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  1. Player Name: MBCE Character Name: Kwame “Hammer” Harris Power Level: 10 (150/166PP) Trade-Offs: -2 Attack / +2 Damage, -4 Defense / +4 Toughness Unspent Power Points: 16 In Brief: Powerhouse that loves to showboat. A member of The Ultimate Wrestling League (UWL) Residence: Theater District Base of Operations: Theater District Catchphrase: “Time to knock some sense inta ya!” “It’s Hammer Time!” “Time for the main act!” Alternate Identity: The Hammer Identity: Public Birthplace: Chicago Occupation: Wrestler Affiliations: UWL (Freedom City Ultimate Wrestling League) Family: Older sister and younger brother living in Chicago. Description: Age: 35 (DoB: July 15, 1981) Apparent Age: 35 Gender: Male Ethnicity: African-American Height: 5’11” (180cm) Weight: 265lbs (120kg) Eyes: Brown Hair: Black but keeps he’s bald. Kwame is pure muscle. Unlike most powerhouse heroes, Hammer still looks relatively normal. If anything, he seems like a very dedicated bodybuilder, which he is. Power Descriptions: Hammer’s powers are manifested by pure muscles. He uses his superior strength to augment his wrestling fighting style. Having just recently gained his powers, Hammer has yet to learn how to use his powers in the traditional "powerhouse" fighting style. Instead, he uses his strength to power his devastating wrestling moves to great effect. It won't be long before life in Freedom city teaches him how to more effectively apply his great strength to helping the citizens of the city. History: Kwame Harris always wanted to become a wrestler. He grew up watching various wrestlers both in person and on TV. To fulfill his dream, he began working out to get his body into peak shape. He slowly began to gain a following in the wrestling world, but then Freedom City announced the newly formed Ultimate Wrestling League. Kwame saw the league as the next evolution to his dream. There was only the simple problem that he lacked any superpowers to allow him to compete in the league. Kwame didn't let that stop him. He began looking for ways to gain powers. Through his studies, he learned that some meta-humans gained their powers from manipulation of their basic genetic makeup. Kwame learned there were a number of drugs in the city that could enhance him. After a few months of fruitless pursuit, Kwame came across a shady dealer offering a drug guaranteed to give him enhanced powers. Kwame paid the large sum of money for the drug and returned home. Since he was unsure of the effects of the drug, Kwame made sure to take a leave of absence from his wrestling duties. Kwame took the drug and it had an immediate effect upon him. Unfortunately, it was not the intended effect as his hair fell out and he experienced constant pain. For months Kwame found himself restricted to his apartment as his body began to adapt itself. Now that his body has adapted to the changes, Kwame has moved to Freedom city to join the Ultimate Wrestling League. Personality & Motivation: Kwame sees Freedom City as the biggest stage to perform upon. With the large number of heroes and villains, the city has become a larger version of the Wrestling federation he once was a member of. Since his powers placed him in a league above the other wrestlers, he has turned his sights to becoming the greatest hero in the city. Now he can strive to become a star in the world of Heroes. Hammer is loud and friendly. He usually has a smile upon his face. Outwardly, his whole persona is way over the top but when he’s alone, a lot of his bravado disappears. Kwame is always acting in front of people. The act along with his powers tends to lull his adversaries into underestimating just how devious he could be when it counted. Powers & Tactics: Hammer is first and foremost, a showman. He likes to build up tension when he finds himself in a fight going so far as to fake the results of a blow. He starts by weakening his opponents with standard punches and kicks. From time to time, he places his foe into a submission hold. These holds vary depending on the area he wishes to weaken; leg locks are used to weaken a foe's ability to avoid attacks (vs Reflex), body locks to weaken a foe's ability to resist damage by applying pressure to nerve points (vs Toughness), arm locks and shoulder stretches are used to soften up the foe's ability to resist physical pain (vs Fortitude), and headlocks are used to rattle a foe's mental stability by inflicting pain directly on the head (vs Will). When he has his opponents on the ropes, he often uses that time to strut around getting any witnesses hyped up before delivering his finishing move, Hammer Down, a modified version of the Superman Punch. Hammer also likes to taunt his opponents throughout fights, treating his encounters as a typical wrestling match. Hammer uses his Eye rake as a means to further weaken his opponent as well as a way to escape grapples of other fighters. Hammer has taken his skills at wrestling to the streets. His punches and kicks are all signature wrestling moves. A suplex here, a drop kick there, are all ways that Hammer damages his opponents. It's when he goes for his special moves that things get interesting. Eye Rake: Hammer drags his fingers across an opponent's eyes, blinding them. [Dazzle visual] Hammer Down: Hammer's finishing move. After weakening his opponent, he poses slightly before performing a leaping attack. As he comes down, he he hits with his hands clenched together. His momentum and excessive strength increases the changes of a critical hit. [Damage (PF:Improved Critical 2)] HKO: aka Hammer Knockout is a modified version of RKO. Hammer leaps towards the opponent and grabs the opponent's head in a ¾ facelock while parallel to the ground, and then slams the opponent's face to the ground in a cutter. [Stun] Submission Move: Hammer likes to toy with his opponents. He quickly grapples whomever he is fighting and using his superior strength, weaken their ability to resist his attacks. [Drain any one save] Complications:  Got to keep the fans happy: Hammer is always putting on a show. He likes to get bystanders involved and would easily allow for an opponent to regain their senses instead of quickly finishing them off. The World’s a stage: Hammer tends to make sure that any possible witnesses know that he is around. This has lend to situations where deliberately announce his presence instead of using stealth. Secret: As a role-model for young kids, Hammer has to keep the true origin of his powers a secret. I’m no chicken: Hammer can’t back away from a challenge. Abilities: 8 + 2 + 6 + 0 + 2 + 4 = 22PP Strength: 18/34 (+4/+12), effective Str 69 Dexterity: 12 (+1) Constitution: 16/38 (+3/+14) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 6+ 12 = 18PP Initiative: +1 [+1 Dex] Attack: +8 Melee (+3/ Attack Focus(melee) +5), +3 Ranged Grapple: +27 [atk (8)+Str (12)+Super Str (7)+Size (0)] Defense: +6 (+6 Base), +3 Flat-Footed Knockback: -12 [Impervious Toughness 10] Saving Throws: 0 + 5 + 5 = 10PP Toughness: +14 (+14 Con, [Impervious 10]) Fortitude: +14 (+14 Con, +0) Reflex: +5 (+0 Dex, +5) Will: +6 (+1 Wis, +5) Skills: 44R = 11PP Bluff 6 (+8) Intimidate 6(+8) Knowledge (Current Events) 4(+4) Knowledge (Life Sciences) 6(+6) Perform (Acting) 6(+8) Profession (Wrestler) 10(+11) Sense Motive 6(+7) Feats: 11PP Assesment Attack Focus (Melee) 5 Fighting Style: Wrestling 5 [Chokehold, Improved Grab, Improved Grapple, Improved Pin, Power Attack] Powers: (All biological, Origin: Experiment) 22 +16 +7+10+4+2+17 = 78PP Enhanced Constitution 22 [22pp] Enhanced Strength 16 [16pp] Drain (Any one Save) 6 (Various submission holds;Feat: Slow Fade 1;Flaw: Requires Grapple) [7pp] Impervious Toughness 10 [10pp] Leap 4 (x25 -- running long jump 550ft, standing long jump 275ft, high jump 137ft) [4pp] Speed 2 (25 mph/ 200 ft per Move action)[2pp] Super Strength 7 (effective Str 69; Hvy Load 179 tons; Feats:Alternate powers 3) [17pp] AP: Damage 12 (Hammer Down; PF: Improved Critical 2) {14/14pp} AP: Dazzle (visual) 12 (Eye Rake; Extra: Linked [Damage]; Flaw: Range (Touch)) + Linked Damage 12(Extra: Linked [Dazzle]{12/14pp} AP: Stun 7 (HKO) {14/14pp} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Dazzle Touch DC 22 Reflex/ DC 27 Toughness Renders all visual senses useless/ Damage Drain Grapple DC 16 Fortitude Drains any one Save Grapple Touch DC 27 Damage (Physical) Hammer Down Touch DC 27 Toughness Damage (Physical) [Crits 18-20] Stun Touch DC 17 Fortitude Dazes or Stun on failed save Unarmed Touch DC 27 Toughness Damage(Physical) Totals: Abilities (22) + Combat (18) + Saving Throws (10) + Skills (11) + Feats (11) + Powers (78) - Drawbacks (0) = 150/166 Power Points
  2. Player Name: Macabreengel Character Name: Mason Akers Power Level: 10 (150/153PP) Trade-Offs: None Unspent Power Points: 3 In Brief: He is a college student with a bleeding heart and a cursed bloodline that allows him to tap into arcane power. Residence: His condo in the North End. Base of Operations: Same as his residence. Catchphrase: N/A Alternate Identity: The Sidhe Identity: Secret Birthplace: Creede, Colorado (Denver) Occupation: Student Affiliations: Family: Hank and Cheryl Akers Description: A shorter, lanky college kid. Usually in jeans and an oversized t-shirt. Age: 19 (DoB: September 9, 1996) Apparent Age: Same as age. Gender: Male Ethnicity: Caucasian (English heritage) Height: 5'8" Weight: 150 lbs Eyes: Hazel Hair: Light Brown, Shorter Power Descriptions: Mason's powers come from a century long pact between his family and The King on the Yellow Crowned Hill, a Fae (Fae in the style of Dr Strange and Mr Norell). The pact allows him to draw power directly from the Realm of the Fairies, which lets him ignore the whole hand waving and mumbling thing. There are other complications as well (See complications). History: Hundreds of years ago, Mason's family had dealings with the Fair Folk on the British Isle. Whether they were cursed or blessed is hard to determine. The family has a mystical nature, giving them access to certain powers and magic, but they also are unable to have more than one child. When the family left the British Isles for the new world, the Fair Folk took it as an insult. The Akers family has been on the run/hiding ever since. Hank Akers inherited most of his wealth and increased it slightly by expanding on his father's land deals in the west. He has focused most of his arcane study on keeping his family hidden from the Fae interests. When he met Cheryl Brewer, he put her through the general tests to see if she was open-minded enough to deal with his family's predicament. Things turned out well and not too long later, Mason was born. Mason Akers was an average country kid. He got good grades, enjoyed hiking and snowboarding, and played too many video games. He learned of his family's secret at 12 and started his study of magic at that time. Besides his extra studies, he had an average childhood. His parents were a little extra paranoid around the internet, but there was no avoiding it. He played some sports: Cross Country mainly, but dabbled in soccer, football, basketball, and others. The first real trouble came when he wanted to go out of state for college. After 6 months of arguing, it was finally agreed that he could go to Freedom City University. His parents got him a condo, which his father protected, and gave him a protective ring along with the usually send-off. Personality & Motivation: In many ways, Mason is an average college student. He goes to class and does his homework. Occasionally he decides to sleep through an early morning lecture. He gets good grades but more because of intelligence than hard work. He goes to parties on occasion and has a show or two that are guilty pleasures. He enjoys spending most of his free time outside, however, particularly in more rural landscapes. Some of his parents' paranoia has rubbed off on him, but for the most part he feels the threat is overblown. Mason has a hard time stomaching human suffering, especially of innocents. Thinking about the plight of refugees or targets of hate crimes really gets him worked up. Mason is motivated by the fact that he is capable of stopping people's suffering. He also wants to prove to his parents that it is possible to make the world a better place without being killed or taken by the King on the Yellow Crowned Hill. Powers & Tactics: Mason tends to scout areas from home using Astral Form. In confrontations he tries to use snare and let the police catch the troublemaker. Complications: Hunted: The King on the Yellow Crowned Hill is still trying to hunt down Mason's family to end the line. If Mason uses too much magic in a scene, or in front of too many witnesses, Fae loyal to the King might show up and try to detain him. They would want to bring him back in chains to their master. Fay Pact: Mason is not Fae, but the source of his powers are. Many faeries are unable to lie, although they will mislead through technicalities and such. If Mason tries to use magic to break his word, it will fail for the scene. If he breaks his word without magic, any spells he casts for the rest of the scene will try to enforce his promise. (After promising not to hurt someone, a suspect gives up. He could let one of his friends hurt the suspect or he could cast snare. If he tried to cast blast on the suspect, it would miss. If he stabs the suspect then tries to teleport away. The teleport would change to a heal spell, then his magic would fail for the rest of the scene. Attempts to cheat the system fail at best and backfire at worst.) Cold Iron Allergy: If bound in cold iron (true iron, not iron alloys, etc), his magic is completely suppressed. Abilities: 0 + 4 + 2 + 8 + 10 + 8 = 32 PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 20 (+5) Charisma: 18 (+4) Combat: 8 + 8 = 16 PP Initiative: +1 Attack: +4 Melee, +10 Ranged Grapple: +4 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -0 Trade-Offs: None Saving Throws: 5 + 6 + 5 = 16 PP Toughness: +10 (+1 Con, +9 [Force Field]) Fortitude: +6 (+1 Con, +5) Reflex: +8 (+2 Dex, +6) Will: +10 (+5 Wis, +5) Skills: 44R = 11 PP Acrobatics [2] (+4) Bluff [2] (+6) Computers [1] (+5) Concentration [5] (+10) Diplomacy [2] (+6) Drive [1] (+3) Gather Information [2] (+6) Knowledge: Arcane Lore [7] (+11) Knowledge: Cosmology [3] (+7) Knowledge: Current Events [3] (+7) Knowledge: Pop Culture [2] (+6) Notice [4] (+9) Search [3] (+7) Sense Motive [4] (+9) Stealth [2] (+4) Swim [1] (+1) Feats: 18 PP Dodge Focus 6 Ranged Attack Focus 6 Wealthy (1) Ritualist Artificer Trance Headquarters (10 EP) +Size: Tiny (-1) +Toughness 15 (2) +Concealed (X3) +Laboratory +Library +Living Space +Seurity System (X2) +Workshop Powers (Magic): 6 + 43 + 8 = 57 PP Super Senses Rank 3 (Magic Awareness; Extras: Extended 1, Radius 1, Ranged 1) [6 PP] (Mental, Magic) Magic Rank 16 (32 PP Array) [43 PP] (Magic) Base Power: Illusion 8 (Affects all senses) {32/32} (Magic) Alternate Power: Astral Form 6 (Astral Projection) {30/32} (Magic) Alternate Power: Blast 10 (Magic Missiles; Extras: Auto Fire; Feats: Split Attack 2) {32/32} (Magic) Alternate Power: Communication 14 (Mystical Message; Extra: Area; Feats: Dimensional, Selective, Subtle 2) {32/32} (Mental, Magic) Alternate Power: Concealment 7 (All Visual, All Hearing, Standard Smell; Extra: Affect Others, Area; Feat: Close Range, Selective) {30/32} Alternate Power: Emotion Control 10 (Charm; Feat: Subtle 2; Capped by PL) {22/32} Alternate Power: ESP 10 (Sight and Hearing; Feats: Subtle 1) {31/32} Alternate Power: Exorcism 10 (Capped by PL {20/32} (Magic) Alternate Power: Healing 10 (Extra: Total) {30/32} (Magic) Alternate Power: Move Object 10 (Extra: Damaging; Feat: Subtle 1) {31/32} Alternate Power: Snare 10 (Magic Chains; Extra: Regenerating; Feats: Reversible, Obscures Senses-Sight) {32/32} (Magic) Alternate Power: Teleport 10 (Extras: Accurate; Feats: Change Direction, Change Velocity) {32/32} (Magic) Device Rank 2 (Ring of Protection; 10 PP Container; Hard-To-Lose) [8 PP] (Magic) Force Field Rank 9 (Feats: Selective) [10 PP] (Magic) Drawbacks: DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Magical Missile Ranged DC 25 Toughness (Autofire) Damage (Energy) Snare Ranged DC 20 Reflex Snare Totals: Abilities (32) + Combat (16) + Saving Throws (16) + Skills (11) + Feats (18) + Powers (57) - Drawbacks (0) = 150/153 Power Points
  3. Psy Strike Power Level: 10 (150/151PP) Unspent Power Points: 1 Trade-Offs: None In Brief: Psychic girl discovers her mother's superhero costume after her death, decides to use her powers to help people. Fast and strong, but not smart. Alternate Identity: Rose Callux (Secret) Birthplace: Freedom City Residence: Southside, South Freedom, Freedom City Base of Operations: Southside, South Freedom Occupation: Works at local fast food joint Affiliations: None Family: No living close family; Amy Callux (Mother, deceased), unknown father Description: Age: 18 (Born 1998) Gender: Female Ethnicity: Caucasian Height: 5 ' 9 “ Weight: 190lbs Eyes: Green Hair: Short, scruffy and dark brown. Standing at roughly 5'9”, Rose looks a little bulkier than your average 18-year-old. She's quite attractive in appearance, marred only by a couple of little scars, a small one on her right cheek, and one just above her left eye, from the scrapes she's gotten into during her heroics (there are more on her body, but she's not in a rush to show everyone). She tends to dress quite casually, in t-shirts and jeans and trainers, usually in non-branded ones (they're cheaper, after all). Her costume is a fairly simple spandex bodysuit covering everything below her neck. It is a deep purple colour on the body, with a lighter purple on the legs, and comes with a purple domino mask. It's a little worn out, and the colours have faded slightly. History: Raised by her mother, Amy Callux (her father left when she was a couple of years old), in a small house in Southside, Rose's powers started to manifest at age 6 when she levitated the tv remote over to her when she wanted to change the channel. Amy couldn't afford to send her somewhere or pay for someone to train her power set, so she decided to do it herself, in her back garden or wherever she could find space. Rose was far more interested in training than any academic study, but she was never good at that anyway, so it didn't bother her. In school, she used her powers subtly and tried to go unnoticed (but couldn't resist using them to get on the gymnastics team). She was also naturally very sociable and outgoing. Her life changed when, one night, local mob boss Eddy Garcia broke the front door down and shot Amy right there in front of poor Rose. She tried to fight back using her powers, but he shrugged off her punches and threw her to the ground, laughing as he just walked away. Orphaned at age 12, the police came to take her statement and agreed to put her into foster care, but nothing happened. Maybe a file went misplaced, maybe something worse happened, but they didn't come back to put her in another home. She quietly dropped out of school, and still no-one came to even check on her. She was well and truly alone. Over the next few years, she did what she could to survive. She spent a lot of her time during the day begging (and pickpocketing if she really needed it), and on a night she'd train hard. When she was 16, she managed to get a job at a fast food place. A little later that year, looking through her mother's bedroom, she pulled the right book out of her bookcase and the whole thing span around. An awestruck Rose discovered that, on the other side was a superhero costume! Alongside it was a note, addressed to her. “Dear Rose, if you're reading this it means you've discovered it by accident. I planned to give you it for your eighteenth birthday, along with an explanantion. See, back in the day, I was a superhero. I didn't do much – I mostly operated on Southside, helping random people and foiling the odd robbery – but I helped people. I think you could take on that legacy too, help those who can't help themselves, which is why I took the time to train you. I think you should be the next Psy Strike. I love you more than anything, Rose. Signed, Amy. PS: Try and act surprised when I show you the costume, please.” Overcome with emotions, she did the only thing she thought she should – try the costume on. It fit her well, and from then on, she did the same thing her mother did – help those in need of it, even if it was just in the little corner of the world she knew. Personality & Motivation: Rose is a cheerful, outgoing girl with an optimistic outlook on life and humanity as a whole, despite her childhood being stolen from her. She's very confident in her abilities (almost to the point of cockiness), and will use them however she can to protect the average person. She enjoys a good fight, and is motivated by a strong moral compass and desire to help and save people. She tends to be distrusting of authority, however, especially the police, and can be far too quick to rush into battle when she sees wrongdoing. Powers & Tactics: In a fight, Rose tends to hit hard and fast. When fighting a group, she'll use stealth and intimidation to her advantage before knocking down as many of them as she can as fast as she can. One on one, she'll charge in and start smacking people around before they can fight back on any real level. While she does have ranged options, and limited usage of her telepathy, she prefers to fight up close and personal, unless the situation absolutely needs her to hang back. Power Descriptions: Her psychic powers are mutant in nature, but her movement, dexterity and strength come from her using her psychic abilities rather than due to something inherent to her genetics. When she's not using her powers subtly, they have a golden look to them – for example, her Strikes are done by covering her fists in transparent golden energy, and using them to carry something heavy gives her a golden aura around her. Complications: Wealth – Struggling: Finds it difficult to make ends meet, but at least she still owns her home. Responsibility - Job: She has a job, and it is quite important to her that she keeps it considering her financial situation. If she keeps disappearing on the job, she's gonna get fired. Mistrust of Authorities: Due to her past, and the way she fell through the system, she's gained an apprehension towards trusting authority figures, especially police officers. If someone tries to pull rank or speak from a place of authority, she's going to be openly wary of them. Enemy – Eddie's Mob: Rose has a reputation amongst the Southside crime syndicate that killed her mother as being dangerous to their plans, mostly by virtue of operating in the exact area they work. They know her secret identity, too, as they were familiar with her mother, who used the same costume. Can't Drive: Growing up poor, her mother didn't have a car, so she hasn't the faintest clue how to drive one. Abilities: 2 + 6 + 2 + 0 + 6 + 4 = 20PP Strength: 18/12 (+4/+1) Dexterity: 22/16 (+6/+3) Constitution: 12 (+1) Intelligence: 10 (0) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 8 + 12 = 20PP Initiative: +10/+7 Attack: +10 Unarmed, +8 Melee, +4 Base Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +16 [Super-Strength] / +13 [Move Object] / +11 Knockback: -5/-2 Saving Throws: 5 + 5 + 3 = 13PP Toughness: +10 (+1 Con, +6 Defensive Roll, +3 Protection) Fortitude: +6 (+1 Con, +5) Reflex: +11/+8 (+3 Dex, +3 Enhanced Dex, +5) Will: +10/+6 (+3 Wis, +4 Enhanced Will, +3) Skills: 40R = 10PP Acrobatics 4 (+10) Bluff 2 (+5) Climb 2 (+6) Concentration 6 (+9) Intimidate 4 (+7) Knowledge (Streetwise) 4 (+4) Language (English [Native]) Notice 5 (+8) Sense Motive 5 (+8) Stealth 4 (+10) Sleight of Hand 4 (+10) Feats: 19PP Attack Focus [Melee] 4 Attack Specialization [Unarmed] 2 Defensive Roll 3 Distract [Intimidate] Dodge Focus 3 Grappling Finesse Improved Initiative Improved Trip Trance Takedown Attack Weapon Bind Powers: 6 + 6 + 4 + 4 + 3 + 7 + 4 + 10 + 24 = 68PP Enhanced Strength 6 [6PP] (Telekinetic) Enhanced Dexterity 6 [6PP] (Telekinetic) Enhanced Will 4 [4PP] (Psionic) Enhanced Movement Array 1 [2PP Array, Feats: Alternate Powers 2] [4PP] (Telekinetic) BE: Leaping 2 [x5, Running Long Jump 100', Standing Long Jump 55', Vertical Jump 25'] {2/2} AP: Speed 2 [20 MPH / 250' per Move Action] {2/2} AP: Super Movement [Slow Fall] {1/2} Protection 3 [3PP] (Telekinetic) Super Senses 7 [Mental; Danger Sense, Mental Awareness 2, Uncanny Dodge, Accurate 1, Extended 1, Radius 1] [7PP] (Psionic) Super-Strength 2 [Effective Strength 28, Heavy Load 1200lb] [4PP] (Telekinetic) Telepathic Array 4 [8PP Array, Feats: Alternate Powers 2] [10PP] (Psionic) BE: Communication 3 [Feats: Subtle 2] {8/8} AP: Illusion 5 [Visual, Auditory; Feats: Progression, Flaws: Phantasms, Limited (One Subject)] {6/8} AP: Mind Reading 8 [Mental] {8/8} Telekinetic Array 10 [20PP Array, Feats: Alternate Powers 4] [24PP] (Telekinetic) BE: Move Object 5 [Telekinesis; Strength 25, Heavy Load 800lb, Extra: Range [Perception], Feats: Precise, Subtle, Split Attack] {18/20} AP: Trip 10 [Telekinetic, Extra: Range [Perception]] {20/20} AP: Strike 10 [Telekinetic, Extra: Penetrating] {20/20} AP: Strike 10 [Telekinetic, Extra: Autofire] {20/20} Drawbacks: (-0) + (-0) = -0PP Total: 20 (Abilities) + 20 (Combat) + 13 (Saving Throws) + 10 (Skills) + 19 (Feats) + 68 (Powers) – 0 (Drawbacks) = 151 PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage [Physical] Move Objects Perception Opposed Grapple Check Pinned/Bound Trip Perception DC 20 Strength/Dexterity Trip Penetrating Strike Touch DC 25 Toughness Damage [Physical] Autofire Strike Touch DC 25 Toughness Damage [Physical]
  4. Rosethorn Power Level: 10 (150/156PP) Unspent Power Points: 6 Trade-Offs: None In Brief: Lonely goth girl becomes natures champion Theme Song: VNV Nation - Illusion Alternate Identity: Lillian “Lilly” King (Secret) Birthplace: Thornwood, Oregon Base of Operations: Claremont Academy Occupation: Student Affiliations: Claremont Academy, The Court of Leaves Family: Julia and Adam King (Mother and Father) Description: Age: 16 (DoB: 9th october 2000) Gender: Female Ethnicity:Caucasian Height: 5'5 Weight: 110lbs Eyes: Green Hair: Black Lilly is a slender young woman with long black hair and pale skin. Her fashion sense leans more towards gothic, preferring black dresses, plenty of silver jewelry and any footwear that can add even the slightest boost to her height. In costume Rosethorn wears a dark green and black bodysuit with a red rose printed on the right side, fishnet sleeves and black gloves. A dark red mask helps hide her identity. Power Descriptions: Lilly is imbued with power from a high ranking spirit in the Court of Leaves. She can rapidly grow nearly any form of plant life she can think of from nearly anywhere and guide them into any shape she wills. From pheromone-laced flowers to thorn covered vines and carnivorous plants. She does seem to lack the power to animate or directly control them after growing them though. She has also gained enhanced strength, durability and the power to regenerate wounds thought photosynthesis. History: Lilly grew up in Thornwood, Oregon. A small town who's only notable feature was the incredibly dense forests surrounding it. More interested in fairy tales and stories as a kid rather than playing with others. Daydreaming rather than talking. As she grew older her interests became a bit darker. Horror movies, dark music and occult titbits from the internet became items of an interest and even her fashion tastes began to reflect that. Her parents were not too perturbed, thinking this was just a phase teenagers went through and she was not that rebellious all things considered. Unfortunately such feelings did not transfer over to high school life. Students avoided her at best and bullied her at worst, seeing her as some witch the town always seemed to have rumours about. It often became too much for her and she willingly hid away from people in places where they could not hurt her. Her favorite was clearing in the forest that surrounded the town. It was always a calming, peaceful experience for her and at times her only escape from it all. Things were different one day. She heard voices in the woods, speaking in unison in some language she did not recognize. Against her better judgment, she went in deeper to investigate. There she found a group of women gathered in a circle chanting with a tree-like human in the center. It started to scream for help as its essence was being pulled from its body violently. What was happening was clearly not good, but Lilly was not sure what she could do. But in the end she figured she had to try something. She grabbed a fallen branch, sneaked up behind one of the women and tried to knock her unconscious. It was not enough, but it interrupted the chant and broke whatever spell was being cast. The spirit was free and went on a rampage and the witches were forced to flee for their lives The spirit then stopped and studied Lilly. She was not sure what it was about to do or if rescuing it might have been a mistake until it pointed at her and declared. “You will become our Champion.” She did not have enough time to react before before Lilly found herself engulfing in a giant flower. It was not until late in the evening she emerged changed. She stumbled home to her worried parents, who then had their feelings turn to outright panic when she accidentally grew a tree in the living room while trying to explain what happened. Searching for a way to get Lilly's powers under control, it was not long until they came into contact with the Hero Boosters Club and then the Claremont Academy in Freedom City. Personality & Motivation: The years of social isolation have had an impact on Lilly. She is rather anxious and aloof of others at first, at least until they gain her trust. Then they find out she is a lot more cheerful and pleasant, even if her interests and sense of humor leans more towards the dark and morbid. She is happy to have superpowers, yet she frets that she might do something terrible with them by accident and feels a bit lost about being the champion of some mystical entity. The past few years have left Lilly sick and tired with mistreatment and cruelty in the world. She would rather see the world become a better place and now she can do just that. Powers & Tactics: Rosethorn does not like getting in close and personal with enemies. She prefers to use her plants, spores and pollen's to keep as much distance between her and them as possible. Should anyone manage to break through these powers hoping for a harmless target will be disappointed to find that she is much stronger than she looks and is more than willing to punch anyone close to her with thorn covered fists. Complications: Overgrowth: Rosethorn does not have full control of her powers and the plant life she creates tends to cause unintentional damage. Secret Identity: Lilly tried to keep her identity secret, if only out of privacy. Something Wicked: The Coven is after revenge for Lilly's meddling and covet the power she now possesses. What the hell is that?: Lilly's lacks knowledge about her status in the spirit courts and everything tied into that. Her ignorance could lead to problems. Abilities: 4 + 4 + 4 + 2 + 4 + 2 = 20PP Strength: 30/14 (+10/+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +6 Attack: +4 Base, +10 Melee Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +12/+20 Knockback: -5 Saving Throws: 6 + 4 + 8 = 18PP Toughness: +10 (+2 Con, +8 Protection) Fortitude: +8 (+2 Con, +6) Reflex: +6 (+2 Dex, +4) Will: +12 (+4 Wis, +8) Skills: 40R = 10PP Bluff 4 (+5/+9) Craft: Artistic 4 (+5) Diplomacy 4 (+5/+9) Knowledge: Arcane Lore 4 (+5) Knowledge: Theology and Philosophy 4 (+5) Notice 6 (+8) Sense Motive 6 (+8) Stealth 8 (+10) Feats: 16PP Attack Focus: Melee 6 Attractive Dodge Focus 6 Improved Initiative Luck Power Attack Powers: 4 + 16 + 3 + 24 + 8 + 6 + 2 + 7 = 70PP Concealment 4 (Forest Cloak, All Visual. Flaw: Limited [In Vegetation]) [4PP] Enhanced Strength 16 [16PP] Immunity 3 (Plant Physiology, Critical Hits, Poison) [3PP] Plant Powers Array 10.1 (3 Alternate Powers) [24PP] Base: Paralyze 10 + Damage 0 (Toxic Thorns. Linked, Power Feats: Mighty) [21PP] AP: Snare 10 (Vines and Flytraps. Extras: Area: Shapeable. Flaws: Range (touch) Power Feats: Progression (Area) 1) [1PP] AP: Emotion Control 10 (Pheromones. Extras: Area (Cloud). Flaws: Sense-Dependent (Olfactory)) [1PP] AP: Create Object 8 (Rapid Growth. Power Feats: Innate, Precise, Progression 2. Flaws: Permanent) [1PP] Protection 8 (Lignin Skin) [8PP] Regeneration 10 (Recovery +3, Bruised 1 (1 Round), Injured 3 (1 Minute), Staggered 3 (1 Minute), Power Feats: Regrowth. Flaws: Source (Sunlight)) [6PP] Super Senses 2 (Spirit Awareness. Visual) [2PP] Teleport 7 (200 Miles, Flaws: Medium: Plants) [7PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage (Physical) Toxic thorns Touch DC 20 Will (staged) Damage (Physical) + Slowed/Paralyzed (Toxins) Vines and flytraps Area (Shapeable) DC 20 Reflex (Staged) Entangled/Bound and Helpless Pheromones Area (Cloud) DC 20 Will (Staged) Emotion Control Totals: Abilities (20) + Combat (16) + Saving Throws (18) + Skills (10) + Feats (16) + Powers (70) = 150/156 Power Points
  5. Character Name: Sha'ir the Spellsmith Power Level: PL 10/13 [180/203PP] Trade-Offs: Varies Unspent Power Points: 23 In Brief: 1-2 sentences which sum up the whole character. Residence: Lakeside, Emerald City, Oregon Base of Operations: The Library / Lakeside, Emerald City, Oregon Catchphrase: I've got a Spell for that ... somewhere. Alternate Identity: Hakim Naifeh Identity: Secret Birthplace: Santa Barbara, California Occupation: Programmer at WestRock Software Affiliations: None Family: Faiz Naifeh (Father, 60), Isra Naifeh (Mother, 58), Qamar Naifeh (Brother, 31), Lulu Naifeh (26, Sister), various other relatives Description: Age: 28 Apparent Age: Mid-20s Gender: Male Ethnicity: Arab Height: 6’1” Weight: 162 lbs. Eyes: Brown Hair: Black Hakim is an average looking man in his mid-20s. His black hair is cut short, with hints of a beard running down his jawline. Clothes-wise, Hakim does not have much of a style, usually wearing casual urban outfits, which can encompass just about anything not too extraordinary. One thing he is known for with his friends is his scarf, white and black, which he wears with just about every outfit of his. Source: Deluxe Mage: the Ascension 20th Anniversary Edition by Richard Thomas » Preview: The Ahl-i-Batin — Kickstarter As Sha'ir his outfit changes, towards a magical costume made up of his scarf, enchanted to turn into a hood and costume when pulled over his head. In this appearance, the wide hood covers his entire head, concealing everything behind a magical layer of darkness, with only green eyes, and occasionally the mouth penetrating it. The rest of his costume is best described as a somewhat tightly fit robe, in a similar white and black pattern to his scarf. It allows some freedom of movement, while still not being too loose to potentially get stuck in things. Occasionally, he will forgo this part of the costume and only wear the hood, together with his civilian outfit, or a different outfit consisting of a white t-shirt and black pants. Power Descriptions: Mage Book: The Mage Book has a simple appaearance, looking like a simple, unlabelled hardcover book. When in use, it opens and floats in front of The Spellsmith’s body, magically attached to him, in a way he can always see it. A glow, the colours changing depending on the spell in use, clearly shows its magical origins. It can be taken away, doing so requires breaking through its natural attachment, which mostly takes brute strength, or magic. Enchanted Scarf: Hakim’s white and black scarf has, over time, become somewhat of a trademark of his. When he started to dabble in enchanting, he went and enchanted it, giving it a variety of powers, the main one being its ability to transform into a full costume, triggered by simply pulling it over one’s head. The scarf can project a magical force field around it’s user and boosts the user’s defences. The scarf also has the ability to create a magical invisibility field, and by wearing it one is able to, very slowly, move through solid objects, which comes with a variety of problems. Cantrips & Spells: Sha'ir‘s spells do not have one singular appearance. Since he picks his spells from a variety of different sources and traditions, the appearance of spells can change, and reach from “traditional” hand gestures in order to create lights, to typing something with his mobile phone to reach the same effect. The same applies to the look of the spell’s effects. History: Hakim Naifeh was born as the second son of a family of Arab immigrants. His father worked for the city’s administration, his mother generally stayed home and took care of the kids. Hakim’s childhood was an average one. A sister soon joined him and his brother. The life down in Santa Barbara was good. While occasionally there were some troubles due to his parent’s heritage, all in all he never had many problems. Hakim found his passion for computers early on, his father had purchased a second one and offered the older one to his sons. School proved that Hakim was smart, and together with his passion for software in general, it meant that soon, he studied Information and Computer Science at one of California’s top universities, a scholarship paying for his education. There, he met Jamie Green, the two of them quickly becoming friends. Jamie had plans for a startup, which he would pursue after he graduated, while Hakim stayed and finished his last few remaining courses. Upon his graduation, Hakim joined his friends who had pursued their start-up plan up in the Oregonian part of Emerald City. They had already accomplished a few things, the company, creating specialized IT tools for professionals, was quickly becoming a name on the market. He moved to Emerald City, joining a few of his university friends in a shared flat. From there, he worked and the company grew. Soon, they had a proper office, and a few dozen employees, with Hakim having risen to a management position. His life was nice and average, as one day, he had just left a bar after a long night, he stumbled into an alley. While he was not sober, the strange glow emitted by a door in the alley was something he could still notice. Having grown a bit bored with office life, he decided to check further, entering through the door. The next day, he woke up in a strange looking building, a library of some sorts, with bookshelves ranging from the floor to the ceiling. While the shelves itself had been organized, there also were stacks of books scattered around, atop a few tables in the middle of the room, one of which Hakim had been sleeping on. A quick tour of the room showed that there were no doors, and all the walls were covered by bookshelves. Doing his best not to freak out, he decided to figure out the contents of the various books were. Much to his initial surprise, they turned out to be various magical instructions, scripts and manuals. Hakim had heard of magic and had made a few experiences with superpowered humans before, but this time he was right in the middle of it. Sensing an opportunity to spice up his rather boring life, he began to read into the books. After a few days, with help of the books, he could create small lights. From there, it quickly became easier. Water and food were no problems, thanks to a magical device conjuring them at intervals, so he could focus all his time on training. Thanks to the books, Hakim had purposely stayed with the more beginner level ones, casting simple spells became easier and easier. After about a week, he could cast a spell to transport himself out of the place he had been stuck in. As he’d learned from one of the books, it was a magical library, placed inside a magical pocket, consisting of just one room. Back home, Hakim’s sudden disappearance had caused some panic, with his roomates and colleagues having started a search action both online and in Emerald City itself. His sudden reappearance, knocking on the flat’s door at 4 AM on a Wednesday, caused a few questions. Not wanting to explain everything, a simple “Don’t wanna talk about it” was enough to shut down most questions. After quickly checking up with the company the next day, to prove that he was back and still alive, Hakim took a vacation. The library, as he’d started to call the magical room, still offered many secrets, and Hakim had not yet learned enough to go back to the boredom of everyday life. Over the next year, Hakim both worked and also continue to teach himself magic, managing to find a balance between the two. He started to delve into more advanced manuals, mainly enchanting, which led to him enchanting his trademark scarf. While going through the library’s stock, he came across an enchanted book, which held a variety of small and useful powers, but also allowed him to draw upon part the library’s knowledge even when in Emerald City. During this time, Hakim also started to dabble in crime-fighting, after unintentionally stumbling across a magical beast released onto the streets of Ontario, where he’d been staying for a short business trip. He started to go by the name of Sha'ir the Spellsmith when in his magical disguise. With Emerald City’s low rate of crime, especially supernatural one, there was not a whole lot to be done, but every once in a while, his involvement was required. Personality & Motivation: Hakim is a seeker of knowledge. He is constantly trying to learn new things, and has always been doing it. And now, with his somewhat recent discovery of “The Library”, there is a lot of stuff for him to learn. He greatly enjoys reading about all the different magical procedures, and then trying to get them to work, oftentimes replacing ingredients for more “modern” one. Because come on, who has frog livers nowadays? Hakim also enjoys taking a break from his “mundane” life. Sure, he has a great position at a good company, a stable income, and some prospects for his future. But, at the same time, sitting in an office all day isn’t really Hakim’s thing. Sure, he likes doing his job, but he also likes to get some change into his routine. And this change, at the moment, mainly comes from his activities as Sha’ir. Personally, Hakim isn’t that interesting of a person. He does his own thing. He likes modern art, indie music and films, and generally more obscure works of art. He is a convinced vegetarian, believing that animals deserve to be treated better. (He does like milk too much to be a vegan, though). What time he doesn’t spend at work or as Sha’ir, he can usually be found at parties, exhibitions or classical hangouts. He is not very religious, celebrating major holidays of various religions, but otherwise not participating in religious actions much, save for special occasions. He is convinced that the world can be made a better place through both actions and words, and this is his main conviction for creating the heroic persona of Sha’ir the Spellsmith, as whom he tries to do just that, and make the world better for those living in Emerald City, and wherever else fate might draw him. Powers & Tactics: Sha’ir doesn’t have any combat experience to speak of. He has only been in combat once or twice, so any combat situation will most likely cause a fair amount of stress and uncertainty. Should he ever get into combat, his main strength is his versatility. With the powers of his Mage Book backing him up, he can draw upon a large variety of spells, allowing him to find and abuse weaknesses in his opponent’s defences. As these spells do not always work as planned, some creativity is required, as he has to suddenly change his plans, something that causes problems for him. Without his book, he is much more limited, relying on only a few spells, most of which are more useful for confusing enemies rather than outright fighting them. Here, he is more likely to avoid fights when possible, using his toolset to not get caught in something he cannot handle. Against Magical Opponents, his style changes towards a more observant one, trying to learn from their own spellcasting. He is also likely to use his counterspelling, one of the things he has trained most, against these opponents, to avoid them getting any upper hand. Complications: Magical Manual Misfortune: Sha’ir’s Mage Book is the source of most of his powers. While he is able to cast a few weak spells, anything more advanced requires him to find it in his book, which is magically linked to parts of the library’s knowledge. This by itself is not much of a problem, however, the various spell instructions being transmitted through the Mage Book, can lead to spells outright not working, backfiring, or even causing unintended side-effects. Also, as he only has access to part of the library at a time, it could mean that the book is unable to bring the spell he is looking for, and he has to rely on substitutes, or does not have a fitting spell at all. Notes: When appropriate, a GM may choose to have a spell cast by Sha’ir simply not work. Spells affected by this are the ones in his book, and the ones he has access to through his Variable Power. Perhaps, it backfires in some way. Maybe it just fizzles, maybe the Damage Effect applies to somebody other than the target! Be creative! Secret Sorcerer: In a rare act of keeping with tradition, Hakim has decided to not reveal any connection between Hakim Neifeh, Software Developer and Sha’ir, Spellsmith. This ties into both his obligations as Hakim, but also any other way somebody could connect the two. For his personal sake, but also that of those who know him in either of the two forms, he keeps the two very distanced, taking great efforts to keep it that way. Meddling Middle Management: Hakim has a nice and secure position at WestRock Software, a company run by a former classmate and friend of his. He enjoys this job too, working both in his métier of programing, while also having some power as a member of middle management. This is nice and all, until suddenly there’s an important meeting he has to attend, or he is needed at a client’s headquarters to deal with potential issues. When that happens, he can’t just disappear all the sudden, there has to be a good reason for him to avoid his obligations. Some things may be able to be solved by a quick call onto his phone, but others will require his presence and full attention. And then there’s the business trips… Hermetic Hipster: Sha’ir doesn’t care about things like magical “traditions”. Just because somebody did something a while ago, does that mean he has to conform to it? He has access to a wide variety of magic, from many different sources and many different traditions, and he mixes and matches these as he sees fit, with no regards to the rules of their original source. This has multiple effects. It means that his spells may not work as intended, and simply fizzle or have an unwanted effect. On the other hand, it could also potentially make his interaction with other mages more difficult, with them looking down on him due to his lack of a tradition, and the way he handles the materials at hand with little regard and respect to their origin. Spellcasting Stipulations: Like most Mages, Sha’ir’s spell require him to do something. Due to the wide amount of sources he draws from, it isn’t simply “be able to speak” or “move your hand”. It is those, but many other things too. Some spells require him to be able to do both. For some, he only has to move, or only speak. Some have completely different pre-requisites too. This usually isn’t a problem, as he can move, speak and act freely. But, if somebody were to actually try to stop him, they could. Notes: The classical “Requires Speaking” Complication, but with added flavour! A GM can go and say that due to Sha’ir being restrained/silenced/unable to think clearly, and so on, he cannot possibly cast any/all spells. Condominium Company: Hakim shares a flat with a few of his friends, conveniently also his co-workers. This has a variety of benefits, lower rent, more social interaction, the ability to help each other with work even at home, and many more. But, for an up-and-coming superhero, it also has a variety of drawbacks. As these people are around Hakim pretty much the entire day, him suddenly disappearing will probably get their attention. If he enters his room, doesn’t leave, but isn’t in there, it's bound to raise suspicion. And if every time their friend and flatmate disappears some hero appears on the news, they will soon figure things out. Puzzling Place: Hakim has no idea what exactly the room he refers to as “The Library” is. Clearly, it is a magical archive. But, who created it? And for what purpose? Is it an ancient source of knowledge? A safe to lock away things no mage should ever know? Hakim doesn’t even remember its actual location. While it appears to be some kind of pocket dimension, it seems to be anchored to somewhere in Emerald City. Unfortunately, when Hakim stumbled across that very place, he was so drunk he doesn’t remember. And he doesn’t need to go there regardless, as his magic allows to enter and leave the room from anywhere. Hakim doesn’t really care about this much, but it is most likely only a matter of time until the origins of “The Library” will become important in his life. Abilities: 0 + 2 + 2 + 10 + 8 + 6 = 28PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Melee, +6/5 Ranged Grapple: +5 Defense: +10/7 (+5 Base, +5/2 Dodge Focus), +0 Flat-Footed Knockback: -5/3/2/0 Saving Throws: 2 + 2 + 0 = 4PP Toughness: +10/7/4/1 (+1 Con, +9/6/3 [Forcefield Effects]) Fortitude: +8/7/5 (+1 Con, +2 +2/2/1) Reflex: +7/5 (+1 Dex, +2 +2/2) Will: +10/7/4 (+4 Wis, +0 +3/3/0) Skills: 104R = 26PP Bluff 8 (+11) Computers 12 (+17) Concentration 8 (+14) Diplomacy 6 (+9) Disable Device 6 (+11) Disguise 4 (+7) Gather Information 5 (+8) Intimidate 1 (+4) Investigate 5 (+10) Knowledge (Arcane Lore) 5 (+10) Knowledge (Business) 2 (+7) Knowledge (Current Events) 4 (+9) Knowledge (Popular Culture) 2 (+7) Knowledge (Technology) 10 (+15) Language 4 (English [Native], Arabic, Atlantean, French, German, Sanskrit) Notice 8 (+12) Search 6 (+11) Sense Motive 6 (+10) Feats: 17PP Accurate Attack Artificer Distract (Bluff) Dodge Focus 2 Contacts Connected Eidetic Memory Luck 3 Move-By Action Quick Change Power Attack Ritualist Equipment 2: The Library: Headquarters (Toughness 10, Size (Huge), Features: Sealed (Pocket Dimension), Concealed Library, Living Space, Workshop (Magical), Power: Super Movement 1 (Dimensional (Library and Earth Prime), Feats: Affect Only Others; Flaws: Action (Standard Action)) [10/10EP] Powers: 30 + 12 + 17 + 3 + 4 + 1 + 18 = 85PP (Descriptor: all Magic) Mage Book (50/50PP Device, Easy-to-lose) [30PP] Enhanced Skill (Arcane Knowledge (10) [Raised to 15 (+20)], Notice 2[Raised to 10(+14)]) [3PP] Comprehend 1 (Languages: Written) [1PP] Enhanced Feat 4(Dodge Focus 3 [Raised to Dodge Focus 5], Attack Focus 1 (Ranged)) [4PP] Enhanced Fortitude 2 [2PP] Enhanced Reflex 2 [2PP] Enhanced Will 3 [3PP] Force Field 3 [3PP] Sorcery Array (26PP Array, Alternate Powers: 6) [32PP] BP: Damage 3 (Extras: Ranged, Autofire (10); Feats: Variable Descriptor 2, Accurate 1, Homing, Precise) [Applied to Damage Power] [22/26PP] AP: Damage 3 (Extras: Range (Perception), Alternate Save (Will)) [Applied to Damage Power] [26/26PP] (mental) AP: Snare 10 (Feats: Reversible, Tether, Obscures Senses (Visual, Auditory, Mental)) [26/26PP] AP: Illusion 8 ((All Senses) Feats: Progression 2; Flaws: Phantasms) [26/26PP] AP: Teleport 7 (Extras: Accurate, Portal; Feats: Change Direction, Change Velocity; Progression 3 (Size); Flaws: Action (Standard to Open(-2))) [26/26PP] AP: Move Object 8 ((STR 40 (Heavy Load: 3 tons) Extras: Range (Perception), Feats: Precise) [25/26PP] AP: Concealment 10 ((All Senses apart from Tactile); Feats: Close Range, Selective) [22/26PP] Enchanted Scarf (15/15PP Device, Flaws: Hard-to-lose) [12PP] (all Magic) Enhanced Fortitude 2 [2PP] Enhanced Reflex 2 [2PP] Enhanced Will 3 [3PP] Force Field 3 [3PP] Immunity (Suffocation) [2PP] Super Senses (Magical Awareness (Sight)) [3PP] Damage 7 (Extras: Ranged, Feats: Accurate 1, Affects Insubstantial 2) [17PP] Force Field 3 [3PP] Flight 2 [4PP] Enhanced Fortitude 1 [1PP] Variable 3 ((15PP Variable Power, Power: Descriptor (Magic), Any One Power At Once) Extras: Action (Free Action)) [18PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Damage Spell Ranged DC 22 Toughness Damage Damage Spell (Book) Ranged DC 25 Toughness Damage Damage Spell (Will) Perception DC 25 Will Damage Snare Ranged DC 20 Reflex Snare Totals: Abilities (28) + Combat (20) + Saving Throws (4) + Skills (26) + Feats (17) + Powers (85) - Drawbacks (0) = 180/203 Power Points Variable Configurations:
  6. Player's Name: Quinn Character's Name: Outlaw Power Level: 10 (150/153PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent PP: 3PP Description: Alternate Identities: Jacob Cross Identity: Public Birthplace: Hempstead, TX, USA. Occupation: Student Affiliations: Claremont Academy Family: James Cross (Father), Harriet Cross-nee-Prophet (mother). Age: 16 Gender: Male Ethnicity: Caucasian Height: 6’4” Weight: 164 lbs. Eyes: Red Hair: Auburn, occasionally on fire. Jake’s looks match the drek he’s had to deal with over the years – which is fairly sad, because if he managed to untwist his look from the near-permanent scowl on his face, he’d actually look pretty darned handsome. He’s tanned, well-muscled – plenty of work to be done around the farm, keep him from thinking too much. Clean-shaven, oddly, even with that strong chin; try as he might, he can’t seem to grow a beard. He dresses pretty plainly, for the most part – his day wear’s a pair of sneakers, blue jeans, and sleeveless shirts (since his fire spreads up from the hands when he’s really agitated, means he can usually catch it at the elbow before it lights his shirt on fire – more difficult with long-sleeves). On the job, he dresses in a costume made himself; a blue poncho with gold stylized flame embroidery, and Claremont Academy uniform pants and boots (also in blue and gold). A belt lined with energy drink cans and a brass plate vest with odd technological gewgaws lie below the poncho, as well (the closest metal he could get to the uniform color). A domino mask and bandanna (blue) hide his identity in turn, under a broad-brimmed leather hat. He’s taken to the school colors fairly well, actually. History: It’s hard to deny, and Jake really won’t even try, that the young hero’s upbringing was fairly cliché. The Cross family owned a plot of land a few miles outside of Hempstead, Texas; not very large, but good earth. A good retirement for a pair of broken-down old heroes; James Cross, alias The Silver Rider, and Harriet Cross-nee-Prophet, alias Ace High. They used to work the streets of Houston for decades, until the Terminus Invasion – as with many across America, they’d flooded with fist and courage into Freedom City, and watched the Centurion fall. In turn, they’d had their own spirits for the life of justice and freedom broken in turn; years of fighting having wore them down. They found themselves working together during the deconstruction, and eventually struck up an acquaintance – ultimately falling in love and choosing to retire together. They actually found it funny they’d never really fallen in together back home – maybe it was just the closeness of death that finally kickstarted it? Or maybe just good luck. Either way, they hung up the mask and cowl and settled down to a simpler life. For a while, at least. To a degree, they honestly didn’t expect the world would last as long as it did, after having seen what Entropy wrought. They even prepared a shelter for the inevitable next invasion…but it never came. It took almost five years for it to truly sink in to them that the world had been saved, in truth. Their neighbours picked up on the change overnight – James found in himself a new zest for improving their home, and began really turning that old house into something special; in turn, Harriet dove headfirst into the mechanics of the machines they used; using her old gadget know-how to turn their old tractor into a force to be reckoned with! The Fieldminator 7000! And, as in all things heroic, they began to notice each other more and more in…er…different ways; beyond the loving company they simply reveled in over the past five years. Took them another two before Jenny finally had a young boy – on March 16th, 2000, Jacob Cross hit the atmosphere. And on March 20th, 2000, lit it on fire. The genes were probably from Harriet’s side, they agreed. Her family had had a legacy of heroism stretching back to the founding of the ‘States, and while James had got his power from an incident with a radioactive horse, it wasn’t something likely to pass down in the family line. Still, he was their kid, even if he had a tendency to burp out a flame now and again. And hey, it meant he’d never want for protection when he grew up, right? In hindsight, the fact that the flames were black and red should have been an indication, but they were so happy with having a child to raise that they ignored it. They did ignore it, too – ignored it as he grew up a happy young boy who would run around chasing the chickens and spooking the horses, ignored it as he went to elementary school in a town a half-hour drive from the farm and showed off the fun smoke signals he could cough out after chugging down a can of Red Bull (and proceed to be hyper as heck the rest of the day), and ignored it right up until the year before he went to high school, and the wrong person heard about the color and shape of those flames. Honestly, it was nobody’s fault that it wasn’t caught sooner. They lived in a pretty rural area, and it wasn’t like the young man was going about burning down houses or causing mayhem. In fact, outside of some shows for his little friends now and again and the occasional declaration to his parents he’d grow up to be a Big Hero like them, or the famous Pale Ranger, or Adam Prophet (his mom raised him on bedtime stories about her great-great-great-great-great-etc. grandpappy), or Emily Swift (Harriet’s personal hero), or whoever had captured his young imagination at the time – he hadn’t really done much to draw big attention to himself. Which meant when a group of The Fellowship kicked in the door one August night, wanting to see if the kid was what they thought it was, it came as one hell of a nasty shock. It was an ugly fight. James and Harriet may have been retired, but they’d been prepared for a Second Terminus Invasion for years – even if they’d fallen off the wagon a few years back. They’d taught their son how to fight, too – how to throw a punch, and how to pack enough firepower into that punch to knock out a thug clean. In turn, this batch of Fellowship agents were damned determined, and they outnumbered the family five to one; sometimes T-babies didn’t want to come quietly, or accept the inevitability of their superiority over the common man. By the end of the mess, the farmhouse was in flames, both Crosses were laid out flat – thankfully alive – and Jake was thrown into the back of an old van, with a slightly singed wild-eyed zealot explaining how he was the new face of the world, how he was blessed by entropy. How they’d seen in that fight that he really was a Terminus-blessed demigod! Jake…didn’t take it well. In fact, he spat in the man’s face, swearing up and down it wasn’t true. Right up until the man lit up his eyes with the fires of Entropy, grinning. He really didn’t take that well. We’ll gloss over the finer details of the situation – the fleatrap motel they hunkered down in, the endless natter about how pleased their superior would be, how awesome it was to find a T-baby this potent, how those two idiots had looked when the door was kicked in; sure, they’d lost half their number to traps, tricks, and good one-two punches, but it was totally worth it. As soon as the teenage T-baby woke up from that catatonic trance, he’d thank them! See, Jake had also grown up knowing what made his parents quit. He knew full well what Omega was, and what he’d done to the hero of heroes. And that thought just kept going through his head, over and over – that what powered him up, that fun little flame, that he’d played with his friends with, that he’d said he was going to be a hero with, had broke his parents and killed so many people and it was in him it was in him it was in him he couldn’t control that he couldn’t use that to help people it had killed people he would kill people he was a monster. He didn’t roast them alive when he woke up, but it was a near thing. Something in him cracked when he finally came to that conclusion. His whole self, restraints and all, lit up in a pyroclasm that set the whole motel ablaze with black fire. He managed to seize some control when he heard the screaming, saw the fleeing figures, and tore the fire back into himself – but the damage was done. And when the firefighters arrived and saw him, and the cops arrived and saw him, and the press arrived and saw him, it was all over but the crying. They returned him home, eventually. After about a day of questioning, suspicion, threats, even a government agent who narrowly ended up having him assigned to some kind of project and a whole lot of supervision – but when his mom came in and hugged him and told him everything was going to be alright, and his dad nearly threw that suited clown out, well…he didn’t quite push them away, but he mutely went with them. Even started to think it wasn’t all bad. First year high school was all that bad – started to feel like he was on a roller coaster, actually. Huge up, then the plummet, and man did it go downhill fast. The press had had a field day with the ‘Dangerous Terminus Child’ living on the ‘Death Ranch’, how he’d only narrowly escaped arrest and censure because of his ‘age’ and how his parents had ‘refused comment’ on how he was going to be kept safe and away from ‘normal’ people. He didn’t get pushed around, mind – when you have to wear a limiter vest (supplied by his mother, who still had the gift), and can still light things on fire with your mind, that’s something nobody’s likely willing to risk – but a guy can feel pretty lonely when nobody’s wanting to even say word one to you. And teachers, well, they have to help you – that’s in their job description – but them throwing shifty eyes to any doorway or window when you start to back-talk and shuffling sideways like they’re about to run; that can wear a teen down pretty fast too. Ultimately? He started skipping more often than going. Then he started running with a rougher crowd that liked what he could do. Laughed when he breathed some sparks, or blew smoke outta his nose, making people jump or run. Didn’t last long, though, when they started to flinch when his temper got up and his arms started to light up. And he wasn’t bad enough to go looking for a gang – even with all that’d happened, his parents still raised him right, damnit. He just finally sort of gave up the whole idea of being anything more than a delinquent. Not quite a bad guy, he couldn’t make that leap; but smoking behind the school, sneering when people flinched, slouching in the back of the classroom – he just gave them what he expected to see. Broke his parents’ hearts to see it, though – least until they got a call from a very concerned citizen in a city they’d been to once or twice… They packed him up with a costume, a letter, a corned beef sandwich for the trip, and a long explanation – one he didn’t quite buy. A new school. Several states away. They weren’t getting rid of him, but he couldn’t learn and grow here, not as things were. There – things would be better. He could be his own person, instead of what they saw or thought. He had family there, old family, who would help him out – the Prophets still had relatives there who knew and loved him, even without meeting him. He could still be a hero, if he tried. It scared them, more than anything else, what might happen to him; but they knew he needed it. Even if he didn’t think he did. So Jake, sixteen, gruff, surly, fearful of himself, and entirely too stuffed to the gills with teenage angst, was sent off to Claremont Academy, Freedom City. He kept the costume – even if he chucked the sandwich halfway through the bus trip and bought a burger instead. Didn’t quite take the original name he’d planned for himself, though. If Claremont wanted him to try to be a hero; and he was still hesitant, a T-baby would never make a good Marshal. But an Outlaw… Personality & Motivation: Outlaw/Jake’s a teenager at odds with himself. Granted, that’s not exactly news to any high school guidance counselor or psychologist, but in his case it’s a bit more literal. Moreso if there are any flammable objects around. To the average eye, he’s a surly teenager. He talks back, he slouches, he acts grumpy, and his whole demeanor screams “I am a porcupine. Come close and I will poke you.” He acts this way. If you managed to crack his shell, though, you’d find Jake to be a passionate, even hot-tempered young man. He wants to do, to be, to act – very much like the fire in his belly. He doesn’t want to sit back there and growl at people – he wants to be the life of the party, to pull off little party tricks and make people laugh, to see someone smile at him, and be able to smile back. Make people happy, more than happy. He grew up with parents and stories of men and women who made the world a better place, and he wants to live up to that, more than anything. He is this way. Power Descriptions: Jake’s not a subtle teen when it comes to slinging his power. When he lets rip, it’s with gouts and jets of black and red entropic fire – used to be he thought that was special and fancy, now he almost hates to see it. Came to terms with that, at least, a while ago. Still, there can be some variation in it – for his basic blasts he generally indulges in the old Western standby of a finger gun from the hip (he takes what fun he can get) – those blasts being thin and precise, along with fast and rapid-fire. In close-range, not near as elegant, just an open palm, fist, or foot covered in fire to the tender bits; his mom taught him how to fight close-up. For the bigger blasts, his gestures get larger and more elaborate; hence the poncho (he needs the arm room) – his biggest being just one great big fireball hucked with both hands. He vastly prefers to avoid doing that, though. In a pinch he can light his whole self up – but he didn’t make a habit of that until he got the morphic molecule costume. As it stands, he’s managed to develop a defensive blaze that intercepts shots or simply discourages them through heat. Same color, but in twisting loops around him. Even worked out a neat trick of using fire blasts through the feet to fly. He actually cracked a smile when he learned how to do that. Powers And Tactics: If it’s one thing Outlaw’s tactical doctrine espouses – it’s caution. Which comes as a fairly difficult thing when the angrier you get, the more likely you are to burst into flame. In truth, if he had his druthers, he’d only ever fight close-in with bare-knuckles, and save the fire for non-living targets. He generally opens with that, in turn; punching with point-blank low-power blasts in each fist. Escalation of force is a principle he’s drilled into himself over and over again since he was told he could learn to be a hero at Claremont, and he’s one he’s determined to stick to – possibly to an unsafe degree. Still, he’s not a complete pacifist. If the enemy isn’t going to go down with a few punches, and he knows he’ll get turned upside-down getting in close, he’s got no problems with taking to the air and letting rip with precision long-range shots. Even then, though, he’s sometimes a bit too careful about lining up that shot to make sure it won’t really hurt… Complications: Burn It To The Ground: Problem with being a fire controller with control issues is it’s real easy to accidentally spook and/or cook your neighbours if you aren’t careful – that’s why he wears the vest. It’s like a big warm heavy metal snuggie that protects him and everyone around him, except when it doesn’t. A GM may offer a Hero Point when the actual nullifier effect of the vest is damaged – under those circumstances, all of Outlaw’s powers immediately gain the Uncontrollable Flaw, and may backlash on him (Immunity does NOT apply in this situation). Figured You Out: Let’s face it. T-Babies do not have the best press in the world – and when your reveal as a T-baby was in a paroxym of terror and self-hatred that nearly burned down a motel (no fatalities, thank God) and throwing around one of man’s most primal fears (FIRE BAD), that doesn’t do wonders for your image when the newshounds start working you over. GMs may offer a Hero Point when the bad press from Outlaw’s kidnapping influences someone’s actions or decisions toward him. Saturday Night’s Alright For Fighting: Which leads to the third part of Outlaw’s problems. He’s got…temper issues, sometimes. He’s handling it, at least, and it helps that he knows the consequences of letting off the leash – but sometimes if he gets real mad, it’s hard to think straight; and then the fire starts creeping up his arms before he knows what’s going on. Even the Nullifier Vest can’t keep it down when he’s that hot under the collar. A GM can offer a Hero Point when Outlaw’s anger issues cause him to do something that makes the situation worse – or force him to try and cool himself off when he really should be getting angrier. Rockstar: Besides being a bit of a caffeine addict, there is a reason Jake keeps multiple cans of sports and energy drink close to hand. See, the trouble with slinging a lot of power is you can get exhausted quickly - and when your power is fire and heat, sometimes you need to refuel. He's found different substances help, energy drinks to provide a jolt and a bit of extra flame when he's feeling low, and sports drink when the sheer heat began to dehydrate him. A GM may offer a Hero Point to force him to take a turn refueling or rest up - or even stop one of his powers cold - or have him actually run out/forgot his supplies. Gotta Be Somebody: And then there's the unfamiliarity problem - let's face it, despite his gruffness and attempts at worldliness, Jake's not exactly a big city kid. He grew up surrounded by cornfields, barnyard animals, and assorted back roads - not the gleaming silver spires that make Freedom City the city of the future! More often than not it's easy for him to get surprised or even overwhelmed by the sheer scope and mass of daily life in Freedom City; thank heaven Claremont's campus is, for the most part, fairly sedate and quiet. Right? A GM may offer a Hero Point when his unfamiliarity with the big city can cause trouble - whether not knowing roads or directions, or being distracted at an inopportune moment by something completely out of his experience. Edge Of A Revolution: Jake once saw a play in-city, and a line from it’s stuck with him for years since. “And therefore, since I cannot prove the lover / to entertain these fair well-spoken days / I am determined to prove a villain / and hate the idle pleasures of these days.” If the world thinks he’s a loose cannon waiting to go off? A delinquent and thug? A nascent monster who can’t be trusted? Well, he’s tried long enough to change minds, and got sand kicked in his face for it. A GM can offer a Hero Point when Outlaw’s bitterness causes him to act gruff and mean instead of trying to reach out. Abilities: 0 + 0 + 4 + 0 + 0 + 6 = 10PP Strength 10 (+0) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 16 (+3) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4, +8 energy attacks Grapple: +4 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -1, -6 w/ Force Field Saving Throws: 6 + 8 + 7 = 21PP Toughness: +2/+12 (+2 Con, +5 Force Field [Impervious 5], +5 Protection [Impervious 5]) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+0 Dex, +8) Will: +7 (+0 Wis, +7) Skills: 40R = 10PP Concentration 10 (+10) Handle Animal 3 (+6) Intimidate 12 (+15) Notice 10 (+10) Sense Motive 5 (+5) Feats: 11PP Accurate Attack Dodge Focus 4 Fast Task (Startle) Improved Initiative Precise Shot Luck 2 Startle Powers: 42 + 12 + 8 + 10 + 10 = 82PP Heartburn Array 18.5 (37pp array; Power Feats: 3 Alternate Powers, Accurate 2) [42PP] Base Power: Blast 12 (Feats: Variable Descriptor, Extras: Autofire) [37PP] (Fire/Entropy) (Fire Bolts/Punches) Alternate Power: Blast 10 (Feats: Variable Descriptor, Penetrating 3, Knockback 3, Extras: Area - Burst) [37PP] (Fire/Entropy) (Fireball) Alternate Power: Fatigue 12 (Feats: Variable Descriptor, Extras: Ranged) [37PP] (Heat/Entropy) (Heat Blast) Alternate Power: Strike 9 (Feats: Variable Descriptor, Extras: Aura, Duration 2 - Sustained) [37PP] (Fire/Entropy) (Fire Aura) Flight 6 (500 MPH) [12PP] (Foot Jets!) Armored Nullifier Vest (10 pp Container; Flaws: Hard-To-Lose) [8 pp] Protection 5 (Extras: Impervious) [10 PP] Force Field 5 (Extras: Impervious) [10PP] (Entropic Aura) Immunity 10 (all fire effects) [10PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage Aura Touch DC 24 Toughness (Staged) Damage Blast [Autofire] Ranged DC 27 Toughness (Autofire, Staged) Damage Blast [Burst] Ranged DC 22/27 Reflex (Area)/Toughness (Staged) Damage Fatigue Ranged DC 22 Fort (staged) Fatigued/Exhausted/Unconscious Abilities (10) + Combat (16) + Saving Throws (21) + Skills (10) + Feats (11) + Powers (82) - Drawbacks (00) = 150/153 Power Points
  7. Player Name: Deel Character Name: Mammoth Power Level:10 (150/154PP) Trade-Offs: -3 Defense/+3 Toughness Unspent Power Points: 4 In Brief: An adventurous sasquatch leaves the big woods to check out the ‘little people’, and finds himself battling threats to peace. Residence: Claremont Academy Dorms, occasionally returning to the woods Base of Operations: Claremont Academy Catchphrase: None Alternate Identity: Hau-Tayoomae (“Plays with Sharp Things”) Identity: Public Birthplace: Somewhere in the deep forests of North America Occupation: Unofficial ambassador, high school student Affiliations: Claremont Academy, The Hrnau (Sasquatch) Family: Kikyaumae (Mother), Terry Michelet (Legal foster father) Description: Age: 16 (born 2000, precise date unknown) Apparent Age: 20. Sasquatch – h. sesquac - reach adulthood faster than h. sapiens. Gender: Male Ethnicity: Not humanly recognizable; reddish skin covered in long brown fur Height: 7’ 10” Weight: 500 lbs Eyes: Dark Brown Hair: Brown Hau-Tayoomae is an average male sasquatch in most respects – nearly eight feet tall, with a youthful face that hasn’t quite grown into his obviously craggy features. His forearms and lower legs are proportionally longer than those of a human. His face and the ventral surfaces of his torso are almost hairless, showing naturally pink or red skin, but most of his body is covered in fur of varying length. His head hair, which is dark brown, is longest, with decreasing hair length descending his body. Fortunately this makes wearing pants convenient and he generally wears cargo pants. He considers pockets a kind of miracle. He does not like pullover shirts and never wears t-shirts. He frequently wears a jacket or hoodie without a shirt. If there is trouble, he quickly discards whatever top he is wearing, which is probably just as well. If he is expecting trouble, he typically wears pants and vest in the school colors. Although willing to wear shoes as a courtesy, usually just kicks them off when in action to take full advantage of his natural traction. The palms of his hands and the soles of his feet have jagged, angular prints; probably adaptations to sasquatch mobility. It might be noted that while his feet are very large, they do not match the footprints of ‘bigfoot’ as found and documented by cryptozoologists. This might mean that those footprints are hoaxes or left by some other creature, but the plain truth is that sasquatch do not leave footprints unless they want to. Power Descriptions: Most of Mammoth’s powers are derived from normal sasquatch size, muscle tissue density, and capacity for adapting to move quickly and hide effectively. Some of these abilities are metaphysical in nature; sasquatch animism is no mere superstition, though it is hard to say whether the results derive from an ability to communicate with nature spirits or simply a reflection of their own supernatural power. Mammoth’s skill set can be divided into three complimentary groups – first, he is a brawler, strong enough and tough enough to be completely out of normal combatants league (although he is not nearly at the upper limits of metahuman ability.) Despite the fact that few Sasquatch learn how to fight, Mammoth has easily picked up some dangerous martial skills. Secondly, he is fast, mobile in almost any environment. He can run fast enough to outpace any land animal, jump about 200 feet with a running start or nearly 50 feet high. For someone so large his affinity for taking to great heights is startling, and he seems to be able to fall from any height without harm. His swimming speed is not record-setting, but again his affinity for water can be surprising. Thirdly, like all sasquatch, Mammoth is stealthy. Unable to turn completely invisible, he almost doesn’t need to, with his soundlessness and combination of jumping and climbing he can be nearly undetectable to anyone who isn’t looking right at him. Part of this is his sensitivity. He can locate adversaries easily, and trace their blind spots with precision. Note that while he is capable of figuring out human behavior well enough to be deceptive when he needs to, he has no natural capacity for intimidation. His size and power makes him frightening, but he doesn’t really know how to parley that into a useful social tool. Sasquatch in general don’t use ritual combat or fighting displays. History: When he was very young, his mother found him breaking sticks and rocks and pressing them together to build things, like the Robed Ones – the little people who used everything they touched to build something. She called him Plays-With-Sharp-Things, and laughingly told him he might have to go to the little people if he wanted to build right. So it was that even though he followed his instincts and stayed out of the Robed Ones’ sight, he was fascinated by them. Their building, their destruction, the way they could make stones run like water then freeze them again. He came to know one, Terry Michelet, a firewatcher who enjoyed living alone – he didn’ realize that his tower was in a sasquatch thoroughfare. Plays-With-Sharp-Things carefully set out to help him in little things, carefully letting the human know he was there and that he meant no harm. After a time, Michelet began to speak with the young sasquatch and teach, and learn. He seemed to have only one voice, but Plays-With-Sharp-Things was willing to constrain his own words so that the human’s ears could hear him. After Michelet taught him that the marks had meaning, that the ink and dye on dried pulp and other things could be a language like any other, Plays-With-Sharp-Things felt a curiosity like a lightning stroke. He wanted to know more. He began to range through the forest, looking for ways to prove his worth to the society of the Robed Ones… *** A few years ago, a violent gang making inroads in Vermont was arrested with the assistance of a tall, extremely hairy metahuman calling himself Hau-Tayoomae. He revealed that he had been learning English from a parks employee named Michelet, and that with his sponsorship he wanted to establish a legal identity to promote good human/sasquatch relations. Officials were not inclined to take this story seriously, but had to admit that Hau-Tayoomae’s ability to obscure himself made it just plausible enough to take a chance on. After careful questioning Hau-Tayoomae was granted legal status. Given that he was underage and unfamiliar with a great deal of modern culture and technology, arrangements were made for him to attend Claremont academy as an exchange student with special status. Given his ability to sense trouble and tendency to get involved, he was given the official designation Mammoth and strongly encouraged to learn metahuman tactics and interactions. Personality & Motivation: Hau-Tayoomae is adventurous even for a human; for a sasquatch he is almost insane. He insists, however, that he is called to be where he is by the ancestral spirits of the hrnau who have watched over his people for time beyond recall. Sasquatch animism is clearly only part of the equation, given his curiosity and sense of comradeship. He has a keen sense of justice, and likes the idea of people having a fair chance. Laconic and soft-spoken, he is easily mistaken for retiring or dim especially given that he doesn’t seem to have a threatening bone in his body. He understands the concept, but intimidation just doesn’t come naturally to him. He is in the odd position of appreciating the value of various kinds of technology without understanding its use. This includes everything from writing on up. Oddly, he gets along with extremely advanced tech more easily than with more basic examples simply because voice-activation and interactive AI fits his animistic worldview – he talks to things, they respond, it’s natural. He really wants to learn to drive – no-one else is enthusiastic about this prospect. Sasquatch musical tradition tends to be wordless and arrhythmic – Enya and certain themes by Gustav Holst make him homesick. But he does enjoy the human approach to music, and any metal band that includes him will have the most killer monster voice of all time. Powers & Tactics: “Most humans make lots of noise. That’s alright, it helps to keep track of them. I don’t make much noise, but I am big and strong. Bad people don’t know I’m there until I mess with their stuff. Or hit them. That’s good, I don’t like being shot at, though it doesn’t hurt that much. Sometimes I just hang around overhead and watch bad people for a while, just to make sure I know what’s going on, but if it looks like they are going to hurt someone, then I fall on them.” Complications: From a Preliterate Culture: Mammoth is still learning how to read, and can be tripped up by complex literary expression. What does this do? Mammoth is curious about the way technology works, and will sometimes make it work just for his own edification. Several times early on he set off burglar and fire alarms just by pressing buttons because the buttons were unmarked and he wanted to see what they did. My Friends Tell Me Things: Sasquatch believe that everything has a spirit of its own, including concepts and philosophies. This has little effect on day to day life, but sometimes Mammoth will seem distracted or even act on odd, out of context information. It’s hard to tell if this is just some kind of cultural superstition or if sasquatch actually have some kind of spirit communion. Abilities: 12 + 6 + 10 + 6 + 2 – 2 = 34 PP Strength: 30 (22 before Growth) (+10) Dexterity: 16 (+3) Constitution: 24 (20 before Growth) (+7) Intelligence: 8 (-1) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 16 = 28PP Initiative: +3 (+3 from DEX) Attack: +9 Melee, +5 Ranged (+6 bonus/12 PP, -1 Size Modifier, +4 Attack Focus (Melee)) Grapple: +19 (+5 Attack Bonus, +10 STR Bonus, +4 Size Modifier) Defense: +7 (+7 Base, +4 Dodge Bonus), +3 Flat-Footed (+8 bonus/16 PP, -1 Size Modifier) Knockback: -0 Saving Throws: 4 + 2 = 6 PP Toughness: +13 (+7 Con, +6 Protection) Fortitude: +7 (+7 Con) Reflex: +7 (+3 Dex, +4) Will: +5 (+3 Wis, +2) Skills: 28RR = 7PP Bluff 2 (+3) Concentration 1 (+4) Gather Information 4 (+5) Handle Animal 2 (+3) Language 2 (Hrnau (Sasquatch-Native), English) Medicine 1 (+4) Notice 6 (+9) Perform (Singing) 2 Sense Motive 4 (+7) Stealth 2 (+ 5) Survival 2 (+ 5) Feats: 16PP All-Out Attack Animal Empathy Attack Focus (Melee) 4 Endurance Hide in Plain Sight Improved Grab Improved Grapple Improved Overrun Interpose Power Attack Skill Mastery (Escape Artist, Gather Information, Medicine, Survival) Stunning Attack Takedown Attack 1 Powers: 2 + 2 + 3 + 13 + 1 + 10 + 6 + 3 + 6 + 8 + 5 = 59 PP Concealment 2 (Soundless Step; All Auditory) [2 PP] (Mystical) Damage 1 (Arm like a Club; PF: Mighty) [2 PP] (Natural) Features 3 (Fur – Immunity to Cold and Sunburn, Iron Stomach - +4 bonus to Survival Checks to find food for himself or other Sasquatch, Mimicry - +10 bonus to Bluff or Perform checks that involve imitating sounds or voices) [3 PP] (Natural) Growth 4 (Extra: Duration (Permanent) [+0]; PF: Innate; Modifiers: +8 to STR, +4 to CON, -1 to Attack and Defense, +4 to Grapple, -4 to Stealth, +2 Intimidation, +5 STR for Carrying Capacity, 10 ft Reach) [13 PP] (Natural) Immunity 1 (Cooling Spirits; Environmental Heat) [1 PP] (Mystical) Impervious Protection to Toughness Saves 10 [10 PP] Protection 6 (Dense flesh) [6 PP] (Natural) Regeneration 3 (Mending Spirits; Bruised or Unconscious 3/1 per round with no recover action, )[3 PP] (Mystical) Spirits of the Chase Array 2 (4 PP array, Power Feats: Alternate Powers 2) [6 PP] (Natural) · Base Power: Speed 4 [4 PP] · Alternate Power: Swimming 3 (Power Feat: Environmental Adaptation – Aquatic) [4 PP] · Alternate Power: Leaping 4 [4 PP] Super Movement 4 (Light Feet and Sticky Hands; Slow Fall, Swinging, Trackless, Wall Crawling 1) [8 PP] (Natural) Super Senses 5 (Low-Light Vision, Scent, Tracking 1 – Olfactory, Ultra-Hearing, Power Feat: Uncanny Dodge – Hearing) [5 PP] (Natural) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage (Physical) Totals: Abilities (34) + Combat (28) + Saving Throws (6) + Skills (7) + Feats (16) + Powers (59) = 150/154 Power Points
  8. Player name: Somet Character Name: Phantasmal Power Level: PL 10 (150/150PP) Trade offs: -3 Attack/+3 Damage, -4 Defense/+4 Toughness Unspent power points: 0 In brief: This former thief and amateur disguise artist is looking forward to playing a hero. With the ability to walk through walls or just blow through them with his custom(stolen) pistols, maybe this won’t end terribly. Residence: Freedom City Catchphrase: “Hopefully this will go well!” Theme: You Make Loving Fun by Fleetwood Mac Alternate Identity: Stephen “Stevie” Nicks Identity: Johnathan Sila(secret) Occupation: Former Thief. Affiliation: Anyone that’ll take him. Family: Carrie, Lilah and Sarah Sila(Siblings: Alive). Description: Often seen wearing a baggy light green jacket over an even larger brown shirt and wearing grey gloves, the outfit makes him appear larger than he actually is. With the help of some black boots and some baggy dark grey cargo pants, to the untrained eye he appears to be a few inches taller and of a larger frame. Without this disguise, he has a rather bland look about him and seems to have a swimmers build. Covering his face with a tight silver hood designed to allow full visibility from the inside whilst showing nothing outside, most people can’t tell what his face really looks look. His custom pistols look like a pair of bulkier cobalt blue .45’s. Age: 26 (D.O.B, 1990) Apparent age: 19 without mask on Gender: Male Ethnicity: Caucasian Height: 5’7” Weight: 180 Ib Eyes: Green Hair: Brown Power Descriptions: “I’m able to walk through just about anything; walls, ceilings, floors, a car barreling at me doing 60, made my old job really easy, especially when something was small enough to fit in my back pocket. Crate with a small statue weighing 90 pounds? Back pocket and no one can see it as I walk through the side. Same goes for most of my equipment, disguise kits, bullets and guns, I can hide them all there and no ones the wiser. And when I need to, I can always pull out the girls.” Said whilst pulling out a twin pair of pistols from seemingly nowhere. “These can blast through just about anything after a couple of rounds. But I try to not use them on people as a general rule, doubt they’d be able take a hit.” History: Born as Johnathan Sila to Morris and Betty Sila, he was the 2nd of five children and the only boy in the bunch. Growing up he and his older sister Carrie would look after the other three siblings as they’re parents scrounged to find money and jobs to keep their tiny and dilapidated apartment. Whilst the style of parenting by Morris and Betty could at best described as tough love, the family where extremely close knit. The parents made sure that their children behaved at any and all times, but that they were indeed equally loved. Without access to television in their home, the two older siblings would often act out scenes from books borrowed from the local library in order to entertain their three younger sisters. The two discovered the knack for impressions, either being able to talk like a man or woman after years of effort and practice. They would often do these performances from memory for their parents on the occasions they had more than just a few hours of work, taking enjoyment in their smiles and laughter when they performed. They both eventually learned to impersonate the voices of their parents favorite singers, often slightly off key, but none the less they used their skills in order to keep their family happy and entertained. But one night a few months after Johnathan turned eleven, a fire occurred on the fourth floor of their ten floor apartment complex. The fire investigator claimed the flame started because a rat chewed through the wires of someone’s electric heater, whereas others claimed it to be the be the fault of the drunken smoker in room 414 who was always seen with a lit cigarette on his person and Jack on his breathe. As it stands though, most people above the fourth floor didn’t stand much of a chance. Due to years of neglect and decay, the fire escape was falling apart and only stayed attached to the building by what could be best described as hope and prayer. It fell off and onto the street below after 12 people managed to safely make it down, throwing eight more down onto the street in a heap of metal and screams. Johnathan and his family never managed to make it onto that fire escape, as none of the sprinklers, fire alarms or CO2 detectors worked on any of the floors past the seventh. By the time any of them knew what was going on, the fire had consumed the stairwell inside the building and the fire escape was starting to groan. Eventually the family congregated into the bathroom and into the shower in hopes that the water would at least in some way protect them from the flame. As the water pressure slowly died and the smoke started to trail into the apartment, it was then when Johnathan’s power to walk through walls developed. As he was holding onto his sisters Carrie, Lilah and Sarah, he felt a sudden weightlessness and began to sink through the floor. The only thing that differs from that effect now as it did back then was that for the first and only time, he managed to bring his family members touching them with him. In shock, they four fell six stories in a few blinks of an eye, their last image was their mother slowly turning in horror as they fell. On the third floor, Carrie somehow managed to distract him enough to where they no longer could all pass through. Within the next few minutes of frightful screaming and yelling, firemen rushed onto the floor and found the four of them coughing and yelling at each other. As the others ran upward or scattered in order to find more survivors, two were left behind the corral the children downstairs and into blankets. But Johnathan wouldn’t go, instead brashly thinking he could go back and save his parents as he saved his sisters. Somehow he managed to break free of the group and attempted to up the stairs, but was soon met with roaring flames and smoke almost too thick to see. Crouching down, he managed to climb the stairs two more flights before a landing fell down with him on top of it. He reached out in a last ditch effort to grab a railing, and soon found his hand stuck within the burning wall itself. Quickly he kicked his foot into the stained and rotting dry wall and found that it too stuck. Within a short bit, he was soon climbing the walls in the stairwell upwards towards his parents and his youngest sister Mary, and he would save them. But as he climbed higher and higher, he found himself being able to breathe less and less. The smoke became too much to see through, and halfway between the 7th and 8th floor he passed out. By some miracle, a fireman found him on the 7th floor landing and carried him back down as the blaze consumed the top two floors along with what remained of their inhabitants. Waking up in the back of an ambulance four hours later with bandages and burns, he saw his sisters standing around him looking scared and horrified. The fire was put out three hours ago with the help of a passing superhero, but not before claiming the lives of their parents and neighbors. They would all later be told that a man and a woman holding a young girl were found dead in the middle of the hall, running towards the flame as if running after or away something else. It was in the hospital when they were told this, and where later Carrie would usher her other sisters out of the room in order to punch her brother, proclaiming his fault in their parent’s death. The following five years saw the siblings be broken up and placed into multiple foster homes, and all but Johnathan managed to adjust to some degree. He took his parents death the hardest, and seemed to lash out at the world, whereas Carrie and the others internalized their grief and sorrow in order to survive. After starting many fights and eventually being caught with stolen items he managed to gather by using his powers to walk into stores and take them from the back room. Johnathan landed himself in juvenile detention on a plea bargain and eventually in solitary confinement. It was in that silent room where he found himself having a crisis, and it was then a janitor walked past his door singing loudly at the top of his lungs some of Fleetwood Mac’s biggest hits. Listening as closely as he could, he finally realized that he was wasting his life and need to do something with it. Something that would benefit others as well as himself and walked out of his cell and right out the gates during the middle of the night, and took up the name Stephen Nicks. Unfortunately, his idea of benefiting others and himself meant stealing whatever he could and depositing the funds made from fencing them into accounts in his sisters names. After getting in contact with a few people more skilled in the criminal method than he, soon he began to make a name for himself amongst a small crowd of people. Impressing others with his ability to disguise himself and walk right into large stores and office and then walk out with nearly anything not bolted down, he was getting increasingly higher paying jobs. Within four years he had made a good name for himself and developed another useful power, the capability of storing things in his own interdimensional pocket. This allowed him to hide more objects on him and be able to walk out with a larger payload. It was then when he started to wear his silver hood, in order to disguise his face from cameras and future clients alike. As time went on, his jobs got bigger and bigger and soon he started to run across a major problem. For the most part his jobs where as simple as walk into a backroom or closed office and take whatever was needed. But now a lot of his jobs had narrow margins of limited time and required him to start needing peoples passcodes and biometric scans. The first was doable with a bit of casing, but the last couldn’t be fooled by some latex rubber and make up. No he’d have to involved innocent people with those schemes, and that didn’t sit well with him. So he started carrying a toy pistol with the cap knocked off in order to intimidate people into cooperating. But after a few close calls where the potential hostages realized it was a fake, he knew that he was going to need a real one. The problem with a real gun was that it was always lethal and could seriously kill someone, which was further away from anything he wanted. He knew that he was going to end up emotionally and psychologically scarring the people he ended up using in his heist, and he wasn’t looking to do anything further than that. It would also be rather pricey to pay someone to create a gun that could pack a big nonlethal punch and still be compact and fired repeatedly. But then one day, fate smiled on him. On his 21st birthday he took a job that involved breaking into a corporate lab in order to steal a few weapons design for another rival company. It was there he found his two trusty Diamondback pistols, so called because the creator had an acute interest in the snakes of a similar name. Looking like bulkier versions of .45 caliber colts, they were originally designed to be a non-lethal alternative for police and military alike as it came with a stunning capability as well as a lethal blast. Due to their expensive nature, no one really took the idea or the weapons, until Stephen came along that is. Giddily he took them and retrieved the package, and since then they have been inseparable. As the years went on, he started to gain more and more recognition for his work and was eventually dubbed Phantasm by a news broadcaster. He decided to take that name after a bit of tweaking and decided to become Phantasmal, not that he ever really left a calling card at any of his crime scenes telling the authorities that that was his name. Nearly five years after obtaining his pistols, often lovingly referring to them as the ‘girls’, was when he ran into his biggest complication on any of his jobs. Being hired to walk into some private think tank with medium security measures and steal some information, he came disguised as inspector and planned on only holding up a small number of people in order to obtain the goods. Apparently another rival group thought of the same idea, but settled on hiring a less than subtle group of thugs and two minor supervillains whose ideas on hostages leaned towards readily disposable at a moment’s notice to break in whilst everyone was there. With a large explosion accompanied by many explosions and burst of gunfire, Stephen considered his options. He could either continue his objective of retrieving the information and let many people die, or he could attempt at stopping them, thus allowing for people to escape and superhero’s to come and deal with them. He wasted only one second on deciding to fight off the group, and immediately started to fight back. Eventually a force of hero’s arrived in time to keep him from being killed by the few remaining thugs and supervillain, but it was obvious to them that he wasn’t just some vigilante who happened to be in the same building as an attack happened. That and the video camera footage of him taking off his disguise and pulling out his guns didn’t help his case at all. So they made a deal, find a group of hero’s and they’ll convince whomever needs convincing that he won’t be a problem. If not, they’d throw him in a cell that would specially designed to counteract his powers. It didn’t take him a second to make his decision. So now he’s here in Freedom City, trying to shape up into a superhero and fight crime. Hopefully someone will take him. Personality and Motivation: Nowadays putting on the face of a cheerful and upbeat person, even whilst pointing a gun at someone’s face, Phantasmal always tries to be courteous to the people he’s talking to. He doesn’t truly want to hurt anyway, and if someone were to pay attention they’d see that a majority of the time he had his finger off the trigger and the barrel pointed somewhere in the vicinity to their upper left. Just because he’s a thief doesn’t make him a rude person, and above all else he will attempt to keep an innocent person from being hurt. He steals information and other products, or at least he did, in order to sell it and give it to his sisters in order to make up for not being able to save the rest of his family. He knows, or at least assumes, that they don’t want to see him, or know who truly is secretly supporting all of them as they make their way in life, he just wants them to be happy and well off. Hopefully the money will last them as he waits for the heat to die down and he can resume supporting them, or until he gets a change of heart. Powers and Tactics: Often hiding inside a wall, he waits for a target to pass before calmly stepping out and shooting him, he’s better off sneaking about than direct melee combat. If push comes to shove, he is quite a good shot, but he’ll more than likely fall through the floor and quickly disguise himself in order to avoid further confrontations. Complications: Family: Though they don’t speak nor know about his current activities and location, Stephen still loves and cares about his family. He hides this secret at all cost in order to avoid causing any more harm in their lives. Enemy: A number of years as a thief haven’t exactly left Stephen with many friends. Ranging from lovely level thugs and corporate executives and maybe even a few mad scientist, a large number of people would love to get their hands on him. Not to mention possibly even his family for what might be an even greater sin. Reputation: Again, having a long list of crimes attached to your name isn’t exactly the best thing to have when working with superhero’s. Although they may not know the true extent to his misdeeds, a search on the internet will leave a bad reputation with nearly anyone. Secret: As stated, making sure no one knows of his family is one of his top priorities. Almost as much of a priority as keeping his family away from his secret. Abilities: 4+10+8+8+4+8=42PP Strength: 14(+2) Dexterity: 20(+5) Constitution: 18(+4) Intelligence: 18(+4) Wisdom: 14(+2) Charisma: 18(+4) Combat: 6+8=14PP Initiative: +9 (Dex+5, +4 improved initiative) Attack: base: +3, Melee: +3, Ranged: +4, With Diamondback pistols +8 (base +3, Ranged +1, Specialization +4) Def: +11(Base: +4, Dodge: +7), Flat footed: +4 Grapple: +5 Knockback: -4/-2 Saving throws: 4+4+5=13pp Toughness: +8(Con: +4, +4 from defensive roll) Fortitude: +8 (Con: +8, +4) Reflex: +9(Dex:+5, +4) Will: +7(Wis: +2, +5) Skills: 84R=21PP Acrobatics: 4 (+9) Bluff: 8 (+12)Skill Mastery Computer: 4 (+8) Disable Device: 4 (+8) Disguise:8 (+12)Skill Mastery Escape Artist: 4 (+9) Gather Information: 8 (+12) Craft(Forgery): 4 (+8) Investigate: 4 (+8) Notice: 8 (+10)Skill Mastery Perform: 4 (+8) Search: 4 (+8) Sense Motive: 4 (+6) Sleight of Hand: 8 (+13) Stealth: 8 (+13)Skill Mastery Feats: 1+2+1+1+1+2+7+1+1+1+1+1+1+1+1+1+1+1=26PP Ambidexterity 1 Attack Focus(Ranged) 1 Attack Specialization: 2 (Diamondback Pistols) Benefit: Option 1(Alternate identity) Contacts: 1 Defensive roll: 2 (+4 to Toughness) Dodge Roll: 7 (+7 to Defense) Evasion: 1 Hide in plain sight: 1 Improved Critical: 1(Pistol) Improved Initiative: 1 Precise Shot: 1 Quick Change:1 Sneak Attack: 1 Skill Master 1: Disguise, Bluff, Stealth, Notice Uncanny Dodge: 1 (Sight) Well Informed: 1 Equipment: 1PP=5EP Commlink=1 Digital Audio Recorder=1 Lock Release gun=1 Mini Tracer=1 Night Vision Goggles=1 Powers: 16+2+1+5+10= 34PP Device 4 (Diamondback Pistols, 20PP, Flaw: hard to lose) [16PP] (Weaponry) Diamondback Pistols: Blast 10 Dimensional Pocket 1 (hammer space) [2PP] Immunity 1(Suffocation whilst passing through objects) [1PP] Super Senses 4 X-ray vision 4(4PP), Feat [Extended 1(1PP)] = [5PP] Super movement 5 (Permeate 3, Swinging, Wall-Crawling 1) [10PP] DC Block: Attack Range Save Effect Melee: Touch DC 17 Toughness Damage Diamondback Pistols Ranged DC 27 Toughness Damage Totals: 42+14+13+21+26+34= 150PP
  9. Chrome Player Name: Raveled Character Name: Chrome Power Level: 10 (157/159PP) Trade-Offs: None Unspent Power Points: 2 In Brief: A sickly boy catapulted to superheroics with the help of alien nanotech. Alternate Identity: Warren Locke Identity: Secret Birthplace: Freedom City Occupation: Student Affiliations: Claremont Academy, AEGIS Family: Anthony (Father), Marie (Mother) Description: Age: 16 (DoB: September 1999) Gender: Male Ethnicity: Caucasian/Cyborg Height: 5' 8" Weight: 330 lbs Eyes: Brown/Yellow Hair: Brown/Black Warren Locke has an appearance that would make most creatures in the galaxy scream in fear. He looks a great deal like a Communion drone; his skin is shiny metal, his eyes are a glowing, solid yellow, and his 'hair' is a collection of black threads that glow with UV light. While many Communion drones were a forceful melding of such features, Warren has the entire package. His skin is obviously not normal metal, showing off his muscles underneath and moving just like natural skin. With his image inducer activated, Warren looks like an unremarkable, if extremely fit, young man. His hair is brown and he lets it grow out down to his collar, and his eyes are similar and bright. He's naturally incapable of growing a beard, and his skin is pale (but the inducer could be reprogrammed to change either of those facts). He is extremely well-muscled and likes to show it off with tight shirts and shorts, when the weather's appropriate. When he's expecting trouble, Warren wears the usual Claremont uniform. He favors a tee-shirt over the longer jacket and bike shorts over the longer trousers, sometimes choosing running shoes but just as often going barefoot. Power Descriptions: Warren Locke has been infested/augmented by an AEGIS-modified dose of Communion nanobots. They've completely infused his body down to the last cell, and this makes him stronger and tougher than most people. The nanobots have been modified to sever their connection to the Communion overmind, but they still allow Warren to mentally interface with computers and other machines. Since his bones and skin and muscles are all now a nanobot construct, he can even transform his limbs into weapons. His image inducer is a piece of technology that Claremont routinely issues to teenagers who have a non-human appearance. He's legally bound to wear it when off the grounds, unless he's acting as a superhero History: Warren Locke has been sick for as long as he can remember. He had developmental problems and seizures as a child, but it wasn't until he was ten that he was diagnosed with multiple sclerosis. It was a blessing and a curse; now the family knew what the root of the problem was they could fight it more directly, but Warren's parents had to face the fact that he was never going to magically get better, than he would probably die of the condition before they did. It was hard on their relationship, especially since Anthony was a soldier often deployed overseas, which left Marie to handle Warren's treatments and try to raise him. Warren grew up a lot in various hospitals, spending more and more time there as he grew older and his disease progressed. The prognosis was not good and eventually the boy was spending almost all of his time in a hospital bed or a wheelchair, but he did his best to cope. When Anthony was at home it was hard for them to bond, since even something as simple as going to the movies was a medical endeavor, but they bonded over Anthony's collection of old Fifties and Sixties SF books. Father and son read yellowing paperbacks, books that were almost falling apart with age, and for a few hours Warren was a brave astronaut or doughty space explorer. Things got easier when Anthony transferred from active duty to AEGIS and took a posting stateside. Marie and Warren moved with him from posting to posting, eventually settling in Freedom City when he was transferred to the AEGIS central office in the Federal Building. He continued to liaise between the civilian government and the experimental, superhuman exploits of AEGIS field agents, but at least he was able to be home most nights. His job became much more hectic in late 2015 as the intergalactic menace of the Communion came to Earth. AEGIS and UNISON worked hand-in-hand, along with dozens of superheroic individuals and teams, fighting back the metallic enemy from beyond the stars; even after the Communion's overmind was destroyed the remnants of the incursion had to be collected and carefully stored away, lest they become a threat all on their own. In this, Anthony saw a oft-dreamed for opportunity. A sample of Communion nanotech was lent to ASTRO Labs for testing. Anthony made sure as many scientists as possible were called to a meeting and hired a group of super-mercenaries to attack the lab. He was able to get his hands on a sample of altered Communion nanotech and raced to Freedom Medical Center, where Warren was being treated. He deliberately infected his son and, as his only child was overgrown with Communion metal, was taken into custody. The Communion nanobots went to work in the boy's body, forcing his disease into remission and rebuilt him. In a few days the silvery shell retreated, leaving him permanently changed and healed. After a long conversation between his mother, AEGIS agents, ASTRO scientists, and a quiet woman in dark clothes, it was decided that he should be enrolled in Claremont Academy. The school was uniquely equipped to help Warren learn to use his new abilities -- and to contain him if he should turn out to be some kind of sleeper agent. Personality & Motivation: Warren's an enthusiastic, earnest young man. He sincerely believes that he's been given a second chance at life and intends to take full advantage of it. He wants to see everything and travel everywhere, try a little bit of all that's around himself. Growing up with MS forced him to mature at an early age and sometimes he can seem overly serious compared to his peers, but that facade usually crumbles in minutes when he finds something else to be wide-eyed and enthusiastic about. Warren's an army (well, Air Force) brat at heart and has an open and trusting view of the world, combined with a deep commitment to lofty ideals like Justice, Service, and Duty. He's also young enough to be naive, and sometimes the harsh realities of the world can clash disastrously with his untempered views. Powers & Tactics: Warren is a largely untested combatant, and he favors simple tactics over elaborate battle plans. He's likely to charge straight at the biggest threat with his big claws, or stand off and blast it with his arm cannon. While he's perfectly capable of following more complex plans, he's also likely to be taken in by a villain's deception. Complications: Secret Champion of the Communion Chrome's nanobots are Communion constructs and scan as Communion technology to anyone with advanced enough sensors. Many individuals, especially in the wider galaxy, may attack him on sight. Complicated Relationship Warren has a... complex view of his father, the military, and the Communion. A villain could exploit this to make him unsure of himself. Electromagnetic Disability A powerful or targeted EMP could scramble the nanobots in Warren, reducing him to a normal person. In the middle of a fight that could be deadly. Big Eater Warren's nanobots don't create matter from nothing; while they're very efficient, a large or prolonged use of a power like Regeneration would require him to eat a big meal. Or several big meals. Tumblr Distraction Warren is always connected to the Internet, which means he can get distracted by trivial matters at any moment. Naive Newcomer Warren has a simple view of the world, where Good and Evil are starkly defined and in sharp contrast. A persuasive enemy could confuse him, even temporarily turn him against his allies. Abilities: -4 - 2 - 6 + 6 + 4 + 4 = 2 PP Strength: 6/18 (-2/+4) Dexterity: 8/14 (-1/+2) Constitution: 4/26 (-3/+8) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16 PP Initiative: +2/-1 Attack: +4 Base, +10 Cybernetic Enhancements Grapple: +12/+9/+2 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -6/+1 Saving Throws: 2 + 4 + 6 = 12 PP Toughness: +10/-3 (+8/-3 Con, +2 Protection) Fortitude: +10/-1 (+8/-3 Con, +2) Reflex: +6/+3 (+2/-1 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 64R = 16 PP Computers 8 (+11) Diplomacy 8 (+10) Gather Information 8 (+10) Intimidate 10 (+12) Knowledge (Popular Culture) 7 (+10) Knowledge (Technology) 7 (+10) Notice 8 (+10) Sense Motive 8 (+10) Feats: 13 PP All-Out Attack Challenge (Fast Startle) Dodge Focus 6 Interpose Move-By Action Power Attack Startle Well-Informed Powers: 4 + 94 = 95 PP Comprehend 2 (Electronics 2) [4 PP] Alternate Form 18.2 [91 PP] Cybernetic Enhancements 11 (22 PP Container, Feats: Accurate 3, Alternate Power 1) [26 PP] Base Effect: Damage 6 (Extra: Linked [+0] [Drain (Toughness)], Penetrating [4] Feats: Mighty, Variable Descriptor [Bludgeoning/Piercing/Slashing]) + Drain 10 (Toughness Extra: Linked [+0] [Damage]) (Cyber Weapons) [22/22] Alternate Power: Damage 10 (Extras: Range [Ranged], Feat: Variable Descriptor 2 [Any Electromagnetic]) (Arm Cannon) [22/22] Density 4 (+8 STR, +2 Protection, +1 Immovable, +1 Super-Strength, Feat: Innate, Subtle 2, Extra: Permanent) [Cyber-bulk] [15 PP] Enhanced Constitution 22 + Enhanced Dexterity 6 + Enhanced Strength 4 (Cyber Bodybuilding) [32 PP] Integral Comms 3 (6 PP, Feat: Alternate Power) [7 PP] Base Effect: Datalink 5 (Radio, 5 miles, Feat: Machine Control) (Computer Chat) [6/6] Alternate Power: Communication 5 (Radio, 5 miles, Feat: Subtle) (Cyber Cell) [6/6] Nanoassisted Movement (4PP Array, Feat: Alternate Power) [5PP] Flight 2 (25 MPH) (Rocket Feet) [4/4PP] Leaping 2 (x5, 70 ft, Extra: Linked [+0] [Speed]) + Speed 2 (25 MPH, Extra: Linked [+0] [Leaping]) [4/4PP] Regeneration 3 (Bruised 3 [No Action]) (Self-Repair Subroutines) [3 PP] Super-Senses 3 (Radio Sense [Acute, Radius, Ranged]; Extras: Accurate [+2], Feat: Uncanny Dodge [Radio]) + Super-Senses 4 (X-Ray Vision, Flaw: Limited [Not vs. Metal]) (RADAR) [4 + 2 = 6 PP] 26 + 15 + 32 + 7 + 2 + 3 + 6 = 91 Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed (Unpowered) Touch DC 13 Toughness (Staged) Damage (Physical) Unarmed (Powered) Touch DC 19 Toughness (Staged) Damage (Physical) Cyber Weapons Touch DC 25 Toughness (Staged) + DC 20 Fortitude (Stage) Damage (Physical) + Drain (Toughness) Arm Cannon Ranged DC 25 Toughness (Staged) Damage (Energy) Totals: Abilities (2) + Combat (16) + Saving Throws (12) + Skills (16) + Feats (13) + Powers (99) - Drawbacks (0) = 157/159 Power Points
  10. Power Level: 10/13 (152/208PP) Trade-Offs: None Unspent Power Points: 56 In Brief: Avian Prince and weaponmaster gets sent to Claremont as a show of good faith. Residence: Claremont Academy Dorms, The Aerie Base of Operations: Claremont Academy Catchphrase: - Alternate Identity: Jann Fa-Re (known) , Jann Lo-Nah (actual) Identity: Jann Fa-Re is public, the fact he is actually Jan Lo-Nah is secret Birthplace: The Aerie Occupation: Student, Weaponmaster, Prince Affiliations: Claremont Academy, The Aerie Family: Ta Lo-Nah (mother), Va Lo-Nah (older sister), On Lo-Nah (older brother) Description: Age: 17 (DoB: 2000, 1st of January) Apparent Age: Mid-teens Gender: Male Ethnicity: Avian, Caucasian with really pale skin Height: 6’4’’ Weight: 90 lbs Eyes: Green Hair: Black Jann is a rather average looking teenager when it comes to looks. He keeps his hair at a short to medium length, and usually is completely shaved. His face, like the rest of his body, is fairly sleek, it’s features rather pointy. His frame quite thin, while also sporting a fair amount of muscle. The wings on his back, similar to those of a stork, and the talons that are part of his hands and feet clearly identify him as avian, and he does not try to hide this fact. His everyday clothes generally are those provided by the academy, hoodies and varsity jackets in the colours of the centurion, t-shirts for when the weather’s too hot. When going out into the city he will usually wear either his armor, or a variety of plain grey, black and white clothes. He can usually be seen wearing headphones, either wearing them on his ears and listening to music, or wearing them around his neck in case he is talking to somebody or sitting at school. A gold necklace with a small emerald and a golden bracelet worn on his right arm finish off his outfit. Power Descriptions: Jann’s Wings, clearly marking him as an Avian, are similar to those of a stork, the top feathers white, the bottom black. His armor has gotten an upgrade recently, changing its look rather radically. While before it was best described as an armored vest, the most recent upgrade added sleeves (something Jann isn’t too happy with personally), and small boosters on the back, to be used for the armor’s afterburners, allowing Jann to reach incredibly speeds for very short moments. While he’s gotten used to wearing it, he has some trouble concealing the armor, no longer being able to simply wear something over it and have it blend in perfectly. Meanwhile, when fighting, he just uses whatever he has on him or is in the environment. He always carries an extendable quarterstaff, but can use whatever could hypothetically used as a weapon. Recently, he has also started to focus his training around the use of a Kopesh, but he still uses whatever he can get his hands on to fight. History: “Every 10th generation there shall be a great warrior born to the rulers of the aerie.” So says a prophecy, passed down between generations. Jann Lo-Nah is the proof that sometimes, prophecies come true. Born to the ruler of the aerie, Ta-Lo-Nah, as her third child. Jann’s childhood was not luxorious, but certainly good. He learned from many, his own mother, his older siblings, and some supers who visited. Any time he would be taught about a new way to fight, it didn’t take long for him to learn it, and soon after he would achieve full proficiency. When he was 12 it was decided that as a show of good relations between the Aerie and the Freedom League, Jann would attend Claremont Academy once he was of the right age. There, he would also be able to be taught by many great warriors, able to learn more exotic ways of combat. It would also help ease the relations between the Freedom League and his mother. They weren’t always on best terms, after all. So, Jann spent the next four years preparing for Claremont, learning English, and trying to already learn as much of the curriculum as possible. He wasn’t as good at learning books as he was at learning how to use weapons, so a bit of a lead would come in handy. And when it was time to head for Claremont, so Jann did. Under the fake identity of Jann Fa-Re, to not attract too much public attention. Only his family, the Freedom league, some members of the American government and the Headmaster of Claremont know of him actually being Prince Jann Lo-Nah. As a gift from the League, he received a prototype armor, made to enhance one’s physical capabilities without encumbering them too much. It would also prove to both protect and track him, to make sure he did not do anything that could lead to an international incident, with him being a prince, and son of a wildcard super, a real possibility. Personality & Motivation: Jann does not have a whole lot of motivation, really. He enjoys fighting, and he enjoys learning, but he also knows that he is essentially forced to do what he is doing. And also that he is just a really fancy, hidden and minor piece in the great game of world politics. He just wants to enjoy his time at Claremont, fight some baddies, and have fun. He knows that whatever will come after this will be difficult, exhausting, and probably not suited for him. He can be quiet, contemplating and on the sad side, but also excited, joyful and energetic, and he himself isn’t sure what decides which it is. Once in combat, he forgets all of this and simply enjoys himself, moving, attacking and dodging like it's the only thing on his mind. Powers & Tactics: Jann’s tactics are fairly straight forward: Hit ‘em where it hurts most. He’s fairly skilled at combat and knows this, acting confidently, sometimes biting off more than he can chew. He uses his vast weapon skills and physical strength to pick up just about anything and potentially turn it into a weapon. While his weapon of choice is the quarterstaff, a few of which he carries on him at all times thanks to them being able to extend, but in a longer fight he will probably use at least one piece of furniture to smack somebody with. Complications: The prince and the Pauper: For his own Safety, Jann’s actual identity as a member of the ruling family of the Aerie is kept a secret. To everybody else he simply is Jann, avian weaponmaster. He isn’t quite accustomed to being treated as one of many yet, and it might lead to complications if he feels he is being treated unfairly. Sins of the Mother: Jann’s Mother, Ta-Lo-Nah is not only the ruler of the aerie, she has also fought against and alongside various heroes. She herself fights for what she believes is right, which might put her against heroes and villains both, and somebody might even attempt to use her family to get an advantage. International: Jann was sent to Claremont as a sign of good faith. If he were to get seriously injured, it could easily cause a diplomatic incident, and Jann would be forced to pick sides. This means people in the know might hesitate to allow him anything that could cause him any danger, thus causing conflict between them and him. The Mother Tongue: English is not Jann’s native language. While he has few problems talking in everyday life, his knowledge of the language breaks apart as soon as it enters any field of speciality that isn’t related to weaponry. He also has a rather thick accent, which might put off some people. Freedom Bird: Jann is an avian. It’s pretty obvious, he has wings sticking out of his back at all times. And talons. Some humans might be put off by him, avoid him, or even consider him a threat because of it. Fate and Destiny: As the product of an ancient prophesy a lot of expectations are placed on Jann. He usually wishes this wasn’t the case. While he will most likely never have to lead the Aerie, due to only being third in line and only in case of his siblings not taking up their duties, the Aerie’s armed forces expect Jann to join them, and later lead them as soon as he is done studying abroad. Really, Jann just wants not to deal with all this destiny stuff and carve his own path. High up North: The aerie is placed inside the arctic circle. Jann is used to the cold weather that comes with it, and the heat that can come with living closer to the equator still takes it’s toll on him, especially during summers. Power is Nothing: Jann’s powers are very subtle. In fact, some might say he has none. He is incredibly talented with all kinds of weapons, but those powers are neither flashy or loud. He’s just good at fighting. Some supers might consider him unfit due to this. Stack of Weapons: Jann carries around a multitude of weaponry on him at almost all times, and is able to use almost everything he can reliably pick up and lift as one. Still, there may be situations where he has been disarmed, and cannot use anything in his environment to fight (for example in an empty corridor), leaving him as simply a somewhat skilled martial artist. Abilities: 14 + 10 + 10 + -1 + 0 + 0 = 33PP Strength: 24 (+7) Dexterity: 26/20 (+8/5) Constitution: 20 (+5) Intelligence: 9 (-1) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 26 + 10 = 36PP Initiative: +8/5 Attack: +13 Melee, +13 Ranged Grapple: +20/22 Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Knockback: -3/-2 Saving Throws: 0 + 0 + 4 = 4PP Toughness: +7/5 (+5 Con, +2 (B.R.D Armor)) Fortitude: +10/5 (+5 Con, +5 Armor, +0) Reflex: +12/5 (+5 Dex, +3 Armor Dex, +4 Armor, +0) Will: +4 (+0 Wis, +4) Skills: 56R = 14PP Acrobatics 12 (+20/17) Concentration 4 (+4) Escape Artist 5 (+13/10) Language 1 (Avian [Native], English) Notice 10 (+10) Sense Motive 8 (+8) Stealth 8 (+16/13) Survival 8 (+8) Feats: 25PP Accurate Attack Acrobatic Bluff All-Out Attack Ambidexterity Beginner’s Luck Blind-Fight Dodge Focus 8 Evasion 1 Elusive Target Fearless Instant Up Luck 2 Move-by Action Power Attack Quick Draw Takedown Attack 1 Uncanny Dodge 1 (Visual) Powers: 3 + 3 + 16 + 20 = 42PP BP: Flight 2 (Feats: Alternate Power 1; Drawback: Power Loss (When wings are restrained, Does not work in water)) (genetic) [3PP] AP: Flight 4 (Drawback: Drawback: Power Loss (When wings are restrained, Does not work in water); Flaws: Limited (Only downwards at a steep angle) Super Senses 2 (Extended Vision (Normal Vision), Low-Light Vision; Feat: Innate) (genetic) [3PP] Device 4 ((B.R.D Mk IV Armor); Hard to Remove [20DP]) (all technology) [16PP] Protection 2 [2/20DP] Enhanced Dexterity 6 [6/20DP] Enhanced Fortitude 5 [5/20DP] Enhanced Reflex 4 [4/20DP] Flight 2 ((To 4/6 total); Feats: Triggered (Next Turn); Flaws: Fades; Drawback: Power Loss (When wings are restrained, Does not work in water)) [1/20DP] Super-Strength 2 (STR 34 (Heavy Load: 1.2 tons; Feats: Slow Fade 1 (5 turns); Flaws: Fades) [2/20DP] Weaponmaster Array (16PP, Alternate Powers 4) [20PP] BP: Damage 0 ( Extras: Autofire 7; Penetrating 4 ; Feats: Mighty, Extended Reach 1 (10ft), Improved Critical 2, Precise) [16/16PP] AP: Stun 7 ( Extra: linked to Damage ) + Damage 0 ( Feat: Mighty, Precise; Extra: Linked to Stun ) [16/16PP] AP: Trip 7 (Extra: Knockback) linked to Damage ) + Damage 0 ( Feat: Mighty ; Extra: Linked to Trip ) [15/16PP] AP: Damage 7 ( Extra: Range [Ranged]; Feat: Improved Critical 2 ) [16/16PP] AP: Snare 7 (Feats: Precise, Ricochet) [16/16PP] Drawbacks: (-2) + (-0) = -2PP Minor Vulnerability (Fire) DC Block ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 22 Tou Damage Standard Attack Touch (+10 ft.) DC 22 Tou Damage Stun Attack Touch DC 17 Fort Stun Linked DC 22 Tou Damage Trip Attack Touch STR/DEX vs. Power Tripped Linked DC 22 Tou Damage Ranged Attack 70 ft. DC 22 Tou Damage Snare 70 ft. DC 17 Ref Snared Totals: Abilities (33) + Combat (36) + Saving Throws (4) + Skills (14) + Feats (25) + Powers (42) - Drawbacks (2) = 152/208 Power Points
  11. Nevermore Power Level: 10/13 (183/205) [Gold Reward Slot] Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness Unspent Power Points: 22 In Brief: The young apprentice and sidekick of the Raven, Nevermore is preparing himself to take on that legendary crime-fighting mantle one day soon. Alternate Identity: Aleksander Garen Nakani (Birth Name/legal name); Svarog (Name assigned by the Blood Dragons) Identity: Secret Birthplace: Rustavi, Georgia Occupation: Student (Claremont); Crimefighter Affiliations: Claremont Academy; Raven "family"; Blood Dragon Scoiety (former) Family: Henrik and Maral Nakani (biological parents, deceased); Loren and Melissa Barbeau (adoptive parents) Description: Age: 18 (DoB: December 12, 1997) Apparent Age: N/A Gender: Male Ethnicity: Armenian and Ossetian Height: 5'10" Weight: 160 lbs. Eyes: Grey Hair: Black Aleksander is a lean young man, clearly in the midst of his growth spurt. He avoids teenage awkwardness only due to over a decade of conditioned "training" and a few years of more natural training, and thus an instinctive sense of balance and poise. His frame is well-muscled, but he clearly favors speed and tone over sheer power. His deeply bronzed skin has no blemishes, and his face is free of scarring. His forearms, hands, lower legs, and torso bear a scattering of small, light scars, the sort one would associate with intense martial training. The long, thin scars on his back, faded for years now, are decidedly not from training. His grey eyes peer out keenly from slightly thick eyebrows, always observing. He doesn't have the furtive manner one would associate with a guilty party; instead, it's the keen observation of all those around him, and his environment. When he does focus on an item, person, or object, his gaze can be quite piercing indeed. His somewhat angular face has trouble frowning, and quite often, Aleksander's smiling or smirking about one thing or another. If he becomes angry, though, it is somewhat like a storm rolling over the plains. His dark hair has just a bit of curl to it, and while he keeps it neat, it reaches down to the bottom of his neck. Typically he just wears it combed back, but when training he'll keep it tied in a tight ponytail. His face is angular without being severe, with no features being over-prominent; the angles are smoothed out (helped by the fact he stays clean-shaven). Typically, he dresses in comfortable, non-descript clothes with low-key colors. He tends to prefer pants and long sleeves year round, though in the summer he usually opts for lighter-weight materials than in the dead of winter. His only ornamentation seems to be an antique wristwatch; when pressed, he explains it was his birth father's, and is one of the few mementos he has of him. Nevermore's costume is a finely-engineered piece of crime-fighting technology, and it looks it. It's a full-body suit that leaves only the mouth exposed, and while it's somewhat obvious that it's multiple layers, the outside is virtually seamless. The whole suit has armor plating somewhat visibly sandwiched in everywhere, but covered with a solid layer of morphic molecules on the outside to smooth over its appearance. The suit's base color is black, with the belt (holding several secure pouches of equipment), chest symbol (a stylized "N"), and a few lines on the gauntlets and greaves being a metallic silvery color. The inside of his cape is a dark grey-blue, helping blend in and break colors up a bit.The gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all separate pieces. When at rest, the cape's edge is a straight line, but thanks to the combination of the electroreactive "frame" inside of it, and the morphic molecules, when in "glide mode", the edges take on the appearance of a raven's wings spread in flight, or at least a stylized rendition of it. His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air. His eyes are covered by special lenses that appear, from the outside, to be somewhat milky-white when inactive, but faintly glow green when night vision mode is active. Recently Aleksander has added a very robust belt-and-harness assembly that includes a multitude of pieces of compact equipment. Using low-scale nanotechnology alongside hyper-efficient space-saving tech, these modules and pieces of equipment can quickly be activated and deployed, be it as handheld tools or as plug-in modules on his base suit (which has a multitude of subtle connection points for various modules). Some may alter the appearance of his suit in various ways. Power Descriptions: Aleksander is an essentially normal human being. His time under the "care" of the Blood Dragon Society had them injecting him with various chemical mixtures meant to encourage the maximum potential growth, and he was fed a rigorous diet rich in some unique vitamins and minerals, but while he shows the potential to enter the very top tier of human performance, right now he shows no signs of mutation or any other true superhuman powers. Instead, his body is in peak condition for a boy of 18, and he possesses more skill than most would think possible for one of his age (due to his...rigorous...care with the BDS). Some might describe Aleksander as a "living weapon", and truthfully, they wouldn't be entirely wrong. His physical fitness and sheer skill make him a formidable close-combat opponent. He's even starting to display athletic prowess at the very upper end of the human spectrum, at least in a few endeavors. Nevermore's costume is a masterful piece of crime-fighting engineering. The innermost layer is a thick, comfortable layer of thermal-insulated morphic molecules that help Alek survive extreme temperatures. Next is a layer of body armor, composed primary of thick, semi-rigid Kevlar plates that provide protection sufficient to deal with most regular small arms. The cowl contains lenses that can activate night vision, meaning even the darkest night is as bright as day to Nevermore. As well, an advanced communications suite is embedded under the armoring of the cowl. This system also works with some small microcomputers in his belt to give him up-to-the-picosecond accurate time, as well as precise geo-positioning data and magnetic north orientation readings. The belt also holds a number of tools useful for crime scene analysis, a fold-out tablet computer useful for taking notes and such, and a simple collapsible gas mask that fits over his exposed moth and provides an environmental seal and several minutes of clean air. The cape is composed of special electro-reactive morphic molecules that conform to a rigid frame when a very low but precisely calibrated electrical charge is run through them. While he has insufficient propulsion for true independent flight, Nevermore is capable of long glides. His ability for movement around the city is aided by special high-speed, high-power grapnel lines that are housed in his gauntlets (under the extra armor plating). Nevermore's belt and harness contain modules and gear that let him adapt on the fly to the situation in the field. Nevermore has been practicing figuring out the best pieces to use in any given situation, and while he's pretty good at picking equipment, the fact is he's still learning and it's still a developing technology, so it takes him a few moments to reconfigure his equipment. Rounding out his current arsenal is The Talon, a high-performance motorcycle which is Nevermore's primary means of transportation across larger portions of Freedom City (with his grapnel/glider cape combo being used for more precise positioning in specific areas). While unarmed, it is a tough, fast vehicle that bears a solid security system to prevent bike-jacking. The overall construction is rugged, with the bike mainly sporting two seemingly oversized tires (each with an independent electric motor for power), and a central "pod" with rugged armor plates, special steering "arms", and a simple voice-activated computer that has an always-updating navigation program. It is currently capable of speeds approaching the fastest performance road cars, though Nevermore rarely pushes it to that speed. Recently Nevermore was given full access to The Rookery, the large (hidden) cave-complex-based underground headquarters of the Raven. The facility is expansive and covers virtually every need a crime-fighter might have, with room for future improvements, as well as access to a large variety of tools, vehicles, and suits that he could draw on if needed. History: Aleksander Garen Nakani should have been a perfectly normal boy born in the country of Georgia. And for about 6 months of his life after birth, he was. Then, one day, he and his parents "disappeared". His father and mother were found weeks later, dead, their child missing, out well past city limits. Theories abounded. No one was ever charged, no conclusion made. Funerals were held. People mourned. Mementos were kept by parents/grandparents and other scattered family. None were the wiser that Aleksander had been taken by the Blood Dragon Society to their base in Transylvania, Romania. They are a fanatical group borne from the last members of the Order of the Dragon. Born in fire and blood, they escaped the purge that wiped out most of their brethren and went into hiding. They watched as one of their own members became one of the most feared monsters of all time, a household name half a millennium later. The Blood Dragon Society vowed all those years ago to protect Europe (and, eventually, mankind) from the "dark things". Unfortunately, their definition of what constituted a viable threat has varied over the years, and has never focused solely on supernatural threats, but instead included political or religious movements and individuals. Worse, they vowed to use any means necessary, and have taken that vow seriously. They employ methods most would never condone, and in the last couple of centuries have begun taking orphans or other "won't be missed" children to train them from a young age to be perfect "defenders". Aleksander was part of a new "trial group", selected based on genetic factors (in his case, the presence of many historically successful soldiers on his father's side, and genetics stretching back to some of the fiercest Sarmation warriors on his mother's side) that the Society believed would make them ideal warriors. These children, taken from all over the world, and being of all sorts of ethnicity, were brought in before their first birthdays. They were raised impersonally, granted single names based on mythology (Aleksander was called Svarog), and fed rigorous diets, supplemented by vitamin and chemical treatments intended to procure the maximum possible performance and growth. They were educated as soon as possible, trained from very early ages in tactics, stealth, sabotage, combat of all kinds, and more. Their minds were laced with subliminal programs to ensure obedience and efficiency. Psychics were brought in to aid all of these efforts, ensuring that the whole batch of 20 was far ahead of their peers in every way by age 10. Alkesander was 11 when the Freedom League rescued all of the children from the clutches of the Society. The Raven, with the aid of Foreshadow, had tracked down the location of the Society's facilities. The stealthier members of the League infiltrated the base and ensured that the children were there and safe, and disabled much of the security. The rest of the League then swept in and thoroughly disabled any BDS troops still up and about, including a few of their more exotic members. Raven herself was the one to open the cell holding Aleksander, who had been in solitary for a week because his young mind had shown itself to be (once more) resistant to the harsher aspects of the programming they were trying to induce on the children. It wasn't a conscious thing, simply an unusually resilient psyche that meant the next year would not be as harsh as it would for his fellows. But only a little less harsh. Thankfully, the BDS facility had included full medical and biographical files on the children there; the Society was thorough and meticulous, if nothing else. This allowed the League to track down what family remained...which was his father's father, who was by this point in no condition to take care of a child. So he would have to be adopted after his treatment. It took over a year for League psychics and psychologists to help young Aleksander reach a point where they felt he couldn't simply be "switched off" or reprogrammed with a single phrase, and that he didn't treat the entire world like one long spy or combat mission. It still was a delicate enough situation that his adoptive parents, Loren and Melissa Barbeau, had to be specially trained and prepared to help him learn to socialize more normally. As well, his state of mind, as well as his near-reflexive fighting ability, necessitated him attending the Nicholson school for 3 years. Thankfully, by 14 Aleksander was a comparatively normal, if quiet, boy. He was even attending a regular public school. What Loren and Melissa didn't know is that the mental focus that previously had been forced upon the lessons of being a weapon, was now turned to investigating the Raven more. For almost a year, he'd been slowly tracking bits and pieces of information. Not because he hated her; just the opposite, Aleksander felt only the greatest of admiration for her. He wished to thank her without having to get mugged first. But as his investigation continued, he came to an uncomfortable conclusion: Raven was growing older. Just as her predecessor had, she was starting to show small signs of aging. One day, perhaps soon, she'd have to give up the mantle. But to whom? The day he figured out who she was, was the day Alkesander Nakani decided that if the Raven wouldn't appoint a successor, maybe one needed to approach her. So he dug deeper. Eventually, he determined two facts. First, the original Raven had been Duncan Summers, who was now headmaster of Claremont Academy. Second, his daughter, Callie Summers, was the current Raven. This would explain all the various resources Raven had always had access to. But now...how to speak to either of them about it? Finally, he decided on just going to Claremont Academy and trying to speak with the Headmaster, as he wasn't sure Callie would be at the Summers home. He skipped school one day and caught the bus to Bayview. He managed to slip onto the Academy grounds with none of the students or staff noticing, and ended up right outside Headmaster Summers' office. At which point the retired hero invited him in to speak. Duncan explained that while he didn't know quite why Aleksander was there, he'd kept track of the boy, if for no other reason than to help alert other heroes if the Blood Dragon Society ever moved to try and retake him. But the boy's presence intrigued him, and he had a guess as to why he was here. So Aleksander laid out his research, the results, and his belief that Callie needed a successor. Duncan ended up calling his daughter into the meeting, and there were a couple hours of discussion (during which Loren and Melissa were called in as well). In the end, it was decided that until he was 15 & 1/2 years old, Aleksander would be undergoing rigorous "basic training" without stepping foot outside the "lair" under the Summers home. Loren and Melissa weren't thrilled, but recognized that between Aleksander's iron will and his rather unique background, they'd be unlikely to stop him. So instead they partnered with Duncan and Callie to help make sure Alek didn't do something stupid to get himself killed. By June of 2013, Alek was allowed on 2 patrols a month, to try and get him used to actually going through the motions of being a crime-fighter. He was primarily asked to watch Raven's back, but was sometimes allowed to take the fore and get some practice. Most criminals were at least smart enough to not mouth off to a kid in body armor who was working with the Raven. The ones that were were educated. Word started to spread. In the meantime, in an effort to take some of the work off of Callie, and maybe give Aleksander some independence on occasion, Nevermore (as he has dubbed himself) has transferred to Claremont, starting in the Spring 2014 semester. It is hoped that he will learn more skills related to working with other heroes, as well as broadening his own skillset for the purposes of crime fighting and prevention. Nevermore has been making the rounds of Freedom City, working to aid Raven and sometimes even pick up the "slack" of patrols. He's also been given fuller access to the Rookery. On the one hand, this increased responsibility helps him feel more confident in his ability as a lone hero. But on the downside, part of him is worried what it might mean for the future, never mind how busy it sometimes keeps him. Personality & Motivation: Aleksander is a fairly quiet young man, but for all that he's gone through, he's actually fairly hopeful. He doesn't go for much in the way of exterior shows of emotion, but being rescued from the clutches of the Society, in the way he was, taught him that the world has good people, and those good people can make a difference. While not anti-social, Alek prefers to ration his time with friends (which he makes slowly and carefully) and strangers. But when he is with them, his shell opens up at least a little bit; he has a tendency to be the dry wit of a group, making some quip with a completely straight face. Alek will almost fanatically stand up to bullies, especially if he sees them picking on someone notably less capable physically (or socially, if it's primarily verbal bullying). He does not initiate actual fisticuffs, but he has been sent home a couple of times for, in his words, "finishing what someone else started". He has never shown regret for those fights, either. Thankfully he abhors the idea of taking a life or producing permanent injury, and so he's always focused on restraint, or temporary discomfort, to breaking bones or the like. Alek tends not to get involved in discussions about politics or law or the like, beyond voicing a general dislike of "injustice", though with as young as he is it's still a nebulous concept (beyond "criminals running around not getting stopped"). Nevermore comes off as a gruff, no-nonsense crime fighter. He's willing to work with other heroes, though he's cautious if he does not know them, and might get slightly frustrated with those who have trouble with subtlety of any form. To criminals, he's somewhat quieter than his predecessor, but still carries an air of menace and shadows. He is relentless and fearless, and lets them know. He does have a bit of a tendency to try and put on a gravely bravado with older heroes, barring those like Midnight or Foreshadow who carry legacies similar to his own. To them he is respectful, though he's not afraid to voice an opinion. But to others he might be trying to over-compensate for his clear newness to his role, subconsciously trying to prove that he's worthy of the mantle he will be receiving. To the average citizen, he's polite, if a bit terse, but always wanting to prove helpful in a moment of need. Powers & Tactics: Nevermore will adjust his tactics depending on the number and quality of opponents. For a large number of "thugs" he tends to just dive in and start taking them down rapidly, weathering their blows with his body armor while he delivers precise, powerful strikes. Armed opponents are likely to be disarmed. Those who seem to focus on power over finesse may well end up put in one martial art hold or another while he tries to choke them just enough to knock them out. For a notably powerful opponent he is likely to attempt to remain in stealth until he can catch them unaware enough to get a couple of solid blows in. That, or try to work with someone else or call for backup. Complications: Once a Soldier, Always a Soldier: While the particular cell that was "raising" Aleksander was dismantled, the Blood Dragon Society as a whole still exists. And they aren't the sort to let resources go to waste, especially ones that display the potential Aleksander has. At some point, or several points, they may try to retrieve Aleksander, not realizing that he's also Nevermore. The River Runs Deep: Aleksander was given a thorough de-programming by more than one psychic who was affiliated with the Freedom League, and was further taken through more mundane therapies and de-programmings by psychologists and psychiatrists. However, the scars of that time still remain. It is possible, if unlikely, that one or two "trigger words" may still be buried in his mind and activated, either by someone with sufficient knowledge, or someone with enough skill (not power, but skill) in the psychic arts. This would not turn him into a mindless drone, but it might be enough to leave him slower, incapacitated, or in some other way less effective than he should be. Secret (Identity): Aleksander's identity as Nevermore is something known only to a few (though fortunately or unfortunately, at least some fellow students at Claremont know). The risk is not only to himself, but to both the Summers, to his family, and even, in a way, to Claremont itself. Some Pretty Big Shoes: Aleksander's status as heir apparent to the mantle of the Raven isn't officially known to many, and nominally speaking, his assumption of that role is a few years off. Some more experienced heroes might not take him seriously, or take offense to him attempting to "take over" the Raven's name one day. Alek himself may sometimes have issues with confidence or second-guessing himself due to doubts over his "worthiness" of the role. Disarmed: Aleksander's belts (around his waist and across his chest) need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. Others could be disabled on an individual basis, depriving him of that tool. Abilities: 8 + 6 + 6 + 8 + 6 + 4 = 38PP Strength: 18 (+4) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 12 = 22PP Initiative: +3 Attack: +12 Melee, +5 Ranged Grapple: +16 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -4 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +8 (+3 Con, +5 [Protection]) Fortitude: +9 (+3 Con, +6) Reflex: +9 (+3 Dex, +6) Will: +9 (+3 Wis, +6) Skills: 104R = 26PP Acrobatics 7 (+10) Computers 10 (+14) Drive 7 (+10) Escape Artist 7 (+10) Gather Information 8 (+10) Intimidate 8 (+10) Investigate 10 (+14) Language 8 (Arabic, Chinese [Mandarin], English, French, German, Georgian, Japanese, Latin, Romanian [Native]) Notice 7 (+10) Search 10 (+14) Sense Motive 8 (+11) Stealth 7 (+10) Survival 7 (+10) Feats: 38PP Accurate Attack All-Out Attack Attack Focus (Melee) 7 Beginner's Luck Benefit 1 (Team Raven) Benefit 1 (Wealthy) Chokehold Defensive Attack Dodge Focus 6 Eidetic Memory Equipment 27 [Veteran Award] Evasion Improved Disarm Improved Grapple Improved Trip Improved Pin Improvised Tools Jack of All Trades Luck 2 Online Research Power Attack Second Chance (Mind Control) Second Chance (Mind Reading) Takedown Attack 2 Track Well-Informed Equipment: 27PP = 135EP [Veteran Award] The Rookery (Headquarters; Cave) (23EP) The Talon (Vehicle; Motorcycle) [17EP] The Unkindness (Vehicle; "Car") [95EP] Powers: 5 + 2(1+1) + 20 + 14 = 41PP Damage 4 (Feats: Mighty) [5PP] (Training) ("Martial Arts") Ideal Human 0.4 (2PP Container [Passive, Permanent]) [2PP] (Training) Speed 1 (10MPH/100 feet per Move Action) [1PP] Leaping 1 (x2 distance) [1PP] Device 5 (25PP Container, Flaws: Hard-To-Lose) [20PP] (Technological; "Nevermore Costume") City Movement 3 (6PP Array; Feats: Alternate Power 1) [7PP] Base Power: Super-Movement 2 (Swinging, Wall-Crawling 2) [6PP] ("Grapnel Gun") Alternate Power: Flight 3 (50MPH/500 feet per Move Action; Feats: Subtle; Flaws: Gliding) [4PP] ("Electroreactive Glider Cape") Communication 5 (Radio, 5 miles; Feats: Subtle) [6PP] ("In-Built Headset") Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1PP] ("Protective Thermal Under-Layer") Protection 5 [5PP] ("Armor Plating") Super-Senses 3 (Infravision;Vision Counters Obscure (Darkness) [Darkvision]) [3PP] ("Night Vision Lenses") Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3PP] ("Head's-Up Display") Gadgets 2 (10PP Variable Power, Any Power, Multiple Powers At Once, Duration [Continuous], Flaws: Hard-To-Lose) [14PP] (Technological) ("Utility Belt and Harness")Example Gadgets: DC Block ATTACK RANGE SAVE EFFECT Unarmed (Normal) Touch DC19 Toughness (Staged) Damage (Physical) Unarmed (Martial Arts) Touch DC23 Toughness (Staged) Damage (Physical) Totals: Abilities (38) + Combat (22) + Saving Throws (18) + Skills (26) + Feats (38) + Powers (41) = 183/205 Power Points
  12. Pacer Power Level: 11 (195/200 PP) Trade-Offs: None (Offensive); +4 Defense, -4 Toughness (Defense) Unspent PP: 5 In Brief: Literally Speed Incarnate. A cosmic energy being has become the soul of a mortal human. Residence: Claremont Academy dorms Base of Operations: Earth, basically. Catchphrase: “A moment is all I need.” And variations thereof. Alternate Identities: Mona Simms Identity: Secret Birthplace: Glen Burnie, Maryland Occupation: Student Affiliations: Claremont Academy in general Family: Silver Streak (Holly Wood, grandmother & retired Golden Age hero), Hannah Simms (mother, deceased), Miss Invincible (Francine Simms, aunt, hero, secret agent, & twin of Frank), Frank Simms (uncle & twin of Francine); Stalwart (Mickey Simms, twin brother) Age: 16 Apparent Age: 16 Gender: Female Ethnicity: White Hispanic Height: 4’ 10” (5’ 1” in costume) Weight: 90 lbs Eyes: Brown Hair: Black Description: Mona is…well, tiny. Really, really tiny. Occasionally mistaken for a grade schooler tiny. She covers for it as best she can with baggy clothing, but now and again there’s just nothing she can do about it. Anyone who actually takes a good look at her will see she is a teenage girl. Just, you know, in miniature. She doesn’t do makeup or jewelry. Hell, she doesn’t even carry a purse. Definitely rocking that tomboyish aesthetic. Her costume is a bulky, dark blue bodysuit with a full cowl (though her hair sticks out in the back. That’s about it. No special markings or anything. History: Mona Simms has been fast ever since the day she was born. Fortunately, it took until she could walk reliably before she discovered the sound barrier wasn’t one to her. She’s been running ever since. She’s been quite literally everywhere on earth that’s above water. There probably isn’t a person alive who doesn’t have a story about the little girl who did something, then disappeared in an instant. If global urban legends were a thing, she’d be one. Not that she was ever late for dinner, mind you. Aunt Francine would’ve kicked her butt up between her shoulder blades. Of course, if one travels long enough, you start to see things you can’t let happen. Not and keep sleeping at night. The quickest way around all the annoying obstacles about doing the hero thing without actually being one is just putting on the mask already. Pacer was born. It started in the Golden Age, with the hero Silver Streak. Her speed (rivaling that of even Johnny Rocket) was the name of the game, but that wasn’t her only power. She was strong, tough, and hella smart, too. She had no idea how powerful she really was, and never found out. Until long after she retired, and her three children not only inherited her powers, but took them to heights she never imagined. Francine got the toughness, and is so close to being literally invincible as to make no real difference. Frank got the intellect, and he’s frightening with how much he understands about everything sometimes. And Hannah, her baby, got the speed and the muscle. None of the three went into heroics, not really. Francine’s dabbled, but she’s spent far more time as a freelance secret agent than anything else. They…lived not ordinary lives, exactly, but lives out of the spotlight. Then Hannah got pregnant. Frank’s never shown any signs of being interested reproducing, and Francine’s powers prohibit it. Even her eggs are hella tough. Unfortunately, that very same toughness was the reason Holly Wood survived birthing her children in the first place. A toughness Hannah did not share. Frank and Francine adopted the newborn twins in their sister’s memory. The thing that none of the four know (barring maybe Frank, he’s hella smart and might’ve checked) is that their powers have nothing to do with genetics, magic, or technology. Their souls aren’t human souls. They’re cosmic energy beings, each with a section of nigh-infinite power all its own. Speed, Strength, Stamina, and Mind. Holly Wood was possessed by all four, and passed on each one to one of her children. Hannah did the same. It’d have taken nullifying manacles to get young Mona to stay at Nicholson. So Francine bided her time. When she (well, Frank noticed first) that the two were starting the superhero thing, she called in a few favors to get her niece and nephew admitted to Claremont. Personality & Motivation: Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. And since she’s always been this fast, she knows it. Impulsive, impatient, and apparently suffering from the worst case of ADHD of all time. Her emotions appear ephemeral and fleeting. Often capricious and unpredictable, but never actively malicious. She’s someone who’s never had to slow down unless she wanted to. But even the most carefree of children gets older. Sees things. Things their conscience won’t allow to stand. Somebody has to do something. The faster the better, amirite? Power Descriptions: As before, Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. A blur, borderline impossible to hit. A swarm of tiny fists and flying pebbles, all supersonic and strong enough to crack steel. Everything she does comes from raw speed. She’s not strong, tough, or particularly skilled, but the speed makes up for a lot of failings. Also, weirdly, her powers don’t entirely do business with physics. She does not gain mass as she gets faster, and she lacks the hyperfast metabolism of other speedsters. She’s shown the fleeting ability to lend her speed to others, making regular Bystanders into PL10 Speedsters…somehow. Note: That’s not an I don’t know, that’s a she don’t know. Cosmic energy can be lent, apparently. Above Speed 10, for those who can actually see her, energy is crackling off her as if she was an electric controller. One last thing. For anyone who can perceive cosmic energy, she is a beacon in a dark universe. As impossible to miss as the sun would be if it was at the moon’s distance from earth. Powers & Tactics: Pacer’s tactics aren’t complicated. Hit the enemy until he stops getting up. She’s got a couple of tricks up her sleeve, though. She’s great at overruns, and can do that speedster trick of vibrating so fast she turns intangible. Lastly, she can do the twin thing with her brother, borrowing some of his strength at no cost to him. After all, he’s got plenty to go around. Complications: Too Fast, Too Furious: Pacer is fast, and this has made her reckless. She’ll do just about anything on a dare, because she thinks she’s fast enough to escape the negative consequences. It doesn’t even have to be a dare. She could just get bored with the plan and improvise. A GM may award a hero point for Pacer’s impulsive recklessness getting the better of her. Tokyo Drift: Pacer lives in a world the vast, vast majority of people wouldn’t understand. Her mind processes information faster than most neurons fire once. Staying still long enough for sound to enter her ears can be torturous at times. So…it’s entirely possible she was having an epic, 13 hour long episode TV series of a daydream, and missed the entire conversation. Or she ran to Japan for some ramen because the speaker was taking too long, and is just now getting back. Things like that. A GM may award a hero point when this becomes a problem. Turbo Charged:Pacer’s powers come from the nigh-infinite power of the cosmic energy being that is her soul. And all that energy has to go somewhere, if she’s not actively using it. If her powers are nullified, she’s kept immobile for a significant portion of time, or she’s just plain knocked out, the speed can…leak…and cause all sorts of zany hijinks. Hijinks that I’ll leave to a GM’s imagination, as he or she awards the hero point. La Bandolera: Pacer can borrow some of her brother’s immense strength, as they’re twins. However, this doesn’t work if one of them has their powers nullified, one’s knocked out, or they’re just way too far from each other for it to work. Sometimes it just doesn’t work for no apparent reason. A GM may award a hero point for this occurrence. Fast Future: Future Pacer is incredibly powerful, enough to make present Pacer seem weak and kittenish. She zips through time itself, doing the hero thing with no regard for the laws of time. Too fast for time itself to catch, let alone any of its servants and defenders. Naturally, the various guardians of the timestream don’t like her very much and wish she would just stop, already. This can…complicate present Pacer’s life. A GM may award a hero point for Future Pacer’s actions having a negative effect on Present Pacer. Also, plot hook! Abilities: 0 + 10 + 6 + 4 + 0 + 2 = 22PP Strength 10 (+0) (20 [+5], Lifting STR 40 w/ Borrowing From Mickey) Dexterity 20 (+5) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 12 (+1) Combat: 10 + 14 = 24PP Initiative: +25 (+5 Dex, +20 Improved Initiative) Attack: +5 Base (+11 Speed Attacks) Grapple: +5 (+15 w/ Borrowing From Mickey) Defense: +15 (+7 Base, +8 Dodge Focus, +4 Flat Footed) Knockback: -2 Saving Throws: 2 + 10 + 8 = 20PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +15 (+5 Dex, +10) Will: +8 (+0 Wis, +8) Skills: 36R = 9PP Acrobatics 5 (+10) Knowledge (Current Events) 3 (+5) Knowledge (Pop Culture) 3 (+5) Notice 10 (+10) Search 5 (+7) Sense Motive 10 (+10) Feats: 56PP Accurate Attack Acrobatic Bluff Defensive Attack Defensive Roll 2 Dodge Focus 8 Evasion 2 Fast Overrun Improved Initiative 5 Improved Overrun Luck 3 Move by Action Power Attack Seize Initiative Sidekick 33 (Stalwart) Uncanny Dodge (Auditory) Powers: 30 + 6 + 1 + 22 + 5 = 64PP All Speed Array 12.5 (25PP; Power Feats: Alternate Power 5) [30PP] Base Power: (Setting The Pace) Concealment 6 (All Visual Senses, All Auditory Senses; Power Feat: Close Range; Extra: Linked [+0]; Flaw: Limited to While Moving) + Enhanced Quickness 9 (to 20, Extra: Linked [+0]) + Enhanced Speed 9 (to 20, Extra: Linked [+0]) {7 + 9 + 9 = 25/25} Alternate Power: Damage 11 (Extra: Autofire; Power Feats: Accurate 3) {25/25} (One Million Punches) Alternate Power: Damage 11 (Extra: Area [Targeted, Burst]; Power Feats: Accurate 3) {25/25} (Crowd Control) Alternate Power: Damage 11 (Extra: Ranged; Power Feats: Accurate 3) {25/25} (Throwin’ Stuff) Alternate Power: (Borrowing From Mickey) Enhanced Strength 10 (to 20, Extra: Linked [+0]) + Leaping 5 (Extra: Linked +0) + Super Strength 5 (Lifting STR 45, Extra: Linked +0) {10 + 5 + 10 = 25/25} Alternate Power: Insubstantial 4 (Incorporeal; Power Feats: Subtle 2) {22/25} (Vibrating At The Speed Of Awesome) Enhanced Feats 6 (Improved Initiative 5, Seize Initiative) [6PP] Luck Control 1 (Force Reroll; Flaw: Limited 2 [Attacks against Pacer]) [1PP] Quickness 11 (Extra: Linked [+0]) + Speed 11 (Extra: Linked [+0]) [11 + 11 = 22PP] (Speed Incarnate) Super Movement 5 (Sure Footed 2, Wall Crawling 2, Water Walking; Flaw: Limited to While Moving) [5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Unarmed w/ BfM Touch DC 20 Toughness Damage One Million Punches Touch DC 26 Toughness (Autofire) Damage Crowd Control Area [Targeted, Burst] DC 26 Toughness Damage Throwin' Stuff Ranged DC 26 Toughness Damage Totals: Abilities (22) + Combat (24) + Saving Throws (20) + Skills (9) + Feats (56) + Powers (64) - Drawbacks (0) = 195/200 Power Points
  13. Player Name: Vahnyu Character Name: Net Fly Power Level: 10 (150/150PP) Trade-Offs: -2 Attack / +2 Damage, +2 Defense / -2 Toughness Unspent Power Points: 0 Old character sheet is here. In Brief: Young gadgeteer genius Serge Explinker dons a simple yet sophisticated sonic harness/vibro-suit, in order to enhance his mutant powers and fight crime as the masked superhero Net Fly. Identity: Secret Alternate Identity: Serge Explinker Identity: Secret Birthplace: Freedom City Occupation: Student Affiliations: None (Claremont Allumni) Family: Father: Andrew Explinker. Mother: Catherine Coldear. Step-Father: Gregory Lineburg. Description: Age: 21 (DoB: March the 19th, 1995) Apparent Age: 16 Gender: Male Ethnicity: Caucasian Height: 5' 10" Weight: 180 pounds Eyes: Green Hair: Blonde Description: A lean, light-skinned teenager of medium height, Serge has curly short blonde hair and green eyes. He wears prescription reading glasses, although ever since his powers awoken, he stopped needing them. His casual attire consists of lion-colored baggy pants or jeans, a light-grey tank-top and a green camp shirt. His costume is mostly grey, composed of a spandex-like material, and covers most of his body, except the eyes, and it has extra pockets strapped at his thighs. He wears black boots and black briefs, on top of the suit, with a blue tool belt. He has blue mechanical gauntlets, and a white megaphone strapped on a blue x-shaped harness, in front of his chest. Finally, he has two blue head-pieces that cover his ears, on top of his mask. Power Descriptions: Net Fly is a mutant, with the power to influence his body's vibrations. This gives him an assortment of innate abilities, like enhanced agility, strength, and stamina, the ability to "stick" on surfaces, and the ability to fly. Further-more, he has costumised his VibroNet Suit so that he can further harness those powers and re-focus them into sonic energy. He can concentrate his gloves with sonic energy in order to enhance his fists or produce Sonic Blasts and hit his opponents from a distance. He can also opt to redirect his powers to his chest-phone, and unleash a powerful Sonic Beam. The suit also channels Net Fly's vibrational energies to create a protective Vibro-Field, which lessens the impact of attacks. Finally, his suit comes equipped with a Net Dive device, which allows him to interact with machinery and even enter the cyberspace. History: Serge was a gifted young boy, and he showed from an early age an aptitude with complex machinery and computers. While he comes from a divorced family, his parents have managed to keep a good relationship with each other and their son. When he became an adolescent, Serge started exhibiting his latent mutant abilities. It wasn't, however, until much later, when he became unwittingly entangled with a heist, that he decided to use his powers for a purpose. A group of armed robbers ambushed an armory car and stole a bunch of high-tech equipment. During the heist, things quickly escalated, and Serge, allong with a few other bystanders, was captured as a hostage, and held against his will. At first, he was paralyzed from fear, until he witnessed the robbers shot a man in front of him, in order to force the police to meet their demands. Finding an opportunity, Serge sneaked out of sight and undid his bonds with his strength. He took a few devices that were laying close to him, and tinkered with them as quickly as he could, fashioning them into Sonic Blasters. Before the robbers realized what had happened, Serge, wearing a makeshift outfit to conceal his identity, attacked them, and quickly subdued them. After rescuing everyone, Serge left the crime-scene. For the next few days, he reflected on what had just transpired. He realized that he could use his powers to fight crime, but in order to do so, he needed to make a costume for himself. Tinkering and improving upon the devices he aqcuired during the heist, and using a few more that he had created on his own, Serge was able to adapt them into a functioning suit. Now, Serge has emerged as the superhero Net Fly. He has performed adequately, but after a few close calls too many, he decided to enroll in Claremont Academy, and further hone his crime-fighting abilities. After some adventures with other fellow superheroes and Claremonters, most noteably El Heraldo, Glow, and Tsunami, Serge eventually graduated from Claremont, and enrolled into Freedom City's Hanover Institute of Technology to study Computer Sciences. During the Incursion, Serge, as Net Fly, spurred by the hero Fast Forward, joined forces with him, Grimalkin, and Triakosia, to protect the physical bodies of the heroes who had went on to do battle on the mental plane, against the Communion drones that had come to target them. During that battle, he revealed his secret identity to them, a first for him, as he had kept it a secret from other heroes who hadn't been to Claremont with him. Nevertheless, Serge might have withdrawn from heavy duty, in order to focus on his studies, the last year, but he has continued trainning and tinkering with his suit, so that he'll always be ready to step up when needed. Personality & Motivation: Serge's desire to help people is matched only by his curiosity and inquisitiveness. Serge spends a lot of his time fine-tuning his suit or practicing his programming skills. When he isn't tinkering with his devices, Serge can often be found socializing with his friends. He takes failure hard, but it also helps motivate him to try harder. However, his overeagerness to prove himself a good and worthy hero can often lead him to trouble. Powers & Tactics: Net Fly doesn't take hits well, so he prefers a hit-and-run fighting style over duking it out for prolonged periods. Having said that, however, he is perfectly capable of unleashing devastating attacks in close range, as well as take care threats from a distance. If he wishes to avoid fighting, he can opt to hide in the ceilings. Sonic Strength: This power allows Net Fly to tap into his natural vibrational powers to enhance the strength he exerts on objects. In combination with his naturally enhanced Agility, this adds a significant amount of bite in his punches. Sonic Speed: This power allows Net Fly to tap into his natural vibrational powers to create kinetic energy and exert it to gain a significant advantage in speed, allowing him to run at an accelerated pace. He can exert vibration to adhere to vertical surfaces almost as well as on horizontal ones. Additionally, he can use this energy to levitate himself, and fly around. He can run as fast as a bus or a semi, and he can fly at 1/5th the pace of a helicopter. Sonic Strength Amp: The VibroNet-suit is powered uo by Net Fly's natural vibrational powers, and enhances them further. This not only allows him to quadruple his naturally enhanced strength, it quantduples his speed and reaction, allowing him to unleash a mighty barrage of rapid-fire fisticuffs. Sonic Maelstorm: Combining his significant strength and speed enhancements thanks to the VirboNet-Suit, allows Net Fly to rapidly scour the battlefield, running, flying, and jumping left and right, and employ his sonic-fast punches and/or sonic blasts to put the hurt on multiple hostiles, with pinpoint accuracy. Sonic Blasts: Net Fly focuses stored vibrational energy from the VibroNet-Suit into the small harnesses in his gauntlets, and unleashes it into pure sonic energy waves. Sonic Beam: Net Fly builds up large amounts of stored vibrational energy from the VibroNet-Suit into the big harness in his chest, and unleashes it into a large destructive beam of sonic energy that knocks the wind out of and blasts away anyone who is unfortunate enough to cross its path. Sonic Torpedo: Net Fly covers himself in a vibrational field of energy channeled through the VibroNet-Suit that protects him from harm, and allows him to penetrate and harm hard materials. This also allows him to dig through concrete. Net Dive Harness & Installed Database: The VibroNet-Suit comes equipped with its own Bluetooth reciever/transmitter, which allows his suit to tap into and interact with nearby computers and machines. It also comes pre-installed with an extensive database that Net Fly can refer to at the drop of a hat, in case his own technological knowledges aren't sufficient to get the job done. Super Sonic Speed: The VibroNet-Suit enhances Net Fly's exceptional speed, allowing him to run twice as fast as a sports car or a motorcycle, breaking the sound barrier in the process, and Fly almost half as fast as a helicopter. Complications: In Space, no one can hear you vibrate!: Net Fly's powers are vibration based, and require a medium in order to travel. This means that if he is ever in vacuum, his ranged capabilites are extinguished, and he can only affect those he comes into direct contact. While in the vacuum of space, he can fly, but in a very limited and extremely dangerous manner, as he must exert large amounts of energy to change direction. That also means that powers that negate sound can also negate or severely limit Net Fly's powers. Rival(Volt Scorpion): After tangling up with him while in Dr Sin's captivity, aloof Korean martial artist and electrokinetic Volt Scorpion developed a sort of rivalry with Net Fly. He followed the hero to the states, and is prone of showing up unexpectedly and challenge the hero to a fight. Volt Scorpion believes that, despite Serge relying too much on his powers and suit, he actually makes a pretty compatible sparring partner for him, and Volt Scorpion will always try to goad him into battle, even if he has to make a few robberies here and there, to draw Net Fly's attention. On the Job Learning: Is learning as he goes. He had time to learn a lot throughout his Claremont days, and has managed some noteable superheroics on the side afterwards, but he still views himself as a newbie, and rightly so. Secret: Identity. Snarker Within: Extreme insecurity about his own faillings has developed into a sort-of split personality/alter self that tends to point out said flaws. Even so, Serge is usually more than willing to point his own errors himself, without outside, or for that matter, inside help, and thus, this alter self pops up very occasionally, during times of extreme duress(That is to say, more extreme than usual for a kid hero) Technobabble Motormouth: Is prone on making tangential notes about science, whenever he finds the opportunity. Trying Hard to Keep Up: Is prone of overexerting himself, and feels a compulsive need to prove his worth as a superhero. Abilities: 0 + 0 + 0 + 10 + 4 + 0 = 14PP Strength: 10/20 (+0/+5) Dexterity: 10/20 (+0/+5) Constitution: 10/14/18 (+0/+2/+4) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +4/+9/+17 Attack: +4 Melee, +4 Ranged, +8 VibroNet Amp Grapple: +4/+9/+11 Defense: +8/+12 (+4 Base, +4/+8 Dodge Focus), +2 Flat-Footed Knockback: -3/-2/-1 Saving Throws: 0 + 0 + 3 = 3PP Toughness: +6/+8 (+0/+2/+4 Con, +4 [Defensive Roll]) Fortitude: +2/+6 (+0/+2/+4 Con, +0/+2) Reflex: +5/+10 (+0/+5 Dex, +0/+5) Will: +8 (+5 Wis, +3) Skills: 68R = 20PP Acrobatics 5 (+5/+10)Skill Mastery Computers 10/15 (+15/+20)Skill Mastery Concentration 6 (+8) Craft (Electronics) 10/15 (+15/+20)Skill Mastery Craft (Mechanical) 10 (+15)Skill Mastery Disable Device 10/15 (+15/+20)Skill Mastery Knowledge (Technology) 10/15 (+15/+20)Skill Mastery Notice 6 (+8) Sense Motive 8 (+10)Skill Mastery Stealth 5 (+5/+10)Skill Mastery Feats: 15PP Defensive Roll 2 Dodge Focus 4 Evasion Improved Grab Improved Initiative Improvised Tools Inventor Online Research Move By Action Skill Mastery 2 (Acrobatics, Computers, Craft[Electronics], Craft[Mechanical], Disable Device, Knowledge[Technology], Sense Motive, Stealth) Powers: 37 + 45 = 82PP Container 7.6 (38PP Container) [16 + 4 + 10 + 7 = 37/37PP] (Vibration Mutation) Vibro-Control 8 (16PP Array; Feats: Alternate Power 0) [16PP] Base Power: Enhanced Strength 10 + Damage 5(Feats: Mighty) [16PP](Sonic Strength) Enhanced Constitution 4 Enhanced Dexterity 10 Sonic Speed 3 (6PP Array; Feats: Alternate Power 1) [7PP] Base Power: Flight 3 (50mph/500ft per Move Action) [6PP] (Sonic Flight) Alternate Power: Speed 4 (100mph/1'000ft per Move Action) + Super Movement 1 (Wall Crawling 50mph/500ft per Move Action) [4 + 2 = 6PP] (SuperSonic Dash) Device 11 (55PP Container; Flaws: Hard-To-Lose, Feats: Restricted 1[sonic Controllers]) [(24 + 6 + 6 + 12 + 5 + 2 = 55/55PP) * (4 / 5) + 1 = 45PP] (VibroNet Suit) Enhanced Vibro-Control 9 (to Vibro-Control 17, adds Alternate Power 4, adds Accurate 2) [24PP] Datalink 3 (Radio, 1000 feet; Extras: Linked[Quickness], Feats: Cyberspace) + Quickness 6 (x100; Extras: Linked[Datalink], Flaws: One Task[Datalink]) [4 + 2 = 6PP] (Net-Dive Harness) Enhanced Constitution 4 + Enhanced Fortitude 2 [4 + 2 = 6PP] (Enhanced Endurance Amp) Enhanced Reflex 5 + Enhanced Feats 6 (Dodge Focus 4, Improved Initiative 2, Improved Pin) [5 + 7 = 12PP] (Enhanced Agility Amp) Enhanced Skills(20R; Computers +5, Craft[Electronics] +5, Disable Device +5, Knowledge[Technology] +5)[5PP] (Installed Database) Enhanced Sonic Speed 1 (to Sonic Speed 4) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Sonic Strength (Damage) Touch DC25 Toughness (Staged) Damage(Physical) Sonic Strenght Amp (Damage) Touch DC27 Toughness (Staged) Autofire Damage (Physical) Sonic Maelstorm (Damage+Trip) Area DC25 Toughness (Staged) Damage (Sonic) 1d20+10 vs. STR or DEX(worse) Trip Sonic Blasts (Blast) Ranged DC27 Toughness (Staged) Damage (Sonic) Sonic Beam (Blast+Stun+Trip) Area DC25 Toughness (Staged) Damage (Sonic) DC20 Fortitude Dazed 1d20+10 vs. STR or DEX(worse) Trip Sonic Torpedo (Aura) Touch DC16 Toughness (Staged) Aura (Sonic) Sonic Torpedo (Aura+Damage) Touch DC27 Toughness (Staged) Aura+Damage (Sonic) Totals: Abilities (14) + Combat (16) + Saving Throws (3) + Skills (20) + Feats (15) + Powers (82) - Drawbacks (0) = 150/150 Power Points
  14. Barrier / Kresh Melek / The Shieldbearer Power Level: 10/12 (150/194PP) Trade-Offs: -5 Defense, +5 Toughness Unspent Power Points: 44 In Brief: Shieldbearer wielding the ancient shield of an ancient civilization. Residence: CoVic station, wherever she goes Base of Operations: CoVic station Identity: Public Birthplace: The planet Lyanka Occupation: Praetorian, Shieldbearer Affiliations: Praetorians, Ancient Delaztri Empire, Lyankans Family: None Alive Description: Age: 213 (And 2000 in stasis) Apparent Age: around 40 for a human Gender: Female Ethnicity: non-human Height: 8‘8‘‘ Weight: 9488 lbs Eyes: Dark Green Hair: Black, cut short Appearance: Kresh is about 8 ft. tall, with light grey skin. All of her limbs are longer than those of a human would be, and by nature she only has 4 fingers, all but the thumb arranged in a triangle, on each hand. Other than that, she looks rather humanoid she is somewhat muscular, most of her muscle based in her legs and feet. She wears white Armor protecting her torso and legs, as well as a full helmet, also held in white. On her arms she wears bracers, covering up her entire lower arms, both with mechanisms to hold the shield of Elmega without causing too much encumbrance. She can also put it onto her back, her Armor also being able to hold it. Power Descriptions: The shield of Elmega is a grey kite shield with green accents. It is about 7 ft. tall, and weights around 200 pounds. It was masterfully crafted long in Lyanka’s past, from the most masterful materials to be found, and infused with the warrior spirits of Lyanka. Its powers come from both the technology it is crafted with and the spirits in it, manifesting as a green glow. History: The Planet of Lyanka was the only planet in orbit of a supergiant star. It existed in the habitable zone, and itself was an above average size planet, causing it to have very high gravity. The people of Lyanka were a race of warriors, but also a peaceful one. While they held the art of combat in highest regard, they also believed that an aggressive war was a lost cause. This caused the shield, usable in combat but a defensive weapon at its core, to become the symbol of Lyankan culture. The most promising recruits to the military were admissioned to the academy of Gayaza. Amongst them, Kresh Melek. The young recruit had proven incredibly proficient in the defensive arts, and quickly became one of the highest scoring soldiers in the academy’s history. When the Delaztri Empire, a close ally of Lyanka, called for help, Lyanka replied. And amongst the forces sent was Kresh Melek, having only recently finished training at the academy with highest grades. She led a contingent of Lyankan forces, and garnered attention of the Praetorians, whose ranks she quickly joined. Over the next 40 years, Kresh fought when needed, but spent most of the time in quiet meditation, almost lifeless to non-Lyankan around her. Then, the communion attacked. Equipped with the shield of Elmega, a powerful artefact forged long in Lyanka’s past and infused with the spirits of warriors from Lyanka’s past, she set out among the biggest force of Lyankan soldiers to ever set foot off the planet. Combat was long and harsh, and the Lyankan soldiers proved their abilities. Many fell, many more were badly injured. Kresh fought alongside the praetorians, saving many a life. In the end, when the fighting was over, Kresh was barely holding onto her life, but the war was won. Many had fallen beside her, she did what she could but it had not been enough. And then, while still unconscious in the medbay, unable to defend herself or anyone else, she and her fellow praetorians were captured by the curators. When Kresh woke up again, 2000 years had passed. Even with the incredibly long lifespan of a Lyankan, this was an eternity. She fought in the incursion, but immediately afterwards she chose to set out, learn what had become of her people, and meditate about what had happened. The only thing she learned was that in the 2000 years that had passed, Lyanka was no more. Its star had, as predicted, gone supernova. Devastated, she started to search for any information on whether or not any Lyankans had escaped and resettled, but so far, has not learned of any information. After a period of meditation and consideration, Kresh decided to seek her fellow praetorians, they could most likely use her help. They also were the only thing she knew that remained, and she would not lose this last thing too. Personality & Motivation: Lyankan warrior culture was based around defending those around you and considering your every action. It considers going onto the offense as a mistake, too prone to sudden changes and surprises. Meditation also played a major role. While the other Lyankan warriors might have perished, Kresh still upholds these values to their fullest. She still seeks to find out whatever she can about what remains of Lyankan culture, and protect everything that reminds her of the past. Her fellow praetorians are the only thing she knows of that still remains, so she will protect them with everything she has. Powers & Tactics: Most of Kresh’s powers are focused around the shield of Elmega, an ancient shield from Lyanka’s past, forged from the highest quality materials and infused with various powers. She focuses on defending those around her with various powers, and herself is incredibly resilient thanks to her Lyankan physique. If necessary, she also packs quite a mean punch, once again enhanced by her physique. Complications: My home is no more: Kresh’s home was destroyed in the time she was in suspended animation, and she still feels guilty about not being able to help her people. She does not know whether or not any of them survived, and will throw away everything to chase any information, small as it may be. The values of a shieldbearer: Kresh still follows the code of the Lyankan warriors, not voluntarily going onto the offense unless absolutely necessary. She will also protect those around her from any danger, no matter how unimportant they may be, and even if it puts her into more danger than necessary. Amongst other things, she also sees taking unprepared actions as problematic, something to be avoided whenever possible. No past, no belongings: Kresh owns nothing but her shield, her clothing, and whatever she receives from people. The Legends: History may have forgotten Lyanka, but it has not forgotten the praetorians. Whether or not they are remembered as heroes or as villains, however, changes in many places. A true warrior physique: Due to her being Lyankan, Kresh is over 8 ft. tall. Many people might be wary of her, or even consider her a monster due to this. Especially nowadays where nobody remembers the Lyankans. A long time: Lyankan culture, due to both its planet high gravity, and its member’s long lifespan, ran much slower than that of many other races. While Kresh has adapted to some degree, her perception of what a long time is still is a lot different from that of other people, and she still acts less quickly than most people. Abilities: 0 + 0 + 16 + 2 + 6 + 4 = 28PP Strength: 10/30 (+10) Dexterity: 10 (+0) Constitution: 26/30 (+10) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 8 + 4 = 12PP Initiative: +0 Attack: +4 Melee, +3 Ranged, +10 Unarmed (4 Base, -1 due to Growth) Grapple: +20 Defense: +5 (+2 Base, +4, -1), +1 Flat-Footed Knockback: -12 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +15/+13 (+10 Con, +2Imp, +3Imp) Fortitude: +10 (+10 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +4/+3 (+3 Wis, +1(Mind Shield)) Skills: 40R = 10PP Concentration 6 (+9) Diplomacy 1 (+3) Drive 1 (+1) Gather Information 1 (+3) Intimidate 6 (+10) Knowledge 4 (Life Sciences) (+5) Knowledge 1 (Galactic Lore) (+2) Knowledge 2 (Tactics) (+3) Language (Lyankan [Native], Galstandart) Medicine 6 (+9) Notice 4 (+7) Sense Motive 4 (+7) Survival 3 (+6) Feats: 17PP Attack Specialization 3 (Unarmed) Attack Focus: Melee Dodge Focus 4 Environmental Adaption 2 (High Gravity, 0 Gravity) Fearless Interpose Improved Grab Improved Grapple Weapon Break Startle Ultimate Effort: Toughness Powers: 53 + 10 + 10 + 13 = 86PP Device 13 ( The Shield of Elmega, Hard to lose, 65EP, Restricted: Lyankans only ) (spirits/technology) 65/65EP 53 PP Super Movement (Space Travel 1) 2EP (Technology, spirits) Array 4 ( 8PP, Feat: Alternate Power 1) 9 EP (Spirits) BP: Teleport 4 (Extra: Accurate ,Flaw: Limited: Can only target area next to allies) 8PP AP: Flight 4 Array 17 ( 34 PP, Feat: Alt. Powers: 2 ) 36 EP BP: Healing 11 ( Extra: Total, Feat: Regrowth) 34/34 (spirits) AP: Create Object 12 (Impervious 10; feat: Selective; Flaw (Only create defensive barriers); linked Mind Shield 4 (extras: affects others; area; power loss: only inside protective barrier) 34/34 (spirits) AP: Immunity 30 (All piercing damage(10), All Fire Damage(5), All Radiation Damage(5), All Electricity Damage(5), All Cold Damage(5) ) (Extra : Affects Others ; Feat: Progression 4 (Subjects); Flaw: Limited (Half Effect) ) 34/34 (spirits) Mind Shield 1 1PP (spirits) Protection 2 (Extra: Impervious) 4 PP (technology) Impervious 10 (Extra: Affects only others, Feat: Progression 3 (Subjects) 13PP (spirits) Immunity 9 ( Life Support, Feat: Innate) (genetic) 10PP Growth 4 ( Flaw: Permanent, Feat: Innate) (genetic) 10PP (+8 Strength, +4 Con) Density 6 (Flaw: Permanent, Feat: Innate) (genetic) 13PP (+12 Strength, 3 Impervious Protection, Immovable 2, Super Strength 2) Drawbacks: (-3) + (-0) = -3PP Vulnerability: Magic (Minor) -3PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Tou Totals: Abilities (28) + Combat (12) + Saving Throws (0) + Skills (10) + Feats (17) + Powers (86) - Drawbacks (3) = 150/194 Power Points
  15. Upgrade Power Level: PL10, 150/160PP. Trade-Offs: -1 Attack, +1 Damage; -1 Defense, +1 Toughness. Unspent Power Points: 10 In Brief: An agent of AEGIS pilots a walking tank in defense of truth, justice and the American Way. Residence: Freedom City. Base of Operations: Lonely Point Navel Base. Catchphrase: “It's time for a little shock and awe.” Alternate Identity: Ethan Stone. Identity: Classified. Birthplace: Eglin Air Force Base (roughly three miles away from Valparaiso, Florida). Occupation: AEGIS agent tasked with piloting the XO-9 Armored Mobility Platform. Affiliations: The USAF, AEGIS, 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. When on duty as Upgrade he pilots the XO-9 Armored Mobility Platform, an enormous powered exoskeleton designed to showcase all of the very latest in American experimental weapons technology. Age: 35. Apparent Age: Mid-thirties. Gender: Male. Ethnicity: Caucasian. Height: 6’1”. Weight: 185bs. Eyes: Blue. Hair: Black. Power Descriptions: The XO-9 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 escape. His 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 XO-9, soon to be known to the world as Upgrade. Personality & Motivation: Ethan has dreamed of flying since he was a very small child and his choice of a career in the Air Force was no surprise. Fittingly, Ethan has a light, breezy personality that is backed by a steely, patriotic determination to see things through. As Upgrade he serves as equal parts a superhero and piece of living propaganda designed to show the common American that their government doesn't have to rely on supernatural powers: a man and his machine are more than enough. Powers & Tactics: Although Ethan doesn't have supernatural 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 weapons. 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 XO-9 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 way befitting of a hero. Responsibility: Upgrade's actions are beholden to the whims of the Department of Defense. Abilities: 6 + 4 + 6 + 4 + 6 + 4 = 30PP Strength: 32 (+11) / 16 (+3) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 5 + 0 = 10PP Initiative: +2 (+2 Base) Attack: +9 Melee, +9 Ranged / +5 Melee, +5 Ranged Grapple: +37 / +20 / +8 Defense: +9 (+5 Base, +5 Dodge Focus; +3 Flat-Footed) / +5 (+5 Dodge Focus; +0 Flat-Footed) Knockback: -12 / -3 Saving Throws: 3 + 4 + 3 = 10PP Toughness: +11 / +7 / +3 (+3 Con, +8 Protection; +3 Impervious) Fortitude: +6 (+3 Con, +3) Reflex: +6 (+2 Dex, +4) Will: +6 (+3 Wis, +6) Skills: 44R = 11PP Acrobatics 4 (+6) Computers 4 (+6) Diplomacy 4 (+6) Disable Device 4 (+6) Escape Artist 4 (+6) Intimidate 4 (+6) [+2] Notice 4 (+7) Pilot 4 (+6) Search 4 (+6) Sense Motive 4 (+7) Stealth 4 (+6) [-4] Feats: 12PP Benefit 1 (AEGIS Agent) Dodge Focus 5 Equipment 5 Move-by Action Equipment: 5PP = 25EP Communicator (0EP) Tactical Vest (4EP) Arsenal (21EP Container) Base Power: Tear Gas Grenade (18EP) Alternate Equipment: Blaster Rifle (1EP) Alternate Equipment: Fragmentation Grenade (1EP) Alternate Equipment: Smoke Grenade (1EP) Powers: 81 = 81PP Device 20 (100PP Container; Flaw: Hard-to-Lose; Feats: Restricted 1; Tech, All Tech) [81PP] Density 4 (+8 STR, Weight Multiplier x2, Immovable 1, Impervious Protection 2, Super-Strength 1; Extra: Continuous; Flaw: Permanent) [12PP] Growth 4 (+8 STR, +1 Size Category [Large: -1 ATK/DEF, +4 Grapple, -4 Stealth, +2 Intimidate, 10ft Reach]; Extra: Continuous; Flaws: Permanent, no CON bonus) [8PP] Primary Array (22PP Array; Feats: Alternate Power 3, Dynamic Power 3) [30PP] Base Power: Healing 10 (Extra: Total; Flaw: Self-only; Feats: Persistent, Regrowth) [22PP] Dynamic Alternate Power: Blast 11 (110-1,100ft) [22PP] Dynamic Alternate Power: Flight 11 (25,000mph, 220,000ft/rnd) [22PP] Dynamic Alternate Power: Snare 11 (110-1,100ft) [22PP] Dynamic Alternate Power: Super-Strength 11 (up to 90 Effective Strength) [22PP] Secondary Array (12PP Array; Feat: Alternate Power 1) Base Power: Autofire 11 (Blast Extra) [11PP] Alternate Power: Penetrating 11 (Blast Extra) [11PP] Enhanced Trait 5 (Attack Bonus) + Enhanced Trait 5 (Defense Bonus) [10 + 10 = 20PP] Immunity 9 (Life Support) [9PP] Protection 6 (Extra: Impervious 1) [7PP] Super-Senses 2 (Darkvision) [2PP] Drawbacks: (-4) = -4PP Normal Identity (Common, Major) DC Block ATTACK RANGE SAVE EFFECT Blast 11 110ft DC 26 Toughness (Staged) Damage (Energy) Blaster Rifle 8 80ft DC 23 Toughness (Staged) Damage (Energy) Frag Grenade 5 50ft DC 15 Reflex Blast Explosion 5 Smoke Grenade ––ft DC –– Reflex Obscure (Visual) 1 Tear Gas 4 40ft DC 14 Reflex Dazzle 4 + Nauseate Explosion 4 Unarmed 11 Touch DC 26 Toughness (Staged) Damage (Physical) Unarmed 3 Touch DC 18 Toughness (Staged) Damage (Physical) Totals: Abilities (30) + Combat (10) + Saving Throws (10) + Skills (11) + Feats (12) + Powers (81) + Miscellaneous (???) - Drawbacks (-4) = 150/160 Power Points.
  16. Volcanic Power Level: 10/13 (194/197PP) Unspent Power Points: 3 Trade-Offs: -2 Attack / +2 Damage, - 5 Defense / +5 Toughness In Brief: Empowered fire-controller not fully in control of her abilities, and lost from her own time. Alternate Identity: Leilani Keli'i (Public) Birthplace: Hilo, Hawaii Residence: Freedom City, at the moment, as she gets used to her powers. Occupation: Unemployed Family: Leilani has a large family back in Hawaii but since she 'died' during the 1960s, she's struggling to reconnect with them. Description: Age: 80 (In stasis from 1962 - 2016) (DoB: 1936: August 11) Apparent Age: 26 Gender: Female Ethnicity: Native Hawaiian Height: 5'3" Weight: 140 lbs Eyes: Brown/Blue / Red, glowing Hair: Black / Red, on fire Leilani is a young Hawaiian woman with an athletic swimmer's build. Her most distinctive feature when not a creature of stone and lava is the fact she has heterochromia, resulting in two differently colored irises. Leilani's skin is tanned from time spent swimming and surfing and she keeps her dark hair cut to a manageable length; long enough to pull back in a pony tail or braid but not so long that it gets in her way. When she's not afraid of burning her clothes to ash, she favors lightweight breezy outfits that are easy to move in. A sundress over a swimsuit is her most common attire - or it was. These days, she generally spends her time in something made of morphic molecules or something equally unlikely to burst into flame. When she transforms, her body transforms into a living figure made of fire and obsidian, with her hair and eyes burning and her flesh turned to jet black stone. History: Leilani grew up on the big island during the war years and although life in Hawaii was marked by great change from her birth in the thirties, through the war, and then eventual statehood - Leilani's family buffered their children as much as they could. Her memories of martial law and the mandatory curfews are far dimmer than her experiences in her teen years, enjoying the boom of the tourism and plentiful access to sand and surfing. Middle born of a large family, Leilani was certainly the rebellious one in her family - determined to carve a life out among the surfers. Although she held the occasional odd job here and there, the bulk of her time was spent out at Honoli'i riding waves with other beachcombers, always looking for the next big wave. 1962 was a more active than usual year for storms but that didn't stop Leilani from hitting the waves. When she saw a truly large wave crest on the horizon, she should have started back to shore. Instead, she turned into the wave - a choice that changed her life forever. When she wiped out spectacularly, the fierce currents pulled her under quickly, yanking her into the depths of the ocean. Leilani thought she'd be cold but it was warm, so warm, and very peaceful. She has only the faintest memories of her long sleep under the waves, of a dark haired woman with eyes that burned like coals singing soft lullabies. What she knows as fact, though, is that she was found smoldering on a beach, over half a century after her presumed death by drowning - spat out of the ocean the same morning as a small seismic event. The fires of Kilauea now burn without respite in her breast and when she closes her eyes to sleep, Leilani hears that same soft lullaby. Thankfully, there's a place in this modern world where they can help people like her - or so she's been told; Freedom City. Personality & Motivation: Leilani has always had a temper, but now when her mood turns dark, she's likely to set the ground aflame with her rage. There's a part of her frightened by the strange transformation and another part that finds it almost seductive. At the moment, all she wants to do is develop some confidence that she's not going to burn everything around her. Beyond that, she wants to know exactly what her nascent connection to the fires of Hawaii wants from her. Beyond the crisis she finds herself in, Leilani is generally a passionate creature - prone to jumping into situations without forethought and stubborn when she has a goal set for herself. Eventually, she'll be able to see the beauty in the flame but right now, all she can see is the danger to everyone around her. Powers & Tactics: At the moment, her tactics are rudimentary at best. Without any allies in the fight, turn into a rock-person and set everything on fire tends to work out pretty well for her. Leilani certainly has the potential for a lot more versatility and control once she masters some finesse but at the moment, she's really still getting a feel for the basics. Anger fuels her abilities, although not always in a controllable or even helpful fashion and fear tends to weaken her control. Her ability to surf the sky with her thermal control, however, is the one definite bonus that she's found to this new life. Eventually, no doubt, she'll find others. Power Descriptions: Leilani channels geothermic energy, resulting in both fiery and lava born powers as well as the ability to manipulate stone and soil itself. As Volcanic, Leilani is a creature of fire and obsidian, and drawing on the additional strength accepting that transformation gives her and able to meld with and through any natural rock or stone by becoming one with it. Even without shifting forms, though, Leilani is immune to any amount of fire or heat, and she generates enough warmth that she no longer feels any sort of chill on her skin. The blasts she fires are pure flame and when she manipulates the earth, it seems to melt and flow at her command. Her flight and burrowing are akin to riding a wave of flame, or earth respectively. It does look not unlike surfing and Leilani thinks that it might - just might - actually be more enjoyable. Complications: Fiery Temper: Leilani is quick to anger, which is doubly problematic when rage fuels the literal flame. Out of Time: A lot has changed since the 1960s and while she's doing her best to get a more solid footing, there are definitely gaps in her education and understanding. Benefactor: Leilani's transfiguration was guided by an extra dimensional power and they have their own motivations and goals for what their reluctant avatar is meant to accomplish. Partially Deaf: Congenital deafness runs in Leilani's family and her hearing is diminished but still functional. High and low ranges might be harder for her to perceive and crowded environments are more likely to be confusing for her. Responsibilities: Leilani has connections now. The Freedom League gave her a new start on her new life and she owes a debt that can never be repaid. She had friends, and relationships and family that she'll protect as well as duties to a team to uphold. Abilities: 0 + 6 + 10 + 4 + 6 + 6 = 32PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 16 + 10 = 26 PP Initiative: +3 Attack: +8 Melee, +8 Ranged Defense: +5 (+5 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +8 Knockback: -0 Saving Throws: 5 + 5 + 5 = 15PP Toughness: +15 (+5 Con, +10 Protection) Fortitude: +10 (+5 Con, +5) Reflex: +8 (+3 Dex, +5) Will: +8 (+3 Wis, +5) Skills: 20R = 5PP Knowledge (History) 3 (+5) Notice 7 (+10) Language 3 (Pidgin (native), English, Hawaiian, Sign Language: ASL) Perform (Dance) 2 (+5) Swim 5 (+5) Feats: 0PP Powers: 7 + 10 + 11 + 14 + 29 + 45 = 116PP All of Leilani's powers are geothermic in nature and have the description energy and geothermic. Some have an additional fire descriptor as noted below. Immunity 7 (Volcanic Immunity; Cold, Heat, Fire Damage) [7PP] (fire) Protection 10 (Volcanic Endurance) [10PP] (fire) Movement Array 5 (Feats: Alternate Power) [11PP] Base Power: Burrowing 10 (1,000 MPH) {10PP} Alternate Power: Flight 5 (250 MPH) {10PP} (fire) Super Senses (Tremorsense (Tactile); Accurate [0], Acute [0], Analytical [2], Radius [0], Ranged [2], Counters Illusion, Concealment [4], Penetrates Concealment [4], Extended Range 2 [2] ) [14 PP] Volcanic Array 12 (Fire and Earth; Feats: Alternate Power 4) [29PP] Base Power: Damage 12 (Fire Blast; Extras: Range) {24PP} (fire) Alternate Power: Move Object 12 (Stone Waves; Extras: Damaging Flaws: Limited Material [Stone/Earth]) {24PP} Alternate Power: Create Object 5 (Raising the Mountain; Extras: Movable, Duration [Continuous]; Power Feats: Innate, Progression x 3 [50 cubic foot/rank]) {24PP} Alternate Power: Environmental Control 6 (Eruption; Mix and Match Environment; Distraction [shaking earth], Hamper Movement [shaking earth], Heat [molten fissures], Light [ambient flame]; Extra: Independent) {24PP} (fire) Alternate Power: Damage 12 (Earthquake; Extras: Area: Burst) {24PP} Alternate Form 9 (Pele's Avatar; Container) [45PP] Protection 0 (Obsidian Skin; Extras: Impervious 10, Drawback: Noticeable) [9PP] (fire) Damage 4 (Fire of Kilueaa; Extras: Aura, Duration: Sustained) [16PP] (fire) Environment Control 4 (Heart of Flame; Heat, Light) [8PP] (fire) Immunity 9 (Elemental Creature; Life Support) [9PP] Permeate 3 (One With the Earth; Flaw: Limited [Stone/Earth]) [3PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Fire Blast Range DC 27 Toughness Damage Earthquake Area DC 27 Toughness Damage Stone Waves Ranged DC 27 Toughness Damage Fire of Kilueaa Touch DC 19 Toughness Damage Totals: Abilities (32) + Combat (26) + Saving Throws (15) + Skills (5) + Feats (0) + Powers (116) - Drawbacks (0) = 194/197 Power Points
  17. Player Name: GamerXZ Character Name: Quantum Shift Power Level: (10) (150/150PP) Trade-Offs: +/-0 Attack / +/-0 Damage, +/-0 Defense / +/-0 Toughness (or "None") Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Once a normal comic book geek, now living the dream and trying his best to live up to his new responsibilities. Residence: An apartment building somewhere in Freedom City Catchphrase: "It's Hero Time" Alternate Identity: James White Birthplace: Alternate Earth Occupation: Cafe Worker Affiliations: None, except for possibly the other Heroes of Freedom City Family: His birth parents are deceased and he is uncertain of meeting his foster family's counterparts in this universe. Description: Age: 22 Years Old Gender: Male Ethnicity: Caucasian Height: 5 foot, 11 inches Weight: 210 Pounds Eyes: Brown Hair: Dark Brown Physical Description: James White is not what you would call a supermodel, but he isn't bad-looking by any means either. Standing about 5 foot, 11 inches, he has a certain blockiness to him with broad shoulders and a bit of chunkiness to his facial features. He is definitely a good example of a "Gentle Giant" despite being so young. He typically goes for casual wear, namely a blue short-sleeved shirt, black cargo pants, shoes, and a black and grey hoodie. As Quantum Shift, he is not truly limited to any one form and has the potential to take whatever shape he wishes. However, perhaps his most common form seems to be a black humanoid creature that wears a skin-tight suit of navy blue armor that blends aspects of insectoids and a dragon, along with more alien features. Power Descriptions: Being infected with a powerful Nanite Virus has altered the entire genetic makeup of Quantum Shift's body, granting him a range of superhuman abilities and assorted symbiote-based powers. This includes superhuman strength, agility, and endurance, which allow him to pull off physical feats not even conceivable for a human in peak physical condition. He also owns powerful regenerative capabilities and heightened sight and hearing, along with surviving extreme temperatures, immunity to aging, among other things. He also has incredibly potent and versatile morphing capabilities, being able to transform limbs into various types of weaponry like blades, claws, hammers, giant mechanized gauntlets, power drills, whip chains, maces, and more. He can also sprout wings for flight, transform his skin into a suit of armor for additional protection, among other feats that involve the warping of biomass. History: 22 years ago on one of the Alternate Earths, one mostly untouched by any presence of super-beings, James White was born. From an early age, it became apparent his childhood would not be an easy one. Growing up in a rundown and somewhat lawless neighbourhood was no picnic. Many folks distrusting one another and being paranoid too, even when nothing bad was happening. His parents were usually too busy fighting, arguing, going behind one another's backs, taking advantage of their son, to properly look after either their home or James. On top of this, Mr White was a frequent victim of bullying and harassment both around his home and throughout his school years.. Being the victim of such circumstances taught the young man some very harsh lessons about life. Namely he would have to learn to fend for himself, and that trust and respect was not something to be handed out to just anybody. However, the young lad also learned to appreciate what little he had and he gained a strong empathy for the suffering of others. As a result, he would typically go out of his way to stand up to bulles and other oppressors, defending those smaller and weaker than him. Although this made him very respectable in the eyes of some kids, many adults saw him as a troublemaker and a bad influence. Not everything about his childhood though was sad, as he was a bright student and excelled in school, and was admired for having a keen imagination and insight into how things worked. He also had a deep love of anything related to comics and superheroes. Those stories of heroics and daring rescues inspired the young man to do well in his own life, to live up to the examples set by his favorite heroes. Of protecting the innocent, fighting for a cause you believe in, and to make lives better, even if his idealism and values weren't always supported by reality. When he was around 10, his parents through a VERY messy divorce, which left quite a few mental scars on the boy, although after his father died in an accident, he was sent to live with a foster family and began to heal from the scars his childhood had left on him. Graduating with full honours and a scholarship, Mr White's next step in life was college, where he hoped he would eventually graduate and follow a career where his stories would be able to help people...of course, that's when destiny reared its head one summer night. While out camping with a few people from college, James was about to turn in for the night, when he heard noises coming from the woods. An inspection revealed it to be what looked like actual Aliens hoarding humans on board some sort of spacecraft. One of James buddies got the brilliant idea to whip out a camcorder and record the event. Before James had a chance to stop him though, the creatures spotted them and several gave chase. The gang split up and James, not able to see where he was going, was eventually caught and dragged inside the ship. When he tried to resist, one of the creatures knocked him out. Once he came to, he found himself in a room on what appeared to be an operating table along with dozens of other abducted individuals. A voice came over the intercoms, explaining that the humans had been selected for a "special project" that would transform them into powerful bio-weapons to fight for the aliens in Multi-Dimensional War Games. The aliens sought humans for their supposed unending potential for destruction and lust for killing that exceeded many other species, and thus having the best chance of drawing out the full potential of "The Project". One by one, each person was injected with a serum full of Alien Nanites. The results were...not pretty, to say the least. Most were mutated into all sorts of horrific beasts, or turned completely feral. What made James heart sink was hearing the cries of pain and despair as each one transformed and then was carted off, presumably to be sold off to the highest bidders. When it came time for his injection though, something different happened. James felt the nanite virus surge through his systems, bonding with his genetic structure, trying to overtake him, force him to give in to his animalistic urges...but he refused, he resisted. He tolerated the pain as his body became flushed with the virus, and leaving him barely conscious once complete but still himself. Surprised by this, his captors opted to keep him for further study. However, he would not have that. The host broke free of his restraints, knocked out his captors, and made a break for it, getting a first-hand experience with his new superhuman abilities along with powerful regeneration. Along with his shapeshifting abilities, James quickly realized that he had become exactly what his captors had hoped for: An immortal bio-weapon capable of mass destruction...the only setback? They hadn't had time to brainwash him into being their servant. Not wanting anyone else to suffer this kind of fate, James destroyed the core of the ship and left in an escape pod before being knocked unconscious on entering what looked like an unstable wormhole.... When he came to, he did so in time to be surrounded by what looked like human doctors who'd found his crash site. He fled...only to quickly realize he wasn't in his home dimension anymore. At least...not the same Earth he knew before. Some snooping around quickly revealed to him he had travelled to an Alternate Earth and within a place known as Freedom City. A place known for its large populace of superheroes. Needless to say, the poor man was quite overwhelmed by this, but also felt he'd been given a chance to do what he'd always dreamed of doing. But also to make up to those people he had been too powerless to save from the experiments. After getting in touch with the Freedom League, he struck a deal with them. Housing and a cover for his identity, and in exchange he would provide all the knowledge he had on his inter dimensional kidnappers, and agreed to mainly use his powers for helping people. Also, he agreed to pitch in if a major crisis occurred. After seeing the extent of his powers, the League labeled him with the hero name, Quantum Shift. Now he fights to help keep the city and Earth Prime safe, acknowledging he won't be getting home anytime soon for two reasons: Namely his new form means he will never live a quiet, peaceful life on his Earth as he will, supposedly, be one of the few superhumans in a world full of mostly ordinary people. Secondly, he feels he can do more to protect his home by staying..at least for the time being... Although in his heart, he knows that the invaders are still out there...and they'll be coming to take back what is theirs someday... Personality & Motivation: James White is not the kind of guy who likes being the center of attention, being rather modest and easily embarassed when given praise of any sort. He comes off as rather quiet and contemplative, even a little on the introverted side. Sometimes, this gives off the impression he shuns company or does not wish to connect with others. However, this is the furthest thing from the truth. In reality, those who talk to him quickly learn Mr White is kind-hearted and selfless to a fault, can carry a conversation and usually has something intelligent to say or discuss. Having grown up with a rather difficult childhood, Mr White has a strong sense of justice and responsibility, along with a powerful empathy for the suffering of others. He believes in doing the right thing, no matter the consequences and does not believe in EVER taking innocent lives for any reason. Despite his idealism and optimistic attitude, he is not entirely blind to the realities of the world, and will use whatever he must to protect the populace, even though he detests the very idea that "the ends justify the means". He does not give out his trust to just anybody either, usually needing a good reason to do so and knowing how easily it can be abused. He also has a powerful imagination which helps him with controlling his powers. He grew up with a love of comics and heroes, and wishes to live up to those ideals and values. Driven by a desire to ensure events like in his own past don't happen again, he uses his intellligence, wisdom, and his new virus friend to help protect Freedom City... Powers & Tactics: Thanks to his Virus-infused body, Quantum is quite versatile and can adapt to many situations, although his preference is more hand-to-hand combat. Being able to alter his shape freely means he is never short on options for battle or for doing his job. Even without his transformation abilities though, he is strong enough, fast enough, and durable enough to go toe-to-toe with other superhumans. He possesses a more rugged form of fighting but makes up for it by applying his intelligence and what he reads in books to the situation. Even with his powers and abilities though, he is far from invincible. For one thing, Quantum's regeneration is not instant, and for more severe wounds requires time to repair meaning a sustained assault of heavy artillery and powerful superhuman attacks should be enough to keep him down at least for a while. Also, certain applications of his powers require much concentration, meaning he is a bit of a sitting duck. Complications: Survivor's Guilt: Although he doesn't show it, Mr White still feels remarkably guilty over the fact that he survived the alien's experiments when so many others are as good as dead or will never see their home again. He also has the occasional nightmare of the victims crying out for salvation, asking why he never saved them, or of ones where he turns against his fellow heroes. Home Away From Home: Even if this is Earth, it is not HIS Earth, and as such James has some feelings of isolation when it comes to simply existing here. Even the prospect of meeting alternate counterparts to his foster parents unnerves him, partially due to how he feels they might react and if he even has the right to meet them. Acceptance: James has quickly learned that individuals wielding power over nanites have an, at best, lukewarm to cold reception. Although not met with fear, quite a few individuals are at least suspicious of him and whether he is a ticking time bomb waiting to go off at the worst possible moment. However, one of the reasons he became a hero was to prove that your powers don't determine whether you're a hero or not. It's your character and who you are as a person that determines that. Abilities: 4 + 4 + 4 + 4 + 6 + 4 = 26 PP Strength 30/14 (+10/+2) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 14 (+2) Wisdom 16 (+3) Charisma 14 (+2) Combat: 12 + 12 = 24 PP Attack: +6 (+10 Symbiosis) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +6 Grapple: +22/+8 Knockback: -10/-5/-1 Saving Throws: 5 + 5 + 4 = 14 PP Toughness: +10/+2 (+2 CON, +8 Protection) Fortitude: +7 (+2 CON, +5) Reflex: +7 (+2 DEX, +5) Will: +7 (+3 WIS, +4) Skills: 60r = 15 PP Acrobatics 4 (+6) Diplomacy 8 (+10) Gather Information 8 (+10) Intimidate 8 (+10) Knowledge (current events) 6 (+8) Knowledge (Tactics) 4 (+6) Language (English [Native] Notice 8 (+10) Sense Motive 8 (+10) Stealth 6 (+8) Feats: 10 PP Challenge (Fast Startle) Dodge Focus 4 Improved Initiative Power Attack Skill Mastery (Diplomacy, Gather Information, Intimidate, Notice) Startle Uncanny Dodge (auditory) Powers: 36 + 8 + 6 + 10 + 1 = 61 PP Symbiosis, (30 PP Array; Power Feats: Accurate 2, Alternate Power 4) [36 PP] Base: Enhanced Strength 16 [16 PP] + Impervious Toughness 10 [10 PP] + Super-Strength 2 (Lifting Strength 40) [4 PP] Alternate Power: Strike 8 (Extras: Targeted Burst Area [10], Selective Attack [10] Improved Critical [19-20); Mighty) [30/30] Alternate Power: Insubstantial 1 [5 PP] + Strike 8 (Extras: Autofire 1 [10], Penetrating 4, Power Feats: Improved Critical 2 [18-20], Mighty) [25/30] Alternate Power: Strike 8 (Extras: Penetrating 3, Vampiric [10], Power Feats: Extended Reach 4 [20 feet], Incurable, Improved Critical [19-20], Mighty) [28/30] Alternate Power: Concealment 10 (all senses) [20 PP] + Super-Movement 5 (Slithering, Swinging, Tracking, Wall-Crawling 2) [10/30] Protection 8 [8 PP] Speed 5 (Power Feats: Alternate Power 1) [6 PP] Alternate Power: Leaping 5 [5/5] Morph 10 (For changing into Insectoid Form; +50 Disguise) [10 PP] Immunity (Aging) [1 PP] Abilities (26) + Combat (24) + Saving Throws (14) + Skills (15) + Feats (10) + Powers (61) - Disadvantages (0) = 150 PP
  18. Flintlock (The Swashbuckling Sorceress) Power Level: 10/15 (250/250PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Pirate-Sorcerer with a dash of Lovecraft. And rum. Alternate Identity: Annabelle Flint Birthplace: Holland Residence: On her ship (The Black Flag) Base of Operations: Oceans and Coastlines around Freedom City Occupation: Sorcerer Affiliations: None Family: None Description: Age: 337 Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height:5’9” Weight:65Kgs Eyes: Green Hair: Red (Dark) Flintlock has no particular costume but will (nearly) always dress as a (historical) pirate, with a flintlock pistol. Other than that she appears as a tall woman with a deep suntan and long, dark red hair. She has several scars on her body and a number of maritime, arcane, and saucy tattoos on her body. History: Annabelle Flint was born in Holland, a bastard, to a seamstress and a priest. Her mother fled to the new world with young Annabelle in tow. Alas, ill fortune awaited them there, with disease, famine, and destitution. By the time she was fifteen, Annabelle had wrangled her way on to the decks of a pirate ship as a deck scrubber. She was a cunning, determined, and charming young lady, and had soon talked her way up the ranks, eventually becoming captain Flintlock, the ruthless pirate queen. Until one day, the Black Flag and her crew were sunk by Captain Blood. Annabelle swam to the nearest shore, living like a savage, until she was captured by a degenerate cult who worshipped the Yellow Sign. Originally a human sacrifice, once again her silver tongue saved her, and she was taken as a slave by their high priest. Annabelle was quick of wit and, whilst living under her quite mad master, learned his arcane ways, eventually growing strong enough to crush both her master and the cult. Now a powerful sorceress, she summoned up her ship, the Black Flag, and its crew from the depths of the ocean. Armed with her power, her cunning, and a bewitched ship that could speed through any sea, she set sail through strange coasts in this world and others in search of treasure, adventure, and the Yellow Sign. Having recently heard that the Yellow Sign has resurfaced in her world, she had navigated back to the coasts of America, and Freedom City… Personality & Motivation: Flintlock is, at heart, a rogue, a rapscallion, and a pirate. She can be brutal, ruthless, and deceptive. However, she is also a daring and dashing adventurer. Flintlock loves lost treasure, be it material or arcane. From her experiences has arisen the mantle of an arcane defender of the mundane world. Particularly, she seeks to wipe out the cult of the yellow sign, and fears the horrible outer gods that dwell in equally horrible dimensions. The serpent people, the deep ones, and all such degenerate tribes are on her hit list. Aside from that, Flintlock has a special adversity to slavery or racial prejudice, and an equal dislike of maltreatment of women (many of her pirate crew were women and non-caucasians). She is a libertarian – to such an extent that she believes laws don’t completely apply to her. Powers & Tactics: Flintlocks sorcery involves summoning spirits, which appear as ghostly white figures or shapes. Usually, she uses such apparitions as poltergeists, picking up, rending, and throwing her enemies around. For larger groups she will summon horrible spectres that scare her enemies. In desperate, brutal times, she will summon up spectral seawater to the lungs of a man, making him drown (a psychological effect but quite deadly). Her magic powers are not too broad; they revolve around creating / moving things in an intangible way (illusions, poltergeists), or manipulating somebodies spirit (e,g causing pain, pleasure, madness, or fear). Flintlocks tattoos protect her (to some degree) from injury or harm and the ravages of time. Aside from her sorcery, Flintlock is a capable fighter and pirate. Her greatest strength is her uncanny insight (giving her superhuman wisdom and charisma). Power Descriptions: Flintlocks sorcery appears as ghostly figures, shapes, or forms. Spectres, ghouls, illusions, or even just giant hands or tentacles. Complications: Incantations: Flintlock must speak (or at least mutter) to use her sorcery. A gag will stop her. Greedy: Flintlock still seeks treasure of all sorts. Drunkard: Flintlock also still drinks, particularly rum, and enough to get drunk. She always gets quite drunk when using rituals. Enemy: With all the spirits she has commanded and dominated over the centuries, there is a good chance that any encountered spirit will be, at best, ill-disposed towards her, if not plain aggressive. Song: Flintlock will monologue, by song! History: Centuries of wild living and infamy might be a problem. From jilted lovers Like Captain Nemo, to the fear and loathing of modern day Somalian pirates. There is much to have as plot hook and complication. Unruly: Whilst Flintlock technically has fanatical minions, and summons bound spirits, such sorcery is dangerous. Experienced as she is, under certain circumstances they may disobey, misinterpret commands, or demand some awful price (i.e. create drama) for services. Even the Black Flag might be semi sentient. A semi-sentient pirate ship. This all means the GM can step in to play any spirit. In any case, Flintlock does not unleash these powers without good reason. Abilities: 0 + 6 + 6 + 4 + 16 + 16 = 48 Strength: 10 Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 26 (+8) Charisma: 26 (+8) Combat: 20 + 20 = 40 Initiative: +7 Attack: +10 Defense: +10, +5 Flat Footed Grapple: +10 Knockback: -5 Saving Throws: 3 + 7 + 7 = 17 Toughness: +10 (+3 Con, +7 Protection) Fortitude: +6 (+3 Con, +3) Reflex: +10 (+3 Dex, +7) Will: +15 (+8 Wis, +7) Skills: 140R = 35PP Acrobatics 4 (+7) Bluff 10 (+18) Climb 4 (+4) Concentration 12 (+20) Diplomacy 4 (+12) Disguise 12 (+20) Handle Animal 4 (+12) Intimidate 8 (+16) Knowledge (Arcane) 12 (+20) (See Feats) Knowledge (Cosmology) 8 (+10) Knowledge (History) 4 (+6) Language 8 (Atlantean, Dutch [Native], English, French, German, Latin, Lemurian, Portuguese, Spanish) Medicine 2 (+10) Notice 4 (+12) Perform (Dance) 2 (+10) Perform (Singing) 4 (+12) Profession (Sailor) 12 (+20) Ride 2 (+5) Sense Motive 8 (+16) Stealth 4 (+7) Swim 10 (+10) Survival 2 (+10) Feats: 53PP Attractive Benefit [Intuitive Magic: Use WIS instead of INT for knowledge (arcane)] Benefit (Wealth 1) Critical Strike Distract (Bluff) Environmental Adaptation (Rolling Decks) Equipment 17 Fascinate (Bluff) Favored Opponent (Lovecraftian Horrors) Improved Initiative Jack of All Trades Leadership Minions 8 (Extra Minions 3, Fanatical) [Total 19] Quick Change 2 Redirect Ritualist Set-Up Skill Master (Swim, Disguise Medicine, Survival) Trance Equipment: 17 PP = 85 EP Knife [4 EP] Flintlock (Blast 4, Limited [-2] one shot only, takes a minute or so to reload) [2 EP] Sword (Cutlass) Strike 3, Mighty, Improved Critical [5 EP] Vehicle: The Black Flag, privateer (Gargantuan [3 EP], STR 50 [2], Toughness 15 [4 EP], Features (Arcane Library, Hidden Compartments 3, Living Quarters) [3], Blast 10 (Feats: Affects Insubstantial 2, Homing) [27 EP], Environmental Control 10 (Storms, 1000’ Radius, Distraction DC 10, Hamper Move to 50%, Range Touch) [16 PP], Supermovement 4 (Dimensional; any magic, Sure Footed 2 [-50% penalty]) [8 EP], Swimming 8 (250 mph, Extras: Subtle) [9 EP]) [74 EP] Powers: 2 + 7 + 50 = 56PP Immunity 2 (Aging, Own Powers) [2 PP] (Magic, Tattoo) Protection 7 [7PP] (Magic, Tattoo) Sorcerous Summoning Array (42 PP Array, Feats: Alternative Power 8) (Magic, Summoning, Spirit) [50 PP] BP: Astral Form 8 (2000 miles, Feats: Dimensional 2 [Magic]) [42/42 PP] “Project Spirit” AP: Illusion 10 (Extras: Duration [Sustained], Flaws: Phantasm, Feats: Progression Area 2 [25’ radius]) [42/42 PP] “Summon Spirit” AP: Move Object 10 (Extras: Damaging, Range [Perception], Feats: Affect Insubstantial 2) [42/42 PP] “Poltergeist” AP: Suffocate 8 (Extras: Duration [Sustained], Range 2 [Perception], Feats: Variable Descriptor 1 [Water, Muck, Mud]) [41/42 PP] “Davy Jones” AP: Create Object 10 (Extras: Duration [Continuous], Range [Perception], Feats: Affects Insubstantial 1, Variable Descriptor 1 [Lovecraftian horror, e.g cyclopean masonry, blasted ice, splintered obsidian, non-Euclidean architecture]) [42/42 PP] “Summon from other dimension” AP: Confuse 10 (Extras: Aura, Contagious, Duration 2 [sustained aura], Feats: Reversible, Selective Aura, Flaws: Range 2 [Touch]) [42/42 PP] “Summon crawling chaos” AP: Nauseate 7 (Extras: Area [Cloud], Duration 2 [Sustained] Range 2 [Perception], Flaws: Sense Dependent [Olfactory]) “Summon Terrible Stench” [42/42] AP: Nullify 10 (All Summoning Powers, Extras: Effortless, Range [Perception], Feats: Selective [can choose which powers to nullify]) [41/42] “Banish” AP: Summon 8 (Extras: Narrow [Marine Leviathan], Fanatical, Heroic, Feats: Mental Link) [41/42] Drawbacks Vulnerability (Uncommon [Madness], Moderate [+50% DC]) -2PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Flintlock Pistol Touch DC 19 Tough Damage Knife Touch/Throw DC 16 Tough Damage Sword / Cutlass Touch DC 18 Tough Damage Poltergeist Perception DC 25 Tough (or grapple) Damage/Grapple Suffocate Perception DC 18 Fort Suffocate Stinking Cloud Perc/Area DC 17 Fort and Reflex Nauseate Crawling Chaos Touch/Aura DC 20 Will Confuse Banishment Perception DC 20 Will Nullify Totals: Abilities (48) + Combat (40) + Saving Throws (17) + Skills (35) + Feats (52) + Powers (59) – Drawbacks (-2) = 250250 Power
  19. Ace Danger Power Level: 15 (233/250PP) (PL 10 combat caps) Unspent Power Points: 17PP Trade-Offs: +1 Attack / -1 Damage, ± Defense / ± Toughness In Brief: Daring Boy Adventurer who grows into a Superspy and Immortal Playboy. Catchphrase: Theme: Alternate Identity: None Birthplace: Freedom City Residence: Danger Manor, North Bay, Freedom City Base of Operations: Danger Manor, North Bay, Freedom City Occupation: International Man of Mystery Affiliations: Allies of Freedom*, Danger Industries, Liberty League*, AEGIS*, Freedom League*, The Jungle Patrol* (*Former Ally/Member) Family: The Danger Family Description: Age: 90 (July 4th 1925) Apparent Age: 22 Gender: Male Ethnicity: Caucasian Height: 6' Weight: 185lbs Eyes: Blue Hair: Blond Ace has a sturdy six foot frame not overly muscled but certainly well defined in an almost careless way that suggests given effort he could develop quite the physique. His head is topped by thick blonde locks that are maintained in a perfect semblance of disarray. He retains much of his fathers classic lines but softened slightly, a strong jaw and chin, but not quite chiseled, his bright blue eyes always have a slight twinkle of mischief dancing in them. Despite his advanced age he appears an attractive man of 24. He dresses well socially though favors a somewhat beaten down Fedora and bomber jacket while "on duty", and favors a kind of retro chic look without looking like he can't keep up with the times. History: The first of the Danger children was born on July 4th 1925, named Ace after Ace Adams his godfather also his father's pilot and close companion through many an adventure. His early childhood was fairly normal despite his father's extended absences with two more siblings following A brother and a sister (the youngest) over the next five years. The family relocated to Africa where his famed father made his fortune in diamonds of dubious origins by today's standards. Once Ace reached the age of eight his father decided to make up for lost time and Ace joined him on his various adventures throughout the 30's and into the early 40's despite the dangers Ace enjoyed this time though he was always felt he had fallen short of his fathers larger than life expectations of his first born. As Ace came of age his brother was included in more and more of his father's travels and Ace found himself at loose ends. While he could certainly claim a unique education it was perhaps even worse suited than he was to academia. Eventually, wishing to prove himself on his own merits he lied about his age and signed up with the army his skills, and family name, earning him placement with the sometimes empowered special forces operating often behind enemy lines. After the War it wasn't long before his maverick stylings and controversial activities had him discharged (honorably thanks to family connections) to his father's deep disappointment. After his socially disastrous, if technically successful, military career Ace fell to the baser accusations of his father and became the exact layabout his father claimed him to be and dear old dad seemed to just give up and instead focused on his second born Rex. By 1950 Ace had earned quite the reputation as a libertine and despite the efforts of Little sister Donna to control the rumors he was steadily eroding the family's reputation. Her answer was simple and with some maneuvering of family money and contacts she neatly made him someone else's problem as he was inducted into service with the CIA where he was the very picture of the dashing spy later immortalized in print and film. He roamed the world much as he had with his father only now it was a deadly game of cat and mouse with the Soviets rather than thwarting Nazi schemes. He was well suited to the work and relished the risk. Due to his unique contacts and knowledge from his days traveling with his father he was assigned to the more esoteric missions no simple spying on ambassadors for Johnny Dangers son when there were communist backed voodoo cults in Havana or Soviet researchers developing doomsday devices in the himalayas. His fast and loose interpretation of regulations kept him fairly stationary in the organization despite his successes but at least he wasn't bored. It was during this time that his training with Shambala monks and blessings from witch doctors and voodoo queens led to some of his more extraordinary abilities though he carefully hid these from his antsy employers given the political climate. It was only natural that when the fledgling AEGIS organization cropped up he was optioned off to it though that barely lasted a year before he was drummed out for disrespecting a superior officer. The family stepped in once more to keep the specifics quiet but he was still blacklisted form government work. By this time his sister and her children were fully running Danger Industries and his father was retired having passed the torch to Rex who continued to live up to all of the Danger elders expectations. Ace for his part also prided himself on living up to every claim his father made. He with pride says that his actions alone supported the fledgling tabloid industry through the sixties and early seventies and it's not far from the truth. He publicly partook of much of the worst the decades had to offer and was the center of most major scandals of the era. Likely he much like the rest of the country would have continued on the self destructive course they were on if not for the Big One. The Terminus invasion was a rather brutal wake-up call for everyone but it was particularly so for Ace. His brother Rex had recently spirited him away from yet another party gone too far when the call came in. The city was under attack. Rex being Rex immediately spun the car in the direction of the trouble and told Ace to stay out of the way if he could. They never even had a chance as the burning lance of energy sliced through the car. Ace's last memory was his brothers scream as they were both vaporized. Ace woke up still in the tangled wreckage of the car after it was all over. In the end Rex was yet another in a long list of Heroes who fell in the invasion, Ace was sure to embellish the story the press got, to everyone else Rex went out like a Hero should. His brothers death affected Ace strongly, he had experience and more than a few tricks up his sleeve, he would do what Rex would have wanted. He became a Hero too, though granted still with his own specific idiom. In hero work a handsome smile and flare for the dramatic turned out to be as much a benefit as it had been a hindrance in his days at the agency. Of course he still had his father's globe trotting tendencies and soon was swept up in events throughout the world. His niece Rachel is fairly supportive of such activities but has slowly convinced him to stick to freedom city for now on and with Ace Danger is back in town the funs sure to start soon. Personality & Motivation: Ace has really been training for the Hero gig almost since birth and despite some unorthodox methods he's good at it. He's a larger than life personality from a larger than life family and lives it up as such. To most appearances he's a shallow attention grabbing playboy with too many toys, and that's not entirely inaccurate but he does have a strong sense of justice and feels a responsibility for the people of freedom. Rex's death pulled him out of a pretty self destructive spiral but that hasn't kept him from having fun while doing good in the here and now. Coming up and living his long life in the public eye as a hero or sidekick as the times have called for has left him distinctly out of touch with those less immersed in the world of high adventure. He knows no life but the absurd one that he calls his own and knows a certain loneliness drawn from that. Even other Heroes often have downtime or off camera moments, for Ace every day is another day on duty and privacy, though not secrecy, is all but unknown. Powers & Tactics: Every person who asks how Ace got his talents gets a different answer each more unbelievable than the last some of them are probably even true. He has been blessed by mystics of many traditions for long life and that's likely the actual core reason for his immortality, He most often will say however that he's to pretty to die. In his travels he has also picked up more than a few tricks. He has learned many martial arts forms from various groups through the years that has left him a capable hand to hand fighter though no specific style really take preeminence and his fathers wicked left hook is still his most signature move. He has also trained with various yogi's and mystics throughout the world to hone his mind and has picked up on the tricks that he most liked granting him a suite of mind tricks harnessing the power of his mind. He has also made some upgrades to his home to better fit with his new "super" lifestyle, using daka crystals he has pulled it off the grid and installed a communications and computing suite made it in his mind the perfect luxurious base of operations. He augments his training and vast collection of super tech and mysterious curios with some special items from his days as boy adventurer and super spy. The famed Danger!Mobile and it's suite of counter pursuit addons and specialized equipment for operation in the skies and seas is the most famous certainly but the Danger!Jet and it's cloaking and VTOL capabilities have gotten him into and out of some hairy situations. The S.S. Danger! seems at first glance little more than a pampered dilettantes luxury yacht, yet with but a few small adjustments and extensions it can vary it's appearance from Junk, to sailing yacht, to commercial fisher and more, for truly stealthy endeavors of course the craft can convert to submersible mode with advanced cloaking devices rendering it all but undetectable. Power Descriptions: Most of Aces powers are of a subtle nature, mental techniques and skills or his immortal nature are not obvious in nature. He has however a long life of adventures steeped in the science and magic of a thousand cultures and even worlds. This results in a motley collection of devices, talismans, techniques, and maneuvers that he can call upon when the situation demands, Whether it be calling forth his inner fire to melt an icy prison, assembling a makeshift lathe to craft a weapon upon, or drawing forth a treasure or relic of power from his past adventures Ace has a long life of interesting times to draw upon. Complications: Disarmed!: Aces Interesting Times VP isn't able to be taken away completely but if he is stripped of his assorted gadgets he can't put the points into devices without some kind of work around for the missing items. Fame: He's THE Ace Danger Code of Honor: Hero code: don't kill or main, no torture, protect innocents etc. Ace follows it as much as he seems to be reluctant to. Reputation: Wastrel playboy and worse. Abilities: 14+8+16+8+8+14=68PP Strength: 24 (+7) Dexterity: 18 (+4) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 24 (+7) Combat: 12 + 12 = 24PP Initiative: +4 Attack: +6 base, +7 Melee, +11 Unarmed Defense: +10 (6 base + 4 Dodge Focus) (+3 flat-footed) Grapple: +14 Knockback: -5 Saving Throws: 0 + 4 + 6 = 10PP Toughness: +10 (+8 Con, +2 Defensive Roll) Fortitude: +8 (+8 Con) Reflex: +8 (+4 Dex, +4) Will: +10 (+4 Wis, +6) Skills: 108r = 27PP Bluff 15 (+22) Distract, Skill Mastery, Taunt Diplomacy 7 (+14, +20 with Wealth) Connected, Skill Mastery Disguise 13 (+20) Skill Mastery Drive 1 (+5) Gather Information 7 (+14, +20 with wealth) Contacts, Skill Mastery, Well-Informed Intimidate 3 (+10) Skill Mastery Notice 16 (+20) Skill Mastery Perform: Acting 3 (+10) Perform: Dance 3 (+10) Perform: Singing 3 (+10) Perform: Oratory 3 (+10) Pilot 1 (+5) Ride 1 (+5) Sense motive 16 (+20) Skill Mastery Stealth 16 (+20) Skill Mastery Feats: 56pp Attack Specialization: Unarmed 2 Attack Focus: Melee 1 Beginner's Luck Benefit (Security Clearance: Danger International, Security Clearance: AEGIS, Wealth 3/Filthy Rich, Fame, Status: High Society) Connected Contacts Defensive Roll Distract (Bluff) Dodge Focus 4 Equipment 10 Fast Feint Fast Taunt Hide In Plain Sight Improvised Tools Inspiration 5 Jack of all Trades Leadership Luck 3 Quick Change 2 Redirect Set-Up Skill Mastery 2 (Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Notice, Sense Motive, Stealth) Sneak Attack Taunt Teamwork 3 Uncanny Dodge (mental) Well Informed Equipment [45 equipment points] Danger! Vehicles (Alt Equip 2) [24] Danger!Mobile [24] Size: Large [1] Strength 25 [1] Speed 6/Swim 6/ Flight 3 [7] Defense 9 [0] Toughness 12 [5] Features: Alarm 2 (DC25), Autopilot, Disguise, Ejector Seats, Oil Slick, Smoke Screen, Communications(radio), Navigation system, Tire inflators Danger!Jet [24] Size: Gargantuan [3] Strength 40 [0] Flight 7 [14] Defense 6 [0] Toughness 11 [0] Features: Autopilot, Ejector seats, Concealment(Radar), Concealment(visual), Communications(Radio), Computer, Navigation Systems S.S. Danger! [24] Size: Gargantuan [3] Strength 50 [2] Swim 4 [4] Defense 6 [0] Toughness 15 [4] Features: Autopilot, Submersible, Concealment(Auditory), Concealment(Visual), Concealment(Radar), Communications(Radio), Computer, Hidden Compartments, Navigation System, Disguise, Living Quarters Danger Manor [total 24] Toughness 20 [3] Size Large [2] Combat Simulator [1] Communications [1] Computer [1] Dock [1] Defense system (Stun 13 [Crazy Purple Knockout Gas; Extra: Sleep](Gas, Poison)[1] Fire prevention system [1] Garage [1] Gym [1] Hangar [1] Infirmary [1] Library [1] Living space [1] Personnel [1] Pool [1] Power system [1] Security System x 3 (DC 30) [3] Think Tank [1] Powers: 6 + 4 + 10 + 6 + 22 = 48PP Comprehend 3 (Polyglot; Speak any language one at a time, Read and understand all languages) (Training) [6pp] Immunity 4 (Aging, Disease, Poison, Starvation/Thirst) (Magic)[4pp] Regeneration 8 (True Resurrection 7 [1 minute], Recovery Bonus 1; Power Feats: Persistent, Regrowth) (Magic)[10pp] Super Senses 6 (Mind Like the Moon; Mental Sense, +Accurate, +Acute, +Radius, +Ranged) (Chi, Training) [6PP] Variable 2 (Interesting Times; 10pp Any Combination of Traits; Extras: Action 2 (free Action), Power Feats: Variable Descriptor 2) [22pp] Variable Pool sample Configurations Drunken Style Kung Fu (Attack Specialization [Unarmed 2], Fast Feint, Fast Taunt, Dodge Focus 2, Protection 2, Improved trip, Instant up) Rocket boots and flight helmet (Device 2 {Hard to lose; Restricted 2; Flight 4, Immunity 2 (suffocation)}) Jury Rigged Hand Cannon (Device 5 {25PP Device; Easy to lose, Unreliable (50% fail chance); [Damage 10 {Ranged; Accurate 5}]}) Ghost dust ( Super Senses 2 {Visual counters concealment}, Damage 6 (Flaws: Limited [Undead], Power Feats: Affects insubstantial 2, Mighty, Accurate 2) (+11 attack +13 Save Damage) Warding Chant/mudra/rune (Mind Control 10, Area, Limited {supernatural type}) Jungle patrol Pistol (Device 3 {easy to lose; Power Feats: Accurate; [Damage 7 (Extras: Ranged, Power feats: Variable Descriptor)]}) Drawbacks: DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Sneak Attack Unarmed Touch DC 15 Toughness Damage Totals: Abilities (68) + Combat (24) + Saving Throws (10) + Skills (27) + Feats (56) + Powers (48) - Drawbacks (0) = 233/250PP
  20. Adept Power Level: 10/13 (179/202PP) Trade-Offs: None Unspent Power Points: 23 In Brief: Telekinetic Man in Black Residence: Series of military bases or government-mandated hotel rooms Base of Operations: The Federal Building, AEGIS headquarters Catchphrase: Anything punctuated by a cloud of cigarette smoke Alternate Identity: James Warne (pre-adoption: Kevin Roeser) Identity: Public Birthplace: Washington, D.C. Occupation: AEGIS agent Affiliations: AEGIS, United States Army, FBI Family: Parker Psion Jr. (Father, deceased), Laurel Roeser (Mother, deceased), Gwen and Carrie Psion (Sisters, unknown to both Adept and the Psion family) Description: Age: 36 (DoB: September 29, 1979 Apparent Age: 40s (Bad skin due to smoking) Gender: Male Ethnicity: Caucasian Height: 5’ 11” Weight: 188 lbs. Eyes: Brown Hair: Salt-and-pepper black Agent Warne (codename: Adept) isn’t a sight most people want to see, this black-suit government agent with rough skin, opaque sunglasses, stern frown, and often a cloud of smoke clinging to him like an aura. He’s just past the halfway mark of his thirties, yet stress is already bringing out the gray in his hair, and his complexion and teeth show the marks of nearly two decades of smoking. His guttural voice rarely has anything pleasant to say (although occasionally he spouts dark, deadpan humor). Dark circles typically line his eyes from nights of more alcohol than sleep. In those eyes is the thousand-yard-stare of a man who has seen some s---. Less-than-attractive though he may be, Adept has an athletic, muscular build, and moves with grace and confidence. He does not, keen observers should note, carry a gun, a strange occurrence in his profession. Then again, he doesn’t need to. Power Descriptions: Adept’s signature trick happens silently and unseen; enemies or objects just move seemingly of their own accord, or lift into the air as if by magic. Unless he wants to scare someone, Adept usually doesn’t call attention to his ability. He doesn’t need to wave his hands or any other such activation methods, so he can easily sit at a distance and perform his manipulations without implicating himself to non-psychics. His protective field, on the other hand, bends the air around him like a heat wave as he “pushes” in all directions with short-range yet firm and continuous force. By similar technique, Adept can even pick himself up and fly, albeit at slow speeds. History: This story begins in the middle of someone else’s, and near the end of yet a third. In the late seventies, Parker Psion Jr. came to Washington, D.C. on a family errand. By his father’s orders, he met with multiple unidentified politicians to blackmail them with information gathered by the Psions. These favors may’ve had far-reaching consequences, but few people can say, as the congressional representatives (predictably) declined to bring the matter to federal attention. And yet, Parker’s visit did not go unnoticed. AEGIS was still gathering its momentum, and had more pressing issues toward which to direct its early super-powered agents, but they already cast suspicious glances toward the Psion family. Parker was under cautious surveillance throughout most of his time in D.C., although the agents had strict orders to not risk engagement without violence on his part. So they watched, first as he ran his errands, then as he celebrated, savoring his rare independence with a little bar-hopping, which ended in the home of Laurel Roeser, twenty-two-year-old clerical assistant. AEGIS investigated her after Parker left the city, wondering if perhaps Laurel was connected to the Psions, an informant or follower, but their meeting was eventually noted as random. Her pregnancy, they watched with greater interest. The original plan was to entice and monitor this illegitimate Psion by offering Laurel discrete employment (as an unwed mother at such a time, she found her other prospects depressingly limited), nudge her son toward schools of their choice, and eventually groom him for a military career. Instead, fate simplified matters with a fatal mugging just two years after Kevin Roeser was born. Army First Lieutenants Miranda and Ronnie Warne quickly adopted him, paperwork shoved through the system so fast that now-named-James barely saw an orphanage, and thus began a lifetime of Army bases and endless psychic testing. He knew early on that something was amiss, even with only other military children to compare his life to. His parents were attentive yet distant and professional. And the tests—as soon as James displayed telekinesis, all other aspects of his life became secondary. He continued to receive a standard education, plus cadet training, but the adults around him clearly rushed toward the talent that none of his peers possessed. They tried to bring out other psychic abilities, were disappointed when none came, and settled for honing his telekinesis like a knife. Captain Warne retired his Army commission at age twenty-four, transitioning to the Federal Bureau of Investigation for the next decade, and has recently gone onto AEGIS, to best put his power to use. His career has taken him all across the globe without ever feeling any sense of home. Now, at his latest post in Freedom City, a rare place he’s never visited, perhaps he’ll discover more about himself than he expects—and more than his government handlers would prefer. Personality & Motivation: Cynical and suspicious, Adept is the career agent stereotype. He knows from firsthand experience that his “side” can do some very un-democratic things in the name of democracy, and freedom can look a lot different when the world’s most powerful military thinks you’re standing in the way of it. Having said that, he’s not entirely unpatriotic, and remains loyal to his country and agencies. This is a man who’s seen real chaos and corruption, the kind that make senator sex scandals, white-collar crimes, and America’s street gangs seem childishly quaint by comparison. He, quietly, enjoys some measure of pride in preventing such turmoil in his home territory. A lifetime on one side of the law does give Adept a very dim view of criminals; he exploits them freely for information and feels no sympathy if they suffer in the process. “Reformed” convicts can expect nothing but mistrust, and let’s be honest, everyone’s guilty of something. Adept considers it just a matter of discovering the details in most cases. Still, there’s wrong and wrong. He’s often willing to ignore lesser transgressions in exchange for tips on whatever big fish he’s chasing down this week…until he comes back in the future, to keep cashing in more favors. It can’t be blackmail if the government does it, right? Adept does have lines he won’t cross, murder being the foremost among them, no matter how convenient it often might be. He’s a very rare case among his profession; this refusal puzzles and occasionally frustrates his superiors. But he can feel something dark, deep in his soul, and privately worries that ending a life, rightly or not, will bring it bubbling up. It already feels so good to grab criminals with his mind and just squeeze… Powers & Tactics: On a good day, Adept tries to get by with his impressive skills. He’d rather talk his way through most situations if he can. On a great day, he can direct other agents under his command, with further backup just a phone call away. On the bad days, though, special lobes in his brain light up like Christmas trees, and then the screaming starts. He can crush cars like aluminum cans, toss people casually into walls, protect himself with a telekinetic field impervious to almost everything the average gangster might have, lift an incredible amount of weight, and in moments of desperation, “push” at everything around him, the aftermath resembling a bomb detonating on his position. Unlike most psychics, however, he has only one trick at his disposal, even if he’s very good at it. Complications: “Eff You, Cop!”: Adept is clearly a government agent, even before he introduces himself as such. Most people feel nervous talking to him, and many refuse to do so at all without…encouragement. “GET OUTTA MY HEAD!”: Adept’s training, from early childhood until recently, often included other psychics. They’d infiltrate his mind attempting to unlock other abilities, or to strengthen his resistance to such attacks, or to assess his honesty and loyalty. He absolutely hates it; with very few exceptions, mind-reading (that he’s aware of) elicits immediate violence, whether or not it’s appropriate. “How High, Sir?!”: Technically Adept doesn’t have to take orders from his old Army commanders, though those connections can still come into play. AEGIS, however, signs his checks, gives his assignments, even arranges his hotel rooms, and of course, says when to jump. In the Family: Only a few of Adept’s superiors and handlers know about his lineage, and they aren’t keen on sharing it with him. He’s constantly being evaluated for any signs that he might follow the Psion path. Furthermore, in light of the (apparently-deceased) Parker Psion Sr.’s schemes for his offspring, it’s considered of the utmost importance that none of the remaining Psions learn about their wayward relative. Smoke Break: He’s a two-pack-a-day man. Someday this is going to kill him, exercise regiment or no, but for now, GMs can level penalties to just about any rolls if Adept has to go more than an hour or two without a cigarette. Trustless: As a career agent, sometimes bordering on a full spy, Adept accepts suspicion as a fact of life. He’s well aware that his superiors don’t fully trust him (although he doesn’t know the real reason why), and he treats other people similarly, in and out of his organization. Even long-term partners aren’t above scrutiny. Combined with his talent for intimidation, Adept usually approaches witnesses, suspects, and “innocent” bystanders the same way. When all you have is a hammer… Abilities: 6+6+6+6+6+6=36PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 6+8=14PP Initiative: +11 Attack: +3 Grapple: +6 (+20 Psychokinesis) Defense: +10 (+4 Base, +6 Dodge Focus, +2 Flat-Footed) Knockback: -5 (-1 w/out Force Field) Saving Throws: 7+7+7=21 Toughness: +10 (+3 Base, +7 Force Field) Fortitude: +10 (+3 Base, +7) Reflex: +10 (+3 Base, +7) Will: +10 (+3 Base, +7) Skills: 35PP=140R Bluff 7 (+10) Diplomacy 2 (+5) Disable Device 7 (+10) Drive 2 (+5) Gather Information 17 (+20) Intimidate 17 (+20) Investigate 7 (+10) Knowledge (Arcane Lore) 7 (+10) Knowledge (Civics) 7 (+10) Knowledge (Current Events) 2 (+5) Knowledge (Streetwise) 7 (+10) Knowledge (Tactics) 17 (+20) Knowledge (Technology) 2 (+5) Language 4 (Arabic, Mandarin Chinese, Russian, Spanish) Medicine 2 (+5) Notice 7 (+10) Search 7 (+10) Sense Motive 12 (+15) Stealth 7 (+10) Feats: 20PP Benefit 6 (AEGIS Agent, Knowledge (Tactics) 3, Security Clearance, Wealth) Connected Contacts Dodge Focus 6 Improved Initiative 2 Luck 2 Master Plan Well-Informed Powers: 2 + 7 + 44 = 53PP Flight 1 (10 MPH/100FPM) [2PP] Force Field 7 [7PP] Telekinesis Array 20.2 (42PP, PFs: Alternate Powers 2) [44PP] BP: Move Object 10 (Effective STR 50, Heavy Load 12 tons, Extras: Damaging, Range [Perception], PF: Precise, Subtle) {42/42} AP: Strike 10 (Extras: Area [Burst], Selective, PF: Knockback 10, Progression (100' Range), Subtle) {42/42} AP: Move Object 20 (Effective STR 100, Heavy Load 12.5K tons, PF: Precise, Subtle) {42/42} Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness DC 18 Damage (Physical) Psychokinesis Perception Toughness DC 25 Damage (Energy) Totals: Abilities (36) + Combat (14) + Saving Throws (21) + Skills (35) + Feats (20) + Powers (53) - Drawbacks (0) = 179/202 Power Points Telekinesis Lifting Capacity: Light Medium Heavy Psychokinesis (Effective Strength 50) 4 Tons 8 Tons 12 Tons Move Object (Effective Strength 100) 4,000 Tons 8,000 Tons 12,500 Tons
  21. Presto the Preposterous Power Level: PL10/12, 156/181PP Trade-Offs: None. Unspent Power Points: 25 In Brief: A former stage magician that discovered a pathway to real magic, Samuel Steiner once used his amazing abilities to commit a whirlwind tour of extravagant robberies that catapulted him, briefly, to the kind of super-stardom that he had never known as a mundane performer. Eventually captured and incarcerated, he has only recently finished serving his sentence and has returned home to Freedom City. Residence: Freedom City. Base of Operations: A small, unimpressive apartment. Catchphrase: “Presto!” Alternate Identity: Samuel Steiner. Identity: Public. Birthplace: Reno, Nevada. Occupation: Vigilante. Affiliations: Solitary. Family: George Steiner (father; estranged), Martha Steiner (mother; estranged). Description: Presto is obsessed with his appearance. Tall and athletic, with an aggressively maintained physique and perfectly combed hair, he insists on always looking his very best for the public. Presto dresses in an immaculately tailored three piece suit, complete with tailcoat and crimson vest. White gloves and a simple domino mask conclude his costume. While in uniform Presto is almost never seen without his magic wand, which appears as little more than a simple, white-capped length of black wood. Age: 33. Apparent Age: Early 30s. Gender: Male. Ethnicity: Caucasian. Height: 6’1”. Weight: 185lbs. Eyes: Brown. Hair: Brown. Power Descriptions: Presto was a stage magician who, through long study and intensive training, has learned to command the power of real sorcery. His knowledge allows him to launch bolts of elemental energy, create temporary constructs, levitate heavy objects, ensnare his enemies, and transmit himself through space. A ritualist and artificer, he has enchanted his costume with spells of flight and protection. History: Inspired as a child to pursue a career in stage magic, Presto achieved a level of skill that should have enshrined him as a master of his craft. Unfortunately, he shared a world with men and women possessing abilities that made his acts of illusion appear paltry by comparison. Desperate for recognition, he researched and attempted to incorporate real magic into his act, but an accident led to the end of his career and the destruction of his reputation. Scorned by his peers and unable to find work, Presto embarked on a series of flamboyant and high-profile robberies that ended only with his imprisonment. Personality & Motivation: Samuel Steiner has always loved to be the center of attention, but Presto craves the limelight to the point of obsession. He is boisterous and bombastic, prone to grand gestures and speechifying. He talks with his mouth, his hands, and his magic all at once. He has become a hero for selfish and short-sighted reasons: he failed as a performer, as a super-villain, and now feels that he has one last shot at the recognition that he knows that he deserves. In time, he may see the error of his ways and evolve into a genuine hero, but in the meantime… doesn't everyone love a good redemption story? Powers & Tactics: Presto is direct to a fault. The sheer amount of magical power under his command, combined with the protection offered to him by his enchanted clothing, permit him to enter combat against mundane opponents without much fear of danger. When facing empowered enemies he tends to be more cautious, but still attempts to turn the battle into a narrative. If there are goons, he takes them on first, building tension before moving on to topple their leader in a grandiose and climactic victory. Even when deprived of his magic, Presto's skills make him difficult to capture and contain for very long. Complications: Accident: Presto relies on his wand to maintain true control over his powers. Should he be divested of the focus that it provides, his magic could backfire in an embarrassing and potentially dangerous fashion. Fame: as a former minor celebrity and an even more minor super-villain, there are many people in Freedom City who recognize Presto even, or perhaps especially, when he's not dressed in his costume. Hatred: despite his (largely desperate) turn towards the light, Presto can't help but harbor a deep and irrational loathing for the superhero responsible for the humiliating defeat that finally led to his capture. Obsession: Presto craves the spotlight, and will almost always act to put himself at the dead center of attention. His insistence on being noticed is not only disastrous for stealth missions, it is also annoying. Reputation: his previous actions have made it hard for many people, particularly those among the heroic community, to believe that Presto's desire to be hero are really genuine. His grandstanding doesn't help. Responsibility: the terms of his release dictate that Presto must attend weekly meetings with Doctor Jacqueline Hyde, his court-appointed metal health counselor. He is very slowly falling in love with her. Secret: unlike most heroes, who must maintain their secret identities, Presto's was already revealed. Instead, he focuses on keeping his crippling dependence on his wand a secret from the world at large. Abilities: 2 + 6 + 4 + 6 + 4+ 8 = 30PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 10 + 20 = 30PP Initiative: +3 (+3 Base, +0 Misc) Attack: +5 Melee, +10 Ranged Grapple: +6 Defense: +10 Base, +5 Flat-Footed Knockback: -5 Saving Throws: 5 + 5 + 5 = 15PP Toughness: +10 (+2 Con, +8 Misc) Fortitude: +7 (+2 Con, +5) Reflex: +8 (+3 Dex, +5) Will: +7 (+2 Wis, +5) Skills: 120R = 30PP Acrobatics 4 (+7) Bluff 8 (+12)* Climb 1 (+2) Computers 4 (+7) Concentration 4 (+6) Craft: Artistic 12 (+15) Diplomacy 4 (+8) Disable Device 4 (+7) Disguise 4 (+8) Drive 4 (+7) Escape Artist 8 (+11)* Gather Information 4 (+8) Handle Animal 0 (+4) Intimidate 4 (+8) Investigate 4 (+7) Knowledge: Arcane Lore 12 (+15)* Notice 8 (+10) Perform: Stage Magic 9 (+13) Search 8 (+11) Sense Motive 8 (+10) Sleight of Hand 8 (+11)* Stealth 4 (+7) Survival 1 (+3) Swim 1 (+2) Feats: 15PP Artificer – Use Knowledge (arcane lore) and Craft to create temporary magical devices. Attack Focus (ranged) 5 – +5 bonus to ranged attack rolls. Attractive – +4 bonus on Bluff and Diplomacy checks with people affected by your looks. Eidetic Memory – Perfect recall of everything you’ve experienced. Equipment 1 – Acquire 5 points worth of equipment. Evasion – Suffer less damage from attacks allowing a Reflex save. Improvised Tools – No penalty for not having tools for a skill. Luck 1 – Gain an additional starting hero point. Ritualist – You can create and cast arcane rituals. Skill Mastery* – Choose four skills you can take 10 with even under pressure. Uncanny Dodge (auditory) – Retain your dodge bonus while flat-footed. Equipment: 1PP = 5EP HQ (Toughness 15, Tiny, Computer, Concealed, Defense System [Snare Effect], Living Space, Security System) [5EP] Powers: 16 + 12 + 6 = 34PP Magic 10 (Magic, All Magic, 12PP Array) [16PP] Base Power: Blast 10 (Flaw: Unreliable [50%]; Feats: Precise, Variable 1 – any elemental) [12PP/12PP] Alternate Power: Create Object 5 (Extra: Movable; Flaw: Unreliable [50%]; Feats: Precise, Stationary) [12PP/12PP] Alternate Power: Move Object 5 (Extra: Perception; Flaw: Unreliable [50%]; Feats: Precise, Subtle [12/12PP] Alternate Power: Snare 10 (Flaw: Unreliable [50%]; Feats: Reversible, Variable 1 – any elemental) [12/12PP] Alternate Power: Teleport 5 (Extra: Accurate; Flaw: Unreliable [50%]; Feats: Easy, Turnabout. [12/12] Device 3 (Magic Costume, All Magic; 15PP Container; Flaws: Hard-to-Lose) [12PP] Power: Dimensional Pocket 1 (Flaw: Storage Only) [1/15PP] Power: Enhanced Trait 3 (Feats: Quick Change 2, Quick Draw 1) [3/15PP] Power: Flight 1 [2/15PP] Power: Immunity 2 Environmental Cold, Environmental Heat (Flaw: Half-Effect) [1/15PP] Power: Protection 8 [8/15PP] Device 2 (Magic Wand, All Magic; 10PP Container; Flaws: Easy-to-Lose) [6PP] Power: removes the 'Unreliable' flaw from the 'Magic 10' array [10PP] Drawbacks: (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed 1 Touch DC16 Toughness (Staged) Damage (Physical) Blast 10 100ft DC25 Toughness (Staged) Damage (Energy) Snare 10 100ft DC2 Reflex (Staged) Damage (Energy) Totals: Abilities (30) + Combat (30) + Saving Throws (15) + Skills (32) + Feats (15) + Powers (34) + Miscellaneous (???) - Drawbacks (-) = 156/181 Power Points.
  22. Facsimile Power Level: 10-13 (223/224PP) Trade-Offs: Varies Unspent Power Points: 1PP In Brief:A young man with the power to mimic the properties of substances he touches, trying to balance his hero work with his home life and schooling Residence:Freedom city; southside Base of Operations: Freedom city Catchphrase: "Lets see what you're made of.", Various material based puns. Alternate Identity: Alexander Lloydd Identity: Secret Birthplace:Freedom city Occupation: Student Affiliations: Claremont Family: Father; Eric Lloydd (48) Mother; Tabitha Lloydd (40) Younger brother; RIchard Lloydd (16) Older Sister Caitlynn Lloydd (24) Description: Age: 16 (DoB: 14th July 1999) Apparent Age: 18 Gender: Male Ethnicity: Caucasian. Height: 5'11 (base) Weight: 150lbs (base) Eyes: Grey Hair: Black, Alex has a broad and stocky frame much like his construction worker father though he is by no means muscular, keeping his hair short and styled with a side parting. Power Descriptions: the transformations begin at the point of contact and quickly spread up his form from there in a ripple of light and heat released from the atomic changes as his body assumes the properties of the material touched, he is able to through absorbtion of ambient energies increase his physical strength and empower his physical condition he is also able to draw in matter to heal his injuries and replace lost body mass. recently his ability to absorb physical information has expanded to a mental awareness of his surroundings via absorption of "information" from the physical world around him. All powers have the mutation Descriptor History: Alexander hadn't planned on being a hero, he'd planned on following in his fathers footsteps and entering the construction business, maybe if he worked hard becoming a foreman, but at no point in time had it entered his mind that he might instead find himself shoulder to shoulder with the spandex phalanx as his father called the various heroes of freedom city, had never even crossed his mind but as someone once said, plans are insulted destinies. It was not untill a few weeks after his 16th birthday that his latent mutation first manifested, he'd been on site doing work experience at a construction yard when a chain snapped and a girder began a 6 story drop towards him, the world seemed to slow down around him as he watched what he was certain was going to be his very painful death rush towards him, arms raised in what he had passed off as futile defiance of the inevitable even as a strange surge of warmth raced up his legs and over his back, till he saw a white ripple of energy emerge from his sleeves, turning the flesh it passed over grey and numb, he barely had time to acknowledge it before the girder impacted his palms and nearly knocked him to the ground, before simply rolling off a landing on the concrete before him with a thud. leaving as quickly as it had come Alex found himself returned to his normal appearance in another wave of light and heat and beat a quick retreat home before the construction workers could come and investigate the site. It was a few days later he received a letter from a Mister Duncan Summers inviting him to Claremont High school on a scholarship, something his middle-class and money concious parents accepted with glee and the rest is as they say, history. Personality & Motivation: Alex is a well adjusted young man, having been instilled by a strong working ethic by his father and a love of mischief and terrible puns by his mother and older sister, he truely wants to try and make life better for the people around him, though he mainly plans to do this by pushing for the rennovation of the cities poorest and most delapidated areas he can't deny that punching bad guys is a lot more enjoyable Powers & Tactics: Alex will attempt to mimic a sturdy substance as soon as possible in combat, usually his steel belt buckle or his motorcycle if he happens to be riding it at the time and attempt to pummel his opponents into submission, though he is not above being cunning or sneaky when times call for such he is in his heart of hearts a showman who treats his battles with villainy like wresting matches. Having learned to increase his physical strength and stamina by drawing energt from his surroundinfs has somewhat slowed the speed at which his mimicry works. After a chance meeting with Doktor Archeville Facsimile came into possession of a Morphing molecule meteor hammer tuned to his own bioelectric field that allows it to transform to match it's welders substance and rotate through various configuration at will. Complications: Feet of clay: Alex assimilates most features of the materials he mimics, especially any flaws or drawbacks that might entail such as increased vulnerability to some descriptors or even weakness to substances it might react with. My brothers keeper:Richard is the only member of Alex's family to be aware of his powers and has since began to put himself into harms way on occasion in the hopes of awakening his own powers in some regard, he also feels jealousy towards his elder brother that occasionally turns to resentment Secret identity: though only Richard is aware that Alex is also Fascimile his sister Caitlynn has suspicions that he is "up to something!" this is particularly troublesome as she is a intern at the local newspaper and has limited access to the resources it can provide and won't hesitate to do so if she believes Alex to be in danger or doing something stupid. Abilities: 8 + 4 + 8 + 0 + 4 + 4 = 28PP Strength: 30/18 (+10/+4) Dexterity: 14 (+2) Constitution: 30/18 (+10/+4) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 20 + 12 = 32PP Initiative: +2 Attack: +10 -Melee: +10 -Ranged: +10 Grapple: +20 Defense: +10 (6 Base + 4 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 0 + 8 + 8 = 16PP Toughness: +10/+4 (+10/+4 Con) Fortitude: +10/+4 (+10/+4 Con) Reflex: +10 (+2 Dex, +8) Will: +10 (+2 Wis, +8) Skills: 92R = 23PP Bluff 12 (+14) Diplomacy 8 (+10) Concentration 12 (+14) Second Chance Craft (Structural) 4 (+4) Intimidate 8 (+10) Knowledge: Physical sciences 4 (+4) Language 4 (Base: English, German, Romanian, Korean, Spanish) Medicine 4 (+6) SM Notice 12 (+14) SM Sense Motive 12 (+14) SM Stealth 12 (+14) SM Feats: 24PP All-Out Attack Connected Challenge - Fast Trip Dodge Focus 4 Hide in plain Sight Improved Throw Improved Trip Interpose Fast task - Feint Luck 2 Move-by Action Power Attack Second Chance (Concentration Checks to sustain powers) Set-Up Skill mastery (Medicine, Notice, Sense Notice, Stealth) Takedown Attack Taunt Teamwork 3 Powers: 6 + 12 + 13 + 7 + 56 + 6 = 100PP All powers but the ball and chain device are mutation Descriptor Device 2 ("Morphic Meteor Hammer"; Technology; Easy to lose 10pp device) [6pp] Enhanced Feats 10 ("chained weapon"; (Extended Reach 3 [+15 ft.] On unarmed, Improved Critical 2 [18-20] on unarmed, Improved Grab, Improved Grapple, Improved Pin, Variable Descriptor 2 [bludgeoning/piercing/slashing, mimicked substances]) [10/10DP] Enhanced Constitution 12 (to CON 30/+10) [12pp] Enhanced Strength 12 (to STR 30/+10) [13pp] AP: Healing 5 ("Absorptive Replenishment"; Mutant, Matter; Extras: Total; Flaws: Personal; PFs: Persistent, Regrowth) [1/1PP] Immunity 7 (environmental conditions (All). suffocation (All)) [7pp] Object Mimicry 14 (70pp Pool of traits as a full round action; Flaws: Action 2 [full]) [56pp]. Sample allocations Steel mimicry Super Senses 6 ("information Absorbtion"; Mutant, Information, Absorbtion; Acute Accurate Analytical Radius Ranged Mental Sense) [6pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness save Damage Morphic Meteor Hammer touch-15ft DC25 toughness save Damage Totals: Abilities (28) + Combat (32) + Saving Throws (16) + Skills (23) + Feats (24) + Powers (100) = 223/224PP
  23. Renegade Power Level: 10/12 (185/193PP) (Gold Reward) Trade-Offs: None Unspent Power Points: 8 In Brief: Surly exiled angel channeling celestial power through tattoos Residence: Riverside Base of Operations: Eternal Ink, lives above the shop that he owns Catchphrase: "Look, I don't even want to BE here." Alternate Identity: Araeriel / 'Ray Haskell' Identity: Secret Birthplace: Heaven Occupation: Tattoo Artist Affiliations: Heaven (currently out of favor) Family: Estranged but plentiful Description: Age: Circa 2500 BCE Apparent Age: Mid thirties Gender: Male Ethnicity: Caucasian Height: 6'3" Weight: 195 lbs Eyes: Green Hair: Blonde Ray is a tall, fit blonde man of ambiguous Western European ancestry that seems somehow perpetually scruffy. He usually favors tank tops and battered black BDUs. The most noteworthy feature Ray has are the prodigious amount of tattoos he's accumulated which all appear almost fresh with how bright the ink remains on his skin. The tattoos are mystic in origin with Enochian sigils hidden within the more evocative images and the bulk of Ray's tattoos shift based on what he needs to materialize at any given point. There are a few fixed points that do not change; the Enochian markings remain in place and although the wings might change position along his shoulders and back, they are always there. With the nature of his powers, Renegade's super hero costume is generally 'whatever Ray was wearing' right before there was a need for his super hero alter-ego, sometimes with his shirt abandoned if he's needing more than what he can pull from his arms for a conflict. Power Descriptions: Ray's picked up a few things over his time in the mortal realm. His place in the choir was a scholarly one, charged with observation and recording. He was never charged with a flaming sword or divine shield and so comes across more as a brawler and bar fighter than any sort of divine soldier as he's had the last few decades of getting into scrapes to draw on. The lingering divine grace locked within Ray gives his mortal body more natural potency and tenacity than it ought to have. When Ray utilizes his divine birthright through the medium of his tattoos, the ink on his flesh changes and reforms to represent his desires and he draws them from his flesh into reality. The sleeves on his arms most typically feature flames and chains which tend to be his go-to for manifestations but the images can ripple and change depending on his needs and whims. History: Araeriel was created during the Bronze Age and tasked with observing and recording. His was a silent, scholarly duty and it suited him, unsurprisingly, as if he were made for that purpose. It's important to note that his duty was not to understand or empathize, to heal or to fight, but simply to be a set of eyes and ears for those of higher rank and greater importance. Araeriel was a messenger, a scholar and an artist, low ranking but content in his use and purpose within the divine dimension he occupied. His focus remained on tracking the art and artists of the eras, documenting them and in his spare time, dabbling with creation himself. As time marched forward and art become more closely intwined with social and political commentary, it began to slowly alter Araeriel's own nature. He grew more recalcitrant in his duties, spending more time focusing on his personal work and less on his duties to the choir. It was clearly, entirely unacceptable behavior but nothing truly worthy of exile or damnation. At the close of the 1970's, Araeriel was exiled from Heaven to Earth, locked in a mortal body designed to blend in with his surroundings. The official party line on the matter was that Araeriel was to be given time to focus on this new and clearly overwhelming calling of his with less divine distraction. To Ray, however, it is clearly a punishment and, perhaps, a lesson. The tenants of that particular lesson, however, escape him. With his divine nature locked in a mortal shell, the difference was jarring. Ray has never longed for humanity and the longing he felt for home was keen in the first few years. Eventually, he put his not inconsiderable skills to use in attempting to shake off the restrictions of this mortal form. Through tattoos of Enochian inscriptions, he's managed to crack some of the shell and tap into some fragment of his true nature but he remains firmly land-locked, unable to go home until his sentence has been lifted. After bouncing around for the last few decades, Ray is no longer the fish out of water that he was originally. He has even come to enjoy some aspects of the human condition although it has only increased the rebellious streak just starting to crop up in Heaven. Adopting the moniker 'Renegade', Ray has taken on the occasional supernatural menaces that spill into his path. It might be in part that he hopes death in the line of protecting innocents might just be enough to send him home but mostly, even with his occasionally poor attitude, Ray's still an angel. Personality & Motivation: Ray is somewhat perpetually cranky. His outrage and homesickness have faded enough that it merely keeps him in a surly mindset. He does genuinely take a great amount of pleasure in his art and while he has a rather wide skill set of craft that he's perfected, his current love is in tattooing and he's very protective of his shop in Riverside. Despite his acerbic exterior, Ray has a good heart and maintains his angelic instincts to protect humanity. They are much harder to ignore down here than they were in Heaven, which may in fact have been the actual point of his current time-out. Powers & Tactics: Even after a few decades, Ray is not a subtle sort of fighter. He tends to take on threats head long and tossing everything and the kitchen sink at the most dangerous threat available. Its not that he's not capable of different tactics or stupid, Ray has no martial background to draw on and comes at the fight from a brawler's mindset. He has to work to remember that he can do more than hurt something as much as possible, as quickly as possible. For all of that, Ray has no desire to do more than is necessary to end the battle as he is neither overly violent nor cruel. He is more susceptible than many to various social deceptions as humans remain much less clear to him in their motivations than he might like. Functionally, he's a street level sorcerer with some firepower at his disposal. Complication Oi Polloi: Since Ray needs to channel his powers through his tattoos, he can be tripped up or limited by dress codes. Generally, to use most of his Enochian tattoo array, he needs at least his hands and forearms bare. Black tie events can really crimp his style more than most folks. Abrasive Wheels: Ray's cranky, surly and abrasive. Somehow this does not regularly endear him to the people around him. Further, he dresses like the tattoo artist he is and has things like neck and knuckle tattoos. This sometimes means that he is looked at askance. Dead Man's Shadow: It's not that Ray really wants to die but he misses his home and he misses his family, even if he's mad at them. Being on Prime is a gift but sometimes he'll take too much risk or danger because the idea of getting to be free from his fleshy prison is not the barrier it is for regular humans. Angelic Upstarts: Ray might be on an enforced sabbatical but he's part of the Abrahamic heavenly host and is sometimes constrained by that nature. It also sometimes means that demons try to eat his face. The Lurkers: Ray's not human, has never been human and they are sometimes still an enigma to him in their wants and needs. Abilities: 10 + 0 + 10 + 10 + 10 + 10 = 50PP Strength: 20 (+5) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 20 (+0) Wisdom: 20 (+0) Charisma: 20 (+0) Combat: 20 + 20 = 40PP Initiative: +0 Attack: +10 Melee, +10 Ranged Grapple: +15 Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Knockback: -5 Saving Throws: 5 + 10 + 5 = 20PP Toughness: +10 (+5 Con, +5 Protection) Fortitude: +10 (+5 Con, +5) Reflex: +10 (+0 Dex, +10) Will: +10 (+5 Wis, +5) Skills: 40R = 10PP Knowledge (History) 10 (+15)Skill Mastery Knowledge (Arcane) 10 (+15)Skill Mastery Knowledge (Cosmology) 5 (+10)Skill Mastery Craft (Artistic) 15 (+20)Skill Mastery Feats: 5PP Artificer Ritualist Jack of All Trades Luck Skill Mastery (Knowledge: History, Arcane, Cosmology, and Craft: Artistic) Powers: 6 + 5 + 2 + 6 + 4 + 37 = 60PP Descriptors: All of Ray's powers are holy and celestial in nature. Variable descriptors have been added to powers to demonstrate the difference in what is summoned but those descriptors are additive and for flavor. All of his powers still come from the same source, its merely to represent the variability in the physical manifestations that he can draw forth. Comprehend 3 (Tower of Babel) (Speak/Understand/Read All Languages) (Holy, Celestial) [6PP] Protection 5 (Divine Grace) (Holy, Celestial) [5PP] Immunity 2 (Mortality's Embrace) (Disease, Aging) (Holy, Celestial) [2PP] Damage 5 (Divine Might) (Power Feat: Mighty) (Holy, Celestial) [6PP] Flight 4 (Angelic Wings) (100 MPH, Drawbacks: Forward Only, Power Loss [Wing Movement], Wide Turns, Reduced Load) [4PP] Enochian Tattoo Array 16 (Breaking the Chains) (32PP; Power Feat: Alternate Power 5) (Holy, Celestial) [37PP] Base Power: Damage 10 (Wrath) (Extra: Range, Autofire Power Feat: Variable Descriptor 2 [any elemental or kinetic]) [32PP] Alternate Power: Healing 10 (Benediction) (Extra: Total, Restoration, Flaws: Limited to Others, Power Feats: Persistant, Regrowth) [32 PP] Alternate Power: Move Object 10 (Chains and Bonds) (Lift Strength 50 / 4 tons light load; Extra: Damaging, Power Feats: Variable Descriptor 2 [any elemental or kinetic]) [32PP] Alternate Power: Create Object 10 (Creation) (Extra: Duration: Continuous, Power Feats: Precise, Innate) [32PP] Alternate Power: Environmental Control 10 (Castigation) (1 Mile Radius, Mix and Match: Cold [ice and snow], Distraction [DC 10, sleet and rain], Hamper Movement [frost], Heat [flames], Light [divine radiance], Visibility [fog]) (Extra: Independent, Power Feats: Slow Fade, Reversible) [32PP] Alternate Power: Dazzle 10 (The Glory) (Visual, Extra: Area [Cone], Power Feat: Incurable, Reversible) [32PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed (Includes Divine Might) Touch DC 25 Toughness Damage (Physical/Holy) Blast (Wrath) Ranged DC 25 Toughness (Autofire) Damage (Holy) Move Object (Chains and Bonds) Ranged DC 25 Toughness Damage (Holy) Dazzle (The Glory) Area: Cone DC 20 Reflex/Fort Dazzled (Staged) Totals: Abilities (50) + Combat (40) + Saving Throws (20) + Skills (10) + Feats (5) + Powers (60) - Drawbacks (0) = 185/193 Power Points
  24. The Stranger Power Level: 12 (180/183PP) Trade-Offs: None Unspent Power Points: 3 In Brief: An inhuman creature bonded to a human shell. A protector of the dreamscape. Alternate Identity Identity: Seth Machan (Secret) Birthplace: The Dreamspace/Atlantis Occupation: Criminal Attorney, volunteer defense attorney Affiliations: Delphic Industries, Project Freedom, Public Defender's Office Family: None, and innumerable. Description Age: ~16,000 years old (Incarnated during the Pleistocene) Apparent Age: Mid-thirties Gender: Male Ethnicity: Caucasian by default Height: 5’ 8” Weight: 140 lbs Eyes: Brown Hair: Black Seth Machan is not a man who stands out in a crowd. He’s of average height and skinny, with unlined skin and dark hair that grows straight and smooth and thick to the nape of his neck. He favors grey Oxford shirts, dark suits, and shiny black brogues. He’s almost never seen in anything more casual. He often wears a silver lapel pin depicting what looks like a leaf or frond. When on patrol, the Stranger does not wear a cape or bright colors. He still wears a black shirt, a black sportcoat, and black slacks. His feet are bare, though, and his hair is wild and tangled. His hair isn’t just black anymore either; it almost looks absent, like it absorbs all light that touches it. His skin becomes pale as china, and his face becomes a smooth expanse of flesh from his brow to his chin with mere slits for his black-on-black eyes. The frond-symbol moves to his forehead and has the same not-quite-there coloration as his hair. In the dream realm, the Stranger looks even less human. Superficially he still appears to be a man in pale skin with messy hair and dark clothes, but his face is a stylized noh mask and he rarely takes his hands out of his pockets. Instead, his jacket bulges like there are great, tunneling creature moving underneath it, and either the hems of his slacks cover his feet or his feet meld into the dream terrain. Power Descriptions: The Stranger’s powers come from his otherworldly lineage. His body is not something that grew around him; it’s a thing he constructed. As such he has incredible control over his biological processes, rendering him immune to virtually all the natural toxins that plague humans. In addition he can tap into his eldritch nature to empower himself, either to supercharge his physical body or attack his enemies’ minds in different ways. If he’s injured , he can reach out and absorb the power within a particular person or object to heal himself. Finally, as a creature native to the mindscape, he can enter the minds of sleeping creatures and travel via dreams to any other dreaming creature in this universe. In the realm of dreams, he is much more powerful and much stranger. He can reshape the dreamscape to his will and uses that to create walls and other structures to defend himself or tie up enemies, or to create attacks to overwhelm his enemies. He can even attack the very nature of the dream dimension itself to remove enemies History: The history of the creature most often known as the Stranger goes back to ancient Atlantis. A mage, his name forgotten to all, became aware of the strange beings that prowled on the edges of the dream realms. He enticed one in and captured it, forcing the creature to manifest physically. At first the creature was a formless mass, but as it spent more time around humans the spirit took on a more human form. Eventually the mage created a body for it, for the dream entity to move around the city and see its wonders. The creature survived the mage and was inherited by his family, but it was never regarded as anything but a monster to be studied and contained. The spirit’s body did not age or die though, and it was around to see the city sink. The spirit escaped to Mesopotamia, settling among the proto-Sumerians in the region and tried to live as just a man. However, there was a suffering that he couldn’t ignore. The dreams and minds of Atlanteans and mages were protected, but out in the wilds there were monsters and demons and worse to prey on people. The spirit had the knowledge of thousands of years of observing the greatest mages in history, and his own nature allowed him to travel to the dreamworld and do battle directly with the predators there. Time passed, and the creature traveled the world. Every place that he found evil preying on innocents he fought against it, often triumphing, sometimes dying, always returning. He’s spent tens of thousands of years this way, observing humanity’s slow climb up it its current state. He settled in Freedom City a few decades ago and eventually found a job with the Public Defender's Office, helping those who had recently gone through a traumatic life change. He remains a defender of the dreamscape, though, a terror to nightmares and an eerie defender of the waking world. Personality & Motivation: Seth appears rather distant to most people, even cold. Even when he claims to have strong feelings on a subject, he’ll often explain himself in a detached, logical fashion. This can be unsettling when he acts calm and collected in a stressful situation, even carrying on casual conversation in the middle of dangerous fights. The truth is that Seth views humanity as a fascinating mystery, full of questions and inconsistencies. He’s spent tens of thousands of years in and among them, and yet every day there is something that surprises him. He will protect humanity at least until he can unravel their mysteries. Powers & Tactics: There’s a marked difference between how the Stranger fights in the physical world and how he fights in the dreamworld. In the physical world he’s more or less a straight-up brawler, mixing bone-shattering blows with the occasional psychic dagger. If he’s too injured he can reach out and eat the energies that sustain a certain thing, dissolving it to dust and repairing himself. As a last resort he can drop the illusion of normality that covers him and subject everyone who can see him to his true, unnatural, mind-shattering shape. In the dreamworld fighting the Stranger is like fighting the land itself. He can use the mutable landscape to cause mountains to crash onto an opponent, freeze them solid one moment and boil them alive the next. He’s much less restrained in these fights, since all the damage is metaphorical; it takes a concerted effort to kill someone in the dreamscape, allowing him to fight without the usual consideration. Complications Not Meant to Be Seth is a creature not of this dimension, and his very nature is against the rules of this dimension. Observant people can figure out this wrongness from how the environment reacts to him. Staring into the Abyss Seth’s magical and psychic nature is a stain on the world. Anyone observing him with Magic Awareness or Mental Awareness will immediately know that he is something weird and dangerous. Constant Observer Seth is fascinated with the actions of humanity and its reasons for such. In the heat of the moment he may stop acting to simply observe, or even to interrogate someone engaged in delicate work. Never Forget In his very first incarnation Seth was essentially a slave of an Atlantean wizard. While that family is long dead, he still doesn’t trust any Atlantean or anyone of Atlantean descent (including Ulti-men and the inhabitants of Ultima Thule). Abilities: 0 + 4 + 0 + 2 + 10 + 6 = 22PP Strength: 30/10 (+10/+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 12 (+1) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Melee, +6 Ranged, +10 Pseudonatural Dreams Grapple: +6/+16 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -10/-5 Saving Throws: 8 + 4 + 5 = 17PP Toughness: +10 (+0 Con, +10 Protection, 10 Impervious) Fortitude: +8 (+0 Con, +8) Reflex: +6 (+2 Dex, +4) Will: +10 (+5 Wis, +5) Skills: 100R = 25PP Diplomacy 7 (+10) Intimidate 17 (+20)Skill Mastery Knowledge (Arcane Lore) 14 (+15)Skill Mastery Knowledge (Behavioral Sciences) 9 (+10) Knowledge (Civics) 14 (+15)Skill Mastery Knowledge (Current Events) 9 (+10) Knowledge (History) 9 (+10) Medicine 5 (+10) Notice 10 (+15) Sense Motive 6 (+11)Skill Mastery Feats: 8PP Dodge Focus 4 Fearless Ritualist Skill Mastery (Intimidate, Knowledge [Arcane Lore, Civics], Sense Motive) Startle Powers: 4 + 6 + 1 + 28 + 37 + 7 + 1 = 84PP All powers have the pseudonatural and magic descriptors Flight 2 (25 MPH) (Forsake the Earth) [4PP] Morph 2 (Any humanoid, +10 Disguise, Feats: Quick Change 2) (Shape this Shell) [6PP] Morph 0 (+0 Disguise, Feat: Metamorph) (Dream Self) [1PP] Pseudonatural Biology Container [28PP] Immunity 30 (Fortitude, Feat: Trance, Flaw: Half Effect) (Constructed Body) [16PP] Protection 10 [10PP] Immunity 2 (Ageing, Sleep) [2PP] Pseudonatural Dreams Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP] BE: Enhanced Strength 20 (Extra: Linked [+0] [Impervious]) + Impervious Protection 10 (Extra: Linked [+0] [Enhanced Strength]) (Inhuman Might) [30/30PP] AP: Stun 10 (Extras: Range/Ranged) (Psychic) (You Sleep) [30/30PP] AP: Damage 10 (Extras: Range/Ranged, Alternate Save [Will]) (Psychic) (Visit Your Nightmares) [30/30PP] AP: Damage 10 (Extras: Range/Ranged, Vampiric) (I Hunger!) [30/30PP] AP: Mind Reading 10 (Extras: Linked [+0] [Drain Will]) + Drain Will 10 (Extra: Range/Perception, Flaw: Limited [Sleeping Targets Only]) (Dream Invasion) [30/30PP] AP: Dreamwalking [13/30PP] Super-Movement 1 (Dimensional 1 [Dream dimension]) [1PP] Teleport 20 (Anywhere in the universe, Feats: Change Direction, Change Velocity, Flaws: Limited [Long-Range Only], Medium [Dreams]) [12PP] Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Extended [100 ft], Feat: Uncanny Dodge) (Spatial Awareness) [7PP] Regeneration 1 (Resurrection, 1 week) [1PP] Drawbacks: (-0) = -0PP DC Block Powers: 4 + 7 + 28 + 37 + 7 + 1 = 84PP All powers have the pseudonatural and magic descriptors Comprehend 2 (Understand all Language, Speak any One Language) (Dream Speech) [4PP] Morph 2 (Any humanoid, +10 Disguise, Feats: Metamorph, Quick Change 2) (Dream Self) [7PP] Pseudonatural Biology Container [28PP] Immunity 30 (Fortitude, Feat: Trance, Flaw: Limited [Half Effect]) (Constructed Body) [16PP] Protection 10 [10PP] Immunity 2 (Ageing, Sleep) [2PP] Dreamcrafting Array 15 (30PP, Feats: Accurate 2, Alternate Power 5) [37PP] BE: Create Object 10 (Extra: Moveable) (Modeling the Dreamscape) [30/30PP] AP: Damage 10 (Extra: Autofire, Range/Ranged) (Dream Barrage) [30/30PP] AP: ESP 10 (200 000 miles; All senses, Flaw: Feedback) (Spy on Dreams) [30/30PP] AP: Concealment 10 (All senses, Extra: Linked [+0] [Insubstantial]) + Insubstantial 2 (Gaseous, Extra: Linked [+0] [Concealment]) (Fade Into Dreams) [30/30PP] AP: Dimensional Pocket 10 (Extra: Range/Ranged) (Into My Dreams) [30/30PP] AP: Snare 10 (Extra: Contagious) (Dream Quicksand) [30/30PP] Super Senses 5 (Mental sense, +Accurate, +Acute, +Radius, +Ranged, Extended [100 ft], Feat: Uncanny Dodge) (Dream Awareness) [7PP] Regeneration 1 (Resurrection, 1 week) [7PP] DC Block ATTACK RANGE SAVE EFFECT Dream Barrage Ranged DC 25+Autofire Toughness (Staged) Damage (Physical) Into My Dreams Ranged DC 20 Reflex Trapped Dream Quicksand Ranged DC 20 Reflex (Staged) Snare Totals: Abilities (22) + Combat (24) + Saving Throws (17) + Skills (25) + Feats (8) + Powers (84) - Drawbacks (0) = 180/183 Power Points
  25. Ardent Power Level: PL 10 / 14 185/229 PP Trade-Offs: None Unspent PP: 44 In Brief: Girl from Hell doing Good, and also her homework Real Name: Phaedra Morningstar Identity: Secret Birthplace: Throne the Red City Occupation: Student Affiliations: Claremont Academy Age: 16 Gender: Female Height: 5'9" Weight: 145 lbs. Eyes: Grey Hair: Red A tall and slender young woman, the grey-eyed Phaedra's near flawless appearance is owed more to her heritage than concerted effort. Phae's red hair is usually kept short, the longest it ever gets is just barely touching her shoulders. She doesn't confine herself to one particular fashion or style, wearing what she feels like, but she prefers rich colors accented with jewel tones. Generally though she's a jeans and t-shirt kind of girl, maybe a jacket or sweater since she likes layers, but she avoids skirts unless it's part of her cheerleader uniform--skirts are bad for fliers. When drawing on the more demonic parts of her heritage the color of Phaedra's eyes shift, the iris becoming a burning crimson and the whites of her eyes bleeding away to inky black. In addition her red hair starts to glow slightly taking on the appearance of fire, her nails start to resemble claws and her canine teeth (upper and lower) become just a little longer and sharper. History The young woman known on Earth as Phaedra Morningstar began her life in the hell dimension known as Throne. The massive city, from which the dimension gains it's name, was founded by Fallen and though other denizens would arrive in time it was they who ruled. Among the first to arrive in Throne were the exiled, self or otherwise, who were useful to the Fallen and though few in number filled a role of mediator between them and those that were still Loyal. Phae's mother, Laphrael, was one such exile. Her father was a demon, a quite ambitious one who was unsatisfied with the position his kind held in Throne, who sought won the service and support of an exile--Phaedra's mother. A compassionate being by nature, Laphrael worked with Phaedra's father to improve the lot of the infernals that lived in Throne, using her position as a mediator to win concessions from the Fallen. That changed she gave birth to a daughter. For a time Phaedra's existence was kept hidden from Throne, and she was raised independently by her mother. However nothing stays secret in the Red City for long, and the young half-breed was soon thrust into the middle of the delicate political situation. Taking harder and harder measures to protect her child, Laphrael called in a favor to an old friend to see her child away safely. Personality & Motivation There are very few things that scare Phaedra, but the idea that someone may discover her heritage--and judge her accordingly--sits high on that list. When the subject comes up the young angel/demon hybrid practically shuts down, becoming evasive and stand-offish, growing angry if pressed. It's not because of shame, both of Phaedra's parents still have her love and loyalty, but more that nobody would understand. Phaedra makes an effort to be friendly and approachable, but even on her best days she's slow to trust. Trust was a precious commodity when she was growing up, and the young half-breed can be a bit stingy with it even in a relatively safe place like Freedom City. Though she was raised with a strong moral center, she's seen the cost of maintaining it in the face of absolute darkness; even beings with the most noble of intentions can't walk away from Hell unchanged. Ultimately Ardent wants to do good, to right wrongs and to triumph over evil. The how is a matter of some debate. All too aware that evil acts were done on her behalf, Ardent want to balance the scales. And hopefully, some day, restore her mother to the person she once was. Powers & Tactics Phaedra would prefer to not fight at all, using diplomacy, guile or outright intimidation to end a conflict before it gets too far out of hand. Mainly this is because Ardent is reluctant to call upon the more obvious aspects of her infernal heritage, limiting her tactics to teleportation and melee combat. Some circumstances might render such reservations dangerous, in which case she would her to call up the full aspect of her infernal heritage; revealing her wings to fly and slinging about hellfire being some common examples. Complications None. Lots. I'll fill this out later. Abilities: 12 + 4 + 14 + 6 + 4 + 14 = 54 Strength: 22 (+6) Dexterity: 14 (+2) Constitution: 24 (+7) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 24 (+7) Combat: 12 + 8 = 20 Initiative: +2 Attack: +6 (+10 Infernal Magic, +10 Soul Glaive) Grapple: +12 Defense: +10 (+4 Base, +6 Dodge Focus, +2 Flat-Footed) Knockback: -5 Saving Throws: 0 + 3 + 6 = 9 Toughness: +10 (+7 Constitution, +3 Protection) Fortitude: +7 (+7 Constitution, +0) Reflex: +5 (+2 Dexterity, +3) Will: +8 (+2 Wisdom, +6) Skills: 56 Ranks = 14 PP Bluff 13 (+20, Skill Mastery) Concentration 3 (+5) Diplomacy 3 (+10, Skill Mastery) Gather Information 8 (+15, Skill Mastery) Intimidate 13 (+20, Skill Mastery) Knowledge: Arcane Lore 2 (+5) Knowledge: Theology & Philosophy 7 (+10) Language 1 (Ascended Speech [Native], English) Notice 3 (+5) Sense Motive 3 (+5) Feats: 17 PP All-Out Attack Distract (Bluff) Dodge Focus 6 Fearless Power Attack Quick Change Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate) Takedown Attack 2 Taunt Uncanny Dodge (Auditory) Well-Informed Equipment: None Powers: 28 + 17 + 5 + 6 + 3 + 6 + 6 = 71 Array 12 (Infernal Magic, 24PP, Feats: Accurate 2, Alternate Powers 2) [28 PP] BP: Damage 10 (Hellfire Bolt, Extras: Range [Ranged], Feats: Improved Critical 2 [18-20], Improved Range, Incurable) [24 PP] AP: Damage 10 (Hellfire Blast, Extras: Area [General, Cone], Feats: Incurable) [21 PP] AP: Teleport 6 (600 ft./move, 20 miles/full, Extras: Portal) [24 PP] Array 7 (Soul Glaive, 14PP, Feats: Accurate 2, Alternate Powers 1) [17 PP] BP: Damage 4 (Extras: Penetrating, Vampiric, Feats: Incurable, Mighty) [14 PP] AP: Nullify 10 (All Magic, Flaws: Range [Touch]) [10 PP] Flight 3 (50 MPH, 500 ft./round, Drawbacks: Restrainable) [5 PP] Immunity 6 (Aging, Environmental Conditions [All]) [6 PP] Protection 3 [3 PP] Super-Senses 6 (Darkvision, Divine Awareness [Visual], Infernal Awareness [Visual]) [6 PP] Teleport 2 (200 ft. Extras: Castling, Feats: Change Direction, Turnabout) [6 PP] Drawbacks: -0 DC Block Attack Range Save Effect Unarmed Touch DC 21 Toughness (Staged) Damage Hellfire Bolt Ranged DC 25 Toughness (Staged) Damage Hellfire Blast Touch/Area (Cone) DC 25 Toughness (Staged) Damage Nullify Magic Touch DC 20 Will Nullify Soul Glaive Touch DC 25 Toughness (Staged) Damage Totals: Abilities (54) + Combat (20) + Saving Throws (9) + Skills (14) + Feats (17) + Powers (71) - Drawbacks (0) = 185/230 PP
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