedlam City at present, although he can relocate to anywhere in the world with minimal difficulty. Alternate Identities: Jurgen Liebniz (Birth Name), Johann Morgenstern (Current Alias) Identity: Secret. Jurgen Liebniz is legally deceased, and would be wanted for war crimes if he were known to be "alive." The general public is not aware that "Johann Morgenstern" is The Butcher. Birthplace: Vienna, Austria Occupation: Vampire Affiliations: Nazi Germany Family: All Deceased Description Age: 110 (DoB: 1906) Apparent Age: 35 Gender: Male Ethnicity: Caucasian (German) Height: 6ft 4in Weight: 190 lbs. Eyes: Blue Hair: Blond Jurgen is the Aryan ideal made flesh. He is classically handsome, with a strong jaw, piercing eyes, and a relaxed smirk. He radiates confidence, and he moves with the grace of a ballet dancer. He usually dresses in tailored three-piece suits, the kind with five-digit price tags. He looks like a fashion model or a movie star. Power Description Jurgen is a vampire, an undead monster wearing human skin. His body is infused with the entropic essence of the Schattenwelt, the dimension of pure hungry darkness. Drinking blood sustains his immortal existence and fuels his supernatural powers. He doesn't need to eat food or breathe air. He is unnaturally strong, fast, and durable. He can jump over buildings, outrun a car, punch through brick walls, and tear steel with his bare hands. He can regenerate from almost any wound. His skin and bones are like kevlar stretched over carbon fiber. He can control the mind of anyone who looks into his eyes. He can read thoughts and see echoes of past events by tasting blood. History Jurgen Liebniz grew up in post Great War Austria as the spoiled son of wealthy aristocrats. He was handsome and charming, but not particularly smart, driven, or exceptional in any other way. Nazi ideology seduced him early on, and he was a proud, enthusiastic member of the Third Reich. Eventually he rose to a command position at the Majdanek concentration camp in Poland, which his cruelty was legendary even by the standards of the Holocaust, earning him the unofficial title "The Butcher of Majdanek." After World War 2, he was captured by the Allies and charged for his many, many war crimes. But he didn't survive long enough to be tried. One day, he collapsed in his cell, and was transferred to a hospital, where he lay bedridden, weak and half-delirious. Three days later, he was dead. Three days after that, he dug out of his grave and began stalking the night, drinking the blood of the living. He never truly "met" the vampire who decided that the world deserved to be plagued by Jurgen Liebniz for all eternity, so he had to figure out his abilities through instinct and trial-and-error. He spent the next few decades using his mind-control powers to make his unlife comfortable and indulge his desires. Sometimes that means brainwashing whatever government employees he needs to create a new identity. Sometimes it just means murdering innocent people because of the color of their skin, drinking their blood, and carving swastikas and triangles into their flesh. Personality "Evil." Not just evil, but the most banal, lazy form of evil. He has the power to do great things, but he lacks the ambition to do anything beyond sating his most base personal appetites. He was born handsome and wealthy, and he joined up with a movement where his random win in a genetic lottery counted for as much as actual ability. He's never had to work hard for anything in his life, and he isn't about to start now. Jurgen is a sadistic psychopath who genuinely enjoys hurting people. Sometimes he delays or even forgoes killing someone, if he's enjoying their suffering enough. He's egotistical, petty, and extremely thin-skinned. He cannot bring himself to ignore a sleight or let it go unpunished. He still wholeheartedly buys in to Nazi ideology. He truly despises the disabled, Jews, and anyone of non-Caucasian ethnicity, non-hetero sexual orientation, and/or non-cis gender identity, seeing them only as prey and/or playthings. He views cis-gendered women as worthless for anything but breeding more of the Master Race, and serving and titillating him personally. He doesn't hate any of those people for anything they ever did to him. He just hates them because it's easy to hate them. It's easy to identify and to scapegoat them, and he doesn't have to derive pride from accomplishing anything of value when he can just be proud of being a white man. His one virtue might be his patience. After a few decades without aging, he has come to feel like he has all the time in the world. But even this can be a weakness that his enemies can exploit, since it makes him overconfident. Powers & Tactics Jurgen had some military training in life, but he hasn't used it in decades, so he's forgotten most of it. He was never an elite soldier, just a bully who knew where to brown his nose. He's an unskilled, undisciplined brawler who relies on his superhuman durability, strength, agility, and speed to win the day. He'll usually let his opponent get the first couple of hits, just to show off his invulnerability, scare them, and toy with them. He barely has to fight at all to get his way most of the time, thanks to his mind-control powers. He's definitely not used to fighting anyone who can fight back in any significant way. That's a situation he'd find intriguing at first, but the novelty would quickly give way to anger. His go-to move when fighting superheroes is to distract them by mind-controlling as many innocent bystanders as he can to either fight on his behalf or put themselves in harms way. Complications Note: As an NPC, Jurgen does not receive Hero Points, and since he is not bound by any power point allotment, he doesn't "need" Drawbacks. This is a list of his weaknesses and quirks for narrative and reference purposes. Glamour Failure: There are several physical signs of Jurgen's supernatural nature. Some are immediately obvious, while others could require a Notice or Sense Motive check to consciously perceive His flesh is unnaturally pale. His flesh is cold to the touch. His body is the same temperature as his surroundings, or colder. He is invisible to Infra-Vision. He does not breathe. When he sleeps, or when he is Disabled, there are no signs of life; he appears to be a corpse, albeit a well-preserved one. Since the area around him is often unnaturally cold, he is often the only one in the room without visible breath. His heart does not beat. He has no pulse. He cannot eat food. His teeth can break it up, and he can identify different foods by taste as he could in life, but they no longer taste like “food” to him. Mortal food feels like licking a rock or chewing paper. If he forces himself to swallow it, then he will vomit it back up, along with a great deal of blood. His footsteps do not make a sound, or leave tracks, even in mud or snow. He does not cast a shadow. Both the irises and pupils of his eyes are completely black, and when he feeds or uses his powers, the rest of his eyes turn black as well. He rarely blinks. If he cries, the tears are blood. He does not sweat. His veins do not show through his skin unless he is feeding, fueling his powers, or forcing blood to the surface in order to feed it to another. When his veins do show through his skin, they appear to be black. He does not bleed when cut or impaled, unless the injury was to his heart, head, or neck. When he does bleed, his blood appears to be either black or the darkest possible shade of red, depending on the angle at which the light hits it. When he is about to feed, his appearance changes from “unsettling” to “monstrous.” His eyes turn completely black, all four of his canine teeth enlarge and extend to triple their normal size, his tongue extends to double its normal length, and his cheeks split open at the corners of his mouth like a “Glasgow Grin,” effectively doubling the size of his mouth. The Mirror Shows Your True Self: Jurgen’s very existence is unnatural, and the world seems to refuse to acknowledge it. His footsteps do not leave tracks, not even in mud or snow (per his Super-Movement [Trackless] power). Machines do not register his presence (per his Concealment [Limited to Machines, Permanent] power). He does not have a reflection in mirrors. He is invisible to cameras, still or video. His voice cannot be heard through a telephone, radio, or video camera. He cannot measure his weight on a bathroom scale. Even automatic doors do not open for him. He can, however, use a keyboard, mouse, or touchscreen to enter data into a computer or smartphone, and he can operate machines by pushing buttons and pulling levers; there seems to be enough of a gap between the input and the machine for it to register the existence of the information. Walking Wasteland: Jurgen’s existence is not only unnatural, but actively harmful, both to life and to all which sustains it. The area immediately around him is often uncomfortably cold, regardless of the actual weather in the area. Windows may frost over, and puddles may freeze. Plants near him will often wither, and sometimes even die and crumble into ash. Small animals like insects and rodents may suddenly drop dead in his wake. His passage through an area sometimes has an effect similar to salting the earth, preventing any plants from growing there for months or years, if ever again. (Garlic, Wolf’s Bane, and Roses are immune to these effects, although the color of rose petals may change in his wake, to red, white, or black.) In his presence, milk may spoil, bread and cheese can mold, and sometimes even metal rusts. Pregnant animals (including humans) may suddenly miscarry. These effects are involuntary and inconsistent (per his Uncontrolled, Unreliable Corrosion and Environment Control [Cold] powers). Enemy To All Living Things: Jurgen’s presence triggers an intense and immediate fight-or-flight response in all normal animals. He automatically fails any Handle Animal skill checks. Larger animals will either attack him or flee, making a great deal of noise in the process. Smaller animals, such as rodents and insects, will either flee, or just drop dead. Revive Kills Zombie: Since he is a creature of death and unlife, any Healing power effect which works on living creatures will instead inflict Damage of equal rank upon him. Horror Hunger: Despite being Immune to Fortitude effects, Jurgen requires the normal amount of sleep for a human, and he must consume blood for sustenance the same way that humans require food and water. He cannot achieve restful sleep unless he sleeps on or in soil from his homeland, which has not been blessed or consecrated, and he cannot achieve restful sleep while exposed to sunlight. The most nourishing and flavorful blood is fresh from a living human’s vein, while that human is experiencing intense emotion (positive or negative). The further his feeding deviates from those ideal circumstances, the less nourishing and satisfying the blood becomes, the more preoccupied he will be with his thirst in general, and the more blood he needs, both to sustain his existence and to fuel his powers. If he goes without blood and/or restful sleep for extended periods, he will suffer Fatigued and Exhausted conditions, his appearance will deteriorate (first he will appear sick, then aged, and finally dead and decaying), and a GM can arbitrarily reduce the rank of one or more of his powers. If he goes too long without blood or restful sleep, he cannot recover from damage, and he loses access to most of his powers entirely, as reflected with his flaws and drawbacks. Unstoppable Rage: If Jurgen goes too long without blood, or subsists on blood of low quality for too long, or if he has consumed too much blood through the use of his powers, then there is a chance that he will enter a feeding frenzy, attacking and draining a human at the first opportunity. The GM can force him to make a Will save of varying difficulty to restrain himself when he is thirsty and an opportunity to feed presents itself. Depending on how thirsty he is, his victim may or may not survive the experience. Supernatural Repellant: Jurgen suffers an instinctual aversion to many items with "cleansing," antiviral, antibacterial, and/or antimicrobial properties, and/or items with spiritual significance, including the following: Fire Garlic Jade Mirrors Roses and Rose Petals Salt Silver Wolf's Bane Any symbols or objects which are sacred to, or have been blessed by, any entity or religion generally associated with “Good,” “Life,” “Light,” or “The Sun,” such as Crosses, Holy Water, or Communion Wafers. It takes an act of will on his part to approach any of these things. Examples include entering or leaving a circle of salt, garlic buds, or rose petals, entering a building or room with a cross or a garlic flower mounted above the door, or opening a box, chest, or coffin (whether he is on the inside or outside) with a silver necklace or a rose resting upon it. The GM can require him to make a Will save of varying difficulty to approach any of these things, and he may suffer Damage (or another attack effect) even if he succeeds. If he is attempting to approach an inanimate object, then the saving throw should have a static difficulty. If the object is being brandished by another character, then the GM can require an opposed check, such as his Will save, or his Intimidation or Sense Motive skill, against his opponent’s Charisma, or Bluff, Intimidation, or Perform skill. Neither he nor his opponent needs to have any faith in the religion associated with the object for it to be effective, but if his opponent does have such faith, then they may receive a bonus to the opposed check. If he succeeds on his check, then the offending object may crack, bend, break, corrode, melt, or burst into flame. If such objects actually touch him, or if their shadow falls upon him, then they will automatically inflict Damage (or another attack effect) with an effective power rank chosen by the GM. His touch may also inflict Damage upon the offending object. He must similarly strain and injure himself to break bonds made from an offending substance. Consuming the offending object will cause him to choke and vomit up blood at the very least, and he can suffer internal Damage (or another attack effect) as well, since he will effectively have been poisoned. Attacks made with any of the following types of Damage ignore his Impervious Toughness (as reflected with the Limited flaw on that power), and may also inflict extra damage as if he had the Vulnerability drawback. Acid Blessed/Celestial/Holy/Sacred powers and weapons Cursed/Demonic/Hellfire/Infernal/Unholy powers and weapons Fire Jade weapons Natural Weapons (Claws, Fangs, etc.) of Supernatural Creatures (Vampires, Werewolves, Dragons, etc.) Salt-based weapons, such as rocksalt shotgun shells Silver weapons Wooden weapons (But only if targeting his heart, requiring a coup-de-grace, critical hit, or 5-point Power Attack) Bonds made from Silver, or from Blessed/Celestial/Holy/Sacred items, will suppress his powers and cause him pain. Weakened By The Light: Sunlight burns Jurgen, inflicting Damage (or even Corrosion) of variable rank, depending on how intense the light is and how direct the exposure is. Any amount sunlight is harmful; if there is light to see by, then it burns. He cannot avoid the damage simply by standing in a shadow or by wearing sunblock. His eyes are almost cripplingly sensitive to sunlight, and the rest of his senses are dulled or overwhelmed. His powers are suppressed by exposure to sunlight (per his power drawbacks). The GM can inflict penalties to any skill checks, attack checks, and/or saving throws he attempts while exposed to sunlight. His instinct is to sleep during the day. If he stays awake while the sun is up, he is lethargic at best, suffering a Fatigued condition at least. The Wooden Stake: An attacker can attempt to stake him through the heart with a weapon (including a bullet or an arrow) made of jade, silver, or wood, or with a Blessed/Celestial/Holy/Sacred weapon or a Cursed/Demonic/Hellfire/Infernal/Unholy weapon. If they succeed with a coup-de-grace, a critical hit, or a 5-point Power Attack, and if he fails his Toughness save, then he will be instantly Disabled. He will immediately fall limp and unconscious, the wound will bleed as if he were mortal, and he will appear to be dead. His body will begin to decay normally. He cannot recover from damage or regain consciousness until the stake has been removed, even if he has sufficient blood in his system. If his body is burnt (by fire or by sunlight), or dissolved (in acid or holy water), then his body will re-form at his nearest established resting place. If all of his resting places have been blessed/consecrated or destroyed, then he will die. However, if his ashes are mixed with blood and buried in his native soil, then his body will re-form and he will rise again. Off With His Head: An attacker can attempt to decapitate him with any type of Slashing Damage (super-strong attackers can also attempt to pull or tear his head off). If they succeed with a coup-de-grace, a critical hit, or a 5-point Power Attack, and if he fails his Toughness save, then the decapitation will succeed, and he will be instantly Disabled if he has not been already. He will immediately fall limp and unconscious, the wound will bleed as if he were mortal, and he will appear to be dead. He cannot regain consciousness or recover from damage while his head is separated from his body. His head and body will both begin to decay normally. If he has not been staked through the heart, and his head is brought back into contact with his body, then he will begin to recover, assuming he has enough blood in his system, or if he is provided with blood. If the head and body are burnt (by fire or by sunlight), or dissolved (in acid or in holy water), then his body will re-form at his nearest established resting place. If all of his resting places have been blessed/consecrated or destroyed, then he will die. However, if his ashes are mixed with blood and buried in his native soil, then his body will re-form and he will rise again. From A Single Cell: Permanently destroying him requires the following actions, at a minimum: Bless/consecrate or destroy all of his prepared resting places. Stake him through the heart. Cut off his head. Tear off his ears, gouge out his eyes, and tear off his nose. Stuff one or more of the following items into his mouth, eye sockets, ears, and nasal cavity: Silver (solid or molten), jade, garlic, wolfsbane, salt, rose petals, communion wafers, or other holy items. Burn (with fire or sunlight) or dissolve (with acid or holy water) his head and his body, separately from each other. Scatter his ashes beyond recovery. Abilities 4 + 4 + (-10) + 0 + 4 + 10 = 12PP Strength: 30/14 (+10/+2), 35/14 Lifting (Heavy Load: 1.5 tons / 175 lbs.) Dexterity: 30/14 (+10/+2) Constitution: - Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 20 (+5) Combat 12 + 12 = 24PP Initiative: +10/+2 Attack: +10/+6, +8 Claws/Fangs Grapple: +21/+8 Defense: +10/+6, +5/+3 Flat-Footed Knockback Resistance: 10 ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical, Bludgeoning) Claws/Fangs Touch DC27 Toughness (Staged) Damage (Physical, Piercing and/or Slashing, Lethal) Mind Control Perception (Visual) DC20 Will (Staged) Dazed/Compelled/Controlled Nightmare Face Area (Perception, Visual) DC20 Reflex DC20 Will (Staged) Shaken/Frightened/Panicked Transform Perception (Visual) DC20 Will Memory Alteration A "Compelled" victim can only be forced to take a single standard or move action per round. The victim is using their other action to resist the mind control. Saving Throws 0 + 0 + 8 = 8PP Fortitude: - Reflex: +10/+2Evasion (+10/+2 Dex, +0PP) Will: +10 (+2 Wis, +8PP) Skills 100R = 25PP Bluff 10 (+15) Concentration 8 (+10) Diplomacy 5 (+10) Gather Information 5 (+10) Handle Animal - Intimidation 15 (+20) Knowledge (Arcane) 5 (+5) Knowledge (Behavioral Sciences) 5 (+5) Knowledge (History) 5 (+5) Knowledge (Theology/Philosophy) 5 (+5) Languages 1 (English, German [Native]) Notice 8 (+10) Search 10 (+10) Sense Motive 8 (+10) Stealth 10 (+20/+12) Feats 17PP Benefit 3 (Alternate Identity, Wealth 2) Connected Elusive Target Evasion Hide In Plain Sight Improved Grapple Improved Pin Improved Sunder Move-By Action Startle Takedown Attack 2 Taunt Weapon Bind Weapon Break Powers 24 + 10 + 4 + 2 + 6 + 5 + 5 + 13 + 13 + 2 + 30 + 5 + 1 + 10 + 20 + 1 + 1 + 15 = 167PP Blood Magic 11 (22PP Array, Feats: Alternate Power 5, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [24PP] Base Power: [22PP] (Blood Drain) Damage 10 (Extras: Alternate Save [Fortitude], Vampiric, Flaws: Requires Grapple, Feats: Insidious, Subtle) [22PP] Alternate Power: [11PP] Damage 2 (Feats: Improved Critical 2, Incurable, Mighty, Variable Descriptor [Piercing and/or Slashing], Drawbacks: Inaccurate, Lethal) [5PP] (Claws/Fangs) Mind Reading 10 (Extras: Action [Move/Standard], Flaws: Duration [Instant, Lasting], Range 2 [Touch], Requires Grapple, Feats: Subtle) [4PP] (Blood Echoes, Telepathy) Super-Senses 4 (Postcognition, Flaws: Medium [Blood]) [2PP] (Blood Echoes, Telepathy) Alternate Power: [20PP] Emotion Control 10 (Extras: Area [Perception, Visual-Type Senses], Flaws: Limited [Fear]) [20PP] (Nightmare Face) Alternate Power: [17PP] (Mist Form) Flight 3 (50MPH / 500ft per Move Action, Feats: Subtle) [7PP] Insubstantial 2 (Gas) [10PP] Alternate Power: [21PP] Mind Control 10 (Extras: Conscious, Duration [Sustained, Lasting], Mental, Sensory Link, Flaws: Distracting, Sense-Dependent [Visual-Type Senses], Staged [Dazed / Compelled / Controlled], Feats: Subtle) [21PP] Alternate Power: [21PP] (Mind Control) Transform 10 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous, Lasting], Mental, Range [Perception], Flaws: Distracting, Sense-Dependent [Visual-Type Senses], Feats: Subtle) [21PP] Concealment 10 (All Senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [10PP] (Humanoid Abomination) Concealment 2 (All Auditory-Type Senses, Extras: Duration [Continuous], Flaws: Limited [Not vs Machines]) [4PP] (Silence of The Grave) Concealment 2 (Infra-Vision, Extras: Duration [Continuous], Flaws: Limited [Not vs Machines], Permanent) [2PP] (Chill of The Grave) Corrosion 1 (Extras: Action 3 [Reaction], Area [General, Burst], Flaws: Limited [Inert Organic Matter, Plants, Small Animals], Uncontrolled, Unreliable [50%], Feats: Progression [Area] 1 [10ft/rank = 10ft radius]) [6PP] Enhanced Attack 4 (Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [5PP] (Super-Agility, Super-Speed) Enhanced Defense 4 (Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [5PP] (Super-Agility, Super-Speed) Enhanced Dexterity 16 (Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [13PP] Enhanced Strength 16 (Extras: Linked [Super-Strength], Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [13PP] Super-Strength 1 (Heavy Load: 1.5 tons, Extras: Linked [Enhanced Strength]) [2PP] Environment Control 4 (50ft radius, Cold [Extreme], Extras: Action 3 [Reaction], Flaws: Duration 2 [Instant], Range [Touch], Uncontrolled, Unreliable [50%]) [2PP] Immunity 30 (Fortitude Effects) [30PP] Impervious Toughness 10 (Flaws: Limited [Not vs Acid Damage, Blessed/Celestial/Holy/Sacred Damage, Cursed/Demonic/Hellfire/Infernal/Unholy Damage, Fire Damage, Jade weapons, Natural Weapons of Supernatural Creatures, Salt, or Silver weapons]) [5PP] Leaping 4 (x25, Running Long Jump: 500ft, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [1PP] Protection 10 [10PP] Regeneration 22 (Recovery 14 [+9], Recovery Rate: Injured 6 [1/round, No rest], Resurrection 2 [1/day], Feats: Regrowth, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [20PP] Speed 4 (100MPH / 1,000ft per Move Action, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [1PP] Super-Movement 2 (Trackless, Wall-Crawling, Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [1PP] Super-Senses 18 (Blood Awareness [Descriptor Frequency: Very Common, Sense Type: Olfactory, Default Extras: Radius, Ranged, Extras: Acute, Analytical, Extended 2, Tracking 2], Danger Sense 2 [Sense Types: Auditory, Visual], Darkvision, Extended Hearing, Extended Vision, Microscopic Vision, Uncanny Dodge 2 [Sense Types: Auditory, Visual], Drawbacks: Power Loss 3 [Bound with Blessed/Celestial/Holy/Sacred or Silver restraints, Exposed to Sunlight, or Lack of Blood]) [15PP] Abilities (12) + Combat (24) + Saving Throws (8) + Skills (25) + Feats (17) + Powers (167) = 253 Power Points
  14. Player Name: Moira Morley Character Name: Scion Power Level: 10 (150/181PP) Tradeoffs: -2 attack, +2 effect; -2 defense, +2 toughness Unspent Power Points: 31 In Brief: (originally) A earthbound goddess tries to be a hero. (now) The prodigal daughter returns. Residence: Freedom City, New Jersey. Base of Operations: None Catchphrase: None Alternate Identity: Edone (birth name), Moira Morley (mortal name), Divine (former heroic code name) Identity: Public Birthplace: Mount Olympus Occupation: Hostess and part owner of Morley's Pub Affiliations: Aphrodite, Apollo, Ares, Dionysus Family: Aphrodite (mother), Ares (father), other Olympians (by default, you know its a big messed up tree), Sean Morley (mortal parent, 55) Age: 28 (born: March 14, 1988) Apparent Age: between 19 and 21 Gender: Female Ethnicity: Olympian Height: 5 foot 5 inches (1.65 meters) Weight: 125 pounds (57 kilograms) Eyes: green (yellow when using golden bracer) Hair: dark red (with golden strands some times) Moira stands with authority, being an average size, her perfect hourglass figure is noticeable. Her skin is soft, but her muscle is toned, she didn't just party up there on Olympus, she trained her body into a golden ratio. She has a light olive complexion, withe a small dusting of freckles on her shoulder. While not actively searching, she keeps her eyes at ease, not closed but a softer look. Her hair is straight and short enough to cover her neck and full enough to run hands through. Sometimes Aphrodite likes to hide golden strands among them. She always smiles wide with full lips and white teeth. Her face is round and soft, again, hiding light freckles. She has a tattoo of the sun on the back of her neck, courtesy of the sun god, Apollo, himself, which read 'Omorfia Mou' (my beauty). She has a golden chain given to her by Sean for her tenth birthday that she only takes off to clean. She disdains shoes, prefering to go barefoot if she can, but a pair of brown sandals when she needs to. Her favorite casual clothes are tight jeans that show off her hips and a tshirt with either a local band or hero's logo (gotta rep the smaller guys!). The golden bracer given to her by the gods is simple and undorned, it wraps around her right lower arm Her costume is an ankle length sleeveless layered dress, a pair of golden strap sandal and a golden laurel in her hair. The dress has many colors - white, black, red, purple - but only one at a time. There's not a pattern she's divined. Power Descriptions When using the golden bracer given to her by the Olympians, her outline is a soft yellow and her eye color turns yellow. Depending on which god she's channeling, her attitude might change. Aphrodite might make her a little lovesick with the people she interacts with. Ares might make her super confrontational. Apollo will put her mind on a myriad of projects and other things she hasn't finished. Dionysus will spam her mind with junk ads. The Olympian Fighting style was taught to her by Ares. It focuses on getting her opponent to the ground and pounding them in vital and or soft places. Olympian Immortality and Strength don't have descriptions other than what they do. She can run faster, jump higher, lift more. She's not susceptable to mortal diseases, poison or the ravages of heat and cold. She hasn't aged a day in almost 10 years. If she were to die, she's pop back up in the Elysian Fields 24 hours later, able to walk out and back to the mortal realm. History Moira was born on Mount Olympus as Edone, goddess of hedonistic pursuits. Ares and Aphrodite had a fling, like they always do, but a child was conceived of the tryst. Hephaestus had had enough of his unfaithful wife and wanted something to show for it. Eris, unloved of all Olympus, seized the opportunity to whisper a truly wicked plot in Hephaestus's mind. It involved giving Aphrodite an apple. The apple was dipped in the River Styx. When Aphrodite ate the apple, it would not affect her, but the unborn child, stripping away it's godly essence. It was delivered by an underworld nymph, who was to lie and say it was a gift from Persephone for the new babe. Aphrodite accepted the gift and gobbled it up, unknowing of the fruit's real power. When Edone was born she was healthy and happy, but the most noticeable thing was that she had no god soul. Like she was a normal Olympian, but nothing about her was deific. Aphrodite called upon Hera to make heads or tails of this treachery. She saw the child was cursed. That someone had stolen the essence before she was born. Eris, unloved of all Olympus, revealed herself as the underworld nymph who gave the apple to Aphrodite and was only able to act through Hephaestus. Ares was displeased with all of this and went to pay Hephaestus a visit. Eris disappeared. That left Hera and Aphrodite. Hera cared not for this scheme, but Aphrodite received scorn for having the child in the first place. Hera looked after marriages. Instead of having the babe live among minor gods away from Olympus, she sent word to the mortal realm. To some of her most faithful followers. A priest of the faith, Sean Morley, jumped at the chance to raise the child of the goddess. Aphrodite saw into his heart and he knew he was true. With some work throughs, Sean took custody of the baby, naming her Moira, as it seemed it was fate. Sean raised Moira with special care, giving her the utmost attention and love, as a true parent would. He also taught her the ways of the faith, so when her parents revealed them selves to her, it wouldn't seem too weird. Moira took after her mother and father in personality. She loved almost everything, but she knew when there were times that love had to be tough. Those situations were few and far between. She was quick to make friends and even quicker to lose enemies. Growing up within arms reach of her mortal father, she made aunts, uncles, and cousins at the temple. She even got her first job at Morley's pub - Sean's familial business - as a waitress and eventually a bartender. Her jovial and light demeanor kept business coming. On her 21st birthday, Aphrodite began giving Moira visions. Moira knew of the goddess through readings and such, but had never had a divine intervention. Aphrodite told her that she was her child and of the sordid complications of her birth. Also, there was a gift for her. A golden liquid made of divinity. It wouldn't do it right away, but it would restore her to full power. Though when she was done, she would have to come back to Olympus as Edone and shedding Moira. At the time Moira thought this was a great idea. Another upside of the liquid was that it gave her part of her deific powers back. She could be a superhero if she wanted! And that she did, for a time. It wasn't four color and she wasn't quite proactive, but she mingled within the hero and villain community. Taking the name Divine, she put herself on the side of angels, but definitely wasn't a four color hero. Though she made friends on both sides of the coin. Heroes led to the Knights of Freedom (which, while good, was short lived). She even had a short fling with Captain Knievel (before she found out what he really was). She found the truest form of love in a woman went by the name Angel (Angel Marks). True friendship in Stesha/Fleur de Joie. But those two years passed by like nothing. By the time she was back to full power she remembered nothing. and was back on Olympus. What happened on Olympus stayed on Olympus. She made friends with Dionysus. She and Apollo fell in emphatic love. She, Ares and Aphrodite shared familial love. And she genuinely enjoyed herself. Six years passed with epic times had by all. But by the end of it, she was tired. Unfulfilled. And nostalgic of her true home. After thinking about it for a while and a long talk with her her closest friends and family on Olympus, she chose to forgo her godhood and leave Olympus. Zeus zapped her and she was on her way out the door when she was met by her friends and family. They had a gift It wasn't godhood, but something she could use on Earth. A golden bracer that could channel their power from Aphrodite, Ares, Apollo and Dionysus. Also the ability to talk with the group back and forth. She thanked them and started her new journey. Personality and Motivation Moira has a light-hearted spirit that seems like she's always having fun, even when in danger! Though she can be serious, no one really likes her serious side. It's more of her deific father showing through. It's short and mean and no nonsense. It wants to get things done. Luckily, she rarely indulges her serious side. Moira's back for her friends and family, because while having fun is fine, its nothing without anyone with you! She also sees this as a chance to show she can be a hero and not just a powerful person. Complications Easily Distracted: Things of beauty are likely to pull her off course, be it a painting or a person. Enemy: Eris plays the long game. She's not done with Edone/Moira yet. She may play on Hephaestus's feelings too to get him to lash out. Also Hades but he can't do anything directly (can he?) Identity: While she does have a stylish costume and a code name, her 'normal' life and her heroic life are not separate. Relationship: Sean, her mortal father. Responsibility: She has a job at Morley's pub. Responsibility: There are followers of the faith who may defer to her for advice. Abilities 15 + 4 + 10 + 0 + 4 + 14 = 47pp Strength 25 (+7) Dexterity 14 (+2) Constitution 20 (+5) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 24 (+7) Combat 6 + 6 = 12pp Initiative +2 Attack +3, +8 (melee) Grapple +18 (7 strength, 8 melee, 3 super-strength) Defense +8 (3 base, 5 dodge focus), +2 flat-footed Knockback -6 Saving Throws 5 + 5 + 5 = 15pp Toughness +12 (5 con, 7 protection) Fortitude +10 (5 con, 5 save) Reflex +7 (2 dex, 5 save) Will +7 (2 wis, 5 save) Skills 32 ranks = 8pp Bluff 5 (+12, +20 Attractive) Diplomacy 5 (+12, +20 Attractive) Gather Information 3 (+10) Knowledge (theology and philosophy) 5 (+5) Language 2 (English [native], Greek, Spanish) Notice 3 (+5) Perform (dance) 3 (+10) Perform (sing) 3 (+10) Sense Motive 3 (+5) Feats 16pp Attack Focus (melee) 5 Attractive 2 Distract (Bluff) Dodge Focus 5 Fascinate 2 (Perform [sing, dance]) Taunt Powers 17 + 11 + 14 + 10 = 52pp Golden Bracer: Device 4 (1+7+12=20/20 device points, hard to lose, Power Feats: Restricted [Olympian Heritage]) [17pp] Costume: Feature 1 (can change clothes to costume and back as a free action) [1dp] Divine Calling [2+5=7dp] Enhanced Feats 2 (Benefit [directed inspiration], Connected) Super-Senses 4 (Connection Link 4 [Aphrodite, Apollo, Ares, Dionysus; Power Feats: Dimensional]) Divine Channeling: Variable 2 (10 points of multiple powers of the divine descriptor) [12dp] Olympian Fighting Style (training descriptor) [9+2=11pp] Damage 5 (Power Feats: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning, piercing, slashing]) [9pp] .Enhanced Feats 2 (Improved Grab, Improved Grapple) [2pp] Olympian Immortality (biological descriptor) [5+7+2=14pp] Immunity 5 (aging, cold, disease, heat, poison) [5pp] Protection 7 [7pp] Regeneration 2 (Resurrection 2 [1/day]) [2pp] Olympian Strength (biological descriptor) [4+6=10pp] Powerful Strides (3 point array, Power Feats: Alternate Power 1) [4pp] Leaping 3 (x10) [3/3] Speed 3 (50MPH, 500ft move action) [3/3] Super-Strength 3 (Effective Strength 40, Light 1 ton, Medium 2 tons, Heavy 3 tons, Max 6 tons. Push/Drag 15 tons) [6pp] DC Block Unarmed Melee DC 22 Toughness Damage (Physical, Bludgeoning) Olympian Fighting Style Melee DC 27 Toughness Damage (Physical, Bludgeoning/Piercing/Slashing) Totals: Abilities (47) + Combat (12) + Saves (15) + Skills (8) + Feats (16) + Powers (52) = 150/181 Power Points
  15. Hyperactive Power Level: 10/12 (169/183PP) Unspent Power Points: 14 Trade-Offs: -5 Toughness / +5 Defense In Brief: A Speedster who has moved to Freedom City to make his own life and name for himself. He gains his powers from being able to manipulate and absorb kinetic energy. Catchphrase: “I’ll give you a headstart” Alternate Identity: Tyson Masters (Secret) Birthplace: Chicago, IL Residence: Apartment in Freedom City Occupation: Hero / college student Affiliations: Family, Waco Warriors Family: Parents: The Sunset Speedster (aka Jennifer Masters, Mother) and Mr. October (Fredrick Masters, father), Kas Masters, Younger Sister (Claremont student). Wife? Emily Masters Description: Age: 20 (DoB: Year [1997, January 20]) Apparent Age: 20 Gender: Male Ethnicity: Mix: Black and Hawaiian Height: 5’10” Weight: 145 lbs Eyes: Brown/Green glow while using powers Hair: Short and black. Tyson typically wears a long black duster coat and a short brimmed fedora hat over a t-shirt, jeans and Cowboy boots. He has dark brown skin and brown eyes. He is rail thin and lean. His costume is an all black suit with a green stripe down his front and back. The letter H is in Silver on the stripe on the front. His helmet is all silver with a green face shield that can either cover his whole face, or just the top. The helmet has a black stripe that extends from the forehead down the back. It all locks into one seamless piece. History: Tyson always knew he would be a hero. The Chicago heroes Mr. October and the Sunset Speedster are his parents after all. His Grandfathers had been heroes too, in fact it was expected that Tyson would take up the mantle of his Grandfather: the Summer Son. He grew up training, with the knowledge that one day he would be the next one in a long line of heroes. Tyson longed for the day that he would wear the costume of the Summer Son. He had watched and studied all the video and data. He had trained for hours and hours with his mother. He was ready to step in and take up the mantle that his grandfather had left behind. That is until he realized he couldn't live up to that. The original Summer Son lobbed fire balls, shielded himself with flame, and could fly. The new Summer Son couldn't, and the papers slammed him for it. No matter how hard he tried, Tyson couldn't quite measure up. Of course he couldn't quite escape the limelight of his parents either. The papers noted that even if Tyson was faster than his mother, he certainly was more spacey. They named him the Hyperactive Hero. His time as a Chicago hero saw him facing down old enemies of the family. Tyson began to chafe at the reputation he gained as being a sidekick to his parents. He also grew secretly aggravated that the only villains who would challenge him were those who had issues with the original Sumer Son. Things began to change when Tyson first fought the Gingerbread Man. A mobster with superhuman speed, who forced Tyson to choose between saving innocents and stopping the villain. Choosing the innocents, Tyson was both aggravated by his failure and satisfied that someone had decided to take him on directly. Unfortunately this was Tyson’s only relief from the relentless hammering of a media who felt that he was an insufficient replacement. Yearning for a fresh start Tyson decided to transfer universities and move to Freedom City. He hung up the mantle of Sumner Son and made a new identity. He filed his paperwork and became a new hero: Hyperactive. Personality & Motivation: Tyson moves from one topic to the next with speed. His brain moving too quickly even for him to track sometimes. As such his intelligence often goes unnoticed. Hyperactive grew up training to be a hero, and protects people since it is right. In addition, he doesn't have an option to not from time to time run. He might as well do some good at the same time. He also wants a little bit of fame and recognition as a good and capable hero. Powers & Tactics: Speed. His ability to move faster than most people can follow keeps him alive. While not that tough, he prefers hit and runs. He also can use his ability to manipulate kinetic energy to steal it from people and objects. With a touch he can use his powers to steal or convert a person's kinetic energy, freezing them in place. Power Descriptions: As Hyperactive speeds up he tends to leave a green glow around him as he manipulates kinetic energy. This, of course, only applies to those who can see him moving near his top speeds. Complications: Showboat: Hyperactive won't ever take down the bad guys without first making it a show for his audience. If there's no audience, then he's far more likely to go in stealthily. Out of the Shadows: While he does save people because it's the right thing to do, he prefers and craves recognition. If a bad guy makes the case that it'll make him look more impressive he might give them a head start running away. Legacy: He's still Summer Son II to some people, sometimes that's fans of his grandfather, sometimes that's the people he put away, and sometimes it's the legacy villains of those villains. Relationships: He loves his family and will back them up if he's needed. Then there's Emily. Emily claims that she was his wife on another Earth. Her Earth was destroyed by Omega, and she is one of the few survivors making her story frustratingly difficult to fact check. She was never born on this world, because her parents never met. The only parent she does have on this world happens to be her father, his Archnemesis Gingerbread Man. While he may not entirely trust her story, he is attempting a relationship with her. Can't Stop Moving: Hyperactive is constantly absorbing kinetic energy and using it to power himself. If he can't use his powers he is still locking down energy. This begins to manifest as black smoke being coughed up, this is followed by nausea, then exhaustion, then blacking out. If he reaches an upper energy limit he can explode with the force of a nuclear weapon. Nullifying him doesn't dissipate the energy absorbed, but it will stop him from taking in more. Exposure to extreme cold can sap his energy (reflected in his weaknesses.) and can bring him to safe levels. Duty Calls: as head of the Warriors reserve he's expected to put Waco on his priorities. Even if that means letting a bad guy get away. I'm Not Me: Hyperactive is one of the few truly good and heroic versions of himself across the multiverse. (There are plenty of good versions and even plenty of heroic ones, but few are both.) He is often deeply shaken by the idea he could be like those other versions. Also any number of his doppelgängers could come to Prime hiding from Authorities. A case of mistaken identity is always possible. Shadow Zone: the Shadow Zone as Hyperactive has dubbed it, is a place beyond the speed of light, a place (but not the only one) where a speedster can wind up after moving faster than light. Anything that is in the Shadow zone gets stuck there, as the object's speed is maintained by the background vibrations and energy of the Shadow Zone. The Zone is a place where time and distance are in flux, usually this means that someone can enter the Shadow Zone and exit in drastically different locations. Perhaps someone can enter and leave in drastically different times or places. Besides super speed, exposure to Dark Energy can in some cases send one to the Shadow Zone. Archetech has means of getting people to and from the zone. The Zone also borders on the Terminus and by extension the rest of the multiverse. Whenever Hyperactive moves through the multiverse he has to pass into the Shadow Zone even if just for a moment. The Attometer: Hyperactive built a hideout in the Shadow Zone, potentially someone could get stuck in the zone and discover it. Weakness: Power Loss when exposed to vibrations of 14.247 gigahertz. Abilities: 4 + 8 + 4 + 4 + 2 + 2 = 24 PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 16 + 30 = 46 PP Initiative: +12 Attack: +8 Base Defense: +15 (+8 Base, +7 Dodge Bonus), +8 Flat-Footed Grapple: +10 Knockback: -1/-2 Saving Throws: 3 + 10 + 4 =17 PP Toughness: +5 (+2 Con, +1 protection, +2[Defensive Roll]) Fortitude: +5 (+2 Con, +3) Reflex: +14 (+4 Dex, +10 [Speed]) Will: +5 (+1 Wis, +4) Skills: 56R = 14PP Acrobatics 4 (+8, skill mastery) Diplomacy 13 (+14, skill mastery) Disable Device 10 (+12) Gather Information 8 (+9, skill mastery) Intimidate 7 (+8, skill mastery) Notice 7 (+8) Search 7 (+9) Feats: 16PP Acrobatic Bluff Connected Defensive Roll Eidetic memory Equipment 3 Evasion II Fast overrun Improved initiative II Instant up Move-by Action Skill mastery (diplomacy, gather information, intimidate, acrobatics) Well Connected Equipment: 3PP = 15EP The Attometer [15 EP] Size: Large [2 EP] Toughness: +20 [3 EP] Features: [10 PP] Communications, Computer, Gym, Infirmary, Isolated, Laboratory, Living Space, Power: Dimensional Travel [occupants only, any dimension], Power System, Security System (DC 20) Powers: 1 + 10 + 10 + 3 + 31 = 55 Protection 1 (Shock Absorption) [1PP] (Kinetic) Quickness 10 (X2,500) [10PP] (Kinetic)PF Speed 10 (10,000 MPH) [10PP] (Kinetic) Super Movement 3 (Wall-Crawling 2; Flaws: Only While Moving, Water Walking; Flaws; Only While Moving) [3PP] (Kinetic) Kinetic Control Array 12 (24 PP Array; Feats: Alternate Power 7, Drawbacks: Power Loss [14.247 gigahertz vibrations]) [31 PP] (Kinetic) Base Power: Damage 10 (Feats: Accurate 1) {11/26} Alternate Power: Damage 10 (Speeding Around Beating Down, Extras; area: Shapeable, Selective, Flaws; Action: full round, PFs; progression, accurate) {22/24} Alternate Power: Illusion 4 (Displacement Images; Auditory and Visual; Extras: Action 2 [Free], Duration [Sustained], Flaw: Only While Moving) + Concealment 4 (All Visual Senses; Flaws: Limited [Only While Moving]) {20 + 4 = 24/24} Alternate Power: Insubstantial 4 (Phasing; Extras: Affect Others) {24/24} Alternate Power: Move Object 12 (Air Control; Extras: Range [Perception], Flaws: Limited [Air]) {24/24} Alternate Power: Move Object 12 (Kinetic Drain; Extras: Duration [Continuous], Flaws: Limited [Stopping Moving Objects]) {24/24} Alternate Power: Paralyze 7 (Kinetic Drain, Extras: Affects Objects, Alternate Save [Fortitude, +0], Feats: Accurate) {22/24} Alternate Power: Speed 11 and Quickness 7 and Super Movement 3 (Dimensional Movement [Via Shadow Zone], Extras: Affect Others, Flaws: Limited [Moving at Lightspeed]) {24/24} Drawbacks: (-2) + (-1) = -3PP Vulnerability (Cold; Frequency: Common; Intensity: Moderate) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage Damage Touch DC 25 Toughness Damage Paralyze Touch DC 17 Fortitude Slowed Totals: Abilities (24) + Combat (46) + Saving Throws (17) + Skills (14) + Feats (16) + Powers (55) - Drawbacks (3) = 169/183 Power Points
  16. (Wanted to switch up a few aspects of Warp's layout ever since I came back, but didn't have the PP to spend on it. Now I do! This sheet is meant to represent changes to Warp that happen in-universe after her powers further awaken. Original sheet here. Let me know if I've fouled anything up.) Player Name: Curious Key Character Name: Warp Power Level: 10/12 (190/193) Trade-Offs: +4 Defense / -4 Toughness, +3 Attack / -3 DC Unspent Power Points: 8 In Brief: A teleporting T-baby trying to prove she has what it takes to be a hero. Alternate Identity: Katharine Lilly Shade Identity: Secret Birthplace: Normal, Illinois Occupation: Student Affiliations: Claremont (Alumni), FCU Family: Rose Shade (Mother), Alexander Shade (Father), Lyle Shade (Brother) Age: 20 (DoB: 1997, 3rd of August) Gender: Female Height: 5'4" Weight: 135lb Eyes: Glowing Red Hair: Red Kat's face is rounded and heart-shaped, with a pointed nose and eyes a little too wide for her face. Her rust-red hair falls to her neck at its greatest length. Kat has thin shoulders and a slight, whipcord build, maintained with deliberate effort and supernatural potency. Her eyes, lacking pupils or irises, are instead entirely red with flecks of black that dart across it,. Kat's complexion is fair and lightly freckled, interrupted by a spiderweb of lines pulsing with darkness and red light. They cross her skin like cracks in glass. While the lines are spread unevenly across much of her body the markings center around Kat's hands and over her heart, which glow like coals. Kat's HoloBand is a sleek silver wristband that can pop open to reveal several knobs and dials. By manipulating these dials Kat can trigger its routines, concealing the evidence of Terminus mutations beneath a hologram for as long as it is active. Her pure-red eyes become tinted gray. The markings on her skin erased. Just a normal, human, girl. During day-to-day activities, Kat wears a wide variety of clothes, but tends to lean more in toward comfortable sameness, sticking with leggings, boots, shirts and a vest, perhaps shorts instead during warmer months. She favors browns and reds. As Warp, Kat's color scheme is primarily red and black, and while she wears it well and keeps a consistent uniform, the clothes she wears are made of plain, ordinary fabric you could cobble together by going to everyday stores. She wears an open red hooded vest with a white, wavy spiral on the back. Beneath that a snug black, short-sleeved shirt. She finishes the look with black tights and a pair of red boots. Power Descriptions: While the increasing t-count of Warp's body has sparked a number of physical mutations which has instilled a certain sturdiness of character in Warp, the true focus of her power remains her ability to erode space. She corrodes reality, capable of tearing holes in the universe that she can use to travel quickly from place to place. She can also turn her powers against more immediate aspects of reality, erasing aspects the world around her, sometimes even drawing its strength into herself in the process. History: Katharine Lilly Shade was born in a hospital, in small-ish Normal Illinois. There was a spike of Terminus radiation that no one noticed, before her birth Subtly but definitively changed, she lived her life in Normal without understanding what she was, until the day before she was set to take a staring role in a play she woke up in a dumpster in Chicago. Things started happening fast, then. As soon as she got home her family met face-to-face with scouts from a Claremont Academy in Freedom City, offering her a place free of charge to learn to control her talents. And maybe even use them for good. No other such institution existed, and even if they did they certainly weren't offering to teach her for free. So off she went. Under the tutelage of experienced Claremont heroes Kat learned to put her powers through their paces and use them as she saw fit rather than the other way around. Inspired by the other would-be heroes of Claremont, Kat took up her own 'cape' and adopted the mantle of Warp and engaged in combat against freedom's most vile alongside Freedom's youngest. While she faced many things, the Day of Wrath was one of the most terrible. It set her off kilter, and no one else knew anything was going wrong until her powers started rebelling against her in the middle of the street. It was politely suggested that Warp retire from heroism for a while, at least long enough to go to therapy and get her powers back under control again. And she did get it under control, mostly, but never to the same degree she had before the Day of Wrath. Nevertheless, she stayed retired. On graduating from Claremont, Warp returned home for a year, where she tried to recover surrounded by family that didn't understand and didn't know how to start. She took an offer to start in FCU with Claremont's blessing, on some path to a normal life. But even then, she wasn't sure what she wanted to be. Desperate to feel less lost, Kat couldn't help but look up at the heroes in the sky above her. They were important. Everyone knew that. Luckily, she'd kept the costume. Warp returned. But as Kat first got her footing again she discovered her mutation was progressing quickly and, as she could see from the lines of entropic power crisscrossing over her skin, very distinctly. Desperate, she turned to AEON in hopes of finding support . . . Personality & Motivation: Dubious, weary cynicism. The flare and enthusiasm that Kat wore so openly on her sleeve when she came to Freedom City and joined Claremont has been . . . Not stamped out, but tempered. The events of the day of wrath . . . affected her. The fire and death were a great blow to her psyche and her powers failing toppled what confidence she had aside. Recovering has been a slow process of picking up the pieces again, and it's possible it will never really be done. But . . . In the end, she has not changed so much. The younger Kat hid her insecurities behind a deliberate veil of optimism and energy. Today, Kat's countenance hides her optimism. In an way, Kat feels that she let herself down. Let Freedom down. Let the world down. Part of her insists that she was always a kid playing at heroism in a suit that didn't fit. That it was Not For Her. Nonetheless . . . Kat wants to believe she can. Wants to try. Powers & Tactics: Warp is primarily a melee fighter. She uses her teleport to move swiftly about any battlefield she finds herself, engaging immediately with whoever is least prepared for her. Through a combination of amateur training, teleporting and entropic strikes Warp can bob and weave with the best of them. When possible, Warp augments her strikes by enveloping her body in an entropic shroud, causing anything her fists touch or that tries to hit her back to grow brittle and easily broken. All the same, Warp is not defenseless at range. She can focus her energy into a violent bolt of reality-eroding red-black power. Quick and tricky, Warp uses misdirection and bluster to set her opponent's off balance, baiting her opponents into poor choices. She revels in setting people off their game and engaging in ways they aren't comfortable, even if it means varying her approach a bit. Complications: Wayward Student — Kat is a student that doesn't know what to do with her life and is feeling increasing anxiety over her inability to find a function in the real world as something other than a costumed crime fighter. She's lost and desperate. A savvy person might be able to take advantage of that desperation to catch her in something she'd normally be savvy enough to anticipate. I Need This Gig — Lilly works as an intern in ASTRO in Emerald City, at the forefront for the development of many new avenues of super-science here and abroad, meaning that Warp is very likely to be not only nearby but on-site when something goes wrong. What's more, they are aware of her heroic identity and not at all afraid to send her off on errands. It's All Too Much — As her powers have advanced and entropy bled into her body and soul Warp's ability to deal with chaos and surprises have suffered greatly. Exposure to chaotic lights, sounds and crowds are deeply overstimulating experiences for her now, reducing her to awkward fidgets and stammering which can deeply inhibit her ability to communicate clearly or can cause her to lose her grasp on what she hears or sees as she loses the ability to pick important details out of the static. Reality Unweaving — When Warp teleports, she annihilates the difference between one place and another, violently forcing the two spaces to become one by corroding our world's universal laws. Reality usually mends quickly, but every time Warp uses her powers she wounds the fabric of reality itself, and it can sometimes behave erratically in spaces where reality is either damaged or abnormally strong. In addition, it's possible that some in this universe could take offense or that forces from outside this universe might exploit these rips in space as a foothold into this world. Psychosomatic Powers — The way Kat's powers work revolve around strict control of her own negative feelings. When that is compromised, so is her control, causing her powers to malfunction—hitting the wrong target, or sometimes taking on a completely new and unpleasant effect—or fizzle out completely. The GM can decree that her powers may malfunction or cease to function while Warp is distressed. Tempermental Tunnels — For interdimensional travel, Warp relies on a transient phenomena known as Terminus tunnels, brief connects between dimensions through the Terminus. While she can guide them, Warp cannot truly control them. While they usually take her where she wants to go, they can often redirect her to entire other dimensions entirely or simply refuse to answer Warp's call. Caught Red-Handed — While Warp's mutant physiology is useful it poses one tiny problem. It's obvious, sinister looking and very permanent. In her heroic persona it draws prejudice in spades and makes her an easy target for the media. In her civilian persona, it makes keeping her secret identity more important than ever and makes maintaining it that much harder. In Sheep's Clothing — . . . Which leads into her reliance on a prototype HoloBand to present a 'normal' version of herself to the world at large. It's high-quality, cutting-edge, easy to use tech. It also not infallible. Random system failures can cause her HoloBand to give a soft warning alarm, overload and shutdown. It takes some time to recalibrate before becoming usable again. Abilities: 4 + 4 + 6 + 0 + 8 + 8 = 30PP Strength: 14(+2) Dexterity: 14/22 (+2/6 Enhanced Dexterity) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +10/14 Attack: +5 Base, +13 Entropic Strike/Reality Erosion Grapple: +7 Defense: +14 (+5 Base, +9 Dodge Focus), +3 Flat-Footed Knockback: -3/-1 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +6 (+3 Con, +3 Protection) Fortitude: +9 (+3 Con, +6) Reflex: +12 (+2/6 Dex, +6) Will: +10 (+4 Wis, +6) Skills: 68R = 17PP Acrobatics 8 (+10/14) Skill Mastery Bluff 12 (+16) Skill Mastery Concentration 6 (+10) Diplomacy 6 (+10) Disguise 6 (+10/30 Morph) Notice 8 (+12/17 Cosmos Touched) Skill Mastery Sense Motive 6 (+10) Skill Mastery Stealth 6 (+8/12) Intimidate 10 (+14) Knowledge (Cosmology) 0 (+0/15 Cosmos-Touched) Feats: 27PP Challenge (Fast Feint) Defensive Attack Distract [Bluff] Dodge Focus 9 Elusive Target Equipment 2 Evasion 2 Improved Initiative 2 Luck 2 Power Attack Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Stunning Attack Takedown Attack Taunt Uncanny Dodge (Auditory) Equipment: 2PP = 10EP Prototype HoloBand Morph 4 ("Normal" Kat; Extras: Continuous; Feats: Subtle; Drawbacks: Action -3 [Full Action]) 6EP Tablet 1EP Commlink 1EP Powers: 8 + 5 + 3 + 2 + 13 + 49 = 80PP Enhanced Dexterity 8 8PP (Mutant Agility, Descriptor: Mutant) Enhanced Trait 5 5PP (Knowledge (Cosmology) 15, Notice 5) 5PP (Cosmos-Touched, Descriptor: Cosmic) Protection 3 3PP (Mutant Physique, Descriptor: Mutant) Super Senses 2 (Low-Light Vision, Entropy Awareness [Visual]) 2PP (Terminal Sight, Descriptor: Mutant) Strike 5 (Feats: Mighty, Improved Critical 2, Accuracy 4, Incurable) 13PP (Entropic Strike, Descriptor: Entropic) Reality Erosion 10 (50PP Passive Container; Drawbacks: Power Loss -1 [Daka Crystal]) 49PP (Descriptors: Entropic unless contradicted) Teleport 1 (100') 2PP (Warp) Prime Terminus Array 21.5 (43PP Array; Power Feats: Alternate Power 5) [48PP] BP: Enhanced Teleport 12 [+1] (1300' / 200 Million Miles; Extras: Accurate 13; Power Feats: Turnabout, Change Direction, Change Velocity, Progression 2 [500lbs], Easy) [43/43PP] (Greater Warp) AP: Disintegration 7 (Power Feats: Accurate 4, Incurable, Slow Fade [5 rounds], Homing) [42/43PP] (Entropic Bolt) AP: Teleport 9 (20,000 Miles; Extra: Portal, Accurate; Flaws: Long-Ranged; Feats: Easy, Progression 3 [50 feet by 50 max], Dimensional 3 [All Dimensions]), [43/43PP] (Tear) AP: Drain Toughness 7 (Extras: Affects Objects, Duration+2 [Sustained], Aura; Power Feats: Slow Fade [5 rounds], Incurable) [37/43PP] (Entropic Shroud) AP: Dimensional Pocket 10 (500000lbs [250 Tons]; Flaws: Limited [No Attack]; Power Feats: Quick Change 2, Progression 2 [Storage]) [14/43PP] (Pocket) AP: Apply To Strike (Extras: Vampiric, Secondary Effect, Penetrating, Linked) [21+22=43/43PP] (Reckoning) +Drain Toughness 7 (Extras: Affects Objects, Secondary Effect, Linked; Power Feats: Slow Fade [5 rounds]) 22 Drawbacks: -2 Vulnerability (Daka Crystals, Frequency: Uncommon, Intensity: Moderate [x1.5 DMG]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch 17DC Toughness Damage (Physical) Entropic Strike Touch 22DC Toughness Damage (Energy) Stunning Attack Touch 17DC Fortitude Stun/Daze/Unconcious Entropic Bolt Ranged 17DC Fortitude Drain Toughness 22DC Toughness Damage (Energy) Entropic Shroud Aura 17DC Fortitude Drain Toughness Reckoning Touch 17DC Fortitude Drain Toughness 22DC Toughness Penetrating, Vampiric Damage (Energy) Totals: Abilities (30) + Combat (20) + Saving Throws (18) + Skills (17) + Feats (27) + Powers (80) - Drawbacks (2) = 190/193 Power Points
  17. Mannequin Power Level:10 (150/155PP) Unspent Power Points: 8 Trade-Offs: ±0 Attack / ±0 Damage, -2 Defense / ±2 Toughness In Brief: A scientist who has lost it all and closed themselves off from the world literally. Catchphrase: Built from scratch. Theme: Bynn The Breaker https://www.youtube.com/watch?v=9Wh2HgBRRPs Alternate Identity: Mannequin (Public) James Horridan(Secret) Birthplace:Freedom City Residence: Uptown Freedom City Base of Operations: N/A Occupation: Head of R&D for Vision Inc Affiliations: Vision Inc Family: His mother Mary,his boss Jimmy at Vision Inc. Description: Age: 27 DoB: 1990/23/3 Apparent Age: N/a Gender: Male Ethnicity:Caucasian Height:8,2ft Weight:365Pounds Eyes:N/A Hair:N/A Mannequin is made up of sleek alabaster white segmented joints joined together on ball joints, chains, and electromagnets. His face has near blank features sans the shallow indents where the eyes would be. The only remotely human thing still left of him is his brain inside his chest cavity, beyond that everything else is robotic. History: James Horridan cursed at the pain of getting out of his bed. For as long as he could remember his body has been all but broken. When he was born he was diagnosed with both Osteogenesis Imperfecta and hemophilia. His bones were paper and his blood ran like water. He grew up confined to his home having to treat every move he made with great care or it would be another injury. He couldn't go outside to play, couldn't ride a bike, couldn't do so many little things and it was all due to his flawed body. To stop himself from going crazy from being a prisoner to his body he learned. His parents were somewhat well-known scientists who brought him all the books he ever wanted and taught him the curiosities of the world and encouraged him to be an explorer and learn everything he could despite his limits. And so from the time of 7 years old to 18 years James devoured knowledge as it came. Quickly coming to be seen as an intellectual equal to his parents and their colleagues. The employer of his parents "Vision Inc" saw great potential in this young man and gave him the same job as his parents working in the research and development department. For one of the few times in his life James was happy. Finally he was able to strive for something despite his body holding him back. He finally had a chance to make a difference in the world. The next few years went in relative peace as James worked alongside his parents making breakthroughs through technology to keep the body alive in the worst kind of environments. With their technology they would finally be able to colonize the stars. This isn't a fairy tale this is real life and with it comes tragedy. On the verge of a long awaited breakthrough Vision Inc was raided by Hired Mercenaries. They wanted to steal what James worked to hard to achieve. James and his father tried to stop these dastardly men from ruining everything only to be repaid in kind with the father being shot and James getting thrown to the side. When James awoke he was in a hospital with his mother by his bedside. Just one look at his mom told him everything. The work was gone, his father was gone, and his spine was crushed rendering him in a wheelchair. James filled with outrage over how life keeps knocking him down no matter how hard he tries to get back up. Cursed how his life been destroyed. Cursed how he was too weak to do anything about it. Too weak to stop the criminals and save his father. Something clicked for him in his hysteria and he realized the problem isn't the world its with himself. He had tried to make the world a better place for everyone, tried to make everyone else better while he remained broken. If he was to truly help people he would need to stop being broken. He would need to fix himself before fixing the world. And so using the life insurance and the last will of his father James devoted all his time to fix what nature has mistaken. Life gave him broken bones? He removed it. Life gave him a bleeding heart? He removed it. When James was done with his "Improvements" He hardly resembled a man anymore, looking more like a store display mannequin that has gained a life of its own. James was happy with this as he can finally be his own person free of the chains of his damaged body. James now roams the streets helping others where any crime might be because as he puts it "Why dream big and fail when you can think small and achieve.". Personality & Motivation: Mannequin is a hero because ever since he was a child he wanted to make the world a better place. However due to his body he was limited and tried to help the world by being an inventor. This failed horribly and Mannequin decided to finally fix his body and help the world on a smaller scale and to enact justice for his deceased father. Due to being raised at home he hasn't had much social interactions leaving him with less than desired social skills. He is very intelligent and empathetic to those who are disabled and will try everything he can to make life better for those who are down. Powers & Tactics: Mannequin's main strength is that his only vulnerable part is his brain enclosed inside his chest, any harm to the rest of his body can easily be replaced/fixed. He is able move at high speeds and is extremely flexible due to not being constrained to normal bodily movement this allows him to quickly get anywhere almost regardless of the obstacles in his path. He would prefer to plan his attack before fighting an enemy so that he can change his parts to have the best effect in countering his opponent. He is most effective at medium range to close range due to being able to extend his limbs using various chains and electromagnets. Power Descriptions: The most obvious thing about Mannequin is his power. He looks like something straight out of a mad scientist's lair made up of several "pieces" all in a alabaster white chassis. He moves by use of electromagnets and chains making his movements seem unnatural. One would be pressed into thinking that Mannequin is a human. Complications: Unnatural Form: Mannequin has replaced his entire body but his brain with a humanoid construct that isn't restricted in the ways a human body is. Because of this people will usually not assume he is a person. and is just another machine leading them to have unfair treatment of him. Selfish Greed: Despises people who commit violence and harm for the sake of profit. Considers them to be the worst kind of people Blank Slate: Mannequin has a blank canvas for a face leading to the inability to make any facial expressions. This makes it hard when he is trying to display his emotions. Foreign Senses: Mannequin doesn't have conventional senses due to not have a "head". Instead He hears normally and sees via radar. If anything were to disrupt his radar he would effectively be rendered blind. Abilities: -10 -10 - 10 + 12 + 2 - 2= [-18PP] Strength: --/18 (+4) Dexterity: --/18 (+4) Constitution: N/A Intelligence: 22 (+6) Wisdom: 12 (+1) Charisma: 8 (-1) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4 Attack, +10 Blades Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +10 Knockback: -6/-4 flat-footed Saving Throws: 0 + 4 + 6 = 10PP Toughness: +12 (+0 Con, +4 Defensive Roll, Protection 8 Fortitude: N/A Reflex: +8 (+4 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 96R = 24PP Acrobatics 6 (+10) Computers 4 (+10) Craft 14 (Electrical) (+20) Craft 14 (Mechanical) (+20) Intimidate 14 (+13) Knowledge 8 (Life Sciences) (+14) Knowledge 14 (Technology) (+20) Medicine 5 (+6) Notice 5 (+6) Sense Motive 6 (+7) Stealth 6 (+10) Feats: 23PP Accurate Attack Ambidexterity Attack Specialization 3 (Blades) Defensive Roll 2 Dodge Focus 4 Elusive Target Equipment 2 Instant up Inventor Luck 2 Master Plan Move-by-Action Power Attack Takedown Attack Uncanny Dodge (Radar) Equipment: Powers: 18 + 18 + 4 + 1 + 30 + 8 + 5 + 8 + 3 = [95PP] All powers are apart of Mannequin's constructed body and are robotic and electronic in origin. Enhanced Strength 18 [18PP] Enhanced Dexterity 18 [18PP] Elongation 4 (50') [4PP] Feature (Indestructible brain casing) [1PP] Immunity 30 (Fortitude effects) [30PP] Protection 8 [8PP] Speed 5 (250MPH) [5PP] Strike 6 (Telescoping Blades; Feats: Mighty, Subtle) [8PP] Super-Senses 3 (Radio; Accurate) [3PP] (radar) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Telescoping Blades Touch DC 25 Toughness Damage Totals: Abilities (-18) + Combat (16) + Saving Throws (10) + Skills (24) + Feats (23) + Powers (95) - Drawbacks (0) = 150/155 Power Points
  18. Player Name: Sophistemon. Character Name: Upgrade. Power Level: PL10/11 158/166PP. Trade-Offs: -5 Defense, +5 Toughness. Unspent Power Points: 8 In Brief: An AEGIS agent pilots a walking tank in defense of Truth, Justice, and the American Way. Residence: Freedom City (Lonely Point Naval Base). Base of Operations: Lonely Point Naval Base. Catchphrase: “It's time for a little shock and awe.” Alternate Identity: Ethan Stone. Identity: Secret / Classified. Birthplace: Eglin Air Force Base (roughly three miles away from Valparaiso, Florida). Occupation: AEGIS agent tasked with piloting the X-09 Armored Mobility Platform. Affiliations: AEGIS, the USAF, DARPA, and the DoD. Family: Meryl Stone (wife), Lilly Stone (daughter). Description: Ethan Stone is a tall, athletic man with bright blue eyes, cropped black hair, and an easy smile. As Upgrade he pilots the X-09 Armored Mobility Platform, an enormous suit of chrome powered-armor designed to showcase the very latest of America's experimental weapons technology. Age: 35. Apparent Age: Mid-thirties. Gender: Male. Ethnicity: Caucasian (European-American). Height: 6’2”. Weight: 185bs. Eyes: Blue. Hair: Black. Power Descriptions: The X-09 AMP has been equipped with a staggering array of cutting-edge weaponry, nearly impenetrable armored plating, reactive defenses, strength augmentation, supersonic flight, and an autonomous repair system – all powered by a uniquely compacted LFTR thorium reactor. History: Seven years ago USAF pilot Ethan Stone was shot down over enemy territory and spent three weeks trapped behind enemy lines. Despite overwhelming odds he managed to evade capture, sabotage multiple enemy installations, and eventually commandeer the aircraft with which he made his daring escape. The escapade resulted in a recruitment offer from AEGIS and his competency there made him worthy to serve his nation in a new way: as the pilot of the X-09 AMP, known to the world as Upgrade. Personality & Motivation: Ethan Stone has dreamed of flying since he was a very small child and his choice of career was no surprise. Fittingly, he has a light and breezy personality backed by a steely, patriotic determination to see things through. As Upgrade he is intended to serve as equal parts a superhero and piece of living propaganda. The AMP is designed to show the American citizen that their government doesn't have to rely on supernatural powers: a man and his machine are more than enough. Powers & Tactics: Although Ethan Stone doesn't have super-powers of his own, he is a highly skilled agent of AEGIS and his training makes him more than a match for most mundane opponents. As Upgrade he has access to an indestructible war-machine equipped with state of the art weaponry. In combat Upgrade will position his substantial bulk between his enemies and any noncombatants in the area before attempting to overcome his foes with all of the force afforded to him by superior firepower. Complications: Accident -- The X-09 AMP is more of a vehicle than a suit and its size can be disadvantageous. Honor -- As propaganda, Upgrade is expected to conduct himself in a manner befitting a hero. Responsibility -- Upgrade's actions are beholden to the whims of the Department of Defense. Abilities: 4 + 4 + 4 + 2 + 4 + 2 = 20PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 20 + 20 = 20PP Initiative: +10 (+2 Base, +8 Improved Initiative) Attack: +6 Melee, +6 Ranged Grapple: +8 / +16 Defense: +5 (+4 Base, +1 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 4 + 6 + 4 = 14PP Toughness: +2 / +15 (+2 Con, +13 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +8 (+2 Dex, +6) Will: +6 (+2 Wis, +4) Skills: 72R = 18PP Bluff 4 (+5) Computers 4 (+5) Craft: Electronic 4 (+5) Craft: Mechanical 4 (+5) Diplomacy 8 (+9) Disable Device 4 (+5) Escape Artist 4 (+6) Gather Information 4 (+5) Knowledge: Technology 8 (+9) Notice 8 (+10) Pilot 4 (+6) Search 8 (+9) Sense Motive 4 (+6) Stealth 4 (+6) Feats: 18PP Accurate Attack All-Out Attack Benefit (Agent of AEGIS) Dodge Focus Fearless Improved Aim Improved Defense Improved Grab Improved Grapple Improved Initiative 2 Improved Overrun Improved Pin Luck 3 Move-by Action Power Attack Powers: 73 = 73PP Device 18 (Hard-to-Lose, Limited to Group (Training), All Technology, 90PP Container) [73PP] Power: Primary Array (32PP Array) [37PP] Base Power: Healing 10 (Extras: Action 2; Flaw: Personal; Feats: Persistent, Regrowth) [32PP] Alternate Power: Corrosion 10 (Feats: Accurate 2) [1PP] Alternate Power: Damage 10 (Extra: Area Cone, Selective; Feats: Homing 2) [1PP] Alternate Power: Blast 10 (Extra: Autofire 1; Feats: Accurate 2) [1PP] Alternate Power: Blast 10 (Extra: Penetrating; Feats: Accurate 2) [1PP] Alternate Power: Snare 10 (Extra: Backlash; Feats: Accurate 2) [1PP] Power: Secondary Array (16PP Array) [19PP] Dynamic Base Power: Flight 8 (Max speed of 2,500mph) [17PP] Dynamic Alternate Power: Super-Strength 8 (+40 STR carrying capacity, +8 to some checks) Power: Immunity 9 (Life Support) [9PP] Disease, Poison, all Environmental Conditions, & Suffocation Power: Protection 13 [13PP] Power: Super-Senses 12 [12PP] Danger Sense: Vision, Darkvision, Direction Sense, Extended Type: Vision (-1 per 100ft), Infravision, Radio, Radius Type: Vision, Tracking: Infravision 2 (normal movement speed) Drawbacks: (-5) = -5PP Disability -- Oversized Build (Uncommon, Minor) [-1] Normal Identity -- Activation Sequence (Common, Major) [-4] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Strike 2 Touch DC17 Toughness (Staged) Damage (Bludgeon) Corrosion 10 Touch DC25/20 Toughness (Staged)/Fortitude Damage/Drain (Technological) Damage 10 Touch DC25/20 Toughness (Staged)/Reflex Damage (Technological) Blast 10 100ft DC25 Toughness (Staged) Damage (Technological) Snare 10 100ft DC20 Reflex (Staged) Snare (Technological) Totals: Abilities (20) + Combat (20) + Saving Throws (14) + Skills (18) + Feats (18) + Powers (73) - Drawbacks (5) = 158/166 Power Points. Movement Notes: Flight -- 2,500 mph / 22,000 ft per round. Jumping -- Running Jump 12 ft, Standing Jump 6 ft, High Jump 3 ft. Throwing Distance -- 22.4 tons 5 feet, 100 lbs 2500 feet, 10 lbs 1.9 miles. Carrying Capacity Notes: Light Load -- 7.5 tons. Medium Load -- 14.9 tons. Heavy Load -- 22.4 tons. Maximum Load -- 44.8 tons. Push/Drag -- 112 tons.
  19. Synth Power Level: 11/15 (250/250) [251] Unspent Power Points: 0 Trade-Offs: +1 attack/-1 DC; +1 defense/-1 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: 7 (18/8/2010) Apparent Age:25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Blue (Green) Hair: Chestnut (Jet 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. Whilst asleep, she reverts to this default form. When Synth activates “hypertrophied” muscles, Synth looks visibly (and extraordinarily) more muscular. Winter Snow, her main Secret ID is a tall woman with rather messy choppy hair. She is beautiful in a sense, but scruffy with drab, cheap clothes. As a “superhero” (and there is time to change), she wears a dark all in one spandex number. She changes her appearance slightly, her eyes becoming blue, her hair and skin lighter. 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, wise, and even introspective. 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 day to day empathy. As synth also carries the imprinted memories of several 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 and is also painful depending on how extreme and speedy the change is. For this reason Synth will usually (time permitting) change slowly. As an artificial organism, Synth has several superhuman traits. Synth has superhuman strength, agility, endurance and speed. Synth’s senses are extremely acute. Synth does not age and is immune to poison and disease. Synth can control her own biological functions voluntarily (such as heart rate or various hormones like adrenaline) and is able to 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. Synth’s cells can “infect” others, causing them to break out in contagious boils or blotches, a tactic used against biological targets. Synth’s cells can also regenerate, and can cannibalize others flesh. Due to imprinted memories, Synth is an expert in many biological / psychological fields. Synth has no formal 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 rather than “skill” in combat. Complications: Inhuman: Regular medicine, unless done by biogenetic experts, will be ineffective on Synth, or possibly harmful. In addition, whilst Synth normally has immunity to poison and disease, certain engineered toxins and diseases will still affect her (or possibly she might be especially vulnerable to them). Ugly: Whilst Synth can normally choose attractive forms, the “natural” state is pretty hard on the eye (and sensitive to sunburn!). When she sleeps, for instance, she will revert to this state. Of course, this is not a complication unless actually being horribly ugly causes some additional problems over and above losing morphed status). Pain: Quickly changing appearance hurts Synth. Very slow changes (an hour) are barely noticeable. If done slowly (a few minutes) it is an unpalatable ache. A speedy transformation can be anything from a griping pain (if the changes are relatively minor) to a crippling agony (for major changes of size, build, or gender). This could leave Synth flat footed, stunned, or even unconscious, and at the very least are distracting. Reverting to "natural" state is, however, painless. 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. Job Stinks: The job smells. If called away mid work, she will certainly have a detectible (and unpleasant) odour. Even out of hours and after a shower, sensitive noses (such as the scent supersense) may well pick up her day job. She would have to some time with industrial strength detergents to completely wipe the smell away. Aside from this making her recognisable, it may also make social interactions more difficult. In addition, refuse collection is not well paid; Winter snow is struggling financially (run down rented room, no car, etc). Abilities: 16 + 32 + 20 + 6 + 8 + 4 = 86 Strength: 26 (+8) [30 (+10) with Rage] Dexterity: 42 (+16) Constitution: 30 (+10) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 24 + 24 = 48 Initiative: +20 Attack: +12 Defense: +12, +6 Flat Footed Grapple: +28 (Additional +3 with Hypertrophied muscles) Knockback: -5 Saving Throws: 2 + 2 + 2 = 6 Toughness: +10 (+10 Con) Fortitude: +14 (+10 Con, +4) [+16 with Rage] Reflex: +16 (+16 Dex) Will: +6 (+4 Wis, +2) [+8 with Rage] Skills: 100 Ranks = 25 PP Acrobatics 8 (+24) Bluff 4 (+6) Climb 4 (+6) Craft (Mechanical) 4 (+7) Diplomacy 4 (+6) Disguise 0 (+2) Skill Mastery [+20/+22 With Morph] Drive 4 (+20) Skill Mastery Escape Artist 0 (+16) Skill Mastery [With Hypermobile Muscles 16 (+32)] Intimidate 4 (+6) Knowledge (Behaviour Sciences) 8 (+11) [Enhanced: 16 (+19)] Knowledge (Life Sciences) 8 (+11) [Enhanced: 16 (+19)] Knowledge (Streetwise) 4 (+7) Language 4 (English, French, German, Russian, Swedish) Medicine 8 (+12) Skill Mastery [Enhanced: 16 (+20)] Notice 12 (+16) Search 4 (+7) Sense Motive 8 (+12) Stealth 8 (+24) Swim 4 (+12) Feats: 17 PP Acrobatic Bluff Blind Fight Chokehold Defensive Attack Evasion 2 Grappling Finesse Improved Critical 2 (Unarmed Attack) Improved Initiative 1 Jack of All Trades Move By Action Skill Mastery (Disguise, Drive, Escape Artist, Medicine) Takedown Attack 1 Stunning Attack Ultimate Effort [Fort Saves] Uncanny Dodge (Auditory) As Enhanced Traits: Attractive 2 (Potentially) Endurance 5 (with hyper efficient muscles active) Rage 1 (10 Round Duration) Powers: 6 + 3 + 7 + 2 + 8 + 6 + 1 + 2 + 7 + 2 + 25 = 69 Enhanced Trait 6 (Knowledge [Behavioural Sciences] 8, Knowledge [life sciences] 8, Medicine 8) [6 PP] “Imprinted Biomedical Science Memories” Feature: Autonomic control (Feats: Rage, 10 rounds) [3 PP] “Synthetic organism” Immunity 7 (Aging, Cold, Critical Hits, Disease, Own infection power, Poison) “Synthetic Organism” [Biological] Leaping 2 (x5 distance, total: running 90’, standing 45’, high jump 22’) [2PP] “Synthetic organism” Morph 4 (Humans, +20 to disguise rolls, Extras: Duration [continuous], Feats: Attractive 2, Drawbacks: Full round to change [-3], Not clothes or inorganic material [-2], Power Loss: Sleep [-1]) [8 PP] “Synthetic organism” Muscle Array (5 PP Array, Feats: Alternate Power 2, Drawbacks: Move action to change array) [6 PP] BP: Enhanced Trait 5 (Endurance 5) [5/5 PP] “Hyperefficient muscles” AP: Super Strength 3 (+15 to Strength, Drawbacks: Noticeable) [5/5 PP] “Hypertrophied muscles” AP: Enhanced Trait 4 (Escape Artist +15) linked with Quickness 3 (Additional x10 for x50 total, Flaws: One task [Escape Artistry]) [5/5 PP] “Hyperflexible muscles” Quickness 2 (x5 Speed, Flaws: Physical actions only) [1 PP] “Synthetic Organism” Speed 2 (25 mph or 220’/rnd) [2 PP] “Synthetic organism” Super Senses 7 (Acute Olfactory, Analytical Tactile, Extended Hearing 1 [x10], Extended Olfactory 1 [x10], Extended Vision 1 [x10], Low Light Vision, Tracking [Olfactory]) [7 PP] “Synthetic organism” [Biological] Swimming 2 (5mph or 44’/rnd) [2 PP] “Synthetic organism” Synthetic Cell Array (21 PP Array, Feats: Alternative Power 4) [25 PP] [Biological / Cellular] BP: Nauseate 10 (Extras: Contagious, Feats: Reversible, Flaws: Requires Grapple) [21/21PP] “Infect” AP: Healing 10 (Extras: Total, Feats: Regrowth, Flaws: Tiring) [21/21] “Regenerate” AP: Strike 10 (Extras: Alt Save [Fort], Vampiric, Feats: Incurable, Flaws: Requires Grapple)[21/21PP] “Cannibalize” AP: Nullify 10 (All mutation powers, Extras: Alt Save [+0, Fort], Disease [+2], Feats: Reversible, Flaws: Range [Touch], Requires Grapple) [21/21 PP] “Genetic shutdown” AP: Nauseate 10 (Extras: Area [Cloud], Contagious, Feats: Reversible, Flaws: Action [Full], Tiring) [21/21 PP] “Shed infected skin spores” Drawbacks Vulnerability (Acid, uncommon, Minor, +1 DC) [-1 PP) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23/25* Tough Damage (Staged) Infect Touch DC 25 Fort Nauseate Cannibalize Touch Dc 25 Fort Damage (Staged) *With Rage Active Totals: Abilities 86 + Skills 25 + Feats 17 + Powers 69 + Combat 48 + Saves 6 – Drawbacks 1 = 250/250PP
  20. Kuksón Power Level: 10 (180/180PP) Unspent Power Points: 0 Trade-Offs: +3 Attack / -3 Damage In Brief: Regular guy with a not so regular sword. Catchphrase: Theme: Alternate Identity: Lee Yoon-sung (Secret) Birthplace: Emerald City Residence: Base of Operations: Occupation: Auto Mechanic Affiliations: People and/or groups you work with. Family: Close or otherwise significant relatives. Description: Age: 30 (DoB: 1986 [February 16]) Apparent Age: Mid Twenties Gender: Male Ethnicity: Korean American Height: 5'6 Weight: 154 lbs Eyes: Black Hair: Black Yoon-sung is a fairly muscular male whose hair is kept as a side swept fringe with neatened up sides. His apparel tends to lean to the plain t shirt and jeans section of the store. Yoon-sung is often seen wearing a red plaid jacket when not in his work attire. Which consists of dark blue coveralls. As Kuksón, Yoon-sung's face is covered by a Korean bridal mask. His superhero costume actually consists of a three piece suit, a black hat (adorned over the mask), and white gloves. His black shoes are heavily jewelled. History: Since the dawn of the Silla era, into every generation a shaman is reborn. They alone wield the strength to fight off the forces of darkness wishing to stake a claim in the Netherworld. A tradition established by the Hwarang (although there is evidence that the Wonhwa were the first to create such a hero) skilled Shamans were chosen for their honor and great spiritual enlightenment. These Shamans were entrusted with a weapon by the gods that allowed them to fight on equal footing with demons as deadly warriors. Yoon-Sung is not one such warrior. No, he was an simple auto mechanic who quickly learned just how curiosity killed the cat. Yoon-Sung was a high school dropout looking for a way to pay the bills so he took a job offer from Nick Long to work at the Long Auto Mechanic shop. Little did he know that Nick Long was the leader of the Emerald City charter of the King's Outlaw Motorcycle club. Much less that the King's trafficked illegal Russian Firearms. Unfortunately, both of these facts came to a head when Yoon-Sung poked his head where he shouldn't and looked inside the trunk of an antique car that Nick Long told him to touch. The contents were a mixture of automatic weapons, viridian stones, and a strange stone box with Korean characters on it. Freaking out, Yoon-Sung wanted to run away but he felt a strange tug from the box as if it were calling for him. Touching the stone he suddenly found himself impaled by a hail of bullets, mistaken for a thief by a Mafiya thug that had chosen that moment to check on the firearms. When Yoon-Sung opened his eyes again he was in the Seocheon Flower Field surrounded by shamans. It is then that they inform Yoon-sung that he has died. He was then informed that he descended from the highest bone rank (an outdated caste ranking from the Silla Kingdom) and for the deed of saving Princess Bari he was prevented with an opportunity to join their ranks as a shaman guarding the fields from would be thieves. That was until the first Shaman herself appeared and explained that Yoon-Sung was not a Shaman. She was indeed trapped inside the stone tablet, a deed committed by the Green Dragon Society during WWII, and it was something strange about his touch that she couldn't quite pinpoint that freed her. But, he was not a capable enough warrior to actually defend the fields, nor a learned enough intellect, to speak nothing of the fact that his body had yet to undergo the ritual to wash away all impurities. However, a reward was still in order. So she gave him a flower that would return his life and infused his body with the spirit of a fallen Silla swordman. One of the many in an extant line of shamans chosen to protect the Seocheon Flower Field from the mortal coils until death. Returned to his body in a hospital room, Yoon-sung's miraculous recovery was the talk of the hospital. No one noticed that he was now carrying a small piece of metal that wasn't there hours ago. Personality & Motivation: Yoon-sung didn't grow up religious, although he is honored of his choosing he has no inherent plans to become a proper shaman. He just wants to get back with his life and ignore the weirdness going on around him. But, he just can't help this desire to help those in need. While, not a proactive hero in that he won't go on active patrols at the first sign of trouble in Emerald City Yoon-sung can't help but leap headfirst into action Of course the spirit inhabiting his body may play some part in this. Powers & Tactics: Yoon-Sung's Saingeom was created in the Silla Era, long before the first officially documented one was created in the Joseon Era of Korea. Passed down shaman to shaman it contains all the memories of its previous owners. As such Kuksón has an innate martial skill that matches an expert swordsman. As the sword was crafted with the scales of a slain Imoogi, it has strange properties tied to the element of water. The blade is able to shift between all three states of water at the user's command. The sword also carries within it the souls of all it has slain. They can as such provide advice to help Kuksón in defeating his foes. In its water state the blade's weight is negligible and as such is ideal for high speed slashes and felling multiple foes in short succession. Furthermore, a single scratch of the blade can cause debilitating pain. In its ice state, the sword's weight adds to its raw destructive power while flash freezing his surroundings. As such the ice state is not ideal when civilians or allies are nearby. The gas state's blade turns into a heavy mist that obscures one's vision and makes it hard to smell, Kuksón can manipulate the mist Power Descriptions: When inert, his Saingeom appears like a small bladeless hilt. When activated in its water state the sword has 28 constellations, 27 sword characters, the om mani padme hum buddhist mantra, and finally a magical incantation which reads as follows: "The Heaven calls down the spirit, and The Earth helps the soul. The sun and the moon are shaped, mountains and rivers are formed, and Lightnings strike like storm. Move North Heaven to destroy evil in the land, make for righteousness in the natural order." In its ice state the blade's mantra is replaced with the Om Amideva. The blade is much thicker, becoming translucent rather than transparent. Though as a result the inscriptions are easier to read. In its mist the blade forms into a vaguely tiger shaped vapor surrounding the area around the user. The inscriptions are near impossible to read. Those able to read the vapor can make out the metta sutta written within. Those within the Mist Complications: Bad Boss: Yoon-sung still works for Nick Long. Hospital bills don't pay themselves. But, even without knowing the whole picture of his boss' criminal endeavors, he knows that Nick is bad news. Chivalry in Warfare: Superheroes don't kill unnecessarily, and neither did the chosen warriors of the Hwarang supposedly. But, that doesn't mean killing never happens. Those killed by his Saingeom have their soul taken into the blade. The souls inside the sword can provide Yoon-sung with advice. Unfortunately, the trustworthiness of said souls is more than lacking. After all, only the most evil beings would have necessitated killing. Not a drop to Drink: Yoon-sung's Saingeom's blade requires a source of moisture to form the blade. A 16 oz bottle of water will do. However, a capable villain can drain/evaporate the water used after a blade has been formed, requiring Yoon-sung to search for a new source of water. Pay the Toll: Yoon-sung can come back from the dead (again). At a cost, the sword will take his soul into it. Forcing him to engage in a trial by combat with the souls inside to earn his life back. But, if another soul wins they have the opportunity to gain control of his soul. Servants of a villain trapped within the soul may attempt to do everything they can to weaken. Sinbyeong: Yoon-sung suffers from sinbyeong. A spiritual sickness caused by an imbalance in the energies in his body due to the fact that he has no fully accepted the spirit possessing him. The GM should feel free to cause hallucinations, ask for a nightmare roll at the beginning of threads, sleepwalking and other symptoms are also up to a GM's discretion. Abilities: 6 + 0 + 6 + 0 + 6 + 2 = 20PP Strength: 16 (+3) Dexterity: 10/20 (+5) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +0/+9 Attack: +13 Melee, +5 Base Defense: +13 (+ 5 Base, +8 Enhanced Base) +3/+7 Flat-Footed Grapple: +18 Knockback: -3/-6 (Versus Demonic/Hellfire/Infernal) Saving Throws: 0 + 0 + 0 = 0PP Toughness: +7 (+3 Con, +4 [Protection]) Fortitude: +6 (+3 Con, +3 Enhanced) Reflex: +10 (+5 Dex, +5 Enhanced) Will: +8 (+3 Wis, +5 Enhanced]) Skills: 22R = 88PP Climb 2 (+5) Concentration 7 (+10) Disable Device 10 (+10) Craft (Mechanical) 15 (+15) Drive 10 (+15) Intimidate 5 (+6) Knowledge (Theology & Philosophy) 4 (+4) Language 1 (English [Native], Korean) Notice 4 (+7/+15) Perform (Dance) 9 (+10) Perform (Wind Instruments) 9 (+10) Stealth 10 (+15) Swim 2 (+5) Feats: 7PP Beginner's Luck Equipment 2 Fascinate (Perform) Trance Weapon Bind Weapon Break Equipment: 2PP = 10EP Muscle Car [10EP] Strength: 25 [1EP] Size: Large [1EP] Toughness: +8 [1EP] Defense: -1 [0EP] Features: Alarm 2 [DC25] [2EP] Powers: Speed 5 (250 mph) [5EP] Powers: 35 + 70 + 6= 111PP Device 11 ( 55DP Container; Feat: Restricted [Those who have died], Indestructible; Drawback: Easy-to-Lose ) [35PP] ( Sainchamsageom ) Blade Array 20 ( 40PP Array; Feat: Alternate Power 2 ) [42DP] Damage 4 ( Extras: Autofire [7 Ranks], Linked to Nauseate, Penetrating [4 Ranks]; Feats: Improve Critical 2, Mighty, Takedown Attack 2 ) + Nauseate 7 ( Extra: Linked to Damage) (Water Sword) {18+14=32/40} Damage 10 ( Extras: Area [50' General Burst], Linked to Drain ) + Drain Toughness 10 ( Extras: Area [50' General Burst], Linked to Damage ) (Freezing Sword) {20+20=40/40} Illusion 10 ( All Sense Types; Extra: Selective Attack; Flaws: Phantasms, Limited to Targets Inside of Fog ) + Obscure 2 ( Affects Visual Senses; Flaw: Range [Touch] ) {30+2=32/40}(Mist Sword) Comprehend ( Spirits; Flaw: Limited to Spirits inside of Saingeom) [1DP] Feature 1 ( Spirit Container [Souls of those slained by the Saingeom/Former Wielders trapped inside] ) [1DP] Impervious Toughness 6 ( Flaw: Limited to Demonic/Hellfire/Infernal ) [3DP] Move Object 2 ( Heavy Load: 100 lbs; Flaw: Limited to Water; Extra: Range [Perception] ) [2DP] Regeneration 2 ( Resurrection 2 [1 Day ] ) [2DP] Super-Movement 1 ( Water Walking ) [2DP] Sinbyeong 14 ( 70PP Container) [70PP] Enhanced Defense Bonus 5 [10PP] Enhanced Dexterity 10 [10PP] Enhanced Feats 14 ( Attack Focus [Melee] 8, Cunning Fighter, Improved Disarm, Improved Initiative, Improved Sunder, Precise Strike, Quick Draw [Draw] ) [14PP] Enhanced Fortitude 3 [3PP] Enhanced Notice 8 (+8) [2PP] Enhanced Reflex 5 [5PP] Enhanced Will 5 [5PP] Feature ( Undead Pressence [Undead creatures tend to regard Kuksón as “one of them” and unless circumstances dictate otherwise they at worst, maintain a neutral attitude towards him. As the Undead do not consider Kuksón a living creature for commands involving such, and may simply ignore him]) [1 PP] Immunity 2 ( Disease, Poison ) [2PP] Impervious Will 1 [1PP] Protection 7 [7PP] Speed 1 ( 10 mph, 100 ft./rnd ) [1PP] Super-Senses 5 ( Accurate [Hearing], Danger Sense [Hearing], Extended [Hearing, -1 per 100'] Uncanny Dodge [Hearing] ) [5PP] Super-Strength 2 ( 26 Effective STR, Heavy Load [920 lbs] ) [4PP] Shaman Ruts ( 5PP Array; Feat: Alternate Power 1 ) [6PP] BP: Healing 5 ( Flaw: Limited to Others ) {5/5} AP: Astral Form 1 {5/5} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC18 Toughness Damage (Physical) Freezing Blade 50' Burst DC20 Reflex DC20 Fortitude DC25 Toughness Drain Toughness Damage (Ice) Mist Blade Perception/10' Burst DC20 Will Illusions/Obscure Water Blade Touch DC22 Toughness DC17 Will Damage (Water) Nauseate Totals: Abilities (20) + Combat (20) + Saving Throws (0) + Skills (22) + Feats (7) + Powers (111) - Drawbacks (0) = 180/180 Power Points
  21. Tekton Power Level: 10 (150/153) Unspent Power Points: 3 Trade-Offs: None In Brief: Mutant with Vibration Control and Generation Powers In a corporate sponsorship and uniform. Catchphrase: "Time to shake you down!" "lets shake things up!", "I'll leave you7 quaking in your boots!" and of course "Halt Evildoer!" Theme: Shake, Rattle And Roll Alternate Identity:Vladimir Richter (Secret) Birthplace: Wallachia, Romania Residence: Emerald City, University Hill (ECU Dorm) Base of Operations: Emerald City Occupation: Retail worker; Student of Geology Affiliations: N/A Family: Radu Richter (Twin Brother) Friends: Description: Age: 25 (4th December 1991) Gender: Male Ethnicity: Romanian Height: 5'11" Weight: 185 lbs. Eyes: Grey Hair: Dark Brown History: Born into a large and close-knit family, Vladmir and his brother Rudu both were known to be Different from their elder siblings both developed mentally much faster than average and reaching an emotional maturity beyond their years,however this was even more pronounced in Rudu, Whom upon coasting through his early education with the greatest ease, it was plain to all whom saw that Rudu had been born with almost superhuman Intelligence Quotient and when his Secondary education had been completed He was approached by an agent of Emerald city university with the offer of a scholarship and the opportunity to travel to the united states and thus access some of the most advanced facilities and finest scientific minds in the world. Young, Proud and filled with ambition Rudu accepted without so much as a second thought and packed his bags and rushed headlong into the promising future set out before him, Meanwhile, Vladimir, whom hadn't revived the gift of superhuman intelligence discovered that he had instead received an equal but different gift, he found that he had developed the ability to sense and through force of will effect tremors in the air and ground around him, whilst there were not many known superheroes around in Romania let alone wallachia and so he found himself without the guidance he needed to truely hone his powers to the precise and honed edge necessary to use them without risking the safety of both himself and everyone around them. Though he clung to the idea of being one of the few Romanian superheroes he quickly abandoned the idea when he realized that without proper training and equipment he was far more likely to kill people than to save them. It was then that his brother, Long since graduated from his scholarship, and kept appraised by Vladimir own letters of this development intervened, using some of the wealth he had accumulated in his work at PanStar to secure his brother a place at the very same university that he himself had attended and paying the bulk of his tuition out of his own pocket. and so Vladimir came to the states following in his brothers footsteps and given enough money to set himself up with a small but comfortable apartment he began to attend both geology classes and Meta human Support groups and slowly but surely began to master his abilities. using what little free money to gather materials for a ramshackled costume of his own design; consisting mostly of construction site Safety apparel, SCUBA Gear and a morphic molecule under-suit, that was quickly abandoned when he was offered the aid of PanStar in developing a sleeker and far more advanced model based on his designs. a Project he later discovered had been submitted for review by his own brother, under the name of a corporate sponsored metahuman hero. Soon he would be ready to try his hand at his long since discarded dream wearing the black, silver and red of his brothers corporate affiliations Personality & Motivation: Personality; Vladmir is a good natured young man, whom despite wanting to be a super hero for perhapse the wrong reasons is genuinely interested in helping those in need and protecting the world from the predations of criminals, though he is quite physically fit he tends to enjoy more bookish hobbies and is equally at home in art galleries and museums as he is in the local comic book store and fighting small time back alley crooks. Motivation: Vladmir's primary motivation for becoming a super hero is his own excitable nature and the positive attention it garners him, even if it is through the filter of a Pseudonym and mask, he enjoys interacting with his (So Far Few) Fans on the twitter, face book and snapchat he is contractually obligated to keep and is by all accounts something of an aspiring bon vivant. all he lacks is the budget. Powers & Tactics: Powers: Vladmir has the ability to amplify, control and/or create vibrations in both himself and the surrounding environments, though he lacks the superhuman intelligence of his brother he retains a great aptitude for learning and retention of information that allows him to become relatively skilled in certain areas he remains otherwise untalented in. Tactics: Vladmir is a showboat through and through, and though he would never risk someones life in the name of dramatic tension he remains something of an entertainer in his fights till the stakes grow to high for him to dance around exchanging quips as readily as blows with his opponents, favoring raw power to finesse until such a time as it proves nonviable as an option and then will switch to suprisingly cunning stratagems applicable to what he knows about his opponents. Power Descriptions: Vibration control: the only visual indication of vladmir's powers are the ripples in the air around him when he is using particularly intense vibrations some even creating light via air resistance when utilized, though all of his powers are accompanied by a hum, buzz or shrill shriek, some above or below the humans hearing spectrum. Complications: Transylmania: Due in part to his birthplace, upbringing and the classic literature he studied in high school, Vladimir's childhood nyctophobia has developed into an intense fear of vampires and the superstition that surrounds them, Vampires (or people with convincing enough appearances and powers) Terrify Vladmir and find him far more pliable that he would otherwise be due to that extreme fear. he may also refuse to enter places that have in lore been home to or played host to vampires, graveyards at night, Old Abandoned homes and ruined and abandoned cathedrals chief among them, though he is in equal measure exhilarated and perhaps slightly addicted to the extreme Adrenalin rush provided by this fear and will sometimes get himself into positions where he must confront it. Sold my Soul to the Company store: Due to his brothers influence in PanStar and his good relationship with both him and the company, Vladimir is reluctant to believe any misgivings about the company and in extreme cases takes attacks against them as personal affronts to his brother and reacts angrily to accusations, taking them as slander against his brother when they are directed against the company entire and will in some cases overlook minor misgivings as simply being the norm for such companies and the media blame parade being little more than the klaxon announcing one has been caught; he is as financially indebted to the company as he is emotionally indebted to his brother. Showboater: Due to his desire and slight contractual obligations to not only save the day but look good doing it, other heroes will sometimes dismiss him as a greedy and shallow hero with no real convictions, leading not only to difficulties in interacting with other super heroes whom feel strongly about such things but also something of a mixed relationship with the media, praise and scorn both becoming exaggerated due to corporate intrigues and relationships he has no control over. Accidents: Vladimir's control of his powers is tenuous and relies greatly on his knowledge of materials and geology for his more fancy powers, should he be unduely distracted or unable to concentrate fully for whatever reason he may do anything from shatter bones like glass, resonate a material he doesn't mean too or even in extreme cases kick off full scale earthquakes in tectonically unstable locations. Abilities: 8 + 4 + 8 + 0 + 4 + 4 = 28pp Strength: +4 (18) Dexterity: +2 (14) Constitution: +4 (18) Intelligence: +0 (10) Wisdom: +2 (14) Charisma: +2 (14) Combat: 12 + 12 = 24pp Attack Bonus: +6 Ranged: +6 (+10 Shockwaves) Melee: +10 Grapple: +14 (+6 Base attack, + 4 attack focus (Melee) +4 Strength) Defense: +10 (6 Base: +4 Dodge focus, Flat-footed: +3), Knockback: -5 Initiative: +10 (+2 Dex +8 Improved initiative 2) Saves: 4 + 6 + 6 = 16pp Tough: +4/+10 (+4 Con +6 Protection (in Costume)) Fort: +8, (+4 Con +4) Ref: +8, (+2 Dex +6) Will: +8 (+2 Wis + 6) Skills: 14pp = 56 Ranks Diplomacy 8 (+10) Intimidate 8 (+10) Knowledge (earth sciences) 10 (+10) Language 4 (Native: Romanian; English, Russian, Turkish, German), Notice 8 (+10) Sense Motive 8 (+10) Stealth 8 (+10) Swim 2 (+6) Feats: 20pp All-Out Attack, Attack Focus (melee) 4, Distract (Intimidate), Dodge Focus 4, Equipment 2, Fascinate (Diplomacy), Improved Initiative 2, Improved Throw, Instant Up, Move-by Action, Power Attack, Second Chance (Audio based Dazzle), (Device Based) Second Chance (Sight based Dazzle), (Device based) Uncanny Dodge (Tremor Sense) Equipment: 2pp = 10ep Laptop Computer 1ep Motorcycle: 9ep Powers: 8 + 4 + 36 = 48pp PanStar Armored Costume (Device 2) (Hard to lose)[8pp] Carbon fiber Armor (Protection 6) (+6 Toughness) Insulated helmet and Shaded Visor (Enhanced Trait 2) (Feats: Second Chance (Audio based Dazzle), Second Chance (Sight based Dazzle)) Micro Oxygen tanks (Immunity 2) (suffocation (all)) Tremorsense (Super-Senses 4) (extended: Tremorsense 2 (-1 per 1k ft), tremorsense)[4pp] Vibration Control (Array 15) (default power: blast PF: Alternate powers 6)[36pp] Airquake (Damage 10) (Array; DC 25; Cone Area (100 ft. cone - Targeted), Autofire (interval 2, max +5)) Blastwave (Trip 10) (Array; Burst Area (25-2500 ft. radius - General), Knockback; Range (touch); Progression, Decrease Area 5 (-5 ranks), Progression, Increase Area 5 (area x50)) Hypocenter Generation (Environmental Control 10) (Array; hamper move (Movement reduced to 25%), Radius: 5000 ft.; Selective Attack) Molecular Disruption (Corrosion 10) (Array; DC 25) Shockwaves (Blast 10) (Default; DC 25; Penetrating [5 ranks only]; Accurate 2 (+4), Affects Insubstantial 2 (full power), Precise) Thrumming Debris Cloud (Obscure 10) (Array; affects: 1 type + visual - visual and audio, Radius: 5000 ft.; Independent) Vibrolance (Damage 10) (Array; DC 25; Line Area (5x250 ft. line - Targeted), Autofire (interval 2, max +5)) Attack Range Effect DC Unarmed Touch Damage DC19 Tou (Staged) Shockwaves 100ft Blast DC25 Tou (Staged) Airquake 100ft Cone (T) Damage DC25 Tou (Staged) Vibrolance 5x250ft Line (T) Damage DC25 Tou (Staged) Molecular Disruption Touch Corrosion DC20 Fort/DC25 Tou (staged) Totals: Abilities 28 + Skills 14 (56 ranks) + Feats 20 + Powers 48 + Combat 24 + Saves 16 + Drawbacks 0 = 150/151PP
  22. Squadron Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Ace pilot granted superhuman physical power by an extraterrestrial collision turns military superhero. Alternate Identity: Captain Hank Taggart (Public) Birthplace: West End, Freedom City. Residence: Star Island, Freedom City. Occupation: USAF Officer. Affiliations: US Air Force, Star Island Space Control Centre, erstwhile ally of AEGIS. Family: Jack, father, deceased, 2010. Diane, mother, 60 years old, lives in early retirement in Florida. Tom, brother, 33 years old. Mickey, brother, 31 years old. Adrian, brother, 28 years old. Benny, brother, 26 years old. Jonathan, brother, 22 years old. Two nephews, two nieces by Tom. Two nephews and a niece by Mickey. One niece by Adrian. One nephew by Jonathan. Description: Age: 35 (DOB 1981) Gender: Male Ethnicity: Caucasian Height: 6’0 Weight: 173 lbs Eyes: Electric blue Hair: Black Hank looks like he could have stepped off of a piece of wartime propaganda. His features are almost blandly handsome, with little to mark him out from the pack beyond his easy smile and square jaw. Though originally brown, his eyes are now a vibrant electric blue colour. He keeps himself in excellent shape, and has the lean yet athletic build of a middle-distance runner. He keeps his appearance to an immaculate, presentational standard befitting an officer, his hair cut close and his face clean and closely shaven. When not on the job, Hank dresses without much flair or regard for style. He is a man of simple tastes, and likes to limit himself to jeans, slacks and button-down shirts of various plain colours and simple patterns. There are places where Squadron’s techno-organic body is not covered due to the extensive damage he received in the original accident. In particular, there is a large patch of gleaming chrome muscle running from his upper left arm to his chest, and another similar patch running from over his right knee to the top of his ankle. Squadron’s costume is a combination of airman’s flight suit and more conventional spandex superhero outfit. A tight-fitting one-piece garment made of thick, warm material, it covers from his ankles to his wrists to his neck. It is a bright shade of blue, accessorised in white with gloves and boots, belt and a white star symbol on the chest. He wears a US flag patch on his left upper bicep. History: The eldest of six brothers, Hank Taggart was born to a warehouse worker and an office typing pool secretary in one of the more modest tenements of Freedom City’s West End district. Hank’s family were a loud, vibrant bunch, and the house was one where yelling from room to room was commonplace, roughhousing between the brothers frequent and love constant. As the eldest, Hank was pushed and strived in equal measure to be the model to whom his younger siblings could aspire, and he grew into the role admirably. By the time high school rolled around, he was the archetypal big man on campus: academically high-achieving, socially popular and a gifted track and field athlete. After 18 years spent kicking around the rail yards and abandoned warehouses, Hank longed to escape Freedom City and see the world, yet he felt he had a duty to his family to stay and contribute. It was Hank’s gym teacher, an Air Force veteran of some 20 years service, who pushed Hank into applying to the Air Force Academy on graduation. With the promise of the life of adventure and the chance to do his duty to family and country, Hank leapt into the challenge head-first, and found his enthusiasm rewarded. Though he was never the top student, his dedication and professionalism carried him through what raw skill alone could not. It was also at the AFA that Hank discovered a gift as a pilot. Though too professional to ever embody the model of a cocky fighter pilot, Lieutenant Taggart nonetheless demonstrated nerves of steel under pressure and proficiency behind the stick of an F/A-18. His determination earned him promotion to Captain, and he likely would have advanced further and faster had it not been for what came to pass in the skies over Afghanistan one twilit evening in 2011. A damaged exploratory probe from a distant and advanced alien civilisation had entered Earth’s atmosphere with all the speed of a meteor. Hank was on a return flight from a solo mission along the Pakistan border and the probe hit his plane like a bomb, sending him wrecked into the desert. Made of technologies far beyond the capabilities of Earth, the probe had a sophisticated techno-organic design. Possessed of only limited artificial intelligence, the probe sought to self-repair using the nearest available material, Hank’s critically injured body. Only moments away from death, Hank’s entire body was rebuilt from within by the alien craft, reinforcing damaged tissue, remaking skin and bone, replacing damaged organs and even repowering his heart and brain. Recovered from the wrecked plane by an Air Force rescue team, Hank was taken to the nearest field hospital to receive treatment. There, the fusion processed between living man and alien machine was completed before the doctors’ very eyes, with the probe completely integrated within him, powering him and granting him life. Following his rescue, extensive psychological and physical tests were carried out. It soon became apparent that he had not simply been repaired by the probe, he had been almost completely rebuilt from the skin down, “better, stronger, faster” as the old TV show went. After months of study, Hank was cleared once more for military service, though he would return to the field in quite a different role. Now more valuable for his powers than his piloting, Captain Taggart was retrained to become a superhuman operative within Air Force Special Operations Command. In situations too dangerous for ordinary infantry, Hank acted as the ultimate ground support. His versatility was such that he earned that he earned the nickname “Squadron”, a joking reference to how his superiors seemed to expect him to replicate the work of an entire squadron. Time spent on tours abroad and at air bases outside of his hometown meant that Hank had not returned to Freedom City in years before an unexpected mission brought him back. The military airfield at Star Island Space Centre had requested additional security for an experimental spaceplane, and Hank was selected. When the plane’s hangar was infiltrated prior to the launch by a crew of industrial saboteurs looking to delay the plane’s development, Hank fought and defeated the saboteurs, but was caught on camera doing so. The public revelation of what had until then been a confidential asset was sufficient to get higher-ups within the Air Force thinking. Superheroes had been allying themselves with the military since before the war, there’d been more super-soldier projects than you could shake a tube full of mysterious serum at, why couldn’t they use a pre-existing military asset as a superhero? With a costume inspired by his previous calling as a pilot and his joking nickname repurposed into a statement of power and purpose, Squadron was born. Officially a part of the USAF attachment providing security to Star Island Space Centre and a sometime ally to the city’s AEGIS group, Squadron continues to do his duty to his service and his city by fighting threats wherever they may arise. Personality & Motivation: Steely and determined, Hank is a man who knows himself inside and out, who knows his strengths and weaknesses, limits and capabilities. Experienced, and possessed of the special kind of confidence that comes from being partway indestructible, Hank is a calm, efficient professional who can remain graceful under fire and thrives under pressure. A man of rigid self-discipline, he accepts no excuses from himself and expects no excuses from others. He has an adventurer’s spirit, a love of pushing his own limits, of going above and beyond and riding the adrenaline which comes with such excitement. In spite of this, Hank is not as inflexible as he might sound. He has little patience for laziness, self-indulgence and ignorance, but he is considerate and compassionate of others’ feelings. His moral code is unapologetically old-fashioned and rigid, and he upholds all those gilded values of honesty, liberty and shared dignity. His patriotism and sense of duty is beyond doubt, as far as he is concerned. Along with his love of adventure, Hank is motivated foremost by this dedication, by the responsibility he feels to use his life to the betterment and defence of his ideals. Powers & Tactics: Squadron is most comfortable when pressing the offensive advantage, using his speed and mobility to lead charges, drawing fire with his enhanced durability. With few options for ranged attacks, Hank instead focuses on hitting the opponent with precise, high-impact physical assaults. Squadron’s combat experience and military training have made him a confident, capable fighter. His fighting style is technically very proficient, he has little time for flashy kung-fu tricks or for brawling, street-fighting tactics, and instead fights like a boxer, squaring off directly with super-strong punches, avoiding and absorbing damage when necessary. Power Descriptions: Hank’s powers are derived from the fusion of his critically injured body with a damaged techno-organic extraterrestrial probe. The probe used its own alloy and fully integrated itself with almost all of his body has used something similar to titanium- highly durable, flexible and strong- to reinforce, rebuild and enhance his body from his musculoskeletal structure to his epidermis. The process has not been perfect, and there are points in Hank’s body where his skin was damaged beyond even the probe’s repair, revealing metallic “patches”. Internally, he has been rebuilt extensively, with modifications to his nervous system and his organs, including modifying his digestive tract and changing his body chemistry, eliminating his need for both food and sleep, as well as providing an overall boost to his physical fortitude. Complications: Man Or Machine: To X-ray vision and metal detectors or even just by making him wear gym clothes to expose the metallic “patches” on his arm and leg, Hank has only limited ability to conceal his empowered nature. Even aside from the practical considerations, his cyborg nature also raises further questions: Is he even human any more? Could it be that he is simply a robot piloting a dead man, convinced “he” has the memories of the original Hank Taggart? Such concerns are rarely at the forefront of his mind, but they are perennial and nagging. Secret Origin: The purpose of the probe which constitutes the base of his cyborg components, its original mission and the alien culture who created it are unknown to Hank. He can be exploited in this way, as individuals with sufficient knowledge of alien races and technology may literally know his own body better than he does. Hank has little knowledge of his own internal processes, with even the power source of his cyborg components unknown to him, which makes getting medical treatment when injured virtually impossible from a conventional doctor. Good Soldier: Dedicated to his position, Hank is an airman first and a superhero second. He follows orders, and places his duties to his brothers in uniform, to the Star Island Space Centre and his current posting ahead of anything else in his life as a superhero or civilian. Inter-Service Rivalry: Squadron’s public profile is that of a superhuman airman. There is still sufficient inter-service rivalry between the different branches of the US military to mean that such heavy identification with the Air Force can mean that he is in for ribbing, hazing or even outright obstinacy from the other branches of the US military. Add in AEGIS, and there are all kinds of members of agencies and groups who could choose to get in Hank’s way for kicks. Big Brother Can’t Always Be Watching: The eldest of six brothers, all of whom still live in Freedom City, Hank feels like he missed out on a lot during his time away from home, and has tried to reconnect with his family to the fullest. This attempt at connection presents its own complications. With Squadron’s identity being public, his brothers and their young families may very well be in some danger themselves, and while Hank might try to reach out to his brothers, finding time in his schedule is quite another thing. Abilities: 6 + 6 + 6 + 4 + 6 + 6 = 34PP Strength: 16/30 (+3/+10) Dexterity: 16 (+3) Constitution: 16/30 (+3/10) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 12PP + 12PP = 24PP Initiative: +3 Attack: +6 base, +10 melee (+4 Melee Focus) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +25/+13 (+10 melee, +10/+3 Strength, +5/+0 Super Strength) Knockback: -8/-1 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +3/+10 (+3 Con, +7 Enhanced Con) [8 Impervious] Fortitude: +3/+10 (+3 Con, +7 Enhanced Con) Reflex: +7 (+3 Dex, +4) Will: +7 (+3 Wis, +4) Skills: 64R = 16PP Bluff 4 (+7) Diplomacy 6 (+9) Intimidate 8 (+11) Skill Mastery Knowledge (Tactics) 8 (+10) Skill Mastery Languages 2 (Native: English, Arabic, Pashto) Medicine 4 (+7) Notice 8 (+11) Skill Mastery Pilot 10 (+13) Skill Mastery Sense Motive 8 (+11) Survival 6 (+9) Feats: 17PP All-Out Attack Attack Focus (Melee) 4 Benefit (Airbase Security Clearance) Challenge (Fast Startle) Dodge Focus 4 Leadership Power Attack Skill Mastery Startle Takedown Attack Uncanny Dodge (Auditory) Powers: 28 + 8 + 2 + 1 + 2 + 10 = 51PP Descriptors: All techno-organic probe modifications. Enhanced Traits 28 (Strength 14, Constitution 14) [28pp] (Better, Faster, Stronger) Impervious Toughness 8 [8pp] (Man of Steel-like Unknown Alien Alloy) Immunity 2 (Starvation and Thirst, Need for Sleep) [2pp] (Internal Organ Reconstruction) Leaping 1 (Running Long Jump 40’, Standing Long Jump 25’, Vertical Jump 10’) [1pp] (Superhuman Strength in Legs) Speed 2 (25mph, 100’ per move action) [2pp] Super Strength 5 (Effective Strength 55; Heavy Load: 24 tons) [10pp] Drawbacks: (-0) = 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no powers Touch DC 18 Toughness Damage ATTACK RANGE SAVE EFFECT Unarmed w/ powers Touch DC 25 Toughness Damage Totals: Abilities (34) + Combat (24) + Saving Throws (8) + Skills (16) + Feats (17) + Powers (51) - Drawbacks (0) = 150/150 Power Points
  23. Player Name: AvengerAssembled Character Name: Lady Horus Power Level: 10 (150/168) Trade-Offs: +2 Defense/-2 Toughness, -4 ATK/+4DMG [as Lady Horus] Unspent Power Points: 18 No More Statuses: 0/0 In Brief: Lo, the Sunhawk returns for a new generation! But there are secrets. Homebase: Bedlam City Songs: "True Colors," Kesha "Meant to Live," Switchfoot Alternate Identity: "Wouldn't you like to know?" Identity: Secret Birthplace: Bedlam City, Wisconsin Occupation: Adventurer Affiliations: Various Family: "Just look it up in the books!" Age: Stories of Horus go back around 4 millennia. Gender: Female Height: 5'9" Weight: 150 lbs Eyes: Blue Hair: Platinum blonde Description: It's clear Lady Horus is probably not Egyptian by birth - most Egyptian women of any generation have not been fair-skinned platinum blondes, for all that her hair hangs in the curly ringlets in fashion in the New Kingdom. But other that she certainly looks the part - her costume consists of a gold-beaded white linen kalasiri that hangs loosely on her frame and comes down just below her knees, white bodice, white shawl over that, the cloth reinforced with polished bronze pieces that sparkle like the sun, all adorned with the gold and jewels of an Egyptian noblewoman. On her head is the blue khepresh of a pharaoh at war. She should probably not be able to see! The upper part of her face is covered by a gold and blue half-mask of a hawk, decorated in the Egyptian style, the mask itself resting on the lower part of her nose. Yet she does seem to be able to see just fine, thank you. When not wearing the Helm, she looks like . History: Lo! The Sunhawk has returned to the World of Man - as a woman! Lady Horus appeared in Bedlam over the Christmas holiday but has already made herself notable as the city's loudest and toughest protector. In a town of grim avengers of evil, criminal vigilantes and vigilante criminals, she's the biggest action in the city. Before she donned the Helm, she . Personality and Motivation: Lady Horus has the charisma of her predecessor (and the habit of showboating in combat) but evidently a different personality - she's more inclined to mock and belittle the failings of her opponents rather than call them out as a fellow warrior. She's more close-mouthed than her predecessor as well, talking little about the origins of her powers and what has brought her to Bedlam, generally spinning the question around to one about the welfare of the person she's speaking to. She likes kids and pets - is tolerant of certain kinds of crime but despises those who exploit others, particularly those who are hostile towards women and children. When angry, her accent 'slips' and she shouts in a gutter argot unfamiliar to the average citizen of Bedlam, sounding more like a 1930s cartoon character than the sometimes-Shakespearean Sunhawk. Without the Helm, she . Powers and Tactics: Lady Horus is faster and more agile than her masculine counterpart, wielding the Ankh of Horus with a frenetic energy that speaks more to the kineticism of a young sunhawk at war rather than the brute strength of the Avenger of old. That said she seems to be less creative with her powers than her predecessor - generally striking with mighty blows of her ankh while weaving in and out of combat, occasionally blasting foes or pummeling them with great strength. She has manifested some abilities denied to her predecessor - in particular teleportation, self-healing, and invisibility. Without the Helm, she . Complications: Fake!: Lady Horus is not the same person as the old Horus - a source of resentment for many, both divine and otherwise. Help Me Out Here, Sister: Much of Lady Horus' knowledge of the gods of Egypt comes from the spirit of Nephthys, the Lady of the Mansion. But Nephthys, or rather the fragment of her embedded in the Helm, has her own agenda and often keeps her own counsel - and has her own feelings towards the woman who wears the Helm of Horus. Hey, That's Mine!: When deprived of her Helm, Lady Horus reverts back to her normal self within the space of 1 minute. Not So Tough: Lady Horus lacks much of the physical prowess of her illustrious predecessor. Who Are You?: The mystery of exactly who Lady Horus is remains just that. Complications relating to her life without the Helm are at the discretion of the GM. Abilities: 0 + 4 + 4 + 0 + 4 + 2 = 14PP STR 26/10 (+8/+0) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 20/12 (+5/+1) Combat: 8 + 8 = 16PP Init: +22/+2 ATK: +4 (+6 Ankh/+10) DEF: +12 (+8 Dodge Focus, +4 Base, +2 flat-footed) Grapple: +4/+17 Knockback: -7/-1 Saves: 3 + 6 + 3 = 12PP TOU +8/+2 (+2 Con, +6 Protection [8 Impervious]) FORT +5 (+2 Con, +3) REF +8 (+2 Wis, +6) WILL +5 (+2 Wis, +3) Skills: 44R=11PP Bluff 6 (+7/+11) Disable Device 5 (+5) Escape Artist 6 (+8) Knowledge (History) 5 (+5) Knowledge (Theology and Philosophy) 2 (+2) Languages 2 (Ancient Egyptian, Arabic, Base: English) Notice 6 (+8) Sense Motive 6 (+8) Stealth 6 (+8) Feats: 15PP Dodge Focus 8 Eidetic Memory Evasion Fearless Move-By Action Taunt Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 45 + 1 + 1 + 32 + 2 = 82PP Device 11 (Helm of Horus, Flaw: Hard to Lose, 55PP, PF: Restricted [Those Chosen By The Gods]) [45PP] Enhanced Charisma 8 (to CHA 20/+5) [8DP] Feature 1 (Advice from Nepthys) [1DP] Immunity 3 (aging, disease, poison) [3DP] Ankh Array 13 (26PP, PFs: Accurate, Alternate Powers 2) [29DP] BE: Flight 5 (250 MPH) {10} + Strike 14 (PFs: Improved Crit 1, Takedown Attack 1) {16} {10+16=26} AP: Blast 14 (Extra: Penetrating 10 [as DMG 24], Flaw: Action [Full], PFs: Improved Crit 1, Variable Descriptor 1 [any light]) {26/26} AP: Enhanced STR 16 (to STR 26/+8) {16} + Super-Strength 5 (Effective STR 50, Heavy Load 12 tons) {10} {16+10=26/26} Protection 6 (Extra: Impervious 8) [14DP] No peeking if you aren't a Ref! And no snitching! -AA costs Abilities (14) + Combat (16) + Saves (12) + Skills (11/44) + Feats (15) + Powers (82) = 150/168 pts
  24. SLITHER Power Level: 10 (150/156PP) Tradeoffs: -2 Toughness/+2 Defense Unspent PP: 6 In Brief: Former MI6 agent with stretching powers Alternate Identity: Isabel Liǔshuāng Fitzmorris-Blakely Identity: Secret Birthplace: Islamabad, Pakistan Occupation: Freelance investigator Affiliations: None currently, formerly MI6 Family: Sir Henry Albert Fitzmorris-Blakely KCMG (father), Anna Wong Fitzmorris-Blakely [Huáng Xiǎoqìng] (mother) Description: Age: 26 (March 29th, 1990) Gender: Female Height: 5’6” Weight: 125 lbs. Eyes: Brown Hair: Brown Isabel is an attractive young woman of mixed Chinese and English ancestry; she's typically dressed in very chic designer clothes typical of the 'horsey set', lots of Burberry tweed, scarves and boots, and always complimented by a pair of elegant leather gloves. When she's not dressing up or just hanging out with friends, she dresses for comfort, usually in sweaters or blouses and comfortable slacks, but she still wears gloves of some sort. As Slither, she wears a full body suit in black and gray made of a special mimetic, thermally-neutral material that refracts all wavelengths of light as well as dampening heat signatures; it makes her very hard to see, but if she moves too fast the photocells struggle to match her movement, and a distinctive ripple may be seen. A pull-up hood and facemask hide her face, and also includes light magnifying goggles for nighttime operations. The hands and feet also include adhesive padding to allow unimpeded movement on walls and ceilings. Lastly the suit is insulted to offer some protection from the cold, which othrrwise drastically impairs Slither's performance. History: Isabel Liǔshuāng Fitzmorris-Blakely (‘Izzy’ to friends and family) was born March 29th, 1990 into a well-respected family that has been part of Her Majesty's Government for over a century, mostly in the Colonial and Foreign Offices (now combined into the Foreign and Commonwealth Office, or FCO). Her father is Sir Henry Albert Fitzmorris-Blakely, the former High Commissioner to Pakistan, and her mother is a diplomatic translator from Hong Kong, who met her father through the Queen's Service. Izzy spent much of her childhood living with her family in India and Pakistan, where she developed an interest in Asian languages. While she attended International schools in Islamabad and New Delhi for her primary education, there was never any doubt that she would return to England for university. She inherited her mother’s gift for languages, and was conversant in four languages by age six, and fluent in eight by the time she started university. It was while she was at Cambridge majoring in Politics and International Studies that she was recruited by the Secret Intelligence Service (MI6); the excitement of espionage work intrigued her, and she knew her knowledge of South Asia would prove invaluable in the field. After she completed her studies, she was assigned a cover position as a translator at the British Trade and Investment Office in Lahore, which gave her many opportunities to gather intel on Pakistani business leaders possibly supporting anti-Western interests. She never revealed her undercover status to any of her coworkers, and was very popular among her peers. Then one day in 2013, the BTIO delegation was stopped on the road near Peshawar; all occupants were dragged out of their vehicles, beaten and thrown into trucks that made for the Afghan border. Once there, their captors delivered them to a heavily-armed camp where a huge Russian mercenary brutally questioned them all in turn. Isabel soon figured out that she was the prize he was looking for, and she offered to provide him with information as long as he let the others go free. The Russian, who his followers called 'the Black Dragon', gleefully agreed and then turned his full attention to breaking Isabel. This began a harrowing ordeal that lasted two weeks; the young agent was given numerous drug injections, forced to go for days without food, sleep or water and subjected to a barrage of questions that didn't make any sense. Snakes were randomly thrown into her cell at night by her laughing guards, biting her again and again, leaving dark purple wounds on her arms and legs. Finally Isabel became feverish and collapsed into unconsciousness. When she at last woke up, her mind was clear for the first time in days; the bites on her arms and legs had faded and an odd warmth spread throughout her whole body. Somehow she knew she was different, changed. Isabel walked up to the bars of her cage, took a deep breath, and squeezed right through. Several days later, she showed up out of the blue at the High Commission in Islamabad, stunning the Diplomatic Service who assumed she was dead. The full details of her capture and escape were never revealed to the press, but since her security clearance was in tatters, SIS was forced to let her go. Now out of work but possessing amazing new abilities, Izzy decided to pursue the Black Dragon on her own, determined to bring down his organization by any means necessary, though is reluctant to use deadly force. Her efforts have been fairly successful over the last three years, but she’s just discovered he’s fled to the US, to a city called Bedlam… Personality & Motivation: Most of Izzy's childhood was spent in South Asia, where she grew up around diplomats and the children of diplomats, giving her a very multicultural perspective. She's always been a team player, and though she's thoroughly competent and capable of working on her own, she misses being part of a group like she was back at uni or in the Queen's Service. Her normally outgoing attitude has been somewhat diminished by the events back in Afghanistan, especially by the changes to her physiology which have made human interactions more difficult. Her upper class manners and 'good breeding' might make people think she's a bit of a stuffed shirt, but Izzy is actually very warm and approachable once you get to know her. In her heart, Isabel is still a patriot, and the fact that monsters like Dragomirov walk the earth fill her with a cold fury. She may not be part of the SIS anymore, but she can still do her bit, which sometimes includes taking on freelance jobs for people who's problems with the criminal element that can't be solved by traditional means. Powers & Tactics: There are very few places Slither can't get into if she's really determined; between her serpentine abilities and her custom-made 'Slither suit', she's extremely sneaky and hard to pin down. If she was a more criminal mind, she'd be a highly successful thief, but she's not hurting for money and is passionate about justice. Unfortunately she is now much more sensitive to cold, and the befuddling toxin she secretes can't be turned off. Izzy's built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like. Complications: Enemy: Arkady Ilyich Dragomirov, aka 'The Black Dragon', a former member of the Spetsnaz GRU, now a metahuman gangster operating in Bedlam City. It was Dragomirov's men who captured Izzy and her team in Afghanistan, and it was during her captivity and mistreatment that her abilities first emerged, allowing her to escape. She has vowed to see him brought to justice. Pop Culture Illiterate: Growing up in the world of diplomacy and international travel, Izzy didn't have a lot of time to go to the cinema or watch the telly; besides books were far more interesting and portable. Because of this, she doesn't always get the jokes and references of more media-savvy individuals. Posh: Izzy comes from an upper class English family, attended Cambridge and speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK. PTSD: Isabel still has a lot of unpleasant memories of her captivity, leading to heightened vigilance, nervous tension and occasional nightmares. She's been seeing a therapist for over a year, but she still has a lot of work to do. Racism: Izzy’s father is Caucasian and her mother is Chinese; being a biracial child means she’s been exposed to her share of ignorance. Abilities: 4 + 6 + 12 + 6 + 4 + 8 = 40PP Strength: 14 (+2) Constitution: 16 (+3) Dexterity: 22 (+6) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 10 + 12 = 22PP Initiative: +10 (+6 Dex, +4 Improved Initiative) Attack: +5, +10 Melee (+5 Base, +5 Attack Focus), +5 Ranged Grapple: +23/+25 (+10 Melee, +6 Grappling Finesse, +7 Elongation [+2 if using Addl. Limbs]) Defense: +12 (+6 Base, +6 Dodge Focus) Knockback: Saves: 0 + 7 + 6 + 8 = 21PP Toughness +8 (+3 Con, +5 Defensive Roll) Fortitude +10 (+3 Con, +7) Reflex +12 (+6 Dex, +6) Will +10 (+2 Wis, +8) Skills: 80R = 20PP Acrobatics: 4 (+10) Bluff: 6 (+10) Computers: 2 (+5) Diplomacy: 6 (+10) Disable Device: 7 (+10) Drive: 1 (+7) Escape Artist: 7 (+13, +20 w/ Elongation)* Gather Information: 6 (+10)* Knowledge: Current Events: 2 (+5) Knowledge : Streetwise: 2 (+5) Languages: 7 (Cantonese, English [native], French, Hindustani, Japanese, Mandarin, Pashto, Russian) Medicine: 3 (+5) Notice: 8 (+10) Search: 3 (+5) Sense Motive: 8 (+10) Sleight of Hand: 4 (+10)* Stealth: 4 (+10)* Feats: 24PP Attack Focus 5 (Melee) Benefit: Ambidexterity (Hands and feet) Benefit: Wealthy Connected Defensive Roll 5 Dodge Focus 6 Equipment 1 Evasion Grabbing Finesse Improved Grab Improved Grapple (free w/ Additional Limbs) Improved Initiative Improved Pin Skill Mastery* (Escape Artist, Gather Information, Sleight of Hand, Stealth) Uncanny Dodge Well-Informed Equipment: 1PP = 5EP Binoculars 1EP Commlink 1EP Handcuffs 1EP Lockpicks 1EP Multi-tool 1EP Powers: 2 + 10 + 7 + 2 + 8 = 29PP Additional Limbs 2 (Both Legs) [2PP] Drain Wisdom 10 (Extras: Poison, Flaws: Permanent) [10PP] Elongation 7 (500 feet) [7PP] Super-Movement 2 (Slithering, Trackless) [4PP] Device 2 (Slither Suit; 10PP Container; Flaws: Hard-to-Lose) [8PP] • Concealment 4 (All Visual Senses, Flaws: Blending) [4PP] • Immunity 1 (Cold environments) [1PP] • Super-Movement 2 (Wall-Crawling 2) [4PP] • Super-Senses 1 (Low Light Vision) [1PP] Drawbacks: (-6) = -6PP Vulnerability (Cold Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] Weakness (Cold environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Drain Touch DC 20 Fort Drain Abilities 40 + Combat 22 + Saving Throws 21 + Skills 20 + Feats 24 + Powers 29 - Drawbacks 6 = 150/156 Power Points
  25. Player Name: tv50watcher Character Name: John Blake Power Level: 10 (150/152PP) Trade-Offs: -5 Attack / +5 Damage -5 Defense/+5 Toughness Unspent Power Points: 2 In Brief: By day, he is a normal teenager mostly, just super strong. By night, he becomes a nigh unstoppable juggernaut. Residence: Freedom City Base of Operations: Freedom City Catchphrase: Ready to hear my ROAR?! Alternate Identity: The Gargoyle Identity: Secret Birthplace: Freedom City Occupation: Unemployed Affiliations: Claremont Academy Family: Annabelle Blake (Mother), Randy Blake (Father, dead, left when he learned his kid was a mutant) Description: Age: 16 (DoB: 2000 July 7th) Gender: Male Ethnicity: Caucasian Height: 5'5" (6'5" while transformed) Weight: 150 pounds (750 pounds while transformed) Eyes: Blue Hair: Blonde When not transformed, he looks like an average kid, maybe even below average. His muscles are not very prominent, just toned, and he's even a bit short. Once transformed however, his muscles typically rip right through any clothing he might have on, and his height jumps an entire foot. He looks grey, almost made out of stone, and but his voice remains the same, so he tends to try and change it on his own, creating a kinda gravelly deep voice. He has draconic-like wings and his eyes remain the same, but even his hands grow claws, his feet become like talons and he grows a tail. History: John Blake was never ordinary. When he was born, they figured out he was a mutant pretty quickly when he lifted the couch because he wanted to go underneath it as a small baby. This was very unusual as no one in his family ever had had powers, or even been a mutant, but he was completely natural. On the age of 16 however, he changed even more, as his full mutant power revealed itself, and he transforms into The Gargoyle, a beast of near unstoppable power. The only problem? If caught out in daylight, John Blake discovered he turns to stone, very breakable stone, for the entirety of the day if caught out as the Gargoyle. He before this had never been a hero except in rare circumstances because while he himself is rather vulnerable, and not terribly strong. Stronger than most, but not strong. He was always unable to help because of how easily he knew he could get hurt, and he knew he couldn't leave his mother alone. He then went on to become a superhero of the night, unwilling to before because he needed to stay alive for his mother, but given his new powers, could not resist the call for help, remembering how many times he could've used someone to help him, but people walked away anyway. Now he stalks the night, and goes to school by day where he's known for being the rather dorky kid actually, on account of sitting out during gym and otherwise just allowing bullies to walk over him. One of the stranger things about him though is that because of the short amount of time he has available to him while as the Gargoyle, he tends to lose most of his limitations, the amount of adrenaline coursing through his body forcing him to do SOMETHING physical while he is transformed, so he tends to go superheroing. He was more recently approached to enroll at Claremont Academy, and since it is what he wants to be, a superhero, he accepted. However, both him and the headmaster did not tell him mother it was a superhero academy. He keeps a secret on his powers anyway because he's used to it having had 16 years of conditioning to not use his powers while untransformed, but it's also simply wanting to go unnoticed. You do not be cardboard and tempt fire to attack you, you hope the fire doesn't notice you. And that's why he tries to not reveal himself. Personality & Motivation: John Blake is under his normal ego, a rather meek kid, kinda shy and refuses to do physical activities outside of possibly running around the track. He will confront bullies from beating up or otherwise harrassing other kids, but he will never raise a finger to help himself from those same bullies. However, while as The Gargoyle, he will confront any evil he sees, making sure to keep the innocent safe. If ever his Gargoyle form should not work, he will keep himself alive above all else, for the fear of what his death would do to his mother, but he may be willing to sacrifice himself anyway because he has never been able to fully look away from a call to help. He has just simply been conditioned to stay away from fights while not transformed. Powers & Tactics: He will for the most part punch and claw something. If that doesn't work, he'll try using his increased mass and high flying speed to gain even more momentum for an attack. Eventually, he thinks anything will fall to his fists. Complications: Wings: His wings can be bound up or otherwise incapacitated. If done, he cannot fly at all until he recovers his wings. Identity: Secret to his mother and most people, he does not like broadcasting that he has powers Sunlight: If caught in sunlight in his Gargoyle form, he will turn to stone until night falls again upon his form. This stone is no harder to break than concrete. If one were to destroy say his arm, it would remain destroyed when he turns back to normal. Even going back to his human form would have this arm lost. Same for any part of him. He can perceive things the same way a comatose man can, very rarely and not very well. And if one were to damage what would become a vital area of him when he turns back, or otherwise breaks the stone? He will remain stone, and he will be dead, even gluing him back together will not reverse his death. Bully Magnet: For whatever reason, people love bullying this guy. Maybe they know they can get away with it, or maybe they just like it. Wherever he goes, bullies inevitably follow. Abilities: 6 + 6 + 14 + 2 + 2 + 0 = 30PP Strength: 16/26/40 (+3/+8/+15) Dexterity: 16/20 (+3/+5) Constitution: 24/34 (+7/+12) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 8 + 4 = 12PP Initiative: +3/+5 Attack: +4; Melee +5 Grapple: +14/+19/+21 Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -3/-13 Saving Throws: 1 + 0 + 4 = 5PP Toughness: +15/+7 (+12/+7 Con, +3 Protection [Impervious 8]) Fortitude: +13/+8 (+12/+7 Con, +1) Reflex: +9/+7 (+5/+3 Dex, +4) Will: +1 (+1 Wis, +0) Skills: 52R = 13PP Acrobatics 4 (+7/+9) Bluff 7 (+8) Climb 10 (+13/+18) Concentration 1 (+2) Escape Artist 3 (+6/+8) Notice 8 (+9) Search 8 (+9) Stealth 2 (+5/+7) Survival 9 (+10) Feats: 5PP Untransformed: Attack Focus (Melee) 1 Dodge Focus 3 Luck 1 Transformed: Distract (Intimidate) Fearless Improved Grapple Takedown Attack Weapon Break Powers: 82 = 82PP Alternate Form 16.8 (Gargoyle Form) [82PP] (Mutation) Enhanced Traits 24 (Strength 10, Dexterity 4, Constitution 10) [24PP] Enhanced Feats 5 (Distract (Intimidate), Fearless, Improved Grapple, Takedown Attack, Weapon Break) [5PP] Density 7 (Used to Stone; +14 strength, Weight multiplier: x5; Extras: Duration[Continuous]; Flaw: Permanent; Immovable 2, Impervious Protection 3, Super Strength 2) [21PP] Super Senses 5 (Gargoyle Senses; Darkvision, Scent [Accurate]) [5PP] Additional Limbs 1 (Gargoyle Tail; Feats: Improved Grapple) [1PP] Flight 5 (Gargoyle Wings; 250 MPH) [10PP] Impervious Toughness 5 (Form of Stone; total Impervious 8) [5PP] Immunity 11 (Tough Like Stone; Ballistic Damage, Disease, Poison, Sleep, Starvation and Thirst, Suffocation (All)) [11PP] Drawbacks: -3 = -3 Action 3 (Full Round Action) [Alternate Form Transformation] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18/30 Toughness Damage (Bludgeon) Totals: Abilities (30) + Combat (18) + Saving Throws (5) + Skills (13) + Feats (5) + Powers (82) - Drawbacks (3) = 150/152 Power Points
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