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  1. CoronaPower Level: 10 [12] (168/182PP)Trade-Offs: +2 Tou/-2 DefUnspent Power Points: 14 In Brief: A Lor security officer empowered by weird cosmic experiments. She is assigned to work alongside ancient aliens and proven allies. Alternate Identity: Aya K'zan Identity: Public Birthplace: Firstdown, Hala Occupation: Agent of ALIENS Affiliations: Lor Republic, Allied Liaison/Intelligence Extra-National Service, the Praetorians Family: Genus K'zan (father, deceased), Mar'as K'zan (mother, deceased). Description Age: 32 Gender: Female Ethnicity: Lor, appears Hispanic Height: 5' 4" Weight: 135 lbs. Eyes: Brown/Gold Hair: Black Aya K'zan is a woman of average height but with a stocky, muscular frame. Her skin is brown and smooth, her dark hair is styled up in a faux hawk, and her eyes are deep and liquid. She moves with a confident, almost angry gait, and her round face is usually fixed in a scowl at whatever her latest problem is. She prefers to wear anonymous, sturdy clothes, usually a jumpsuit or trousers and a blouse. In a formal setting, she may instead wear rank-free set of Lor Navy dress blues. When acting as an official agent of the Lor Republic or when she expects a situation to be dangerous, she wears a Lor combat spacesuit. The suit is all hard angles and reinforced sections, painted a bright gold with a crimson starburst on her chest. The suit's paint is usually chipped, though, showing a neutral cream base. Power Descriptions: Corona can manifest a golden-tinged cosmic energy, which she can put to any number of applications. She naturally projects a forcefield micrometers above her skin, which offers better protection than any mortal suit of armor. She can use the energy to supercharge her muscles or focus it into a damaging ray of energy. She can even blast that energy behind herself to fly. Even her biology has been affected by these cosmic energies, as she longer has to breath or eat to sustain herself. She still possess a Lor-designed combat spacesuit, designed to withstand the rigors of combat while keeping one safe from the dangers of hard vacuum. It can preserve her life in any number of hostile environments, and after receiving modifications from Miss Americana it can safely channel Aya's cosmic energies. History: Aya K'zan was born on Hala, an old world of the Lor Republic, near the center of their galactic expanse. Her father was one of the Republic's top scientists and so she was raised as part of the upper class of the Republic, learning duty and loyalty and pride from a young age. When she came of age, instead of going into the Lor-Van Science Academy she joined the Republic Naval Academy. Her grades drew attention from higher-ups and upon graduation she was invited to join the Republic Investigative Patrol. The RIP is an investigation and enforcement group with extensive powers within the boundaries of the Republic. As an agent, Aya traveled to the outskirts of the Republic and the spires of powers, searching out corruption and treason. She took her job seriously, perhaps too much so; no matter was too small for her attention, and she pushed her authority to the limit pursuing her ideals of justice without regard to rank or connection. It was only a matter of time before she came up against someone powerful. It was a missing persons case -- a case of missing children, disappearing off the streets of a planetary capital. Aya took charge of the investigation and tracked the disappearances down to a particular corporate lab; she lead local law enforcement in raiding the structure. Inside were the children and other people, missing vagrants and adolescents written off as runaways. And there were mercenaries. Aya lead from the front, freeing the civilians and driving the hired guns back. Her zeal caused her to push too far ahead, and her group was ambushed; the local law enforcement agents with her were killed, but she survived. She found her way to the heart of the complex, where she discovered a Senator, hastily destroying the evidence of his involvement! Aya tried to arrest him, but the Senator hit her with a blast of weird cosmic energy from a laboratory projector. She came to in a hospital. There was no evidence of the Senator's involvement, but she reported it anyway and insisted on pressing the case. There was a brief trial, one word against another, and the Senator walked off a free man. Aya, having burned the last of her favors, was kicked out of RIP. After the destruction of Lor-Van and the battle against the Communion, Aya was tapped to form part of a new branch of the Lor government. The Allied Liaison/Intelligence Extra-National Service was designed to work with all militarily-significant, non-Republican forces in the galaxy, and in recognition of the service the Praetorians were assigned one of the first agents. Personality & Motivation: Aya K'zan is a direct, even forceful woman. She dislikes lies or even elaborate plans, preferring to live her life as a straight line between two point. Some people would claim that she's as graceless as a mad bull, but she prefers to think of herself as cutting through superfluous nonsense. She tends to come off as rather rough and she's not inclined to take less than 100%, but she can be surprisingly gentle to people who are genuinely out of her depth. Aya's greatest concern is justice, the simple notion that the rules apply to everyone and that everyone will get what they deserve. Trying to shirk your responsibilities or a just punishment is about the worst thing she can imagine. Powers & Tactics: Aya can talk about escalation backwards and forwards, and she follows it to a tee. She'll start by playing nice, then trying to scare opponents into surrendering, and only if that fails will she start fighting. Against baseline enemies she'll stick with grapples and Nauseate to get them to stand down, but against superpowered enemies she'll use every power she has. Once combat starts, though, she focuses on protecting civilians over and above everything else. Complications: For Great Justice! Whether it's the rule of the law, karma, or comeuppance, Aya has always been focused on balancing the scales. Responsibilities Aya is first and foremost an agent of the Lor Republic. It will take something extraordinary to get her to abandon her duty. Superior Lor Et Cetera Aya is loyal to the Republic through and through, and tends to trust Lor technology and Lor opinions above anything else. Like Pulling Teeth As a RIP agent Aya clashed several times with the Maw, a nasty group of smugglers and mercenaries without a moral between them. If they ran into her, it would inevitably descend into combat. Like a Shining Star Corona's powers all involve her glowing like a flashlight. Whenever she's actively using her powers, stealth is all but impossible for her. Prejudice Aya has worked for the Lor Republic all her life, and is extremely loyal to it. She will have a very negative reaction to any of the traditional enemies of the Lor, such as the Grue or members of the Khanate. Hatred Corona will go out of her way to fight, denigrate, or inconvenience the Communion any way she can. Neuvo Bureaucrats ALIENS is a new branch of the Lor government, and formed during a time of great uncertainty in the Republic. That means the exact extent of their responsibilities are unclear. That can be a boon and a burden Abilities: 8 + 6 + 8 + 2 + 0 + 6 = 30PP Strength: 30/18 (+10/+4) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 16 = 28PP Initiative: +7 Attack: +6 Melee, +6 Ranged, +10 Unarmed, +10 Blast Grapple: +10/+21 Defense: +8 (+8 Base), +4 Flat-Footed Knockback: -6/-24 Saving Throws: 4 + 5 + 8 = 17PP Toughness: +12 (+4 Con, +8 Protection, 0/10 Impervious) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +8 (+0 Wis, +8) Skills: 108R = 27PP Diplomacy 7 (+10) Gather Information 7 (+10) Intimidate 11 (+14) Investigate 11 (+13) Knowledge (Civics) 9 (+10) Knowledge (Galactic Lore) 9 (+10) Knowledge (Life Sciences) 4 (+5) Knowledge (Physical Sciences) 4 (+5) Knowledge (Streetwise) 9 (+10) Knowledge (Technology) 4 (+5) Language 4 (English, Galstandard, Grue, Lor [N], Mandarin) Notice 11 (+11) Pilot 7 (+10) Sense Motive 11 (+11) Feats: 7PP Accurate Attack Attack Specialization (Unarmed) Benefit (Native [Lor Space]) Improved Initiative Interpose Power Attack Startle Powers: 2 + 26 + 9 + 14 + 8 = 59PP Flight 1 (10 MPH) (Self-Propelled Flight) (Cosmic, Radiation) [2PP] Cosmic Empowerment Array 11.5 (23PP, Feats: Accurate, Alternate Power 2) (Cosmic) [26PP] BE: Immovable 13 (Extra: Linked [+0] [impervious Protection]) + Impervious Protection 10 (Extra: Linked [+0] [immovable]) (Shall Not Be Moved) (Cosmic, Mutation) [23/23PP] AP: Blast 10 (Feats: Accurate, Affects Insubstantial 2 [DAM 10]) (Cosmic Blast) (Cosmic, Radiation) [23/23PP] AP: Enhanced Strength 12 (Extra: Linked [+0] [Super-Strength]) + Super-Strength 5 (Str 55, Extra: Linked [+0] [Enhanced Strength], Thunderclap) (Strength of the Cosmos) (Cosmic, Mutation, Radiation) [23/23PP] Immunity 9 (Life Support) (Cosmic Genetics) (Cosmic, Mutation) [9PP] Lor Combat Spacesuit 3 (15PP, Hard to Lose, Feat: Restricted 2 [DNA Check]) (Alien, Technology) [14PP] Enhanced Feat 3 (Environmental Adaptation 3 [High Gravity, Low Gravity, Zero-Gee]) (Blood Flow Regulators) [3PP] Enhanced Feat 2 (Alternate Power 2 [On Cosmic Empowerment Array]) (Archetech Modifications) [2PP] AP: Damage 10 (Extra: Area/Cone [General], Extras: Progression 2 [Area] [50 ft per rank]) (Flat-Hand Blast) [22/22PP] AP: Flight 9 (Stacks with Flight 1 for Flight 10 (25 000 MPH), Extra: Linked [+0] [Super-Movement]) + Super-Movement 2 (Space Travel 2 [Interstellar],Extra: Linked [+0] [Flight]) (Cosmic Thrusters) [22/22PP] Communication 6 (Radio, 20 miles, Feat: Subtle) (Suit Comms) [7PP] Super-Senses 2 (Radio) (Radio Receiver) [2PP] Protection 8 (Skin-tight Forcefield) (Cosmic, Mutation, Radiation) [8PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (Staged) Damage (Physical) Strength of the Cosmos Touch DC DC25 Toughness (Staged) Damage Physical)/(Cosmic, Mutation) Cosmic Blast Ranged DC 25 Toughness (Staged) Damage (Cosmic, Radiation) Thunderclap Touch/Cone DC 20 Reflex/DC 20 Fort Deafened (Cosmic, Mutation) Flat-Hand Blast Touch/Cone DC 20 Reflex/DC 25 Toughness Damage (Cosmic, Mutation) Totals: Abilities (30) + Combat (28) + Saving Throws (17) + Skills (27) + Feats (7) + Powers (59) - Drawbacks (0) = 168/182 Power Points
  2. Wayward Power Level: 10/11 (161/165 PP) Trade-Offs: +2 Attack/-2 Damage, -2 Toughness/+2 Defense Unspent Power Points: 4 In-Brief: Psychic rock star buttkicker. Now fighting crime on prime time! Alternate Identity: Valerie Cain (celebrity name), Margaret Carter Jr. (birth name), Emily Walker (civilian disguise) Identity: Stage: Public, Birth: Secret, Civilian disguise: Secret Birthplace: Yonkers, NY Occupation: Rock star Affiliations: Excelsior Records, Super-Vision Family: Margaret Carter Sr. (Mother), Walter Carter (Father), Catherine Carter (Younger Sister) Description: Age: 22 (September 13th, 1991) Gender: Female Ethnicity: Caucasian Height: 5'9" Weight: 145 lbs Eyes: Green Hair: Black (naturally brown) Val is a tall, lean woman as lithe as they come, with shaggy black hair mostly concealing her green eyes, and an athletic build most would have to work their tails off to get. It turns out, when you become a mask professionally, you don't need to wear one on the heroing job. In terms of crimefighting attire, Wayward sports nothing more than her celebrity persona, fighting crime in street clothes, favoring things that are dark, spiky, and show plenty of skin, in support of her rough stage presence. History: Margaret Carter Jr. was born to a middle class family in Yonkers, New York. Her mother was a police officer, and her father was a stage magician. She had everything she really needed, and went to a safe public school. It was a decent life. And boring as Hell. She wanted more. She wanted to shine, to be great, and she knew her old hand-me-down guitar was her ticket to fame. Her parents didn't see it that way, when she started neglecting her studies in favor of her music. There was a lot of yelling. When her parents decided grounding her would include taking away her guitar, it got worse. At fifteen, she ran away. She stole enough money to buy a top-of-the-line guitar, plus cab fair to the city proper, and made her own. Lucky for her, she was as good as she thought, and managed to keep herself fed and housed by performing on the street in Central Park under a new name, Valerie Cain; she could work a crowd like nobody's business, and rock like the best of them. In time, she got picked up by an agent, quickly going through the ranks, first as a backup guitarist, then an opening act, before exploding as a star in her own right, going on her first national tour at twenty. But when she got back, a nagging guilt for the way she ran out grew in the back of her mind. She took some time off decided to go home to Yonkers. While wandering her old home, trying to decide how to say hello after being away for five years. The question was answered for her, when she came on a mugging. The police became involved, and it turned into a shootout. An officer went down. One Officer Margaret Carter. That moment was the first time Valerie's powers became undeniable. There had been subtle, suspicious things before, but when her mother was shot in the leg, she could see it, feel it in every vivid detail as the flurry of emotion in that alley forced itself on her mind as the thug escaped. She was reunited with her family at the hospital. An awkward event, but the circumstances set grudges aside. Yet the scene kept haunting her; Val couldn't just let the situation lie. Stress, fear, bad judgment, and a heaping spoonful of fury sent her into action. A few sly questions here and there to some members of the force who knew her as a kid, and she has as much information as the cops do. Plus, a head start and a speed advantage in the form of a lack of forward thinking. The man, Caleb Donnel, was part of a small gang with a hangout in the back of some rundown bar. A little charm, and she was invited right in, where she took every last one of them down with a pool cue. The police weren't exactly happy about her methods, nor the risk she took, but they thanked her all the same. When she got back to her life as a musician, however, the experience put a bug in her ear. She had powers. And she could fight. And her new label was based out of Freedom City. And she never wanted to let something like what happened in that alley again. She could be a hero. At first, her agent hated the idea, but with some insistence, and a little training with some professionals, an idea was born. A new image; not Valerie Cain, but Wayward. Guitarist. Superhero. TV star. With a co-op with Super-Vision and an advanced hovercam rig, they could catch her crimefighting on camera, and make a mint. Powers & Tactics: Wayward is one of the world's weaker psychics, with only limited control over more limited powers. A subconscious rapport with those around her has benefited her career greatly, and she can makes some conscious contact, but her mental powers are at their most extensive when turned inward. Subconscious manipulation of her own biochemistry has allowed her to maximize benefit from training and nutrition, gaining an Olympian-level body with limited training in bursts far more intense than she would normally manage, an almost-natural array of physical gifts she only suspects might be linked to her powers. letting her focus her real efforts on her music. Likewise, her fighting style relies more on instinct, intuition, luck, and brashness rather than any form of polish, favoring a collapsible staff as her weapon of choice. And given the limits of her mental powers, her work as a hero tends to come down to the physicality and creativity available to mere mortals. Complications: Smile for the Camera: As it turns out, hovercams filming your every move and transmitting them wirelessly can have an effect on delicate crime-fighting situations. Especially when trying to be sneaky. And sometimes, a hovercam getting in the way isn't an accident. Gotta get the ratings, after all, so if things start getting boring beyond the magic of editing? Time for an 'accident.' And if the cameras lose our lovely heroine? Well, there's a bad day right there. Sensitive: Untrained latent telepathy is not necessarily all sunshine and roses. Intense emotion and sensation can influence Wayward as much as the person experiencing them, and sometimes even lingering psychic impressions are enough to get to her. What's more, due to her lac of training, her psychic abilities leave her more open to mental influence, rather than less. Only Human: Through a form of self-hypnosis, Wayward can go well beyond her body's normal physical abilities, but this doesn't change her body's limits, and if she pushes herself like that for too long, she will find the point where her body simply says no. Vertigo: Sharing the senses of another is a disorienting experience, especially when Wayward jumps from one body to the next. She's barely aware of herself when doing it, and when she returns to herself, be it by choice or by force, she needs time to recover. In the Limelight: Fame has a price. As much as she loves her fans, crime fighting is a sensitive business, and it can be a dangerous time for an audience. What's more, she has an image to protect. Tarnishing her reputation can hurt her career. Sucker for a Pretty Face: Looks can be deceiving. A lesson Wayward learned when she was still a kid. However, everyone has their soft spots, and a pretty face playing innocent can find it easy to get past Wayward's better judgment. Mindwarp: Wayward has learned the hard way that her powers make a long-term intimate relationship impossible. The last time she tried, her powers started reaching out more and more for her partner's mind without her willing it until the mental disturbance wouldn't let either of them sleep. Ever. no matter how far apart they were, until they were both hospitalized for exhaustion. With time apart, the effect eventually faded, but it made a continued relationship impossible. Ever since, she's had many relationships, quite a few promising, but all cut short before long. She doesn't give the real explanation, and not all of her many exes are entirely understanding. Amateur Psychic: Though technically a psychic, Wayward's powers are weak and inherently unstable. There are a few things she can use them for reliably, but when she tries to push her abilities in new ways, it rarely goes smoothly. Right to the Head: While a psychically optimized metabolism keeps her in peak physical conditions, it is not without its drawbacks. The perk is a subconscious manifestation of Wayward's own desires. However, this is not without drawback, particularly when it comes to alcohol. When she drinks, she wants to get where she's going, so her body does everything it can to accommodate, making a little alcohol go a long way. Entourage: A rock star is never alone. Whether she's giving a reporter some time, she's giving her input on a project, or she's showing a fan a good time out on the town, when things go south, there's usually someone around that Wayward has to look out for on top of dealing with the crime. Open Channel: The first thing many a budding young psychic learns is how to filter out which thoughts and sensations one sends over telepathic communication. Wayward never learned to do this. When she makes a mental connection with someone, she broadcasts everything she thinks and feels, and the openness of her connection makes it difficult for even seasoned psychics to filter her out. Abilities: 6 + 14 + 12 + 0 + 4 + 14 = 50PP Strength: 16/22 (+3/+6) Dexterity: 24 (+7) Constitution: 22 (+6) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 24/34 (+7/+12) Combat: 16 + 8 = 24PP Initiative: +11 (+7 Dex, +4 Improved Initiative) Attack: +8 Base, +12 Melee Grapple: +15/+19 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -4 (-3 flat-footed) Saving Throws: 0 + 0 + 5 = 5PP Toughness: +8 (+6 Con, +2 Defensive Roll) Fortitude: +6 (+6 Con, +0) Reflex: +7 (+7 Dex, +0) Will: +7 (+2 Wis, +5) Skills: 100R = 25PP Acrobatics 3 (+10) Bluff 7 (+14, +19EC, +22A, +27Total) Skill Mastery Climb 2 (+5, +8ES) Diplomacy 7 (+14, +19EC, +22A, +27Total) Skill Mastery, Ultimate Effort Disguise 1 (+8, +13EC) Escape Artist 3 (+10) Gather Information 3 (+10, +15EC) Intimidate 1 (+8, +13EC) Investigate 5 (+5) Knowledge (Art) 5 (+5) Knowledge (Popular Culture) 5 (+5) Knowledge (Streetwise) 4 (+4) Languages 1 (English [Native], French) Notice 12 (+14) Perform (Dance) 3 (+10, +15EC) Perform (Strings) 13 (+20, +22M, +25EC, +27Total) Skill Mastery, Ultimate Effort Perform (Singing) 3 (+10, +15EC) Perform (Theater of the Mind) 3 (+10, +15EC) Search 5 (+5) Sense Motive 8 (+10) Skill Mastery Sleight of Hand 3 (+10) Stealth 3 (+10) A - Attractive, EC - Enhanced Charisma, ES - Enhanced Strength, M - Marianne (Masterwork Guitar) Feats: 38PP Acrobatic Bluff Attack Focus: Melee 4 Attractive 2 Benefit 3: Status (Celebrity), Wealth 2 Connected Defensive Roll Dodge Focus 8 Elusive Target Equipment 1 Evasion Fascinate 2: Diplomacy, Perform Grappling Finesse Improved Initiative Luck 3 Skill Mastery: Bluff, Diplomacy, Perform (Strings), Sense Motive Takedown Attack Teamwork 3 Ultimate Effort 2: Diplomacy, Perform (Strings) Well-Informed Equipment: 4EP = 1PP Collapsible Staff (Damage 2 [Feats: Mighty, Subtle]) [4EP] Marianne (Masterwork Guitar) [1EP] Powers: 1 + 4 + 14 = 19PP Immunity 1 (Aging) [1PP] (Psychic) Burst Motion Array (3PP; Power Feats: Alternate Power 1) [4PP] Base Power: Speed 3 {3/3PP} (Psychic) Alternate Power: Leaping 3 {3/3PP} (Psychic) Psychic Array (11PP; Power Feats: Alternate Power 3) [14PP] Base Power: Enhanced Charisma 10 {10/11 PP} (Rapport, Psychic) Alternate Power: Mind Reading 10 (Power Feat: Subtle, Extra: Sensory Link, Flaw: Limited to Sensory Link) {11/11 PP} (Sense Hop, Psychic) Alternate Power: Communication 3, Linked: Comprehend 3 (Languages, Objects) {10/11 PP} (Telepathy, Psychic) Alternate Power Enhanced Strength 6 {6/6 PP} (Adrenal Burst, Psychic) DC Block: ATTACK RANGE SAVE EFFECT Unarmed +12 Touch DC18/21 Toughness (Staged) Damage (Physical) Staff +12 Touch DC20/23 Toughness (Staged) Damage (Physical) Mind Reading Perception DC20 Will Sensory Link Totals: Abilities (50) + Combat (24) + Saving Throws (5) + Skills (25) + Feats (38) + Powers (19) - Drawbacks (0) = 161/165 Power Points
  3. Terrifica Power Level: 15 (built as PL 10; 229/244 PP) Trade-Offs: +5 Attack, -5 Damage (unarmed); +3 Attack, -3 Damage (Terrifi-Staff Melee); +2 Attack, -2 Damage (Snare & Dazzle); +2 Damage, -2 Attack (Terrifi-Cannon); Unspent PP: 15 In Brief: Terrifica is a supergenius Cowl with Gadgeteer elements. Alternate Identites: Qiaolian Song (largely defunct), Samantha Carson (current) Identity: Secret Birthplace: Rural China (half raised in Boston, Mass.) Occupation: Associate Professor of Physics Affliations: MIT, Mensa Family: Lucas Carson (father, missing), Meili Song (mother, deceased), Cassandra Carson (great aunt), Stan Gresham (husband), Lucas Gresham (son born Aug 30, 2012), Meili Gresham (daughter born Feb 13, 2014), the Carson family (black sheep of), the Song family (black sheep of) Age: 24 (born Jun 10, 1990) Apparent Age: early 20s Gender: Female Ethnicity: Half Han Chinese, half Anglo Saxon Height: 5’ 4” (5’ 6” in costume) Weight: 115 lbs. Eyes: Dark Brown Hair: Brown Description: Finely built with athletic musculature, If Sam ever played to it she would be beautiful. Unfortunately, she’s a thinker, not a fashion model or piece of meat for ogling. She keeps up with fashion in a general way, not committing any grave faux pas, but you’ll only find her in something pricey when the occasion calls for it. That said, she does appear to be resolutely against denim and sweatclothes, as she’s never worn either. Her costume is dark blue and appears formfitting, even though it’s just thick. It covers her from head to toe, only leaving from for the bottom of her nose, her mouth, and her chin. A wide orange stripe runs down the sides of both arms and both legs. There is an orange T on her forehead, with the bottom line sliding between her eyes. She pairs it with an ordinary Badass Longcoat or a short jacket. The coat is simply the same shade of dark blue. The jacket shares the suit’s color and stripes, and has a small orange T over the left breast. History: A man named Lucas Carson went to China to spread the Good News of Jesus. He fell in love and married a local, Meili Song. They had a daughter, Qiaolian, who they cared for very much. However, the local Chinese officials slowly got wind of Lucas’s actions, and began to pursue him. Soon, it was too dangerous to bring a small child along all the time. So Lucas and his lady love began to leave Qiaolian at a local Buddhist temple that did double duty as an orphanage of sorts. One day, not long after Qiaolian’s eight birthday, they left her there again…and never came back. Qiaolian missed them terribly, but she had friends, and the monks were nice. Plus a aged Kung Fu master had set up shop and was teaching some of the children, including Qiaolian. And then her powers kicked in, increasing her IQ exponentially. She had more than enough to do. Four years later, a white man came to the temple. He worked for Cassandra Carson, Lucas’s aunt. He was looking for Lucas, but instead found Qiaolian, who calmly explained who she was and why he should care. In exquisite and exacting detail. It wasn’t a full week before Qiaolian was headed to America (Boston, specifically), home of the fairly large Carson family. Cassandra was not impressed by the “dirty little chinagirl” and immediately changed her name to Samantha. Sam blurred through schools, far too intelligent for the material in middle and high school. She became one of Boston College’s youngest students in their entire history at 16. There, her rapid pace slowed, not due to the increased difficulties of the material, but due to studying virtually everything under the sun. A teenaged Terrifica had a short career as a local crime fighter, but at the time it didn’t interest her any more than anything else and she quickly dropped it. It was during this time she met Stan Gresham, the man who would become her husband. She was 18, he was 23. Love happened. Eventually. Stan graduated and started his psychology practice, and Sam fast-tracked herself through MIT. They got married. Their son, Lucas was born. Named after Stan’s mentor, not Sam’s dad. Sam graduated MIT and took them up on their professorship offer. Meili, their daughter, was born. Sam felt…unfulfilled. A genius like her should be more than just…this. The same dark anger that propels so many super genius into madness and villainy crept upon her. But unlike them, she had Stan, her continuing piecemeal devotion to Buddhism, and a genuine desire not to be another cliché bad girl. She thought for months on end. What could she possibly do where she wouldn’t displace anyone or cause harm to the innocent? Frickin’ duh. Superhero. Terrifica made her comeback. Personality & Motivation: The first thing to understand about Terrifica’s personality is that her parents dropped off the face of the earth when she was eight years old. She did not have her powers yet. She was just a powerless and ignorant child. Then she got a power. The best possible power for someone who felt that way. She started running away from those two feelings, and hasn’t stopped since. Yes, being superhumanly intelligent has bred a certain degree of arrogance, however the former still applies. Which is the first reason she can’t permit herself to ever be wrong. There’s any number of excuses that can salve her psyche, however. If she was ever truly wrong, then she was ignorant. If she’s ignorant, then she’s powerless too. And suddenly she’s a terrified eight year old again. Understandably, she doesn’t go there. Second thing, from the age of twelve to eighteen she was raised by her great aunt Cassandra Carson. Blue blooded aristocratic hell witch. That woman believes she’s superior to everyone because of her pure bloodline and stellar (if only human) intellect, and she hated the fact that her son diluted the precious blood. Even if young Samantha Carson tried mightily to ignore the lessons of that cold loveless house, many of them stuck. They appealed to someone who was objectively superior (in one way) and felt unwanted, unloved, and alone. She is slowly shedding those mannerisms, but negative emotions can bring it all right back. Like fear. Or anger. She knows how to treat people properly, but one’s past is never that easily conquered. Of course, that isn’t all there is to it. See Fourth, below. Third, one of the main lessons of that cold and loveless house is that intelligence is the most important quality in a human being. It was the only thing of hers Cassandra never insulted. Thusly, Terrifica considers her intelligence her only valuable asset. She is very proud of it specifically because she doesn’t believe anything else about her is particularly special. Her aunt Cassandra made very sure of that. Cassandra literally changed her name without her consent or indeed any input from her at all. She still, in some ways, sees herself as the “dirty little chinagirl” her aunt always referred to her as. Not worthless, necessarily, but certainly not someone of value. Fixing things, solving problems, making things right after they go wrong, figuring out an explanation for the inexplicable. All of these things give her that boost to her self esteem. Hence why she works so hard to prove herself, and is always thinking about everything from every conceivable angle. It’s also why someone calling her some variation of stupid causes such a negative reaction. It’s an attack on the core of her self-worth. Furthermore, it’s another reason why she must be right. Of course, she isn’t consciously aware of this inner self image. Fourth, contradicting her efforts is the fact that she also considers her superhuman intellect extremely dangerous. Walking around with a dirty nuke level dangerous. There are all sorts of terrible ramifications and consequences of using her extreme intellect on the world. There are all sorts of wonderful ones, too, but those aren’t the ones she loses sleep over. She considers managing her intelligence so that it doesn’t hurt anyone, even indirectly, the single most important responsibility she has. She is terrified to a level she fundamentally can’t grasp about failing in that responsibility. To the point that, aside from the lessons of her aunt Cassandra, that is the main reason she’s so harsh as Terrifica. The harshness comes from her knowing that people who aren’t harsh like she is. The kind ones, mannerly. They make people fond of them, and prone to listening to them. Doing what they say. There aren’t words for how terrifying a prospect that is to her. She can’t possibly account for all the variables in how her positive influence might go wrong. Being harsh is just so much easier on interpersonal relations, not to mention it’s more natural to her (again, because of aunt Cassandra). Professor Samantha Carson is a much nicer person, but Professor Samantha Carson will never be in a position to effect change in the world. Intentionally so. If Terrifica gets something wrong, people will get hurt, and she will have failed in her responsibility. This is absolutely unacceptable, so she (once again) must be right at all times. Fifth, to not fail or ever be wrong she has developed a very controlling personality, in addition to being harsh and caustic. Because she must be right and in order to do that she requires all the information she can get. And that comes from being the person in charge of a given situation. It’s not that she minds taking orders, it’s that she is deeply concerned about the fallibility of those giving the orders. A fallibility she will not permit herself to share. Even when things go wrong, and objectively it isn’t her fault in the slightest…she still considers it to be her fault. Her failure. She can, of course, be perfectly reasonable about this, but it doesn’t mean the feeling goes away. That she could have done better. Done more. Sixth, she doesn’t really understand people all that well. Knowing psychology is one thing, practicing it in person is another. To be fair…she’s not like regular people. Her extreme intelligence and high mental speed are unique among superhumans. There is only a tiny amount of people on earth who know what it is like to even have one of those two abilities. Let alone both. So in a very real sense, she has no idea what it’s like to be a regular person. She doesn’t know what they think or what they feel. She can only theorize. And god, does it show. Of course, it always bothers her, because of all that above. Finally, with all that said… Terrifica is also a woman with a deep well of compassion, a strong sense of ethics, and an endless supply of kindness. Once you get to know her, anyway. She doesn’t make it easy, as she will only show even the slightest emotional vulnerability to someone who has very much earned her trust and respect. Which is a task in and of itself, considering all her other issues. Her goal, her true goal, is not to dominate and control. Not to keep the people where they were and let her do all the thinking. NO. A thousand times NO. Her goal is to bring the common person up to her level. To apply enough education and training that the entire human race improves dramatically from its present state. Then, and only then, can she walk beside them as equals. This is her dream. One of the two things she wants most in the world. The other being to finally find out what happened to her father. It’s not out of love at this point, though she does still cling to his memory. It’s because being unable to solve his disappearance has become a failure. And as has been said, this cannot be allowed to stand. Power Descriptions: Terrifica would have been a rare genius without her metagene activating. With it, she’s smarter than anyone in the world, with a brain that in its functioning resembles a computer much more than a bundle of neurons. Additionally, she is well schooled in Kung Fu, dating from childhood. Her self made costume, the Nano-Fiber Battlesuit, is more protective than your average hero costume, increases her strength by a moderate amount, helps her see in the dark, and has a few modifications so that it can worn year round. For the record, its descriptors are chemical, not technological. She’s thought ahead in that regard, with the exception of the suit’s Datalink. That, however, is independent from the rest of the suit. She carries a multi functional quarterstaff she calls the Terrifi-Staff. Because Terrifica is a nerd. Also, she adores brand naming. She can just hit people with it, obviously, but it has a high powered taser on one end and an energy emitter on the other. The emitter can well, emit, a flash on energy that can screw up a person’s hearing and vision, a heat displacer beam that can freeze someone in a block of ice, or charged particles in the form of a heavy particle cannon. The best part? It’s collapsible, so she can wear it on her belt. Powers & Tactics: Some heroes (and people) go with violence first. Or second. Terrifica does not. She prefers to solve problems with a minimum of pain and suffering on both sides due to the influence of her Buddhist beliefs. She’s a thinker, not a thug. She’s more likely to call in a tip about street crime than actually punch the thugs out herself. That said, when she does fight, she doesn’t hold back. The faster enemies are defeated, the less they have to be injured. With the Terrifi-Staff available, she’ll Snare or Dazzle weaker foes at range, and Stun anyone who gets too close. With the Staff’s improved power and accuracy, the Snare and Dazzle are even more impressive. Also, the Cannon’s improved power means she typically refrains from using it on garden variety foes, and indeed anyone without some demonstrated degree of Impervious or ridiculous durability feats. Complications: Dark Secret: Terrifica is directly responsible for the death of the Chinese official who had her mother killed. She didn’t murder him with her own two hands, but she did set up his comeuppance. She could have shown compassion. Let him have life in prison. Instead she watched him die slowly. Somebody else might regret this. Terrifica does not. Justice was served, she says, and that’s the end of it. A GM may award a hero point for this coming back at her. I’m A Brain, Not A Fist: Terrifica vastly prefers to solve matters without violence, due to her blended Buddhist/Christian upbringing. She will always try to talk things out, use stealth, or whatever nonviolent option is available. A GM may award a hero point whenever direct combat is the best (or only) choice and Terrifica doesn’t accept that. I’m The Most Intelligent Person In The World: Terrifica, god bless her, is a supergenius. The problem is that she’s extremely aware of it. Thus she’s developed a belief that there isn’t anything she can’t understand given enough time. Her plans will always succeed, because they are made by her. Her ideals and principles must be correct, because they are hers. She is virtually incapable of being wrong about anything whatsoever. Anyone who can’t see that is (according to the Carson house lessons) either misguided, misinformed, or an idiot. And (of course), they need to be informed of their status. A GM may award a hero point for Terrifica’s personality flaws getting the better of her. Oh, Now That’s Interesting: Terrifica loves to learn things, acquire new knowledge, figure things out, and etcetera. It’s a passion of hers, bordering on (if not outright falling into) obsession. So much so that she will purposefully delay stopping a criminal scheme until she’s figured out exactly how it works. Or not stop that death ray blastin’ robot until she’s mapped out how it was meant to be shut down. Oh, Right. Heroes Save People, Don’t They?: Terrifica doesn’t quite share the same moral code as most heroes. Yes, saving puppies and small children is very important, but that mass murderer falling off a roof she’s pretty much unconcerned about. Put simply, she doesn’t care about the lives of morally reprehensible individuals. She’ll let them die, be maimed, or whatever other terrible thing. Innocents she’ll protect, but the guilty will have to look after themselves. A GM may award a hero point when this becomes a problem. People Don’t Just Disappear: Her father disappeared without a trace when she was eight years old. She’s spent years pursuing every lead, no matter how small. She is absolutely obsessed with finding him. It is both the thing she wants most in the world and the last thing in her life that makes no sense. And everything in creation is supposed to make sense. Secret Identity: Terrifica keeps her identity and life as Samantha Carson extremely secret. She will do anything up to but not including directly murdering someone to keep it that way. What’s Wrong With You People?: People who take pride in their lack of intelligence infuriates Terrifica to no end. Why on earth or anywhere else would you be proud of being lesser? Happiness or satisfaction she can and does tolerate, but remaining stupid and ignorant out of pride in those conditions is the one thing that can make her truly hate. A GM may award a hero point for Terrifica behaving irrationally because of this. Abilities: 4+8+6+14+4+6=42 Strength 20 (+5) [14 (+2)] (Enhanced Statistic) Dexterity 18 (+4) Constitution 16 (+3) Intelligence 40 (+15) [24 (+7)] (Enhanced Statistic) Wisdom 28 (+9) [14 (+2)] (Enhanced Statistic) Charisma 16 (+3) Combat: 16+10=26 Initiative: +15 (+4 without powers) Attack: +8 Base, +9 Melee, +12 Snare & Dazzle, +13 Stun & Strike, +15 Unarmed Grapple: +14 Defense: +10 (+5 base, +5 Dodge Focus) +3 Flat Footed Knockback: -5 Saving Throws: 4+6+1=11 Toughness: +10 (+3 Con, +5 Protection, +2 Defensive Roll) Fortitude: +7 (+3 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +10 (+9 Wis, +1) Skills: 64 Ranks = 16 PP Acrobatics 11 (+15) SM Bluff 12 (+15)SM Craft (Electronic) 1 (+16) Craft (Mechanical) 1 (+16) Computers 1 (+16)SM Concentration 1 (+10) Diplomacy 7 (+10) Disable Device 1 (+16)SM Investigate 1 (+16) Knowledge (Life Sciences) 1 (+16) Knowledge (Physical Sciences) 1 (+16) Knowledge (Technology) 1 (+16) Language 2 (Mandarin Chinese, Cantonese Chinese; Base: English) Medicine 1 (+10)SM Notice 6 (+15)SM Sense Motive 6 (+15)SM Stealth 11 (+15)SM Feats: 37 PP Assessment Attack Focus (Melee) 1 Attack Specialization (Unarmed) 3 Beginner's Luck Benefit 1 (Wealth 1) Challenge 2 (Improved Feint, Improved Taunt) Defensive Roll Dodge Focus 5 Equipment 5 [25EP] Improvised Tools Improved Trick Inventor Jack-of-All-Trades Luck 3 Master Plan Online Research Precise Shot Redirect Skill Mastery 2 (Acrobatics, Bluff, Computers, Disable Device, Medicine, Notice, Sense Motive, Stealth) Takedown Attack Taunt Uncanny Dodge (auditory) Well-Informed Enhanced Feats Eidetic Memory Speed of Thought Equipment 5 (25EP) Terrifi-cycle (Vehicle) [15EP] Size: Medium [0EP] Strength: 25 (Medium Load: 533 lbs.) [3EP] Defense: 0 [0EP] Toughness: +10 [5EP] Features: [1EP] Remote Control Powers: [6EP] Morph 1 (+5 to Disguise; Ordinary Motorcycle) [1EP] Speed 5 (250mph / 2,500ft per Move Action) [5EP] Terrifi-Labs (Headquarters) [10EP] (Location: Hanover, Freedom City) Size: Diminutive [-2EP] Toughness: +10 [1EP] Features: [11EP] Communications Computer Fire Prevention System Garage Gym Laboratory Library Living Space Power System Security System Workshop Powers: 22+19+40+16=97 Device 5 ( 25 PP Container; Power Feats: Restricted 2 [Only Usable by Terrifica]; Flaw: Hard-to-Lose ) [22PP] (Nano-Fiber Battlesuit) Datalink 1 [1PP] Enhanced Strength 6 (to STR 20/+5) [6PP] Immunity 12 (Cold, Heat, Mental Effects) [12PP] Protection 5 [5PP] Super Senses 1 (Low Light Vision) [1PP] Device 6 ( 30 PP Container; Power Feats: Subtle [collapsible]; Flaw: Easy-to-Lose ) [19PP] (Terrifi-Staff) Terrifi-Combat (Array 13 [26 PP], Power Feats: Alternate Power 4) [30 DP] Base Power: Damage 12 ( Extra: Ranged; Power Feats: Improved Range, Precise) [26 DP] (Terrifi-Cannon) Alternate Power: Dazzle 8 (Affects Vision & Hearing, Improved Range, Precise) [1 DP] (Sonic Flash Burst) Alternate Power: Snare 8 (Power Feats: Accurate 2; Extra: Secondary Effect) [1 DP] (Freonic Ray) Alternate Power: Stun 7 (Power Feats: Accurate 2, Extended Reach) [1 DP] (Terrifi-Staff Shock) Alternate Power: Damage 2 ( Power Feats: Accurate 2, Extended Reach, Mighty,) [1 DP} (Terrifi-Staff Smack) Container 8 (40 PP Container) (Superhuman Brain) Enhanced Feats 2 (Eidetic Memory, Speed of Thought) Enhanced Intelligence 16 (to INT 40/+15) Enhanced Wisdom 14 (to WIS 28/+9) Quickness 10 (x2500 Flaw: Limited to Mental Tasks) Super Senses 3 (Analytical Vision, Analytical Normal Auditory) Gadgets 2 (Utility Belt; 10PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [16PP] Sample Allocations: DC Block: Unarmed (+15 Hit, DC 20) Terrifi-Staff Smack (+13 Hit, Touch w/ 5ft Reach, DC 22 Toughness) Terrifi-Staff Shock (+13 Hit, Touch w/ 5ft Reach, DC 17 Fortitude) Sonic Flash Burst (+12 Hit, Ranged, DC 18 Reflex) Freonic Ray (+12 Hit, Ranged, DC 18 Reflex) Terrifi-Cannon (+8 Hit, Ranged, DC 27 Toughness) Totals Abilities 42 + Combat 26 + Saving Throws 11 + Skills 16 + Feats 37 + Powers 97 = 229/244PP
  4. Player Name: Curious Key Character Name: Warp Power Level: 10/12 (156/184) Trade-Offs: +4 Defense / -4 Toughness, +3 Attack / -3 DC Unspent Power Points: 28 In Brief: A college student and emergent mutant of Terminus energies trying to prove she has what it takes to be a hero. Alternate Identity: Katharine Lilly Shade Identity: Secret Birthplace: Normal, Illinois Occupation: Student Affiliations: Claremont (Alumni), FCU Family: Rose Shade (Mother), Alexander Shade (Father), Lyle Shade (Brother) Age: 20 (DoB: 1997, 3rd of August) Gender: Female Height: 5'4" Weight: 135lb Eyes: Red Hair: Red Kat's face is rounded and heart-shaped, with a pointed nose and eyes a little too wide for her face. Her rust-red hair, when left free, falls to her shoulders, but usually she ties it with hairband into a tail behind her; her skin is fair and lightly freckled and her eyes are a fiery, almost luminous red. Kat has thin shoulders and a slight, whipcord build, maintained with deliberate effort and supernatural potency. Tiny . . . But fierce! During day-to-day activities, Kat has a wide variety, but tends to lean more in toward comfortable sameness, sticking with leggings, boots, shirts and a vest, perhaps shorts instead during warmer months. She favors browns and reds. While in her capacity as a costumed heroine Kat lets her hair fall free; she sports a close-fitting black full body suit, extending from neck to wrists to ankle, with red boots and dark gloves to top it off. Warp wears a red vest over the rest, with a wavy spiral insignia emblazoned in white across its back. Power Descriptions: Warp's namesake directly relates to her connection to the Terminus, the heart of entropy which lies between all dimensions. She breaks through the barrier between them and moves along the edge where they meet, where distance means something much different, before breaking through the other end. It's painful to watch. It looks like she is ripping open flesh of reality and leaping through. With a red glow and threads of light-eating darkness Warp can cross great distances, tear open portals and draw reality-dissolving energies out of the void to hurry the end of things. When Warp uses her powers, she is rending the fabric of space time. Inherently destructive, she teleports by ripping holes of the universe and stepping through it, she creates her pocket space by ripping objects out of the universal fabric and putting them in a pocket. Rather than manipulating space, Warp breaks it in her hands. Her abilities seem to react more potently when turned to wholly destructive purpose. Overall, Kat's powerset would seem to better fit a villain than a hero. History: " . . . Look at these records. See the way they flare up? That's terminus energy." "Why didn't we pick this up beforehand? Does no one remember the invasion?" "Whoever did this, they did it right. Subtle. Somewhere no one would look too close. It was pegged as ordinary cosmic radiation until they found the Shade girl. More important, look at where it's centered on." ". . . The maternity ward, it's centered on the maternity ward." "It's no invasion, but the Shade girl is proof at that strength and proximity, mutations can still occur, if rarely. Fascinating." "T-babies. Someone's been making more." "That much is obvious, doctor. What we really need to know is . . . Why?" ~o~o~o~o~ There was no clear, dramatic moment when Katharine realized she was special. No epiphany, no realization in the face of adversity. It came in fits and starts, surfacing and falling back below by turns as her nature fought to exert itself more fully. Kat sleep-walked. Sometimes, she woke up in absurd places that she could not explain. Her hands were quick and clever and no sickness kept her down for long. She grew up in Illinois, in Normal Illinois, far from Freedom city. Metahumans and superheroes existed, of course, but they were something that happened to Other People, like hurricanes, like miracles. They didn't come to Normal. Perhaps this explains why no one came to the obvious conclusion. She played in martial arts tournaments in her father's dojo and won a great deal. It was something she did because it made her father smile and she enjoyed the challenge, while it was a challenge, and she learned the strength that comes to people who practice fighting their whole lives. She tried out in plays with the AbNormal Children's Acting troupe, and loved it. Loved the nervous feeling in her gut before walking out onto a stage, loved looking at the smiling crowd, loved that it was hard. One day, the AbNormal troupe was going to perform a depression era piece, and Kat was going to play a major role as street urchin in Chicago, working her way up. She dreamed of it the night before, and when she woke up she was in a dumpster. In downtown Chicago. In her pajamas. Kat was terrified. Back at home, her parents were terrified. A missing children's report was filed and some generous soul lent Kat their phone to call 911. The problem was solved before it could make too many waves . . . but Claremont has special sources that kept an eye on these impossibilities. ~o~o~o~o~ "I'm afraid so, Mr. Shade. As she is now, your daughter is a potential threat. Not just to herself, but everyone around her. She doesn't know what she is, she doesn't know how to control it, and one day she'll hurt someone badly enough that 'I'm Sorry' won't be enough." "Don't make that face; I know you're a good girl. And you can fix this. You just need to learn how." "I represent Claremont Academy. We teach many gifted children like Kat every year; to control their blessings, to be safe, and then go back to living normal lives, if that's what they want." "Thank you. You'll find that your daughter will receive the very best of care. Please sign here." ~o~o~o~o~ Day after day, Kat struggled to bring her power under control, working day in and day out with specialists to help master herself. Kat's parents made noise about moving to Freedom city and finding new jobs to be there for their daughter. But they never did. Heroes were something that just didn't happen in Normal, but in Freedom . . . they were everywhere. One by one the Kat's irregularities were singled out and brought under her control, and she wondered, surrounded all the while by young superheroes making a name for themselves . . . what would she do with it? Fail, it turns out. Her heroing career was promising enough, to begin. As a student at Claremont, she made ties. She worked with other heroes and built bonds. Listless and lost, Kat felt she had found some purpose in being Warp. When the Day of Wrath came, she served through it. As students died, she served through it. As her school was burned, she served through it. At the end, she seemed to be one of the students that had fared better. Kat was a very good actor. It was her powers that betrayed her, in the end. They did not care how good a face she put on it. Her emotional control helped keep it in check and she was falling apart. She pushed too far one day while patrolling as Warp and overloaded. The core of terminal power fed on her negative emotions and cascaded, rolling out of her body in waves and into the pavement. She did a great deal of property damage, nearly did harm to other heroes and barely kept from disintegrating herself alive. Her advisers at Claremont gently insisted she hang up her cape for now. And perhaps consider that, if her power could be so unstable, that she should consider living life as a normal person. It took years of treatment in the Claremont facilities for her to totally restore the facilities faith in her ability to use her powers without spilling over, but by the time her teachers were willing to allow her to try on the cape again she was too disheartened to try. ~o~o~o~o~ Claremont had ties to a lot of powerful schools. With their help and with decent grades, Kat had little trouble getting into FCU, following their program to help give metahuman kids integrate into normal life. She gave up on being a hero and cut ties with her powered friends and tried to fall into the rhythm of a normal life. She lived her life. She took exams, like a normal student would. Tried to ignore the capes flying overhead. Changed the channel when something superheroic came up on television. It wasn't anything specific or dramatic that brought her back. Just another cape, just another work of magic, just another metahuman being themselves and Kat couldn't take pretending any longer. Unceremoniously, without fanfare, Warp returned. Personality & Motivation: Dubious, weary cynicism. The flare and enthusiasm that Kat wore so openly on her sleeve when she came to Freedom City and joined Claremont has been . . . Not stamped out, but tempered. The events of the day of wrath . . . affected her. The fire and death were a great blow, and her powers failing the last pillar left, knocked aside. But . . . In the end, she has not changed so much. The younger Kat hid her insecurities behind a deliberate veil of optimism and energy. Today, Kat's countenance hides her optimism. In an way, Kat feels that she let herself down. Let Freedom down. Let the world down. Part of her insists that she was always a kid playing at heroism in a suit that didn't fit. That it was Not For Her. Nonetheless . . . Kat wants to believe she can. Wants to try. Powers & Tactics: The way Kat makes use of her powers depends mostly on how she conceptualizes it; as part of her body. She unleashes bursts from punches and kicks. In any engagement Warp prefers getting up-close and personal and striking down her targets with her bare hands, which her powerset makes quite simple, and when that isn't ideal she can always fall back to hitting hard with entropic blasts from a distance. Complications: All The World's A Stage: Kat has a flare for the dramatic even when restraint should hold her in check. As Warp she's even worse. Secret Identity : Warp's identity as Katharine Shade is not widely known, and she would prefer it stay that way. But I Have Exams! : Professors at FCU do not write exceptions on assignments for heroism. Terminal Terror : Kat has had curiously accurate nightmares about the Terminus for as long as she can remember. She remains quietly, horridly worried that her dreams are more than nightmares. That her powers connect her to the Terminus in a way above and beyond other T-babies. It Was One Time! : During her Claremont days, Kat's powers threatened to overwhelm her in a cascade of energy that threatened those around her. She has since recovered much of her control, but there remains an earmark next to Warp's name which is only exacerbated by her powers' known connection to the Terminus. Power Overwhelming : The way Kat's powers work revolve around strictly controlling and directing her own negative feelings. When that is compromised, so is her control, causing her powers to work in unpredictable ways. When an intense negative emotional state causes Warp's powers to go haywire a GM may offer a hero point. Abilities: 6 + 8 + 6 + 0 + 8 + 8 = 36PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +12 Attack: +5 Base, +13 Unarmed, +13 Entropic Bolt Grapple: +8 Defense: +14 (+5 Base, +9 Dodge Focus), +3 Flat-Footed Knockback: -3/-1 Saving Throws: 4 + 6 + 4 = 14PP Toughness: +6 (+3 Con, +2 Defensive Roll +1 Armor), +4 Flat-Footed Fortitude: +7 (+3 Con, +4) Reflex: + 10 (+4 Dex, +6) Will: +8 (+4 Wis, +4) Skills: 64R = 16PP Acrobatics 8 (+11) Skill Mastery Bluff 12 (+16) Skill Mastery Concentration 8 (+12) Diplomacy 8 (+12) Disguise 6 (+10) Gather Information 4 (+8) Notice 8 (+12) Skill Mastery Perform [Acting] 4 (+12) Sense Motive 6 (+10) Skill Mastery Feats: 32PP Attack Specialization (Unarmed) 4 Challenge (Fast Feint) Defensive Attack Defensive Roll Dodge Focus 9 Elusive Target Evasion 2 Equipment 1 Improved Critical (Unarmed) 2 Improved Initiative 2 Luck 2 Power Attack Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Stunning Attack Takedown Attack Taunt Uncanny Dodge (Auditory) Equipment: 1PP = 5EP Commlink [1EP] Flashlight [1EP] Handcuffs [1EP] Reinforced Costume: Protection 1 [1EP] Powers: 5 + 35 = 40PP Strike 4 (Power Feats: Mighty) [5PP] (Martial Arts Training) Prime Terminus Array 17.5 (33PP Array; Power Feats: Alternate Power 3, Drawbacks: Power Loss [Daka Crystals, -1) [35P] BP: Disintegration 7 (Flaws: Action [Full]; Power Feats: Accurate 4, Incurable, Slow Fade [5 rounds]) [33/33PP] (Entropic Bolt) AP: Teleport 8 (2000 Miles; Extra: Portal, Accurate; Flaws: Long-Ranged), [32/33PP] (Tear) AP: Teleport 14 (1400' / 2 Billion Miles; Power Feats: Turnabout, Change Direction, Change Velocity, Progression 2 [500lbs]) [33/33PP] (Slip) AP: Dimensional Pocket 10 (100000lbs [50 Tons]; Flaws: Limited [No Attack]; Power Feats: Quick Change 2) [12/33PP] (Pocket) Drawbacks: -2 Vulnerability (Daka Crystals, Frequency: Uncommon, Intensity: Moderate [x1.5 DMG]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness Damage (Physical) Martial Arts Strike Touch DC22 Toughness Damage (Physical) Stunning Attack Touch DC17 Fortitude Stun/Daze/Unconscious Entropic Bolt Ranged DC17 Fortitude Drain Toughness DC22 Toughness Damage (Energy) Entropic Shroud Aura DC17 Fortitude Drain Toughness Totals: Abilities (36) + Combat (20) + Saving Throws (14) + Skills (16) + Feats (32) + Powers (40) - Drawbacks (2) = 156/184 Power Points
  5. Miss Grue Power Level: 10/15 (214/250 PP) Trade-Offs: None Unspent Power Points: 36 In Brief: A teenage rogue Grue who is enjoying everything that Earth has to offer. Alternate Identity: Daphne Celeste Identity: Secret Birthplace: Deep Space Occupation: Student at Burroughs Community College Affiliations: None Family: Meta-Mind (Gene father, distant), Mother Unit Description: Age: 16 (DoB: 1999) Gender: None, has chosen female form Ethnicity: Grue, appears Latina Height: 5'5 as Daphne Weight: 120 lbs as Daphne Eyes: White normally, Brown as Daphne Hair: Black In her naturall form, Daphne appears mostly like a typical member of her species through her years travelling through space and her unusual "upbringing" have made a few changes. Even in her Grue forms, she appears as a though a teenage girl, her Mother Unit always wanted a daughter, and she keeps her long black hair. Whilst she can assume the "natural" Grue form it's not what she considers normal and if her powers are ever neutralized she defaults to her teenage Grue form. In her normal disguise of Daphne, she has constructed the identity of what she considers the typical American teenager. Unfortunately, as all she has known is from teen drama; she looks like she has stepped from hours of make-up and wardrobe. She still hasn't quite worked out why her "average" looks seem to draw her so much attention. Daphne costume is the jumpsuit that was store in the ship as the normal uniform of Grue troopers, designed to shift and alter with the Grue own shapechanging ability. With a little help from Mother Unit she has altered the jumpsuit to better suit her needs. It now appears as a mostly white Jumpsuit with black around the arms and legs with a three-pronged star on the chest. In her natural form, Mother Unit is a large oval spheroid around the size of a small car with a silver yet un-reflective skin. The interior consists of just a crash couch and a bank of monitors whilst the inner working, anti-grav warp drive etc, a located in a small pocket dimension. Mother Unit herself is a cube of mat black material around 12 ft (4 m) in size. The ship has currently been carefully hidden away for the time when she is needed, though Daphne visits it daily just to say hi. Power Descriptions: As her genetic material is that of a Grue she has been engineered with all the normal abilities of telepathy and shapeshifting. However as her experience in her shapeshifting is limited she cannot do the full range of abilities, instead she has learned a number of trick’s that she can do with her body. Her exposure to cosmic ray'shave somehow allowed her to make her body porous to all wavelengths of light. This allows her to either blend into the background or even become insubstantial. History: The history of Daphne starts, like many Grue, with one of their many attempts of conquests of the Orion-Cygnus Arm of the Milky Way. The Grue ship carrying a number of birthing pods was attacked and destroyed in Deep Space scattering it's cargo to the four (solar) winds. Mother Unit wasn't activated at the time so neither knew who their assailants were, though this area of space is under the protection of the Lor. Daphne was designated as an infiltration unit and her birthing pod primary mission was to gather information on the target to allow the Grue inside to better infiltrate the targeted civilization, as well as educate them on the basic’s of Grue culture. Damaged in the assault the birthing pod still managed to lock onto a Grue signal and began to make its way towards the signal at its best speed. As it travelled it attempted to repair it primary databanks using the information provided in the signal. However, in this state it mistook the local broadcast’s for part of the Grue data transmission so began to incorporate them into the educational database. So Daphne was raised on the transmission beamed into space from Earth thinking for all the worlds that this was the culture that she had to integrate with and learn it's way as well as learn an important lesson about how best to live her life. Being so far from any other Grue Daphne was never linked to the Grue collective and developed independently from the baleful influence of the Meta-Mind. Also, Mother Unit shielding was damaged and Daphne was exposed to extra Cosmic radiation which altered her body structure allowing her to alter its density and solidness. Somehow the Pod, who for the last sixteen year insisted Daphne called it Mother Unit, managed to land outside Freedom City without detection. With Mother Unit's highly advanced computer skill they carefully constructed identity sure to fit into normal society. The Grue teen, possibly the first of her kind, enrolled in the Burrough’s Community College to better learn about this wonderful planet that was now her home. She is planning to surprise her "Uncle" Pseudo with a visit but she wants to surprise him and prove that she could get herself settled into her new life all by herself. And there was no doubt that she would use her natural abilities to help defend the people of her home, that was naturally what people did when they were gifted with such things. It helped that she enjoyed helping people so much, it didn’t seem so much as a challenge as the educational database made it out to be. Personality & Motivation: Daphne strides through the world with a wide-eyed wonder at all the amazing things that she sees. She knows that there are injustice and inequality in the world but she believes that if everyone could just sit down and talk thing out people could sort all this out. Even in the darkest of time, she keeps her optimism that things will work out for the best and will never give up when the situation gets dire. Powers & Tactics: In her enthusiasm, Daphne tends to go off half-cocked spending no time assessing the situation instead rushing into danger to try and help people as quickly as she can. She will attempt to use her limited form of shifting abilities to best cope with the situation in hand. Complications: Grue are you? Daphne knowledge of her own species is based on a very damaged copy of the original database contained in Mother Unit. As such, she knows almost nothing, apart from the media’s portrayal of them, about her own species. Grue the looking glass Almost all of Daphne's knowledge about Earth come from humanities broadcasts into space. As such her knowledge is slightly skewed and she expects life to behave just how she had experience thing from watching television and movies. Hide and Grue Daphne know that as a Superhero it is her duty to preserve her secret identity to protect her loved one. Not that her strange habit’s make this easy sometimes. Grue the best Daphne is a natural optimist and naive and tend to naturally assume that people are telling her the truth. Even when all evidence should be telling her the exact opposite. Congrueity: Shapeshifters and Grue especially are feared and hated by a majority of citizens of Freedom City. Daphne feels that this is just a massive misunderstanding and everything would be fine if only she could explain things to them. Mothering Grue: During her time in space the Birthing Unit, now calling herself Mother Unit, has gained some unusual habit's based on the broadcasts she has monitored. She considers herself Daphne's literal mother and occasional will intervene of she consider that her daughter has been placed in to much danger. The GM can take control of Mother Unit to try and influence Daphne's actions or even attempt to stop her acting. Abilities: 4 + 0 + 4 + 2 + 2 + 6 = 18PP Strength: 14/301,2 (+2/+10) Dexterity: 10 (+0) Constitution: 14/22 (+2/+6) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 16 (+3) 1 - Growth, 2 - Increased Density Combat: 12 + 12 = 24PP Initiative: +4 Attack: Normal +6 base +11 unarmed Growth +4 base +9 unarmed Dense +5 base +11 unarmed Shrunk +7 base +13 unarmed Grapple: Normal +8, Elongated +20 , Grown +22, Dense +18, Shrunk +0 Defense: Normal/Dense +10 (+6 base +4 Dodge Focus) +3 Flat-Footed Grown +8 (+6 Base +4 Dodge Focus -2 Size) +2 Flat-Footed Shrunk +12 (+6 Base, +4 Dodge Focus, +2 Size) +4 Flat-Footed Knockback: Normal -3 Growth -13 Dense -9 Shrunk -1 Saving Throws: 6 + 7 + 8 = 21PP Toughness: +6/+10 (+2 Con, + 4 Protection, +4 Growth/Density [impervious 4]) Fortitude: +8/+12 (+2/+6 Con, +6) Reflex: +7 (+0 Dex, +7) Will: +9 (+1 Wis, +8) Skills: 108R = 27PP Bluff 12 (+15) Concentration 19 (+20) Diplomacy 12 (+15) Gather Information 12 (+15) Knowledge (Popular Culture) 14 (+15) Language 3 (Grue [Native], English, Spanish, Galactic) Notice 14 (+15) Search 9 (+10) Sense Motive 13 (+14) Feats: 27PP Attack Focus (melee) Attack Specialization 2 (Unarmed Attack) Dodge Focus 4 Equipment (Birthing Unit) 11 Fearless Improved Initiative Minion (Mother Unit) 6 Second Chance (Concentrate) Powers: 7 + 4 + 4 + 30 + 11 + 14 + 5 + 9 + 8 + 5 = 97PP Communication 7 (Telepathy, 200 miles) [7PP] Comprehend 2 (Languages Speak and Understand) [4 PP] Concealment 4 (all visual senses Flaw: Blending) [4PP] Grue Nature 12 (24 PP, Feats: Alternative Power 6) [30PP] Base Power: Insubstantial 4 (Incorporeal) [20PP] + Flight 2 (speed 25mph, 220 ft/rnd) [4PP] [24PP] Alternate Power: Additional Limbs 3 (up to 5 limbs, Grapple +3; Feats: Improved Grapple) [4PP] + Elongation 9 (2,500 ft reach, 90 ft range inc., Grapple & Escape Artist +9; Extras: Duration [Continuous]) [18PP] [22PP] Alternate Power: Density 8 (+16 Str, +4 Tou, Weight x5 (600 lbs), Immovable 2, Super-Strength 2 [3 tns]) [24PP] Alternate Power: Growth 8 (+16 Str, +8 Con, +2 Size (15 ft)) [24PP] Alternate Power: Morph 8 (Any form, +40 Disguise) [24PP] Alternate Power: Super-Senses 23 (Feats: Accurate (Hearing, Smell), Acute (Smell), Analytical (Smell),Darkvision, Direction Sense, Extended 3 (2 miles increments Vision, Hearing, Smell), Infravisoin, Low-Light Vision, Sonar) [24PP] Alternate Power: Shrinking 11 (-2 Size [2 ft, 8 lbs], Grapple -8, Stealth +8, Intimidate -4 Extra: Normal Strength Feats: Normal Movement, Normal Toughness) [24PP] Immunity 11 (Life Support, Sleep, Starvation & Thirst) [11PP] Mind Reading 12 (Feat: Subtle 2) [14PP] Protection 5 [5PP] Power of the Mind 4 (8PP, Feats: Alternative Power 1) [9PP] Base Power: Telekinesis 4 (Range 40 ft, Effective Strength 20 (800lbs)) [9PP] Alternative Power: Flight 4 (speed 100mph, 880 ft/rnd) [9PP] Super-Sense 6 (Detect MInds [Mental], Accurate, Acute, Radius, Ranged) [8PP] Super-Sense 3 (Detect Emotions [Mental], Acute, Radius, Ranged) [5PP] DC Block ATTACK ATT RANGE SAVE EFFECT Unarmed (basic) +11 Touch DC 17 Toughness (Staged) Damage Physical Unarmed (density) +11 Touch DC 25 Toughness (Staged) Damage Physical Unarmed (growth) +9 Touch DC 25 Toughness (Staged) Damage Physical Unarmed (shrinking) +13 Touch DC 17 Toughness (Staged) Damage Physical Mind Reading auto Perception DC 22 Willpower Mind Probed Totals: Abilities (18) + Combat (24) + Saving Throws (21) + Skills (27) + Feats (27) + Powers (97) - Drawbacks (0) = 214/250 Power Points
  6. Player Name: Trollthumper Character Name: Cavalier Power Level: 10/13 (166/230PP) Trade-Offs: None Unspent Power Points: 64 In Brief: Alien abductee turned troubleshooter for the rough end of the universe turned Star Knight. Alternate Identity: Kyle Steward Identity: Public Birthplace: Freedom City, NJ Occupation: Unemployed Affiliations: Rygar's Runabouts (troubleshooter band), the Star Knights Family: Jenny Steward (mother, reporter), Alan Steward (father, aeronautics engineer), Guy Steward (brother, college student) Description: Age: 23 (DOB November 11, 1989) Apparent Age: 23 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 180 lbs. Eyes: Brown Hair: Brown Appearance: Still getting used to Earth clothes for the first time in forever, Kyle usually wears sturdy, industrious clothes when he's about, stuff that sits well and offers a measure of protection. He keeps his hair relatively well-trimmed, but is okay with letting his facial hair grow out for a day or two - a side effect of the Cloud having many clippers for the more furry species, but a lack of good razors for operation by humanoid hands. When his armor deploys, it grows to cover almost all of his body, taking on a bright green coloring. Power Descriptions: All - Device, Technological Blast - Energy Enhanced Strength - Physical (Bludgeoning) Snare - Energy, Entrapment History: Kyle Steward had a plan for his life. He was going to go to HIT, study engineering, and find work in aerodynamics. But before he did any of that, he was going to go across the country with some of his high school friends, a chance to see the country and let loose before the responsibility of college pressed down on them all. When the car sprung two flats outside a cornfield in Kansas and the rest of the group waited for AAA, Kyle stepped into the field to take care of some business. No one remembers exactly what happened next, but by the time the tow truck arrived - a time none of Kyle's friends could ever fully recall - he was nowhere to be found. He had stepped into the cornfield and simply vanished. From Kyle's perspective, it was an entirely different story. After witnessing a strange light and feeling the world spin, he passed out. When he came to again, he was naked, strapped to a plinth, and being examined by something that looked like a cross between a jellyfish and a centipede. He wasn't the only captive, though he really couldn't tell what any of the others were. The tests were extensive, painful, and seemingly without any motivation. Right before it seemed his captors were about to cut him open, the ship was boarded by Rygar's Runabouts, a team of mercs hired to retrieve the abducted son of the Magistrex of Volanus. They quickly managed to take the ship, but the strange aliens chose suicide over surrender and completely wiped the ship's data banks in the process. As the Runabouts retrieved Kyle from his plinth and established a telepathic link for ease of communication, a few things became clear. First, with the ship's databanks wiped, there was no clear map back from wherever he was to Earth. Second, the ship had taken him to the edge of the Large Magellanic Cloud, well outside the Milky Way. Third, none of the names of stars or planets he had translated directly to the astronomical knowledge of his companions. For the time being, he was stranded in the universe, unable to make his way home. With no other options, he crewed with the Runabouts, aiding them in their jobs and learning the ins and outs of the new galaxy. From Jellana, the weaponsmaster, he learned how to manage himself in a firefight, a situation that popped up more often than he liked. From Moritus, high priest of the Divine Engine, he learned how starships ran, from majestic cruisers to their old rust bucket. From Gelar, the ship's layabout and self-appointed "diplomat", he learned all about the various species of the Cloud. For three years, he shared in their exploits - that is, until their charter got revoked following a diplomatic incident ("you blow up one gray goo-infested military outpost..."). The various Runabouts went their separate ways, and Kyle was left working as an independent troubleshooter, solving issues for the highest bidder. It was eighteen months into his new career that he heard a set of words that sounded all too familiar - "Star Knight." Mentor's recruitment efforts had finally expanded into the edges of the Cloud, and Kyle had a possible way back home. He tracked down the first Star Knight in the Cloud, Hal'aste of Renosa, and gave him his story. Hal'aste, of a charitable heart, said that once his latest tour of his sector of the Cloud was done, he'd take Kyle to Citadel and make sure he got home. During the tour, however, Kyle and Hal'aste visited a world that came under attack by an expeditionary force of the Khanate. As the two helped the locals to drive the Khanate back, Hal'aste suffered a mortal wound. The planet still at risk, Kyle fought to save Hal'aste's life, but to no avail. But with no other Star Knights in the sector and the Khanate still bearing down, Mentor issued an emergency override, and Hal'aste's armor jumped to the closest candidate - Kyle. After the agents of the Khanate had been driven from the planet's skies, Kyle was instantly taken to Citadel, where he was trained in the ways of the Star Knights. Maria Montoya was recalled to Citadel for brief stretches to oversee his training, as well as get him used to all that had happened on Earth. With the course recently concluded, Kyle - taking the name "Cavalier" to distinguish himself from Earth's standing Star Knight - is ready to come home. He has no idea what he's in for... Personality & Motivation: Kyle's seen a hell of a lot, and it's changed him. He keeps up a joyful demeanor most of the time, but snark and hostility sneak out more often than he'd like. On some level, though, he knows he's seen things most people never will, and has a deep appreciation of that. He wants to put all the things he learned in the Cloud to good use on Earth, while also serving as an upstanding example of a Star Knight. Powers & Tactics: Blast - Cavalier's armor molds to form a blaster-style attachment in his hand that launches bolts of concussive force in great volume. Enhanced Strength - The armor redirects ambient power into the muscles and outer carapace, allowing for heightened resilience and strength. Snare - The blaster shifts loads to produce a hard-light construct that entraps its target, using a Von Neumann principle to maintain full operational strength unless sufficiently disrupted. Complications: Close Encounters of the WTF Kind - Kyle still doesn't know what sort of aliens dragged him off of Earth, or for what purpose. That wouldn't be such a big deal, but it appears Mentor didn't even know what sort of aliens they were. What was their agenda, and what might happen if they return? Friends in Low Places, Enemies in High Ones - Kyle's old buddies in the Runabouts are making sure to keep in touch with him through the wonders of quantum communication, and may give him reason to return to the Cloud. That, and he's made a number of enemies in both the Cloud and the Milky Way, the Khanate among them. "Oh, Right, That's Still An Issue Here..." - Kyle is gay, and has spent five years in a part of the universe where sexual orientation is not usually that big of a deal (mainly because the number of genders and orientations ranges anywhere from one to double digits amongst any given species). He knows to be more discreet on Earth, but coming face-to-face with direct homophobia might trigger a reaction. "So, Did They Ever Get Off the Island?" - Kyle may have gotten the Cliff's Notes on the past five years from Maria, but he's still been gone from Earth for a while. Recent changes in politics, pop culture, and the superhero scene might catch him off guard. Abilities: 4 + 4 + 4 + 6 + 4 + 4 = 26 PP Strength 14 (+2) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 14 (+2) Combat: 14 + 14 = 28 PP Attack: +7 (+10 Star Knight Armor) Defense: +11 (+7 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +2 Grapple: +22/+8 Knockback: -11/-5/-1 Saving Throws: 6 + 6 + 6 = 18 PP Toughness: +11/+2 (+2 CON, +9 Protection) Fortitude: +8 (+2 CON, +6) Reflex: +8 (+2 DEX, +6) Will: +8 (+2 WIS, +6) Skills: 84r = 21 PP Bluff 10 (+12) Computers 9 (+12) Diplomacy 10 (+12) Disable Device 8 (+11) Gather Information 6 (+8) Investigate 4 (+7) Intimidate 6 (+8) Knowledge (galactic lore) 5 (+8) Knowledge (physical sciences) 7 (+10) Notice 6 (+8) Search 6 (+9) Sense Motive 7 (+9) Feats: 13 PP All-Out Attack Challenge (Fast Feint) Dodge Focus 4 Evasion Luck 2 Power Attack Skill Mastery (Bluff, Disable Device, Knowledge (physical sciences), Notice) Taunt Uncanny Dodge (auditory) Powers: 60 PP Star Knight Armor, 75 PP Device (Hard to Lose) [60 PP] Offensive Capabilities, 33 PP Array (Power Feats: Accurate 2, Alternate Power 3) [38 PP] Base: Blast 11 (Extras: Autofire 1) [33 PP] AP: Enhanced Strength 18 [18 PP] + Impervious Toughness 11 [11 PP] + Super-Strength 2 (Effective Lifting Strength 40) [4 PP] AP: Snare 11 (Extras: Regenerating) [33 PP] AP: Nullify Technology 11 [33 PP] Comprehend 2 (Languages) [4 PP] Enhanced Feat 1 (Quick Change) [1 PP] Flight 1 (10 MPH, 100 ft/round) [2 PP] Auxiliary Thrusters, 8 PP Array (Power Feats: Alternate Power 1) [9 PP] Base: Enhanced Flight 4 (250 MPH, 2500 ft./round) [8 PP] AP: Enhanced Space Flight 8 (500c) [8 PP] Immunity 9 (life support) [9 PP] Protection 9 [9 PP] Space Travel 1 (1c) [1 PP] Super-Senses 2 (Communication Link [Mentor], Radio) [2 PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Blast Ranged DC26 Toughness (Staged) Damage (Energy) Snare Ranged DC21 Reflex 1/2 save DC21 Reflex (Staged) Ensnared Enhanced Strength Unarmed Touch DC26 Toughness (Staged) Damage (Physical) Nullify Technology Ranged DC21 Will Nullify Totals: Abilities (26) + Combat (28) + Saving Throws (18) + Skills (21) + Feats (13) + Powers (60) - Drawbacks (0) = 166/230 Power Points
  7. ASAD Power Level: 11/14 (201/214PP) Trade-Offs: -4 Attack / +4 Damage, -5 Defense / +5 Toughness Unspent Power Points: 13 In Brief: Egyptian American Billionaire with Energy Absorbing powers Quote: "I decided that instead of keeping my identity a secret it's easier just to hire a PR firm." Alternate Identity: Amir ibn Jafar ibn Abd al-Aziz al-Misri, Amir al-Misri, Amir Misri Identity: Public Birthplace: New York City. Occupation: Hero, Philanthropist, Super Wealthy Businessman Affiliations: Summit Transnational, Freedom City's Muslim Community, Local Politics and Charitable Organizations, International Business Community Family: Father - Abu Naseef Jafar ibn Abd al-Aziz ibn Amir al-Misri, Mother - Amatullah bint Haroun bint Khaldun al-Misri,(siblings have patrilineal names, and are shortened) Brother - Kareem al-Misri , Sisters - Fatima al-Misri, Hida al-Misri, Shafiah al-Misri. Order of children is this Fatima, Hida, Amir, Shafiah and Kareem. Description: Age: 46 Apparent Age: Early 30s. (D.O.B 1971) Gender: Male Ethnicity: Arabic. Height: 6'2 Weight: 193 Eyes: Dark brown Hair: Pitch Black. Description: If Asad were to describe himself, in a word, that word would be dashing. In another word, smoldering. Most often he had a relaxed expression on his face and in his overall demeanor. Since becoming a hero, he had put on some mass, a sign of a new workout regime, hours spent boxing and doing charity runs has added mass in a lean, brawler sort of way. No matter the event he is normally impeccably groomed and dressed, though there again was a casual flair to his clothes, even if he prided himself on being the best dressed person at any social function. Every single hair purposed for the event or task at hand, and contributing to the mood he wants to present. Though is reluctant to wear any kind of jewelry, except a watch. Asad generally opts for something a bit more simple, a morphic molecule short sleeved shirt. This generally worn under whatever clothes he has on, so he can 'change' quickly. Burgundy in color, with a white stripe up each side and over the sleeves. A stylized front facing golden lion's face is on the chest of his shirt. He pairs this with his normal khaki-cargo pants, and either track-jacket with similar colors as his shirt, in addition to gloves, and whatever shoes he has on. Though he does experiment with different color schemes and various other outfits. Power Descriptions: All of his powers are Inherited Genetic Mutations, activated by the massive amount of energy from the supercollider breach. This would indicate that others in his family have energy based powers as well. As such all his powers carry the Mutation descriptor. Amir is possessed of the ability to absorb massive amounts of kinetic energy, and thus far all energy from the electromagnetic spectrum. This is both passively, in a fashion that affords him the ability to resist harm, and actively in a manner to remove non-latent energy. Currently it seems as those he can metabolize the absorbed energy to some degree and it has prevented his aging, as well as allowed for greater physical prowess than before. He no longer seems to be required to ‘charge up,’ and has been able to generate energy he is not currently exposed to. This may be related to the Fission Chips episode that him absorbing a small fission based thermonuclear reaction. Finally there are some visual cues that comes from his absorption powers that occur when he absorbs large quantities of energy, or if he is emotionally distressed. This can present as a simple glow, to coruscating blue light that resembles Cherenkov radiation, which seem to correspond to the fission chips embedded in his skin He also possesses the ability to fly, the mechanics of which is unknown, as he has been reluctant to be tested. History: Amir Al-Misri was just a rich, gadfly playboy type. He drove insanely fast cars (badly). He regularly traveled to Monte Carlo and Las Vegas. He hit up as many red carpet and high profile events as possible. Skied at all the best resorts. Flew in his private jet to New York just for the Pizza, and L.A. just for a movie premiere. Drinks like a fish a lot of the time, and has eaten gold dusted beluga caviar on more than one occasion. And often he is doing all of this with some starlet hanging on his arm (or pop-star, or celebrity bad girl, or heiress, or... well you get the picture). Yes, Amir Al-Misri led a charmed life, not that he seemed aware of it. Ostensibly in control of the former American subsidiary of his family's financial empire (because he was the only one born in the U.S.), it was hoped that sequestered as that he would not negatively impact the Al-Misri Holdings Group at large. They also separated all overt ties between Summit Transnational and the rest of the Group. It was the outcome he had hoped for his entire life. The truth was that his parents were individuals who felt that competition amongst their children would help them succeed. Amir was the child to successfully seize control of his fate aware from their well intentioned efforts. A natural talker, he spent his formative years in various expensive boarding schools using his natural silver tongue to maneuver through life among the children of the super-rich and the ambitious. This carried through to college to Oxford, then Harvard, and finally Stanford (though not necessarily a degree from any and/or all of them). And while he will admit he doesn't remember every class lesson, he came out with a Rolodex (contact list for the kids) that would buckle a desk. All of that helped when handed the keys to Summit Transnational in 2003. Calling in every favor owed, and every friend he had made throughout the years, and he brought them with him into the company, changing it's corporate climate and direction. Of course no one really credited him with assembling such a skilled group of people. In 2008, he hired a former classmate, and someone who had shown herself to be immune to his charms, Anastasia van Cleef, as his personal aid. Recently, though his course in life would change. Already an extensive philanthropist, he had started to look into Islam, in part because of a request of his father, but also years of posing as the playboy he had to become unfulfilled. He started reaching out to the local Muslim to community, though unable to reconcile his beliefs with some of the elements he felt were antiquated. Due to his philanthropy he supported various scientific endeavors at universities. During a tour of a supercollider facility Summit Transnational helped fund in part for FCU (for tax breaks!) there was a failure in the containment system. His last conscious thought was managing to throw Ms. Van Cleef and the scientist giving the door through the automatically closing blast doors. Amir was struck with the full force of the energy produced by the experiment gone wrong, and he was sent into the secondary containment wall, slamming into the composite shell over the foot thick metal bulkhead, buckling both like wet cardboard. Amir's heart stopped during the course of taking him to the hospital, though it restarted at the defibrillation attempt, his powers unknowningly draining that unit as well as killing the ambulance as well. A second emergency managed to get him there, though his vitals were restored. He was unconscious for almost two weeks, and when he did awake the first words out of his mouth was asking after a sip of his favorite scotch. The doctors labeled it a miracle that he survived the incident with no injuries, and that there was no radiation that seemed to have leaked from the incident as well, well publicly they labeled it as such. Privately, they had concerns but his recoverly was also hailed as a miracle there, considering the injuries he had sustained. Amir gave a series of 'aw shucks, I am lucky and this has put my life into perspective' series of interviews, and it did. So at the next opportunity, the casual Muslim decided to take his Hajj for his 40th birthday. Forced into a level of introspection and retrospection he didn't feel as if he had a choice. This, too, was also covered by the tabloids and even some financial news, as they pondered if his near death experience had forced him to turn a corner. Which was accurate. What wasn't covered was what happened during the Hajj. During the Stoning of the Devil portion, an old man fell, and was about to be trampled by a group of people, he jumped, farther than he had ever before, snatching up the old man, and landing in a rough roll, carrying the old man to safety, and leaving both of them stunned as the distance had been moved in such a brief period of time. It was enough to reinforce his prayers and meditations. He received no answers. His return was quiet, matching the sort of behavior one would have when faced with such drastic and recent change. It was during this time that an attempted kidnapping happened, it made sense with some of the more mainstream press he had. The snatch happened as he was jogging in Freedom Park, and when he had made it to Heroes Knoll, three armed men appeared, and attempted to take him. This was the first time he was conscious of his powers, as he shrugged off first their blows and gunshots, before able to stop the effort with display of new found force. Afterward, before the statues of the deceased heroes on the knoll, he prayed, really prayed for a sign, wondering what he should do, what should happen. Well that, and he saw a shrink just in case. During this time he explored his new powers, testing them covertly. In the wake of the Gorgon Event Amir knew he couldn't just sit idly by the wayside from here on out. Personality & Motivation: Asad is not the face he puts out. Having stuck with the guise thus far he has decided to keep it, as it has distinct advantages. He is, by and large, a manipulator of sorts, and apt to use his words as his foremost weapon. Not that he'd shy from adversity. In fact for the first time in his life, he is driven by something greater than his ambitions. Or maybe his ambitions are aimed in a more altruistic bent. Powers & Tactics: Asad is direct in a fight, generally eschewing overly complicated tactics in his efforts, as his powers are not subtle.. He opens with trying to talk down the situation, given that he has an ability to take a fantastic level of punishment. Once battle has started he does tend to try and become the most visible person in the fight, in the hopes of drawing attention and attacks, as well as placing himself in harm’s way to take the punishment aimed at others. Since training from Mali, he improved his versatility. Adjusting his tact in his efforts. He will use Fast Feint and Improved Grab to great effect. Taunting as needed. With his goal shifting from slugfests to locking down opponents and getting in close. If need be he will use his blasts and ability to expel massive amounts of energy to Complications: Dang It Jim, I am a Billionaire Not A Scientist: Asad’s power grants him more latitude than he exercises. As such he is hampered by his less than stellar creativity when it comes to it’s use. Enemies: Whether by personal action, or just happenstance, Asad enters the arena already with some enemies in the wings. Some personal, and some just plain business. It doesn't help that at least one woman formerly linked romantically to him is villainess Madame Marvelous. Fame: He was a social mover and shaker before getting his company. Dated starlets, pop singers, and princesses. Frequent interviews in various forms of media. And then adding his company, and it's rise to prominence has only fueled this. Unfortunately people can sometimes take a less than sterling view of him because of his Reputation. History: He is old enough, and shaken enough hands and signed enough deals that it may come back to bite him in unexpected ways. I Am Not Scared: His powers afford a great ability to take punishment. While not fearless, he may be apt to jump in over his head in such situations, and as such may not try to dodge, if he feels he can take the punishment. My Powers Are What Scare Me: They’ve changed… especially after some incidents. Is this natural progression or something else? Public Identity: He is not hiding the fact that he is a superhero, with only feeds... Reputation: Rake, fop, playboy, feckless, lazy and more. He was, and still is, tabloid fodder, so few people will initially take him seriously. Responsibility: He is ostensibly the head of a multi-billion dollar equity firm. And recent life changes had nudged him to take a more direct hand in the business, and he takes personal umbrage if someone messed with what's his. Shut Up Already!: A talented speaker, he sometimes talks too much. And can be apt to make long speeches just like villains. Abilities: 10 + 6 + 14 + 2 + 8 + 6 = 44PP STR 40 [20] (+15/+5) DEX 16 (+3) CON 40 [24] (+15/+7) INT 12 (+1) WIS 18 (+4) CHA 16 (+3) Combat: 14 + 12 = 26 PP Initiative: +7 Attack: +7 Grapple: +27/+12 Defense: +6 Knockback: -12/-3 Saving Throws: 0 + 2 + 5 = 7PP TOU +16 (CON +16, Base CON +7, Protection +1, Impervious +10) FORT +15/+7 (CON +7, CON w/Enhanced +15, ) REF +5 (DEX +3, +2) WILL +9 (WIS +4, +5) Skills: 88R = 22PP Bluff 12 (+15 / +19 Attractive)Skill Mastery Concentration 1 (+5) Diplomacy 12 (+15 / +19 Attractive)Skill Mastery Drive 4 (+7) Gather Information 15 (+18)Skill Mastery Intimidate 2 (+5) Knowledge (Business) 8 (+9) Knowledge (Civics) 8 (+9) Knowledge (Current Events) 4 (+5) Knowledge (Theology and Philosophy) 2 (+3) Languages 4 (Arabic, Farsi [Persian], French, Portuguese) (Base: English) Notice 4 (+8) Sense Motive 12 (+16)Skill Mastery Feats: 19PP Accurate Attack All-Out Attack Attractive Benefit (Wealth 3) Challenge (Fast Feint) Connected Equipment Improved Grab Improved Initiative Interpose Luck 2 Move By Action Skill Mastery (Bluff, Diplomacy, Gather Information, Sense Motive) Taunt Ultimate TOU Well-Informed Equipment: 1PP = 2/5EP Commlink [1EP] Smartphone [1EP] Powers: 36 + 16 + 8 + 10 + 11 = 81PP All carry the ‘Genetic Mutation’ descriptor. Absorption Array 16.5 (33 points; PFs: Alternate Power 3) [36PP] BE: Nullify Energy 11 (Area of Effect 55’ Radius, All Energy types; Extras: Alternative Save [Fortitude +0], Effortless, Nullifying Field [+0], Selective; Flaws: Distracting) [33PP] AP: Damage 10 (Area of Effect 200; Extras: Area [burst], Selective Attack; PFs: Progression [Area] 1, Variable Descriptor 2 [Energy]) [33PP] AP: Blast 15 (Range 1500; PFs: Precise, Variable Descriptor 2) [33PP] AP: Enhanced Strength 20 (to 40/+15) + Super-Strength 5 (effective Str 65, Heavy Load: 100 Tons; PFs: Groundstrike, Shockwave) [20+12=32/33PP] Enhanced CON 16 [16PP] (Energized Metabolism) Flight 4 (1000 ft/ 100mph) [8PP] Immunity 10 (aging, Life Support) [10PP] (Absorption, Sublimation) Protection 1 + Impervious TOU 10 [11PP] (Absorption, Sublimation) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness DC 20/DC 30 Damage (Physical) Blast 1500' Toughness DC 30 Damage (Variable) Damage(Burst) 200' Radius Reflex DC 20 Damage (Variable) Nullify Energy 55’ Radius Fort DC 26 PP Cancel/Negate Groundstrike 150' Radius Reflex DC 25/Trip Check .5 DC of Trip Check/Trip Shockwave 150' Cone Reflex DC 25 Damage (Physical) Totals: Abilities 46 + Combat 26 + Saves 7 + Skills 22 + Feats 19 + Powers 81 = 201/214PP
  8. Player Name: Thunder King Character Name: Crimson Tiger Power Level: 10/12 (156/194) Trade-Offs: +3 Attack / -3 Damage, +2 Defense / -2 Toughness Unspent Power Points: 38 In Brief: Muay Thai fighting legacy hero Alternate Identity: Mali Benjawan Identity: Secret Birthplace: Freedom City Occupation: Lives with parents, does chores and responsibilities around the house Affiliations: Claremont Academy Family: Father Annan, mother Apsari Description: Age: 20 DoB: August 5th, 1995 Gender: Female Ethnicity: Thai Height: 5'6" Weight: 150 Eyes: brown Hair: black Mali has a pretty, if unremarkable face, with bright eyes and a wide smile. She carries the attitude of a fun loving, sweet young woman. If she's happy, her eyes are like a clear sky. When she's angry or spoiling for a fight, her eyes narrow and become more like a thunderstorm. She has a sinister-looking grin that she adopts when enjoying a fight. She stands at a little over five and a half feet tall, and packs far more muscle onto her slender frame than most would suspect. She favors comfortable, stylish clothing in the latest brands, no longer caring how people react to her physique. She keeps her hair short and often slightly spiky. Since graduating Claremont, she has gotten a lip stud in the middle of her bottom lip, and a tattoo of a tiger on her back near her shoulder. Mali's costume is red and black, designed to resemble a stylized tiger. Her mask covers most of her face. She wears black boots and gloves. The costume is form fitting yet flexible, to allow her to take advantage of her natural agility. History: Mali has walked two paths for her entire life. Her father believes that she should be allowed to choose her own path, and has for her entire life. She likes the taste of Thai cooking (and asian cooking in general), is a Buddhist, and adheres to many Thai traditions. Still, she listens to American music, watches American movies, and embraces her home country. Her family is well off due to her grandfather having invested his money well in the stock market years ago. Her father took that to heart and became an accountant. Now he makes money advising people on how to invest their funds, and invests his own funds wisely. One night, when she was twelve years old, her father sat her next to him and told her a story, the story of Black Tiger, her great-grandfather. Black Tiger had likely been Thailand's first true super hero. He told her stories that his father had told him, how Black Tiger fought against the oppressive government. How he was a champion Thai boxer. Mali sat beside him, eyes wide with wonder. Her great grandfather sounded like an unparalleled warrior. He sounded like the kind of man who's legacy could be followed. Mali did not tell her father, but it was on that day that she resolved to follow in his footsteps. Over the next few years, Mali began taking her Muay Thai training seriously. Her father had been teaching her for exercise and self defense purposes for a few years, but she barely paid attention. Now a fierce fire burned within her that he both admired and worried about. At fourteen, she handily beat her father in a spar. On that day, he abandoned his nickname for her 'little kitten', and changed it to 'little tiger'. She grinned in triumph, knowing she was closer to her goal. She resolved that by her twenty first birthday, she would debut as a superhero. On a cool autumn evening, Benjawan Mali put on her costume and became the Crimson Tiger. She did not, however, anticipate that her father would discover her new double life. He was upset, but, was willing to forgive her. It was decided; she would enroll at Claremont. Mali vanished over the summer for over a month. As far as anyone at home knew, she was visiting family in Thailand. It was only a partial truth. In truth, she was in Thailand. She found an old trainer, one of the true masters. By day she studied under him. It took time to convince him to train a girl, but her skill impressed him enough to pass his techniques on to her. By night, she cut her teeth on Bangkok. She and her cousin Tarrin worked in conjunction, enabling her to sharpen her skills to greater heights. Upon her return to Freedom City towards the end of the summer, she refocused on her crime fighting. Personality & Motivation: Benjawan Mali has no great tragedies in her life. Her parents and both sets of grandparents are alive, and prosperous. No great pain drives her to heroics. She has no guilt, and no angst. What drives her is a burning desire for justice, and a love for a good fight. She is dutiful and respectful to her family and friends, and they love her for it. When in costume, however, she is a different person. She hides a wild streak that loves adventure, action, and a good fight. She tends to be unflappable in a crisis and keeps a level head. Overall, Mali is driven by an inner fire that makes her go out and do things in the world. Powers & Tactics: Mali, the Crimson Tiger, is a Muay Thai fighter. She uses a brutal, efficient, and painful martial art. Against ordinary humans and thugs, she emphasizes fast and efficient take downs. When she's against a superhuman foe, however, she lays on the hurt the best she can. She is a pragmatic combatant that knows that some foes are too strong to fight fair. She wil fight dirty if she feels she needs to. She will never kill, but she knows her enemies might try. Complications: Secret: Very few people know she is the Crimson Tiger, and she prefers to keep it that way. Family: As yet, Mali is not on her own, so she has duties to her family she must fufill Body Image: Mali is a muscular woman. She fears that this might put people off. Enemies in Low Places: Crimson Tiger's tendency to hit the streets means some criminals will know her by reputation. The New Girl: Mali is pretty new to Claremont, and exposure to super powers in general. Never Again: She hates the thought of hurting people, despite her love of fighting. These two concepts inevitably clash. Punching Drug Dealers: Mali has a special distaste for the drug trade which could be exploited by the right people. Violence is never the answer (but it sure is fun): Mali loves a good scrap, and unless her foe is clearly beyond her, she'd rather settle things with a fight than with words. Abilities: 14 + 8 + 6 + 4 + 6 + 4 = 42PP Strength: 24 (+7) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +7 Attack: +13 Melee, +5 Ranged +13 Chakram Grapple: +18 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -3, -2 flat-footed Saving Throws: 5 + 5 + 5 = 15PP Toughness: +7 (+3 Con, +2 Defensive Roll, +2 under-costume), +5 flat-footed Fortitude: +8 (+3 Con, +5) Reflex: +9 (+4 Dex, +5) Will: +8 (+3 Wis, +5) Skills: 92R = 23PP Acrobatics 12 (+16)Skill Mastery Diplomacy 9 (+11) Drive 8 (+12) Escape Artist 8 (+12)Skill Mastery Intimidate 9 (+11) Knowledge (streetwise) 9 (+11) Language 1 (English [Native], Thai) Notice 9 (+12) Search 9 (+11) Sense Motive 9 (+12)Skill Mastery Stealth 9 (+13)Skill Mastery Feats: 54PP Accurate Attack Acrobatic Bluff All-Out attack Assessment Attack Focus Melee 8 Attack Specialization 4 (Chakram) Benefit (wealth) Challenge (Fast Acrobatic Bluff) Dazzling Attack Defensive Roll 2 Dodge Focus 8 Elusive Target Equipment 6 Evasion 2 Fearless Improved Grapple Improved Initiative 1 Luck 2 Move-by action Paralyzing Attack Power Attack Prone Fighting Set Up Skill Mastery (Acrobatics, Escape Artist, Sense Motive, Stealth) Stunning Attack Takedown Attack 2 Uncanny Dodge (hearing) Ultimate Effort (Toughness Saves) Equipment 25EP = 5PP Tigercycle [12EP] Motorcycle Size: Medium. Str 20 [2EP], Toughness +8 [3EP] Features [2EP] Alarm 2 (DC 25) Powers [5EP] Speed 5 (250 mph / 2,500 feet per Move action) [5 EP] Chakram: Blast 2 (PFs: Mighty 4, Ricochet 1) [9EP] Flashlight [1 EP] Under-Costume Armor: Protection 2 [2EP] Grapple Gun: Super-Movement 3, Slow Fall, Swinging Wall-Crawling, [6 EP] Powers: 1 + 1 +2 = 4PP Leaping 1 (x2; running long jump 30 feet, standing long jump 15 feet, high jump 7 feet) [1PP] Speed 1 (10 mph / 100 feet per Move action) [1PP] Super Senses 2 (Accurate Hearing) [2PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (staged) Damage (Physical) Chakram Touch DC 21 Toughness (staged) Damage (physical) Stunning Attack Touch DC 17 Fortitude Stun Dazzling Attack Touch DC 17 Fortitude Auditory Dazzle Paralyzing Attack Touch DC 17 Fortitude Paralyze Totals: Abilities (36) + Combat (18) + Saving Throws (15) + Skills (23) + Feats (54) + Powers (4) - Drawbacks (0) = 156/194 Power Points
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