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  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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.
  7. 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
  8. 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
  9. Zhenshchina-voin Power Level: 14 (built as PL 10; 187/250PP) Trade-Offs: None Unspent Power Points: 63 In Brief: Amazon woman who’s come out of retirement after raising a family.  Residence: Doncaster, Yorkshire, United Kingdom Catchphrase: "Теперь вы сталкиваетесь воин женщина" Alternate Identity: Klara Svoboda, Clara Matthews, Женщина-Воин , Warrior Woman Identity: Public Birthplace: Shamany Vstrecha, Altai Republic, Russia Occupation: Housewife Affiliations: Ministry of Powers Family: Zora (First Mother), Alloura (Second Mother), Tracy Theodora Matthews (Wife), Claire, Lucy and Alexis Mathews (Daughters) Description: Age: 244 (DoB: 1771) Apparent Age: Early Thirties Gender: Female Ethnicity: Mixed Height: 7'0” Weight: 197 lbs Eyes: Brown Hair: Black Klara is a striking figure standing at seven feet tall with an athletic build her skin lightly tanned and her black hair worn long a loose. Her facial feature is a mix, her Scythian and Mongolian ancestry giving her a rather striking noble bearing. Her costume is the ceremonial armour of her people gold scale mail with silver plates in places covering from neck to feet, with only her lower arms left bare. On her arms she wears a pair of elaborate bracers inserted with large red gems glowing with an inner power. Power Descriptions: Apart from her physique, making her more capable than the most normal humans. She also wears the armour of her warrior clan and a pair of magical bracelets filled with magical power. History: Long ago several of the shamans of the nomadic tribes would gather at a secret spot in the shadow of the Altai mountains. They would discuss peace among the tribes and protecting the steppes from threats both physical and supernatural. Over time the shamans began to bring families, then tribes and finally they settled building a city hidden from the rest of the world. Led by wise rulers the city prospered and as they grew wise there people benefited growing tall in stature and long in lifespan. Whilst they watched the world go by they generally kept to themselves only rarely venturing out and withdrawing into legend, whilst many wished nothing to do with the outside world and few wished to venture out and aid humanity. Klara was one of these. Born through magic into the warrior caste she trained to fight in a city of peace, she wanted to go into the world and help others with the skills she had trained for almost a century. When the world descended into war and vast magical power were unleashed by the Axis she could no longer stand by and left her home, possibly forever to help the allies fight their war. Presenting herself to a rather shock local Soviet commander, she was rapidly shipped to Moscow, where after some testing of both her powers and her loyalty she was assigned to the People's Heroes where she fought with distinction on many fronts, she was moved around often and kept away from the troops as coming from a society of relative freedom she often spoke out about the Soviet system. Despite the best efforts of the party when the Axis was defeated and the fragile peace descended she defected from the People's Heroes and the Soviet Union into the hand of the British. Once British Intelligence determined she wasn't a double agent they were at a loss as to what to do with her, as her presence in Europe would threaten the fragile peace, so they assigned her to help restructure MI-13 into the Ministry of Powers. Her assigned guide during this time was one Tracy “Teddy” Matthews a former SoE agent, now assigned to the Ministry. They spent many months together and over that time a tentative friendship developed into something more. After a few years, Tracy and Klara moved in together and Klara retired from superheroing to keep the household. When the Cold War began to thaw the two of them traveled back to Klara’s home and about a year later returned with three newly born daughters. Apart from the occasional crisis, Klara has spent the last couple of decades raising their daughters and looking after her partner, and finally once the law had caught up her wife, quite happy to be a housewife. The children now fully grown and gone on to successful careers (Claire is a Doctor, Lucy a Lawyer with an interest in Politics and Alexis is an actor) Klara has been itching to get back into the superhero business, Personality & Motivation: Klara has a very strong will and is not an easy person to persuade from any course of action she set her mind upon. At the time she can be stern and unforgiving, but she is also an incredibly warm and generous person. She will drop everything to help her friends without question and will do everything in her power to help and will double her efforts if it's her family involved. As a warrior, she follows her own personal code of conduct and will endeavor to treat her opponent with some kind of dignity, once they'd been defeated. Powers & Tactics: Raised in ancient warrior culture Klara is not one for complicated plan or tactics. She is all being the first in and the last out, overwhelming the opposition with brute force. She’s not stupid however and if the foe is obviously more powerful then she will instead resort to hit and run tactics. Complications: Свобода народов Герой: Though few and far between there are a few that remember her time as one of the Soviets People’s Heroes. Many are not overly friendly due to her defection to the West after the war. нетрадиционный: Klara lives by her own way caring not for how to see her life, in fact, she’s quite open about her lifestyle choices. There are many out there who wouldn’t Старая женщина: Tracy is a woman in her 80 and despite benefiting from Klara’s people's science and magical knowledge is starting to feel the passing of the years. Despite this Klara still loves her deeply and would do almost anything to keep her safe and healthy Abilities: 20 + 6 + 10 + 6 + 6 + 6 = 54PP Strength: 30 (+10) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 16 + 12 = 28PP Initiative: +11 Attack: +8 Base, +10 Melee Grapple: +20/+30 (Super-Strength) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 5 + 6 + 6 = 17PP Toughness: +10 (+5 Con, +5 Protection [5 Impervious]) Fortitude: +10 (+5 Con, +5) Reflex: +9 (+3 Dex, +6) Will: +9 (+3 Wis, +6) Skills: 100R = 26PP Bluff 12 (+15) Diplomacy 12 (+15) Drive 2 (+5) Gather Information 12 (+15) Intimidate 12 (+15) Language (English, Russian, French, German, Italian, Spanish, Japanese, Mandarin, Mongolian, Arabic, [Native Altai]) +2 Notice 12 (+15) Sense Motive 12 (+15) Search 12 (+15) Survival 8 (+11) Feats: 23PP Accurate Attack All-Out Attack Attack Focus (Melee) 2 Dodge Focus 4 Evasion 2 Fearless Improved Initiative 2 Improved Trip Luck 1 Master Plan Move-by Action Power Attack Startle Takedown Attack 2 Uncanny Dodge (Auditory) Well-Informed Powers: 8 + 28 + 3 = 39PP Scale Armour 2 (10 point Device, Hard to Lose) [8PP] (magical) Protection 5 (Extra: Impervious) [10PP] Gemmed Bracelet 7 (35 point Device, Easy to Lose) [28PP] (magical) Blast 10 (100ft range) [21PP] AP : Super Strength 10 ( Effective STR 80 [Heavy Load=819.2 lbs] ) {20/20} Flight 5 (250mph, 2,200 ft/rnd) [10PP] Teleport 4 (Flaw: Long range) [4PP] Immunity 3 (Aging, Disease, Poison) [3PP] DC Block ATTACK ATT RANGE SAVE EFFECT Unarmed +10 Melee DC 25 Toughness (Staged) Physical Blast +8 Ranged DC 25 Toughness (Staged) Magic Totals: Abilities (54) + Combat (28) + Saving Throws (17) + Skills (26) + Feats (23) + Powers (39) - Drawbacks (0) = 187/250 Power Points
  10. Argonaut Power Level: 10/14 (206/212) Trade-Offs: +3 Attack/-3 Damage (Power Pike), -2 Defense /+2 Toughness Unspent PP: 6 In Brief: Omegadrone Agent of A.E.G.I.S! Alternate Identity: Yves Zermeño, Yvejskrujanharbh'aar Identity: Secret Birthplace: Lor-Zul Occupation: AEGIS Field Agent Affiliations: AEGIS Family: Carlos Zermeño (Husband), Luz Zermeño (Eldest Daughter), Anna Zermeño (Middle Daughter), Sophia Zermeño (Youngest Daughter) Description: Age: 50 (DoB: Born March, 16 1968) Apparent Age: 30 Gender: Female Ethnicity: Lor Height: 5'2 Weight: 210 lbs Eyes: Brown Hair: Brown Yves is a slightly muscular brown skinned woman with no visible natural body hair. The missing hair on her head was replaced with a very expensive lace wig. The wig is styled into a short bob. She often dresses in modest fashions that leave very little skin showing. Hiding the various scars throughout her body that she actually opted not to have surgically removed. Never wanting to forget the monster that she was. As Argonaut, Yves' MEGA-MAX bears a recolored Shocktrooper Omegadrone Armor. The face plate retains an all too familiar skull like design. The armor does not have wings due to having a far sleeker design than Steelgrave's original bulky model. The back does, however, have secondary thrusters to to aid the jet boosts propulsion outside of atmospheric conditions (although the secondary boosters are currently damaged), The rocket boots can maneuver through the air with no issue having lost no air superiority. The Armor's left breastplate has the AEGIS emblem engraved. History: In another world in which the Lor's First Age never came to a close, the Lor Republic stretched to every corner of explored space. The military existed primarily for the purpose of exploration and further colonization of Lor Space. Quality of Life for citizens of the advanced civilization was such that only a sci fi novel could compare. Yvejskrujanharbh'aar was a freshly graduated university student with a future as a star faring diplomat in all but certain. Her life was pretty much uneventful. She had friends, family, loved ones and her personal tragedies were no more exciting than a lost pet here or there. Having never left her home planet, her dream was to engage in interplanetary relations perhaps to eventually take a seat as a Senator. The Lor citizens born on the planet of Lor-Zul are known for being born with two very distinct features. The first being a long life span in which they maintain a youthful appearance, only showing signs of aging during the last quarter of their lives. The second a natural affinity with languages their mind able to comprehend all spoken and written word as if they were living ciphers due to a unique psionic mutation. It was only the first trait that appealed to Shadivian Steelgrave after the Terminus came. With no enemies to oppose the Lor the military was nowhere near qualified to handle the unified front of the combat drones that swept their world. The Lor were crushed and in the end there was only the Terminus. Life as a conquered slave with the Hundred Worlds was far different for the Lor. Gone from Spacemen to cavemen one had to let a piece of himself die just to survive. In Nihilor only the strong survive. And what she lacked in physical might, Yvejskrujanharbh'aar made up for with sheer willpower and luck. Engaging in brutal gladiatorial fights until she scrapped by on top of her opposition. Her prize? Her mind was torn asunder as she underwent the unspeakable acts that defined the Omegadrone conditioning. Brainwashed by the Omegadrone conditioning Yvejskrujanharbh'aar had long faded she was merely a servant of Omega. Serving on the front lines as an Omegadrone Shocktrooper. Many people remember the Terminus Invasion of 1993 differently. Most of those memories are not looked back on too fondly. But for Yvejskrujanharbh'aar it was her first real memory since her first shot at life had ended. As one of those very invaders, she found herself barely clinging to life by the time the battle had come to a close. Her armor was skewered onto a steel rod at her abdomen. Recovered by AEGIS field agents, she was given medical treatment as the organization wasn't out to just let people die. Even those part of a foreign invasion force. Of course if it brought about the opportunity to learn more about the Terminus forces more power to them. It took a think tank of the top AEGIS psychologists and doctors to match Daedalus efforts in deprogramming the Omegadrone conditioning. They even crafted a new identity for her to live, monitored by a field agent, just outside of their Baltimore offices. Yvejskrujanharbh'aar or Yves as she had now come to be known just had to agree to surrender her armor to them as well as acting as a consultant whenever the need struck the agency. When Dr. Doris Volk joined AEGIS in 1997 amongst the many projects she pursued was the development of MAX series Power Armors. Shorty after completing the designs on the Super-Max armor Dr. Volk had already begun considering the process for advancing upon her design. Searching through old AEGIS files for inspiration Dr. Volk eventually came to learn about the deal AEGIS made with Yves. It took a decade to combine the technology of the Omegadrone with that of a SUPER MAX armor creating the first flight capable power armor, far before the distinctly more well known models used by Subjects V and V2. The most problematic bit of integration was that the armor's neural interface would only respond to omegadrones like the armor's previous pilot, Yves. A neural interface was originally designed to reinforce the Omegadrone conditioning and improve Nihilor's Mixed Murder Arts by recording combat data and aiding the pilot adapt in all situations. Dr. Volk's attempts of repurposing the interface to aid field agents in saving lives could not completely overcome the fact that only a mind whom had gone through Steelgrave's brainwashing was the only one capable of conceptualizing such an idea. So she requested Yves assistance in improving the combat data of the interface as Dr. Volk attempted to overcome the flaw in the design. An offer that went through a very long series of refusals before Yves finally relented with some trepidation. Spending weekends as a test pilot for the tongue in cheekily named MEGA-MAX armor. Breaking away from the training simulation when the armor caught the transmission of a nearby alarm system in which a shoe store was being robbed by three heavily armed men. Within the comfort of her armor she was able to easily able to deal with the crooks. Disappearing before AEGIS latest line in experimental technology could be shaken. Upon her return she wasn't admonished for taking off with government property as she expected. Instead there was a congratulatory fanfare and applause and she was offered a real job with the agency. After weighing her options and the sense of satisfaction that came with actually doing something good with the armor she took the job. In her personal life, Yves and her handler had wed some years back. Together they were raising three girls from his first marriage. Although at this point the eldest was studying at FCU, so the children did not exactly outnumber the parents in the household. Eventually the Zermeños requested a change in duty station from Baltimore to Freedom City. Marking her return to the city after 20 years as the armored hero Argonaut. After Argonaut returned from a mission off planet. Dr. Volk claimed to have attained enough data to begin work on the MEGA-MAX series of prototypes. AEGIS set about fully repairing Argonaut's Shocktrooper armor and upgrading both it and her pike with the information on display. Personality & Motivation: Yves may not have been quite herself when she worked as a soldier of Omega. But she remembers every waking minute of that nightmare. Every slash, every stab, every atrocity committed in the name of the Lord of the Terminus. She tries not to let it weigh on her conscious too much and for the most part succeeds with bravado and gumption (albeit a silent gumption), but the memory is always there gnawing at the back of her head. Despite that one would be hard pressed to find her without a smile on her face. Whether it is forced or not. Outwardly confident, albeit carefully spoken, she works hard at covering up her own insecurities of not being qualified for being a 'hero' due to her past a Terminus soldier. Despite the fact that AEGIS already has a solid history of working with reformed criminals. Yves is very good at seeing through people's intentions. Above all else, she feels as if she has seen enough death in her lifetime and will go through absurd lengths to try and save everyone she can even if it cost her life in doing so. In her daily life, Yves can be downright domestic. Attempting to portray the image of a perfect mom next door type, while still keeping conversations as short as possible. Yves is not a talker by any measure for those outside her family. But, when she does speak it's usually either snark covered or blunt with absolutely no sense of tact. A self described realist through and through Argonaut does not mince words or paint optimistic pictures. Powers & Tactics: Yves relies on the Argonaut armor to do all her heavy lifting. Even with her now rusty training in the mixed murder arts, she is quite effective at using her power pike for close range combat. At a distance, Argonaut fires bolts of cosmic energy at her foes from her pike. Her Shocktrooper armor has multiple thrusters throughout potentially allowing her to fly through the air with ease. The rear thrusters allow her to traverse the atmosphere with much more force than she can muster inside the planet without risking damaging the surroundings. Taking a cue from Omega himself, Yves can compress the entropic energies of her Blast blade creating a small endothermic reaction that releases in a bright flash of light to blind her foe. Lastly, AEGIS has created a sort of funnel exhaust to allow Yves to release the entropic energies of her power pike from the middle of the shaft. Specifically forming it into the shape of a shield with AEGIS’ symbol on the center. Seeing as the pike is both collapsible and kept on a wrist sheath underneath her arm this can make it appear as if her only weapon is the shield itself when not wearing the armor. The Shocktrooper Nanites in her body use a "stim pack system". Using a chemical delivery system with a variety of entropic fueled stimulants designed to appeal to an Omegadrone's implants. This activates the whenever she successfully slices matter with her entropic blast blade. In turn creating a sort of painkiller effect in the heat of battle to keep fighting. This allows the mindless drones to push forward in the heat of battle with even less care for their well being. For a freed Omegadrone like Yves, it means having to combat her baser urges every time she fights. Yves body contains tiny nanofibers that are far stronger than human muscle fibers of equal size. The tiny nano muscles allow her to perform feats of strength above what is humanly possible. In fact her very physical condition is improved well above what should be humanly (or rather Lorly) possible. Her neural implants allows her to react with split second timing. When not in use the Omegadrone armor is stored in a portable suitcase Complications: AEGIS Defend!: Yves has an almost unhealthy obsession with pursuing redemption. Nominally this just presents in her wanting to try and protect as many lives as she possibly can. Which on its own is not a problem. But ,Yves runs blindly into action without thinking of the consequences if she thinks it can help someone. Theoretically making her an easy target for a villain's manipulations Broken Arrow: The Terminus did the former Omegadrone no favors. Matters related to Omega and his Annihilists, are a possible trigger for Yves' PTSD to flare up. Flashbacks, hallucinations, and panic attacks are among the many possibilities of how this can manifest. While distracting all on their own, it can be real inopportune in the midst of a high stress chaotic combat zone. Calling for Pegasus: Her identity as Argonaut or even as a former Omegadrone is not common knowledge. AEGIS keeps its secrets well guarded. Her would be allies could even assume her to be a criminal due to the design of her armor looking as if it was a riff on Omegadrones. Local law enforcement or overly enthusiastic civilians may try and attack the Azure Omegadrone mistakenly believing themselves to be attacking a villain. Shield Cracked: The neural interface on the Argonaut armor connects her mind to the machine. This means that , Argonaut's brain can be "hacked" by means that would normally only affect machines while connected to her armor. GM's can feel free to have not only be affected by attacks meant to "mind control" technology but even have her auto fail it. Shields High!: Yves is given a lot of autonomy as an AEGIS agent, but still she has to formally request permission to activate her Omegadrone Armor unless the situation is exigent enough for her to do otherwise. Shield Wall!: Argonaut's Vampiric Damage Effect doesn't really heal her. The Vampiric effect is only a temporary stimulant release for sedation. The GM can at any point in time have any healed injuries return. Furthermore, the stimulant release was not designed with a conscious person in mind. The GM could apply any number of new conditions (such as nauseate, paralyze, etc) with or without the prior healed Damage condition to show her body is suffering from adverse effects from the entropic energies flush in her body. Abilities: 6 + 6 + 6 + 6 + 10 + 2 = 36PP Strength: 16/24 (+3/+7) Dexterity: 16/24 (+3/+7) Constitution: 16/24 (+3/+7) Intelligence: 16 (+3) Wisdom: 20 (+5) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +7 Attack: +4/10Armored Ranged, +7/13Armored Melee Grapple: +16/+17 Defense: +5/+8 (+4/7 Base, +3/ Dodge Bonus), +4 Flat-Footed Knockback: -9/-10 Saving Throws: 3 + 0 + 2 = 5PP Toughness: +12 (+7 Con, +2 Density, +2 Armor, 7 Impervious) Fortitude: +10 (+7 Con, +3) Reflex: +7 (+7 Dex) Will: +7 (+5 Wis, +2) Skills: 104R = 26PP Acrobatics 1 (+8) Computers 12 (+15) Skill Mastery Craft (Structural) 2 (+5) Craft (Mechanical) 2 (+5) Disable Device 7 (+10)Skill Mastery Diplomacy 4 (+5) Drive 1 (+8) Gather Information 1 (+2) Intimidate 9 (+10)Skill Mastery Investigate 2 (+5) Knowledge (Behavioral Sciences) 2 (+5) Knowledge (Civics) 2 (+5) Knowledge (Cosmology) 10 (+13) Knowledge (Current Events) 2 (+5) Knowledge (Galactic Lore) 5 (+8) Knowledge (Streetwise) 2 (+5) Knowledge (Tactics) 2 (+5) Medicine 1 (+6) Notice 9 (+14) Pilot 8 (+15)Skill Mastery Search 2(+5) Sense Motive 10 (+15) Stealth 3 (+10) Survival 5 (+10) Feats: 10PP Attack Focus (Melee) 3 Benefit (AEGIS Security Clearance) Dodge Focus 1 Favored Opponent (Omegadrones) Fearless Interpose Skill Mastery (Computers, Disable Device, Intimidate, Pilot) Startle Powers: 6+ 8 + 20 + 1 + 1 + 29 + 50 = 115PP Communication 4 ( Radio [1 Mile]; Power Feats: Selective, Subtle ) [6PP] Comprehend 4 ( Codes & Ciphers, Languages [Read All, Speak Any One at a Time, Understand All ) [8PP] Device 6 ( 30PP container; Feats: Restricted to Omegadrones, Subtle; Flaw: Easy-to-Lose ) [20 PP] (Collapsible Power Pike) Concealment 4 (Normal Sight; Flaw: Passive ) [2DP] (Cloaking) Terminus Blast Array (25PP Array; Feat: Alternate Power 3 ) [28DP] BP: Damage 10 ( Extra: Ranged; Feats: Affects Insubstantial 2, Incurable, Precise, Split Attack) (Entropic Blast) {25/25} AP: Damage 0 ( Extras: Penetrating 7, Vampiric 7 ; Feats: Affects Insubstantial 2, Extended Reach [5'], Improved Critical 2, Incurable, Mighty, Precise, Variable Descriptor 2 [Any Technological] ) (Blast Blade) {24/25} AP: Deflect 5 ( All Ranged Attacks; Extras: Redirection, Reflection ) {25/25} (Shield of AEGIS) AP: Dazzle 10 ( Visual Senses ) {20/25} (Blinding Blast) Feature 1 ( Temporal Inertia ) [1PP] Immunity 1 ( Aging; Flaw: Limited to Half-Effect ) [1PP] Device 8 ( 40PP Container; Feat: Restricted to Omegadrones; Drawback: Full-Round to Don the Suit [-4] Flaw: Hard to Lose ) [29PP] (AEGIS Upgraded Omegadrone Armor) Enhanced Attack 6 [12 DP] (Combat Computer) Enhanced Defense 3 [6DP] (Combat Computer) Flight 3 ( 50mph, 500 ft./rnd; Feat: Move-by-Action ) [7DP] (Jet Boots) Immunity 4 ( Disease, Poison, Sleep, Starvation & Thirst; Flaw: Limited to Half-Effect ) [2DP] Immunity 6 ( Environmental Conditions [Cold, Heat, High Pressure, Radiation], Suffocation[All] ) [6DP] Protection 3 [3DP] Super-Movement 1 ( Space Travel [Interplanetary] ) [2DP] Super-Strength 1 ( Effective STR 39 [Heavy Load 2.8 Tons] )[2DP] Omegadrone Shocktrooper Nanite Enhancements ( 50PP Container ) [50PP] Density 4 (x2 Weight, Flaws: Permanent, Feats: Innate, Subtle) [14PP] Enhanced Constitution 8 [8PP] Enhanced Dexterity 8 [8PP] Enhanced Feats 2 ( Affects Insubstantial [Unarmed] ) [2PP] Impervious Toughness 5 [5PP] Speed 1 ( 10 mph, 100' per round ) [1PP] Super-Senses 10 ( Analytical [All Vision], Darkvision, Infravision, Microscopic Vision 3 [Molecule Size], Radio, Tracking [Infravision/Half-Speed] ) [10PP] Super-Strength 1 ( Effective STR 34 Heavy Load=2.8k lbs ) [2PP] Drawbacks: -2PP Vulnerability (Magnetism; uncommon, Major, +50%) [-2PP] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC22 Toughness Damage (Physical) Blinding Blast Ranged DC20 Fort/Reflex Dazzle (Light) Blast Blade Ranged DC22 Toughness Damage (Technological) Entropic Blast Touch DC25 Toughness Damage (Cosmic) Totals: Abilities (36) + Combat (16) + Saving Throws (5) + Skills (26) + Feats (10) + Powers (115) - Drawbacks (2) = 206/212 Power Points
  11. Bombshell (Original Sheet for Bombshell) Power Level: 10 (14) (201/245PP) Trade-Offs: +5 Attack / -5 Damage, +2 Defense / -2 Toughness Unspent Power Points: 44 In Brief: Immortal Femme Fatale, (Heel? Face? Who knows?) Residence: Base of Operations: Freedom City Catchphrase: Alternate Identity: Natalya Browning, aka. Rebecca Danvers Identity: Public (Talya) / Secret (Rebecca) Birthplace: London Occupation: Idle Rich / ex-thief Affiliations: Allies of Freedom (1939-1945), MI6 (1945-1954), Thief (1960-1970), Prison (19702-2009) Family: None currently living Description: Age: 98 (DoB: September 7, 1917) Apparent Age: Mid twenties Gender: Female Ethnicity: Caucasian Height: 5'6" Weight: 135 lbs Eyes: Blue Hair: Blonde A curvy bombshell, for lack of better term. Talya didn't look out of place as a sultry songbird in the 1940s. In fact, low end lounge singer was her cover for much of the war years. These days, she's only average in height but in her hey-day she was considered statuesque. Talya always makes the effort to blend in with the current decade. In the '40s she did femme fatale. In the '60s it was go-go boots and micro-minis. These days, while swinging from lines across Freedom City, she favors a leather cat-suit and domino mask. In order to keep up with the times, she's updated the look to include more straps and a pair of goggles that she never actually wears. In any era, however, she is a stunning woman with a smokey voice and a rare wry wit. Power Descriptions: Talya's powers look like nothing at all. Although she's been imbued with immortality and few more tricks up her sleeve post her efforts in Europe during the second World War, its to her benefit that they look like nothing at all. Most of what she has going for her is skill and carefully honed ability, and then a little bit over the years to even the playing field. History: Bombshell started out hero. Born in England to an upper-class family, when the war arrived, Talya was quick to head overseas with her group of friends to serve as a spy. Mental training helped her shield her thoughts and presence from the Nazis. They were even lucky enough to break into a cache of one of the mystical artifacts that was one of the secret weapons. In the ensuing explosion, all four Brits were gifted with eternal life and minor protections. For Talya, that enhanced her natural aptitudes for stealth and shielding into mystically enhanced physiology. Gifts that she was quick to turn into weapons for the Allies during the war. Once the war was at an end, Talya remained with MI6 and her talents were turned towards the potential threat that Russia posed for the Western world. This, however, was a much murkier world and Talya lost her taste for the spy game as it became much less clear what good and evil war. Abandoning war-torn Europe, Talya gave into her thrill-seeking ways, becoming a pre-eminant thief. As England was still rebuilding, she left European shores for the prosperous US. Still slightly bitter at how her country had been decimated while America thrived, she had no moral qualms with helping herself to that bounty. She only stole artifacts that were not native to the Americas. Never anything as gauche as money. She favored ancient jewelry but any British artifact would do. She clashed with Freedom League greatly during the '60s, enjoying a special game of cat and mouse with the Scarab as her abilities helped her remain elusive to his senses. When her old "friends" from her first caper showed back up, Talya was quick to catch up for old times sake. Unfortunately, they had grown far darker than Bombshell was willing to go. She was a thief but never a killer. In fact, Talya worked with the Freedom League to turn on her old friends in exchange for a minimum sentence. Twenty-five years instead of the life terms the others got. She didn't intend to stay in prison but when Scarab died a few months after her sentence began, she changed her mind. No one knew she was unaging. She'd kept that secret carefully. Instead, she's spent her time and used her disguise skills to look more fragile with the years. After breaking out on the scene, Talya found that the villains of the era weren't any sort that she wanted to throw her lot in with. No style. No panache. Too much murder. After another heel-face turn, Bombshell was back on the side of good. Ish. When the chips are down, Talya's always on the side of 'lets not blow up the world'. Burning buildings. Rescuing cats from trees. Sure. She still has a bit of a weakness for taking things from rich people who fail to appreciate them. Personality & Motivation: Bombshell has always been chaotic, never evil. Although she stole and broke many laws but she's always had her own own moral code. She worked with heroes occasionally even during her more criminal days. She will, not, however play by a hero's rules. She won't kill or cause harm to innocents. Afflicted by moral ennui, she's about to embark on a heel-face turn. Once the threads for those finish, Bombshell will be much more in line with her golden age morals. A spy for the good guys, and struggling to not get assumed to have slipped back to her felonious habits. Powers & Tactics:Bombshell will do her best to cut and run from most conflicts. She's not interested in exchanging blows with meat-heads and considers it a win if she gets away. She prefers, when she has to fight, to strike from stealth and distract or taunt her opponent. She fights with her head but the years have left her a skilled hand-to-hand combatant, the lingering magic buffs she has don't hurt. Complications: Adopted Family: Talya long ago outlived her biological siblings but her former Allies of Freedom teammate, Dimitri, is a brother in all but blood. I Got A Record: In her long life, Talya's done lots of things and not all of them on the side of angels. I'm Just Drawn That Way: Femme fatale means having to say you're sorry. A lot. Old Friends, Old Enemies: Talya has lived a long life and has no shortage of old friends needing help, old enemies that want to fight and old lovers that could fall into either category. Pretty Baubles: She has a bit of a thing for the glitz and glamour. She might be a hero but occasionally personal property laws don't really count in her estimation. Relationship: Talya is currently involved with the married Espadas: Jack and Min and while the two are formidable in their own right, there's little that Talya wouldn't do to ensure their safety. Responsibilities (Team): For the first time since the golden age, Bombshell is on a team roster with the Interceptors. Considering that her last team was predominently murdered by Kantor, despite her bluffing to the otherwise - she takes their safety and her responsibility there seriously. Ward(s): In addition to her parental role to Eden and Mia (and the twins on the way), Talya's taken on mentorship of Raina as well. Wrong Place, Wrong Time: Sometimes the cops assume that she's there to commit a crime, not solve one. For some reason, Talya tends to end up on the scene at the absolute worst time Abilities: 6 + 14 + 8 + 4 + 4 + 14 = 50PP Strength: 16 (+3) Dexterity: 24 (+7) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 24 (+7) Combat: 18 + 16 = 34PP Initiative: +7 Attack: +11 Melee, +9 Ranged / +15 Baton Grapple: +14 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -2/-4 Saving Throws: 1 + 0 + 0 = 1PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude: +5 (+4 Con, +1) Reflex: +7 (+7 Dex, +0) Will: +2 (+2 Wis, +0) Skills: 140R = 35PP Acrobatics 13 (+20) Skill Mastery Bluff 13 (+20) Skill Mastery Disable Device 13 (+15) Skill Mastery Disguise 13 (+20) Skill Mastery Escape Artist 13 (+20) Skill Mastery Gather Information 3 (+10) Skill Mastery Investigate 5 (+7) Language 5 (English [Native], French, German, Polish, Russian, Spanish) Notice 8 (+10) Perform (singing) 5 (+12) Search 8 (+10) Skill Mastery Sense Motive 8 (+10) Slight of Hand 8 (+15) Stealth 13 (+20) Skill Mastery Feats: 31 PP Attack Focus: Melee x 2 Benefit: Wealth 3, Status: Fame, Status: Veteran (British Forces; DBE), Alternate Identity x 2 Blind Fight Defensive Roll x 2 Distract (Bluff) Dodge Focus x 4 Evasion x 2 Hide in Plain Sight Improvised Tools Luck 2 Quick Change 2 Jack of All Trades Power Attack Skill Mastery 3 (Acrobatics, Disable Device, Disguise, Escape Artist, Gather Information, Bluff, Search, Stealth, Perform (Dancing, Singing), Sleight of Hand, Notice) Sneak Attack Uncanny Dodge (auditory) Powers: 6 + 3 + 1 + 10 + 22 + 6 + 7 = 55 PP Concealment 3 (Mental Senses, ESP, Extras: Duration: Continuous, Flaws: Permanent) (Magic; Imbued) [6 PP] Concealment 3 (Visual, Auditory, Extras: Duration: Continuous, Flaws: Passive, Blending) (Magic; Imbued) [3 PP] Immunity 1 (Aging) (Magic; Imbued) [1 PP] Immunity 10 (Psychic Effects) (Magic; Imbued) [10 PP] Regeneration (Feats: Regrowth) (Bruised/No Action, Injured/1 Round, Staggered/No Action, Disabled/5 Minutes, Resurrection/5 Minutes) (Magic; Imbued) [22 PP] Super Movement 3 (Slow Fall, Wall Crawling 2) (Training) [6 PP] Device 2 (Bombshell's Batons; 10DP, Flaws: Easy-to-Lose [-2], Feats:Subtle [Collapsible]) (Technology; Device) [7PP] Damage 4 (Feats: Accurate 2, Mighty) [7DP] Super-Movement 1 (Swinging) [2DP] Speed 1 [1DP] Drawbacks: (-5) = -5PP Vulnerable (Magic [Very Common], Major [x2]) [5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage (Physical) Sneak Attack Touch DC 20 Toughness Damage (Physical) Baton Touch DC 22 Toughness Damage (Physical) Baton-Sneak Attack Touch DC 24 Toughness Damage (Physical) Totals: Abilities (50) + Combat (34) + Saving Throws (1) + Skills (35) + Feats (31) + Powers (55) - Drawbacks (5) = 201/245 Power Points
  12. Replaced by sheet here Woodsman Power Level: 11/11 (182/184PP) Unspent Power Points: 2 Trade-Offs: +4 ATK/-4 DMG, +4 DEF/-4 TOU In Brief: Dimension-lost archer with a technical bent, trying to prove himself alongside walking gods and find a way to save his people Alternate Identity: Riley Smith Identity: Secret [Registered] Birthplace: Freedom City, Earth-J-Disaster-1 Occupation: Student Affiliations: Claremont Academy Family: Casey Smith (father, dead), Peyton Quinn-Smith (mother, alive) Description: Age: 18 Gender: Male Ethnicity: Black Height: 5'6" Weight: 165 lbs. Eyes: Brown Hair: Black Short and slim for a man his age, albeit muscular and well-defined, Riley's favorite look is layers and outdoor-friendly wear - on all but the warmest days, he'll wear a flannel shirt, windbreaker, jeans and heavy hiking boots that go above the ankle. He keeps his hair cut very short in an almost military-style cut. Now that he's moved out of North Bay and doesn't have to worry about being confused for his counterpart, he's making plans to grow a mustache and goatee - he's just waiting to find exactly the right style. He's capable of sitting perfectly still for hours at a time, but when he does move it's with explosive bursts of energy that can take people by surprise. His voice is higher than he would like, slowly evolving into the tenor he'll have as an adult. Riley's Woodsman costume adds further layers to his outfit - a greenish-brown hooded poncho, a leather harness to carry his crossbow at his back, and a carrying belt holding various useful items like matches, a compass, and other survival gear - along with various one-use crossbow bolts. He wears his hatchet at his left side, to better facilitate a quick draw and throw. History: Earth-J-Disaster-1 (tentative) The old world died on the night of December 31, 1999. As the sun dipped across the horizon around the world, the darkness brought with it a terrible Event - a sudden super-imposition of an unnatural forest across the landscape of the globe. Trees shattered roads and broke buildings, killing millions in architectural collapses and road accidents across the world as thick forest growth was suddenly everywhere, passing right through man’s technological civilization. The news media, and the Freedom League, had time to track the horrific event as it happened, beginning in eastern China and stretching across the planet with the terrible fall of darkness, time to observe that the new growth matched whatever forests were native to the landscape they were devouring - but not time to stop it. In the frigid days after the catastrophe, those few places that still had power were reassured by the government and by the Freedom League that help was coming. But no help came. It was the heroes who vanished first; the superheroes and brave humans who went into the forest looking for answers. And then the others began to vanish too - humans all over the planet left behind their families, their loved ones, and simply walked into the newborn Forest Primeval. The mystery of their disappearances was solved when they returned, feral and maddened by animal impulses and predatory desires, and began attacking the surviving human communities. The war between the Children of the Forest and the survivors of the old world lasted for several years and resulted in the deaths of most of the world’s surviving superhumans and many of the survivors - there was no treaty, no negotiation, no mercy - the Ferals simply stopped coming. Gradually the survivors learned how to cope with the new world - how to forage in the cities for food and gear without being caught by the Maddening Wild (avoiding the darkness was the key), how to resist the Maddening Wild’s call (sticking together in groups was the ticket), and about the small number of people, all of them without other superpowers, who had the ability to forage in the woods _without_ being maddened by the Wild. 2015 is the fifteenth year since the world ended. Freedom City lies, broken, by an impossibly old oak and pine forest in which trees with hundreds of years worth of rings lie at the heart of the civilization they impaled. The largest population of survivors lies at the edge of the city, a few thousand hearty souls dwelling in the community around the Raymond Nuclear Power Plant at the edge of North Bay. They can go into the city to scavenge and explore, but only during daylight hours. The Maddening Wild still calls - though perhaps less forcefully than it did in the grim days at the start of the new century. The woods themselves are haunted by the past - the murdered city they devoured, and what lies within. The Ferals themselves are dangerous enough, savage, animalistic humanoids, many of them with superpowers, but they are not the worst of it. The Forest Primeval came with animals too; bears and wolves and bobcats, all the creatures once endemic to coastal New Jersey. But they came back unnatural - too clever by half, and with an intelligence that has grown unnaturally in recent years. Bears have been seen in the Deep Woods wearing human clothing, and wolves howling to each other in some grim parliament. They have shown a terrible intelligence when fighting humans - hitting men carrying flashlights to blind them in the dark, making man-like noises to lure unwary travelers, and otherwise making it clear that the forest is theirs. Many kill not to feed - but to terrify the human survivors. The Forest is full of monsters - and the Forest is everywhere. Riley Quinn was only about two months old at the Millennium. His parents, Casey and Peyton Smith-Quinn, lived in North Bay when he was born - their home was a mansion, small by the standards of the neighborhood, but spacious enough after the relative poverty of their youths in Mississippi. Maybe because they came from poverty themselves, with a history of dealing with emergency situations, they took action promptly on that terrible night of the 31st as the news of threatening global destruction came. When the Forest Primeval hit Freedom City, they had taken shelter at the nearby Raymond Nuclear Plant where his mother worked as a plant nuclear engineer, trusting in its solid construction to save them. And it did, to an extent - the Forest devoured the plant, too, but fate, radioactivity, and maybe just good engineering kept Raymond together. An oak tree's sudden growth shattered one reactor and a scrub pine forest sent one cooling tower cascading to the Earth in a deadly shower of debris, but quick hands prevented a meltdown and even kept electricity pumping from the plant's generators. It was a natural place to send refugees in the early days before the true horror of the situation had settled in. Riley doesn't remember much about those days, but he's heard the stories a thousand times. The way the refugees at the power plant first scavenged for food, then began growing crops in their own right in the hastily-converted greenhouses. The way desperate engineers babied a wounded power plant, keeping two of five nuclear reactors alive and producing life-giving electricity even a decade and a half after the end of the world. The way they built a school, and a chapel, and a clinic, and a hospital out of the old plant, building an outpost to human dreams in the middle of an inhuman wilderness. The days when the Ferals hit the fences almost daily. The crack of gunfire, then of melee weapons, again and again. The heroic sacrifice of Lady Liberty, who finally succumbed to infection days after her last battle with the group of Feral metahuman teenagers who had so often led attacks against the reactors, willing to poison the whole city to stop the power plant. The horrific screams from Lonely Point as what had been the populations of Bayview and Port Regal, backed by a rampaging Feral Captain Thunder broke through the defenses. His father, whose cancer could have been easily caught five years earlier, and his grave in the old plant garden. Riley is almost certain he can remember his father's voice. For various reasons, Riley grew up dissatisfied with his lot in life. He had ample reason for this, raised in a community at the edges of a world murdered by the Forest Primeval. He knew how lucky they were, especially compared to other survivor communities that lacked things like power, machine shops, and other tools providing some echo of what had once been modern life, but he also knew from his exploration of the (long-since-picked-over) homes near the Raymond site just how much they'd lost. So he dreamed, in between schoolhouse lessons and chapel prayers, between working in the greenhouse and going fishing, of the world that had been lost - and the wonders that had once been his birthright. But most of all, when he climbed the long-deserted Cooling Tower #4 and looked out at tree-skewered Freedom, he dreamed of the lost city of Freedom, and wondered what secrets lay within. Now these were no small dreams in the Raymond community, not when once a year or so someone would zone out and be sucked into the Maddening Wild, wandering into the Forest Primeval to either be eaten by animals or join the Ferals. So he kept them to himself as he got older, instead learning his mother's engineering skills with the idea of one day taking her place managing the reactors. But boys will be boys - by day he read technical manuals and worked in the machine shop, and by night he studied old city maps and the notes of those few explorers who had survived the journey into Freedom Primeval. On his fifteenth birthday, he presented himself to the Security Force as a volunteer for the Woodsmen, a dangerous, but highly valued part of life in their little community given the number of things the community's technology needed to survive - and how valuable the remaining scraps of super-tech scattered through the city still were. His mother wasn't happy - but after he demonstrated his skills at climbing and hunting, at marksmanship and hiding, even she couldn't say no. Freedom Primeval was everything he'd dreamed - beautiful and terrifying, wonderful and dangerous, marvelous and lethal. He rested in the shade of the oak trees that had split Freedom Hall in half; he battled the wolf colony that had taken over lost Lincoln. He fought a desperate battle against the Feral pack in Bayview; he prayed beneath the pine tree cathedral in St. Sebastian's Church. From his fellow Woodsmen, he learned how to sneak and survive in the city, how to hunt and fish to keep himself alive (skills he'd already begun to learn in Raymond), and how to navigate the ruined metropolis. He also learned how to kill - building his own crossbow, he was able to fend off attacks from bears, wolves, and other of the too-clever, too-wise beasts roaming Freedom City. And the unclever beasts too - the savage, cannibalistic Ferals who might once have been people. It was grim work; but it was war. No - it was survival. At the beginning of summer, 2015, Riley joined his fellow Woodsmen on an especially dangerous mission - a scrounging run into the heart of the Goodman Building, loaded with vital super-technology that, suitably adapted as spare parts, could potentially keep the Raymond reactors running for another decade and a half. But the risk was great. The Atom children had survived the Forest Primeval, though tree damage had eventually destroyed their grandfather's systems - but become a particularly bloodthirsty pack of Ferals. But the risk was greater than the Woodsmen knew - the Atom pack had, by whatever inhuman, unholy means, _bred_ - and a pack of Feral, superpowered younglings waited inside the tree-ruined building to greet them. Separated from the rest and trying to tune out the screams of horror he heard from his fellows, Riley ran. Fleeing down a darkened, overgrown emergency stair, he found his way blocked and so ducked inside what turned out to be a long-abandoned, nearly pristine research laboratory. Fascinated by the discovery, Riley locked the doors behind him and wandered through what had once been Alexander Atom's sanctum sanctorum. He was particularly fascinated by one particular piece of technology; a big, circular, open disc mounted in the middle of the room - one that he realized with some shock still was powered up! Succumbing to temptation, he pressed a few buttons, bringing the big machine to life with a whine of long-dead circuits and the sudden sound of alarms! At the sound of fists pounding on the door he'd locked behind him and against the inhuman shrieks outside, Riley hefted his crossbow and dived through the hole to take up a firing position on the other side. Except he found himself somewhere else entirely. The Goodman Building had seen its share of dimensional refugees before and while Riley (or 'Woodsman' as he called himself initially, with vague memories of watching some old war movies on the projector in his school) was different than others, there was nothing particularly alien about him compared to some of the visitors they'd seen. He was kept in isolation for nearly two weeks, both to make sure he was no longer violent (he had made free use of his crossbow to try and escape the populated, brightly-lit, tree-free laboratory he'd stumbled into) and to make sure that whatever mysterious disaster had beset his homeworld wouldn't be coming with him. But nobody had any answers - consultants like Phantom and Harrier were unfamiliar with either the timeline he described or the kind of apocalypse that had destroyed his world's native civilization, and something seemed to make it impossible to return him to his homeworld. All attempts to trace the dimensional line that he carried with him led to tangled snarls along the generally smooth course of the Cosmic Coil. Being unable to go home was hard. He knew his mother, his fellow Woodsmen, and his people would think he was dead - devoured by the Atom pack. And how strange it was to see them, alive and well, in a healthy, thriving city full of living human beings! As much as he missed home, he loved this place. He avidly read every book he could get his hands on and (once he learned how to use modern computers) and soon found himself taking online high school classes to keep up. He was behind in a lot of areas, but not too far behind - and determined to make up for lost ground as soon as possible. If he couldn't go home yet, and if even this world full of living cities and heroes had no answers for him, he could at least make himself better here. Once he was out of isolation, he could even go to the building's gym, where he kept himself in shape by exercise and drill, determined not to lose a step when he made it back home. Riley was so focused on learning about Earth-Prime that he barely noticed when it was time to move out. He was shocked by the thought; where could he possibly go? But then his counselor told him remarkable news - news that in retrospect he could immediately have expected. On this world, Riley Smith and his mother Peyton lived in their North Bay mansion just as they always had after his father had divorced his mother six years earlier. (And what a strange thought that was!) And that other Peyton, upon learning that a dimension-lost version of her son was in Freedom City, had thrown open her doors to that other Riley. They talked by email, then by phone, Riley a little surprised by his counterpart's voice - had he been born different in this universe? Riley and Riley met in one of the Goodman Building's rec rooms - Riley was reading a book while his counterpart, noticeably taller and heavier, entered the room, his sharp suit a contrast to Riley's flannel shirt, windbreaker, and jeans - all of them clothes he'd taken with him from his own planet. Riley met the eyes of his counterpart, saw his mustache and goatee, heard his deep-voiced, tentative greeting, and despite himself blurted out a question that, months later, still embarrasses him. "Jesus! How did you grow a mustache?!" Riley had read about his condition in pre-Millennium books, of course - in the old days, men born with women's bodies had treated themselves with testosterone, the male hormone. But synthetic testosterone was out of reach of Raymond's medical facilities (an expanded version of the old plant's emergency clinic) and crystallizing it from other men was an idea that made him nervous. So he'd resigned himself to a lifetime of bulky clothing over tight bindings, and probably never getting so much as a girlfriend, much less getting married. But in the Prime reality, the chemicals were readily available - with a doctor's prescription, anyway. His double had come out to his parents at the age of 12 and had been transitioning (a whole new word!) ever since - and had been on hormones for years. This really was, he decided the first time he took a hormone shot, a wonderful dimension. But of course it wasn't as easy as that. The two Rileys sharing a room was not the same as having a sibling; it was like having a shadow, and an alien one, at that. Riley-Prime was a smart kid on the school academic challenge team, a member of the Gay-Straight Alliance on campus and a future nuclear engineer. The other Riley was restless and angular, sleeping on the floor or a rope hammock, roaming the rooftops by night and converting the basement into a lab to rebuild his crossbow. One Riley had lost his beloved father to cancer and an early grave; the other Riley had lost his father to divorce when he was in his early teens. (It had been acrimonious - Casey hardly saw his family anymore) Competing for a mother's love, both of them young men going through changes, they clashed - and finally they fought. Healthy and strong though he was, Riley-Prime was no trained fighter; and the Riley from offworld hadn't learned to pull his punches. The loss of his temper, the feeling of boiling, surging rage, and the look on Peyton's face all came together to make Riley feel for a frightening moment like he'd gone Feral - like he was the barbarian his counterpart had accused him of being. He grabbed his crossbow and jumped out his window, vanishing into the North Bay night over the alien sound of arriving sirens. Running away from the angry, frightened reflection of his mother, Riley roamed the city for four days, scrounging to survive and even stealing a dose of synthetic testosterone, before Bowman tracked him down and gave him two pieces of news. One was that his mother, and even his counterpart, had forgiven him - his counterpart had even reluctantly admitted to provoking him into the fight, even though Riley was pretty sure that had been all him. The other piece of news came from Bowman himself. He'd tracked Riley through the city and been impressed by his stealth and ability to survive - and had helped clean up after Riley had used some well-placed speciality crossbow bolts to take down a gang who'd been harassing homeless kids by the airport. Bowman couldn't help Riley figure out where he fit in on Earth-Prime, but he could make a suggestion - there was this school Bowman himself had graduated from... Personality and Motivation: Riley is at heart a good kid, an upright human being who does his best to do the right thing almost all of the time. He wants desperately to learn all he can about this world and take back what he's learned if he ever manages to find his way back to his native timeline; or even better, to find out exactly what it was that destroyed the Earth of his youth to make sure it doesn't happen here - and can perhaps be undone on his homeworld. He likes a good joke, as long as nobody seriously gets hurt, and doesn't even mind being the subject of them. In some respects, he's the perfect Claremont student. In other respects, though, the young man has demons. There are the nightmares, of course, of hordes of bloody-faced Ferals sweeping through the windows and tearing him, his friends, and everyone else to pieces; the inner voices that drive him out of bed at night to patrol the streets of this strange Freedom. And it's hard for him not to resent the people around him sometimes, especially the pretty kids with pretty superpowers, who have lived all their life in luxury and think that a broken nail means real suffering. He bottles that temper up, disgusted by the rage he feels, but being sixteen and going through some hormonal changes, it's impossible for him to bite that rage back forever. And he's not well-suited to picking fistfights with people who can benchpress cars. Powers and Tactics: Woodsman is primarily a sniper - in a confrontation, his first instinct will be to climb up to a secure spot, conceal himself, and then make free with crossbow bolts at targets below. He'll stay mobile in a long battle, moving from location to location to avoid detection. When facing groups, he'll target obvious leaders or alpha creatures, the better to throw off the others (this works particularly well for Ferals, who will sometimes turn on their wounded in a blood frenzy.) Armored-looking creatures get an impervium arrow aimed right at their vitals. If faced with an enemy he can't reliably hurt, he'll use his magnesium-tipped flare arrow or his smoke/stink-bomb arrow to blind, confuse, or otherwise keep his targets from tracking his escape. His crossbow is a modified hunting crossbow, heavily customized by him in a basement laboratory. It uses a repeating action on the ancient Chinese model (albeit with a metal rather than wooden body) with a built-in arbalest-style crank if he needs real penetrating power (albeit at the cost of mobility). Almost all the bolts he uses are modified in some way, often with some explosive at the tip - repeating crossbows have little power, and so need some help. If forced into melee, he'll make free with his hatchet, hacking and striking his way free before making his escape that way. In combat, or expecting combat, he always has at least two magazines at his hip, and one mounted in the bow itself. He wears his hatchet on his left side for a quick draw. He has trouble in confrontations in the open given the nature of his chosen weapon and his combat experience - and with the non-lethal fighting style he's learning at Claremont. In the world of his birth, fighting and hunting isn't a place where you pull punches - not when your weapons are drawn, anyway. Complications: Breakaway: Other Riley and Other Mom are Riley's only family on Earth-Prime - but his relationship there is complicated. Dark Side: Riley has a temper. Mr. Know-It-All: Riley has lived a much more independent life than most teenagers from Earth-Prime and has some issues with going along with others. My Life Would Suck Without You: Riley misses home - and might make mistakes if confronted with the ability to make it back there. Never Again: Too-smart animals, too-insane people; Beasts and Ferals, and all the things like them - these are the stuff of Riley's nightmares, and he may make mistakes when confronted with their like on Earth-Prime. People Like Us: Riley is a black trans teen - and pretty put off by how these are all social problems in what's supposed to be the happy, shiny world of Earth-Prime. Stronger: Riley doesn't like being shown up by people with powers. Abilities: 6 + 12 + 4 + 6 + 6 + 4 = 38PP Strength 16 (+3) Dexterity 22 (+6) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 14 (+2) Combat: 28 + 20 = 48PP Initiative: +10 Attack: +14, +15 Hatchet, +16 Ranged Grapple: +17 Defense: +16 (+10 Base, +6 Dodge Focus), +5 Flat-Footed Knockback: -2/-1 flat-footed, -3/-2 with costume Saving Throws: 4 + 6 + 5 = 15PP Toughness: +6/+4/+2 (+2 Protection, +2 Defensive Roll, +2 Con) Fortitude: +6 (+2 Con, +4) Reflex: +12 (+6 Dex, +6) Will: +8 (+3 Wis, +5) Skills: 120R = 30PP Acrobatics 6 (+12) Climb 7 (+10) Skill Mastery Craft (Chemical) 2 (+5) Craft (Electronic) 2 (+5) Craft (Mechanical) 7 (+10) Handle Animal 8 (+10) Intimidate 12 (+14) Knowledge (Tactics) 7 (+10) Knowledge (Technology) 7 (+10) Medicine 2 (+5) Notice 14 (+17) Skill Mastery Search 7 (+10) Sense Motive 9 (+12) Stealth 14 (+20) Skill Mastery Swim 2 (+5) Survival 13 (+16) Skill Mastery Feats: 32PP Acrobatic Bluff Attack Focus (Ranged) 2 Challenge (Fast Startle) Defensive Roll 1 Dodge Focus 6 Equipment 3 Evasion 2 Hide in Plain Sight Improved Initiative Improved Ranged Disarm Improvised Tools Inventor Luck Master Plan Power Attack Precise Shot 2 Quick Draw Skill Mastery (Climb, Notice, Stealth, Survival) Startle Takedown Attack Track (Visual) Uncanny Dodge (auditory) Equipment: 15EP = 3PP Costume: Protection 2 (Feat: Subtle) [3EP] Hatchet: Damage 3 (Feats: Masterwork [+1 Attack], Mighty, Thrown) [6EP] Masterwork Binoculars [1EP] Masterwork Handcuffs [1EP] Masterwork Nightvision Goggles [1EP] Masterwork Medical Kit [1EP] Weighted Gauntlets: Damage 1 (Feat: Mighty) [2EP] Powers: 12 + 1 + 6 = 19PP Device 4 (Repeating Crossbow, 20PP, Flaw: Easy to Lose) [12PP] Trick Arrow Array 8 (16DP, Feats: Alternate Powers 4) [20DP] Base: Blast 6 (augmented bolts, Feats: Improved Crit 2, Variable Descriptor 2 [Chemical/Ballistic/Bludgeoning/Concussive/Piercing/Slashing]) {16/16} AP: Blast 6 (poison, Extra: Linked [Drain], Flaw: Unreliable [5 Uses/Day], Feats: Improved Crit 2, Incurable, Variable Descriptor 1 [Chemical]) + Drain Dexterity 6 (Extras: Linked [Drain], Secondary Effect, Flaw: Unreliable [5 uses/daily]) {10 + 6 =16/16} AP: Blast 11 (what's a box gonna do?, Extras: Area [General, Burst], Flaw: Unreliable 2 [1 Use/Day], Feats: Variable Descriptor 2 [Chemical/Ballistic/Bludgeoning/Concussive/Piercing/Slashing) {16/16} AP: Dazzle 6 (stinkbomb, visual and olfactory, Flaw: Unreliable 1 [5 Uses/Day], Feats: Improved Crit 2, Variable Descriptor 2 [Chemical/Ballistic/Bludgeoning/Concussive/Piercing/Slashing]) {16/16} AP: Speed 1 (grapple line, 10 MPH/100' per Move Action) + Super-Movement 3 (Swinging, Wall-Crawling 2) {7/16} Feature 1 (From Another Dimension) [1PP] Gadgets 1 (Hunter's Arsenal; 5PP Variable Power, Any One Power At A Time; Extra: Duration [Continuous]; Flaws: Hard-To-Lose) [6PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Tou Bruised/Injured Augmented Bolts Ranged DC 21 Tou Bruised/Injured Penetrating Fire Ranged DC 21 Tou Bruised/Injured [Penetrating 6, as DMG 12] Flash Bolt Ranged DC 16 Ref/Fort Blinded Weighted Gauntlets Touch DC 19 Tou Bruised/Injured Totals: Abilities (38) + Combat (48) + Saving Throws (15) + Skills (30) + Feats (32) + Powers (19) - Drawbacks (0) = 182/183 Power Points
  13. Grim Power Level: 10 [15] (205/241PP) Trade-Offs: +2 Attack / -2 Damage Unspent PP: 36PP In Brief: Teenage rebel psychopomp. Alternate Identity: Matthew Rivera Identity: Secret Birthplace: Freedom City, USA Residence: Claremont Academy Occupation: Student Affiliations: Claremont Family: None living. Description: Age: 17 (DoB: 1999) Gender: male Ethnicity: Hispanic Height: 5'10" Weight: 130lb Eyes: dark brown Hair: black Matthew Rivera has spent most of his young life physically active: he's built long and lean by nature, but time at school with a better diet and more attention to his health has started to put some good meat on his bones, rather than just the whipcord he enrolled with, the quiet muscle definition promising great things for his future. A thin budget and lack of access to fine shopping informs his personal fashion: his hair is black, straight, and eternally scruffy, hanging down to frame a handsome face or pulled back into a couple inches of rough ponytail. Most of his clothes are clean and intact, but distinctly second-hand - faded jeans, old t-shirts, and sneakers past their prime seem to be favored over anything school-provided, often with a flannel shirt or jacket thrown over top. Even the outfit he puts on to fight crime is only slightly better-kept: a mask made out of an old bandanna, black pants tucked into durable black boots, and matching vest & gloves (black with gold highlights) over a clean grey shirt. Power Descriptions: Grim's powers are largely subtle or internal, changes wrought by his connection to his dogs, but when he strikes with their power his hands become enveloped in black smoke or fire - and when he teleports, he seems to briefly become more of the same, dissolving into a rolling, insubstantial mess of dark energy. History: Matthew Rivera may have been born and raised in Freedom City, but when his life got turned upside-down it wasn't due to crime or the antics of the super-powered: he and his parents were on the way back from a camping trip when their car, well overdue for too-expensive repairs, sent them careening off the road and down a steep hill. It was, in every possible way, an ordinary, mundane accident befitting of an ordinary, mundane family...and as is so often the case for the mundane and ordinary, Mr. and Mrs. Rivera would never wake up. Their young son fared better, but only just, and he likely would have followed after them if not for some very un-ordinary visitors: a pack of psychopomps, great black dogs of smoke and shadows, had been attracted by the deaths and arrived to escort their souls to where all good souls go to rest. They looked down on the injured child with eyes like burning coals and decided to keep him. By the time help arrived they found only the wreck, two bodies, and a miraculously unhurt ward of the state whose life was no longer mundane. The sum total of his parents' assets barely covered their funeral and burial. The orphanage was kind and wanted only the best for him (or, at least, the best they could afford in that part of town), but young Matt was sleepless, restless; he was quiet, distant, and his increasing age and worsening attitude made it difficult to find him a permanent home. The dogs certainly didn't help - he always seemed to have at least one, often more, great dark things of indistinct breed that always showed up no matter how many times they were thrown out or shut away. Still, his teachers had to grudgingly admit that for all his attitude and truancy, the boy was bright and often well-intentioned - abrasive to authority, yes, but hard-working and protective of the younger children...and with the dogs around, the orphanage had few problems from those gangs heartless enough to cause trouble. And then one day, one would-be graffiti artist got chased off the grounds and swore up and down that one of the dogs had talked and walked through walls. That young man talked to his friend, who told her friend, who was overheard by a hero breaking up a fight - and the right words in the right ear put an invitation to Claremont in an envelope in the mailbox by a charity building down in the Fens. Personality & Motivation: Matthew is taciturn, withdrawn, and frequently dismissive of authority, but he has a strong sense of right and wrong and as much as he might claim to not want to be involved, he has a very hard time sitting on the sidelines when there's action to be taken. He is, in all things, always driven to stand up for the little guy - the innocent, the impoverished, the down-trodden. He's been there, he knows what it's like, and he hates seeing life made worse for those who have already fallen on hard times. He also, unsurprisingly, has a noteworthy soft spot for animals. As a nascent psychopomp and from experience dealing with the dead he has great sympathy for lost souls and the recently deceased. He has precious, precious little for those who try to use their new un-life for personal gain or to manipulate or hurt others. His experience with the dead gives him an almost nihilistic approach to life: so many people die with so many regrets every day, and death holds few answers. But that doesn't mean we just give up trying. Powers & Tactics: Why fight fair when you can fight dirty? Matthew's experience fighting is largely from dealing with street thugs and the occasional unruly specter, and he has absolutely no desire to pull punches with either. Despite his general patience he doesn't like sitting still or peacefully putting up with people he'd much rather be punching in the face, making his tactics straight-forward and unorthodox...albeit not entirely unpredictable. Complications: Death-Aware: Matthew's death awareness does not turn off, ever - his is passively aware of every death in a fairly significant area around him, which wears at his psyche a bit and may cause significant discomfort or distraction if the event being sensed is bad enough in scope or nature. Delinquent: Matthew has a long history of truancy, fights, and a general disrespect for authority in general and the police in particular. He doesn't have a criminal record, yet, but the police who know him assume it's only a matter of time. Don't Touch My Dog: Matthew is very fond of his dogs. Even though they are extremely hard to kill long-term, they're essentially his family and he doesn't take kindly to people being mean to them. Orphaned: Matthew has no family, and few real friends (of the two-legged variety). Raised By Wolves: Having literal dogs for family and a generally withdrawn nature, Matthew tends to lack social grace and patience. Abilities: 6 + 6 + 8 + 2 + 6 + 8 = 36PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +7 Attack: +12 Melee, +4 Ranged Grapple: +15 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 Saving Throws: 4 + 5 + 4 = 13PP Toughness: +10 (+4 Con, +6 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +7 (+3 Wis, +4) Skills: 80R = 20PP Bluff 3 (+7 / +11) Attractive Craft (Mechanical) 8 (+9) Diplomacy 0 (+4 / +8) Attractive Drive 3 (+6) Intimidate 8 (+12) Notice 10 (+13) Perform (Singing) 12 (+16) Perform (Stringed Instruments) 12 (+16) Sense Motive 5 (+8) Stealth 12 (+15) Survival 7 (+10) Feats: 25PP Attack Focus [Melee] 8 Attractive Dodge Focus 6 Equipment 2 Evasion Fast Task [Startle] Improved Initiative Luck Move-By Action Power Attack Startle Uncanny Dodge [Audio] Equipment: 2PP = 10EP Mid-Size Car (1969 Chevrolet El Camino) [10EP] A gift from a departed ghost who had it under a tarp in a barn - definitely a fixer-upper. Strength: 30 Speed: 5 Defense: 8 Toughness: 10 Size: Huge Features: Alarm, Police Scanner Powers: 12 + 2 + 1 + 1 + 6 + 4 + 2 + 48 + 2 + 7 + 7 + 4 = 96PP Drain Toughness 8 (Feats: Affects Insubstantial 2; Flaws: Limited [Undead]) + Strike 5 (Feats: Mighty) [12PP] Enhanced Feats 2 (Affects Insubstantial 2 [on Strength]) [2PP] Feature (Able to escort the willing dead to their afterlife) [1PP] Leaping 1 (x2) [1PP] Protection 6 [6PP] Regeneration 4 (Recovery Bonus +2; Resurrection 2 [1 day]) [4PP] Speed 2 (25mph, 250' / move) [2PP] Summon Minion 11 (165pp dogs; Feats: Mental Link, Progression 2 (5 dogs), Subtle; Extras: Fanatical, Horde) [48PP] Super-Movement 1 (Trackless) [2PP] Super-Senses 6 (Extended Audio 1 [1], Acute Olfactory [2], Ultra-Hearing [1], Darkvision [2], Vision [Counters Concealment, Limited: Undead] [1]) [7PP] Super-Senses 7 (Death Awareness, Mental [1]; Acute [1], Extended 3 (-1 per ~2 miles) [3], Radius [1], Ranged [1]) [7PP] Teleport 4 (400'; Feats: Change Velocity, Turnabout; Flaws: Short-Range) [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage (Physical) Strike Touch DC 18 Fortitude Drain Toughness (Undead Only) + DC 23 Toughness Damage (Physical) Drawbacks: (-1) = -1PP Impoverished [-1PP] Totals: Abilities (36) + Combat (16) + Saving Throws (13) + Skills (20) + Feats (25) + Powers (96) - Drawbacks (1) = 205/241 Power Points
  14. Sparkler Power Level: 10 [12] (236/250PP) Trade-Offs: None Unspent Power Points: 14 In Brief: A young pyrokinetic witch whose comfortable world was shattered by the revelation of her parents' horrific crimes. She is determined never to be taken advantage of by anyone again. Residence: Claremont Academy Base of Operations: Claremont Academy Catchphrase: None Alternate Identity: Raina Sanderson Identity: Secret Birthplace: Angel Mounds, Indiana Occupation: High School Student Affiliations: None Family: Eric Sanderson (father), Rochelle (Miller) Sanderson (mother), Maxwell Miller (grandfather), Margaret Miller (grandmother) Description: Age: 21 (DoB: 08/28/1999) Apparent Age: 16, unless she wants to look older Gender: Female Ethnicity: Caucasian Height: 5'10 Weight: 135 Eyes: Blue Hair: Blonde Aside from being unusually tall for her age, Raina in the wild doesn't have a lot of distinguishing features. She can use makeup to make herself look considerably older and more attractive, when the right tools are available. She has honey-blonde hair that she currently wears shoulder length, and her clothes are an odd mixture of Walmart shapeless specials and a few designer pieces. Power Descriptions: Sparkler's powers are all of the Magic descriptor, and when she uses them, she is obviously casting spells with words and hand gestures. (Some of them are more subtle than others.) Some of her spells require props or components, which she carries with her in her purse or in a pouch on her uniform. Fire being controlled by her power tends to burn unnatural colors, sickly yellow or bright red mostly, but will revert to normal color when she releases control. History: Growing up, Raina always believed she was special. Not only was she an only child, she was one of the very few children at all in her tiny hometown of Angel Mounds, Indiana, so there wasn't much competition for adult attention. And not only that, but her parents were Very Important People, which made her that much specialer by proxy. Dad was the mayor of Angel Mounds, and had been since long before Raina was born (surprisingly long, though she didn't notice that till it was too late), while Mom was the most beautiful woman in Spencer County, and one of the most socially active. Their big house was always full of people and parties, and even before she was old enough to stay up past nine pm, Raina had a polished set of social manners and a wardrobe large enough to need an entire second bedroom. She went to an exclusive private school in Evanston and got excellent grades, partially because she was smart and partially because her family were Important Donors. Grownups fawned over her, other children wanted to be her friends. But that wasn't why Raina believed she was special. Raina always knew she was special because of the magic. Down beneath the ballroom and the formal dining room and all the fancy landscaping, there was another wing to the Sanderson home, one that was shrouded in grown-up mystery and thus endlessly fascinating. After the fancy parties were over, Dad and Mom and some of their good friends would slip down to those rooms and not come out till morning, usually looking exhausted, dirt-smeared and very pleased with themselves. Raina was only seven years old the first time she palmed a key from her mother's wardrobe and made her way down the secret stairs to find rooms filled with old, stinky books, weird jars of herbs and animal parts and different kinds of stones, and big iron cauldrons hanging over cold firepits, waiting to be used. She understood right away what it was all for, of course. She wasn't stupid. She'd already read the first Harry Potter book! Everybody knew that magic was real, but now it was really-real, and it was inside her own house. Having parents who were a witch and wizard (they preferred “practitioners,” but Raina knew better) wasn't always all it was cracked up to be. She'd barely been in the basement five minutes before her mother and father were racing down the stairs, looking scarier than Raina had ever seen them before, their faces hard and mean and ready for a fight. She hid behind one of the cauldrons, but not before her dad caught sight of her. He rolled his eyes, the scary look dissolving away as he caught Raina by the arm and swung her up into the air like she was a little kid, making her giggle helplessly. “We've got an intruder all right,” he told Raina's mom, “and she's a menace! A menace!” Both parents laughed, and then Dad tickled Raina until she nearly wet her pants and completely forgot that she'd been scared. After that, though, she had to explain how she'd gotten down there, which had led to the dreadful punishment of an entire weekend not being able to ride her pony or go out and play among the many strange mounds that gave her little town its name. But it was all worth it when her parents decided she was ready to learn magic herself. It was almost better than getting a letter from Hogwarts (even if she continued to hold out secret hope for several more years.) Dad explained to her that she would not be ready for “initiation into the mysteries” until she was sixteen, but there were things she could learn beforehand. They taught her useful little bits of magic to make life easier and more fun. A translation spell made foreign language classes a breeze, while a lockpick spell made pranks on classmates so much more satisfying. Learning to fly when she was fourteen was, of course, amazing, even if she could only do it while invisible. But her favorite, favorite spell of all was the fire control. Sure, it made lighting the ritual candles easy, which was what it was for, but it could do so much more. One too many mishaps with the curtains got her a stern injunction to only practice that spell outdoors, but that did nothing to dampen Raina's enthusiasm. As she got older, Raina started noticing her parents getting busier and busier. Her father often went on trips for days at a time, while her mother was frequently away from dawn till dusk, with people over at night as well, downstairs in the ritual rooms and never letting her so much as watch. Raina might have worried that something bad was happening with them, except that they were so embarrassingly affectionate with each other when they were both home. She was fairly certain she was scarred for life just by watching a couple of their reunions after her dad had been away for a long weekend. And it wasn't as though she were a neglected child. There were summer camp trips that were more like resorts, vacations with friends, new clothes, shoes and hair for every new season. She knew there were bad things in the world. At school they talked about how the unsolved murder rate in the city was at an all-time high, and the teachers warned them not to go places on their own. People told stories about weird lights in the sky sometimes, and places near the river where plants died and animals wouldn't set foot. A lot of those places seemed to be near Angel Mounds, which had some of the only undisturbed forest left in the area. But none of that stuff really had any impact on Raina, so she pretty much ignored it. Life was good for Raina at fourteen, but it was also somewhat lonely. Her friends from school lived in Evanston, and there were no kids her age nearby. When her parents were busy, she had nothing but the internet, which bored her. When she pestered her mother one too many times about it, Mom had snapped at her to get a familiar already, but not that damned smelly pony, and shut her out of her bedroom. Raina pouted, but went down to the basement and did her homework. She learned about familiars, learned how to create the bond, and had only to decide what animal she wanted. Black cats were definitely out, what could be more boring and obvious? Though she might have done it just to spite her mother, the pony was just too big (and kind of stupid, even though she still loved him). Birds were too noisy, dogs too obnoxious, snakes and lizards too icky. She was stuck for ideas until one day at school when her one vegan friend all but burst into tears while giving an oral report about the local research facility and their animal testing experiments. She gulped and sniffled her way through horror stories about fuzzy little mice and sweet bunny rabbits and even tiny little baby monkeys, and suddenly Raina had an idea. Breaking into the research facility was hardly Raina's first foray into breaking and entering, but it was the first time she'd done it for more than practice or harmless pranking. Silent and invisible, she'd snuck through the facility till she'd found the animal testing labs, quiet and dark in the nighttime. She'd turned on the lights, had a look around, barfed into a trash can, then gotten down to business. As promised, among the cages of other animals was one small capuchin monkey, scared to death and with some kind of paint smeared over his fur, but otherwise apparently unharmed. He had a clever face, Raina decided. “You wanna get out of here?” she asked him, and he indicated that yes indeed, he would very much like to get out of this place. She opened his cage, and all the other cages for good measure, and after a heart-pounding and really entertaining chase through the corridors, got her new prize safely out of captivity and home with her. She gave him a bath, named him Merlin, and performed the familiar spell, greatly pleased with her own cunning and daring. Merlin took to being a familiar extremely well. Like, extremely well. Like, all familiars got some measure of their human companion's intelligence, but sometimes Raina wondered if the monkey might not be just a little bit smarter than her. He was certainly smart in different ways. When she had to leave him home and go to school, she taught him how to use the computer and the internet to keep himself entertained. By the end of the second week, he'd started ordering parts off Amazon and building himself a new computer system because hers was too old and slow for video games. After a couple of months, he was winning tournaments and using a voice synthesizer to randomly swear at other players in order to throw off suspicion. He loved Raina, and the feeling was mutual, but she'd really kind of hoped to have a little more in common with her familiar. She might have been better off with something a little dumber. But then he showed her how he'd hacked into the files at her school and changed the faculty page of her least favorite teacher to include a number of extremely unflattering descriptions he must have learned while gaming, and Raina was sure she'd made the exact right choice. Her parents had been surprisingly unperturbed by the story of how she'd gotten her new friend, and even when Raina took him into town or the city with her, nobody ever asked a single question. Freshman year of high school kept Raina super-busy. She was at a new school, every bit as elite and exclusive as the last, but she was suddenly having more trouble than she'd ever had before. For one thing, she was getting tall. Like, really tall. Unfortunately, freakishly tall, especially compared to the tiny little freshman boys in her class. She was developing proportionately, at least, so she got some hips and breasts to go with the monstrous tallness, but that was only slight consolation. Merlin, ever pragmatic, pointed out that with her birthday being what it was, she was already older than most of the other kids in her class. She might as well hang out with older students. Some YouTube tutorials and a lot of shopping acquired her makeup and clothes to meet the challenge, and with her family's money and a few words from her mom into the right ears (Raina suspected), she was soon back on top again. She got herself a boyfriend who was a junior and had a nice car, arranged her lunch table to suit herself, and shamelessly exploited her familiar to keep herself from failing math. All of this, though, was really just killing time. She was going to be sixteen next year, and sixteen was Old Enough. When she was sixteen, she would be inducted into the true mysteries of magic. She would know exactly what her parents and their friends did down in the basement when she wasn't allowed. She would finally get a taste of real power! Raina's entire world came crashing down three weeks before Christmas. One night she was awakened from sleep by her mother shaking her roughly and telling her to get to the basement and hide, and not to say anything to anybody or make a single noise. Raina would've whined on general principle, but the look of fear on her mother's face wasn't something she'd ever seen before. Barefoot and in her nightgown, Merlin on her shoulder, she'd raced into the basement, where Dad and a half-dozen of her parents' closest friends were dressed in black robes, dark stuff smeared all over their faces. They seemed scared too, even after Mom had rejoined them and they'd all begun chanting around the largest cauldron. Raina didn't recognize any of the words, but she could feel the weight of magic in the air. It didn't feel good and comfortable and exciting the way magic usually felt, though. It felt... evil. Were they under attack? Were her parents trying to fight off some huge evil force bearing down on them? She thought about trying to help, but then the walls began to shake, and terror handily overwhelmed any heroic impulse. Cuddling Merlin like a stuffed animal, she hid her face against her knees and cowered behind the bookshelves while the chanting increased and the walls shuddered and the air grew almost too heavy with magic to breathe. She didn't even notice when the superheroes started to appear, not until the fighting started. It wasn't a very long fight. The practitioners in Mom and Dad's coven were intellectuals, not hand-to-hand fighters, and they obviously hadn't expected to be teleported in on. Raina didn't understand what was going on, but she saw that people were attacking her parents, so she rushed to help, wielding underpowered fireballs for all she was worth, not even remembering she was still in her pajamas. She was subdued almost instantly, frozen in place and hoisted into the air, Merlin still clinging to her neck and just as immobilized. Within ten minutes, the entire coven was under arrest, Raina included, and being dragged off to... she didn't even know where. She'd never been more indignant and frightened in her entire life. What right had anybody to do this to her and her family? Indignation had dissolved into hysteria when a man in green and gold had tried to take Merlin away from her, and he'd finally been allowed to stay when she was put into an empty interrogation room. Raina had thought to ask for a lawyer, or at least a grownup, but when the superheroes came to talk to her, it was more like an intervention than an interrogation. They wanted to know about the plot to end the world, but in the face of her genuine bafflement and fear, they realized quickly she had no idea what was going on. So they told her. It wasn't an easy story to believe. Raina's parents weren't evil! They were wealthy and powerful and well-connected, people liked them! They donated to charities all over the county! But that money, according to the heroes, was blood money, acquired through dark rituals and horrifying exploitation. Half the civic leaders of Evanston, and a few of Indiana, were trapped under the magical influence of the coven, willing to give them anything they wanted. Huge spells had been in place for decades to cloak and shield the practitioners of Angel Mounds while they used black magic to build their fortunes and eradicate their enemies. People who had crossed the Sandersons and their friends had been ending up missing for decades, with nobody willing to talk about it. Raina remembered hearing whispers like that, but who would believe something like that? It was crazy! The coven had used forbidden rituals to suck the lives out of animals, patches of land, even people, creating magically and psychically dead spaces near Angel Mounds, which was itself a deep well of dark power. They had kidnapped more than a dozen people in Evanston, brought them to the ritual space underneath the mansion, and ritually murdered them in an attempt to turn themselves into powerful lower beings. At that point, Raina had needed a little break from all the explaining, and had taken it with her head between her knees and a woman in white encouraging her to breathe a little more slowly. Raina hadn't wanted to believe any of it, but there was evidence, so much evidence. And there were things she'd seen, things she had noticed and just hadn't ever really paid attention to. But how could her parents be evil? In the end, it hadn't mattered what Raina believed. With barely a moment for goodbyes, her parents and their friends were all bundled off to Blackstone Prison in Freedom City to await trial for a shockingly long list of charges. Raina hadn't been arrested and wasn't going with them, but she had nowhere to go. The mansion and all its contents were seized by the police and the superheroes. Raina had been allowed to pack one suitcase of her clothes and diaries and photos, after letting an agent dig through all of it to make sure she wasn't hiding evidence. She didn't even get to keep Merlin's computer. Everything else was just gone, even the pony. And so was all the money. Broke and alone, Raina suddenly found herself enmeshed in a system she had no influence over whatsoever, subject to the whims of people she didn't know, but was supposed to trust to look out for her best interests. But why the hell would she do that, when the people she trusted most had (maybe, surely not) done such horrible things? As the shock wore off she became more defiant, more angry, but it didn't have any more effect than if she'd been pliable. She was shipped off to grandparents she'd only met twice, her mother's parents, who disapproved of magic, money, anything fun, and most especially Raina herself. Moving in with her grandparents meant not only switching schools but switching states, moving to Ohio and settling in a town far more isolated than Angel Mounds had ever been. It was far enough away that none of her friends would visit (not that it seemed likely anyway, after all that had happened), but close enough that the news had been saturated with coverage of the superbattle and the arrest of the evil demon-consorting coven. Raina quickly found herself a miserable outcast at school, with no way to fix things this time even if she'd had the energy. Home was no better; they treated Merlin like an animal and Raina like a delinquent, as though if she were given the least iota of freedom, she'd start trying to summon demons and murder people as well. Frustration and anger boiled inside Raina, and she welcomed it because it was a lot better than being afraid and lonely all the time. She began to strain against the rules, sneaking out of the house, getting into fights at school. She set one particularly obnoxious sophomore's brand new car on fire with a wave of her hand, though she'd make sure to do it when it couldn't be pinned on her. Her grades for the year were abysmal, barely passing, but she didn't care. Her grandparents threatened to put her in foster care, but it didn't seem like that could be any worse. When the representative from Claremont Academy showed up, it seemed too good to be true, but Raina jumped on it anyway. Maybe it was a scam, and maybe this was just another group trying to take advantage of her, but at least it meant getting the hell out of Ohio and into a city big enough to get lost in. One thing was for sure, she wasn't going to ever trust anything an adult said to her ever again. Personality & Motivation: Raina grew up sheltered and more than a little spoiled, but she was a people-pleaser at heart, happiest in the center of an adoring crowd. She also had a tendency to take things at face value and believe that people had her best interests in mind. All of that bit her very hard on the ass, and now she's in a rebound phase. She is defensive and untrusting, rebellious for the sake of rebelling, unwilling to believe that anybody might have an uncomplicated desire to help her in any way. She wants to learn hero work to distance herself from the crimes of her parents, both in order to silence the people who say she's a villain by nature, and to extend a middle finger to the parents who betrayed her trust. Until she truly believes she can trust someone again, she's going to continue fighting authority just to let herself feel in control. Powers & Tactics: Planning is not Sparkler's strong suit; she's never had any training and had very little fighting experience. When she is pushed into combat, she will try and stay at a safe distance, preferably invisible, and launch fireballs at opponents until they fall down or go away. She currently has little capacity for teamwork, since there's nobody she'd trust to watch her back. Complications: Stray Cat Sitting On A Fence: Raina sits between two worlds, the villainous legacy of her parents and the heroic aspirations of Claremont Academy. Neither is very accepting of her at the moment, villains see her as a quisling and heroes see her as a bad seed. Ain't Got Enough Dough to Pay the Rent: All of Raina's family assets were frozen and seized when her parents were arrested, leaving her to cope with a much different style of living. Right now she has no income and no savings, not much to her name beyond the clothes on her bck and her monkey. Strut Right By With My Tail In The Air: Raina is much too proud to ask for help in pretty much any circumstances, which includes trying to beg for friendship from people who are socially better positioned than she. This pride often manifests as aloofness and can be offputting, as well as keeping her from getting help when it would be really useful. Get Shoes Thrown At Me By A Mean Old Man: Raina's relationship with her family is pretty terrible right now. Her parents are in prison and she can only see them once or twice a month, even if she wants to. Her grandparents basically hate her, and have pawned her off on Claremont with great relief. Of course, if she were to get kicked out of Claremont... Howling in the Moonlight on a Hot Summer Night: Raina is currently in what might be charitably described as a rebellious phase. Nobody, in her opinion, can be trusted to look after her except herself, so she will make all her own decisions whether or not the rules say she can. In many ways, this makes her even easier to manipulate. Got Cat Class, Got Cat Style: Unfortunately for someone who grew up in the Midwest, Raina hates cold weather. Hates being cold, hates feeling cold. It makes her fingers numb and messes up her powers, sometimes it feels like it even makes her fire less effective. She enjoys warmth and shuns cold whenever possible. Wish I could Be As Carefree and Wild: Raina's main offensive power is throwing fireballs, which looks awesome and can be very effective, but it's also a little unpredictable. When she's doing something big with fire, especially if she's stunting with it, the chances of burning herself (or singeing off her hair and eyebrows) goes way up. This has not yet stopped her from playing with matches. Abilities: 0 + 4 + 4 + 6 + 0 + 14 = 28PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 24 (+7) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +10 The Sun, +12 Sick Ninja Moves Grapple: +6 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5/-1 Saving Throws: 4 + 4 + 10 = 18PP Toughness: +10/+2 (+2 Con, +8 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +10 (+0 Wis, +10) Skills: 88R = 22PP Bluff 17 (+24) SM Concentration 8 (+8) Diplomacy 10 (+17) SM Disable Device 0 (+3/+15) The Fool Disguise 0 (+5/+25) The Moon Intimidate 10 (+17) SM Knowledge (Arcane Lore) 8 (+11) Knowledge (Theology/Philosophy) 6 (+9) Notice 6 (+6) Sense Motive 15 (+16) Stealth 8 (+10) SM Feats: 43PP Attack Specialization (Fire Blast) 2 Challenge (Fast Taunt) Dodge Focus 4 Luck Quick Change Ritualist Sidekick 30 Skill Mastery (Bluff, Diplomacy, Intimidate, Stealth) Taunt Uncanny Dodge (Visual) Enhanced Feats Second Chance (Disable Device) The Fool Powers: 10 + 7 + 10 + 4 + 12 + 1 + 8 + 4 + 11 + 34 = 101PP Comprehend 5 ("The Tower"; Speak to and Understand Animals; Speak, Read and Comprehend Any One Language At a Time) [10PP] Damage 2 ("Sick Ninja Moves", Feats: Accurate 3, Improved Critical, Innate) [7PP] Device 2 (Broom, Flaw: Hard to Lose, Feats: Restricted 2 [Raina]) [10PP] Enhanced Flight 3 (to Flight 7; 1,000mph/10,000fpm; Extra: Affects Others, Feats: Moving Feint) [10DP] Enhanced Feat 1 (Second Chance [Disable Device]) [1] + Enhanced Skills 12 (Disable Device 12 [+15]) [3] "The Fool" [4PP] Flight 4 ("The Chariot"; 100mph/1,000fpm; Extra: Affects Others) [12PP] Immunity 1 (Environmental Heat) [1PP] Protection 8 (The Empress) [8PP] Super-Senses 4 ("The Magician"; Magic Awareness 3, Visual, Enhancement: Analytical) [4PP] The Moon Array 5 (10PP, Sneakiness; Feats: Alternate Powers 1) [11PP] Base Power: Concealment 4 (All Visual, Feats: Close Range, Selective) {10/10} Alternate Power: Morph 4 (+20 Disguise; Feats: Covers Scent, Precise) {10/10} The Sun Array 15 (30PP, Fire; Feats: Affects Insubstantial 2, Alternate Power 2) [34PP] Base Power: Blast 10 ("Fire, and lots of it!"; Extra: Autofire) {30/30} Alternate Power: Damage 10 ("Disco Inferno"; Extras: Area [General, Burst, 50-ft. radius], Selective Attack} {30/30} Alternate Power: Move Object 10 ("hands of flame"; Extra: Damaging) {30/30} DC Block: ATTACK RANGE SAVE EFFECT Sick Ninja Moves Touch DC 17 Toughness Damage Fire Blast Ranged DC 25 Toughness Damage Totals: Abilities (28) + Combat (24) + Saving Throws (18) + Skills (22) + Feats (43) + Powers (101) - Drawbacks (0) = 236/249 Power Points
  15. Nighthawk Power Level: 10/12 (171/204PP) Trade-Offs: None Unspent Power Points: 33PP In Brief: Fens Street Vigilante given a free ride at Claremont Academy (Or... what if Bruce Wayne had been poor and female!) Residence: Claremont Academy (Formerly a runaway) Base of Operations: The Fens Catchphrase: "Yeah, it's a crappy part of town but its my crappy part of town." Alternate Identity: Robin Chevalier Identity: Secret Birthplace: Freedom City Occupation: Student, Former Street Rat Affiliations: Family: Deceased / Foster kid runaway Description: Age: 16 (DoB: October 30, 1999) Apparent Age: Same Gender: Female Ethnicity: Biracial (African American / Caucasian) Height: 5'5" Weight: 145 lbs. Eyes: Grey Hair: Black Robin is built like a gymnast or athlete although it's usually hidden in baggy, tattered clothes. Her dark curly hair is braided back or, when loose, stuffed under whatever second-hand cap she can find. Her worn leather jacket is well loved and has been patched more that once but its her most common accessory. As Nighthawk, she wears a black fabric mask that covers her hair and the upper half of her face. It was cobbled together from a black t-shirt and a ragged shirt under her leather jacket marked with a bird in flight and steel-toed boots. Power Descriptions: Nighthawk has no overt powers. She's a world class athlete and gymnast and a self-taught hand to hand combatant with two years of street fighting experience. The fact that she's accomplished so much on her own is remarkable but as far as anyone knows or has tested, it comes from no supernatural source just an uncanny natural ability and a dogged determination for justice that earned her a spot at Claremont academy. History: Robin's early life was a happy one. Her family wasn't wealthy by any stretch of the imagination but they were making ends meet in the Fens and working towards a better future. Although there wasn't much in the way of disposable income, her parents set just enough aside that she could take classes; tumbling, acrobatics, gymnastics. Robin had a real talent for it and although she did well in school, her heart was in the sport and it was clear she had a potential future in it. By the time she was ten, there was serious talk of turning competitive and perhaps eventually, taking a run at the Olympics. However that life, and all of those plans, were derailed the night her parents never came home from their date night. Despite her efforts, Robin's run down only the vaguest of details, that they were shot and robbed on their way back home. With her parents dead and no next of kin, Robin was shuttled into foster homes. Her foster-care wasn't bad, but it wasn't spectacular. Overcrowded and ill equipped, Robin's anger had no productive outlet and she became problematic for her care givers. She got into fights at school and at home that she lost more often than she won. Robin could have gone down a very dark path indeed but when lurking in the alley that had claimed her parents life, perhaps hoping for some illumination, she chanced on another robbery in progress. At last, her anger had an outlet. Driven by sorrow and rage, and backed with years of hard-won strength and nimbleness, she drove off the attacker. It gave Robin a sense of purpose. She couldn't bring her parents back, but she could try to keep anyone else from feeling that loss. That night, Robin left home for good, haunting the streets as a pint-sized vigilante at night and training during the day harder than she'd ever trained before. It's been two years since she began her self-appointed watch and she'd still be in the Fens but for an offer from the Claremont headmaster. It's no surprise that Nighthawk's efforts resonate with someone who once wore the cowl of Raven but without proper training, Robin's flirting with an early grave for all of her potential. As for Robin, she's been told that Claremont might have the sort of resources to help her find the men that killed her parents. The regular meals and hot showers don't hurt though. Personality & Motivation: Robin's claimed the Fens as her own and it bothers her to be away even though she's well aware that the offer of 'unique teaching' that Claremont can provide is something she is in desperate need of. She's used to being on her own and comfortable with the odd life she'd carved out. The attempt to return to even Claremont-normal teenage life is a bizarre experience and it discomfits her, although Robin does her best not to betray that particular weakness. She's more comfortable in what she knows, which at this point is generally fighting or looking for someone to fight. Still, she has a lot more potential than just her fists, she's canny and cunning and learning to use those as weapons in the same way she's learned to use her fists. Justice and a need to protect those that can't protect themselves are very much her driving goals but she still has a short-sided view of how to accomplish it. Powers & Tactics: Robin is a world-class athlete - fast, strong and sturdy and backed with an iron-will to push herself past her limits. In a fight, Robin relies on her fists as they've always been the one weapon she can count on. Her style is a mix-mashed hodge podge of quick strikes and she's entirely willing to use every dirty trick she has at her disposal to win. Any fight you can walk away from is perfectly fair. Robin's willing to toe-to-toe slug fest it out but she's also comfortable with cutting and running to strike from a higher vantage point and will exploit her acrobatic experience to gain the advantage. She's no mindless scrapper, though. Robin's very smart and although she's not had proper school in years, she has a knack for picking up information and odd skills. Her background on the streets has left her with a unique skill set. Robin knows the Fens like the back of her own hand. Further, she has the advantage of having been an active street level hero before her time at Claremont. Complications: Impoverished: Robin has nothing of her own but her clothing, not even bus fare. She's got all the skills TO steal but unless its for survival, its against her moral code. It's a hard knock life and having no family or pocket money isn't exactly helping her outsider status. Justice: She can't let go of what happened to her parents and its an ever burning need. Although the trail is long cold, if Robin can find a thread of who might have done it, she's going to have to follow it to the ground. On top of that, her parents have been tied to the Fens and the fact that she's left it 'undefended' bothers her regularly. Sometimes the draw is too hard to resist. Experienced: Sometimes experience isn't a good thing. Robin can be impatient with exercises that she feels are less than helpful or, worse, that she already knows. Yes, her school of hard knocks has its perks but it also has its draw backs and sometimes its harder to unlearn something to learn how to do it properly. Abilities: 20 + 20 + 20 + 12 + 8 + 10 = 90 PP Strength: 30 (+10) Dexterity: 30 (+10) Constitution: 30 (+10) Intelligence: 22 (+6) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 20 + 20 = 40PP Initiative: +10 Attack: +`10 Melee, +10 Ranged Grapple: +20 Defense: +10 (+10 Base, +0 Dodge Focus), +10 Flat-Footed Knockback: -5 Saving Throws: 0 + 0 + 5 = 6PP Toughness: +10 (+10 Con, +0 [Other]) Fortitude: +10 (+10 Con, +0) Reflex: +10 (+10 Dex, +0) Will: +10 (+4 Wis, +6) Skills: 32R = 8PP Acrobatics 4 (+14) Climb 4 (+14) Disable Device 4 (+14) Escape Artist 4 (+14) Gather Information 8 (+13) Stealth 4 (+14) Survival 4 (+8) Feats: 21PP Attractive Beginner's Luck Blind-Fight Chokehold Contacts Eidetic Memory Elusive Target Endurance Evasion x 2 Hide in Plain Sight Improvised Tools Instant Up Interpose Jack of All Trades Luck Power Attack Takedown Attack 2 Ultimate Save (Will) Well Informed Powers: 2 + 2 + 3 = 7PP Leaping 1 (x2 Running 40', Standing 20', High 10'; Power Feat: Innate ) (Training) [2 PP] Speed 1 ( 10 MPH, Power Feat: Innate ) (Cosmic) [2 PP] Super Movement 1 ( Slow Fall, Power Feat: Innate ) (Training) [3 PP] Drawbacks: (-1) = -1PP Drawback Impoverished; [-1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage (Physical) Totals: Abilities (90) + Combat (40) + Saving Throws (6) + Skills (8) + Feats (21) + Powers (7) - Drawbacks (1) = 171/204 Power Points
  16. Hello, up to this phase in the development of Torpedo Lass. I'm posting the prototype here so we can get some tweaks in before I move this to the approval phase. Player Name: The Osprey Character Name: Torpedo Lass Power Level: 10 (150/150PP) Trade-Offs: +2 Defense / -2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Torpedo Lass is a All American aquatic superhero time-displaced from the WWII Era looking to make her way in the 21st Century while fighting America's enemies foreign and domestic! Residence: Freedom City, New Jersey Base of Operations: Catchphrase: "Anchors Aweigh!" Alternate Identity: Mary Masterson, Master Chief Petty Officer USN (Honorably Discharged) Identity: Public Birthplace: Freedom City Occupation: Affiliations: None, but looking. Family: Samantha (Mother, Deceased 1959), Robert (Father, Deceased 1958), James (Brother, Killed in Action, 1941) Description: Age: 32 (1/8/1919, was missing from time for 64 years) Apparent Age: 20 Gender: Female Ethnicity: Caucasian Height: 5'7" Weight: 230 Eyes: Blue-Green (slight phosphorescent glow) Hair: Dark Purple/Magenta Mary Masterson's most outstanding feature is her magenta red hair, her almost glowing blue-green eyes, and her swimmer's physique. She looks somewhat young for her apparent age, for someone who is 24 she might still get carded. Her inability to age, and her eternal health constantly produces a healthy and energetic demeanor fitting of a teenager. She tends to wear basic clothing, sometimes resorting to wearing blue shirts, paired with blue cargo shorts, almost looking like her duty uniform. Tending to wear a blue peacoat in inclimate weather over it. She still has her old dress uniform and mission kit too, a memento from her past, albeit still looking like the day it was made. Although her modern seaman's uniforms she's proud of as a symbol of her adapting to her new life in the 21st Century. As Torpedo Lass she wears a white and navy blue wetsuit, with a custom designed red dive vest with a blue sailor collar. On the suit there is an attached belt with several connected pockets. She also keeps a pair of goggles, more for the look, usually on her forehead when not in the water. Power Descriptions: Torpedo Lass swims super, super fast, hits like her namesake, can breathe water and withstands the rigors of the deep, can waylay opponents with a simple snap, and from her dense muscles can make insanely long and high jumps! History: When Mary was 7, she had a swimming accident as she was swept out to sea by a riptide. As she submerged into the ocean she was surrounded by an odd glowing substance. It granted her the ability to breathe water which she knew when she could no longer hold her breath, among other strange abilities. She was a local celebrity for a short bit surviving her harrowing experience and making it back to shore in break-neck speed, but the strange swimmer was forgotten in time. When Pearl Harbor was attacked, the news of her brother getting killed there moved her to action to serve her country, joining up with the WAVE and serving on a hospital ship. When their ship was torpedoed by a Japanese Sub 6 months later, it was her bravery that saved several injured sailors, nurses, and in a rage she used her powers and took out the sub that torpedoed them. Upon retrieval by a US Navy vessel, at first from her attack she was almost considered for being put in a stockade. But on seeing her value with her powers, she was covertly assigned to the USS Enterprise, as a rescue and scouting asset. All while working with a team of WAVE pilots moving aircraft in the protected rear for use in future carrier missions. Under the callsign of “Torpedo Lass” She saved many pilots and set up several Japanese ships and subs for elimination, but in 1943 she ended up having a running battle against a young Japanese girl with fire powers. In the battle they ended up going into a typhoon, and the two mysteriously vanished. Mary woke back up underwater just a few feet from the surface, a bright light shining down. Inflating the life preserver she was wearing she bobbed up to the surface to the surprise of a ship researching a pile of garbage starting to pile up in a dead spot in the Pacific. When a Navy Ship picked her up, she was made fully aware of her time displacement. Over the next few years she returned to the Navy, now as a fully enlisted sailor, adapting to the new time she was in. After her second tour, after saving many pilots, particularly during the Incursion of the Communion at the end of 2014. She now works after her Honorible Discharge as a Veteran Outreach worker at the VA, as she adjusts to modern life. Personality & Motivation: Mary/Torpedo Lass still has a strong tie to her country, although it is balanced with a worldly view. Having spent time around the world over her time back has helped her "part of the global community" approach to her patriotism. She honestly wants to help people, although she is just as willing to knuckle up to anything that threatens Freedom City or America. Powers & Tactics: Torpedo Lass on land loves to use her ability to leap to use hit-and-run tactics, using herself as a human missile sometimes to get a point across. In the water she'll use her speed and striking ability to full effect. In land or water her snaps she can use to stun her opponents. Complications: Sucker for a sob story – Mary's got a soft heart, and is quite willing to help a person in distress, but this could be an easy set up. Run silent, run deep – In water Mary is unable to talk. With the way her body works, her vocal chords don't function for talking while breathing water. Sinker – Because of her denser than normal muscles she sinks, although wearing or holding on to something buoyant is enough to counter this to let her float normally. You mean there's an app for that?!? - Torpedo Lass is really bad with modern computers and such. The world ain't what it used to be. - Torpedo Lass has about 64 years of history to catch up on, and seems to be someone "born yesterday" on some subjects. Abilities: 0 + 4 + 0 + 4 + 4 + 0 = 12 PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 8 = 20 PP Initiative: +2 (+10 With Improved Initiative II) Attack: +6 Melee, +6 Ranged Grapple: +7/+17 (Super Strength) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 8 + 6 + 6 = 20 PP Toughness: +8 (+0 Con, +8 Protection (Impervious 6)) Fortitude: +8 (+0 Con, +0) Reflex: +8 (+0 Dex, +0) Will: +8 (+0 Wis, +0) Skills: 64 R = 16 PP Climb 5 (+5) Computers 3 (+5) Drive 3 (+5) Escape Artist 3 (+5) Kno: Tactics 3 (+5) Language 3 (ASL, English [Native], German, Japanese) Medicine 3 (+5) Skill Mastery Notice 8 (+10) Skill Mastery Pilot 3 (+5) Profession: Sailor 3 (+5) Search 8 (+10) Skill Mastery Stealth 3 (+5) Survival 6 (+8) Skill Mastery Swim 10 (+10) Feats: 19 PP Dodge Focus 8 Environmental Adaptation 2 (Underwater) Improved Initiative 2 Leadership Luck 2 Move-By Action Quick Change 1 Skill Mastery 1 (Medicine, Survival, Search, Notice) Teamwork 2 Equipment: 1 PP = 5 EP Note: Costs reflect gear that is "Pressure Tolerant". Dive Vest Commlink (1 EP) GPS Reciever (1 EP) Inflatable Life Vest (1 EP) Medkit (Basic) (1 EP) Multi-Tool (1 EP)Powers: 2 + 5 + 25 + 10 + 3 + 14 + 3 = 62 PP Super Senses 2 ("Abyssal Clarity"; Darkvision) [2 PP] Mutant Leaping 10 ("Dense Muscle Leap"; Distracting) [5 PP] Mutant Super Strength 11 ("Dense Muscles"; 3 Alternate Powers) [25 PP] Mutant Blast 10 ("Cavitation Bubble Collapse"; Accurate 2 (+4)) {22 PP} Mutant, HeatStrike 10 ("Hull Breaking Strikes"; Autofire 1 (Interval 2, max +5), Accurate 2 (+4)) {22 PP} Bludgeoning, MutantStun 10 ("Pistol Shrimp Snap"; Accurate 2 (+4)) {22 PP} Mutant, SonicSwimming 10 ("Supercavitation Swimming") [10 PP] Mutant Immunity 3 ("Immunity Alterations"; Aging, Disease, Poison) [3 PP] Mutant Protection 8 ("Pressure Toughened Body"; Impervious [6 ranks only]) [14 PP] Mutant, +8 Toughness (6 Impervious) Immunity 3 ("Seaworthiness"; Conditions: High Pressure, Conditions: Cold, Suffocation: Drowning) [3 PP] Mutant Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Cavitation Bubble Collapse Ranged DC 25 Toughness Damage (Heat) Hull Breaking Strikes Touch DC 25 Toughness (Autofire) Damage (Bludgeoning) Pistol Shrimp Snap Ranged DC 20 Fortitude Stun (Staged) Totals: Abilities (12) + Combat (20) + Saving Throws (20) + Skills (16) + Feats (20) + Powers (62) - Drawbacks (0) = 150/150 Power Points Special Notes Super Strength: +55 STR Carry Capacity +11 STR for some checks Light Load: 34 Tons Medium Load: 68.2 Tons Heavy Load: 102.4 Tons Maximum Load: 204.8 Tons Push/Drag: 512 Tons x2500 Jumping Distance Running Jump: 25000 Feet Standing Jump: 12500 Feet High Jump: 6250 Feet Swimming Speed: 2500 mph, 22000 ft./rnd
  17. Sea Devil Power Level: 10/11 (200/200PP) Trade-Offs: None as PL 7 Deep One, +3 TOU/-3 DEF, -3 ATK/+3 DMG as a PL 10 Spectrum Knight Unspent Points: 0 In Brief: Deep One adventurer in Spectrum Knight armor, trying to save everybody while finding her own place in the world Alternate Identities: Ackwareeaa In-His-Mouth, Aquaria Innsmouth Identity: Registered Birthplace: An island in the Caribbean off the coast of Venezuela Occupation: College student, adventurer Affiliations: Jessie White, Project Freedom, Liberty League Family: Unknown - Deep Ones raise their children collectively. Age: Deep One ages translate poorly to human years. Aquaria is at the prime of her adulthood. Gender: Female Ethnicity: None in particular Height: 5'6'' [5'10" in armor] Weight: 140 lbs [180 lbs in armor] Eyes: Black and yellow Hair: None, but she does have a frilly green crest that grows when she is agitated. Description: Aquaria Innsmouth looks like a typical Deep One of the terrestrial variety - her skin is soft, smooth, and damp, colored a pale greenish-white on her belly and front and a mottled greenish-black on her back and rear. Her arms, neck, and sides are covered in black and blue marking identifiable as tattoos [an Arcane Lore check of DC 25 can read that they are Deep One ritual tattoos showing progression into adulthood stopping in late adolescence]. Her big eyes are black and yellow, set high and wide on her face, and her nose and jaw thrust strongly forward. She has webbed fingers and toes, all of which are much longer than the human norm, forcing her to wear big, oversized shoes when she needs to dress Surfacer. She has three fingers and toes on each hand and food. Her arms and legs are very, very long, especially the latter, giving her torso a smaller, rounded appearance. She has a thin crest on her head that, when she is excited, springs up like a Mohawk. When angry or afraid, her throat bulges out like a croaking frog. Her neck is extremely thick, the better to anchor the muscles for the two-foot-long retractable tongue that also give her a lisp when she speaks in English. Aquaria's armor is recognizable [with a DC 15 Galactic Lore check] as armor belonging to the Spectrum Knights, a terrorist organization active across much of Lor and Grue space. It glows an eldritch green while she's using it. Her primary melee weapons are energy tridents (which glow the same color green) that she projects from devices implanted in the palms of her armor. Even those who don't recognize the armor can tell it's something out-of-this-world, especially when they hear the booming bass of Aquaria's voice from within. History: Once the People roamed all the Islands and the seas beyond, singing their songs and dancing beneath the moonlight, leaping high in the air to mock the Sun and swimming as deep as they dared to greet their Dark Brothers in the depths of the seas. Then the Surfacers came, and at first things were good. There were battles, sometimes grim ones, but in the end the Surfacers had the land and the Dark Brothers had the sea, and the People had all that lay between. It was a good life. Then New Surfacers came - hearts as cold as the iron they wielded, and gradually the land of the First Surfacers shrank, and the People's land and sea shrank with it. Then the Pale Ones came from below - enemies of the Dark Brothers who hated all who bore the mark of Father Dagon and Mother Hydra on their bodies. The People fought them, oh yes, but they had spears and bone and muscle against machines of death and pain, and their lands gradually shrank. Gradually the lands of the People shrank over the years, with some fleeing below to join the Dark Brothers in their cities of obsidian glass, but most simply dying of plagues, of swords (and then bullets) from above, and the terrible pressure of the Pale Ones who let nothing live in their sea that did not love their gods or wear their skin. Their culture shrank, their world shrank, and gradually Ocean became a small patch of blue and a few scraps of land, surrounded by enemies all around. When Aquaria Innsmouth was born, her world was dying - the last remnants of the once-mighty People of the Islands having shrunk to a pitiful handful of a few dozen males, females, and spawn. She learned to hunt and fish like her brothers and sisters, and walked on land as soon as her legs were grown. Unlike many of her siblings, she took no mates - the sole survivor of her egg creche, she was widely considered to be cursed, or blessed, by Mother Hydra and Father Dagon. But that was all right with her; when she wasn't hunting to feed her many siblings, it gave her time to explore the ocean, to watch the New Surfacers with great care as they did unknowable, fascinating things on islands full of animals, to feel the sun on her face and dive deep beneath the warm blue waters of the Caribbean. It was a good life, but hard, and when she slept, she murmured prayers to the ancient gods of her people. She was fifteen when the Surfacers came - heavily armed men who attacked for no reason and gave no quarter, freely slaughtering the People.. Hating herself for her cowardice, Aquaria (as the oldest unattached female) hid with the spawn in hidden caves to guard them against Atlantean attack. When she came out, the island was burning - and her people's community was gone, with perhaps a dozen adults left alive after the battle. And so the People began a journey, a long, bitter one, through the waters of the Caribbean and towards the only salvation they knew - a Dark Brother colony near Cuba, lands they knew that were free both of the New Surfacers and the terrible ways of the Pale Ones. The flight wasn't easy - they had to stop and raid Pale One settlements to survive and the Pale Ones rarely gave quarter to their enemies, and the New Surfacers treated them no better when they clashed with their vessels. She learned to hate, there in the dark, hate the Pale Ones for their arrogance, their greed, and their seeming love of murder, more than anything. Aquaria had just entered adulthood and lain her first clutch of fertilized eggs when they finally reached their destination - the Dark Brother city off the coast of the island the New Surfacers called Cuba. It was beautiful. The temples to Dagon and Hydra rose high in their cyclopean splendor, all dark volcanic glass that reached up to the skies, and there was food to eat and nests to sleep in without fear of attack. It was cold for the People, and dark, and the oceans thick above their heads, but the Dark Brothers promised that they would soon be reborn as Dark Brothers themselves - and could gain revenge on the Pale Ones! It wasn't until the prisoners arrived that Aquaria understood the mechanism of her transformation - and the cold heartless nature of the forever war between the Dark Brothers and the Pale Ones. It was a human sacrifice that drove the transformation of People into Dark Brothers, and she watched in mounting horror as the elders of her community gladly submitted to the transformation, even as the screams of the murdered Pale Ones echoed in her ears. Monsters though they were, didn't they deserve to live? How could her joy come from the suffering of others? That night she tried to slip away, taking the roe with her, but she was caught by a Dark Brother patrol and, feeling guilty as sin, fled without the young ones. She was one young hunter-fisher, how could she take care of so many little ones? How could she even take care of herself? She wandered the coast of North America, a solitary hunter, for a long time after that, sticking close to the Surfacers to avoid both Pale One attack and the attack by Dark Brothers she was sure would one day come to take her back to their city. The Surfacers were an endless puzzle - their cities vast and terrifying, their skins a near-infinite variety of colors, their ships big and menacing as they cut their way through the water. She met a few of the People along the way, and a few Dark Brothers not from the Cuban city, but they were all vagabonds too - there was no home here. Finally, a few years ago, she heard of something big happening -a major Dark Brother raid against a Surfacer city. Tired of being alone and hungry, she decided to take her chances and explore there, figuring she could easily blend in with the People and the Dark Brothers on the surface. She arrived in Freedom City just a few weeks after the Deep One raid that accompanied the Archevil Event (as she later learned the news called it). She explored at night for a while, hanging low along the Waterfront, a little surprised to find none of her kind here. Finally, foolishly, she decided to reveal herself to the surfacers. The subsequent Waterfront battle pitted her against the Freedom City police and her hated enemy Nereid - a foul, loathsome Pale One who laughed and called her cruel names as she casually blasted her with the very water that had been her home! That night, caged for the first time in her life, she screamed and clawed at the glass, spitting venom and threats, until finally she passed out from exhaustion. She awoke in Blackstone, where the lonely silence of the air nearly killed her. It was Harriet Wainwright who saved her, the Project Freedom director having heard something of the Deep One female who had fought the police and superheroes without doing any more than property damage and turning out to be the culprit behind a chain of petty thefts. Visiting the prison with a translator, Wainwright gradually won Aquaria's trust (the frequent dips in the unchlorinated pool helped!) and the Deep One opened up about her life. It took the long, slow process of years for Aquaria to gradually open up to life in Project Freedom - first learning English, then learning to read, then finally earning a GED, all the while doing community service work and helping take care of the other residents who needed more help than she did. She did restitution for her crime, including doing enough work to pay back the medical bills for the police officer she'd thrown through the windshield of his car in the fracas at the Waterfront. She made friends - but her best friend of all was Jessie White, a strange, sad girl who was assigned as her suitemate after several got tired of the constant baths and smell produced by the froggy Deep One. An old hand now, she took the girl under her wing, doing her best to show her the ropes while trying to put a smile on that withdrawn face. She usually wasn't successful at the latter, but the two struck up a bond, one tempered by incidents with time-lost Frenchmen on one hand and the constant low-level murmurs of Frog-Face around the kitchens where they worked on the other. They both were monsters in their own way, even if Aquaria didn't really see herself that way and was determined to make sure Jessie didn't see herself that way either. Halfway house or not, it was a good life. Finally, after years of work, and months trying to help Jessie be ready to go, the two young women were freed from their Project Freedom confinement and ready to face the world. Shortly thereafterwards, Aquaria and Jessie were recruited by the Spectrum Knights - a secretive organization of political revolutionaries who revealed themselves to be interstellar terrorists. Now Aquaria and Jessie are on the run again, hunted by criminals and law enforcement alike - and even after they make it home, the choices they made in space will be waiting for them on Earth Powers & Tactics: Outside of her armor, Aquaria relies on stealth and leaping to stay mobile during a fight. She's strong and tough enough to take out baseline humans with a few good kicks (just like the cop she put through car windshields while fighting Nereid). Versus more powerful opponents, she'll try and lure them into the water where her aquatic physiology will give her an advantage. Inside her armor, she'll wade in and strike with her trident, moving unnaturally fast with her three-bladed energy weapon. She’ll stay mobile by fantastically high leaps and even flying. She only rarely uses the lightning blasts from her trident or hurls objects at people, saving those for a last resort. Complications: Frog Felon: Aquaria is a convicted criminal who could potentially go back in Project Freedom, or even to jail, if she gets in trouble with the cops. Frog Fear: Aah! A Deep One! Archevil wasn't that long ago and the general public - not to mention superheroes, have long memories. Frogger: Aquaria is always up for something new - even if it might be a bad idea! Frog Foreigner: Aquaria's eager to learn about Surfacer customs - maybe a little too eager! Frog Family: Aquaria feels a special loyalty to her fellow Deep Ones, except when they do evil stuff! Frog Foes: Aquaria hates and fears Atlanteans. Frog Friends: Jessie White is Aquaria's best friend in the whole wide world. Frog God: Aquaria still worships Father Dagon and Mother Hydra - a difficulty given the reputation those deities have on the surface. Frog Hunger: Aquaria sometimes gets distracted and snatches up a passing bird or other small animal to eat. This is the human equivalent of stress eating. Space Frog: Aquaria barely knows the names of the planets of the Solar System - she knows even less about outer space. Abilities: 14 + 4 + 14 + 0 + 4 + 4 = 40PP STR 30/24 (+10/+7) DEX 14 (+2) CON 30/24 (+10/+7) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Combat: 8 + 8 = 16PP Init: +6 ATK: +4 (+7 Melee) DEF: +7 (+3 Dodge Focus, +4 Base, +2 flat-footed) Grapple: +14/+15/+18/+20/+23 Knockback: -6/-3 Saves: 0 + 5 + 5 = 10PP TOU +13/+7 (+7 Con, +3 Enhanced Con, +3 Protection) FORT +10/+7 (+7 Con, +3 Enhanced Con) REF +7 (+2 Dex, +5) WILL +7 (+2 Wis, +5) Skills: 72R = 18PP Bluff 8 (+10) Climb 3 (+10) Diplomacy 8 (+10) Intimidate 8 (+10) Knowledge (Theology and Philosophy) 8 (+8) Languages 3 (Atlantean, English, Galstandard, Lemurian [Base]) Pilot 1 (+4) Notice 8 (+10) Sense Motive 8 (+10) Stealth 8 (+10) Survival 3 (+5) Swim 6 (+13) Feats: 45PP Attack Focus: Melee 3 Dodge Focus 3 Improved Initiative Environmental Adaptation (Underwater) Fearless Luck Sidekick 35 [Singularity] Powers: 1 + 2 + 45 + 8 + 2 + 3 + 10 = 71PP Additional Limb 1 (tongue) [1PP] Comprehend 2 (speak to and comprehend animals; Flaw: Limited to sea creatures) [2PP] Device 11 (55 PP, Aquaria's Armor, PF: Restricted 1 [Deep Ones]) [45PP] Enhanced Feats 3 (Interpose, Move-By Action, Ultimate Save [Toughness]) Enhanced CON 6 (to CON 30/+10) [6DP] Enhanced STR 6 (to STR 30/+10) [6DP] Flight Array 3 (6PP, PFs: Dynamic, Dynamic Alternate Power 1) [9DP] DBE: Flight 0-3 (0-50 MPH/500 FPM) {6} DAP: Super-Strength 0-3 (Effective STR 24/39-39/54, Heavy Load 1500 lbs-3 tons-24 tons) {6} Immunity 9 (Life Support) [9DP] Protection 3 [3DP] Strike 3 (energy trident, PFs: Affects Insubstantial 2, Extended Reach [5 feet], Improved Crit 2, Mighty, Takedown Attack 2, Variable Descriptor 2 [any energy]) [13DP] Super-Senses 6 (Radio [Enhancements: Accurate [+2], Analytical, Extended (100 ft Notice)], Uncanny Dodge [Radio]) [6DP] 3 + 6 + 6 + 9 + 9 + 3 + 13 + 6 = 55DP Deep One Power 3 (6 PP; PFs: Alternate Power 2) [8PP] BE: Swimming 6 (100 mph / 1,000 feet per Move action) {6/6) AP: Leaping 2 (x5, Running Long Jump 85 ft, Standing Long Jump 45 ft, Vertical Jump 21 feet) {2} + Speed 2 (25 mph / 250 feet per Move action) {2} + Wall-Crawling 1 (half-speed) {2} {2+2+2=6/6} AP: Super-Strength 3 (Effective STR 39, Heavy Load 3 tons) {6/6} Feature 2 (Deep One, Iron Stomach) [2PP] Immunity 3 (breathe normally underwater, cold, high pressure) [3PP] Super-Senses 10 (Auditory [Accurate (+2), Ultra-Hearing], Olfactory [Acute, Tracking 2 (Half Speed)], Visual [Extended, Low-Light Vision, Radius (All Visual, +2)]) [10PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 22 Toughness Damage [Physical] Unarmed w/suit Touch DC 25 Toughness Damage [Physical] Strike Touch DC 28 Toughness Damage [Energy] Totals: Abilities (40) + Combat (16) + Saving Throws (10) + Skills (18) + Feats (45) + Powers (71) - Drawbacks (0) = 200/200 Power Points Jessie White
  18. Player Name: LordHamster Character Name: Mirror Power Level: 10 (157/157) Trade-Offs: None Unspent Power Points: 0 In Brief: A new, young hero that enjoys having fun on the job maybe a little to much. Alternate Identity: Alton Gotti Identity: Secret Birthplace: Corpus Christi, Texas, United States Occupation: Poorly paid Engineer Affiliations: Various Engineering Firms he's worked for, his roommates. (Janet Deedle, and Marcus Mink, they share a three bedroom house in Kingston, splitting bills, and rent as evenly as they can) Family: Father, Mother, and Younger sister all still live in Corpus Christi. On Mary: Mary is a spirit who claims to have lived in Victorian England, and her attire certainly reflects this. She appears to be roughly eighteen, and tells Alton that she has little memory of the time since she's died. Currently her spirit is weak from years without a suitable host, though she herself doesn't know the requirements of her hosts. She vaguely remembers at least one previous host being abusive, and using her as a tool, instead of treating her as a person, and has set rules down for her assistance. Without a suitable living host onto whose soul she can bond to, she will weaken, and fade, until she is just an echo a few people see before she fades back into obscurity. Though she can eventually latch onto a new host, at that point, it would no longer be a conscious decision to try and bond with the host. In exchange for her host supporting her, and keeping her sane, she influences their soul to bring forth powers buried within them. When separated from the host these powers return to dormancy, though she says it might be possible for the right person to bring them back out for good. For the time being she's bound rather close to Alton, and has none of the powers her spirit should be able to manifest, so her only source of socialization comes from Alton, and as such, she tends to bother him at seemingly random times. Alton has started leaving the TV onto a channel she likes late at night so that she can watch it, and keep herself entertained so he could sleep without interruptions. Despite this, she still commonly talks to him in his dreams, entering his mind to entertain herself, resulting in a rather odd social dynamic between the two. While he's at work, she does give insights to help him where she can, however limited it is, and a tentative respect has formed between the two. However, the ground rules she's established (Listed elsewhere) are just that, her own rules. She can concentrate and revoke the powers she provides, though she also stops getting support she needs from the host, if he breaks them, as an incentive for him to treat her right, and not abuse her power. Alton has considered spending a weekend every month educating her more about the modern world, but has long since dropped this as a hopeless dream because between work, and being Mirror, he rarely has a weekend to set aside for this. Instead, he's been letting her watch documentaries, and teaching her in his dreams, when she pops in. Despite the respect, Mary is still a bit...mischievous, and likes to trip him up at random times with random acts, sometimes just a snide comment, but it varies. She does, however, avoid doing this when his life is in danger, as he supports her existence, so messing with him at these times would be a poor idea. Description: Age: 22 (June 28, 1992) Gender: Male Ethnicity: Caucasian Height: 5'10" Weight: 135 lbs Eyes: Silver-Grey Eyes Hair: Shoulder length, light brown hair (usually in a ponytail) Alton is an average height, skinny, though still healthy, man that is lightly tanned. His grey eyes appear almost metallic, and has a thin ring of gold around the Iris. His hair is kept at a shoulder length, and is well cared for. He usually walks around in a shirt in jeans, what he's most comfortable in, but when he goes out to be a hero, he wears a rather.....noticeable outfit. (Hero Factory doesn't work for me for some reason, so I used Hero Machine, the models available there are a bit bigger than I imagine my hero, but it's close enough) '> Power Descriptions: All of his powers can contribute to one another in various ways, resulting in him commonly using them together when he can, even if it would be easier to do it directly. His suit on the other hand has no reason he can remember anymore, but he quite likes it (for reasons he can't quite understand) and as such, continues to wear it. Due to him not being to tough on his own, he wears a undercover vest beneath the suit in order to protect himself a little more. History: Alton had a relatively normal childhood. Fairly average parents, and sister (Who actually has manifested powers of her own, though he doesn't know this) in a rather flat, boring city. As soon as he could, he moved to Freedom City where he went to college to get his current Engineering degree, and now works cheaply due to being inexperienced, and young compared to most of the other engineers he knows of. His powers manifested during a robbery at a convince store where he was working (still in college) at the time. The duo of robbers accidentally smashed some glass as they were fleeing, taking Alton's girlfriend (at the time) hostage to get out. In his panic, he sent shards of glass flying at them, seriously injuring them, though no one was killed, and he wasn't implicated, though records of this event probably still exist. Since then he's learned to control his powers better, and does everything he can not to use lethal force, especially avoiding shaping glass in a way to cut, when dealing with criminals. However, ever since his powers manifested, he's been seeing a strange girl. Though she looks to be about 17, she claims to be far older, though she can't recall her original name. She asks only a few simple thinks of Mirror. One, that he never kill if he can help it. Two, that he dress at least semi-respectable when he desires to use the powers she claims to have granted him. Three, that he never forces her to do something she's uncomfortable with. Finally, four, that he doesn't outright tell anyone about her without her permission. So long as he follows these rules, though she did say there would be times where she would make exceptions, he would be granted as much power as she herself could spare. Personality & Motivation: Fairly laid back in his secret identity, but as Mirror he's a bit more outgoing, and is constantly using his illusions to cause pranks, and create jokes of his enemies. Alton speaks with a mild West Texas accent that grows stronger (up to moderate) as he becomes stressed or angry. Powers & Tactics: Alton isn't very tough, so he prefers to stay back, and his style of fighting reflects this. Using his light, illusions, glass, and teleportation, he keeps at a distance, and keeps his opponents confused, constantly second guessing what's real, what he's doing, and what's going on. His mask is actually glass (Like what they use in cars that shatters into cubes) that he repairs with his glass control, and to confuse his opponents. With one way glass eyes, and no signs of emotion, not even the facial contortions of pain, he doesn't let his opponents know what he's seeing, or thinking. At the same time, his cane he uses in combat is also made entirely of glass, once again shattering into cubes when broken, though he's compressed it to make that a little harder, so that he can fix it with ease, and have a slight edge in hand to hand, where he has had little experience, and no training. Complications: Secret Identity: Its a secret identity. Echoes of the Past: Whenever Alton witnesses lethal, or possibly lethal attacks against living beings, based on his point of view (If it appears lethal from where he is, even if it's not, ETC), he becomes enraged, and has a hard time stopping himself from focusing solely on the source of the attack. He has come to realize that this isn't something from his past, but a memory and emotion from Mary being shared across their bond, making him feel both her rage and his own from some primal part of his mind. Records: Records of his true identity, namely the first manifestation of his powers, still exist in the world. A smart criminal, agent, or what have you could track them down, and learn who Mirror really is. Hates seeing others hurt: Whenever Alton witnesses (Has to be there in person, though recordings/illusions could as trigger it) someone being injured badly enough to kill them, or be lethal if not treated soon, he is driven into a mad rage against the person that has done so, doing everything in his power to take them down (though never kill if he can help it) so that they can pay for what they have done. The origin of this rage is unknown to Alton, and he suspects that there's maybe something in his past that he has blocked to avoid the issue. Bound by Blood and Soul: The source of Mirror's actual powers, though not his physical abilities, comes from the spirit bonded to him named "Mary". Whenever she is too far away or cut off from him, he loses her power. However, because her soul rests bonded inside of his own, even if she's rendered unable to fight, move, or act on her own, he still retains his powers. Spark of Something More: Something has begun to stir inside of Mirror's very soul, something that feels alien, and yet, is not. Some part of his soul, small and forgotten, is not human in it's own right. Since his return after disappearing, this part of his soul has been growing, driving him forward. He fights it, not knowing what it is, or where it comes from, not even entirely sure it's his to begin with. It pushes him to strain his powers, to test his limits, and fling caution to the wind. Moreover, it pushes him to look into his family's past, and Mary's history/family, pushing him into studies he may never have cared for in the past. It swirls golden in the depths of his soul, pulsing, and growing, but into what, who knows? Unseen, or not: Anyone with an active power descriptor of Necromantic, Magical, or Divine (Be it innate, from a device, or temporary matters not) can see, and hear Mary. As her bond with Alton has grown stronger, her form has become ever so slightly more tangible, expanding the number of people that can see her greatly. Abilities: 0 + 8 + 4 + 0 + 2 + 0= 14 Strength: 10 (+0) Dexterity: 18/26 (+4/+8) Constitution: 14/24 (+2/+7) Intelligence: 10(+0) Wisdom: 12 (+1) Charisma: 10(+0) Combat: 12 + 16 = 28 Initiative: +8 Attack: +6 Melee, +10 Ranged Grapple: +6 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -5 Saving Throws: 1 + 2+ 6 = 9PP Toughness: +10 (+7 Con, +3 Undercover Vest) Fortitude: +8 (+7 Con, +1) Reflex: +10 (+8 Dex, +2) Will: +8 (+1 Wis, +7) Skills: 68 = 17PP Acrobatics 7 (+15) Bluff 6 (+6) Concentration 10 (+11) Escape Artist 2 (+10) Knowledge (Physical Sciences) 12 (+12) Knowledge (Theology) 5 (+5) Language 2 (English (Native), Greek, Irish) Notice 4 (+5) Sense Motive 4 (+5) Stealth 2 (+10) Swim 4 (+4) Craft (Structural) 6 (+6) Craft (Glass) 4 (+4) Feats: 13PP Attack Focus (Ranged) 4 Dodge Focus 2 Eidetic Memory Equipment 2 Evasion 2 Quick Change 1 Instant Up Equipment: 2PP=10EP Glass Cane (Damage +2 [4EP] Undercover Vest (Protection 3, Subtle) [4EP] Brass Knuckles (Damage +1[2 EP] Powers: 10 + 8 + 23 + 26 + 8 = 75PP Enhanced Constitution 10 [10PP] Enhanced Dexterity 8 [8PP] Glass Control 10 ( (Move Object 10 ( Feats: Precise, Subtle; Extra: Range [Perception]; Flaw: Limited to Glass; Feat: Alternate Power 1 ) Effective Strength: 50 Heavy Load: 12 Tons [23PP]) AP: Glass Weaponry (Damage) 10 (Variable Descriptor (Bludgeoning, Slashing, Piercing), DC 25 Accurate 2, Flaw; Source (Glass; Requires enough glass in melee range to be used, as per the GM) ) {7/22} Light Control 10 ( Improved Range 2 Feat: Alternate Power 4 ) [26PP] BP: Illusion 10 ( Affects Visual Sense; Progression, Area 2 (25 Ft. Radius) ) {22/22} (Light Control) AP: Dazzle 10 ( Affects Visual Senses; Feat: Improved Range 2 ) {22/22} (Light Flash) AP: Damage 10( Extra: Range [Range] Feat: Improved Range 2) {22/22} (Laser) AP: Flight 10 (10,000 MPH; 88,000 Ft./rnd ) {20/22} (Flight) Teleport 8 ( 800 Feet as a Standard Action, 2000 Miles as a Full Action; Flaw: Medium [Mirrors] ) [8PP] (Catoptric Teleportation) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Brass Knuckles Touch DC 16 Toughness (Staged) Damage (Physical) Cane Touch DC 17 Toughness (Staged) Damage (Physical) Laser Ranged DC 25 Toughness (Staged) Damage (Heat) Flash Ranged DC 20 Reflex/Fort Dazzle (Visual) Illusion Perception DC 20 Will Illusion Totals: Abilities (14) + Combat (28) + Saving Throws (10) + Skills (17) + Feats (13) + Powers (75) = 157/157 Power Points
  19. MirasPower Level: 10/12 (172/184PP)Trade-Offs: NoneUnspent PP: 12 In Brief: A hero trained in music and magic protecting those the world may have looked over. Alternate Identities: Asli Safiyyah Sadik, DJ Eclectic, Sophie Identity: Secret Birthplace: Los Angeles, California Occupation: Superhero, student, DJ, musician. Affiliations: FreeSA, FCU, Stone Soup Musical Group, Starlight Family: Father (Kemal), mother (Fehime), 2 brothers (Aydin, Mohammed). Age: 30 Gender: Female Ethnicity: Turkish/Djinn Height: 6' 2" Weight: 220 lbs Eyes: Blue Hair: Black Asli is a tall woman, with a solid, curvy frame. Her skin and hair are dark, and her eyes are a deep, unclouded blue. Her features are rounded and her teeth are very white against her skin; it's noticeable because she's usually talking or laughing. She deliberately avoids makeup, and she usually keeps her hair just long enough for a ponytail. She does like to use wilder styles for her stage show, though. Asli's everyday style is an urban-punk asthetic. She favors heavy boots, tight jeans, and layers that usually end in a hoody or a leather jacket. As Miras her clothes transform into a hooded robe of summer green, with a purple stole over her shoulders. The stole has white letters in Arabic script that always seems to be changing, and the robe's cowl manages to hide her features no matter what happens. She has a pair of green gloves that complete the look, with white stars on the back of her hands. Power Descriptions: Asli's power comes from two distinct sources. Her magic is rooted in the writings of Lord Deosil, a Master Mage who was skilled in time magic and prophecy. With that she can turn aside attacks, speed up her own passage through time, or freeze others in place. With a great deal of effort, she can even turn back someone or something's personal timeline. These spells are often accompanied by chiming bells, or gold or silver clock faces or meshing gears appearing in the air. Her other source is her own djinni heritage. Combined with her understanding of magic, she can do quite a lot to manipulate the world around her. She can throw bolts of magical fire, change one thing into another (if she concentrates), make the air solid enough to trap a man or fool the senses, or take a form as substantial as smoke. Using these powers often results in colored, geometric traceries appearing in the air. History: Asli was born in a small Turkish community in California, and her early days were filled with sun and surf and the same group of people she saw every day. She was a talented singer even as a very young child, and when she came of age and started sending out college applications, the Freedom School for the Arts offered her an impressive scholarship. She accepted FreeSA's invitation and moved out to Freedom City, studying dance and songwriting professionally for the first time in her life. It was an exciting, exhilarating time. It was also a scary, stressful time, as the girl was away from her family for the first time in her life. Sophie (she started going by that in college) tried drugs at a party first, and then started self-medicating for stress. Before she knew what had happened she was kicked out of FreeSA and working dead-end jobs, getting wasted at night and waking up the next day to start it all over again. Asli might have ended up another burn-out junkie, a cautionary tale for the next generation of students, if she hadn't gotten caught. She was buying for herself and all her friends and was charged with possession with intent to distribute, but her public defender pleaded down to a misdemeanor with rehab. The potential of a felony conviction scared her straight; she cleaned up her life, went back to school, and rediscovered her faith. She got a degree in Media Communications from FCU and started writing music again, taking an apartment in Greenbank. In a corner of the apartment she found an old cardboard box filled with yellowing journals. Asli began reading them, and discovered that they were the writings of a 18th century clockmaker named Hans Lorcano, who became the Master Mage Lord Deosil. She experimented with his style of magic at the same time as she was experimenting with her music. Her skill in both grew, and when a burglar tried to break into her apartment she froze his personal timeline in place, at least long enough for the police to respond. That emboldened the young woman, and she started venturing out at night in a mask. Around the same time she released her first album, and she hasn't regretted either decision. Personality & Motivation: There's very little that Asli doesn't have an opinion on, and it doesn't take much to get her to speak her mind. She's not argumentative exactly, but she does prefer to say something and hash out issues rather than letting them fester. Of course, sometimes not knowing when to shut her mouth can make problems worse. Asli tends to work off emotions rather than logic, reacting to things by her gut feeling rather than carefully reasoned considerations. She also tends to see issues in terms of how they'll impact individuals, and has a hard time balancing that against a larger picture. It means she can irrationally focused on one thing in a fight when her emotions get the better of her, but it also means she's less likely to get caught up her in own fame. Asli has a lot of reasons for doing what she does; zakat and sadaqah, the excitement and thrill of it, the chance to test her courage and her magic. The truth of it all, though, is that it would have been very easy for her to end up on the other side of things, under the thrall of some two-bit supervillain or crime syndicate, controlled by her addictions. If she'd had a hanging judge, or had washed out of rehab, or had gone for harder drugs, she might have not been saved. She fights in order to make sure that those borderline cases have a chance to turn their lives around. Powers & Tactics: Miras doesn't have a lot that could hurt a person. She'll normally use her Snare or Paralyze to lock an opponent down. Against a crowd of lesser enemies, she can weave impressive illusions to fool the group. Complications Fame Asli may not be a megastar, but she's had enough success that she could be recognized on the street. Prejudice Asli is a Mulsim woman trying to make it as a hip-hop artist. That's plenty of reasons for people to not like even the idea of her. Protector of Greenbank Asli lives in Greenbank, and works hard to make sure her neighborhood is as safe as it can be. Checkered Past Asli was not always on the side of the angels, and even now some of her friends are (minor) criminals. Deosil's Prophecies Asli is the current owner of the Locarno Dairies, which contain a number of enigmatic prophecies. She spends a good deal of time trying to decipher them and avoid any bad fate they predict. Hatred Asli reserves a special antipathy for drug dealers. Abilities: 0 + 4 + 0 + 4 + 8 + 8 = 24PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 8 + 12 = 20PP Initiative: +6 Attack: +4, +10 Ranged, +10 Paralyze Grapple: +4 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +10 (+0 Con, +10 Force Field) Fortitude: +6 (+0 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +10 (+4 Wis, +6) Skills: 128R = 32PP Bluff 8 (+12) Concentration 10 (+14) Diplomacy 11 (+15) Knowledge (Arcane Lore) 13 (+15)Skill Mastery Knowledge (Art) 13 (+15) Knowledge (Current Events) 8 (+10) Knowledge (Streetwise) 8 (+10) Knowledge (Popular Culture) 8 (+10) Knowledge (Theology and Philosophy) 13 (+15)Skill Mastery Language 3 (Arabic, English [Native], Latin, Turkish) Notice 8 (+12)Skill Mastery Perform (Dancing) 1 (+5) Perform (Singing) 16 (+20)Skill Mastery Sense Motive 8 (+12) Feats: 18PP Attack Focus (Ranged) 6 Challenge (Combat Diplomacy) Challenge (Fast Taunt) Dodge Focus 4 Ritualist Set-up Skill Mastery (Knowledge [Arcane Lore, Theology & Philosophy], Notice, Perform [singing]) Taunt Well-Informed Powers: 1 + 10 + 27 + 6 + 2 + 14 = 60PP All powers have the Magic descriptor Enhanced Feat 1 (Quick Change) (Air) (Illusory Robes) [1PP] Force Field 10 (Time) (Slow the Blow) [10PP] Ruh Kalit 12 (24 PP, Feats: Alternate Power 3) [27PP] BE: Flight 3 (50 MPH, Extra: Linked [+0] [Immunity, Insubstantial) + Immunity 5 (Environmental Conditions, Extra: Linked [+0] [Flight, Insubstantial]) + Insubstantial 2 (Extra: Linked [+0] [Flight, Immunity], Feats: Selective, Subtle) (Air) (Body of Smokeless Fire) [23/24PP] AP: Blast 10 (Feats: Affects Insubstantial 2 [DAM 10], Homing, Split Attack) (Fire) (Fling the Fires) [24/24PP] AP: Illusion 5 (All Senses, Feats: Progression 4 [50 ft radius]) (Air) (Weave the Wind Solid) [24/24PP] AP: Snare 10 (Feats: Obscure Senses 3 [Auditory, Olfactory, Visual]) (Air) (Cage of Smoke) [23/24PP] Super Senses 6 (Magic Awareness [Olfactory, Tactile]) [6PP] Super Senses 2 (+Ranged on Magic Awareness) [2PP] Working of Deosil 6.5 (13PP, Feat: Alternate Power 2, Drawback: Must have Hands Free) (Time) [14PP] BE: Speed 6 (500 ft, Extra: Linked [+0] [Quickness]) + Quickness 6 (x10, Extra: Linked [+0] [Speed]) (In the Blink of An Eye) [12/13PP] AP: Healing 3 (Extras: Action/Standard, Affects Objects [+1], Feat: Stabilize) (Reverse the Flow) [13/13PP] AP: Paralyze 10 (Feats: Accurate 3, Flaw: Action/Full) (Time Stop) [13/13PP] Drawbacks: (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Fling the Fires Ranged DC 25 Toughness (Staged) Damage (Magic, Fire) Time Stop Ranged DC 25 Fortitude (Staged) Helpless Weave the Wind Solid Perception DC 15 Will Illusion Cage of Smoke Ranged DC 20 Snare (Staged) Slowed Abilities (24) + Combat (20) + Saving Throws (18) + Skills (32) + Feats (18) + Powers (60) - Drawbacks (0) = 172/184 Power Points
  20. Bliss Power Level: 10/11 (153/169 PP) Trade-Offs: None Unspent Power Points: 16 In Brief: Cyber whip Wielding Space Gladiator turned outlaw. Alternate Identity: Identity: Public, more or less. Birthplace: Xu'ul Occupation: Rogue, Gladiator, Fugitive Affiliations: Roulette Family: No longer acknowledged Description: Age: Equivalent to 25 Sol years. Apparent Age: Approximately mid 20s Gender: Female Ethnicity: Xuli'pa Height: 5'11 Weight: Roughly 179 Eyes: Orange/red sclera with hourglass shaped pupils Hair: None, has ridge and semi-tendril like strunctures similar to hair. Bliss a skin color similar to a dark violet or indigo color. Matching her inhuman eyes, which indicates her species having a potential cephlopod-list ancestry. Though it is hard to say. She is long limbed, with an overall short torso. As in line with the females of her species, she is more androgynous than more humanoid races, and in a suit her gender might be difficult to determine. Though she looks more human-like than the rest of her species In part due to the augmentation and alteration she went through during her flight from her homeworld. Her hands and feet are noticable differt, each possessing four digits, with her hands having two fingers with a thumb structure on either side of her hands. What she has for hair, resembles a mohawk, in that it is a crest at the top, and is generally pulled back with a band. Her nose is flat, and a non-prominent feature. Her mouth is filled with teeth that were adapted from the cephlopod-like beak, in a land animal base. Despite the clear ancestry, she is warm blooded, though not mammalian. She is marked, extensively in red 'tattoos' that are also intertwined with what looks like circuitry under her skin that is visible. She favors heavy and obscuring clothing. Oftentime wearing her enviro-suit off ship. As she is largely uncomfortable around others. Power Descriptions: Her powers come from cybernetic and genetic augmentation. Some from her service to her people as a soldier, others in her flight from her homeworld with her 'savior.' There is noticeable subcutaneous circuitry in her form. As well as having enhanced muscle mass and structural reinforcement in her body, primarily with synthetic material woven into her muscles, connective tissues, and reinforcing bone. Her eye's structure in an evolutionary trait, allowing her to see deeper into the infrared. And while her nose is flatter than a humans, she has a complicated internal sinus cavity affording her greater sensitivity. Her tendrils are the primary modification and most visible ability, and while are techno-organic, then seem to use a strange material n them to be able to expand retain their strength. Which is substantial stronger than even her augmented strength. She is able to move them at trans-sonic speed to product loud, concussive sounds and shockwaves from impact. Additionally she has micro-forcefield generators that respond without her awareness, able to intercept attacks with a spray of orange light. She is often in her enviro-suit when off ship, due to ease, and utility. History: Bliss is not her name. She has given up her name. And her people. Not that is was entirely her choice, though it is, in part a consequence of her choices. The Xuli'pa (ZULL-ee-PAH) are a largely isolationist species in Khanate space. They are also a highly patriarchal society due to birthrates favoring a disproporionate amount of females. And while the females of the species are physically far more capable, the males possess a higher degree of abstract thinking, normally. And use pheromones to induce certain control methods in the females of the species. Not all females possess the same level of sensitivity, and Bliss possessed that resistance. A footsoldier in one of the armies of one of the various intercine states in the fractious people she killed several high ranking males in one of the leading religious castes. The reprisals were extensive, and led to her fleeing to one of the few spaceports. Unfortunately, the person willing to accept her on passage out was a scientist of possibly unscrupulous means, who's price was to be able to alter and augment her further. Given she faced a public execution for her crimes, she had little option but the accept such. Sometime afterwards she was left on another planet, Un-Sabnur. It was the best hub that could be found, and while she adjusted to her new state, she did so readily to the gladiatorial pits that exist there. There she had the benefit of her bred ferocity, cybernetic enhancements, and the appeal of a Xuli'pa fighting for pay outside of her homeworld. It was that or be some kept doxy, and such was not a choice in her eyes. The name came there, Bliss, from the tendrils she shot out of her forearms and was able to coil around her opponents, and strike at with force enough to break stone. Her climb was hardly impressive, as she had to struggle her way up, but then she was driven to leave this place as well, and go somewhere else. Somewhere farther away from anywhere a scout or bounty hunter who trafficked with her people would go. After two years, she had climbed enough to go for the champion. Spending all of her earnings on a gamble bet on herself. And along came Stanhze. That gambling, lying, little Zultasian ingrate ruined her bet, and her efforts to get out of the cesspool that was Un-Sabnur. He attempted to rig the championship fight in her favor, and she caught him, while not terribly honorable, this was not something she could accept as it could have stopped her efforts. So she attacked him, and gave chase. While the accusations, and her standing on the planet, and among the gladiators. The pursuit carried through into space itself, as she compounded her crimes with hijacking a smaller corvette to chase after him. Unfortunately a third party intervended, Ruby Voxx. And this resulted in their shared crash onto Slogth. Where hostilities promptly resumed between them all. Fittingly, it was a more hostile external force that merged them together. Well that an a misunderstanding, and Bliss' implied and overt threats, the three banded together under the guise of the Voidrunners, to defend the people of Slogth. Though Bliss would concede that their victory was as much luck as anything else. Though a victory was a victory, and since she was still walking afterwards and not limping, then she could still get farther from her people. Even if she doesn't trust Roulette with her money. Personality & Motivation: She is blunt, direct. And honestly nothing at all like her name (it was likely ironic). She is, however, driven to get further from her people, having no familial ties, certainly not in the way that others would understand. It is fear, but also, just not a desire to go back. Despite what she experienced at the hands of her savior, she still considers him/it's efforts fondly, though... she believes he did more than what he said. Unfortunately she is driven by a lot of fear and uncertainty. Though she is moving forward. And with how she feels after helping others, she might stop running away from her past, and towards her future. Powers & Tactics: She is a brute. Preferring hitting and run tactics. Where possible. Given she can keep distance, she will in the case of prudence, and then close, and try to weaken, distract, in other ways try to erode the standing of her opponents before ducking away, and then re-engaging. Complications: No Place Like Home: Her crimes are great on her home world. Enough to be considered one of the greatest criminals. While she underplays it, it doesn't mean that someone, or something may try to collect that bounty. And that's not counting all of those gladiators. Temper, Temper: Bliss has a short temper, and tents to try not to convince people, but yell at them until they agree with her or stop talking. Sidled Up Ne'er-Do-Wells: She and the rest of the Voidrunners follow morality, not legality. And they will sometimes choose expediency over following all the laws. As such she can't rely on. Senses are a little off: Her sense of smell is hyper acute, compared to other species. So she can be extra susceptible to olfactory base effects. Though she possess no extra sensitivity to Pheromonal control efforts. Additionally her range of vision tends more towards the red. As such she cannot distinguish colors other races can. As such when she conveys sensory information to other people it can be hard for others to grasp. Abilities: 10 + 6 + 10 + 2 + 4 + 4 = 36 PP Strength 20/30 (+5/10) Dexterity 16 (+3) Constitution 20 (+5) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 14 (+2) Combat: 12 + 12 = 24 PP Attack: +6/+10 Melee Defense: +10 (+6 Base, +4 Dodge Focus; +3 Flatfooted) Initiative: +3 Grapple: +20 (Base) /+28 (w/Tendrils) Knockback: -2/-5 Saving Throws: 2 + 4 + 5 = 11 PP Toughness: +10 (+5 Con, +5 Protection) Fortitude: +7 (+5 Con, +2 PP) Reflex: +7 (+3 Dex, +4 PP) Will: +7 (+2 Wis, +5 PP) Skills: 68r = 17 PP Acrobatics 5 (+8) Bluff 10 (+12) Craft (Mechanical) 4 (+5) Escape Artist 0 (+7/w Enhanced Skill) Intimidate 15 (+17) Knowledge (Galactic) 4 (+5) Knowledge (Technology) 4 (+5) Notice 6 (+8) Pilot 4 (+7) Sense Motive 8 (+10) Survival 4 (+6) Languages 4 ( Galstandard, Grue, Lor, Xuli'pa [Native], Zultasian) Feats: 24 PP Attack Focus: Melee 4 Ambidexterity Challenge 2 (Fast Feint, Fast Startle) Dodge Focus 4 Environmental Adaptation 2 (Low Gravity, Zero Gravity) Equipment 2 Grapple Finesse Luck 2 Move-By Action Power Attack Startle Stunning Attack Takedown Attack 2 Equipment 2 PP = 10 EP Skintight Space Suit (Life Support [Masterwork]) [10 EP] Powers: 20 + 3 + 10 + 1 + 5 + 2 = 41 PP Caress of Bliss 4 ( 20 PP Container, Cybernetics, Genetic Augmentation) [20 PP] Additional Limbs 2 ( Extendable biomechanical tendrils from arms; Extras: Sustained [+0]; Power Feats: Linked [+0]) [2 PP] + Elongation 4 ( 50'; Flaws: Limited to Additional Limbs [-1]; Power Feats: Linked [+0]) [2 PP] + Super Strength 2 ( Effective Str 30, 40 w/Enhanced Strength; Drawbacks: Limited to Additional Limbs [-1]; Power Feats: Shockwave. Thunderclap) [5 PP] [Total 9 PP] Enhanced Feats 5 ( Improved Critical 2 (Tendrils), Improved Grab, Improved Grapple, Improved Trip) [5 PP] Super Movement 3 (Swinging, Wall Climbing 2) [6 PP] Enhanced Movement 1 (All powers Cybernetic/Biomechanical Augmentation Array, PF: Alternate Power 1) [3PP] Base: Speed 2 (25 MPH, 250' per action) [2PP]AP: Leaping 2 (Running Long 75'/100', Standing Long 37'/50', High Jump 15'/25') [2/2 PP] Enhanced Skills 1 (Escape Artist 4; Alien Biology) [1 PP] Enhanced Strength 10 [10 PP] 'cybernetic augmentation' [10 PP] Protection 5 ( Cybernetics, forcefield)[5 PP] Supersenses 2 (Infravision, Scent; Alien Biology) [2 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch (+40') DC25/DC20 TOU (Staged) Damage (Physical) Shockwave Cone (100') DC20 Reflex/DC25 TOU (Staged) Damage (Physical) Thunderclap Touch Burst (50') DC20 Reflex Audiotory Dazzle Totals: 36 + 24 + 11 + 17 + 24 + 41 = 153/169 PP
  21. Ruby Voxx Power Level: 10/11 (163/170 PP) Trade-Offs: Ranged: +2 Attack / -2 Damage Unspent Power Points: 7 Theme: Iron Maiden - The Final Frontier In Brief: Abducted girl from earth who became one of the best Bounty Hunters in the Galaxy Residence: Star cruiser Voidrunner Base of Operations: Mobile Alternate Identity: Ruby Hawkins Identity: Public Birthplace:Birmingham, England, Earth/Terra Occupation: Adventurer / Mercenary / Bounty Hunter Affiliations: Zorla's Hunters (Formally) Voidrunners Family: Adam and Teri Hawkins (Parents) Zorla Voxx (Adopted Mother) Description: Age: 24 (May 12th, 1990) Apparent Age: Early 20s Gender: Female Ethnicity: Caucasian Terran Height: 5'7 Weight: 154 lbs Eyes: Blue Hair: Red Ruby is fairly attractive woman with short red hair and ice blue eyes. Extended periods of time on spaceships since she was a child have left her with exceptionally pale skin. While working Ruby wears her Modified combat armor, which appears to be form fitting black and gold armored suit with a collapsible helm that provides life support and visual augmentations. The armor plates do seems scratched and battle-scared however. Outside of that she wears a old, battered bomber jacket over a pilots flight suit. Power Descriptions: Other than a cybernetic translator augmentation, Rubys natural abilities are in line with a extremely fit human being and someone with a lot of heavy ordanance. History: On Earth, the disappearance of Ruby Hawkins remains a mystery to this day. Reports found that she seemingly vanished from her house in Birmingham without a trace. Although police searched for the girl, it was eventually called off. Her parents left devastated and the files to her case were eventually buried under others, left to be forgotten and presumed to be dead. What actually happened was far stranger. The little girl found herself teleported from her bedroom onboard a strange alien ship. It was not long before she was taken by the ships inhabitants into a cell and kept there. She found herself victim of notorious alien slave trader Tragrosh. Whether she would be sold off to left to rot in the cells, Young Ruby's fate was for a time left uncertain. It was not until a raid on the ship by mercenaries did things turn around. Lead by famed Bounty Hunter Zorla Voxx, they laid seige to the ship and eventually captured the slaver and his crew. They started working on the long process of helping the slaves relocated back to there native planets. Things hit a snag when it was time to send Ruby back home. The computer holding her information was damaged and Ruby was too young to actually identify her planet by name. She was left Stranded and alone in the universe. Taking pity on the her and not liking the alternatives put before her, Zorla elected to take the child with her. In time, she would start to care for Ruby and decided to teach her the ways of the hunt. From learning how to fight and protect herself by Zorla to Ship care and piloting from the engineers to gun use by the mercs, Ruby learned much from them. Life since that point was never dull for Ruby. As she grew older, she began taking part in jobs with the rest of them, from helping bring down dangerous gangs and criminals across star systems to exploring dead planets on the hunt for lost preserver technology. Eventually however she felt like she had to move on and make a name for herself. She parted from Zorlas company. Gifted with a sword, a gun and a spaceship to get her started, Ruby set forth to make a name for herself. With various jobs under her belt, she eventually settled for bounty hunting. Things took an interesting turn when she began the hunt for the bounty of notorious con man and gambler Stahnze Turk. The amount of collateral damage and chaos he caused made her hunt for him much more challenging and more fun. It also lead to the (likely unintentional) side effect of leading her to other high profile bounties which only added to her reputation and her bank account. This continued on and off for some time before finally catching him along with his latest associate Bliss, a disgraced gladiator. Unfortunately that involved crash landing on a backwater planet by the name of Slogth. A misunderstanding involving the mention of her ship the Voidrunner and a case of mistaken identity later she found herself fighting off Nebula crime syndicate alongside the same people she was suppose to capture. She was surprised by how much success they were having. Not many could stand up against such odds and win. Although at one point it seemed that her luck had finally ran out when she was trapped and nearly executed in an ambush, it was the Stahnze's timely intervention that saved her life. It was not long after that Ruby felt like she had to repay the man somehow. After everything was said and done, she ultimately agreed to help Turk and Bliss settle some of the debts and outstanding bounties on their heads. However she quickly found out that even with the small fortune she had acquired over the years, settling his debts would quickly bankrupt her and would run the risk of leaving her stranded on some remote world completely broke. Seeing how well they worked together against the syndicate, she brought up the possibility of running with the Voidrunners name. If she was gonna dig them out of their mess, she was gonna need their help. Personality & Motivation: Ruby is ultimately a bounty hunter for glory and excitement of the hunt, with making money from such a dangerous occupation being a close second. Whether its storming a pirate infested space station or navigating an asteroid field, very little can deter her once she had decided to hunt a target. Despite this reckless attitude, Ruby maintains a enough of a professional attitude to see any job to the end. Unless she feels shes backing something truly reprehensible she will cross the universe to capture quarry. She respects bravery and skill, part of the reason she decided to form the Voidrunners despite any public misgivings she might have for some of its members. Complications: Ammunition: Blasters run dry and one can run out of ammunition unexpectedly. Enemies: Ruby has made various enemies over the years, from two bit space gangs to infamous war criminals that would love nothing more than get revenge on the girl that locked them away. No Disintegrations: Ruby prefers to bring her targets back alive no matter how difficult that would be. She is a Bounty Hunter, not an Assassin. Reputation: High Profile Bounty Hunter raised and trained by Famed Mercenary Zorla Voxx Abilities: 6 + 8 + 8 + 4 + 4 + 4 = 34PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 16 + 8 = 24PP Attack: Base +8, Ranged +10, Melee +8, +12 Repeater Rifle Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Initiative: +4 Grapple: +12 Knockback: -8 Saving Throws: 4 + 6 + 8 = 18PP Toughness: +10 (+4 CON, +6 Protection) Fortitude: +8 (+4 CON, +4) Reflex: +10 (+4 DEX, +6) Will: +10 (+2 WIS, +8) Skills: 84R = 21PP Acrobatics 6 (+10) Bluff 8 (+10) Computers 3 (+5) Craft: Electronics 3 (+5) Disable Device 8 (+10) Gather Information 8 (+10) Intimidate 8 (+10) Knowledge: Galactic Lore 4 (+6) Knowledge: Technology 4 (+6) Notice 8 (+10) Pilot 11 (+15) Sense Motive 8 (+10) Survival 4 (+6) Stealth 1 (+5) Feats: 21PP Accurate Attack All-out Attack Attack Focus: Ranged 2 Attack Specialization (Repeater Rifle) Challenge: Fast Demoralize Dodge Focus 6 Equipment 17 (15+2) (Bronze Award) Evasion Fearless Luck Power Attack Uncanny Dodge (Auditory) Well Informed Equpiment: 3 + 79 =85/85EP Mundane Equipment Masterwork Hand Cuffs (+2 to escape artist attempts to get out, +2 toughness) [1EP] Multi-Tool [1EP] Wrist Mounted Computer [1EP] Clan Voxx Hunters Blade: Strike 2 (Extras: Mighty) [3EP] The Voidrunner [87EP] The Voidrunner is one of the oldest ships to be still flying across the galaxy. Years of repairs, modifications and the occasional rebuild have rendered the ship unrecognizable from its original form. Much of its history is lost and remains a mystery today... Size: Colossal [4EP] Strength 50 [0EP] Toughness 15 [10EP] Defense 5 Features: Alarm 1 (DC 20) , Communications, Computer, Holding Cells, Infirmary, Living Space, Navigation System 3 (+10 Nav), Remote Control, Workshop [11] Powers: [63] Blast 10 (Extras: Autofire) [30] Autogun Turrets Enhanced Dodge 3 [6PP] Deflector Shields Flight 9 (5,000 MPH) [18] Super Movement 3 (Space Travel 3) [6] Super Sense 4 (Accurate Extended Analytical Radar) Ship Scanners [5] Powers: 6 + 24 + 15 = 45PP Comprehend 3 (Speak, read and understand Languages) [6PP] Translator Implant Device 6 (Modified Combat Armor, Hard to Lose) 24PP Thruster Systems Array (1 Alternate Power) [5PP] Flight 2 (25MPH) [4PP] Jetpack AP: Leaping 4 (X25) [1PP] Immunity 9 (Life Support) [9PP] Life support systems Protection 6 (Extra: Impervious 6) [12PP] Armor Plating Super-Sense 4 (Infravision, Radio, Extended (100ft) Analytical-Normal Vision) [4PP] Suit Sensors Device 5 (Repeater Rifle, 25PP device; Flaw: Easy-to-Lose) [15PP] Blast 8 (Extras: Autofire) [24PP] AP: Snare 8 (Extras: Area (Burst)), [1PP] Cryo Rockets DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Repeated Blasts Ranged DC23 Toughness (Staged) Damage (Physical) Cryo Rockets Ranged DC23 Reflexive Snared (Ice) Totals: Abilities (34) + Combat (24) + Saving Throws (18) + Skills (21) + Feats (21) + Powers (45) = 163/170 Power Points
  22. Eclipse Power Level: 10 [15] (180/250PP) Trade-Offs: +3 Attack / -3 Damage; +5 Defense / -5 Toughness Unspent Power Points: 70PP In Brief: Tried 'good'; tried 'bad'. Took a third option. Residence: The Horizon. Alternate Identity: Captain Talisyn "Eclipse" Alar Identity: Public Birthplace: Lor space Occupation: Freelancer Affiliations: Horizon crew, Lor military (retired), Khanate pirates (retired) Family: parents (no contact), brother (little contact) Description: Age: 83 Apparent Age: early thirties Gender: female Ethnicity: Alarian Height: 5'10" Weight: 150lb Eyes: black sclera & glowing purple irises (artificial) Hair: black w/ purple bangs Like all of her people, Talisyn sports dark gray skin, gently pointed ears, a subtly-ridged jawline, and an extra set of canine teeth. Like most, she also has a certain fondness for bi-colored hair and tends toward a lean, flexible build that's more agility than raw muscle. Her species' notable regenerative abilities leave her remarkably free of scars, considering the life she's led. Somewhat less standard is her extensive cybernetic work - while sporting nothing so crude as the large metal plates and oversized replacement limbs seen in the poorer districts of less civilized space, Talisyn has clearly been on the table once or twice. Whatever her eyes used to look like, they've long-since been replaced with a mechanical pair, glowing purple irises on black sclera; here and there across her body and upper limbs run symmetric lines of chrome, betraying deeper augmentations. None of those, of course, are more notable than the tail - her spine has clearly been replaced, an interplay of matte metal and skin running down her back until it becomes a narrow, segmented tail longer than she is tall. Power Descriptions: The only power Talisyn can truly claim as her own is her species' not-insignificant regenerative powers, which have some difficulty dealing with deeper wounds but takes care of minor damage with speed and efficiency. Her blaster is a well-worn, but equally well-maintained military-spec weapon, issued mainly to Lor military special operations: twin-barrelled and held close to center-of-mass, it's designed for fast response and a stubborn refusal to compromise between accuracy and close-quarters reliability. It's been heavily customized, linking to Taliysn's eyes for enhanced targeting and alternate fire modes. The sword, on the other hand, would look new if the grip and scabbard weren't showing their age - resembling a long and only lightly-curved Earth scimitar, the edge shows no signs of wear and the flat of the blade bears a multi-winged design that could have been engraved yesterday. History: The Alarian empire was a force to behold...or, so the history books say. Among the first truly great space-faring civilizations seeded by the Precursors, the citizens of Alar developed curious technologies, established bases across the systems under their control...and collapsed. The destruction of their home worlds broke the back of their empire, leaving as memories only undiscovered caches of wonders and a surviving population with neither the numbers nor the knowledge to maintain their hold. That was all well before Talisyn's time, though - the dawn of modern history. Her people are still scattered, nearly-cultureless, and (by reputation) unable to maintain even basic family units for long - something she did little to disprove. As soon as she was old enough she left to find her own way through the universe. A short but successful stint in the Lor military taught her skill and discipline, but chafed at her sense of accomplishment and freedom - the bureaucracy and red tape made actually doing anything nigh-impossible in her eyes. The relative freedom of the pirates she'd worked against turned out to be too tempting to resist, but while she could accomplish more the actual goals forced on her were, while often exhilarating, too often unacceptably distasteful. And so she found herself somewhere in the middle, skills cheerfully for hire to anyone with a cause that was worthy or lucrative enough. When what should have been a simple theft was complicated by the revelation that they weren't stealing artifacts, but rather components of a weapon too dangerous to allow anyone to hold, cirumstances found her with a new ship, a new crew, and new enemies. She felt it was a pretty good outcome, all told. Personality & Motivation: Talisyn values independence above almost anything else - she has a severe dislike for being in debt, and an acquired distaste for taking orders from anyone she doesn't already respect. She recognizes the abstract importance of a larger machine of law and government, but has yet to find a specific example that meets her standards - very little grinds her teeth like people suffering under the abuse of the system, or people with no good recourse because the bad guy's better at politics and bribery. She insists that she's a strictly independent agent looking for profit and fame, but can usually be found on the side of the underdog: the little person in need, the side that stands up against the overpowered bully trying to become the next big thing. None of which, of course, she'd tell you about if you asked. She is flippant, irreverent, sharp-tongued and cocky. She'll say half of what's actually true in twice as many words, smiling the whole way. Life, she'd insist, is for fun, for enjoying as you can - even when you live as long as she will (assuming she doesn't get herself killed first). Powers & Tactics: Talisyn has confused and/or frustrated everyone she has ever served under for her inconsistent response to danger - if she's taking things seriously and the stakes are high enough, she has a keen mind for planning and will approach a problem surgically, methodically, and with caution. If she doesn't, or if she's thrust into a situation without warning, she instead swings the other way entirely and jumps in feet-first, laughing and taunting all the while. She's a highly-skilled markswoman and sword-fighter, and an experienced and well-trained pilot, though she won't fight or fly fair if she can help it - rules are for people who haven't survived as many scrapes as she has. An unfortunate few have discovered that she's hardly safe when unarmed, as well; her tail, already a surprisingly efficient blunt instrument, hides a long, sharp spur perfect for those times when someone thinks a little rope (or a guard or two) will hold an enemy agent. Complications: Artifact Hunter - Despite her best efforts, Talisyn has a certain fascination with her people's old artifacts - the bits and baubles left behind when the ancient empire fell, and by extension old forgotten machines and cosmic constructs in general. If the first-best way to draw her out is to tread on the helpless, the second-best is to leak information on a newly-discovered cache or device on some backwater planet. And even if it's real, one simply has to find out what it does.... Helping the Helpless - Talisyn holds a severe weak spot for the downtrodden and people being taken advantage of by the system they live under. She'll go well out of her way to lend them a hand, offer some leverage, and try to even the scales. My Crew - Don't mess with her crew. Playing Both Sides - Talisyn has a history with both the law and the lawless, and while this leaves her with contacts on both sides it also leaves her with a lot of people who see her actions as betrayals and signs of a general lack of trustworthiness. Political Currency - Her people have none. They are the remaining descendants of a ancient and long-broken empire, a people without much organization, culture, or representation in darn near anything. Priorities - Talisyn has a ship to run, a crew to support, and a life to lead. Living isn't free, and balancing helping someone vs. getting paid isn't always easy. Regrowing Pains - Talisyn's healing factor is effective and efficient but can be slowed or stopped by starvation, and frequent or extensive healing leaves her drained and hungry. Abilities: 4+8+4+4+2+6= 28pp Strength: 14/16 (+2/+3) Dexterity: 18 (+4) Constitution: 14/20 (+2/+5) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 14+10= 24pp Initiative: +8 Attack: +7 (+13 melee, +13 blaster, +7 ranged) Grapple: +16 (+19 w/ tail) Defense: +15 (+5 base, +10 dodge bonus, +3 flat-footed) Knockback: -2 Saving Throws: 2+5+5= 12pp Toughness: +5 (+5 Con) Fortitude: +7 (+5 Con, +2) Reflex: +9 (+4 Dex, +5) Will: +6 (+1 Wis, +5) Skills: 19pp Skills boosted by ECHO are noted as such. Skills granted entirely by ECHO are italicized. Acrobatics 2 (+6 / +10 w/ tail) Bluff 11 (+14 / +18 w/ attractive) Computers 3 (+5 / +10ECHO) Craft (Mechanical) 3 (+5) Diplomacy 7 (+10 / +14 w/ attractive) Gather Information 1 (+4) Knowledge (Art) 3 (+5)ECHO Knowledge (Civics) 3 (+5)ECHO Knowledge (Current Events) 3 (+5)ECHO Knowledge (Galactic Lore) 1 (+3 / +10ECHO) Knowledge (History) 3 (+5)ECHO Knowledge (Tactics) 8 (+10) Knowledge (Technology) 4 (+6)ECHO Knowledge (Theology and Philosophy) 3 (+5)ECHO Knowledge (Streetwise) 3 (+5) Languages 1 (native, galstandard) Medicine 4 (+5) Notice 9 (+10) Pilot 10 (+14) Search 3 (+5) Sense Motive 9 (+10 / +15ECHO) Stealth 1 (+5) Feats: 28pp Ambidextrous Attack Focus (Melee) 6 Attractive Connected Dodge Bonus 10 Equipment 13 (+13 from Vet Award) Fast Task (Taunt) Improved Initiative Luck Master Plan 2 Power Attack Precise Shot Quick-Draw Taunt Equipment: 1+4+6+54= 65ep Handcuffs [1ep] Smoke Grenade (Obscure 2 (10' radius)) [4ep] Ship Communicator (Communication 5 (Radio; Extras: Area [5 miles]; Flaws: Limited [other ship communicators]) + Super-Senses 1 (Communication Link [ship, radio])) [5+1= 6ep] The Horizon (spaceship) [54ep] An old but faithful spaceship from a forgotten age, the Horizon is a testament to the people who built her and the dedication of her crew and engineer. Size: Awesome (-12 atk/def; STR 60; Toughness 15) [5ep] Strength: +10 (STR 70) [2ep] Features: Hidden Compartments Navigation System Computer Defense System Fire Prevention System Hangar Library Living Space Security System Workshop Blast 10 [20ep] Flight 4 (100mph) [9ep] Super-Movement 3 (Space Travel 3) [6ep] Super-Senses 2 (Communication Link [ship communicators, radio], Radio Sense) [2ep] Powers: 10+6+2+2+1+1+7+10+14+6+10= 69pp ECHO 2 (10pp container; Flaws: Hard-to-Lose; Feats: Restricted 2 [responds only to Eclipse & known allies]) [10pp] A dry-humored AI originally designed for information processing and dissemination; accompanies Eclipse via a small device on her belt, capable of projecting himself or appearing on her cyber-eye 'HUD'. He responds poorly to the uncivilized and the violent. Enhanced Feats 1 (Online Research) [1dp] Enhanced Skills 9 (Computers 5, Knowledge (Art) 3, Knowledge (Civics) 3, Knowledge (Current Events) 3, Knowledge (Galactic Lore) 7, Knowledge (History) 3, Knowledge (Technology) 4, Knowledge (Theology and Philosophy) 3, Sense Motive 5) [9dp] Enhanced Con 6 [6pp] (cybernetics) Enhanced Str 2 [2pp] (cybernetics) Immunity 4 (Aging, Disease, Poison, Radiation; Flaw: Limited [half]) [2pp] (alien biology) Leaping 1 (x2) [1pp] (cybernetics) Speed 1 (10mph) [1pp] (cybernetics) Super-Senses 7 (Analytical Vision [all], Extended Audio [normal], Extended Vision [normal], Infravision, Ultra-Hearing, Ultravision) [7pp] (cyber-eyes, ear implants) Cyber-Tail 2 (10pp container) [10pp] A long, segmented, cybernetic tail; when grafted onto a subject, it grants a prehensile appendage capable of grasping, enhancing balance, and combat. Additional Limbs 1 [1pp] Enhanced Skill 1 (Acrobatics +4) [1pp] Elongation 2 (+10ft; Extras: Action [Free]; Flaws: Limited [Tail]) [2pp] Strike 4 (Feats: Mighty, Variable Descriptor (blunt, slashing, piercing)) [6pp] (retractable tail blade) Blaster 3 (15pp device; Flaws: Easy to Lose; Feats: Accurate 3, Restricted 2) [14pp] Military SpecOps-issue personalized blaster; old, scarred, but reliable. Fire Mode Array 7 (14pp array; Feats: Alternate Power 1) [15dp] BP: Blast 7 [14/14pp] AP: Damage 7 (Extras: Area [Cone, Targeted], Selective; Flaws: Action [Full-Round]) [14/14pp] Sword 2 (10pp device; Flaws: Easy to Lose) [6pp] Star-metal swords are so much easier to come by in the stars. Strike 4 (Extras: Penetrating 3; Feats: Improved Critical 2, Mighty) [10dp] Regeneration 10 (Recovery Bonus +4 [+9], Bruised 3 [no action], Injured 3 [1 minute]) [10pp] (alien biology) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness Damage (Staged) Blaster (single) 10x 70' DC22 Toughness Damage (Staged) Blaster (area) 70' cone DC22 Toughness Damage (Staged) Sword Touch DC22 Toughness Damage (Staged) Tail 10' DC22 Toughness Damage (Staged) Totals: Abilities (28) + Combat (24) + Saving Throws (12) + Skills (19) + Feats (28) + Powers (69) = 180/250PP
  23. Player Name: KnightDisciple Character Name: Sun Walker, Exceedingly Prime Savant-Warrior Power Level: 10/11 (150/161PP) Trade-Offs: +5 Attack / -5 Damage (Unarmed); +2 Defense / -2 Toughness Unspent Power Points: 11 In Brief: A Chinese-American man imbued with a fragment of power from Sun Wukong, the Monkey King, Sun Walker now walks the Earth and travels the cosmos, championing the defenseless and often causing trouble for those uptight villainous sorts! Theme: Thunderball, Johnny Cash Catchphrase: "Pardon me." Alternate Identity: Daniel Jeremiah Lee Identity: Secret (On Earth); Semi-Secret (In Space) Birthplace: Seattle, Washington, USA Occupation: Electrical Power and Energy Engineer at Diablo Canyon Power Plant (Earth/Terra); Wandering Adventurer and Hero, Occasional Electrician (Galaxy Beyond Terra) Residence: San Luis Obispo, California, USA (Earth/Terra); *To Be Determined* Base of Operations: *To Be Determined* Affiliations: California Polytechnic State University (alma mater); Diablo Canyon Power Plant (employer); Institute of Electrical and Electronic Engineers (IEEE) Power and Energy Society (member); IEEE Power Electronics Society (member); Association of Energy Engineers (member); *To Be Determined* Family: Brian Lee (Father; Deceased); Alison Lee (Mother, Deceased); Heng Lee (Paternal Grandfather; Deceased); Bao Lee (Paternal Grandmother; Deceased); Chun Zhang (Maternal Grandfather; Deceased); Mei Zhang (Maternal Grandmother; Deceased); Sun Wukong (Distant Ancestor) Description: Age: 34 (DoB: August 21, 1980) Apparent Age: Late 20s to Early 30's Gender: Male Ethnicity: Chinese Height: 5'8" (normal); 6'3" (transformed) Weight: 160lbs (normal); 200lbs (transformed) Eyes: Brown (normal); Gold (transformed) Hair: Dark Brown (normal); Black (transformed) Daniel Jeremiah Lee is a man of fairly average, if athletic, height and build. His brown hair is kept in a simple and fairly short haircut of no real distinction. When working at Diablo Canyon, he is typically found in one of the rugged blue work jumpsuits all the technicians, electricians, and engineers seem to sport. On occasion he dons a suit (primarily for important meetings), but more commonly he wears well-kept jeans and a nicer shirt. This same style tends to blend over into his (self-admittedly limited) social life. When at martial arts practice he wears a fairly traditional black-with-white-accents outfit. When off in space, Daniel tends to wear more casual clothing, with jeans and a t-shirt being his most "formal" in most cases, and often wearing worn, rugged work pants, or some iteration of sport-style clothing, when living and working on the ship. Sometimes he is seen wearing his martial arts practice outfit. When in the form of Sun Walker, he is a radically different person, at least as far as looks go. His overall body grows several inches and gains several pounds of pure muscle. His build is still lean and favors speed and flexibility over raw power, but it's undeniably the physique of a warrior. His hair turns black, becomes rather spiky and wild, and grows to the point it gains some volume and reaches almost to the bottom of his shoulder blades. It also includes sideburns that blend into modest mutton chops; this stretch of his hair is even more pronounced, having a definite bristly texture to it. His brow becomes ever-so-slightly more pronounced, in a way that gives him a primal look without detracting from the sharp intelligence that shines in his eyes. His jaw and cheeks seem to gain thicker, harsher lines as well, giving a faintly simian air to his appearance. His canines become a bit longer and more pronounced. Much of his body becomes covered in a fine dark red fur, though his fingers, neck, and face are left bare. From the base of his spine sprouts a tail (just like a monkey) that he normally keeps wrapped snugly around his waist, though it can quickly and easily extend to surprising lengths. His outfit in this form is just as unique and flashy as his general appearance. His feet bear open-toe leather sandals that look to be quite sturdy. He wears pants that are a dark golden color, with a sash at the waist of a matching fabric and shade, the two ends sitting on the left side of his waist, hanging down about a foot or so. Over his torso is only a vest, bearing patterns depicting monkeys and apes frolicking about. At his wrists and ankles he bears bronze circlets, each about an inch wide overall. Recessed just a bit and held firmly in place by the raised "lip" of the circlet is a blue ribbon about 3/4" wide. This ribbon seems to be made of glossy silk. Power Descriptions: Daniel has been imbued with a fragment of the power of Sun Wukong, the Monkey King. However, at this time his mortal body cannot handle that power around the clock, and so it will lie "dormant" unless he calls upon it. When he does call up his power, it takes him a few moments of meditative concentration. Once transformed, Daniel, or Sun Walker as he prefers to be called in that guise, is a specimen of physical power. While certainly not as strong and tough as some of the true powerhouses of Earth (and beyond), he is more than capable of holding his own, with his bare hands, against any number of foes. The supernatural level of skill in martial arts he seems to possess certainly contributes to this. Of course, this strength is coupled with a body that is also much hardier and agile, as well. And with that agility comes a superhuman speed, one that lets him match a high-performance car. Coupled with his natural ability to crawl and move about on most surfaces, and the three-dimensional movement options his incredibly strong tail brings, and while Sun Walker cannot fly, he can come quite close to it in most circumstances. His skin is tough enough he can often shrug off small arms fire, and his system actually needs very little in the way of oxygen input. In effect, he can "hold his breath" for huge amounts of time, surviving in hostile enough conditions that he might as well not need to breath at all. Further, the same power and vigor that lets him move and fight long and survive more lets him laugh off extreme pressures, either high or low. In effect, he could walk on the floor of an ocean or the surface of an airless rock and not really care that much. It might chap his lips a bit. History: All of Daniel's grandparents immigrated to the United States with their families at a young age. Circumstances and coincidence (Heng often called it "fate") meant that even as they all worked hard to make it in the "Land of Opportunity", they ended up finding each other. The two couples were, at first, separated quite a bit, but time and children meant they all ended up in the same town. Then Brian and Alison met, and the rest, as they often say, is history. While Daniel's grandparents all worked blue-collar jobs of one stripe or another (with Chun doing a bit of teaching in a local martial arts dojo for a long time on the side), Brian was an accountant, and Alison an up-and-comer in the rapidly-growing Silicon Valley industry. While neither of them became truly rich, they were both quite comfortable, and more than able to provide for their only child, Daniel, who ended up pursuing an engineering degree, which certainly has never been cheap. Daniel found himself excelling in the engineering program at California Polytechnic State University. In particular, he found that he had a strong knack for working with electrical systems; he noted more than once that it just came naturally to him. His excellence in academics meant it wasn't overly trying for him to find work once he graduated. His first job was a fairly minor one at a power plant not far from CPSU, but between his outstanding performance and his membership in multiple professional societies, it wasn't too long before he began working at a nearby nuclear power plant. However, things inevitably weren't perfect. While he certainly wasn't anti-social, Daniel had trouble creating deeper connections with most people, coworkers or otherwise. Some part of himself always felt a bit restless, but he could never pin down over what. So he settled for just being the friendly, helpful guy at work who was really, really good at his job. But just a few years ago, Brian Lee was involved in a car accident that left him partially crippled and in ill health. Daniel helped pay for his parents to move in with him, and he did what he could to help both his father and his mother (who was partially retired, but was herself having some health problems). Unfortunately, the damage from the accident took its toll, and within a year, Brian passed away. Daniel coped, barely, but his mother wasn't quite the same afterwards. She tried, and for a while things were going better, but she contracted a bad case of the flu that morphed into a case of pneumonia. Just under two years after Brian passed away, so did Alison, leaving Daniel with no living family in the country. His second cousins and more distant uncles and other family all lived in China, with many of them in Hong Kong. Daniel took an extended trip (he had quite a bit of vacation saved up) to see them and try to connect, but ultimately felt more comfortable back home in the States. He and his family continued to exchange the occasional letter, but it was definitely a case of "living in different worlds". Of course, sometimes it’s the more distant relations that bring the most interesting times to your life. Daniel learned that all too well the night he laid down for sleep like normal, and awoke to meet his distant ancestor. It was about a month after his mother passed away that he “woke up†one evening sitting in the lotus position on a rock in a clearing in the midst of a beautiful forest. It took him a few moments to realize there was another person sitting across from him. A person who seemed an odd blend of monkey and human. Before Daniel could connect the dots himself, the “visitor†introduced himself: Sun Wukong, the Monkey King, the Great Sage Equal To Heaven. And Daniel’s many-times-removed grandfather. Sun had apparently taken an interest not only in Daniel himself, but just as importantly in the things Daniel would be doing with his life soon enough. So Sun had decided to grant Daniel a small fragment of his own mighty power, an infusion that would latch onto Daniel’s blood relation to the King to make him powerful in his own right. Daniel had to take a bit of time to consider, but he ultimately accepted. Sun Wukong leveled no charge or demands on how Daniel would use his power, but the ancient being’s eyes glittered with amusement (and perhaps a touch of pride?) when Daniel stated his intent to use this offered power to help others. Though the belly laugh Sun gave when Daniel said he would protect the people in “his area†was a bit unnerving. Daniel awoke from that dream feeling mostly the same. For about a week. And then, somehow, he knew just how to change his form to the more powerful one granted to him. And more than that, he knew, at least in general, the limits of this new form. Still, he took the soonest opportunity to go out to the forest and test his abilities. He found a new thrill in them, and took a couple of months to not only grow familiar with his powers, but also to try and sharpen his personal fighting skills. His ancestor’s gifts certainly gave him a boost to his skills, but he wanted to ensure that as much as possible was his own. Finally, not that long ago, Sun Walker debuted on the scene in California as an up-and-coming superhero. Though he has denied actually joining the Champions, he did make sure to maintain friendly contact with them. Sun Walker has been showing up all over, his flashy style and unique appearance a bit at odds with his calm and quiet demeanor. Still, he’s the sort of sight to inspire hope in anyone not committing a major crime. Now if only Daniel could shake that sense of needing to still be on the move without a solid sense of where to move to... Personality & Motivation: Daniel is a fairly quiet, humble sort of guy. He likes his job as an electrical engineer, takes joy in it. He’s friendly enough with coworkers and friends, but isn’t really close to anyone since his parents passed away. If left to his own devices, Daniel might read a book, tinker with an electronics board or some other electrical knick-knack, or perhaps watch a movie. He tends to be a man of few words, but when he does speak, it carries a bit of gravity, as if each word is carefully weighed and measured before being offered up. That’s not to say he never engages in small talk or friendly chats; rather, in work-related meetings or other more serious contexts, Daniel isn’t always talking, but if he is, he’s doing so for a reason beyond hearing his own voice. When out and about as Sun Walker, Daniel is...actually still pretty quiet. He’s learned that this can unintentionally unnerve some criminals. After all, a lot of heroes tend to be pretty talkative, even in a fight. When Sun Walker wades in with fist, foot, and tail, a slight smile on his face but barely more than a short call for surrender or a few words with the authorities, it makes them wonder what’s going on in that head of his. That’s not to say he purposefully sets out to scare criminals in the same way some heroes do; instead, it’s a byproduct of his naturally quiet and friendly personality that has an unexpected result. With that said, Daniel can be as serious as any other hero if innocents are placed under mortal threat. On a less serious vector, he can prove to be something of a “neat freakâ€, and tends to “zone out†others if he’s working on an engaging electrical problem or project. He isn’t quite a perfectionist, but he’s close enough that all those tendencies combined make him a bit testy if there’s a lot of overtime going into a huge deadline project at the Plant. Or if something else is going wrong that gets dumped in his lap. He’s the sort who simply has to finish a project, so he can get a bit touchy if he thinks others are shirking duty altogether. On the flip side, he has a tendency to apologize even when he doesn't need to, or politely excuse himself as he wades through the midst of a metahuman brawl. Powers & Tactics: When stripped down to basics, Daniel’s powers ultimately make him really, really good at two things at this time: fighting with his bare hands, and moving around. With the former, his general physical fitness, finesse, and strength are boosted to the high end of peak human, and he is able to comfortably survive any pressure conditions, breath any atmospheric condition, and even walk unaided in the vacuum of space. His skin is superhumanly tough, though compared to many heroes some might consider him rather vulnerable. Of course, just landing a hit on him can be a trying thing; the infusion of power from Sun Wukong also brought with it an infusion of skills, leaving him not only much better at a related forms of fighting. In particular, he possesses notable skills in Xingzhemen, Nanhouquan, Da Sheng Pi Gua Men, and Ng Ga Kuen styles. He is not at the level of a true Master yet, but he has more skill than even his years of practice with his grandfather could have given him. Combined with this potent increase in skill in attacking an opponent is an increase in the ability to avoid even being struck in combat; Sun Walker proves himself a canny opponent and slippery target to all but the most skilled of foes. More obviously supernatural is his incredible speed, sufficient to match the fastest cars in the world, but on foot! Further, he can call up enough of the supernatural cloud-walking that his progenitor possessed to keep himself from falling easily to his death. That same inheritance makes it easy for him to clamber on all but the slickest of surfaces. Of course, the extendable prehensile tail he sprouts at the base of his spine makes it even easier to get around. It is deft enough to aid him in combat, either as an additional striking limb, or a way to disturb an opponent’s footing. Yet it is strong enough to carry his body weight, such that he can easily move about many environments as if swinging on the grapnel of a darker, more brooding hero. Combined with the tail itself is his ability to morph the appearance and structure of his body to show a different, more “royal†look. Not only does it mark him as the get of the Monkey King, and as an appointed champion of that mischievous demigod, it also changes his appearance enough that anyone who knows Daniel Lee would have a great deal of trouble figuring out that he was also Sun Walker. A less combat-oriented gift is his ability to speak to any being whose biology/nature/essence is that of stone and rock, owing to the Monkey King’s origins as a statue of rock. As well, that same heritage allows him to naturally speak to monkeys, apes, and other beings of similar nature (but not extending quite so far as to speak any humanoid or hominid languages). His most subtle power is that of fortune. In particular, misfortune visited upon his foes, causing them to suffer mishaps at critical moments. It’s not as potent or as powerful as some who wield the winds of fate and chance, but in a critical moment of a fight it might be just the thing someone needs to survive. As for tactics in a fight, thus far Sun Walker has found that “move around a lot and punch guys really hard in the face or other appropriately vulnerable point†is a pretty solid tactic. Other than his mastery over the whims of luck, Sun Walker doesn’t have any “fancy tricksâ€. He’s just really good at moving around and fighting unarmed, and thus he tends to do a multitude of variations on that particular theme. Complications: That's A Bit Slick: While many surfaces are able to be scaled by Sun Walker's power, surfaces that are sufficiently smooth and seamless may prove difficult or impossible for him to properly scale. This may vary depending on the situation, and should be up to the discretion of the GM whether it's impossible, or imposes a penalty to his climbing speed and ability, and thus merit the award of a Hero Point. Not Much Of A Swimmer: Sun Walker can breathe under water just fine, and could conceivably move and run about on the floor of a river, lake, or ocean. And technically he's got positive buoyancy. But he's just not very good at moving and fighting under the waves, a legacy of his ancestor's stony nature and even more severe weakness to water-based combat. A GM might award a Hero Point for applying penalties to Sun and his combat while moving about under water, even if he wears a diving suit or the like (as the issue is something less tangible than just "I can't float" or "I can't breath"). Shady Heritage: Sun Wukong was a bit of a scamp while he walked the Earth, and his ascension meant he could, on occasion, spread that wanton delight in jokes and pranks to other places in the cosmos. Sun Walker might be recognized, in one way or another, as related to the Monkey King, and thus the GM might award a Hero Point if social situations or the like are complicated by the rather mixed reputation of Sun's fore-bearer. He's a Damn Dirty Ape: Some folks might find Sun Walker's nature as a (seeming) human-ape hybrid objectionable, and thus be disinclined to acquiesce to his requests or otherwise prove even minutely helpful. Whether on Earth or abroad among the stars. A GM might provide a Hero Point if Sun's simian nature provides trouble in one way or another for himself and/or his companions. Lots of Nits to Pick: Sun Wukong was generally a good-ish guy while he walked the Earth, but he certainly stirred up trouble. More than that, he laid low quite a few rather nefarious sorts who didn't quite go all the way to "dead", or have nasty habits of reversing that condition. Even the intervening champions between the King and Sun Walker who fought some of those folks couldn't get them all put down. So it's quite possible various demons, sorcerers, and other ill-doers of all manner of stripes might crop up in Sun Walker's life. A GM might award a Hero Point if one or more of these old foes of the Great Sage try to take down Sun Walker in lieu of striking down his ancestor, and thus bring trouble (and probably a fight) to the door of Sun and his friends and allies. Abilities: 4 + 4 + 4 + 2 + 6 + 0 = 20PP Strength: 20/14 (+5/+2) Dexterity: 22/14 (+6/+2) Constitution: 20/14 (+5/+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +6 Attack: +15 Unarmed, +9 Melee, +7 Ranged (+3 Base, +4 Enhanced) Grapple: +24 Defense: +12 (+3 Base, +3 Enhanced, +6 Dodge Focus), +3 Flat-Footed Knockback: -1/-4 Saving Throws: 3 + 4 + 5 = 12PP Toughness: +8/+2 (+5/+2 Con, +3 Protection) Fortitude: +8/+5 (+5/+2 Con, +3) Reflex: +10/+6 (+6/+2 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 52R = 13PP Acrobatics 4 (+10/+6) Computers 6 (+7) Craft (Electronics) 9 (+10) Disable Device 6 (+7) Escape Artist 4 (+10/+6) Knowledge (Physical Sciences) 6 (+7) Knowledge (Technology) 6 (+7) Language 3 (English [Native], Cantonese Chinese, Mandarin Chinese, Galstandard) Notice 8 (+11) Feats: 7PP Attack Focus (Melee) 2 (1) Attack Specialization (Unarmed) 3 (1) Defensive Attack Dodge Focus 6 (3) Improved Block Improved Critical (Unarmed, 19-20) Luck 5 Power Attack (Italics indicated a feat with 1 or more ranks purchased as a power or part of a power. The cost is reflected under "Powers," below.) Powers: 22 (8+6+8) + 5 (2+3) + 8 + 10 (6[1+1+2+2]+4) + 10 (4+6) + 35 (6+8+6+4+3+8) = 90PP Fighting Buddha 4.4 (22PP Container [Passive, Permanent]) [22PP] (Celestial) Enhanced Attack 4 [8PP] Enhanced Defense 3 [6PP] Enhanced Feats 8 (Attack Focus (Melee) 1; Attack Specialization (Unarmed) 2; Dodge Focus 3; Improved Block; Improved Critical (Unarmed, 19-20)) [8PP] Gifted Tongue 1 (5PP Container [Passive, Permanent]) [5PP] (Celestial) Comprehend 2 (Speak to and Understand Animals; Flaws: Limited [Monkeys and Apes]) [2PP] Comprehend 3 (Speak and Understand All Languages at Once; Flaws: Limited [Languages of Stone/Rock-Based Life-Forms]) [3PP] Luck Control 1 (Force Re-Roll [Take Worse Result; Hero Point or GM Fiat to Cancel]; Feats: Luck 5) [8PP] ("Monkey's Paw") Royal Countenance 2 (10PP Container [Passive, Permanent]) [10PP] (Celestial) Additional Limbs 1 (Prehensile Tail; Extras: Linked [Elongation, Enhanced Feats, Super-Movement]) [1PP] + Elongation 2 (10 feet; Extras: Linked [Additional Limbs, Enhanced Feats, Super-Movement]; Flaws: Limited [Prehensile Tail]) [1PP] + Enhanced Feats 2 (Improved Trip 2 (+8 Bonus to Trip); Extras: Linked [Additional Limbs, Elongation, Super-Movement]) [2PP] + Super-Movement 1 (Swinging; Extras: Linked [Additional Limbs, Elongation, Enhanced Feats]) [2PP] Morph 4 (Single Form; Disguise Bonus +20) [4PP] (Celestial) Swift As A Horse 2 (10PP Container [Passive, Permanent]) [10PP] (Celestial) Speed 4 (100mph/1,000 feet per Move Action) [4PP] Super-Movement 3 (Slow Fall, Wall Crawling 2) [6PP] Vigor of the Sage 7 (35PP Container [Passive, Permanent]) [35PP] (Celestial) Enhanced Constitution 6 [6PP] Enhanced Dexterity 8 [8PP] Enhanced Strength 6 [6PP] Immunity 4 (All Suffocation, High Pressure, Vacuum) [4PP] Protection 3 [3PP] Super-Strength 4 (Lifting Strength 40 [Heavy Load 3 tons]) [8PP] Drawbacks: Normal Identity [Full Round Action] (-4) = -4PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (12) + Saving Throws (12) + Skills (13) + Feats (7) + Powers (90) - Drawbacks (-4) = 150/161 Power Points Normal Identity: Daniel Jeremiah Lee Power Level: 4 Tradeoffs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness Power Points: 64 Abilities: 4 + 4 + 4 + 2 + 6 + 0 = 20PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +2 Attack: +6 Unarmed, +4 Melee, +3 Ranged Grapple: +6 Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -1/-4 Saving Throws: 3 + 4 + 5 = 12PP Toughness: +2 (+2 Con) Fortitude: +5 (+2 Con, +3) Reflex: +6 (+2 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 52R = 13PP Acrobatics 4 (+6) Computers 6 (+7) Craft (Electronics) 9 (+10) Disable Device 6 (+7) Escape Artist 4 (+6) Knowledge (Physical Sciences) 6 (+7) Knowledge (Technology) 6 (+7) Language 3 (English [Native], Cantonese Chinese, Mandarin Chinese, Galstandard) Notice 8 (+11) Feats: 7PP Attack Focus (Melee) Attack Specialization (Unarmed) Defensive Attack Dodge Focus 3 Power Attack DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (12) + Saving Throws (12) + Skills (13) + Feats (7) = 64/64 Power Points
  24. Elite Power Level: 10 (150/156 PP) Trade-Offs: Variable Offensive, +0 Defense/+0 Toughness Unspent Power Points: 6 In-Brief: Delaztri noble and officer, who has now outlived her society. Alternate Identity: Lady Tatiana Gaius Libera Identity: Public Birthplace: Muras Occupation: Praetorian Affiliations: Ancient Delaztri Empire Family: None Living Description: Age: 37 Gender: Female Ethnicity: Murian Height: 5'7" Weight: 160 lbs Eyes: Gray Hair: Blonde Tatiana is a powerfully built, human-looking women with weathered features and a commanding presence. Her wavy blonde hair is usually worn down, and on the job, she is most often seen in the uniform of an officer of the ancient Praetorian Empire. She bears a jagged scar along her eye, and her left arm has been replaced by a sleek, mechanical replacement, the most glaring costs of her military life. In addition, she keeps the Sword of the Elite at her back, A compact weapon which erupts into a golden sword of light, and at her shoulders, the Wings of Muras, an armor of sorts, which projects a shimmering energy field to protect its wearer. History: The Sword of the Elite. A mighty relic of the ancient Delaztri Empire, forged by a mad genius of a swordsmith. Entrusted to a series of the empire's mightiest leaders, the weapon was enough to allow one warrior to single-handedly take on a legion. It turned great generals into unstoppable conquerors. And they liked it. The Elites- successors to the sword- earned great glory for their conquests, but also great infamy for their slow descent into brutality and bloodlust. An acceptable cost, by Delaztri standards. Until Elite Ragnus Carn Ferox, after tearing his way through a Vishnari garrison, and continued fighting until he realized his opponents were armed with small arms, sticks, and their bare hands in defense of their children and elderly. The true battle won, he left. Left the world, and for a time, left the empire. On official pretext, of course. There were many worlds an races marked for conquest, but Elite Ragnus chose one in particular. Muras. A peaceful planet, whose culture valued communication, arts, and learning, and according to Delaztri intelligence, their military upheld a rigid form of martial pacifism. Functional and defensive, and a respectable code of honor. Upon reaching the planet, he made himself known to the planet's leadership. A terrifying announcement, but the locals met it with admirable stoicism and resolve. He challenged the Murian high commander, General Valora Lumina, to a duel, with conventional arms. The pair fought to a draw, and Ragnus deemed Muras adequate. So, he negotiated peaceful integration of the Murian people into the Delaztri Empire, one of the cornerstones of the agreement was declaring General Valora his successor as the Elite, and declaring the Murian people as the keepers of the sword, as their society could be trusted to wield it without letting its power consume them. And so, life went on for generations, with the Elite serving as stalwart defender of the Empire. This is the world to which Lady Tatiana Gaius was born, heir apparent to one of the great military houses of Muras. Groomed from birth for leadership, for command, and for war. Upon graduating the Murian military academy, she was stationed to her first command, and began climbing up the ranks through honorable service, all the way up to becoming a general, as was her birthright. In their expansion, the Delaztri came into conflict with the Qi'tar, who formed one of the few alliances capable of giving the empire a true challenge. In the war, they seized Cena V, a major Murian agricultural outpost, and a strong potential staging ground for an assault on Muras itself. At the time, there were four Murian generals, including their Elite, She Whose Name Was Purged From History, the leader among the four. Despite all protests, the Elite received orders to deploy Murian forces in defense of more 'vital' targets. This was deemed unacceptable. So, she did the unthinkable to the piously honest Murian people. She falsified orders for the other three generals to liberate Cena V, while she and her strike group held the line personally. It was a bloody conflict. The Elite's defense held, and Cena V was wrested from Qi'tar control, but of the three generals sent to liberate the world, she was the only one to survive. In the aftermath, the Elite was forced to retire for her deception, outcast from her world, and simply for being involved, Tatiana received equal parts praise and contempt. She received the title Tatiana Gaius Libera, yet lost her commission. However, the queen, respecting her honor and strength as a warrior declared her successor as the new Elite, and nominated her for membership in the Praetorian guard, once she had trained the next generation of generals, continue her service in defense of the Empire, even if politics necessitated an end to her military career. Powers & Tactics: Tatiana herself is not a powered individual. Though highly trained and capable both mentally and physically, she is not, in fact, superhuman. However, she is armed with superior alien technology. The lesser of the two, the Wings of Muras, is a protective shield, both from attacks and environment, which can also enable flight and serve as a power supply. The greater is the Sword of the Elite. While disabled, it looks like a particularly clunky short sword in a bulky sheath. Active, it is a sword of light, varying in quality from a tightly focused golden blade to a raging pillar of energy to a fine cord, or even changing in substance to fire or electricity or a kinetic field. [br] Complications: As Good as Your Word: Among Murians, you are as good as your word. The higher your station, the higher the expectations of honesty from you. Honesty is deeply ingrained in the culture, and as a highborn, Tatiana strives to be infallibly honest, as a matter of basic self-respect and honor. She understands the concepts of deception, tries not to judge other races for it, and knows how to spot a lie more often than not, but she does not, herself, lie. Rules of Engagement: As the Elite, Tatiana holds herself to some unreasonable standards of what does and does not constitute honorable combat. She will not attack an opponent unawares (though planting an explosive charge on them to detonate should they attack is fair game), she will not decline a duel, and will generally conduct herself at the highest standards of honor in combat even if it puts her at a disadvantage or her opponent does not extend the same courtesy. A Sword To Protect: The Sword of the Elite was once a tool of indiscriminate slaughter, its raw power corroding the honor and basic humanity of its wielders. High-ranking Murian officials were educated in the standards required if they were ever called upon to take up the blade. The most sacred among them is that the sword exists to protect, not destroy, and it exists in service to others, not to self. She will never draw the sword except to defend another, not even to defend herself. If her motivations would be impure, if drawing the sword would mean drawing it in anger or revenge, then she won't draw the sword. Incoming: It is generally frowned upon to go about daily life carrying an ancient super weapon, and wearing the equivalent of power armor on your back. As such, she spends more time without her equipment than with. While she can call them by remote, it can take some time for them to arrive. How she holds out until then is another matter. Stupid Batteries: The Wings of Muras are a tremendously powerful source of energy, but without it, she only has so much to work with. Her sword can only operate so long on internal power, and even her arm can run dry without a power source. Mechanical Arm: Tatiana's left arm is not flesh and blood. Instead, it's very obviously robotic, making disguises rather difficult, but also having its own drawbacks, such as requiring power, not being able to recover naturally, and being susceptible to EMPs and the like. Abilities: 8 + 8 + 8 + 14 + 10 + 10 = 58PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 8 + 8 = 16PP Initiative: +4 (+4 Dex) Attack: +8 Melee, +4 Ranged (+4 Base, +4 Attack Focus: Melee) Grapple: +12 (+18 with Sword of the Justicar) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 (-3 flat-footed) Saving Throws: 3 + 1 + 3 = 7PP Toughness: +10 (+4 Con, +4 Defensive Roll, +2 Protection) Fortitude: +7 (+4 Con, +3) Reflex: +5 (+4 Dex, +1) Will: +8 (+5 Wis, +3) Skills: 92R=23PP Acrobatics 1 (+5) Computers 3 (+10) Diplomacy 5 (+10) Escape Artist 1 (+5) Gather Information 5 (+10) Intimidate 5 (+10) Investigate 1 (+8) Knowledge: Tactics 13 (+20) Knowledge: Galactic Lore 3 (+10) Language 2: Delaztri (Native), Galstandard, English Notice 15 (+20) Pilot 6 (+10) Ride 1 (+5) Search 1 (+8) Sense Motive 15 (+20) Craft: Artistic 3 (+10) Perform: Stringed 5 (+10) Perform: Dance 5 (+10) Knowledge: History 1 (+8) Knowledge: Art 1 (+8) Feats: 15PP Attack Focus: Melee 4 Defensive Roll 2 Dodge Focus 6 Eidetic Memory Master Plan 2 Powers: 16 + 15 = 31PP Device 4 (Wings of Muras; 20PP Container, Flaws: Hard-to-lose) [16 PP] Feature 3 (Communicator, Power Supply, Remote Control) [3PP] (Standard Equipment, Tech) Flight 3 (50 MPH/500 fpm) [6PP] (Hover, Tech) Immunity 9 (Life Support) [9PP] (Environment Field, Tech) Protection 2 [2PP] (Energy Shield, Tech) Device 5 (Sword of the Elite; 25PP Container, Flaws: Easy-to-lose) [15 PP] Sword of the Elite (Tech, Laser; 20PP Array Feats: Alternate Power 5) [25PP] Base Power: Damage 10 (Extra: Area [100' Cone]) {20/20PP} (Sword of the Conqueror, Laser, Tech) Alternate Power: Damage 2 (Extra: Autofire [6], Penetrating [6]; Feats: Accurate 3, Homing 2, Mighty) {20/20PP} (Sword of the Legion, Laser, Tech) Alternate Power: Damage 6 (Feats: Accurate, Extended Reach 5, Knockback 5, Mighty, Subtle, Triggered: Target Attacks) {20/20PP} (Sword of the Diplomat, Tech, Kinetic) Alternate Power: Damage 6 (Feats: Accurate, Improved Range, Mighty; Linked: Elongation 4 [Extra: Projection; Flaw: Limited: Sword], Super-Strength 2 [Flaw: Limited: Sword]) {15/20PP} (Sword of the Justicar, Tech, Laser) Alternate Power: Damage 8 (Feats: Affects Insubstantial 2, Improved Critical 2, Mighty, Variable Descriptor 2) {15/20PP} (Sword of the Master, Tech, Variable) Alternate Power: Drain Strength 12 (Feats: Slow Fade 4 (1 hour)) {16/20PP} (Sword of the Merciful, Tech, Electric) DC Block: ATTACK RANGE SAVE EFFECT Unarmed +8 Touch DC19 Toughness (Staged) Damage (Physical) Sword of the Conqueror 100' Cone DC20 Reflex/DC25 Toughness (Staged) Damage (Laser) Sword of the Legion +14 Touch DC21 Toughness (Staged) Damage (Laser) Sword of the Diplomat +10 Touch DC25 Toughness (Staged) Damage (Kinetic) Sword of the Justicar +10 Touch DC25 Toughness (Staged) Damage (Laser) Sword of the Master +8 Touch DC27 Toughness (Staged) Damage (Variable) Sword of the Merciful +8 Touch DC22 Fortitude (Staged) Drain Strength (Electric) Totals: Abilities (58) + Combat (16) + Saving Throws (7) + Skills (23) + Feats (15) + Powers (31) - Drawbacks (0) = 150/156 Power Points
  25. Player Name: HG Morrison Character Name: Roulette Power Level: 11/12 (181/186PP) Trade-Offs: -4 Attack / +4 Damage, +2 Defense / -2 Toughness Unspent Power Points: 5 In Brief: Conman who shoots optic blasts Alternate Identity: Stahnze Turk Identity: Public Birthplace: Zultas Occupation: Bounty Hunter Affiliations: The Voidrunners (Ruby Voxx and Bliss) Family: Leorio Turk (Father, Deceased), Sattara (Mother, Deceased) Description: Age: 28 (DoB: 1986 [April 22nd]) Gender: Male Ethnicity: Zultasian Height: 6'1 Weight: 205 lbs. Eyes: Blue Hair: Silver and Black Roulette is an purple skinned male with an athletic build. His short spiky silver hair is kept spiked owing to some dedicated time with hair care products. His typical clothing tends to favor exposing his arms to take in light better directly on the skin. On the job, Stahnze wears a custom made white jumpsuit that looks almost like militarized gear. He is known to wear a silver visor with a ruby lens. The visor an attachment system for Stahnze to add a portable rebreather. When either the rebreather or the environmental seal of the space suit are in use it appears much like a jade green transparent layer over his face. Power Descriptions: His Optic Blasts appear as if they were violet colored beams of coherent light. Appearing a bright red for those whom can see the infrared spectrum. And a dark blue for those who see under the ultraviolet spectrum. History: Stahnze Turk was born the son of a Star Knight and a lounge singer. The pair met while Leori (his father) was in the midst of an investigation and Sattara (his mother) was working in a bar in the seediest bit of Khanate claimed space. Leori was a rarity in that not many citizens of the Stellar Khanate were chosen as Star Knights. Few having deemed worthy by Mentor of having the strength of character required. Leori served his time as a Star Knight honorably, earning him about as many fans as could be expected in Kinan Kahn's empire. Which was to say none, at least none that could actively express much support publicly. At least until the Stellar Khanate went to war with the Lor. When Leori left to participate in the war, dying branded a traitor against the Khanate. When Stahnze was fourteen years old, his mother passed away from an untreatable coronary disease. Leaving him with no one left to care for him. Stahnze chose to spend his teenage years traversing the stars. Unfortunately living as a spacer required some sort of financial backing. Lacking a proper source of income he learned to rely on the kindness of strangers. Or rather manipulating said kindness to his own ends. Stahnze became an interstellar confidence man. Funding his travels by tricking others out of their hard earned gains. Stahnze actually began to get a taste for the luxurious as he began to accrue wealth. In response to his burgeoning craving of the high life his crimes began to get more extravagant attracting more unwanted attention his way. Such attention lead to Stahnze being captured by members of the Stellar Khanate crime syndicate as retribution for scamming one of their members out of a substantial sum. The crime syndicate handed Stahne over over to an underground military research team that worked directly for Star Kahn. Their research seeking to create living weapons for the glory of the Khanate. The researchers thoroughly modified and experimented on Stahnze. With tremendous results as Stahnze became able to metabolize photons around him into coherent beams of concussive force fired out of his eyes. Before any further research could be conducted on the full capability of his powers, Stahnze used his new ability to blast his way out of the facility. Leaving the entire location in shambles, with the research data fully destroyed. As a free man again, Stahnze resumed pulling off massive confidence jobs. Tricking criminal and lawman alike out of many a profit. For as good as he was at acquiring money with his scams, Stahnze was equally lacking in business savvy. Accruing a massive debt with some bad investments through various criminal contacts. His face became a common sight on many a bounty poster soon after. Bounty hunters were usually caught off guard by proper misdirection or a well placed optic blast. To Stahnze's credit, he never harmed a civilian while on the run. There was definite amounts of collateral damage as he destroyed the environment all willy nilly to escape capture. But, Stahnze kept enough control to avoid catching anyone he wasn't targeting in the crossfire. It became so costly to chase after him that Bounty hunters began to actively avoid going after Stahnze's bounty. With the notable exception of a bounty hunter by the name of Ruby Voxx. Stahnze considered her the most relentless bounty hunter to chase him down. If he lingered for too long, she would be hot on his heels soon after. Keeping the conman looking over his shoulder everywhere he went. This dichotomy continued on for years. Everything changing when Stahnze went to the planet Un-Sabnur. Stahnze lost a card game in a small bar and had to rely on his charm to avoid being bifurcated after admitting he did not have the money to pay the amount he owed. Ranark the winner of the game agreed not to kill Stahnze. Stahnze just had to return the payment in triplicate. With Ranark having already chosen the means for Stahnze to gain the money. Ranark was a former gladiator in the planet's famed coliseum. After retiring he became the cruel overseer of the current crop of gladiators on the planet. Seeking to earn a big pay day, he wanted Stahnze to drug the current gladiatorial champion's latest challenger. In all betting pools Bliss, the current champion, was the massive underdog going into the fight. So a bet in support of Bliss would have paid substantially had she won the fight. Rather than leave things up to chance, Ranark wanted Stahnze to provide him a guarantee. Before Stahnze could accomplish the poisoning he was caught in the act by Bliss. Barely managing to escape capture he made a run for it in the process alerting more of the gladiators of the commotion. Bliss was accused as Stahnze's co-conspirator by Ranark who spun the story around to cover himself. Disgraced gladiator Bliss sought to clear her name, escaping in the heat of night rather than face an undeserved punishment. Her plan to catch Stahnze and beat a confession out of him. While Bliss was chasing Stahnze through Space, so too was Ruby Voxx in hot pursuit of the two "partners in crime." A pursuit which ended with all of them crash landing on a remote planet called Slogth in the rim of Lor and Stellar Khanate territory. Though Voxx had technically caught her quarry upon landing, it left the three stranded on a planet they knew nothing about. The locals had actually intended on hiring a trio of famed warriors for hire named the Voidwalkers to defend them against the Nebula crime syndicate whom wanted to invade the village for its herbs that could be used to manufacture a new drug. Unbeknownst to the locals the Voidwalkers were merely characters in an old Earth sci fi show that had somehow streamed on to their planet. When Ruby Voxx informed them that her ship was called the Voidrunner, the locals jumped to the conclusion that these three were apart of the Voidwalkers. It didn't hurt that Stahnze looked like one of the cast members from the show whose character was known as Roulette. Compounded further by his willingness to propagate the lie. All three of them found it prudent to not get slaughtered by the invading force, so they played along. Bliss, Roulette, and Ruby Voxx worked together actually managing to fend off the criminal syndicate's invasion. Surviving with some parts ingenuity and more parts luck. Roulette actually rather enjoyed doing the right thing for once, and conceded with Bliss's request (threatening glare) that they refuse the payment for protecting the village. Voxx then put forward the idea that they not let the teamwork end there, and officially take upon the Voidwalkers banner. With Voxx agreeing to "handle" the issue of their prior crimes and bounties, so long as they didn't betray her in the future. And thus the Voidwalkers were formed Personality & Motivation: Roulette has spent most his life as an arrogant self-serving jerk. The only thing that has really changed is he's a bit less self serving. Roulette abhors violence, claiming it makes him look unprofessional and will always attempt to talk his way out of a fight if he can. A consummate liar preferring to use his silver tongue rather than a weapon. His more negative qualities are hidden behind a thin veneer of politeness. But, Roulette consciously chooses proper etiquette solely when it suits whatever his current needs. Preferring to rudely unnerve those around him. However, Roulette is not without his positive traits. He enjoys the feeling that comes from helping people, even if he'll never admit it. He has a massive soft spot for children. To the point that all one needs to do is tell them a child would be in danger and he's willing to be a hand. Despite his willingness to manipulate even his own teammates, there is a burgeoning sense of loyalty growing towards them. Powers & Tactics: Roulette's body is able to metabolize ambient energy from photons found in the environment around him. He is then able to release that energy in a coherent beam of light. The beam has no apparent heat or recoil to it relying on concussive force instead. The more power put into a beam the more concentration it takes to sustain, making more powerful blasts difficult to aim. Roulette prefers to avoid combat whenever possible. Relying on his wits and sharp tongue to manipulate foes. Feeling that a good con never need raise his hands. Acting as support for his teammates on the defensive instead. If pushed to the offensive Roulette eschews finesse for fire superiority to end things as quickly as possible. His Optic Blasts operate on principles similar to lasers. Making it possible for Roulette to refract the beam, fire it off with blinding speed, as well as taking advantage of reflective surfaces to hit multiple foes or attack from unexpected angles. Complications: Body Heat: While not running any hotter than normal, his body emits a far larger heat signature than normal. This can lead to issues in hiding from those able to track or distinguish heat signatures. Or worse heat seeking weaponry. Enemies: In Roulette's less than stellar days he accrued a large number of enemies. Even with his debts settled by Ruby Voxx, many of them still feel as if they have a reason to come after his head. Look where you're pointing that thing: Prolonged use of his powers has begun to erode Roulette's vision. If a GM feels like temporarily blinding him or sticking the Uncontrolled flaw on his optic blasts during a "blind" episode it would make sense. Mirror, Mirror on the Wall: Roulette's optic blasts take on many of the properties of lasers. Including being able to bounce of reflective surfaces. Unfortunately, this can be used against him with his own blasts being refracted or reflected in a direction he doesn't want if an opponent is prepared to deal with him. Power Loss: When away from a light source for too long, Roulette can use up his reserves of solar and ambient energy with repeated firings of his optic blasts. Leaving him with a lack available access to his energy source for a recharge. Furthermore, being low on his energy reserves can also make those last few shots an exhausting affair. Rose Tinted Glasses: Roulette is color blind. He sees everything only in shades of red. Although he has naturally adapted over time this still provides ample opportunity for the GM to be devious Abilities: 0 + 6 + 8 + 10 + 10 + 10 = 44PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 8 + 10 = 18PP Initiative: +3 Attack: +4 Base, +7 Ranged Grapple: +4 Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Knockback: -4 Saving Throws: 3 + 4 + 2 = 9PP Toughness: +9 (+4 Con, +5 Space Suit) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +7 (+5 Wis, +2) Skills: 80R = 20PP Bluff 14 (+19) Concentration 4 (+9) Diplomacy 5 (+10) Disable Device 5 (+10) Knowledge (Behavioral Sciences) 8 (+13) Knowledge (Galactic Lore) 4 (+9) Knowledge (Tactics) 10 (+15) Language 4 ( Galstandard, Grue, Jerreid, Khanate [Native], Lor ) Notice 5 (+10) Pilot 6 (+9) Sense Motive 10 (+15) Sleight of Hand 5 (+8) Feats: 37PP Accurate Attack Attack Focus (Ranged) 3 Beginner's Luck Benefit 2 (Use Tactics to Set up a Surprise Attack, or to Detect Ambush/Avoid Feint) Distract (Bluff) Dodge Focus 8 Equipment 5 Fascinate (Bluff) Improved Aim Inspire 5 Leadership Luck 3 Master Plan 2 Power Attack Set-Up Taunt Equipment: 5PP = 23/25 EP Lock Release Gun [1EP] Multi-Tool [1EP] Space Pod The ORPod [21EP]Size: Huge [2EP]Strength 30Toughness 9Defense -2Features: Alarm 1 (DC 20) , Communications, Computer, Living Space, Navigation System 1 (+5 Nav)Powers: [14] Flight 5 ( 250 mph ) [10EP]Super Movement 2 (Space Travel 2) [4EP] Powers: 12 + 1 + 37 + 1 + 2 = 53PP Device 3 (15PP, Hard to Lose]) [12PP] (Lor Spacesuit) Immunity 9 ( Life Support ) [9PP] Protection 5 [5PP] Super-Senses 1 ( Infravsision ) [1PP] Immunity 1 ( Own Powers ) [1PP] Optic Blast Array ( 34PP Array Feat: Alternate Power 3 ) [37PP] Base Power: Damage 15 ( Extra: Range [Ranged]; Feats: Improved Critical 2, Precise, Ricochet 1 [1 Bounce] ) (Optic Blast) {34/34} Alternate Power: Damage 11 ( Extras: Area [General, 60-110-220' Cone]; Feat: Progression, Decrease Area 5, Progression, Increase Area 1 )(Wide Angle Optic Blast) {28/34} Alternate Power: Damage 11 ( Extras: Area [General, 5x275' Line]; Feat: Progression, Decrease Area 5, Progression, Increase Area 1 )(Optic Beam) {22/34} Alternate Power: Damage 11 ( Extras: Area [General, 55-110' Burst], Range [Ranged], Selective Attack; Feat: Progression, Increase Area 1; Flaw: Action [Action] )(Optic Bank Shot) {34/34} Quickness 3 ( Perform Routine Tasks at x10 Speed; Flaw: Limited to Trigonometry [-2] ) [1PP] Super-Movement 1 ( Slow-Fall ) [2PP] (Optic Blast Landing) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC15 Toughness Damage (Physical) Optic Beam 5x275’ Line DC21 Reflex DC26 Toughness Damage (Bludgeon/Light) Optic Blast Ranged DC30 Toughness Damage (Bludgeon/Light) Optic Bank Shot 55-100’ Burst DC21 Reflex DC26 Toughness Damage (Bludgeon/Light) Wide Angle Optic Blast 60-110-220’ Cone DC21 Reflex DC26 Toughness Damage (Bludgeon/Light) Totals: Abilities (44) + Combat (18) + Saving Throws (9) + Skills (20) + Feats (37) + Powers (53) - Drawbacks (0) = 181/186 Power Points
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