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  1. Doktor Archeville Power Level: 15 (built/operating as PL 12) Power Points: 249 / 250 Unspent Power Points: 1 Trade-Offs: -4 Attack/+4 Damage; -2 Defense / +2 Toughness Doktor Archeville is, as written, operating as a PL 12 character. However, a combination of his Nanotech-Enhanced Brain APs, Shapeshift, and Inventions could bump him up to PL 15 for Combat, though this will only be done if and when the GM explicitly allows it. In Brief: German Omnidisciplinary Scientist with a gravity-manipulating Belt and an "Electromagnetic Screwdriver,"* trying to use his Science! for good, partly to undo the evils his grandfather (and he 'himself') did. * the Belt and Screwdriver are faaakes, he's really a freakish cyborg with a holographic disguise! Alternate Identities: Viktor Helmut Archeville Identity: Public Birthplace: Schönwald im Schwarzwald, Baden-Württemberg, Germany (West Germany at the time of his birth) Occupation: Scientist, Philanthropist, CEO of ArcheTech Affiliations: ArcheTech (CEO and Majority Shareholder*), The Claremont Academy (Donor), Franklin D. Roosevelt High School (Donor), Freedom City Public Libraries (Donor), Freedom City University (Donor), Freedom College (Donor), Freedom League (Member since January 2010), Freedom Medical Center (Donor), Freedom School for the Arts (Donor), Hanover Institute of Technology (Alumnus, Donor, Recurring Guest Lecturer), Joseph Clark High School (Donor), McNider Memorial Hospital (Donor), Providence Asylum (Donor), Technische Universitat Manchen/Technical University of Munich (Alumnus, Donor, Recurring Guest Lecturer), Trinity Hospital (Donor), numerous other hospitals and universities in Germany, the European Union, and North America (Donor) Family: Cynthia Bauer Archeville (Mother, Deceased); Varick Heinrich Archeville (Father, Deceased); Verrill Herman Archeville (Paternal Grandfather, Deceased); more here. DoB: June 1977 Apparent Age: early 30s Gender: Male Ethnicity: German Height: 5'10" (1.78 meters) Weight: 151 lbs. (68.49 kg) Hair: Golden Blonde Eyes: Rhine Blue APPEARANCE Archeville's strong Aryan features would've made him a prize nab for the Nazi Party, had he been born forty years earlier. His alabaster skin, thin and imperial nose and lips, and cheeks cut of marble make for a regal face. His eyes are Rhine-blue & carry the wolf's glare, and his hair is silky and golden, falling down past his shoulders; he speaks (and occasionally sings) with a rich tenor voice. Though he is in his mid-40s, he looks to be in his early 30s, having aged at roughly half the normal pace since he turned 16. That's what the holodisguise presents, at least. When it's down, his true nature -- a constantly shifting hybrid of flesh, metal, and circuitry shaped like Viktor Archeville, whose voice has a slightly echoed, mechanical edge -- becomes clear. (He is still Attractive in this form, just in a Warlock/Douglock kind of way.) Archeville usually wears sturdy black rubber-soled boots, khaki pants (black or dark blue), a short-sleeved dress shirt (usually solid red, blue, green, or purple, made from transgenic spider-goat silk), and his white lab coat. He still gives some consideration to his appearance, wearing clean, pressed clothes and keeping his hair neat and tidy. He stands 5'10" (1.78 meters) and weighs 151 pounds (68.49 kg). Of late the Doktor's genial nature has taken a more somber tone, as he has become haunted by past failures and plagued with guilt, but he tries to maintain a positive face and not let the general public see just how deeply shaken he has been by all that has transpired. Power Descriptions: His force field glows with a soft blue-gray light, flaring brighter when resisting an impact. When he teleports, gravitational distortions at his departure and arrival points play hob with the inner ear of bystanders, giving them all a brief flash of vertigo; he appears to collapse in on himself (as if swallowed by a black hole) when teleporting from somewhere, and to explode out from a pinpoint when teleporting in. His Electromagnetic Screwdriver (or, more accurately, he) makes a wide range of buzzing noises, and the 'barrel' at the end glows with all sorts of colors; it is covered in the same 'circuit patterns' as his Gravimetric Belt. HISTORY Son of a madman. Grandson of a Nazi super-scientist war criminal. Trying to do good, both for his family name and for his homeland, all while struggling with his own inner demons. Came to Freedom City for education, returned home to Europe and worked as a hero for a few years, then returned to FC. For more detail, read his Guidebook entry. And then it all went horribly wrong as the supernatural evil from beyond reality slumbering within him, which had been slumbering in his past thirteen generations of ancestors, awoke with a terrible fury. But the heroes rallied, and the day was saved, with little loss of life, but much loss of trust. Though the world believes his company and technologies were taken over by an outside invader (which is partially true), and assume the heavy guilt he feels is from a failure to properly secure it (which is also technically true), those who know the real story -- who are, for the most part, the ones 'he' betrayed -- are having a much harder time forgiving him. He remains his own harshest critic (though some may question that). Out of his guilt for all that happened, and a desire to focus on making amends to those he could, his company ArcheTech (and the orbital station ArcheStern, the remains of Schloss Wissenschaft and the super-sub Fjölnirskraft, and the secret satellite Nichtuberall) was ceded to Miss Americana and the Scarab (via the Rhodes Foundation), to be returned to him if and when the three of them feel he has adequately atoned. In addition, Scarab and Phantom erased the knowledge of all heroic secret identities from his mind, and Dragonfly and Miss Americana did to same to his computer systems; regaining this knowledge will have to be done the hard way, by regaining the trust of the heroes. On July 31st, 2012, Archeville was "reformatted" following a fatal encounter with the Sinister Science Squad, and was resurrected as a technorganic transhuman. He made sure to let he Freedom League and Interceptors know of his change, and he (and Mona) are coming to grips with this new change. PERSONALITY & MOTIVATION Archeville's arrogance, pride, and tendency to keep secrets and act without explaining his actions (assuming no one could keep up with his trains of thought) took some huge hits following the ArchEvil Event, since those traits all lead to it. Now he tries to work humbly to redeem not only his family name but his own name as well, though this is sometimes challenging because he really is so vastly smarter than most people he encounters. For a few months post-ArchEvil Event, Viktor was more alone than many realized: when the pseudonatural influence was separated from him, so was the 'Other,' the split in his personality he had labored under most of his life. (The truth is that it was not a true split personality, the Other was an 'interface' the pseudonatural entity used to study and later interact with the world, both based on and feeding Archeville's darker, baser impulses.) With that voice gone, Viktor Archeville was alone with his thoughts for the first time. This eventually changed, and the voices came back (during the "Hot Zone" event), but in a different form: all ultimately answer to his core/primary personality, which is that of a determined man trying to make good in the world. Archeville still engages in a professional rivalry with other high technologists, and still distrusts magic, largely because it is something he does not (and perhaps cannot) understand. He reserve his more intense hatred, though, for the mystical practitioners and entities that are decidedly inimical to mankind & reality (like the thing that had been in his family line for so long, and those who worship such pseudonatural beings). POWERS & TACTICS Archeville’s primary ability -- initially believed to be the result of a mutation, eventually revealed to be the result of pseudonatural magic, later replaced/recreated with advanced technology -- is his superhuman mind. This is not just limited to scientific/technical intelligence, but all areas: acquisition, retention, performance, and transfer, mathematical and logical reasoning, linguistic communication, pattern recognition, spatial visualization, and more. This even extends to interpersonal intelligence (the ability to influence people by playing on their moods, feelings, temperaments and motivations), intrapersonal intelligence (introspective and self-reflective capacities, which reinforces his comprehension of self to prevent manipulation by telepathic or other mental manipulations), and coordination & kinesthetics. The neural network-based bioceramic nanites which he used to replicate his prior enhanced mental capabilities also grant him various technopathic abilities, mitigate the effects of certain exotic body- and mind-altering effects, and repair severe trauma at an accelerated rate. These nanites proved far more effective than anticipated, and brought him back from death as bizarre technorganic transhuman. Now all the abilities once granted by his gear -- the gravity-warping effects of his Gravimetric Belt, the electromagnetic energy harnessing powers of his Screwdriver, and even the protection of his energy-diffusing polymer-laced labcoat -- have been incorporated into his body. He can fly and teleport, create an electromagnetic bubble around himself that can either protect or conceal, and generate & manipulate many forms of energy with a mere thought. Archeville does still carry some gear on missions. The (non-'armored') labcoat he wears contains numerous pockets holding small capsules, filled with a variety of chemicals for a wide assortment of effects. He rarely carries many with him, trusting mainly in his own abilities (both mental and technological), but he does enjoy having a few surprises up his sleeves. Archeville is a mathematician even in combat. He analyzes every possible permutation of an opponent's moves and profile almost instantly, and adapts to exploit weaknesses and apply his own strengths to their best effect. (See the 2009 Sherlock Holmes film and its sequel for examples.) COMPLICATIONS Enemies: Assorted supervillains from Germany and the rest of the European Union, as well as ones in America. In particular, Doc Otaku, the Power Corps, and White Knight all have it in for him, as do Captain Knievel, Havoc, Malice, and the Science Squad. Fame: Doktor Archeville is a very public figure, and has been for over a decade. Going out can be difficult for him: fans can make tempting targets for unscrupulous villains, and detractors can pop up at the most inopportune of times. Hatred: Archeville has a dislike of magic users and other supernatural beings (viewing them as at best ignorant people using metahuman powers, extraterrestrial technology, or something similar which they do not fully understand, and at worse as someone willingly using such techniques but purposefully hiding it behind superstition and fear to deceive others), but outright hates entities that are decidedly inimical to human life and sanity (like pseudonatural entities). Jobless Millionaire: After the ArchEvil event, Doktor Archeville ceded control of ArcheTech (and with it ArcheStern and Fjolnirskraft) to Miss Americana and Scarab (via the Rhodes Foundation), until such time as he could be trusted with them. Until then, Archeville may only use them as much as any other superhero. My Own Worst Enemy: Archeville's divided has caused him no end of trouble, and continues to do so from beyond in the form of caches of ultra-tech devices and mutagenic compounds spread throughout the world, waiting for some unscrupulous person (or innocent victim!) to find them. Obsession: To say Archeville is obsessed with science and technology is like saying the Sun is warm and the oceans are damp. He is the tinkerer, always pushing the hardware to the limit and beyond, always MacGyvering toasters into heat beams, with both an unwavering childlike wonder at the scientific miracles inherent in everyone and everything around him, and an unrelenting optimism that scientific discovery ultimately makes the universe a better place to live in. Reputation: Many people still remember the name Archeville, for his grandfather, the Nazi super-scientist. And several of Freedom City's heroes know the evils Viktor (albeit under the influence of his Other) did do (although the story fed to the public is that it was some other force, possibly an alien, that mind controlled Archeville and used him & his holdings to wreck havoc upon the world). Responsibility: Membership in the Freedom League Auxiliary and his personal relationship with Fulcrum would be enough for most, but Archeville is devoting much of his time to healing/repairing everything (and everyone) he harmed. At the top of this list are the Interceptors, who were stung worst of all by 'his' actions. Rivalry: Archeville has a friendly rivalry with most other battlesuit and gadgeteer superheroes, and many battlesuit and gadgeteer supervillains see him as the one to best. Secret: Archeville's pseudo-Multiple Personality Disorder was not widely known, nor is the extent of his involvement in the ArchEvil events. Also secret is that he is now a technorganic transhuman; he still carries non-working replicas of his devices to give the illusion that his powers stem from his gear, and uses holographic disguises to make his appearance. Technorganic Body: Archeville's new body is as much technology as it is biology, which comes with a few drawbacks. Attacks that would normally affect only nonliving objects (like certain forms of electromagnetic pulse) work on him, as do technopathic powers. His body also requires certain metals and other substances as "nutritional supplements" that most organic life forms don't, and if unable to get them he may begin suffering glitches and other performance issues. ABILITIES: 0 + 0 + 8 + 14 + 6 + -2 = 26PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 28/18 (+9/+4) Intelligence: 40/24 (+15/+7) Wisdom: 32/16 (+11/+3) Charisma: 24/8 (+7/-1) COMBAT: 16 + 12 = 28PP Initiative: +12/+7 Attack: +8 (Base), +14 w/ “Enhanced Coordination & Kinesthetics” Grapple: +8, +14 w/ “Enhanced Coordination & Kinesthetics” Defense: +10/+8 (+6 Base, +2 Dodge Focus, +2 Shield), +3 Flat-Footed Knockback: -13/-7, -12/-6 flat-footed ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) SAVING THROWS: 1 + 5 + 7 = 13PP Toughness: +14 (Impervious 12/0) (+9 Con, +2 Defensive Roll, +3 Protection; Imp 12 w/ “deflector shield”), +12 flat-footed (Imp 12/0) Fortitude: +10/+5 (+9/+4 Con, +1) Reflex: +10/+5 (+0 Dex, +5 & +5 more from Flight) Evasion (from Flight) Will: +10 (+3 Wis, +7) SKILLS: 120R = 30PP Bluff 4 (+3, +7 w/ Attractive; +11/+15 w/ Enhanced Cha) Computers 15 (+23; +30 w/ Enhanced Int) SM UE Concentration 4 (+7, +15 w/ Enhanced Wis) Craft (Chemical) 8 (+15; +23 w/ Enhanced Int) UE Craft (Electronic) 15 (+22; +30 w/ Enhanced Int) UE Craft (Mechanical) 8 (+15; +23 w/ Enhanced Int) UE Craft (Other) 0 (+7; +15 w/ Enhanced Int) Diplomacy 4 (+3, +7 w/ Attractive; +11/+15 w/ Enhanced Cha) Disable Device 15 (+23; +30 w/ Enhanced Int) SM Disguise 0 (-1, +19 w/ Morph; +7/+27 w/ Enhanced Cha) Investigate 3 (+10; +18 w/ Enhanced Int) SM Knowledge (Life Sciences) 8 (+15; +23 w/ Enhanced Int) Knowledge (Physical Sciences) 8 (+15; +23 w/ Enhanced Int) Knowledge (Technology) 15 (+22; +30 w/ Enhanced Int) Knowledge (Any Other) 0 (+7; +15 w/ Enhanced Int) Languages 1 (English, German [Native]) Medicine 2 (+5; +13 w/ Enhanced Wis) SM Notice 2 (+5; +13 w/ Enhanced Wis) Perform (Oratory) 3 (+2; +10 w/ Enhanced Cha) Search 1 (+8; +16 w/ Enhanced Int) Sense Motive 4 (+7; +15 w/ Enhanced Wis) Most can also have an additional +2 ranks (from “masterwork tools”) or +5 ranks (from “doktorwork tools”) FEATS: 23PP Attractive Beginner's Luck Dodge Focus 2 Eidetic Memory Improvised Tools Inventor Jack-of-All-Trades Luck 5 Master Plan Online Research Quick Draw Skill Mastery (Computers, Disable Device, Investigate, Medicine) Speed of Thought Ultimate Effort 4 (Computers, Craft [Chemical, Electronic, Mechanical] checks) Well-Informed Enhanced Feats Accurate Attack (from “Enhanced Coordination & Kinesthetics”) All-Out Attack (from “Enhanced Coordination & Kinesthetics”) Blind-Fight (from “Enhanced Coordination & Kinesthetics”) Challenge (Fast Work for Craft [Electronic]) (from “Enhanced Intellect”) Defensive Attack (from “Enhanced Coordination & Kinesthetics”) Defensive Roll (from Flight) Distract (Bluff) (from “Enhanced Presence”) Elusive Target (from “Electromagnetic Cloak”) Evasion (from Flight) Fascinate 3 (Bluff, Diplomacy, Perform [Oratory]) (from “Enhanced Presence”) Hide in Plain Sight (from “Electromagnetic Cloak”) Instant Up (from Flight) Move-By Action (from Flight/Teleport) Power Attack (from “Enhanced Coordination & Kinesthetics”) Second Chance (Stealth checks) (from “Electromagnetic Cloak”) Sneak Attack (from “Enhanced Coordination & Kinesthetics”) Veteran Awards Equipment 41 (205 EP) Utility Belt/Coat Vehicle/Mobile HQ: Weltraumwohnmobil POWERS: 5 + 10 + 16 + 17 + 22 + 2 + 20 + 37 = 129PP His Comprehend & Mental Quickness have the Training descriptor, everything else has the Super-Science and Technology (and specifically Nanotechnology) descriptor. His Gravitic Defense and Gravitic Movement systems obviously also have the Gravity descriptor. Comprehend 3 (languages 3 [read all, speak any one at a time, understand all]; Drawback: Power Loss [requires time -- GM’s discretion -- to process and assimilate entirely new languages]) [5PP] Assimilated Languages: Arabic, English, French, GalStandard, German [Native], Mandarin, Russian, Spanish Cyberkinetic Container 2 (10 points) [10PP] Comprehend 2 (electronics 2 [speak to, understand]) [4PP] Datalink 2 (100 feet, radio; PFs: Cyberspace, Machine Control, Subtle) [5PP] Super-Senses 1 (radio) [1PP] Gravitic Defensive Systems 7 (14 point Array; PFs: Alternate Power 2) [16PP] BP: Impervious Toughness 12 (“deflector shield”; note: Sustained Active effect) {12pp} + Shield 2 {2pp} {12+2=14/14PP} [Toughness is +14 (Imp 12), Defense +10 (+3 flat-footed), Knockback -11. Defensive PL 12] AP: Concealment 6 (“electromagnetic cloak”; All Radio & Visual; Extras: Linked [Enhanced Feats], Linked [Shield]; Flaw: Blending; PFs: Close Range, Selective) {8pp} + Enhanced Feats 3 (Elusive Target, Hide in Plain Sight, Second Chance [Stealth checks]; Extras: Linked [Concealment], Linked [Shield]) {2pp} + Shield 2 (Extras: Linked [Concealment], Linked [Enhanced Feats]) {2pp} {8+3+2=13/14PP} [Toughness is +14, Defense +10 (+3 flat-footed), Knockback -7; Defensive PL 12] AP: Immunity 9 (life support; note: Active Sustained effect; Extras: Duration [Continuous], Linked [Shield]; Flaw: Limited [Half Effect]) {9pp} + Shield 2 (Extras: Linked [Immunity]) {2pp} {9+2=11/14PP} [Toughness is +14, Defense +10 (+3 flat-footed), Knockback -7; Defensive PL 12. This combined with the Immunities under “Technorganic Form” grant full life support.] Gravitic Movement Systems 8 (16 point Array; PFs: Alternate Power) [17PP] BP: Enhanced Reflex Save 5 (to +10) {5} plus Features 3 (“personal gravity field”; Environmental Adaptation 3 [high-gravity, low-gravity, zero gravity]) {3} plus Flight 1 (“contragravity”; 10 mph / 100ft per Move Action; PFs: Defensive Roll, Evasion, Instant Up, Move-By Action, Subtle 2) {8} {5+3+8=16/16PP} Toughness is +14 (+12 flat-footed), Reflex +10 AP: Teleport 5 (“wormhole”; 500 ft. per Move Action, 5 miles per Full Action; PFs: Change Direction, Change Velocity, Easy, Progression [Mass] 2 [500 lbs.], Turnabout) {16/16PP} Nanotech Enhanced Brain Array 10 (20PP Array; PFs: Alternate Power x3; Drawbacks: Action [Move] to change configuration) [22PP] BP: Enhanced Feats 1 (Challenge [Fast Work for Craft {Electronic}]) {1PP} plus Enhanced Intelligence 16 (“enhanced intellect”; to 40 [+15]) {10PP} plus Enhanced Quickness 6 (“thinks very fast”; to Quickness 10 [x2,500]; Flaw: Limited [Mental Tasks]) {2PP} {1+16+3=20/20} Can Take 10 on a Computers check [total 40+] and write a computer program in 1.4 seconds, or a Free Action. Can Take 20 on a Knowledge check (assuming he has access to a library) in 1.4 seconds, or a Free Action. Can Take 20 on a Notice check [total 25+] in 0.024 seconds, or a Free Action. Can Take 20 on a Search check [total 36+] in 0.048 seconds, or a Free Action. AP: Enhanced Charisma 16 (“enhanced presence”; to 24 [+7]) {16} plus Enhanced Feats 4 (Distract [Bluff], Fascinate 3 [Bluff, Diplomacy, Perform-Oratory]) {4} {16+4=20/20} AP: Enhanced Datalink 0 (“ghost in the machine”; adds to Datalink 2; Extras: Area 2, Linked [Enhanced Quickness], Linked [ESP]; PFs: Selective) {3PP} + Linked Enhanced Quickness 10 (to Quickness 14 [x50,000]; Extras: Linked [Enhanced Datalink], Linked [ESP]; Flaw: Limited [Mental Only]) {5PP} + Linked ESP 2 (all senses, 100 feet; Extras: Action [Free], Duration [Sustained], Linked [Datalink], Linked [Enhanced Quickness], Simultaneous; Flaw: Medium [technological sensors]) {12PP} {3+5+12=20/20} [Mental Quickness 14 (x50,000) = can Take 20 on an extended Search of a 100 ft. radius [200 ft. diameter] area in 0.48 seconds, or a Free Action, and can Take 20 on Notice checks as a Free Action.] AP: Enhanced Wisdom 16 (“enhanced awareness”; to 32 [+11]; Drawback: Power Loss 2 [Does Not Apply To Will Saves]) {14} plus Enhanced Feats 6 (“enhanced coordination & kinesthetics”; Accurate Attack, All-Out Attack, Blind-Fight, Defensive Attack, Power Attack, Sneak Attack) {6} {14+6=20/20} Quickness 4 (“thinks fast”; x25; Flaw: Limited [Mental Tasks]) [2PP] Shapeshift 4 (“Internalized Electromagnetic Screwdriver & Technorganic Form”; 20PP Variable Power, Any Power, Multiple Powers At Once [8pp/rank]; Extra: Action [Move]; PF: Subtle) [37PP] Sample Settings: Default Setting Enhanced Skills 16 (“masterwork tools”; +2 to Computers, Craft [Chemical, Electrical, and Mechanic], Disable Device, Investigate, Knowledge [Technology], and Medicine) {4} Feature 1 (“voice modulator”; Voice Mimicry) {1} Super-Senses 13 (“electromagnetic senses”; Accurate for Radio [2], Analytical for Radio, Analytical for all Vision [2], Extended on Vision, Penetrates Concealment on Vision [4], communication link [w/ Weltraumwohnmobil; radio], infravision, ultravision) {13} {4+1+13=18/20} Technorganic Form 4 (20 point Container, Permanent Duration) [20PP] Enhanced Constitution 10 (to 28/+9) [10PP] Immunity 12 (aging, life support, sleep, starvation & thirst; Flaw: Limited [Half Effect]) [6PP] Protection 3 (technorganic flesh) [3PP] Regeneration 1 (disabled 1 [5 hours]) [1PP] DRAWBACKS: -0PP TOTALS Abilities (26) + Combat (28) + Saving Throws (13) + Skills (30) + Feats (23) + Powers (129) - Drawbacks (0) = 249/250 Power Points (1pp under) -------------------------------------------------------------------------------------------------------------------------------------------------------------- Without any of his technological powers, his stats are: Constitution 18/+4 Attack +8 Defense +8 (+3 flat-footed) Toughness +4 Damage +0 (unarmed), +3 (weapons) [PL 6 Defensively; PL 4 Offensively, 6 with weapons; PL 6-10 on Skills] With his mind set to Enhanced CHA or WIS (the default when he's interacting with people), and without using his home tools/"Screwdriver," he's at +18 on Computers, Crafts (Chem/Elec/Mech), Disable Device, and Know (Life Sci/Physical Sci/Tech). This puts him ahead of Daedalus (FC's Hank Pym/Tony Stark expy) on Know/Life Sci (+14), equal on Computers (+18), slightly behind on those Crafts (+20), and noticeably behind on DisDev (+22) and on Know/Phy Sci & Tech (+22). His tools bump his Computers, Crafts, and DisDev up to +20, which is better, but still lagging behind in some areas. Mental Quickness is at 4 (x25) With his Enhanced INT active & using his mw tools, Dok is at +25 on Computers, Crafts (Chem/Elec/Mech), Disable Device, and Know (Life Sci/Physical Sci/Tech). This puts him slightly ahead of Daedalus on Disable Device and Know (Phys Sci & Tech), and at least 5 points ahead on everything else. Mental Quickness is at 10 (x2,500)  Quickness/Mental Quickness applies to the Design phase of Inventing, but not Construction.
  2. Character Name: Comrade Frost Power Level: 12/13 (205/205PP) Trade-Offs: None Unspent PP: 0 Alternate Identity: Dr. Dimitri Ivanovitch Peshkov, the "Ice Commissar" Identity: Public, though the fact that he is a vampire is not known to the general public Birthplace: Moscow, Russia Occupation: Liaison between People's Heroes and Freedom League Affiliations: People's Heroes, Freedom League Family: No blood relatives living In Brief Ex-Soviet cryokinetic vampire supersoldier turned occult investigator Description Age: 100 (Born August 1, 1913) Apparent Age: 30 Gender: Male Ethnicity: Caucasian [turns extremely white when using his powers] Height: 5'8" Weight: 150 lbs Eyes: Light blue [pink when using his powers] Hair: Light blond [white when using his powers] Comrade Frost these days dresses in a blue, white fur-lined parka over a dapper white suit. He wears a blue domino mask with black eyepieces and usually keeps the hood up, and white gloves in situations where he knows he'll need to use his powers (using them for any length of time generally makes his hands very cold to the touch). His skin turns extremely white while using his powers. In more formal occasions, he loses the parka and mask and simply rocks the suit. In very formal occasions, he'll don the modified blue and white uniform he wore as a zampolit in World War II. That's also the only time you'll see him wear his medals, and between one thing and another he's got a lot of those. Power Descriptions Comrade Frost is a cold manipulator only, unlike many other cryokinetics who can summon large amounts of ice and snow. He can drain the heat out of large groups or individuals, as well as brittly freezing solid objects or paralyzing someone's muscles with a touch. He can heal his own injuries by draining the heat from the environment around him, but only when he focuses his attention on a single target: otherwise the heat becomes lost to him. He can fly by transforming himself into icy fog; he can make himself tougher by freezing himself solid. His eyes turn an albino's pink when he's actively using his powers, and his hair frosts white like snow. Personality and Motivations Surprisingly warm for a century-old Communist vampire, Comrade Frost has an avuncular relationship with young people, especially young heroes. He's ultimately a gentle man who enjoys a joke, even one at his own expense, and is only really roused to anger by Nazis, pseudonatural creatures, and other unholy monsters. His decades of unlife have taught him to respect magic, but he fears it in the wrong hands, and won't be afraid to utterly destroy some mystic artifact rather than let it fall into the hands of evil. History Born in a small town outside Moscow in 1913, Dimitri Peshkov was not an attractive man in life. A bright student, he grew up lazy and a little jaded, convinced of his own intellectual superiority over his fellow students in high school and college. He became a veterinarian, tending to the animals in collective farms, out of a mild interest in helping those less fortunate but mostly for the chance to be the smartest and best-educated man in the room. When war threatened his country in 1941, he joined the NKVD, not the Red Army, not out of a special patriotism, but because he thought it would keep him away from the battlefield. He was wrong; and that would be the death of him. The old Dr. Dimitri Peshkov died beneath the sacrificial blade of the Thule Society in the spring of 1942. The NKVD doctor had been captured on the Arctic front during the defense of Murmansk and had, under the Commissar Decree, been handed over by the Wehrmacht to the SS for execution. He might simply have been shot, but a passing group of Thule mystics needed him for a special task. Operating in the far north under Kantor's commnd, the Thule circle had found an ancient Norse altar, consecrated to Hel and her father Loki, and had learned they needed human blood to open the gateway to another world. And so they did. But as Peshkov fell into darkness, a voice came to him. The life-long atheist found himself floating before Hel, the guardian of Niflheim and ruler of the Norse underworld, one of the first new arrivals in her realm in a long time. Hel explained to Peshkov, as one would to a child, that she could not be summoned to Earth by such powers the Nazis had. In the heart of the greatest war the world had ever known, Death already stalked the land, and no wizard could hope to control it. But she had seen the capture of her haughty uncle Donar, and knew the plans of the Thule Society for the world of men, and she loathed them for the blasphemers they were. So she offered Peshkov a choice. He was a descendent of Rurik and had died at the hands of her enemies; if he stayed in Niflheim in her palace, he could have a place at her side to tell her about the world above, and perhaps as master of those few Thule sorcerors who had fallen into her hands when they had died of disease or accident after taking up the worship of the Asgardians. Or he could walk the Earth again as a draugr, a being of great power and might, with the heart taken from him by the Nazis replaced by a gateway to the icy realm of Niflheim. Given the choice, Peshkov chose to live. If you could call it living. Dimitri awoke on the altar and froze his captors solid, burning their shrine down behind him and feeding on the heat within as he began the long, painful walk back to Soviet lines. He learned how to control his powers and feed from the heat of the sun, from burning fires and life's heat rather than life's blood, and when he arrived back among his own people (and immediately, wonderfully, was plunged into a hot bath...that he immediately froze solid), Dimitri Peshkov was ready to begin his new identity: Comrade Frost, costumed defender of the Soviet Union! But of course it wasn't that easy. Dimitri was the only one of his allies familiar with magic, something which his own government denied the existence of. Comrade Frost rapidly became the Peoples' Heroes' magic expert, a role he had to play very subtly. He took every chance he could to team up with the Allies of Freedom and the Liberty League, desperately trying to pool his resources with those better-connected and better-educated in these matters as he tried to stave off the threat of magical darkness at home. And there was the war, grim and terrible. Comrade Frost was one of the first Soviet super soldiers into Berlin, and was there for the last great convulsion of the Reich. His superiors denied his request to join the hunt for Kantor, and so he wasn't there when the Allies of Freedom were betrayed and murdered by the forces of darkness. It was a hard blow for the super-soldier and he slipped into a deep depression after the war. Only a battle against the snake-cultists of Lithuania roused him from his funk in 1948, the mystic-trained hero recognizing the cultists of Yig for what they were! If the cultists of the Unspeakable One and his dread allies had come to the Soviet Union, there were urgent matters to deal with indeed. His war wasn't over. Comrade Frost was not one of the better-known Soviet super-soldiers to the general public; he was just there in the various engagements with American heroes, German holdouts, Baba Yaga, and the other famous battles of the Peoples' Heroes but he was well-known to superheroes. Sometimes he was an enemy to mystic heroes in the United States and elsewhere, stealing mystic artifacts out from under their noses for the Soviet Union's use but for the most part he was an ally: a fellow enemy of darkness who could always recognize that there were threats to the universe as deadly as any nuclear missile. Briefly imprisoned in 1953, he was freed after Stalin's death. He was a busy man in the 1960s as Stalinist controls lapsed and the world of magic became more and more powerful in the Soviet Union, taking time out to fight Superior in Cuba in 1962 and war against the forces of Baba Yaga in the 1970s. Dispatched to Afghanistan in the late 1970s to help battle undead warriors summoned to life there by Muslim clerics, Peshkov was horrified at the violence and pointless waste of yet another war; when he returned home in the 1980s, he let others take over his role as magical champion while working to support Gorbachev's reforms. With the fall of the Soviet Union, Peshkov resumed his work as a defender of the world against magical threats, for the first time working regularly in countries besides the land of his birth now that he was free to travel. There was a whole world out there! Peshkov is currently assigned to Freedom City to act as the liaison between the Peoples' Heroes and the Freedom League, as well as deal with the worrisome reports he's heard about magical activity in Freedom City. Barriers he helped erect many, many years ago now are beginning to melt. Complications: Is very old [a hundred year old Russian] Is an Ice Vampire [a terrible ice monster, albeit one who can pass for men] Has made a lot of enemies over the years [has fought a lot of terrible monsters from beyond space] The ladies (can't touch this!) [very solicitous towards women whose powers might let them actually have a relationship with him, though he is capable of dimming his cold aura] Niflheim's Champion [What else does Hel want with him?] Abilities: 0 + 0 - 10 + 10 + 4 + 2 = 6PP Strength: 10/24 (+0/+7) Dexterity: 10 (+0) Constitution: --- Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Ranged/+8 Melee, +8/12 w/ Thermovore Array (Ranged/Melee) Grapple: +15, +18 w/ Frozen Armor Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -6, -11 w/ Frozen Armor -4, -7 w/ Icy Armor vs. blessed/holy, magic, or silver Saving Throws: 5 + 7 = 12PP Toughness: +12 (Impervious 10 w/ Icy Armor) +8 (Imp 6 w/ Icy Armor) vs. blessed/holy, magic, or silver Fortitude: --- Reflex: +5 (+0 Dex, +5) Will: +9 (+2 Wis, +7) Skills: 60R = 15PP Bluff 9 (+10)SM Concentration 3 (+5) Handle Animal 4 (+5) Knowledge (Arcane Lore) 5 (+10)SM Knowledge (History) 5 (+10) Knowledge (Theology and Philosophy) 5 (+10)SM Languages 6 (English, German, Greek, Latin, Old Church Slavonic, Old Norse, Russian [base]) Medicine 7 (+9)SM Notice 8 (+10) Sense Motive 8 (+10) Feats: 18PP Attack Focus Melee 4 Benefit (Security Clearance [Russian]) Dodge Focus 8 Eidetic Memory Jack of all Trades Ritualist Skill Mastery (Bluff, Knowledge [Arcane Lore], Knowledge [Theology and Philosophy], Medicine) Uncanny Dodge (Infravision) Powers: 1 + 14 + 3 + 8 + 5 + 13 + 30 + 20 + 8 + 4 + 3 + 2 + 4 + 29 = 144PP Comrade Frost's thermovore powers have the descriptors 'cold', 'dimensional', and 'magic'. His vampire powers have the description 'vampiric' Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Enhanced STR 14 (Vampiric, to STR 24/+7) [14PP] Environmental Control 1 (Cold 1 [severe], 5 feet; Extra: Action 3 [Reaction]; Flaw: Range [Touch]) [3PP] Gadgets 1 (5PP, magical trinkets, Extra: Action [Move], Flaw: Hard-to-Lose) [8PP] Healing 1 (thermovore; Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Fire/Heat Attacks]) [5PP] Icy Body 6 (12PP Array; Power Feat: Alternate Power) [13PP] BE: Flight 1 (10 mph/ 100 feet per Move Action, Extra: Linked [insubstantial]) {2PP} + Insubstantial 2 (icy fog; Extra: Linked [Flight]) {10PP} {12/12PP} AP: Impervious Toughness 6 (frozen armor; Extra: Duration [sustained,+0]) {6} + Super-Strength 3 (Effective Str 39) {4} {6+6=12/12} Immunity 30 (Fortitude Effects) [30PP] Immunity 40 (energy vampire; lethal energy damage) [20PP] Protection 8 (icy flesh) [8PP] Protection 4 (vampiric flesh; Extra: Impervious; Flaw: Limited [not against blessed/holy, magic, or silver]) [4PP] Regeneration 6 (Recovery +0 [5], Resurrection 1 [1 week]; Flaw: Source [blood or heat 37°C/98°F]) [3PP] Super-Senses 2 (Infravision [Enhancement: Tracking 1]) [2PP] Super-Senses 3 (feel magic, Detect Magic 3 [tactile; enhancement: Ranged ) [4PP] Thermovore Array 12 (24PP Array; Power Feats: Accurate 2, Alternate Power 3) [29PP] BE: Drain Toughness 12 (brittle cold; Extras: Affects Objects, Range [Ranged]; Flaw: Limited [Objects Only]) {24/24PP} AP: Damage 12 (mass heat drain; Extra: Area [120 ft. Cone, Targeted]) {24/24PP} AP: Paralyze 12 (freezing grasp; Extra: Alternate Save [Fortitude, +0] ) {24/24PP} AP: Strike 12 (thermovorous touch; Extra: Vampiric) {24/24PP} Drawbacks: -4PP Vulnerable (Cold [Common], Major [x2]) [4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Brittle Cold Ranged DC 22 Fort (Staged) Drain Toughness Freezing Grasp Touch DC 22 Fort Slowed/Paralyzed Mass Heat Drain Touch [Area] DC 27 Toughness (Staged) Damage (Physical) Thermovorus Touch Touch DC 27 Toughness (Staged) Damage (Physical) Totals: Abilities (6) + Combat (16) + Saving Throws (10) + Skills (15) + Feats (18) + Powers (144) - Drawbacks (4) = 205/205 Power Points
  3. Player Name: Electra Character Name: Wander Power Level: 12 (232/250pp) [374] Trade-Offs: None Unspent Power Points: 18 Older Version In Brief: A survivor of plague and apocalypse in her home universe, Wander began as a shell-shocked dimensional refugee, but has worked hard to recover and make a place for herself among the heroes of Freedom City and the people of Earth Prime. Alternate Identity: Keeley Erin White, Erin Keeley White (her original name, legally changed to distinguish her from her Prime-native counterpart) Identity: Secret, though she does little to protect it. Birthplace: Seattle, Washington, Earth EZO1(e) Occupation: Head of Security at Halloman Advanced Experts (HAX) Affiliations: Liberty League, Young Freedom (alumnus) Family: Father: Roger White (1962-2007), Mother: Clarissa (Anderson) White (1967-2007), Sister: Megan White (1999-2007), Paternal Grandparents: Martin and Cecily White (1937-2007)(1942-2002) Maternal Grandparents: Donald and Eileen Anderson (1942-2007, 1945-2007) Description: Age: 19 DoB: November 11, 1992 Apparent Age: 19 Gender: Female Ethnicity: Caucasian Height: 5'8 Weight: 175 Eyes: Brown Hair: Auburn Tall and solidly built, Erin's average appearance allows her to blend into the background more easily than many superheroes. Her eyes are medium brown, her hair auburn and shoulder-length, held back by a band when she works. Her physical invulnerability gives her the pale, smooth skin of someone who's never gone out in the sun or worked with her hands, but it also means she never gets acne or freckles anymore. Most people would say Erin looks and moves like an athlete, but anyone who's been in a theater of combat would say she moves like a special-forces veteran, a somewhat dissonant description for a girl still on the cusp of adulthood. Erin's wardrobe consists mainly of classic pieces in interchangeable styles. She does not dress to stand out, but has finally managed to acquire more clothes than she can wear in a week. Her uniform is a purple and black bodysuit with a partial face mask to conceal her identity. When she is on duty at HAX, she wears a simple gray jumpsuit with an identifying patch on the arm and a badge. Power Descriptions: Wander's powers are less flashy than many of the heroes of Freedom City, but nonetheless quite effective. She is strong and resilient, healing quickly from injuries and with a metabolism that allows her to do a lot with very little. She is a superlatively trained fighter, either barehand or with her specialized bat, and is able to leap great distances, either horizontally or vertically. She runs at tremendous speed, and when going all-out can even run up walls and across water. History: Erin was born in an Earth-variant universe that would eventually be classified Earth-EZO1(e). Her universe split off from Prime in 2006 when a contagious and fast-acting disease arose that began wiping out huge swaths of the world population. A vaccine was quickly developed and widely distributed, but instead of curing victims, it destroyed the higher brain functions of all vaccinated individuals and rendered them superpowered and homicidal zombies. Erin, who at the time time vaccine was distributed was sequestered on the ranch of her eccentric genius uncle, was protected from its ravages. Instead she received a vaccine her uncle devised, one that gave her enhanced immunities and superpowered strength, speed, and endurance. It was enough to keep her alive, even as the rest of her family and her world died. Eventually she reached Freedom City and was able to contact Prime, with the help of Doctor Atom, and was brought over as a refugee. Once on Prime, Erin was placed into quarantine for several months, then spent more months trying to acclimate to the world. She was introduced to the Prime counterparts of herself and her family, but although they are on cordial terms, the decision was made that she should not live with them permanently. Instead, she was given a place at the Claremont Academy, where she worked very hard to catch up on a year and a half of missed schooling, as well as training her powers for a world where survival usually didn't require lethal force. She made friends at school and joined Young Freedom, the second Claremont superteam, where she has had many adventures. At the climax of her career with Young Freedom, Wander was part of a mission that required them to face off with Omega, Lord of the Terminus. Wander went toe to toe with him and, against all the odds, not only survived but came away triumphant. In the aftermath of the battle, her cat Oliver revealed his true nature as a sorcerer and a guardian of the multiverse, who had chosen and empowered her as a champion specifically for the battle she had just fought. With the battle won, he offered her the choice to go with him to fight battles throughout the multiverse against the powers of the Terminus, or to stay and take advantage of the life she had earned for herself, but without the powers he had granted her. Erin chose to stay, and gradually learned to live with the loss of many of her powers. It took a long time for her to disclose her “disability†even to those closest to her, which resulted in more injuries and stress than if she'd come clean to start with. Just as she was becoming acclimated to her powers, a fight with Madrigal's Hounds for the amusement of the Terminus resulted in a nearly life-threatening injury. The Furions healed her, and in the process, revitalized her with some new abilities that she is still trying to get used to. At the same time, she is continuing her long-term relationship with Trevor Hunter, Midnight II, and working full-time as chief of security at HAX. Personality & Motivation: Erin is a serious young woman with a strong tendency towards single-mindedness, though she shows occasional flashes of an offbeat sense of humor, especially around her friends. Her reputation as a vicious fighter is well-earned, though it brings with it an unflattering characterization as a loose cannon. In reality, she is extremely concerned with not hurting anyone who doesn't deserve it, and trains constantly and thoroughly to ensure she is battle-ready on all counts. The past year has been a difficult one for her, losing many of her powers and questioning her own fitness as a hero, but by overcoming her own doubts and learning she could still be a hero without Oliver's loaned power, she's turned a corner in her self-perception. Erin is a grown-up hero now, for good and bad. She's less plagued by doubts and nagging feelings of worthlessness, but beginning to perceive greater problems in the world outside herself. Luckily, she is a hero and can try to do something about it. Powers & Tactics: Wander's style has mellowed from her school days, partly from necessity as her powers have fluctuated over time. Rather than rushing headfirst into combat, she will usually look for ways to get a tactical advantage, whether that's sussing out the situation with surveillance or reconnaissance, or by using her impressive acrobatic skills to confuse her opponent before delivering a blow. If a teammate is threatened, she's generally the first to throw herself in the path of danger, and when pressed into a corner, will fight with uncompromising ferocity. Complications: Triple Threat: Erin is an extra copy on Prime, there is already one perfectly serviceable Erin Keeley White going about her non-powered business in Seattle. Legally, Erin has new papers as Keeley Erin White, but there's still tons of room for confusion. Things have only gotten more complicated now that the Erin White who was trapped on Anti-Earth, codenamed Singularity, is also on Prime, and may even be released into Freedom City eventually. Overprotective: After one miserable failure to protect someone she cared about, Erin isn't about to let it happen again. She will step in front of a teammate or a civilian whenever possible, even if it would be objectively unwise or unnecessary. She may also underestimate peoples' abilities to take care of themselves, something that can cause friction when working with her peers. Post Traumatic Stress: Violence and death in Erin's past has resulted in PTSD that tends to express itself mostly in combat situations. Therapy has allowed her to overcome the worst of her instinctive reactions, but when her life or the life of a friend is threatened, or when she is very afraid, she may lose the ability to modulate her attacks or correctly read situations. Growing Up: Wander has a secret identity as Keeley Erin White, one that's gotten more important now that she needs it to do grownup things like pay rent and bills. She has neighbors now, and a cat who can't fend for himself. She's also got a full-time job that, while flexible with the needs of her hero career, demands lots of energy and attention. That comes with subordinates to worry about, and a whole new potential rogue's gallery. Love and Loyalty: Loyalty is extremely important to Erin, and for those people who have earned it, she will extend herself far beyond convenience or even practicality. There is virtually nothing that Erin would not do for her boyfriend Trevor, (Midnight II), whether he would want her to or not. She also has deep and abiding loyalty to her friends from Young Freedom and her Liberty League teammates. She takes her job at HAX very seriously as well, and would give her life to protect Dragonfly or Jill O'Cure in particular, and to protect the facility as a whole. Abilities: 6 + 4 + 6 + 2 + 2 + 2 = 22PP Strength: 34/30/20/16 (+12/+10/+5/+3) Dexterity: 20/14 (+5/+2) Constitution: 34/30/20/16 (+12/+10/+5/+3) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 20 + 20 = 40PP Initiative: +9 Attack: +10 Base, +12 w/Cosmic Power Grapple: +27/+13 Defense: +12 (+10 Base, +2 Cosmic Power), +6/+5 Flat-Footed Knockback: -11/-9/-1 Saving Throws: 0 + 4 + 6 = 10PP Toughness: +12/+10/+5/+3 (+3 Con, +7 Enhanced Con, +2 Cosmic Power) (10/8/2 Impervious, Reflective 2) Fortitude: +12 (+3 Con, +7 Enhanced Con, +2 Cosmic Power) Reflex: +9 (+2 Dex, +3 Enhanced Dex, +4) Will: +7 (+1 Wis, +6) Skills: 96R = 24PP Acrobatics 12 (+17) Skill Mastery Craft (Electronic) 4 (+5) Craft (Mechanical) 6 (+7) Drive 10 (+15) Knowledge (Tactics) 6 (+7) Intimidate 10 (+11) Skill Mastery Notice 14 (+15) Skill Mastery Perform (Dance) 6 (+7) Sense Motive 13 (+14) Stealth 6 (+11) Survival 9 (+10) Skill Mastery Feats: 19PP Acrobatic Bluff All-Out Attack Challenge (Fast Acrobatic Feint) Defensive Attack Equipment 2 (10EP) Evasion 2 Improved Initiative Interpose Luck 2 Move-by Action Power Attack Quick Draw Skill Mastery (Acrobatics, Intimidate, Notice, Survival) Takedown Attack 2 Uncanny Dodge (Audio) Equipment: 2PP = 10EP Share of Midnight Manor [10EP] Powers: 18 + 11+ 16 + 3 + 14 + 6 + 14 + 1 + 2 + 1 + 8 + 5 + 2 + 6 + 2 + 2 + 6 = 117PP Cosmic Power 3.6 (18PP Container [Passive, Permanent]) [18PP] Enhanced Attack 2 (to +12) [4PP] (cosmic speed) Enhanced Constitution 4 (to CON 20 [+5] or 34 [+12]) [4PP] (cosmic toughness) Enhanced Defense 2 (to Defense +12 [+6 flat-footed]) [4PP] (cosmic speed) Enhanced Impervious 2 (to Impervious 2 or 10) [2PP] (cosmic toughness) Enhanced Strength 4 (to STR 20 [+5] or STR 34 [+12]) [4PP] (cosmic power) Cosmic Power Array 5 (10PP, Power Feat: Alternate Power 1) [11PP] Base: Damage 0 (Extra: Autofire [10]) {10/10} AP: Enhanced Speed 3 (to Speed 7 [1000 MPH/10000' per move]) {3} + Super-Movement 3 (Water-Walking, Wall-Crawling 2, Flaw: Limited [Only While Moving]) {3} {3+3=6/10} Device 5 (Wander's Bat; 25DP, Flaws: Easy-To-Lose [-2], Power Feats: Subtle [Collapsible]) [16PP] Damage 0 (Power Feats: Extended Reach 2 [15'], Improved Critical 2 [18-20], Improved Throw, Stunning Attack, Drawbacks: Non-Lethal Only) [5DP] Impervious 0 (Extras: Duration [sustained, +0], Reflective 10 [2, all ranged]) [20DP] Device 1 (Sunglasses and Earrings from Midnight; 5DP, Flaws: Easy-To-Lose) [3PP] Immunity 2 (Auditory Dazzles) [2DP] Super Senses 3 (Infravision, Visual Counters Obscure [fog/mist]) [3DP] Enhanced Constitution 14 (to 30 [+10]) [14PP] (chemical enhancement) Enhanced Dexterity 6 (to 20 [+5]) [6PP] (chemical enhancement) Enhanced Strength 14 (to 30 [+10]) [14PP] (chemical enhancement) Features 1 (Temporal Inertia) [1PP] (dimensional refugee) Immunity 2 (Disease, Poison) [2PP] (chemical enhancement) Immunity 2 (Sleep, Starvation/Thirst, Flaws: Limited [1/2 Effect]) [1PP] (chemical enhancement) Impervious Toughness 8 [8PP] (chemical enhancement) Movement Array 2 (4PP; Power Feat: Alternate Power) [5PP] Base: Speed 4 (100MPH/1000' per move) {4/4} AP: Leaping 4 (x25, Running Long Jump: 550', Standing Long Jump: 275', High Jump: 137') {4/4} Quickness 4 (x25, Flaws: Limited [Physical Tasks]) [2PP] Regeneration 6 (Recovery Rate: Bruised 3 [1 round/no action], Injured 3 [1/minute]) [6PP] Super-Senses 2 (Normal Hearing, Extras: Accurate [+2]) [2PP] Super Movement 1 (Safe Fall) [2PP] Super-Strength 3 (effective STR 49; Heavy Load: ~12 tons) [6PP] Drawbacks: 0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC27 Toughness (Staged) Damage (Physical) Bat Touch DC27 Toughness + Autofire (Staged) Damage (Physical) Abilities (22) + Combat (40) + Saving Throws (10) + Skills (24) + Feats (19) + Powers (117) - Drawbacks (0) = 232/250 Power Points
  4. Foreshadow II Power Level: 15 (250/250PP) Effective PL: 12 Trade-Offs: +2 Defense / -2 Toughness, 5 Attack / -5 Damage (Unarmed) Unspent Power Points: 0 In Brief: Acrobatic legacy to the Foreshadow name. Alternate Identity: Erick Sloane Identity: Secret Birthplace: Freedom City Occupation: Student [London Business School]/Investor Affiliations: Vanguard Family: David Sloane (Adoptive Father) Description: Age: 22 (DoB: Born 14, February 1993) Gender: Male Ethnicity: Caucasian (Of Russian Descent) Height: 5'11" Weight: 172 lbs. Eyes: Blue Hair: Blonde Erick is 5'11 which is quite a deal taller than the average male gymnast. As such his muscular physique is lean far more than it is bulky. Scuplted in such a way to favor the explosive moments of a gymnast with a maddening lack of body fat. Erick's medium length hair sits reaches his shoulders comfortably maintaining a professional appearance. His blonde hair is complimented by piercing blue eyes. Erick maintains a regular level of stubble across his face. As the Foreshadow, Erick dons a modified version of the original outfit worn by David Sloane. Being a realist Erick's costume is lined with multiple body armor inlays, due to the fact that as fleet footed as he is chances are he's still going to take on more hits than his mentor. Instead of a cowl his hood is draped down in such a way as to cover a domino mask. His uniform is also outfitted with a utility belt with multiple compartments to house the equipment he uses while on the job. Off which most is already carried inside of his multi purpose escrima sticks. Lastly Erick's multi purpose Escrima Sticks are usually kept holstered on his right leg. History: At only ten years of age Erick was considered a child prodigy ready to take the gymnastics world by storm. Of course, all the implications and hardships of said talent at an early age came with the title. While the demanding sponsors and incessant reporters weren't so bad because he could leave them at the door. His parents and coaches, however, were an entirely different story. Every moment of his life followed a set schedule down to the minute and he hated it. The fact that they opted to home-school him so he could maximize his time practicing routines didn't help. He couldn't count how many times he wished for his parents to just go away so he could relax for a day. That was until the incident happened. Late one night while Erick was undergoing his studies, a drugged out mobster armed with a flame thrower had been cornered by the costumed detective Foreshadow in the alley behind the boy's home. In a moment of desperation and beginning to hallucinate, the mobster started setting the area nearby ablaze. Which in turn was the very tragedy Foreshadow had been attempting to prevent when he cornered the man. Letting the villain escape, Foreshadow instead began to attempt to try and calm the ferocious flames or at the very least save anyone who hadn't already escaped as soon as the fires started. As sounds of the clash and the faint smell of smoke filled the night air, Erick's parents ran downstairs to see what all the commotion was. Something that Erick made no move to stop, as it actually meant he'd have a schedule free moment in his life. It didn't take long for them to note that the first floor of their home was engulfed in flames. Unfortunately, the foundation had already taken quite a beating and the stairs collapsed from under them as they turned to try and get their child out of immediate danger. Hearing a loud crashing noise, the now terrified and confused Erick decided to go after his parents only to see the horrible state they were in at the remains of the stairwell. He wanted to help them, he wanted to scream, he wanted to something. Anything. But he couldn't. Erick couldn't even move, he was paralyzed in a state of shock. To this day he doesn't remember the details of how Foreshadow rescued him from the burning building. Erick only blamed himself for what happened to his parents. His head was quickly filled to the brim with thoughts such as, "If only I were quicker"or "If only I had stopped them from going downstairs." Sympathizing with the boy's plight and blaming himself for failing to prevent the deaths of the his parent's, David Sloane did the unexpected and took Erick in. An ordeal that was a bit difficult with various coaches claiming that they wanted to adopt Erick. It was inevitable that David would have to reveal his identity as the costumed detective Foreshadow to the child if their new arrangement was ever to work. Foreshadow swore Erick to secrecy, and in exchange he trained the youth in the many talents that he used in his costumed identity. Despite agreeing to train him, Foreshadow outright forbid Erick from joining the fight against crime in the Southside at least until the youth finished school. Having enrolled him in public school. As such, Erick spent the next six years of his life with relative normalcy. He quit competitive gymnastics all together and just did the regular teenage thing. Not counting the training sessions with Foreshadow of course. The youth had also come into his own money having invested the money from his sponsors with Rath & Stromsberg upon David's advice. He also graduated from High School early at the age of sixteen solely so he could round off the start of his career by training his talents visiting many of the same locations David Sloane did as a youth. It also gave him a chance to tie up some loose ends and closure with the man he was originally supposed to grow into as he competed (and dominated) at Worlds. Shocking many whom didn't expect him to be in condition to compete after withdrawing from gymnastics competition. Having returned to Freedom City, Erick dipped into his personal fortune to pay his tuition in full as he enrolled in FCU. Moving into a private penthouse within looking distance of the Atlantis hotel and casino, he reached out to a childhood friend, Alaina Zelichonok, revealing his intention to operate as a costumed vigilante and needing her help in the purchase and development of equipment. Omen's venture into superheroics has already earned him the ire of the Freedom City Mob just by wearing the same emblem as his mentor. During the events of the Day of Wrath, Erick found himself badly injured barely scrapping by a victory with the robotic replacement of Foreshadow. Upon the real Foreshadow's return, both men had to come to the realization that after all his years of crime fighting David was beginning to miss a step. Even if it was time for him to retire, the Southside needed a Foreshadow, and David thought Erick was just the man for the job. The only stipulation would be that Erick would have to undergo training with an acquaintance of David's. Erick agreed to the terms and began a training regiment with Gilles Gordeau a master Savateur. Unfortunately, she had a busy schedule (being a criminal and all) and left in the middle of their training leaving him weekly instructions through a private podcast. Deciding it best to move from the penthouse, Erick opted to buy a mansion near the marina. The location would be a strange one if the man's focus was solely to lie in the South, but he was far too ambitious to settle on cleaning up crime in just one part of the city. That ambition would almost cost him his life. During his first run in with an assassin known as Jade Spider, Erick found himself eviscerated at the waist. Erick barely escaped the assassin in a closely contested brawl over the rooftops of the city. But it was clear he needed immediate medical attention. Barely able to drag himself back to the manor, the young hero lost consciousness on his own doorstep. Where David was already waiting for his arrival. Due to the tremendous amount of blood Erick lost in the brawl a blood transfusion was needed. Luckily, David was a compatible donor and all too willing to give up his blood to save his adopted son. The treatment carried on throughout the entire night with many a close call in terms of Erick's health. But in the end he survived. When Erick came to he received his first vision much to the surprise of all present. The blood transfusion somehow being the catalyst for activating some latent clairvoyant ability. Personality & Motivation: Erick is quite relaxed and even when on the job he's known to be chatty and crack a joke. Unlike his mentor, he's more than willing to work with others than David Sloane was. In fact Erick Sloan is a downright social butterfly. Relying on his social skills to gather information from local underworld personalities almost as often as his precognitive gifts. Part of Erick's attitude actually has do to his gift of Foresight. He has taken it to translate into feeling that he is armed with the knowledge that he will always come out on top. Erick fights the good fight simply because it's the right thing to do. Filled with a passion for life and a desire to make a difference, every time Erick dons the Foreshadow costume he's ready to go to work. A bit of an adrenaline junkie, Erick loves crime fighting perhaps a bit too much. His enjoyment of risk taking almost borders on recklessness. Which is why he keeps himself grounded by remembering why he dons his domino mask in the first place. More than anything Erick wants to make sure no one else has to go through the pain of losing their family because of the criminals in Freedom City especially those under Al Driogano's thumb. Powers & Tactics: When first starting out Foreshadow was more of an acrobat than martial artist. Relying more on misdirection and agility than pure combat prowess. Reflecting this his fighting style relies on movement and precision. His mastery of savate allows him to maintain a lateral control of the, the gymnastic art of tricking allows him to feint his opponents or attack them from odd and unexpected vertical angles, and a solid base in escrima affords him a brutal fallback when precision and mobility allow fail. His custom built high polymer Escrima Sticks are lightweight so that he can overwhelm foes without sacrificing power for speed. At a distance they can also be thrown to take out foes. The staves can combine into a singular bo staff, which Foreshadow uses when in need of supplying his attacks more power. One end of the weapon can fire a stored swing line made out of airplane cable, and both escrima sticks can be discharge a powerful electric shock akin to a heavy duty stun gun. Last but not least, Erick is able to foresee events before they come to pass. A secondary effect of this ability is he is actively aware of his surroundings almost intuitively combined with the fact that Erick is intuitively aware of foreboding danger allows him to always be alert. This sensation manifests as a tingling feeling at the base of his skull, alerting Erick to danger in proportion to the severity of whatever the threat is. Complications: Enemies: Ever since taking over the mantle of Foreshadow from David, Erick has inhereted his predecessor's old rogues gallery. Most notably being the assassins belonging to the Murder League and the the Freedom Mob. Flirt: Erick enjoys the company of the fairer sex, and won't hesitate to let them know. It can get him knee deep into trouble as he doesn't always use his head when it comes to beautiful women. Responsibility: As a university student Erick has to make sure his late hours don't interfere with his school work. As a heavy investor and philanthropist in various start up businesses and charities he has to make sure his money is in good hands further dividing his attention. Secret: Erick has the difficult task of keeping his identity a secret from those around him. It places a great strain on any relations he tries to form as most of his nights are spent fighting crime in Freedom City and London Scry vs Scry: Foreshadow can foresee events before they come to pass. Unfortunately there is a bit of psychic interference when dealing with foes with other precognitive gifts. Making it harder to rely on the visions Abilities: 8 + 14 + 10 + 10 + 6 + 12 = 60PP Strength: 18 (+4) Dexterity: 24 (+7) Constitution: 20 (+5) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 22 (+6) Combat: 16 + 34 = 50PP Initiative: +16 (+8 Dex, +8 Improved Initiative) Attack: +8 Base, +14 Melee, +16 Double Cannes/Thrown, +20 Unarmed Defense: +17 (+17 Base), +9 Flat-Footed Grapple: +21 Knockback: -3 Saving Throws: 1 + 6 + 6 = 13PP Toughness: +7 (+5 Con, +2 Defensive Roll) Fortitude: +6 (+5 Con, +1) Reflex: +13 (+7 Dex, +6) Will: +9/17* (+3 Wis, +6) *Vs Fear Effects Skills: 180R = 45PP Acrobatics 18 (+25) Skill Mastery Bluff 9 (+15) Skill Mastery Climb 1 (+5) Computers 5 (+10) Concentration 7 (+10) Diplomacy 9 (+15) Skill Mastery Disable Device 5 (+10) Drive 5 (+12) Escape Artist 8 (+15) Gather Information 7 (+10) Intimidate 4 (+10) Investigate 5 (+10) Knowledge (Business) 15 (+20) Knowledge (Current Events) 5 (+10) Knowledge (Popular Culture) 5 (+10) Knowledge (Streetwise) 15 (+20) Language 13 (Arabic, ASL, Chinese [Mandarin] English [Native], Filipino, French, Galstandard, German, Hindi, Italian, Japanese, Portuguese, Russian, Spanish) Medicine 2 (+5) Notice 11 (+14) Search 5 (+10) Sense Motive 7 (+10) Sleight of Hand 3 (+10) Stealth 13 (+20) Skill Mastery Survival 2 (+5) Swim 1 (+5) Feats: 59PP Acrobatic Bluff Ambidexterity Attack Focus (Melee) 6 Attack Specialization (Thrown) 3 Attack Specialization (Unarmed) 3 Benefit 4 (Status [Vanguard Membership], Wealth 3 [Billionaire]) Blind-Fight Challenge 4 (Accelerated Acrobatics, Fast Task [Acrobatic Feint], Perfect Balance, Perilous Balance) Defensive Attack Defensive Roll Eidetic Memory Elusive Target Endurance Equipment 0 (+10 50EP Veteran Reward ) Evasion 2 Grappling Finesse Hide in Plain Sight Improved Critical 2 [Unarmed] Improved Disarm Improved Initiative 2 Improved Ranged Disarm Improvised Tools Jack-Of-All-Trades Lionheart 2 [+4 bonus per rank on Will Saves VS fear and related effects.] Move-by Action Power Attack Prone Fighting Quick Draw [Draw] Redirect Set-Up Skill Mastery (Acrobatics, Bluff, Diplomacy, Stealth) Takedown Attack 2 Taunt Teamwork 3 Trance Uncanny Dodge (Auditory) Weapon Bind Well-Informed Equipment: 10PP = 50EP Binoculars [0EP] Cell Phone [0EP] Digital Audio BRecorder [0EP] Digital Camera [0EP] Evidence Bags [0EP] Flashlight [0EP] Lock Release Gun [1EP] Handcuffs [1EP] (Masterwork) Medkit [1EP] Mini-Tracer [1EP] Multitool [1EP] (Masterwork) Rebreather [1EP] Video Camera [0EP] Zultasian Grav-Cycle [26EP] Strength: 20 [2EP] Size: Medium [0EP] Toughness: +8 [3EP] Defense: +0 [0EP] Features: Alarm 3 [DC30], Computer, Communications, Grav Boost [same as Nitro Injector], Hidden Compartments 2 (DC 25), Remote Control, Smokescreen [10EP] Powers: Flight 6 (500 mph; Power Feat: Subtle, Drawbacks: Low Ceiling 2 [Maximum 15']) [11EP] HQ: Erick's Freedom City Villa[18EP] Location: North Bay, Freedom City, USA, Near the North Bay Marina. Appearance/Details: 1 Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP]; Features: Communications, Computer, Concealed, Dock, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP] Alternate HQ: Erick's English Estate[17EP] Location: Hertfordshire, England. UK. Appearance/Details: 1, 2, 3 Size: Large/Mansion-Sized [2EP]; Toughness: +10 [1EP]; Features: Combat Simulator, Communications, Computer, Concealed, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System x1 (DC 20) [14EP] Powers: 6 + 12 + 2 + 1 + 1 + 1= 23PP Device 2 ( 10PP Container; Flaws: Easy-To-Lose; User suffers Fatigue from Extra Effort rather than Device ) [6PP] (Multi-Function combinable cannes) Canne D'arme ( 8PP Array; Feats: Alternate Power 2 ) [10PP] BP: Damage 4 ( Feats: Accurate, Mighty, Split Attack, Thrown ) {8/8} AP: Stun 9 ( Flaw: Action [Full]; Drawback: Full Power ) {8/8} AP: Super-Movement 3 ( Slow Fall, Swinging, Wall-Crawling 1; Extra: Linked to Speed [+0] ) + Speed 1 ( Stacks for Speed 2 [25 mph/250 ft. rnd]; Extra: Linked to Super-Movement [+0] ) {8/8} (Grappling line) Foresight 2.4 ( 12PP Container, [Passive, Permanent] ) [12PP] (Psionic) Enhanced Feat ( Seize Initiative ) [1PP] (Precognitive Awareness) Luck Control ( Force Rerolls; Flaw: Limited to Attack Rolls Made Against Foreshadow [-2] ) [1PP] (Precognitive Dodging) Super-Senses 8 ( Mental Sense [Accurate, Acute, Danger Sense, Extended, Radius, Ranged], Uncanny Dodge [Mental] ) [8PP] (Precognitive Spatial Awareness) Super-Senses 4 ( Precognition [Mental]; Flaw: Uncontrolled ) [2PP] Probability Control 1 ( Flaws: Limited 2 [Unarmed]) [2PP] (Martial Mastery) Speed 1 ( 10 mph, 100 ft./rnd ) [1PP] (Training) Swimming 1 ( 2.5 mph, 25 ft./rnd ) [1PP] (Training) Super-Sense ( Communications Link [mental] with Synapse ) [1PP] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC19 Toughness Damage (Physical) Escrima Sticks Touch/Ranged DC23 Toughness Damage (Bludgeon) Stun Rods Touch DC19 Fortitude Stun (Electricity) Totals: Abilities (60) + Combat (50) + Saving Throws (13) + Skills (45) + Feats (59) + Powers (23) - Drawbacks (0) = 250/250 Power Point Note: Foreshadow is technically PL15 with a full, five point Attack and Defense trade-off. His Defense and Toughness are capped to place him at PL12 defensively, while his Damage is intentionally under-capped so that his Attack and damage bonuses average out to PL12 as well while unarmed, even though +20 attack in only achievable by PL15 characters.
  5. Psyche Power Level: 12 (14) (213/221PP) Trade-Offs: -1 Defense / +1 Toughness Unspent Power Points: 8 In Brief: Psychic super genius from birth thanks to being a T-baby Residence: The AEON Foundation, her parents still live in a Freedom City Suburb Base of Operations: Same as above Catchphrase: "Are you really sure that's what you want to do?" Alternate Identity: Alexandra Albright Identity: Public Birthplace: Freedom City Occupation: CEO of AEON Affiliations: - Family: Parents: Victor and Rebecca Albright (nee Caldwell), Fiance: Michael Harris Description: Age: 22 Apparent Age: Same Gender: Female Ethnicity: Caucasian Height: 5'3" Weight: 110 lbs Eyes: Hazel Hair: Strawberry blonde Its taken years, but Alex has emerged from her awkward teen years as a slender, poised young woman. Her eyes are still too large and her gaze will always be too direct, too intent but she makes it work for her, most of the time. The ambient glow of her powers is once more under her control but without that tell, she’s still well known as who, and what, she is. Her red hair is still long but often pulled up out of her face as she works and she’s taken recently to wearing glasses - an affectation that she hopes blunts some of the unease her too-direct gaze can engender especially among her employees. Quiet and but authoritative, Alex has never fully embraced business wear - she’s always got some sort of bright clashing colors somewhere although between employing a stylist and being a Fortune 500, her quirks have become not unpopular among a certain set of high society. Power Description: Alex's powers, when they have visible manifestations tend to show a sparkling burst of psychic energy. The older she gets and the more control over her powers she possess, the more subtle the manifestations become. Alex has plenty of raw power - that's never been an issue - but her life is a struggle for control over those potent abilities and the more she masters them, the less obvious they are. These days her telepathy and mental affects are much harder to discern and even her telekinetic might doesn't show to the naked eye unless she is truly straining at which point the sparks of the psychic energy from her Terminus based mutation might begin to show through. History: Alex's mother and father, Rebecca and Victor Albright, were relatively normal citizens of Freedom City. It's true that Rebecca once moonlighted as a bow-toting side-kick to a D-list hero, but those days were long behind her as she and Victor tried to start a family. After struggling to conceive, they were overjoyed when Alex was finally on the way. Unfortunately, the terminus invasion occurred while Rebecca was at the hospital's class on childbirth. The entire class was bathed in the energies of one of the portals but Rebecca and another pregnant mother escaped the escalating battle. It was little surprise that the two mothers-to-be became fast friends or that Alex and the other woman's son, Michael, were thrown together often. What was surprising was that when Alex, who had always been precocious, started to talk, she talked about everything. Including the thoughts other people had and things she couldn't possibly manage to see. Rebecca, a stay-at-home mother, spent her young daughter's early years trying to teach the clever child to keep her powers under wraps and, also, how impolite it was to go reading other people's thoughts. Reluctantly, but confident that she had impressed the importance of secrecy on her offspring, Alex was enrolled in school with her friend Michael. When Michael hit another boy and knocked him across the room and near through a wall, Alex couldn't help but volunteer - loudly and firmly - that they were all lying, the boy was badly hurt. She knew because she read their thoughts. She even went so far to prove it. Not because she hadn't listened to her mother but felt that if Michael was going to be in trouble, she ought to be in the same trouble as the fight was at least partially her fault. Both children were outed as 'supers', and Alex spent the next decade or so busing into a government contracted facility instead of a normal school environment and then home. Rebecca grew more and more concerned as Alex grew older and when Alex was around ten, began trying to get her out of the program and into Claremont instead as Rebecca, rightly or wrongly, was convinced that eventually the government would seek to turn her baby into a soldier. It took every contact Rebecca had from her long forgotten super-days but getting put into Claremont was the best thing that could have happened to Alex. Graduating with honors, after her school and life in the teenage super-hero group, Alex’s life was forever altered by her interactions with her time-displaced offspring. Rather than college, Alex founded the AEON foundation, a group focusing on ethical metahuman studies - coming out as a Terminus-child and former super-hero, the young billionaire has hung up her spandex and turned to a life of philanthropy and research. Of course, nothing lasts forever. Personality & Motivation: These days, the best word to describe Alex is ‘driven’, she’s turned AEON and its research into a force to be reckoned with, creating a billion dollar empire based on ethical research. Combining that with outing herself as a Terminus baby with the determination to prove the the entire world how good she can be, it’s a lot. Even for Alex’s super brain, it’s a lot. Without the team of Young Justice to balance her, Alex is deeply lonely but she buries it in her work. Although by nature a rule follower with a strong ethical code, her loyalty to her friends and family will always outweigh her other desires. She doesn't have much of a temper, but once riled can proving surprisingly stubborn. As Alex has grown up with powers, she has had to learn telepathic ethics the hard way. These days, Alex finds 'snooping' uncalled for in most circumstances. There are, of course, exceptions but Alex is never one to pry - especially with strangers - unless the situation requires it. The only exception is the friend with whom she shares a permanent communication link. She feels completely free to poke around in his brain when the mood strikes. Powers & Tactics: Alex has done many interviews about her powers and she often… edits her answers carefully. Telepaths make people uncomfortable and no one knows this better than Alex. Her psychic powers are formidable and expansive. She can read minds, alter memories, manipulate material with an ever increasing fitness and despite what she’s on the record about, internal tests at AEON show that she’s not yet plateaued on her growth and potential in opposition to what she’d believed as a teenager. Alex is without question a genius well above typical human capacity. Although she’s ostensibly no longer the costumed Psyche, that she was is a matter of record and she still keeps in practice at her own training ground, ‘just in case’. Her powers are more deft these days - Alex would still rather stop a conflict before its begun than smash someone with a ton of rocks. Alex can scan for thoughts miles away and extend her senses well outside her immediate presence. She's aware that she can even wrest control of a person's actions away from them but finds that both unsettling, and ethically distasteful although she’s done it in the past, and may very well in the future. She can also alter memories and emotions but is always cautious of not only the ramifications but the potential reaction to her actions. Complications: Famous: Not only is Alexandra Albright famous, but her alter ego is a matter of public record as are her origins as a Terminus baby. Alex does her best to keep her visible public identity as an advantage but there are many, many ways it can be used against her. Responsibilities: Alex has a small empire that she's built and while she considers her super-hero alter ego not a full time identity, there are the inevitable conflicts. She has friends and teammates that depend on her and family that are certainly not super heroes. Terminus Baby: Alex's power origin comes from being in utero as an infant during the Terminus invasion. Despite her best efforts to undo that damage, preconceptions and prejudice exists. Abilities: -2 + 0 + 0 + 26 + 26 + 8 = 58PP Strength: 8 (-1) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 36 (+13) Wisdom: 36 (+13) Charisma: 18 (+4) Combat: 8 + 10 = 18PP Initiative: +0 Attack: +4 Base Grapple: +3 (+4, -1 Str) Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flatfooted Knockback: -6 Saves: 2 + 2 + 0 = 4PP Toughness: +12 (+0 Con, +12 Protection) Fort: +2 (+0 Con, +2) Reflex: +2 (+0 Dex, +2) Will: +13 (+13 Wis, +0) Skills: 136r = 34PP Computers 9 (+22) Skill Mastery Concentration 9 (+22) Gather Information 11 (+15) Knowledge (Behavioral Sciences) 9 (+22) Knowledge (Business) 4 (+17) Knowledge (Civics) 4 (+17) Knowledge (Earth Sciences) 4 (+17) Knowledge (History) 4 (+17) Knowledge (Physical Sciences) 9 (+22) Knowledge (Life Sciences) 9 (+22) Knowledge (Technology) 9 (+22) Medicine 5 (+18) Notice 17 (+30) Skill Mastery Search 17 (+30) Skill Mastery Sense Motive 17 (+30) Skill Mastery Feats: 21PP Benefit 5 (CEO of AEON, Fame, Wealth 3) Dodge Focus 5 Equipment 6 (30 EP) Eidetic Memory Jack of All Trades Master Plan Skill Mastery (Computers, Notice, Search, Sense Motive) Well Informed Equipment: 30EP = 6PP AEON Foundation (HQ) Size: Gargantuan [4EP], Toughness: 14 [4EP], Features: Combat Simulator, Communications, Computer, Defense System 2, Fire Prevention System, Garage, Gym, Hanger, Holding Cells 2, Infirmary, Lab, Library, Living Space, Personnel, Pool, Power 2 [Teleporter], Power System, Security System, Worskhop [23 EP] - [Total 29EP] Power 2: Teleport 10 (20,000 miles; Extras: Accurate, Affects Others, Flaws: Limited [To/From Manor]; Drawbacks: Power Loss 2 [Teleport Beacon]) [28PP] Teleport Beacon (watch) [1EP] Powers: 4 + 12 + 1 + 6 + 55 = 78PP Flight 2 [4 pp] Protection 12 [12 pp] Psychic Array 22 (44PP; Feats: Alternate Power 11) [55PP] BE: Blast 11 (Psionic; Extra: Alternate Save [Will], Mental [+0], Range [Perception]) {44/44} AP: Communication 12 (Mental, 20,000,000 miles; Extras: Area, Linked; Feats: Subtle, Selective) + Comprehend 5 (Speak, Read and Write All Languages Simultaneously, Codes; Extra: Linked; Flaw: Duration/Sustained) {26 + 5 = 31/44} AP: Concealment 10 (All Senses; Extra: Affects Others, Area; Feats: Close Range, Selective) {42/44} AP: Create Object 11 (Extra: Impervious; Feats: Progression 5, Stationary, Selective) {40/44} AP: Emotion Control 10 (Extras: Area, Mental [+0], Selective; Feats: Subtle) {41/44} AP: ESP 12 (200,000,000 miles, Visual/Auditory; Extra: Duration [Sustained]; Flaw: Action [Standard]; Feats: Subtle, Rapid 6 [1,000,000 times faster]) {43/44} AP: Healing 10 (Extras: Affects Objects, Total; Feats: Persistent, Regrowth) {42/44} AP: Illusion 11 (All Senses; Extras: Mental [+0], Selective; Flaw: Phantasms) {44/44} AP: Mind Control 10 (Extra: Conscious, Duration [Sustained], Mental [+0]; Feats: Mental Link, Subtle) {42/44} AP: Mind Reading 11 (Extras: Action [Move/Standard], Area, Mental [+0], Selective) {44/44} AP: Move Object 11 (Str 70; Extra: Range [Perception]; Feats: Subtle, Precise) {35/44} AP: Mental Transform 10 (Alter Memories; Extras: Duration [Continuous], Mental [+0], Range [Perception] Feat: Subtle) {41} Super-Sense 6 (Psychic Senses; Normal Mental Sense: Accurate [2], Acute [1], Radius [1], Ranged [1]; Detect Mood [Mental]) [6PP] Super Senses 1 (Communication Link: Michael/Phalanx) [1PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness Bruise/Injury (Psionic) Blast 11 Perception DC26 Will Bruise/Injury Emotion Control 10 Perception DC20 Will Special Illusion 11 Perception DC21 Will Special Mind Control 10 Perception DC20 Will Special Mind Reading 11 Perception DC21 Will Special Mental Transform 10 Perception DC20 Will Special Costs: Abilities (58) + Combat (18) + Saves (4) + Skills (34) + Feats (21) + Powers (78) - Drawbacks (0) = 213/221 PP
  6. Midnight II Power Level: 15 (247/250PP) [325] Trade-Offs: +2 Attack, -2 Damage Unspent PP: 3 Theme: Creatures of the Night by The Creepshow In Brief: A soft-spoken young man upholding the legacy of Freedom City’s original mystery man. Alternate Identity: Trevor Hunter Identity: Secret Birthplace: Freedom City, North Bay Occupation: University Student (Engineering Major) Affiliations: Young Freedom/Claremont Academy (alumni), Liberty League (legacy hero) Family: Travis Hunter (Midnight I, grandfather), Ted Hunter (father), Janet Pryce-Hunter (mother) Description: Age: 21 (DoB: February, 1993) Gender: Male Ethnicity: Caucasian Height: 6'2" Weight: 185 lbs. Hair: Black Eyes: Black Sclera With Red Irises Trevor Hunter’s height and angular features give his powerfully athletic frame an impression of leanness that suits his relaxed demeanour and dark hair just a little too long to be kept tidy. Dressing largely in subdued browns and blacks, he eschews logos and accessories, preferring plain long-sleeved shirts and jackets with a generally uncluttered appearance. His only concessions are a battered black fedora which he wears whenever convenience allows and a pair of heavily tinted sunglasses which conceal his clearly metahuman eyes. As the second Midnight, he wears a costume only slightly altered from the one used by his grandfather, starting with a lightly armoured jump-suit. Trevor has shortened the trench coat to a jacket to make it more practical for riding the Night Cycle, and added a matte black utility belt containing an array of gadgets. His featureless mask and fedora are in fact the very same ones used by Travis Hunter, although the mask’s functional elements had to be replaced. The entire costume is pitch black save for glowing red eyes. History: Shortly after the Liberty League disbanded in the late 1950s, the mysterious vigilante known as Midnight disappeared, never to be seen again. Remaining active but underground for several years, chemist Travis Hunter eventually settled down and raised a family. Though the occasional crisis would bring him out of retirement, it was never for long and always without public knowledge. The years of exposure to his ‘midnight mist’ had left a greater mark of Hunter than he realized, however. With his son forced to move often due to his job, Hunter’s grandson Trevor came to live with the now elderly, though still remarkably vigourous, chemist in his sizeable estate. This turned out to be fortuitous, for when Trevor’s metahuman abilities manifested at puberty, his grandfather instantly recognized the familiar light blocking gas he produced. Calming the confused youth, Hunter revealed to him the long abandoned ‘Midnight Manor’ hidden below their home and explained his history as a masked crime fighter. The moment the old, flickering lights illuminated the glass case containing the Midnight costume, Trevor’s fate was sealed. He knew his destiny was to follow in his grandfather’s footsteps and, seeing the boy’s determination, Hunter had to agree. Trevor’s training began immediately, with the condition that he was not to venture out into the city until he earned his license and refurbished one of the Manor’s decrepit vehicles to drive himself there. To Hunter’s chagrin the mechanically inclined Trevor not only met both conditions with surprising ease, but insisted on claiming the Night Cycle as his transportation of choice. The new Midnight’s first forays into the world of super heroism caught the attention of Duncan Summers, who recognized the modus operandi of the hero who was in many ways the spiritual predecessor of the Raven. Sending his daughter out to make contact with the teen, Summers invited Trevor to enroll at Claremont Academy. With his grandfather’s blessing he accepted, eager to give a new generation of villains a very good reason to be afraid of the dark. Trevor’s time at Claremont proved to be eventful, although his most fantastic adventures as a part of Young Freedom took place in a number of alternate dimensions and timelines, affording him a continued low profile on Earth-Prime. Harsh battles developed both his superhuman abilities and considerable skills while forging friendships and ultimately romance. There can be no doubt that Midnight has come to Freedom City once more. Personality & Motivation: Trevor is outwardly reserved without being cold. He’ll smile slightly rather than laugh, and he’ll narrow his eyes rather than shout belligerently. What sense of humour he does display is bone dry, often leaving those he interacts with uncertain if he made a joke or not. Slow to anger, he has little interest in social drama and is unfailingly genuine in his sentiments. Content to let others have the spotlight, when he does speak his words carry a weight that belies his years. Fighting crime is a point of family pride for Trevor, one he takes very seriously. The exploitation of the innocent is one of the few things sure to draw a reaction from the typically demure teen, and he takes a good deal of satisfaction from utilizing fear against the villains who make it their stock and trade. Powers & Tactics: Trevor is able to produce clouds of “midnight mistâ€, the gas invented by his grandfather, at will. The mist blocks out light, plunging those caught in its wake into darkness. Initially using his specially designed goggles to see through this miasma, Trevor eventually found his metahuman physiology adapting to make them unnecessary, at the price of a disconcerting appearance. The presence of the mist saturating his muscle tissue grants Trevor a surprising durability. A quirk of his metahuman nature, arguably a secondary mutation, makes him resistant to mental intrusion and all but undetectable by telepathic means. Supplementing these powers are an array of compact gadgets secreted about the pockets of his coat and belt. Complications: Camera-Shy: Trevor prefers to remain unseen by the public; the shadows are where he does his best work. Disarmed: Trevor's coat and belt need to be removed to completely deprive him of his gadgets, but many of the individual items are hand-held, and can be disarmed as such. Don’t Touch The Hat: Don’t. Touch. The Hat. Frightening: The Midnight costume is great for scaring bad guys, not so great for reassuring civilians, especially kids. Legacy: Living up to his inherited code name means the world to Trevor. Loyalty: Trevor made some good friends at Claremont Academy. Relationship: Erin White AKA >Wander. Abilities: 10 + 10 + 6 + 8 + 6 + 10 = 50PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 20 + 12 = 32PP Initiative: +5 Attack: +10/+14 Melee Grapple: +19 Defence: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -4/-2 Flat-Footed Saving Throws: 4 + 5 + 8 = 17PP Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Protection) Fortitude: +7 (+3 Con, +4) Reflex: +10 (+5 Dex, +5) Will: +11 (+3 Wis, +8) Skills: 148R = 37PP Acrobatics 5 (+10) Skill Mastery Craft (Mechanical) 11 (+15) Disable Device 8 (+12) Drive 10 (+15) Skill Mastery Gather Information 5 (+10) Skill Mastery Intimidate 20 (+25) Second Chance, Skill Mastery Investigate 11 (+15) Knowledge (History) 6 (+10) Knowledge (Streetwise) 6 (+10) Knowledge (Tactics) 11 (+15) Knowledge (Technology) 6 (+10) Language 3 (ASL, French, English [Native], Mandarin) Medicine 2 (+5) Skill Mastery Notice 12 (+15) Skill Mastery Perform (Dance) 5 (+10) Sense Motive 12 (+15) Skill Mastery Stealth 15 (+20) Skill Mastery Feats: 41PP Attack Focus 4 (Melee) Benefit 3 (Nice Hat, Wealth 2 [Rich]) Blind-Fight Defensive Roll 2 (+4 Toughness) Dodge Focus 6 Evasion 2 Equipment 7 + 4 (Veteran Reward) Hide in Plain Sight Jack of All Trades Luck 3 Master Plan 2 Minion 11 (Veteran Reward) Power Attack Second Chance (Intimidate) Skill Mastery 2 (Acrobatics, Drive, Gather Information, Intimidate, Medicine, Notice, Sense Motive, Stealth) Sneak Attack Startle Takedown Attack 2 Well-Informed Equipment: 11PP = 55EP 5 + 4 + 5 + 21 + 20 = 55EP Strike 3 (Feats: Mighty, Subtle) [5EP] (Collapsible Escrima Sticks) Immunity 4 (Suffocation Effects, Visual Dazzles) [4EP] (Midnight Mask) Speed 1 (10mph / 100ft per Move Action) [1EP] + Super-Movement 2 (Slow Fall, Swinging) [4EP] (Grappling Hook Gun) Night Cycle (Vehicle) [21EP] Size: Medium [0EP]; Strength: 20 [2EP]; Defence: 10 [0EP]; Toughness: +10 [5EP] Features: Alarm 2 (DC 25), Computer, Communications, Disguise, Hidden Compartments, Nitro Injectors, Remote Control [8EP] Powers: Speed 5 (250mph / 2,500ft per Move Action, Feats: Subtle) [6EP] >The Midnight Manor (HQ) [20EP] Powers: 36 + 12 + 5 + 1 + 6 + 10 = 70PP Gadgets 4 (20PP Variable Power, Any Power, Multiple Powers At Once, Extras: Action 2 [Free], Duration [Continuous], Flaws: Hard-To-Lose) [36PP] (Utility Belt & Coat) Example Gadgets Spoiler EMP Grenade [15 + 5 = 20PP] Drain Toughness 15 (Extras: Affects Objects, Area [General, Burst, 50ft radius], Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [15PP] + Damage 10 (Extras: Area [General, Burst], Linked [Drain], Flaws: Limited [Objects], Limited [Electronics]) [5PP] Teleportation Signal Hijack [1 + 19 = 20PP] Super-Senses 1 (Trace Teleport) [1PP] Teleport 4 (Extras: Accurate, Affects Others, Power Feats: Change Velocity, Easy, Progression [Cargo] 1 [200 lbs.]) [19PP] Original Night Gun [3 + 17 = 20PP] Obscure 3 (Visual Senses, 25ft radius; Extras: Independent, Linked [stun], Flaws: Action [Full]) [3PP] + Stun 5 (Extras: Area [General, Cloud, 25ft radius], Linked [Obscure], Range [Ranged], Flaws: Action [Full], Power Feats: Progression [Area], Sedation) [17PP] Tight-Beam Sonic Emitter [17 + 3 = 20PP] Dazzle 15 (Auditory Senses, Power Feats: Accurate 2) [17PP] Communication 3 (Auditory (Ultrasonic); 1000ft) [3PP] Universal Translator [5 + 15 = 20PP] Super-Senses 5 (Acute Analytical Smell, Analytical Hearing, Analytical Vision, Ultrasonic Hearing) [5PP] Comprehend 5 (Codes, Languages 4 [Read/Write/Speak/Understand Any/All Simultaneously], Extras: Affects Others) [15PP] Obscure 3 (Olfactory & Visual Senses, 25ft radius, Extras: Action 2 [Free], Independent, Flaws: Range [Touch]) [12PP] (Gaseous Cloud) Protection 5 [5PP] (Saturated Muscle Tissue) Super-Senses 1 (Communication Link [Mental, Eve Martel/Sage]) [1PP] Super-Senses 6 (Counters Obscure [Visual Senses, All Descriptors], Infravision) [6PP] Telepathic Resistance 2 (10PP Container, [Passive, Permanent]) [10PP] (Mutant Neurology) Concealment 2 (All Mental Senses, Extras: Duration [Continuous], Flaws: Permanent) [4PP] + Concealment 1 (ESP Effects, Extras: Duration [Continuous], Flaws: Limited [Mental/Psionic Effects], Permanent) [1PP] Immunity 10 (Psionic Effects, Flaws: Limited [Half Effect]) [5PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC20(22*) Toughness (Staged) Damage (Physical) Escrima Sticks Touch DC23(25*) Toughness (Staged) Damage (Physical) *Sneak Attack Abilities 50 + Combat 32 + Saves 17 + Skills 37 + Feats 41 + Powers 70 = 247/250 Power Points Redbird Spoiler Character Name: Redbird Power Level: 7 (Minion 11 = 165PP) Trade-Offs: -3 Defence/+3 Toughness In Brief: Furion autonomic machine intelligence with the ability to merge with and enhance any vehicle. Birthplace: Silverwood Affiliations: Furions, Midnight II Family: Red Falcon (partner, deceased) Description: Gender: Currently ‘Female’ Height: 24 cm Weight: 1 kg Redbird’s physical form is a polished silver egg roughly the size of a small melon. While appearing featureless from the outside, the artificial intelligence is able to observe her surroundings from any direction and speak in an alto voice which has grown quieter and more deliberate since imprinting upon the human Trevor Hunter. When merging with a vehicle, the Furion technology of Redbird’s ‘egg’ melts into the control system, be it steering wheel or computer interface, and proceeds to enhance its temporary body with increased speed and other capabilities. These enhancements can range from subtle to clearly not-of-the-world, but in deference to Midnight’s preferences, cosmetic alterations typically include a light-devouring black colour scheme accented by a dark crimson wing motif. On the rare occasions she bothers to create any kind of holographic representation of herself, Redbird appears as an athletic woman roughly six feet tall and in her late twenties, slight only the the Furions’ statuesque standards. With dark red hair and high cheekbones, she shares many features in common with both Red Falcon and Trevor Hunter while dressing in motorcycle leathers or a chauffeur’s uniform as appropriate. History: Redbird is an autonomic machine intelligence created by the Furions, the powerful race of Terminus natives that are the last true opposition to Omega’s forces in that wretched blight of a realm, and like them she is very, very old. Computers in only most rudimentary of terms, such intelligences served many functions, with Redbird acting as copilot to some of the Furions’ greatest pilots, bridging the divide between rider and vehicle. Until recently Redbird was partnered with the Furion warrior known as Red Falcon. When the latter was injured too gravely to fly during Omega’s latest gambit to destroy Earth-Prime, Trevor Hunter, the second hero of his world to go by the name Midnight, stepped in, displaying a hitherto unseen level of fast-twitch muscle fibre compatibility. Red Falcon’s last act before a heroic sacrifice against a literal army of Omegadrones was to ensure that Redbird was safely entrusted to the care of the Earth-Prime heroes, thereby surviving his suicide run. Redbird subsequently imprinted on Midnight, a process which adjusts a machine intelligence’s behaviour to better compliment that of its new partner, often resulting in a completely new personality, albeit with all the same memories, skills and core traits the intelligence had previously possessed. Though it is traditional for the intelligence to take on a new name as well - and ‘Nightbird’ was briefly considered - given the nature of Red Falcon’s demise, both Redbird and Midnight agreed an exception would be appropriate. Earth-Prime is a much different world than Silver Tree, and Redbird is still adjusting to her new role, but it is enough to know that there is evil to be vanquished and battles to be won. In that, the two worlds are no so different at all. Personality & Motivation: Redbird’s current personality paradigm is level-headed and methodical - by Furion standards, at least. While previously jittery and almost anxious, Red Falcon’s passing has had a sobering effect on top of her current partner’s calm nature. She still possesses a temper than ignites into fiery rage at the sight of Omega’s lackeys and unsurprisingly has a passion for high speeds and daring maneuvers. Adopting a female voice and persona after observing Midnight’s close teamwork with Wander, Redbird elected to hold to that choice even after the a few relevant subtleties of human interaction were explained. She’s also stopped referring to herself in the third-person for the most part, discovering it was off-putting to her new allies, but still slips back into the habit when excited. Powers & Tactics: In her own, independent form Redbird is immobile but still able to speak in any sentient language, observe her surrounding in broad spectrum and deliver a nasty surge of cosmic energy to anyone foolish enough to pick up her ‘egg’ without permission. Paired with a vehicle and sufficiently skilled rider, however, she is force to be reckoned with. Merging with any vehicle and enhancing it with what could loosely be considered the ‘technology’ of Silver Tree, she can outfit her host chassis with ground speeds nearly light speed, flight and space-faring capabilities, powerful cosmic weaponry and whatever other equipment might be useful to the task at hand. Abilities: -10 - 10 - 10 + 6 + 8 + 6 = -10PP Strength: - Dexterity: - Constitution: - Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 6 + 0 = 6PP Initiative: +3 Attack: +7 (+3 Base, +4 Size) Grapple: - Defence: +4 (+4 Size), +4 Flat-Footed Knockback: -5 (+3 Size) Saving Throws: 0 + 0 + 6 = 6PP Toughness: +10 (+10 Protection, Impervious 7) Fortitude: - Reflex: - Will: +10 (+4 Wis, +6) Skills: 64R = 16PP Computers 12 (+15) Skill Mastery Drive 0 (-/+12) Skill Mastery Intimidate 10 (+7/+13) Knowledge (Physical Sciences) 7 (+10) Skill Mastery Knowledge (Technology) 7 (+10) Skill Mastery Language 1 (English, Furion [Native]) Notice 11 (+15) Skill Mastery Pilot 0 (-/+12) Skill Mastery Sense Motive 6 (+10) Skill Mastery Stealth 10 (-/+10) Skill Mastery Feats: 11PP All-Out Attack Eidetic Memory Fearless Interpose Power Attack Skill Mastery 2 (Computers, Drive, Knowledge [Physical Sciences], Knowledge [Technology], Notice, Pilot, Sense Motive, Stealth) Speed of Thought Teamwork 3 Powers: 8 + 1 + 20 + 30 + 29 + 17 + 5 + 14 + 12 = 136PP Comprehend 4 (Read, Speak and Understand All Languages Simultaneously) [8PP] Datalink 1 (10’, Radio) [1PP] Enhance Vehicle 4 (20PP Variable Power, Any Power, Multiple Powers at Once, Extras: Affects Others, Flaws: Action [Full Action], Limited 2 [Only Others, Only Vehicles]) [20PP] Immunity 30 (Fortitude Effects) [30PP] Autonomic Machine Intelligence Array 14 (28PP, Power Feats: Alternate Power 1) [29PP] Base: Possession 4 (Extras: Action [Free, +2], Affects Objects, Alternate Save [Reflex], Flaws: Limited 2 [Objects Only, Vehicles Only]) [16PP] + Enhanced Skills (Drive 12, Pilot 12) [6PP] + Morph 3 (+15 Disguise, Any Vehicle of Type Possessed) [6PP] AP: Damage 7 (Extras: Aura, Duration [sustained, +2]) [28PP] (Cosmic Energy Defence) Protection 10 (Extras: Impervious 7) [17PP] Regeneration 5 (Recovery Bonus +0) [5PP] Shrinking 12 (Diminutive, Extras: Duration [Continuous], Flaws: Permanent, Power Feats: Innate, Normal Toughness) [14PP] Super-Senses 12 (Terminus Awareness [Visual], Direction Sense, Distance Sense, Infravision, Ultravision, Extras: Analytical 2 [All Visual], Radius 2 [All Visual], Tracking 3 [Terminus Awareness]) [12PP] DC Block ATTACK RANGE SAVE EFFECT Cosmic Defence Touch (Aura) DC22 Toughness (Staged) Damage (Energy) Totals: Abilities (-10) + Combat (6) + Saving Throws (6) + Skills (16) + Feats (11) + Powers (136) - Drawbacks (0) = 165/165 Power Points
  7. Ghost Girl Power Level: 15 (250/250 PP) [285] Trade-Offs: Ghost Array: None; Soul Scythe: -2 Attack, +2 Damage Unspent PP: 0 Theme: Dance Apocalyptic by Janelle Monáe In Brief: Teenage poltergeist with an upbeat personality and chilling powers. Alternate Identities: Kimber Storm Identity: Public Birthplace: Thunder Bay Occupation: Student Affiliations: Claremont Academy, DuTemps Building, Midnighters, Young Freedom Family: None Description: Apparent Age: Early Twenties (DoB: August, 1979; DoD: January, 1996) Gender: Female Ethnicity: Deceased-Canadian (Caucasian) Height: 5'7" Weight: None Eyes: Ice-Blue (Sea Green) Hair: Ice-Blue (Chestnut Brown) In her natural state, Kimber appears as the image of a young woman rendered in frosty, luminous blues, slightly translucent and floating a few feet off of the ground as though she were swimming through the air. Hair trimmed short on the sides and long on top is ruffled by an absent wind, while the faint chill of fresh snow surrounds her. The disturbing sight is considerably softened by her perpetually chipper expression and broad, friendly smile - even if she still had bones, none of them would be mean. Expressive and given to animated gestures, she tends to flit about a room, chattering excitedly. Her phantasmal abilities allow her to take on a more lifelike appearance, returning colour to her flesh and bright green eyes, though she has taken to affecting a black and light blue colouration for her hair as a small acknowledgement that she is no longer who she once was. Although she can appear as almost anyone she likes, direct sunlight reveals her true form, making it impossible for her to maintain the day-to-day illusion of a normal life. Since forging her soul scythe she's altered her costume as Ghost Girl to include a long, hooded coat with a tattered fringe and an ornate ice crystal pattern over the shoulders, buckled at the waist. She still includes a domino mask to the ensemble from time to time even if she makes little effort to maintain an actual secret identity. Powers Description: Kimber's ghostly nature renders her both completely incorporeal and translucent to a degree. Keeping the aura of cold that perpetually surrounds her to a barely perceptible minimum takes considerable concentration on her part; if she is distracted the temperature about her rapidly drops to well below freezing. She is also able to render herself completely invisible, though telepaths may sense her as a mental echo and electronics equipment will hiss with static at her passing. Not being restrained by any actual physiology, Kimber has a considerable ability to alter her appearance, from her clothing and apparent age to disguising herself as other individuals. The most extreme application of this sees her taking on an aspect that combines heartbreaking beauty and the sheer, existential horror of piercing, for a moment, the veil between life and death. The more paranoid might wonder if this is, in fact, her true nature revealing itself. Her soul scythe is formed from a curved snath of faintly luminous wood and a long, wicked looking blade of impossibly reflective metal. The tang is ornamented with what looks suspiciously like human bone while a charm in the shape of a highly stylized skull hangs from the far end of the shaft. The scythe grants Kimber a number of abilities, most notably the option to take on a corporeal form and interact with the world directly. The weapon can only be picked up by one who has died: a normal mortal attempting to lift it will find their hand passing through the handle as thought it were empty air. History: Kimber's life before her passing is largely a mystery. Her own memories are few and indistinct - she could tell you who the Prime Minister was when she was alive or what her favourite brand of cereal was, but she has little actual context for any of that information. Even after her death, she lost several years, punctuated by infrequent but steady reports of strange, terrifying activity surrounding a particular log cabin in the camping grounds near Thunder Bay. Trespassing teenagers related tales of horrible faces in windows, dishware smashing itself against the walls and an unearthly chill that defied campfires and generator-powered space heaters alike. Eventually the stories caught the attention of Daniel Storm, an outdoorsman with no small amount of experience with the sorts of supernatural hazards that become more frequent the further north and away from large settlements one travel. A terse, unsociable sort, Storm wasn't typically one to get involved, but for whatever reason, his interest was piqued. Despite the poltergeist's repeated attempts to drive him away, he eventually found the long dead remains of a young woman in the woods. What little cooperation the admittedly suspicious Storm was able to get from the local authorities pointed to the winter of 1996, one of the coldest on record, as the time of death. Taking it upon himself to give the Jane Doe a proper cremation should have put the ghostly apparition to rest. Instead, Storm found himself face to face with the floating but quite distinct image of an alarmed girl. Although understandably distressed as she came to understand her situation, the phantom adapted with surprising speed, taking the name Kimber because, "I just feel like a 'Kimber', right?" Storm did his best to fill in as many blanks for her as he could over several weeks, and contacted various occult peers when it became clear that the situation fell well outside his personal experience, not just in terms of supernatural phenomena, but also dealing with a teenage girl! Eventually, through friends of friends, he was put in touch with Duncan Summers, a gentleman with no small expertise in helping teenagers of unusual natures. Nonchalantly suggesting that she might as well use his last name for the resulting paperwork, he sent the heroine-in-training out into the world for a second shot at life! Kimber attended Claremont Academy, where she joined an iteration of Young Freedom alongside her roommate Wraith, a Kinigosi warrior who had adopted the human identity of Indira Singh. Since neither girl actually needed to sleep they instead spent their nights talking and exploring, quickly becoming inseparable. The team's numerous adventures culminated in a desperate battle against the Curator at the Centurion's Sanctum. Witnessing the heroic sacrifice of her friend Sharl Tulink, Citizen of Tronik, had a profound effect of Kimber, planting a desire to become stronger to better protect the people she care for. After graduating Kimber accepted an offer from fellow Young Freedom alumnus Eve Martel to stay in the newly finished castle atop the DuTempts Building. Somewhat adrift for a time she continued to adventure with her friends and became a well liked part of Freedom City's supernatural community. Turning her attentions to expanding her arcane knowledge, the poltergeist began looking for a solution to her inability to interact with her world and the people around her in a truly tactile manner. Personality & Motivation: Despite her regrettable situation, Kimber retains a surprisingly upbeat attitude. She tends to react to any new situation with curiosity and enthusiasm, asking lots of questions and rapidly jumping from thought to thought. Looking oddly doesn't seem to particularly bother her, but a surprising talent for reading people makes her acutely aware of how disturbing her undead nature can be for some. As a result, she may compensate with an even cheerier manner or make reassuring attempts at humour. Death has done nothing to dull Kimber's sense of empathy - if anything, it's given her a greater perspective on the preciousness of life. Despite her positive mindset, she considers herself to have very little to lose, or at least to be in very little danger of true harm, and so is quick to lend whatever aid she can. The adventure and romance of the superheroic lifestyle certainly appeals to her as well, though her notion of it is more than a little idealized. After all, people might be scared of a ghost, but who could be scared of the marvelous Ghost Girl! Successfully forging her soul scythe with the help of her friends has helped Kimber come to terms with the idea that she is her own person now, distinct from whomever she might have been had her life not been cut short. This has added a layer of genuine confidence underneath her good cheer and made her less likely to avoid serious or uncomfortable topics. She still prefers to resolve situations through talking but is sure of her ability to handle herself should gentler measures fail. Powers & Tactics: Kimber's main offensive ability outside of her scythe is a bone-chilling ethereal touch that drains the strength from her target's limbs, eventually leaving them helpless and shivering. She can also let loose a blast of frigid wind that quickly coats anything in her path in a hindering layer of ice. Although reluctant to engage in violence in the first place, particularly given how little threat convention weapons pose to her, when her teammates are put at risk she moves to disable their opponents as quickly as possible. She takes advantage of her unhindered mobility, but is not entirely beyond being hurt, and her sense of invulnerability can get her into trouble. Her incorporeal nature, along with her powers of invisibility and disguise, make Kimber an ideal scout and infiltrator. A side-effect of her concealment scrambles radio signals in a small radius, a handy trick for disabling nearby communications even as it serves as an unfortunate tell for those who are familiar with spirits and their ways. After years of relying solely on her telekinesis to interact with the world it remains her default even with her soul scythe offering the option of traditional touch. A quick study, Kimber rounds out her repertoire with a number of minor tricks and cantrips picked up from her friends. Complications: Amnesia: Kimber's memories before her untimely demise are foggy at best. Avro: A pet manticore kitten is a big responsibility, missy! Carry A Big Stick: Kimber's soul scythe is an object of considerable power, likely to draw interest. Naive: Kimber's a naturally trusting sort inclined to give everyone the benefit of the doubt. Pyrophobia: Intense heat and fire are one of the few things that can actively harm Kimber, and she's understandably hesitant around either. She's Dead, Jim: It's a living man's world, Kimber's just haunting in it. Truly, Truly Outrageous: Kimber missed out on a lot of pop culture and world history after her death, though she's been quickly catching up. Untouchable: Kimber has no physical form without the aid of her scythe. Young Freedom 2.0: Kimber's friends are pretty rad. Abilities: -10 + 6 - 10 + 0 + 6 + 6 = -2PP STR: - /16 ( - /+3) DEX: 16 (+3) CON: - (-) INT: 10 (+0) WIS: 16 (+3) CHA: 16 (+3) Combat: 16 + 12 = 28PP Initiative: +3 Attack: +8 Base, +10 Scythe, +12 Ghost Array Grapple: - /+11 (+8 Attack, +3 Strength [Scythe]) Defense: +12 (+6 Base), +3 Flat-Footed Knockback: -6/-11 Saving Throws: 2 + 9 = 11PP Toughness: +12 (+12 Protection; Impervious 10 [Scythe]) Fortitude: - Reflex: +5 (+3 Ref, +2) Will: +12 (+3 Wis, +9) Skills: 19PP = 76R Bluff 6 (+9/+13 Attractive) Diplomacy 13 (+16/+20 Attractive) Intimidate 9 (+12) Knowledge [Arcane Lore] 15 (+15) Languages 1 (French) (Base: English) Notice 8 (+11) Sense Motive 12 (+15) Stealth 12 (+15) Feats: 20PP All-Out Attack Attack Specialization [Scythe] Attractive Critical Strike [Undead] Dodge Focus 6 Fascinate [Diplomacy] Favoured Enemy [Undead] Improved Critical 2 [Scythe] Luck 2 Minion 8 Power Attack Second Chance (Diplomacy) Startle Takedown Attack 2 Uncanny Dodge (Auditory) Powers: 30 + 15 + 40 + 2 + 1 + 3 + 3 + 30 + 21 + 12 + 7 + 3 + 10 = 177PP Ghost Array 13 (26PP, Feats: Alternate Power 4) [30PP] Base: Concealment 8 (Invisibility; All Visual, Auditory and Olfactory, Extras: Linked, Feats: Close Range, Selective, Drawbacks: Power Loss [Necromantic/Undead Awareness, -1]) [17PP] + Concealment 2 (Mental Echo; All Mental, Extras: Linked, Flaws: Displacement) [2PP] + Obscure 4 (Static; Radio, 50' radius, Extras: Action [Free, +2], Linked, Flaws: Partial, Range [Touch], Feats: Reverse Progression 1 [Area, min 25']) [5PP] AP: Damage 12 (Disrupt Electronics, Extras: Affects Corporeal, Autofire, Linked [Drain], Flaws: Limited [Objects], Limited [Electronics], Feats: Accurate 2) [14PP] + Drain Toughness 12 (Extras: Affects Corporeal, Affects Objects, Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [12PP] AP: Drain Strength 12 (Chill of the Grave; Extras: Affects Corporeal, Feats: Accurate 2) [26PP] AP: Emotion Control 12 (Beautiful Terror; Extras: Area [Perception, +2], Flaws: Range [Touch, -2], Sense Dependent [Vision], Drawbacks: Power Loss [in Sunlight, -3]) [9PP] Morph 6 (Terrible Beauty; Any Humanoid, +30 Disguise, Feats: Attractive, Fascinate [Diplomacy], Drawbacks: Power Loss [in Sunlight, -3]) [11PP] Super-Senses 6 (Fear Awareness [Mental], Extras: Acute, Analytical, Radius, Ranged, Tracking) [6PP] AP: Snare 12 (Ice Breath; Extras: Affects Corporeal, Area [General, Cone], Flaws: Action [Full Action]), Range [Touch], Feats: Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [26PP] Friendship is Magic Array 4 (8PP, Feats: Alternate Power 7) [15PP] Base: Enhanced Feats 8 (All-Out Attack, Attack Specialization [Scythe], Critical Strike [Undead], Favoured Enemy [Undead], Improved Critical 2 [Scythe], Takedown Attack 2) [8PP] (Indira’s Instruction) AP: Flight 4 (Rank 5 Total, 250 MPH) [8PP] (Koshiro’s Kiting) AP: Healing 8 (Extras: Restoration, Total; Flaws: Empathic, Limited 2 [Others, Touched by der Schattenwelt]) [8PP] (Tarva's Touch) AP: Nullify Illusion 12 (Extras: Nullifying Field [+0]; Flaws: Limited [Technological Effects]; Feats: Progression 2 [Area, 300’ radius]) [8PP] (Sharl’s Skepticism) AP: Obscure 4 (Visual Senses, 100' long, icy fog; Extras: Action [Move], Area [Cone, +0], Independent [+0], Flaws: Range [Touch]) [8PP] (Siobhan's Shroud) AP: Super-Movement 2 (Dimensional Movement 2 [Realms of Death and Cold]; Extras: Portal [+2]) [8PP] (Dimitri’s Doorway) AP: Super-Senses 4 (Death Awareness [Mental]; Extras: Extended 1 [100'], Radius, Ranged) [4PP] + Super-Senses 4 (Postcognition; Extra: Affects Others, Flaw: Limited [Moments of Death]) [4PP] (Nick's Necrovision) AP: Telekinesis 2 (Rank 4 Total; Extras: Affects Corporeal, Range [Perception]) (Heavy Load: 400 lbs Total) [8PP] (Eve's Elevation) Device 12 (Soul Scythe; 60PP Container; Flaws: Easy to Lose; Feats: Indestructible, Restricted 2 [Only Lifted by Those Who Have Died], Subtle [Transforms into Necklace]) [40PP] (cosmic, necromantic) Base: Drain Will 14 (Spirit Sever; Extras: Affects Corporeal, Affects Objects, Alternate Save [Will, +0]; Flaws: Limited [vs. Spirits/Undead], Objects Only; Feats: Affects Insubstantial 2, Alternate Power 2) + Damage 14 (Extras: Affects Corporeal, Alternate Save [Will]) [18 + 42 = 60PP] AP: Damage 12 (Reap; Extras: Affects Corporeal, Area [General, Cone], Selective; Feats: Affects Insubstantial 2, Knockback 8) [58PP] AP: [33 + 25 = 58PP] Corporeal Form 6.4 (33PP Container; [Active, Sustained]) [33PP] Duration 4 (on Insubstantial; Continuous; Feats: Selective) [5PP] Enhanced Strength 16 (+3, Heavy Load 230 lbs; Feats: Affects Insubstantial 2) [18PP] Impervious 10 [10PP] Mental Transform 12 (Restore Lucidity; Extras: Area [General, Cone], Duration [Continuous]; Flaws: Action [Full Round], Limited [Undead]; Feats: Progression [Area]) [25PP] Comprehend 1 (Spirits) [2PP] Enhanced Feats 1 (Quick Change) [1PP] Environmental Control 3 (Extreme Cold, 25' radius, Extras: Duration [Special], Flaws: Range [Touch]) [3PP] This power is always active by default, but can be 'turned off' with a free action and a sustained duration. If Kimber is unable to take the free action required, it automatically reactivates. Flight 1 (10 MPH, Extras: Duration [Continuous], Flaws: Permanent, Feats: Subtle) [3PP] Immunity 30 (Fortitude Effects) [30PP] Insubstantial 4 (Incorporeal, Affected by Fire/Heat, Extras: Permanent, Feats: Innate) [21PP] Protection 12 [12PP] Regeneration 7 (Recovery Bonus [+0], Resurrection 2 [One Day]) [7PP] Super-Senses 4 (Counters Concealment [Visual, Flaws: Limited (Undead)], Darkvision) [3PP] Telekinesis 2 (Extras: Affects Corporeal, Range [Perception], Feats: Precise, Subtle) (Heavy Load: 100 lbs) [10PP] Drawbacks: -3PP Vulnerability (Fire/Heat, Frequency: Common, Intensity: Moderate [x1.5 DMG]) [-3PP] DC Block: ATTACK RANGE SAVE EFFECT Disrupt Electronics Touch DC22 Fortitude Drain Toughness DC27 Toughness [Autofire] Damage Drain Strength Touch DC22 Fortitude Drain Strength Emotion Control Perception DC22 Will Emotion Ice Breath 100 - 275' Cone DC22 Reflex Snare Reap 120' Cone DC27 Toughness Damage [Knockback as 20] Spirit Sever Touch DC24 Will Drain Will DC29 Will Damage Totals: Abilities (-2) + Combat (28) + Saving Throws (11) + Skills (19) + Feats (20) + Powers (177) - Drawbacks (-3) = 250/250 PP Avro the Manitcore Kitten
  8. Wraith Power Level: 12/15 (210/250PP) Trade-Offs: -3 Defense / +3 Toughness Unspent PP: 40 In Brief: A kind, polite teenage girl who's actually a terrible alien made of fluid metal. Alternate Identities: Indira Singh Identity: Secret Birthplace: Kinigos Occupation: Student (Criminal Justice) Affiliations: Claremont Academy, Freedom City University, >Ghost Girl Family: Mother & Father Age: 19 (in your human years) Apparent Age: 19 Gender: Female (apparent) Ethnicity: Kinigosi (true), Indian (apparent) Height: 5'10" Weight: 350 lbs. Eyes: Solid Black (alien), Dark Brown (human) Hair: None (Alien), very Dark Brown (human) Description: In her human guise, Indira Singh is a charming young lady with a pleasant face, dark eyes, and long dark brown hair; an athletic build and oddly fluid grace belie her true weight and the true nature that causes it. Indira favors slim, light clothing - more often than not she's making it herself with her shapeshifting, and heavy or complex layers are simply harder to create and maintain. As she truly is, Indira is a largish and usually humanoid being made of seamless silvery metal, polished-looking and warm to the touch. She has three eyes (the third of which is in the center of her 'forehead', vertically oriented), all of which are pure black; she has no mouth and (for that matter) no other visible orifices. Everything else is likely to change with mood and the needs of the moment, though the longer she's on Earth and in human form the more feminine the 'body' of her alien form tends to be at default. Rather absurdly, she often gives her alien form a small raised area around the eyes, like a (three-eyed) domino mask...because heroes wear masks, of course. Power Descriptions: See "Powers & Tactics" below. History: Crime has always spread to wherever there was room to hold it, and as the name would imply there's a lot of room in space. So much room, in fact, that crime can be had on a scale unheard of on any single planet - but the problem with large, sprawling criminal empires is that sometimes you need front businesses, bean counters, legitimate employees, paper trails...and sometimes someone you've 'encouraged' to work for you gets ahold of some terribly sensitive information, something they can take to the authorities to help hurt or bring down a sizeable piece of your empire. Unfortunately for them, this is probably enough to do some very painful damage but not enough to cripple or end your organization, so they're almost certain to have to be relocated somewhere where they won't be found by angry humanoids with squinty eyes and middle names like "Big Jim" or "the Claw". This was something of a problem for the Lor, once the case was finished and the testimony given. They had three members of a relatively rare race that needed to be hidden somewhere, away from the seeking eyes of a sprawling and angry criminal group suspected to have connections anywhere and everywhere worth having connections. Fortunately, there was a little planet that wasn't so developed that a few aliens couldn't remain fairly anonymous, but developed enough to be comfortable; a place with a good variety of distinct cultures and peoples, where the odd was almost common in places and where the Lor just so happened to have a few contacts in good standing. And so it was that Indira and her family came to Earth: first to India, where they established an identity for themselves, and then to Freedom City, where even the odd alien sighting would hopefully be lost in the unsettlingly high concentration of metahumans and mythological beings come to life. As an added bonus, Indira could be sent to a school where she wouldn't stand out quite so much.... Personality & Motivation: A kind but fierce soul, Indira fights crime mostly because she feels that she must. Not only is it an excellent excuse to let loose and - literally - be herself for a while, but in a world of fragile fleshy beings she's...well, not exactly the Centurion, but more equipped to deal with high crime than many. She can't sit idly by with that kind of strength while bad things happen around her. She's very curious about how humans live - human culture and interaction, local animals, and whatever else captures her fancy. By and large she tends to be a bit formal and straight-laced as a consequence of her upbringing, but that doesn't mean she's one to turn down an opportunity to cut loose if she can get away with it and it sounds like fun.... Powers & Tactics: Wraith is capable of shifting and reshaping her own body mass in response to what she needs to do and/or be for the task at hand: if she needs to run quickly she becomes sleek and quadrupedal, if she needs to fight her way through a sea of minions she sprouts long whip-like limbs tipped with hammers or scythe-like blades, and so on. She can similarly change her solidity, anywhere from a viscous but fluid metal to more solid than any Earthly steel. This ability isn't without limitations, however: bits of herself that are completely separated from her main mass are lost forever if not quickly recovered (and the separation is very painful), and her ability to change her color is extremely limited. A normal member of her race can only shift between metallic shades, and generally only in shades of silver or grey; a combination of Kinigosi and Lor technology has introduced a mutation that lets her kind assume a single humanoid form and to - with practice - change details of that form in the way of clothes and hairstyle and the like. The basic template, however, is relatively fixed and most shapeshifting will create obvious breaks in the facade (eg, she could elongate a limb, but it would be a normal human upper arm connected to a normal human lower arm by a long silver tentacle). Her people are born with castes, not genders (though the social importance of one's caste has decreased dramatically since less civilized times); Wraith would be considered a prime specimen of the warrior caste, highly fit with excellent shapeshifting control and good fighting instincts. That said, she has relatively little fighting training or experience, and relies heavily on those instincts to get her through combat. She tries diplomacy if it seems likely to work but otherwise hits hard, fast, and has a bad habit of depending on her considerable durability over complex tactics. Complications: Alien: Alien. Not only does she often look and move like a sci-fi horror movie monster, but even her human guise is essentially skin-deep: if you cut her she bleeds silver, she weighs too much for her size, her inhumanity is immediately apparent to many super-senses, etc. Secret: Identity. Space-Fish Out of Space-Water: She's been on the planet for a little while already but is still an alien; humans are weird and their culture is weirder (but the TV's pretty neat), and she has to deal with being foreign both as an alien and as a recently-immigrated Indian. Witness Protection: This is why she and her family are on Earth to begin with; while most up in space aren't likely to be watching broadcasts from that little blue planet full of under-developed monkeys, there are people out there looking for her parents, and would find her terribly useful as leverage - this puts certain risks on whatever she does, and means there's probably an overworked Lor witsec officer somewhere who'd rather she kept a low profile. Your Car Was Delicious: While she can't starve she does require mass (in the form of metals) to replace any mass that is lost or too damaged to heal. Abilities: 14 + 6 + 14 + 6 + 4 + 4 = 48pp Strength: 24 (+7) Dexterity: 16 (+3) Constitution: 24 (+7) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 10 = 22pp Initiative: +7 Attack: +6 Base, +12 Melee Grapple: +17 Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -7/-3 Saving Throws: 4 + 7 + 6 = 17pp Toughness: +15/+7 (+7 Con, +8 Protection) Fortitude: +11 (+7 Con, +4) Reflex: +10 (+3 Dex, +7) Will: +8 (+2 Wis, +6) Skills: 120R = 30pp Acrobatics 12 (+15) Bluff 6 (+8, +12 Attractive) Concentration 4 (+6) Diplomacy 6 (+8, +12 Attractive) Disguise 0 (+2, +4 Shapeshift, +42 Morph [Human Form]) Gather Information 13 (+15) Intimidation 8 (+10) Skill Mastery Investigate 12 (+15) Knowledge (Civics) 7 (+10) Knowledge (Current Events) 2 (+5) Knowledge (Galactic Lore) 7 (+10, +15 Kinigosi) Knowledge (Pop Culture) 2 (+5) Language 3 (English, Galstandard, Hindi, Kinigosi [Native]) Notice 14 (+16) Skill Mastery Search 13 (+18) Skill Mastery Sense Motive 5 (+7) Stealth 15 (+18) Skill Mastery Survival 9 (+11) Feats: 27pp Acrobatic Bluff Ambidexterity Attack Focus (Melee) 6 Attractive Benefit (Native: Kinigosi) Dodge Focus 4 Environmental Adaptation (Zero Gravity) Fast Task (Acrobatic Bluff) Improved Grapple Improved Initiative Improved Pin Interpose Luck Move-By Action Set-Up Skill Mastery (Investigate, Notice, Search, Stealth) Takedown Attack 2 Ultimate Save (Toughness) Powers: 37 + 8 + 16 = 61pp Alien Biology 7.2 (36pp Container [Passive, Permanent]; Feats: Innate) [37pp] Immunity 23 (Critical Hits, Falling Damage, Magnetic Effects, Life Support [Disease, Poison, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Suffocation], Sleep, Starvation/Thirst) [23pp] Insubstantial 1 (Extras: Special [Free Action / Sustained Duration to become Solid], Flaws: Permanent, Feats: Selective, Subtle) [7pp] (Liquid Metal) Super-Senses 6 (Acute Smell, Darkvision, Infravision, Ultrasonic Hearing, Ultravision) [6pp] Protection 8 [8pp] Shapeshift 2 (10pp, +10 Disguise) [16pp] Sample Configurations: Spoiler "Give Us A Hug" Additional Limbs 3 (+5 Limbs; Flaws: Duration [sustained]) [3pp] Elongation 3 (25ft) [3pp] Super-Strength 2 (+10 STR) [4pp] [3 + 3 + 4 = 10/10pp] Human Form Morph 8 (One Form, +40 Disguise, Feats: Quick Change 2) [8pp] Hunter Leaping 2 (x5 [Running Long Jump: 75ft]) [2pp] Speed 1 (10mph / 100ft per Move Action) [1pp] Super-Movement 3 (Slithering, Wall-Crawling 2) [6pp] Super-Senses 1 (Tracking Scent [1/2 Speed]) [1pp] [2 + 1 + 6 + 1 = 10/10pp] "Om Nom Nom" Drain Toughness 6 (Extras: Affects Objects, Linked [Damage, Healing], Flaws: Limited [Objects], Limited [Metal]) [3pp] + Damage 6 (Extras: Linked [Drain, Healing], Flaws: Limited [Objects], Limited [Metal]) [2pp] + Healing 4 (Recovery +9, Extras: Action [standard], Linked [Drain, Damage], Flaws: Personal, Source [Metal], Feats: Regrowth) [5pp] [3 + 2 + 5 = 10pp] Whip-Blades/Clubs Elongation 2 (10ft) [2pp] Speed 1 (10mph / 100 feet per Move Action) [1pp] Strike 5 (Feats: Improved Critical [19-20], Mighty) [7pp] [2 + 1 + 7 = 10/10pp] Drawbacks: -0pp None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC22 Toughness (Staged) Damage (Physical) Strike Setting Touch (~15ft w/ Elongation) DC27 Toughness (Staged) Damage (Physical) Abilities (48) + Combat (22) + Saving Throws (17) + Skills (35) + Feats (27) + Powers (61) - Drawbacks (0) = 210/250 Power Points
  9. Cobalt Templar Power Level: 14/15 (243/250PP) [250] Trade-Offs: 0 Unspent PP: 7 In Brief: An aspiring archeologist stumbles across an ancient artifact: a ring that grants him incredible power! Corbin became Cobalt Templar, and Alternate Identity: Corbin Alphonse Hughes Identity: Secret Birthplace: St. Louis, Missouri, USA Occupation: FCU Student Affiliations: Claremont (former student), Young Freedom (former member/leader), Liberty League (ally) Family: Albert Hughes (Father), Sarah Hughes (Mother); Quo-Dis (Fiancee/Lover) Age: 23 [Earth-Prime's Chronology] (DoB: October 27, 1993); 53 [Total Experienced Time between Earth-Prime and Earth-I-War-4] Apparent Age: 20's Gender: Male Ethnicity: Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French) Height: 6'6" Weight: 260 lbs. Eyes: Brown Hair: Black Description: Corbin is a tall, broad-shouldered teenage boy; he's grown to the point he could be mistaken for an NFL Fullback. His dark hair is worn in a fairly short cut, just above "buzz cut;" Corbin says he likes not having to mess with it. His face is clean-shaven. Whenever possible, he wears loose, plain-color t-shirts and cargo shorts. When the weather is colder, he'll throw on jeans, and eventually a hooded sweatshirt or the like when he's outside. His one indulgence is a peculiar-looking pocket watch that he says his father bought for him several years ago. Otherwise, all of his clothes seem to be the sort of thing you'd find in a Wal-Mart, rather than a Ralph Lauren. Cobalt Templar is decidedly more exotic-looking. His image evokes an armored knight, though one with plenty of colored paint; his costume is primarily cobalt blue, with maroon red trim (base layer, mask, and most of the armor is cobalt blue; armor has maroon red trim). The base seems to be a thick cloth, itself almost metallic-looking. Over that, he wears a what looks like a strong armored breastplate covering most of his torso, long armored gloves that go past his elbows, leg-plates that reach halfway up his thighs, and armored faulds that protect his upper legs and lowest torso. His identity is protected by a domino mask, with a simple helmet worn over his head. Much of the Templar's armor seems to have an odd mix of classical and futuristic lines, giving him a rather other-worldly appearance. Topping all of this off is a maroon cape that not only seems somewhat frayed, but is actually noticeably transparent; sometimes it will move as if flapping in the wind, even if there is no wind to move it. Power Descriptions: Cobalt Templar wields the Blue Ring of the Determined Leader, one of The Seven Rings. While he has not delved the full depths of its abilities yet, he has accessed a large well of power nonetheless. His costume is just for show; the ring reinforces his body with a sort of force field just around skin level, meaning he is always protected. The "armor" is just a construct of its power; the material feels like something between plastic and aluminum if examined more closely. The ring allows him to effortlessly and almost instantly shift between his "civilian" wear and his "work" attire, and in fact to virtually any outfit he imagines. Anything that isn't his "natural" clothes (which get shunted into a small pocket dimension in the ring) tend to carry a blue coloration, often with some red or maroon mixed in. As well, the the ring allow him to survive in the most hostile of environments, including space, and to see in even the deepest of darkness, and his vision can pierce magical and technological means to obscure oneself from visibility. It even helps him unconsciously sense danger, giving him an edge in combat. The ring enhances his body and stamina, His flight seems unsupported by any wings or other visible means of propulsion, simply lifting him into the air as if gravity were an option, rather than a law, though he often has an aura of blue, flickering flames (harmless) surrounding his body. He is able to reach speeds up to 10,000 miles per hour in-atmosphere, and once he exits the atmosphere, he has found he can exceed the speed of light, hitting up to 1,000c. Cobalt Templar's most obvious powers center around his control of the unearthly cobalt fire that the ring produces. Strangely enough, he is not limited to burning things with blasts of this fiery power. Not only can he form hand-held weapons out of it, he can also create various simple objects, including walls, chairs, and the like. And most amazingly, the ghostly flames can wrap harmlessly around people and objects, quickly moving them out of harm's way. His unique artistic streak shines through in his power usage here, as his attacks almost always look at least slightly different each time, manifesting the blasts and strikes of energy in unique ways. While his ability to create and manipulate independent objects (rather than constructs he channels his powers through to attack an enemy) have waxed and waned, it is still part of his ability set, though he typically uses it to help him move large objects or numerous smaller ones, or occasionally to reach otherwise hard-to-get things. Sometime during his tenure on Earth-I-War-4, he found he stopped aging. Even if the Ring was not on his finger, the grip of time had slipped loose. It seemed some small fragment of the Fire of the Blue Ring had seeped into his body. More recently, this Fire seems to have given him the strength he once only had with his Ring; now, he is superhumanly strong even with the ring locked in the Vault and him out in the forest (he tested this). Part of him is a bit worried about other long-term effects, but mostly he just enjoys the fact he's got a bit more ability even without his trusty Ring. History: Most of Cobalt Templar's history can be found >here. Recent Times: Currently Cobalt Templar is starting classes at Freedom City University while still trying to get some hero work in on the side. He's maintaining his relationship with Quo-Dis, which now often means traversing the USA on a weekend to spend some time with her. He's not in any team at the moment. From March to July 2013, Cobalt Templar was nowhere to be found on Earth-Prime, or indeed the entire Prime Universe. He had been flung through a portal of space, time, and dimension, landing himself on Earth-I-War-4, in the early 1980s of that world. He soon discovered that it was a strange mockery of his own, even with the time difference, as that world was in the grips of a decades-long on-and-off conflict between powers that mirrored the Axis and Allies powers of World War 2, but also remained radically different. It didn't take him long to get swept up in not only more "traditional" crime-fighting in his "homeland", but also eventually joining the actual war effort. Being in a war changed Corbin, but thankfully it didn't change him too deeply; while older, wiser, and more cautious in life, his idealism and determination remained intact. He finally departed that world with the aid of several of its scientific minds, not too long after having found all of the Seven Rings of that world, and gifting them to variants of his own world's Liberty League (plus a couple). He has returned home, and after a short time of dealing with another radical change in life (despite barely looking older than when it all started), he revealed his extended history and new ageless status to his old friends, and soon joined the Liberty League. Now engaged to be married to Quo-Dis and working hard on both his college degrees and his heroics, Corbin leads a rich, fulfilling life, even as the occasional shadow of the past rears its head. Personality & Motivation: Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archaeologist and historian. On top of that, he has a not-very-secret love of drawing and painting, something which he has some decent talent at (as demonstrated in gifts to his friends, and his love of reading is well known, at least to his friends. Corbin tends to read various sorts of suspense books, as well as alternate history fiction, classical epics, westerns, and sword and sorcery. His taste in movies tends to run similar to his literary tastes, with more allowance for individual films that he enjoys. As for music, he enjoys most blues and jazz, as well as soft, blues, folk, southern, and classic rock and roll. On a deeper level, Corbin has fully embraced his heroic path, a path now fully supported by his parents. He loves helping people, and some part of him (a part he doesn't always like to acknowledge) enjoys the fighting, too. He finds himself constantly working to balance his personal relationships, his education, and his hero work; none of them are things he wishes to abandon, but all take quite a bit of time. As well, he has found he has a distaste for death; even when fighting Omegadrones, a part of him hated what he had to do. Only against Omega himself was that reservation truly put aside. For all that he's a near-giant of a man tossing around bright blue fire, Corbin treasures life, and is shaken when it just snuffs out in front of him. Unfortunately, his time on Earth-I-War-4 has numbed this distaste; while Corbin could often get away with simply injuring or disabling opponents, there were times he had no other choice (typically against the most monstrous of his foes), and he fought in the company of those with fewer such compunctions. He's seen war for decades now, and it's changed him in subtle ways that are not always clear... Powers & Tactics: Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands). He will shift into his "giant form" when faced with a tough-but-slow opponent, or a large number of less-skilled opponents. Complications: The Fires of Hell Shall Not Prevail: Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him. Secret (Identity): While his parents and many of his friends know of his powers, Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult. With Great Power...: Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains. You Must Know No Fear!: Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring. Dethroner of Omega: Corbin, or "Cobalt Templar the Swordsman" as the Furions have dubbed him, is one of the members of the iteration of Young Freedom that faced off against Omega on a dead world, and helped "kill" the Knight of Entropy. While many would consider him a hero, this has obviously earned him the ire of the Terminus (or at least made him the target of ambitious Annihilists). A GM should feel free to give CT a Hero Point when his participation in the defeat of Omega brings the forces of the Terminus to him (perhaps attacking him unawares, or drawing him into a conflict he may have otherwise avoided). Relationship: Corbin Hughes and Quo-Dis (Ultiwoman) are engaged to be married. Their care for each other is deep, but her lagging unfamiliarity with the more nuanced parts of human culture causes friction. As well, she is (unknown to most) not only a member of the Ultima Thule community of Ultimen, but the daughter of Superior himself. A GM might award Corbin a Hero Point if his connection to Quo-Dis brings trouble to his door, be it an angry father, someone seeking a member of the Ultimen, or someone (or something) else. Young Veteran: Corbin looks like he's in his 20's, something like 25 at the latest. But in his actual collected experience, he's about 50 years old. His time on Earth-I-War-4 spanned a full 30 years, and it's only the combination of his Ring's powers slowly leeching into his body, and the strange portal he was first sent through that has kept him looking so young. And sadly, a fair bit of those 3 decades was spent in the world-spanning lukewarm war of that planet. Corbin is not who he was before his time on Earth-Milchamah (as he sometimes thinks of it). A GM should feel free to give CT a Hero Point when he might be subject to a "flashback" at an inconvenient point, or when his "mental age" being so different from his chronological age causes problems (in either identity), or when he reacts to an individual (such as a hero or villain) with too much familiarity (caused by his time fighting alongside or against many of them). Abilities: 12 + 6 + 10 + 4 + 4 + 2 = 38PP Strength: 28/22 (+9/+6) Dexterity: 16 (+3) Constitution: 28/20 (+9/+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 24 + 12 = 36PP Initiative: +7/+3 Attack: +14/+12 Grapple: +16, +30 Ring Defense: +13 (+6 Base, +2 Dodge Focus, +5 Enhanced), +3 Flat-Footed Knockback: -8/-1 Saving Throws: 2 + 5 + 8 = 15PP Toughness: +14/+5 (+10/+5 Con, +4 Protection) Fortitude: +13/+7 (+10/+5 Con, +1 Enhanced, +2) Reflex: +11/+8 (+3 Dex, +3 Enhanced, +5) Will: +12/+10 (+2 Wis, +2 Enhanced, +8) Skills: 88R = 22PP Acrobatics 10 (+13) Craft (Artistic) 10 (+12) Knowledge (Business) 8 (+10) Knowledge (Arcane Lore) 10 (+12) Knowledge (History) 10 (+12) Knowledge (Tactics) 10 (+12) Language 8 (Arabic, English [Native], French, German, Greek, Hebrew, Latin, Spanish, Japanese) Notice 12 (+14) Stealth 10 (+13) Feats: 9PP All-Out Attack Dodge Focus 2 Equipment 3 (15EP) [Veteran Award] Luck 3 Power Attack Precise Shot 2 Equipment 3PP = 15EP [Veteran Award] Headquarters (Underground Base; Templar's Forest Vault) Size: Large (2 EP) Toughness: +10 (1 EP) Features: Concealed, Defense System (Paralyze 12, Attack Bonus: +12, Extras: Targeted Shape-able Area, Flaw: Full-Round Action), Gym, Holding Cell (Extra Toughness, +15 Toughness Save), Isolated, Living Space, Power System, Security System (DC 20 Disable Device) (8 EP) Vault : Size: Fine (-3EP) Toughness: +20: (3EP) Features: Security System (DC 35 Disable Device) (4EP) Powers: 15 (1+6+8) + 94 = 109PP Internal Fire 3.8 (19PP Container [Passive, Permanent]) [19PP] [Magic] Immunity 1 (Aging) [1PP] Enhanced Strength 8 (to 30/+10) [8PP] Enhanced Constitution 10 (to 30/+10) [20PP] Device 25 (125PP Container, Flaws: Hard-To-Lose, Feats: Restricted 2) [102PP] (Power Ring [blessed/Holy, Magic]) Enhanced Attack 2 [4PP] Enhanced Defense 6 [12pp] Enhanced Feats 3 (Improved Initiative, Quick Change 2) [3PP] Enhance Fortitude 1 [1PP] Enhance Reflex 3 [3PP] Enhanced Will 2 [2PP] Immunity 9 (Life Support) [9PP] Protection 4 [4PP] Super-Senses 4 (Darkvision, See Invisibility [Vision Counters Obscure (Darkness) and Concealment]) [4PP] Super-Strength 8 (Lifting STR 70 [Heavy Load: 70 tons]) [16PP] Speed of Flame 4.4 (22PP Container [Passive, Permanent]) [22PP] [Magic] Flight 10 (10,00mph / 100,000ft per Move Action) [20PP] Super-Movement 1 (Space Travel 1 [interplanetary]) [2PP] Fires of Creation 6.5 (13PP Array; PFs: Alternate Power 1) [14PP] BP: Create Object 5 (5 5ft cubes, Toughness +5, Lifting Strength 25 [Heavy Load: 800 lbs.], 10 50ft Range Increments / 500ft Max Range; PFs: Precise, Selective, Tether) [13PP] AP: Move Object 6 (Effective Strength 30, Heavy Load: 1,600 lbs) [12PP] Holy Fire Control 14 (30PP Array; PFs: Affects Insubstantial 2, Alternate Power 1) [29PP] (Fires of Judgement) BP: Blast 14 (10 140ft Range Increments / 1400ft Max Range) [26PP]"Rain of Fire" AP: Strike 4 (Extra: Penetrating 12 [DMG 25], PF: Mighty) [17PP] "Unlimited Blades" DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC25/21 Toughness (Staged) Damage (Physical) Blast Ranged DC28 Toughness (Staged) Damage (Energy) Strike Touch DC28 Toughness (Staged) Damage (Energy) Abilities (38) + Combat (36) + Saving Throws (15) + Skills (22) + Feats (9) + Powers (121) - Drawbacks (0) = 243/250 Power Points
  10. Power Level: 12 [15] (250/250PP) [280] Trade-Offs: None Unspent PP: 0 In Brief: Omegadrone turned Hero Name: Harrier Alternate Identities: Steven Murdock Identity : Secret Birthplace: Nihilor, the Terminus Occupation: Deputy Chief of Security at HAX Affiliations: HAX, Omegaorphans, the Americana Family, Deep One orphans Family: Dead Age: 100 Apparent Age: 40 Gender: Male Ethnicity: Terminus Height: 6'4" Weight: 600 lbs. Eyes: Black Hair: None Description: Murdock is a brown-skinned man with no visible body hair, just like all combat drones. His face is generally non- descript, save for the small, hair-thin lines that run over most of his body. They look like tribal tattoos, and he will not correct anyone who makes that assumption. He speaks in a flat monotone occasionally leavened by a wistful regret. Harrier is a monster. Clad in black and red armor that bursts out from his back to cover his whole body, he is clearly recognizable as an Omegadrone, fully armed and ready for battle beneath his faceless armor. He prefers to let his fists, and his power pike, do the talking for him if forced into his armor. He flies with the help of the red and black jetpack that erupts from his back with his armor, spewing hellish gouts of flame as it propels him into the stratosphere. Power Descriptions: Harrier is a wrecking machine, a goonsweeper capable of going toe-to-toe with some of the toughest customers in the World of Freedom. Unarmed, blasting or cutting with his pike, he's a powerful threat to almost anyone; a hard, cold blade designed to cut deeply and painfully. History: Once, there was an Earth. It was defended by the greatest heroes of the world, champions of justice and right, avengers of evil: Earth's mightiest superheroes. And then that world died, screaming, as its heroes died and it was sucked into the Terminus. Sally and Ben, survivors of that world, were part of the personal retinue of Steelguard, once friends who became slaves of Shadivan Steelgrave. Steelgrave liked having some around who remembered the old world, and enjoyed reminiscing with them as they tried not to weep at the slayer of billions that their friend had become. He forced them to take anti-aging drugs so they would live as long as he did, and denied them the quick deaths they craved after watching the deaths of their families and the assimilation and corruption of all they loved. When he began to mutter about what a shame it was that there were no more children from their world, in their terror they conceived and gave birth to a son. In one last act of defiance, they named him Stephen, after the man who had once been their captor and tormentor's best friend, then his first victim as Omega corrupted him. Steelgrave was...amused, and gave them something of what they wanted. Stripping them of their immunity to aging, he hurled them into the pits of Nihilor, where the once-favored slaves learned to scrape and fight like the proles they now were. After all, they lacked the courage to die if it meant the death of their son. Stephen Murdock grew up in the pits, the great black castle of Shadivan Steelgrave overhead, with memories of a dead world loud in his ears. He learned to survive in the grim surroundings of Nihilor, the hearthworld of the Terminus, to run and hide from drones, to fight for food, to survive in a world of pure death. When his parents died, Stephen assembled a gang of likely toughs and began doing what he could to make himself master of the pits: not to overthrow the drones, but simply so that the people there could live without having their neigbor as their enemy. When he came to the attention of Steelgrave, as all such visionaries do, he pleaded for mercy, begging for help from the last survivor of their world of marvels. He got that help, oh yes. The process of assimilation into the armies of Omega is a horror best not described in these pages. Bones are removed and replaced with black, terrible Terminus metal, parts of the brain replaced with transceivers to receive the VOICE of Omega, and the body itself is infiltrated with a thousand different pieces of nano-technology. The subject is conscious to the end, naturally, so that when the torment and mutilation ends, he will cling to the VOICE in his head as the voice of his god. Steve Murdock died that day. He became a combat drone, a specially augmented unit designed to fight superhumans. And that was precisely what he did in a dozen different worlds. He was in at the death of mega-billions, a cold, merciless killing machine and agent of assimilation. A particularly powerful and skilled unit, he was traded from Annihilist to Annihilist, even starring in several battles in the arena. His armor was an experimental variety, designed to burst from under his skin when necessary, something which he used to great effect in combat again and again. Until one day, when it all changed. He was leading a squadron of Omegadrones through the Hundred Worlds when an alien starship decloaked just above them and opened fire. The big combat drone at the lead took the brunt of the damage, the tremendous magnetic charge scrambling his circuits...and severing his connection with the Terminus. Heavily damaged and outnumbered, he managed to fight off the lesser drones who attacked him when he was severed from the VOICE, their blasts giving him the drive to escape. And from there he fled, deep into the Void, screaming. It was through great good luck that he stumbled across a Furion raiding party, and even better luck that they didn't kill him out of hand. And when Freedom Bird disarmed him and beat him to his knees, the former drone looked up at the Furion and screamed "I die free!" And that was when Freedom Bird and the others wept, because if a drone could be freed, who knew what freedom could do? The Furions took him in and taught him, teaching him something of himself and of what it meant to be a free man, but he really had no place among those shining symbols of virtue. They knew him too well, and had fought too many drones, to ever fully trust him. Luckily, Freedom Bird knew people who could help, and the former Omegadrone (now calling himself Harrier, after Harriet Tubman), was delivered to the Freedom League, who (after _extensive_ tests), delivered him to the world, with a fake ID and fake name, the better for him to learn about freedom. What better place than Freedom City? It's been quite a ride for the walking embodiment of pain and loss; embraced by some as the ultimate hard-luck hero and others as a symbol of all that is evil and horrible. He is still the monster people tell their children will come for them at night, but he's a hero too. It's a good feeling. He has a woman he loves and a job he cares about, friends and comrades with whom he would fight the worst of monsters with. But the road to redemption is a long one, and Harrier knows better than anyone the perils that lie along the way. After all, blood will tell. Personality & Motivation: Harrier is cold. It's not that he's unfeeling, by no means, but rather that the horrors of life as an Omegadrone have layered depths of memory and grief between himself and the rest of the world. He cares intently for the suffering of others, but shows this by action, not words. He speaks with a slow, deliberate monotone occasionally leavened by moments of wistful emotion. In his civilian ID, he keeps to himself, sometimes in a slightly creepy way. His small apartment has no decorations and sparse furniture. When he's not working, eating, or sleeping, he watches television, doing his best to absorb the reality of this world that's now his home. Otherwise he walks the streets, pike fastened subtly at his side, and tries to learn what he can about humanity. He opens somewhat around his close friends and his lover, but there is still no denying the fact that the scarred-faced drone is _other_, even if most people might not be able to sort it out. Powers & Tactics: Harrier prefers not to use his armor if the situation calls for it, and against many foes he can actually get away with that. Generally he fights silently, his face composed in a flat mask, but when angered by a particularly vile enemy his face contorts into a mask of utterly infuriated rage. He'll usually attack the strongest-looking enemy first, hitting them as hard as he can, not retreating unless absolutely necessary. His staff lets him hurt almost any foe, whether with blasts of Terminus energy or strikes with a devastatingly fast, powerfully charged blade at the head. If forced into his armor he's a terror on the battlefield. He usually fights from the air, blasting away at lesser foes, before landing to begin a slow, methodical elimination of the enemy. He'll allow weaker enemies to shoot him a few times, the better to spread _fear, before landing to begin their punishment. If forced into his armor, he does not linger, and will leave as soon as possible (or at least change back) so as not to attract attention. Complications: Enemy: This is something separate than just people being scared of him. There are people, a lot of people, who'd see a free Omegadone as an opportunity for some free payback. Friends: Wander, Jack of all Blades and company, Dragonfly, and the rest of the HAX and Interceptors crew are people Harrier would walk through fire for. Immigrant: Harrier is still adjusting to local customs and society in Freedom City. He's learned a lot as he's gone, but this is indeed a strange world. Love: Harrier loves Gina Evans, for all that it's a deeply fraught relationship. Double Secret: Harrier has more than one identity to worry about now that he has the Caradoc name. Job: Harrier is frightened of losing his job, as it's one of his connections to the world around him. Monster: Harrier is an Omegadrone. Cops will shoot at him on sight if he's in armor, civilians will run screaming or attack him if they're brave enough. Only a Mother: Even outside of his armor, Steve is no prize. Collector: Between the Omegaorphans that he rescued from a crashed Terminus ship, Yolanda Morales, and the Deep One babies he helped save during the Archevil invasion, Harrier is something of a collector of lost and bereft children. The World I Left Behind Me: The Terminus knows those who escape, and has terrible plans for them. Abilities: 14 + 6 + 14 + 0 + 6 + 0 = 40 pp STR 32/24 (+11/+7) DEX 16 (+3) CON 24 (+7) INT 10 (+0) WIS 16 (+3) CHA 10 (+0) Combat: 8 + 8 = 16 pp Init: +11/+3 ATK: +4 (+7 Melee) [+6 (+9 Melee) w/Armor, +12 Blast with Pike, +18 Blast/+16 Strike w/No More Holding Back] DEF: +9 (+3 Dodge Focus, +2 from Armor, +4 Base, +2 flat-footed) [+15 w/No More Holding Back] Grapple: +14/+22 Knockback: -13 Saves: 3 + 5 + 7 = 15 pp TOU +15/+11/+9/+7 (+7 Con, +2 Density, +2 Protection, +4 Force Field [10 Impervious]) FORT +10 (+7 Con, +3) REF +8 (+3 Dex, +5) WILL +10 (+3 Wis, +7) Skills: 68 r = 17 pp Disguise 0 (+0/+50) Intimidate 10 (+10/+20, SM) Knowledge (Cosmology) 10 (+10/+15) Knowledge (Tactics) 15 (+15) Knowledge (Technology) 10 (+10) Language 1 (English, Base: The Black Speech of the Terminus) Notice 7 (+10/+20, SM) Sense Motive 7 (+10/+20, SM) Stealth 7 (+10/+15, SM) Survival 1 (+4) Feats: 15 pp Attack Focus: Melee 3 Dodge Focus 3 Interpose Leadership Master Plan 2 Second Chance (Saves vs. Fear) Skill Mastery (Intimidate, Notice, Sense Motive, Stealth) Takedown Attack Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 6 + 14 + 30 + 31 + 13 + 30 + 1 + 2 + 1 + 12 + 1 + 2 + 8 = 151 pp Communication 4 (technological, 1 mile, radio, PFs: Selective, Subtle [Encrypted]) [6PP] Container 3 (15PP, No More Holding Back, training, Drawback: Power Loss [When Not Inflicting Lethal Damage, -1]) [14PP] Attack Specialization 3 (Terminus Blast Array) [3] Enhanced Defense 6 [12] 3+12=15 Container 5 (25PP, Terminus technological, Omegadrone Armor, Extra: Duration [Continuous]) [30PP] Enhanced ATK 2 [4] Enhanced DEF 2 [4] Flight 3 (50 MPH/500FPM, PF: Move-By Action) [7] Immunity 4 (disease, poison, sleep, starvation and thirst, Flaw: Limited [Half-Effect]) [2] Immunity 6 (Environmental Cold, Heat, Pressure, Radiation, Suffocation) [6] Protection 2 [2] 4+4+6+2+7+2=25 Container 6 (30PP, Terminus technological, Alpha Omegadrone, Extra: Duration [Permanent], PF: Innate) [31PP] Enhanced Feats 10 (Affects Insubstantial 2 [Unarmed], Challenge 3 (Fast Startle, Mass Intimidation, Powerful Intimidation), Improved Initiative 2, Luck, Quick Draw [Draw], Startle) [10] Enhanced Skills 40 (Intimidate 10, Knowledge [Cosmology] 5, Notice 10, Sense Motive 10, Stealth 5) [10] Impervious Toughness 8 [8] Super-Strength 1 (Effective STR 42, Heavy Load: 3 tons) [2] 11+10+8+2 Density 4 (Terminus technological, Permanent, PF: Innate [+8 Strength, Protection 2 (Impervious), Immovable 1, Super-Strength 1, x3 mass]) (13 pp) Device 9 (45PP, Terminus technological, Omegadrone Pike, Flaw: Easy to Lose, PFs: Restricted 2 [Harrier Only], Subtle [Collapsible]) [30PP] Concealment 2 (normal vision, Flaw: Passive) [2DP] Enhanced Feats 3 (All-Out Attack, Power Attack, Takedown Attack [2]) [3DP] Force Field 4 [4PP] Super-Senses 4 (Detect Weakness [3], radio, Enhancement: Analytical) [4DP] Terminus Blast Array 14 (28PP, PF: Alternate Power 1) [29DP] BE: Blast 12 (entropic blast, PFs: Accurate 3, Improved Crit) {28/28} AP: Strike 4 (blade strike, Extra: Autofire [10], Penetrating 5 [as DMG 20], PFs: Affects Insubstantial 2, Extended Reach 1 [5 ft], Improved Crit 2, Mighty, Precise, Variable Descriptor 2 [any technological]) {28/28} 2 + 3 + 3 + 4 + 4 + 29 = 45 Feature 1 (mutation, Temporal Inertia) [1PP] Immunity 4 (mutation, disease, poison, sleep, starvation and thirst) (Flaw: Limited [Half-Effect]) [2PP] Leaping 1 (mutation, x2, RLJ 34 ft, SLJ 22 ft, V 8 ft) [1PP] Morph 10 (Caradoc, technological, Disguise Bonus +50, PFs: Covers Scent, Precise) [12PP] Speed 1 (mutation, 10 MPH/100FPM) [1PP] Super-Senses 2 (Terminus technological, Darkvision) [2PP] Super-Senses 8 (mutation, Detect Terminus [3], mental: Enhancements: Acute, Extended 2 (1000 ft range increment), Radius, Ranged) [8PP] Drawbacks: -2PP Weakness (magnetism, uncommon, minor) [-2PP] Abilities (40) + Combat (16) + Saves (15) + Skills (17) + Feats (15) + Powers (139) - Drawbacks 2 = 250/250 pts
  11. Player Name: KnightDisciple Character Name: Gabriel Power Level: 15 (250/250PP) (PL 12 Caps) [282] Trade-Offs: None Unspent PP: 0 Progress To Impervium Status: 126/150 Alternate Identity: Carson Finbar Keefe Identity: Secret Birthplace: Limerick, Ireland (Chalk it up to the Almighty's sense of humor) Occupation: Drama Teacher Affiliations: Freedom College, Freedom League (Reserve Member) Family: Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother) Age: 29 (DoB: March 21, 1984) Apparent Age: N/A Gender: Male Ethnicity: Irish Caucasian Height: 6' Weight: 170 lbs. Eyes: Blue Hair: Red Speech Color: Maroon Description: Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face. Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually flex with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch. Power Descriptions: At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter. (Further descriptions here. Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as. History: (Full history found >here.) Gabriel has proven himself a fearless hero of Freedom City, rightfully earning his place in the Freedom League. His soft skills, especially diplomacy, have marked him as something of a diplomat among heroes, as well as an unofficial "go-between" for the Catholic Church to the hero community in Freedom City (though it's not a role that's needed often). Though he is by no means an "elder statesman", Gabriel strives to build bridges, both between himself and others, and between other people in general. As one of the semi-official "protectors of Sanctuary", he can find himself stretched thin, but it's simply an occasion to rise to another challenge. He will continue to stand as a barrier between the innocents of Freedom City (and the world itself) and any evils that might prey upon them. Personality & Motivation: Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for. This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students. As Gabriel, his focus has often been on helping "the little guy," such that he still stops non-powered petty criminals, instead of focusing solely (or even mostly) on super-crime. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians. Even as his focus has broadened over the last couple of years, Gabriel's approach hasn't really changed; his heart still goes out to some criminals who he sees as victims of their own sickness (such as Bee-Keeper II). He will show a touch of wrath for the more hardened elements of the super-criminal world, though, especially the ones who deal in the more despicable trades. And his righteous anger in the presence of the Powers of Darkness can shake a building (if not quite the world). Powers & Tactics: Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast. Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in. Complications: Demons, Why Did It Have To Be Demons?: Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight. I Hate Faeries!: Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. As well, he has now repeatedly thwarted plans made by various factions among the Seelie and Unseelie Courts. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades), or if it brings down unwanted attention or diplomatic difficulties from various Fae factions upon him. Old Wounds: Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like. Responsibility: Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. At the same time, he is also a Reserve Member of the Freedom League. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict. Secret (Identity): Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult. Shepherd of The Flock: Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions. Abilities: 4 + 4 + 6 + 4 + 8 + 10 = 36PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 50/30/20 (+20/+10/+5) Combat: 16 + 16 = 32PP Initiative: +6 Attack: +8, +12 Spear, +12 Sonic Control Grapple: +11 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -6/-4, -3/-1 Flat-Footed Saving Throws: 8 + 9 + 10 = 27PP Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed Fortitude: +11 (+3 Con, +8) Reflex: +11 (+2 Dex, +9) Will: +14 (+4 Wis, +10) Skills: 140R = 35PP Acrobatics 8 (+10) Bluff 10 (+40/+20/+15)SMUE Diplomacy 10 (+40/+20/+15)SMUE Gather Information 10 (+40/+20/+15)SMUE Intimidate 10 (+40/+20/+15)SMUE Knowledge (Arcane Lore) 8 (+10) Knowledge (Art) 8 (+10) Knowledge (Streetwise) 8 (+10) Knowledge (Theology & Philosophy) 8 (+10) Notice 12 (+16) Perform (Acting) 10 (+30/+20/+15) Perform (Oratory) 8 (+28/+18/+13) Perform (Singing) 8 (+28/+18/+13) Perform (Wind Instruments) 10 (+30/+20/+15) Sense Motive 12 (+16) Feats: 39PP All-Out Attack Attack Specialization (Sonic Control) 2 Beginners Luck Defensive Roll 2 (+4 Toughness) Distract (Intimidate) Dodge Focus 4 Equipment 6 (30EP) Fascinate (Bluff) Improved Initiative Inspire 5 Leadership Luck 5 Power Attack Rallying Cry Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate) Ultimate Bluff Ultimate Diplomacy Ultimate Intimidate Ultimate Gather Information Uncanny Dodge (Auditory) Well-Informed Equipment 6PP = 30EP Headquarters (>Monastery) Size: Colossal (5EP) Toughness: +10 (1EP) Features: Animal Pens, Chapel, Communications, Computer, Gym, Isolated, Masterwork Laboratory (+2 to checks to study/analyze and perform research), Living Space, Masterwork Library (+2 to Knowledge checks), Masterwork Infirmary (+2 to Medicine checks), Personnel (Monks), Power System, Masterwork Workshop (+2 to Craft checks) (17 EP) Powers: Super-Movement 1 (Dimensional Movement (Sanctuary<->Earth Prime), Extras: Portal, Duration (Continuous) Flaws: Limited (Others); Action (Standard)) (Dimensional Portal inside the Monastery) (1EP) Freedom League Communicator Communications 5 (Radio, 5 miles; Extra: Area; Flaw: Limited [Other FL Communicators]) [5EP] Communications Link 1 (Freedom League HQ) [1EP] Powers: 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP Device 2 (10PP Container, Flaws: Hard-To-Lose) [8PP] (Holy Armor) Features 1 (Quick Change) [1PP] Immunity 2 (Critical Hits) [2PP] Protection 5 [5PP] Super-Senses 2 (Darkvision) [2PP] Device 4 (20PP Container, Flaws: Easy-To-Lose, Feats: Feature [Transforms into Masterwork Trumpet], Subtle [Transforms into a Ring]) [14PP] (Heavenly Spear) Light Control 5 (25ft radius, Flaws: Range [Touch]) [5PP] Strike 10 (Feats: Accurate 2, Mighty) [13PP] (Blessed/Holy, Piercing, Silver) Super-Movement 1 (Dimensional Movement 1 [Earth-Prime and Sanctuary] ) [2PP] Enhanced Charisma 10 (to 30/+10) [10PP] Flight 1 (10mph / 100ft per Move Action) [2PP] Immunity 1 (Own Powers) [1PP] Sonic Control 12 (34PP Array, Feats: Alternate Power 9) [43PP] (Mutation) Base Power: Dazzle 12 (Auditory Senses, Extras: Area [General, Burst, 60ft radius], Selective) [34PP] Alternate Power: Blast 12 (Extras: Autofire ) [34PP] Alternate Power: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP] Alternate Power: Confuse 12 (Extras: Area [General, Burst, 60ft radius], Selective) [34PP] Alternate Power: Drain Toughness 12 (Extras: Affects Objects, Range [Ranged]) [34PP] Alternate Power: Enhanced Charisma 20 (Extras: Linked [Enhanced Skills]) [20PP] + Enhanced Skills 10 (40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 ) [10PP] [20 + 10 = 30PP] Alternate Power: Emotion Control 12(Extras: Area [General, Shapeable, 12 5ft cubes]) [34PP] Alternate Power: Flight 9 (Rank 10, 10,000mph / 100,000ft per Move Action, Feats: Moving Feint, Subtle) [20PP] Alternate Power: Nauseate 12 (Extras: Range [Ranged]) [34PP] Alternate Power: Paralyze 12 (Extras: Range [Ranged]) [34PP] Super-Senses 3 (Ultrasonic Hearing, Extras: Accurate) [3PP] (Echolocation) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Blast Ranged DC27 Toughness (Staged) Damage (Energy) Confuse Ranged DC22 Will Confused Dazzle Ranged+Area DC22 Reflex 1/2 Effect DC22 Reflex Deafened DC22 Fortitude Recover Drain Ranged DC22 Fortitude Drain Toughness Emotion Control Perception DC22 Will (Staged) Special Nauseate Ranged DC22 Fortitude (Staged) Sickened/Nauseated/Helpless Paralyze Ranged DC23 Will (Staged) Slowed/Paralyzed Spear Touch DC27 Toughness (Staged) Damage (Physical) Abilities (36) + Combat (32) + Saving Throws (27) + Skills (35) + Feats (39) + Powers (81) - Drawbacks (0) = 250/250 Power Points
  12. Character Name: Nick Cimitiere Power Level: 12/15 (218/250PP) [278] Trade-Offs: None Unspent PP: 32 Progress to Impervium Status: 130/150 In Brief: Slick psychobilly necromancer with an obligation to help the dead and the living alike. Alternate Identities: Eric LaCroix Identity: Secret Birthplace: Freedom City Occupation: Aspiring Singer, Coffee Slinger, Freelance Necromancer Affiliations: None Family: Jessica LaCroix (Mother), Peter LaCroix (Father), Mallory LaCroix (Sister) Description: Age: 25 (D.O.B. October 1987) Apparent Age: 22 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 170 lbs. Eyes: Blue Hair: Black [floatr][/floatr] Description: Eric looks like the consummate rockabilly aficionado -- tight jeans, clunky engineer boots, white T (sometimes covered up with a stylized work shirt), shining leather jacket, and hair that could repel a sledgehammer. Tattoos of flames, skeletons, angels, and other symbols of death, salvation and damnation run up and down his arms in full sleeves. He's always got a cocky grin and a demeanor that's relaxed, if not cheerful. As Nick Cimitiere, not much changes -- Eric trades in his normal colors for all black (save the T-shirt) and his standard leather jacket for one studded with occult symbols, with the veve of Baron Cimitiere displayed most prominently across the back. What changes most, however, is the trademark grin. Through use of stage makeup and prosthetics that help give his face a different shape, Nick wears the image of a skull, complete with rictus. He can still be cheerful, of course, and is definitely helpful to the ghosts he encounters. The crooks, well, that's another story... History: As a young man, Eric's obsessions weren't really that different from anyone else's -- sex, cars, rock and roll, the usual. He may have had a taste for the morbid and the arcane, but hey, everyone's gotta stand out somehow. Upon graduating from high school, Eric planned to move on to Savannah, Georgia, to attend SCAD and work on getting his degree in art. That summer, however, Eric ended up in a hideous car crash. He survived, but not before being declared clinically dead for three minutes. During his near-death experience, Eric found himself in a winding cavern deep in the earth. As he traversed the cavern, he got glimpses of other worlds -- a carnivale on the African plains under a moonlit sky, a dark desert stretching along a winding river, a cold world of twisted roots and lost souls, and fields and prisons separated by a river of swirling memories. As he approached the river Lethe and looked into its depths, a mysterious figure in a robe grabbed his arm and said, "Not yet." The cavern faded, and Eric woke up on the operating table. After recovering from his experience, Eric passed the rest of the summer in peace, and headed off to Savannah in August. He was willing to write up his experience on the table as a hallucination, the jumbled reassembly of a dozen texts on various afterlives. As the first semester wore on, however, Eric began to realize that something had followed him back. Rooms he slept in became unnaturally cold -- which says a lot for Georgia in late summer -- and objects seemed to keep breaking around him. He kept seeing people out of the corner of his eye who weren't there when he turned, and heard things no one else did. And when he slept, he would descend again into that cavern, if only for a few minutes. Eric met his first ghost while studying in the library at midterms. She was lost, lonely, and covered in blood. She didn't speak much, but she spoke enough. By combing old newspapers and working on her accounts, Eric was able to find the man who killed her. After the murderer ended up in the grips of the police (through an anonymous tip, of course), the girl passed on to her final reward. And Eric knew he had found a new meaning in life. While still remaining devoted to his more mundane studies, Eric started browsing the hidden corners of Savannah -- and from there, the South in general. He took frequent road trips to New Orleans, seeking out arcane secrets. During this time, he began his career as Nick Cimitiere, costumed avenger of the dead -- and quickly discovered that's hard to do when your powers mainly consist of, "See ghosts, and maybe talk them into doing things for you." Things began to change after a trip to Atlanta in his sophomore year, however. Trying to gather evidence on a crime lord on behalf of a snitch whose soul was still bound to the car trunk he was killed in, Nick ended up running into a few hitters. Cornered and desperate, he called on his will for an answer... and it appeared, with the shadows in that dark alley lengthening and binding the hitters to the spot. At first Nick thought a ghost had answered his cries... but then realized that he had control over the shadow. He had somehow managed to learn the arts of necromancy by studying the manifestations of the restless dead. Trying to find answers, he headed back to Freedom for summer break and sought tutelage at the hands of Eldrich. Eldrich helped him to get a grip on his burgeoning sorcery, while reminding him of the inherent perils of necromancy. "Death is not to be feared, but it is not to be trifled with, either." Now, Nick has returned to Freedom City to set up shop, searching for a haunt (actually haunted, if he can manage it) and keeping in touch with his mentor. He's got a head full of dreams, a heart that bleeds for the living and the dead alike... and a nagging concern about just why he's been clued into the ways of death. Personality & Motivation: When out of costume, Eric is unabashedly charming, slick and helpful, both on stage and in the coffee shop. He's got a nice, laid back demeanor that helps keep people relaxed, and if they open up, he's always there to lend them a hand. When in costume as Nick Cimitiere, he's still got a lot of the same charm, towards both his fellow heroes and the restless dead alike. But like the loa he takes his name from, Nick's charm tends to turn venomous around the wicked. He hounds, pursues and nips at their heels, bringing up past misdeeds and warning them of the perils of the grave. It's not like he's going to actually kill anyone, but it helps to convince them that maybe it'd be better if they went down to the police station and confessed. Complications: Binders of the Dead, Beware: Nick rarely gets along with other self-professed necromancers, mainly because a good chunk of them are the type who raise zombies or bind ghosts to their service. He really hates necromancers and other sorcerers who bind the dead, and occasionally jumps the gun if presented with evidence of the dark side of their actions (e.g., a ghost trapped in a binding circle). "Mom, Dad, I'm a Superhero...Just Kidding": Nick's kept his nature as a hero a secret from his family, viewing the stranger side of sorcery as something he really doesn't want his loved ones to get tangled up in. Resolving Unfinished Business Don't Pay the Bills: Nick works as a barista during the day, a necromancer at night. Sometimes his "hobby" tends to get in the way of work, though... Talking To Ghosts Is Not a Trade Skill: Nick may be experienced in the ways of necromancy, but he doesn't know why he is. If he was chosen for some divine or nefarious purpose, he has no idea what it is. If some answer is offered, for good or for ill, there's a chance he may end up falling for it. Abilities: 2 + 4 + 4 + 6 + 4 + 6 = 26PP Strength 12 (+1) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 16 (+3) Combat: 16 + 16 = 32PP Attack: +8 Base, +12 Gifts of the Dead Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Initiative: +6 Grapple: +24/+9 Knockback: -11/-1 Saving Throws: 6 + 6 + 10 = 22PP Toughness: +12/+3/+2 (+1 Con, +12 Work Jacket [impervious 12] OR +1 Leather Jacket) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +12 (+2 Wis, +10) Skills: 124R = 31PP Bluff 6 (+9, +13 Attractive) Computers 2 (+5) Concentration 8 (+10) Disable Device 6 (+9) Diplomacy 8 (+11, +15 Attractive) Drive 6 (+8) Gather Information 8 (+11) Intimidate 12 (+15) Investigate 4 (+7) Knowledge (Arcane Lore) 12 (+15) Knowledge (Art) 6 (+9) Knowledge (Life Sciences) 4 (+7) Knowledge (Pop Culture) 4 (+7) Knowledge (Tactics) 4 (+7) Knowledge (Theology/Philosophy) 8 (+11) Notice 10 (+12) Perform (Singing) 4 (+7) Search 4 (+6) Sense Motive 8 (+10) Feats: 21PP All-Out Attack Attractive Challenge (Fast Startle) Dodge Focus 4 Equipment 2 (10EP) Improved Initiative Luck 3 Master Plan 2 Power Attack Quick Change Ritualist Startle Uncanny Dodge (Mental) Well-Informed Equipment: 2PP = 10EP 1 + 1 + 1 + 2 + 5 = 10EP Cell Phone [1EP] Laptop [1EP] Leather Jacket (Protection 1) [1EP] Sap (Strike 1, Feats: Mighty) [2EP] Parkhurst Hotel (Shared HQ) [5EP] Powers: 2 + 20 + 1 + 51 + 12 = 86PP Descriptors: Magic, Mystical, Necromancy Comprehend 1 (Spirits) [2PP] Device 5 (25PP Container, Flaws: Hard-To-Lose) (Nick's "Work" Jacket, bathed in the waters of the River Styx) [20PP] Protection 10 (Extras: Impervious Toughness 12) [22PP] Immunity 3 (heat, cold, pressure) [3 PP] Features 1 (suite of minor necromantic rituals -- no major benefits, just several ritual offerings and last rites) [1PP] Gifts of The Dead (40PP Array, Feats: Accurate 2, Alternate Power 9) [51PP] Base Power: Darkness Control 2 (10ft radius, Extras: Linked [Dimensional Pocket]) [4PP] + Dimensional Pocket 12 (Extras: Linked [Darkness Control], Range [Ranged, 10 120ft Increments / 120ft Max Range]) [36PP] (Creeping Shade) [40PP] Alternate Power: Animate Objects 12 (150PP Minion, 1000ft Max Range, Flaws: Limited [Machines]) [24PP] + Comprehend 4 (Machines 2, Objects 2) [8PP] (One With the Rust) [32PP] Alternate Power: Astral Form 7 (200 miles, Feats: Dimensional 2 [underworlds], Selective, Subtle) [39PP] (Eurydice Calls) Alternate Power: Blast 12 (10 120ft Range Increments / 1200ft Max Range, Extras: Alternate Save [Will], Power Feats: Improved Critical, Indirect 1, Split Attack) [40PP] (Ignis Fatuus) Alternate Power: Disintegration 12 (10 120ft Range Increments / 1200ft Max Range, Flaws: Action [Full-Round], Affects Objects Only) ) [36PP] (Preparation of the Offerings) Alternate Power: [36 + 4 = 40PP] Emotion Control 12 (Extras: Area [General, Attached, 60ft Burst], Selective; Flaws: Limited [Fear]) (Banshee Wail) [36PP] Super-Senses 4 (Postcognition) [4PP] Alternate Power: Healing 12 (Extras: Total, Feats: Regrowth, Persistent) (Deny the Reaper) [38PP] Alternate Power: Nullify 12 (All "Dead/Death" Powers, 10 120ft Range Increments / 1,200ft Max Range, Extras: Effortless) (No Dominion) [36PP] Alternate Power: Strike 12 (Extras: Autofire 1, Penetrating [4]; Feats: Affects Insubstantial 2, Improved Critical [18-20], Incurable, Mighty, Reversible, Split Attack) (Ereshkigal's Talons) [34PP] Alternate Power: Telekinesis 12 (Lifting STR 60, 1200ft Max Range; Extras: Area [General, Burst, 60ft radius], Selective Attack, Flaws: Action [Full-Round]) (Poltergeist's Rage) [36PP] Super-Senses 12 (Death Awareness Extended 2 [1000 ft.], Detect Ghosts [Mental] Ranged 2 [100 ft.], Detect Magic Acute Ranged 2 [100 ft.]) 12 [12 PP] Drawbacks: 0PP None DC Block: ATTACK RANGE SAVE EFFECT Banshee Wail Perception/Area DC22 Will (Staged) Shaken/Frightened/Panicked Creeping Shade Ranged DC22 Reflex Imprisoned DC22 Will Escape Deny The Reaper Touch DC22 Fortitude (Harmless) Healing Ereshkigal's Talons Touch DC27 Toughness (Staged) Damage (Energy) Ignis Fatuus Touch DC27 Will (Staged) Damage (Energy) No Dominion Ranged DC27 Will Nullify Poltergeist's Rage Ranged/Area DC22 Reflex 1/2 Effect Grapple check (Staged) Pinned/Bound Preparation/Offerings Ranged DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy) Sap Melee DC18 Toughness (Staged) Damage (Physical) Abilities (26) + Combat (32) + Saving Throws (22) + Skills (31) + Feats (21) + Powers (86) - Drawbacks (0) = 218/250 Power Points
  13. Ouroboros Power Level: 12/15 (250/250 PP) Trade-Offs: None Unspent Points: 0PP Alternate Identities: Jack Huang Faretti (Junior) Height: 6'1"" Weight: 180 lbs. Hair: Black Eyes: Blue (glows Red when angry) Description: Jack hopes to have inherited his fathers height though on a more fine boned frame though time will tell as he is still trapped in his sixteen year old body at this point. He tends to compensate for his lighter weight build with bulky or flowing clothing that can make him look larger than he is. He has his Mothers dimples and a distinctly Asiatic cast to his features though sharpened just enough to break out of really looking like a specific ethnicity of the region. His general avoidance of the sun has left him pale but it seems to suit him well and lacks the sickly or corpsen cast that many full vampires take on when underfed. His hair is dark and straight, styled simply back to keep it out of his face. Though he easily passes for human and living to casual examination he does had a significant tell in his elongated canines, while not extended to the full length of a vampire in feeding mode they are beyond the norm for human. The majority of his powers are basic hermetic magic the purely magical energy's usually taking on a blue-green tinge and more obvious elemental energies looking like normal examples thereof. The exception is his one spell drawing off the darker aspects of his nature and mirroring the effects of his bite enhanced with his own skill at spell-craft which is a spell of mottled red and black suffusing both his target as well as himself as he mystically feeds on their life force to restore his own injuries. History: Jack's birth was something that should not have been able to happen for many reasons and yet it did. The child of the nearly human Chosen of Heshem and a powerful vampire his birth was heralded by assaults from none other than Dracula himself. Needless to say as the child of two of Freedoms more potent Heroes his childhood was anything but normal. While they protected him from the worst of it and then some he was no normal child. His sitters even in infancy were often heroes in their own right and he never attended any normal form of schooling instead moving from one specialized school for the "gifted" to another until he began to attend the Claremont Academy. Despite his pedigree his powers were relatively minor. As an entity likely immortal he did not develop apace. None the less he was not suitable for normal schooling either. He did well in his studies however and received valuable training while attending Claremont. After graduation some strings were pulled and he began to study under Adrian Eldricht, perhaps in time to be come the master mages chosen successor. His skills with the arcane flourished under the Master mages tutelage and he really began to come into his own. It was then that disaster struck. The crime league attacked major cities the world over holding billions hostage with nuclear devices. Fast action from assorted heroes uncovered and disarmed all but one. In Freedom City the Hiroshima Shadow finally lost itself to its madness and supercharged the device detonating it before the heroes of the league could reach it. Behind the mystic portals of the master mages demesne Jack should have been safe but then something extraordinary happened. In the moment of the blast something else took hold of the city slicing through the careful wards and dimensional barriers of the Archmages home. As the strange effect began to take hold Jack slid reflexively into the void for safety. He found himself unable to return. Some force had locked that time and place away from him. With some effort he was able to trace some element of the effect and in time wrestle his way through the barriers between worlds as well as times and emerged nearly twenty five years earlier. He's uncertain what exactly happened in the future but he knows that it goes well beyond anything so mundane as a nuclear blast. Jack does not know what time he has emerged into and is still uncertain what this place will hold for him. His first order of business is to return to his families home from there perhaps he can reach Eldricht for advice or aid. When he discovers the world he has entered of course that may all change. Well that was what he told his parents at least when he found his way to the Mansion once more. The truth of a ritual misshap whilst working on spells he was forbidden to, was rather less mysterious and far more likely to result in grounding or worse a tightening of their already restrictive rules about his safety. Hiding behind a carefulyl crafted illusion and using what he knew of recent events in the city he crafted a new more mature persona. It lasted a good long while as he continued his studies in peace hoping to at the least undo the damage done by his initial botched ritual. However years later his ploy was revealed quite on accident when a Magic Eating beasty escaped his mothers care and in the course of its rampage destroyed his disguise. Revealed to be a boy of no more than sixteen the lies came charshing down along with rather harsh censure from his parents at the whole debacle. The worst of it is over and though he claims he is somehow time locked and not aging since his arrival there is no way to be sure it was not an errant tween with too much power that first arrived four years ago. He has been sent to attend Claremont much to his chagrin despite his protestations he would learn better at home or in the field. Update 07/2019: Having completed both his education at Claremont and the tutelage of Phantom Ouroboros has been elevated to replace the former in her role as Chosen of Heshem and Guardian of hte Void with Phantom stepping into the role of Master mage. He has grown as a magician and his knowledge of hte arcane and other dimensions has few rivals. The young Dhampir has embraced this new role with zeal while putting his own mark on the duties of extra-dimensional protector. His personal life has grown as well as he has made allies both among his fellow former students he might call upon in times of need and closer relations with other heroes as well particularly the returned Set. Personality & Motivation: Huang is still young and has a rather sharp wit and sometimes dark humor. He knows he's more intelligent then many and better trained in the arcane arts than most, his confidence has little hubris though as he knows enough to realize just how little he knows but doesn't let that stop him from taking a more active role in heroic events. Jack is a second (arguably third, if you count Hong Kong Harry of the Jungle Patrol) generation hero. In many ways its in his blood as much as his predators instincts and connection to the mystic realm of the void. His life thus far has been a relatively coddled existence. Due to his unique nature he grew up in very real danger of being assaulted or kidnapped by one faction or another or even as a strike at his parents and was thus kept from much of their activities. A fact he often resents. When he found himsel distimed he saw it as an opportunity to prove himself and resents that with the collapse of his disguise he is being sent off like an errant child to attend Claremont. Powers & Tactics: Huang is first and foremost a Mystic. He harnesses arcane forces to his command. In addition to his studies of magic he has developed several abilities of his birthright. As yet his Vampiric abilities are a lesser part of his arsenal but they serve as a dangerous surprise for any foe that makes the mistake of thinking him helpless without access to his spells. In a combat situation he prefers to remain hidden either with stealth or an invisibility spell before attacking where he can do the most good. He prefers to remain at range and utilize his magic to arm and hinder his foes or aid his allies. If cornered he'll try to escape either with mist form or attempting to flee to the void. He will use terrain and his abilities to control and move about the battlefield to his advantage and to disorient his enemies. Complications: Chosen: Being the Chosen of Heshem makes Ouroboros a target for those seeking to influence across the barriers between worlds. It also means he must put those duties ahead of many others, despite what his wishes might otherwise be. (Gain HP for being targeted when not the primary threat or when his duties demand he take actions for the good of the dimensions that may interfere with other goals in a thread.) Dhampir: Vampires want to kill or use him, and those who hunt vampires will still see him as an abomination. Fangs: He has them. They don't retract. It makes blending difficult. From the Future!: Jack knows the dangers of mucking with time, and while he'd like to go back to his time eventually, he'd rather it not be as a prisoner of the Time Keepers. The GM can say certain things "have to happen" and Jack will likely let them for the sake of the future. It Burns Like Hygiene!: Jack is very uncomfortable in direct sunlight. It causes him no real harm, and won't rob him of most of his powers, but he avoids it none the less. Parental Units: He has them. They will likely muck with his life, and their enemies will (of course) become his, one way or another. ABILITIES: 16 + 6 + 16 + 6 + 8 + 6 = 58PP Strength: 26 (+8) Dexterity: 16 (+3) Constitution: 26 (+8) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 16 (+3 COMBAT: 16 + 12 = 28PP Initiative: +3 Attack: +8 Base, +12 Eldritch Blast, Mage Hand, Vampiric Touch Defense: +12 (+6 Base, +2 Dodge Focus, +4 Forcefield), +3 Flat-Footed Grapple: +16, +24 Mage Hand Knockback: -6/-4 (with/without forcefield) SAVING THROWS: 0 + 0 + 8 = 8PP Toughness: +12 (+8 Con, +4 Force Field) Fortitude: +8 (+8 Con, +0) Reflex: +3 (+3 Dex, +0) Will: +12 (+4 Wis, +8) SKILLS: 108R = 27PP Bluff 3 (+6, +10 w/ Attractive) Skill Mastery Concentration 6 (+10) Diplomacy 3 (+6, +10 w/ Attractive)Skill Mastery Gather Information 2 (+5) Intimidate 17 (+20)Skill Mastery Knowledge (Arcane Lore) 17 (+20)Skill Mastery Knowledge (Cosmology) 17 (+20)Skill Mastery Languages 7 (Ancient Egyptian, Atlantean, Cantonese, English [Native], Latin, Lemurian, Mandarin, Old Slavic) Notice 6 (+10)Skill Mastery Search 7 (+10) Sense Motive 6 (+10)Skill Mastery Stealth 17 (+20)Skill Mastery FEATS: 14PP Attractive Dodge Focus 2 Eidetic Memory Equipment 2 Hide In Plain Sight Luck 4 Ritualist Skill Mastery 2 (Bluff, Diplomacy, Intimidate, Knowledge [Arcane], Knowledge [Cosmology], Notice, Sense Motive, Stealth) Equipment: 10EP = 2PP The Unbound Oubliette (HQ) Size: Medium [1EP]; Toughness: 10 [1EP]; Features: Concealed, Isolated, Library, Living Space, Personnel, Power System, Sealed, Self-Repairing [8EP] - [Total 10EP] POWERS: 4 + 12 + 35 + 8 + 10 + 3 + 4 + 14 + 18 + 7 = 115PP Concealment 4 (No Reflection; All Visual Senses, Extras: Duration [Continuous], Flaws: Limited [Machines], Permanent) [4PP] (Vampiric) Immunity 12 (Child of The Void; Aging, Dimensional Effects, Life Support) [12PP] (Dimensional, Magic) Magic 15 (30PP Array, Feats: Alternate Power 5) [35PP] (Magic) Base Power: Blast 12 (Eldritch Blast; Feats: Accurate 2, Affects insubstantial 2, Variable Descriptor 2 [Any Magic]) [30PP] (Magic, Variable) Alternate Power: Create Object 13 (Force Constructs; Feats: Affects Insubstantial 2, Selective, Tether) [30PP] Alternate Power: Damage 12 (Vampiric Touch; Extras: Alternate Save [Fortitude], Vampiric, Flaws: Action [Full], Feats: Accurate 2, Affects Insubstantial 2, Extended Reach 2 [15ft])[30PP] Alternate Power: Move Object 12 (Mage Hand; Feats: Accurate 2, Affects Insubstantial 2, Precise, Indirect 1) [30PP] Alternate Power: Super Movement 3 (Banish; Dimensional Movement 3; Extras: Attack +0, Attack 13 [to DC 16]{26}, Continuous, Alt Save Will +0; Flaws: Limited [non-prime natives to home dimension only], Distracting; Feats: Affects Insubstantial 1 ) [30/30AP] (magic, dimensional) {0 net PP} Alternate Power: Teleport 10 (Void Portal; 2,000 miles, Extras: Accurate +1, Dimensional +1, Portal +2; Flaws: Long Distance Only -1, Action (Standard to Open Portal) -2) [30PP] (Magic, Teleportation) Protection 4 (Force Field; Extras: duration(sustained) +0; Feats: Dodge Focus4) [8PP] (Magic) Regeneration 8 (Child of The Void; Recovery 2 [+10], Bruised 1 [1 Round], Injured 2 [5 minutes], Staggered 1 [20 Minutes], Disabled 1 [5 hours], Resurrection 1 [1 week], Feats: Persistent, Regrowth) [10PP] (Dhampir, Dimensional, Magic) Super Movement 1 (Return To The Void; Dimensional Movement 1 [The Void], Feats: Innate) [3PP] Super Senses 3 (Mage Sight; Magic Awareness [Visual], Analytical 1, Tracking 1 [Half Speed]; Feat: Dimensional) [4PP] Super Senses 14 (Watcher at the Gates: Dimensional Awareness [Mental], Acute 1, Accurate 2, Analytical 1, Radius 1, Ranged 1, Tracking 3 [All Out Move], extended 4 (100,000'/19 mile Increments) [14PP] (dimensional) Vampire Array 5 (Vampiric Power; 10PP Array; Feats: Alternate Power 2, Dynamic Alternate Power 3) [18PP] (Vampiric) Base Effect: Drain Constitution 2 (Vampiric Bite; Extras: Linked [+0], Flaws: Requires Grapple, Feats: Insidious, Subtle 2) [4PP] linked Heal 2 (Extras: Linked [+0], Action [Standard]; Flaws: Limited [Self]; Feats: Persistent) [5PP] linked Emotion Control 1 (Euphoric Bite; Extras: No Save [+2], Linked [+1], Flaws: Range [Touch, -2], Limited [Euphoria], Requires Grapple) [1PP] Alternate Power: Flight 2 (25mph / 250ft per Move Action, Flaws: Limited [Night], Feats: Subtle, Drawbacks: Low Ceiling [30ft], No Swimming) [3PP] linked Insubstantial 2 (Gas, Flaws: Limited [Night], Drawbacks: Can't Speak or Gesture) [7PP] Alternate Power: Emotion Control 10 (Vampiric Mesmerism; Flaws: Sense Dependant [Visual; eye contact]) [10PP] Dynamic Alternate Power: Quickness 10 (Vampiric Speed) [10PP] Dynamic Alternate Power: Speed 10 (Vampiric Speed) [10PP] Dynamic Alternate Power: Super Strength 5 (Vampiric might) [10PP] Variable Power 1 (5PP any one power at a time; cantrips; Extras: Action 2 [Free]) [7PP] (magic) Drawbacks: 0PP [None] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness Damage Force Constructs Ranged DC22 Reflex Trapped DC27 Toughness Damage Eldritch Blast Ranged DC27 Toughness Damage Vampiric Bite Touch DC12 Fortitude Drain Constitution No Save Euphoria Vampiric Touch Touch [10'] DC27 Fortitude Damage Vampiric Mesmerism Perception DC20 Will Emotion Control TOTALS Abilities (58) + Combat (28) + Saving Throws (8) + Skills (27) + Feats (14) + Powers (115) - Drawbacks (0) = 250/250 Power Points
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