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  1. In Brief: Neo-Nazi Mac Gargan Character: Webmaster (Spider Centaur Form / Normal Form) Power Level: 10 Tradeoffs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness) Power Points: 233 Alternate Identity: Josef Bankowski Identity: Public Legal Status: USA citizen and fugitive Birthplace: Freedom City, New Jersey Base of Operations: Freedom City, New Jersey Residence: Mobile Occupation: Former: Mechanic, Current: Criminal Affiliations: None Family: Olivia Lenkiewicz (ex-wife), Mia Bankowski (daughter), Gabriel Bankowski (son), unnamed brother, sister, parents, cousins, aunts, and uncles DESCRIPTION Age: 27 (Date of Birth: 1992) Apparent Age: 27 Gender: Male Ethnicity: Caucasian Polish-American Height: Werespider Form: 8'6", Human Form: 6'1" Weight: Werespider Form: 1,200 lbs., Human Form: 170 lbs. Hair: Werespider Form: None, Human Form: Blond Eyes: Werespider Form: Black, Human Form: Blue In his human form, Josef Bankowski is tall and lean. Excessive drug use leaves him looking pale with dark circles around his bloodshot eyes. In his "werespider" form, he's a "spider-centaur". From the waist down, he has the body of a giant northern funnel web spider. From the waist up, he's still humanoid, but his flesh is red and covered with black spiky chitinous plates. In his "spider swarm" form, he's a human-sized mass of spiders all coordinated by a hive mind. HISTORY Josef Bankowski's grandparents were devout Catholics who fled Poland in the 1960s, escaping the Communist regime which would control that country for another quarter of a century. They immigrated to America, where they were granted refugee status and, eventually, citizenship. Josef, like his parents, was born in Freedom City, growing up as part of the multi-ethnic tapestry that is Freedom's West End. Josef's father enlisted in the Marine Corps and then worked as an auto mechanic, eventually owning his own shop, where Josef started working as a teen. Josef started doing hard drugs in high school. His already terrible grades got even worse, and by his senior year, he managed to not only flunk out, but also impregnate his 17-year-old classmate Olivia Lenkiewicz, the daughter of family friends. Olivia carried the child to term, and the two were married before her senior year. With no other prospects, and at the urging of his father, Josef joined the Marines, like his father before him. The discipline didn't take. He resumed his old lifestyle, using again and cheating on his wife (both with random pick-ups and with professional sex workers), almost as soon as he got out of basic training, as often as he could make the time for it. The first few times he was caught, he was reprimanded, but let off with warnings or light informal punishments. But eventually, his behavior became too egregious for the Corps to ignore. He made it almost halfway through his first 4-year enlistment term before being arrested, court-martialed, and dishonorably discharged. He spent a year in prison. Olivia stayed married to him for several more years despite his behavior. She was forced to become the primary breadwinner when he proved to be chronically unemployable. Despite his record, he would get various mechanic jobs, but he could never hold them for long before either losing his temper or failing to show up to work on time (or at all) because he was too busy indulging his addictions. He regularly cheated on his wife, spent their money on his addictions, and physically abused both his wife and their two children. Olivia finally kicked him out of their apartment in 2017, getting a restraining order which Josef frequently violated. They were separated for a year before Olivia filed for divorce, which was finalized in 2019. Josef spent the two years after their separation sleeping on his brother's couch, and tumbling down an online rabbit hole of political radicalization. He'd been interested in pick-up "artistry" and "uncensored" anonymous image-sharing message boards since he was a teenager, but after his long-suffering wife left him, he found a ready-made pipeline to an ideology which affirmed that he was the true victim. His political views quickly shifted from reactionary to outright fascistic, buoyed by rabid bigotry. He established his own online presence during those two years, starting a vlog series where he parroted the same bigoted talking points as a thousand other guys just like him, and presented an account of his life which was heavily distorted in his favor. Meanwhile, his addictive behavior continued to escalate. In 2019, after his divorce was finalized, Josef started abusing "super" drugs. After taking a "powerball" of Max and Zoom, he went to his ex-wife's apartment. His own brother called the police on him after he left. After breaking in, he assaulted Olivia, her mother, and her new boyfriend, and took the entire family hostage at gunpoint. On his first outing as a superhero, Octoman intervened, and, with Bombshell's aid, he defeated Josef, though Josef almost beat him to death in the process. After the police took him into custody, Josef suffered multiple organ failure. The super-drugs had taken their toll. With his history, no hospital would consider transplants. He was advised to check into hospice care for what the doctors expected to be the last few weeks of his life. Meanwhile, despite his prognosis, the city, state, and federal attorneys offices all moved forward with indictments. The charges included multiple counts of kidnapping, and, because of the super-drugs in his system at the time, assault with a deadly weapon, aggravated assault, and attempted murder. Josef was facing multiple lifetimes worth of prison time alongside certain death, before his thirtieth birthday. Because he no longer had powers once the drugs had left his system, and because he was physically incapacitated, Josef was held in the Freedom City Correctional Facility just outside Hanover, while awaiting the trial no one expected him to live to see. Doctor Cooper Seidel, who had kept Octoman under surveillance ever since the accident which gave Octoman his powers, had observed Octoman's battle with Josef, taking an interest in him. Seidel infiltrated the minimum-security facility and kidnapped Josef, spiriting him away to Seidel's new secret laboratory. Months before, Seidel had genetically altered a group of venomous animals with months of retroviral therapy and nuclear radiation exposure, as part of his continuing quest to refine and enhance the universal antivenom serum which gave him the ability to transform into the monster Goanna. Seidel had lost those animals when he had to pack up his lab to flee the authorities, and his hired thug crashed the truck after swerving to avoid 15-year-old Ben Wang, who had run out into the street to save a dog. During the following few months, Seidel had split his efforts between spying on Wang, who had gained powers after being bitten by the blue-ringed octopus, and combing the sewers with a Geiger counter to recover as many of the experimental specimens as he could. One of the animals Seidel managed to recover was a northern funnel web spider. Seidel injected the spider's venom into Josef, out of pure scientific curiosity. Seidel didn't care whether Josef lived or died. He just wanted to see what would happen. And he told Josef as much. But Josef didn't die. He gained the ability to shapeshift into a giant centaur-like human/spider hybrid, or a human-sized swarm of spiders with his mind as a collective consciousness spread out among them. He escaped from Seidel's lab after his first transformation. Josef quickly parlayed his new powers into a career as a professional criminal. His main sources of income are violent armed robbery, extortion, and murder, both on his own initiative and for hire to other supervillains and organized syndicates. He also occasional commits various terrorist acts for his own gratification, using his superhuman strength to wreck buildings such as community resource centers, restaurants, and nightclubs which are associated with people he considers "degenerates" or "foreign invaders". Some of his earliest "work" was for the national designer drug cartel owned and operated by Cortex (Threat Report, page 24). Along with money, and super-drugs tailored to overcome Josef's enhanced physiology, Cortex provided Josef with a unique form of compensation: He used his world-class tech skills to help Josef maintain and expand his social media presence, despite his fugitive status. With Cortex's help, Josef has been able to continue his vlog series, which has attracted a significant following in a short time among the worst people on the internet. The regressive reactionary politics he advocates in his rambling, drug-fueled hours of recorded hate-speech still aren't any different from what a thousand other men just like him are already saying, but his status as a powered supervillain gives him a level of prestige above and beyond his peers. His videos get taken down from the more legitimate platforms almost as soon as they go up, but they get downloaded and re-posted all over the less reputable parts of the web. Despite multiple active law enforcement investigations, and the more legitimate crowdfunding platforms refusing to get anywhere near him, he has been able to collect regular crypto-currency donations from his fans, which keeps him living comfortably between "jobs". Multiple technologically-inclined heroes have attempted to trace the source of his uploads or cut off his funding, but so far, Cortex has foiled those efforts. Cortex considers it both an amusing intellectual exercise, and another means of controlling a useful but ultimately disposable asset. The moment Josef steps out of line, Cortex can cut off his supply of drugs, donations, and adulation with a few keystrokes. PERSONALITY & MOTIVATION Josef describes himself as "a ladies man", "an alpha male", "a soldier", "a working man", "a patriot", "a man of God", and "a defender of Western Civilization". In reality, he's a coward, a bully, a bigot, an addict, and a blowhard. His ego is inflated and his skin is paper-thin. He loudly, belligerently hates and disdains anyone who isn't a white male heterosexual cisgender Christian-identified native-born citizen who's seeking or already in a nuclear family. Everyone else, he refers to as "degenerates", "parasites", and "globalists". He isn't nearly as intelligent or well-educated as he claims or even thinks he is. He used to have a sort of "bad boy charm" which bought him initial success in his romantic endeavors, but he drowned it in bitterness and resentment years ago. Now he appears at first glance to be the hateful creep he truly is. He doesn't love anyone, but there are people (like his ex-wife and their children) whom he wants to possess. His main priority in life is to secure for himself a never-ending stream of money, drugs, sex, and adulation. His secondary priority is vengeance on everyone who ever "wronged" him, everyone who ever dared to make him feel weak. Goanna, Octoman, and Bombshell are all at the top of that list. A distant third is to promote an ideology which just so happens to state that those things are his birthright. POWERS & TACTICS Josef has limited shapeshifting abilities. He can become a swarm of tiny spiders (a form used mainly for escape and infiltration, though the spiders do have deadly venom), or a giant spider/human hybrid. Every transformation is extremely painful and bloody, driving him to further drug abuse. He "molts" or "sheds" like an arthropod or a reptile. Like them, he can regrow lost limbs. In his "werespider" form, Josef is superhumanly strong and agile. His carapace is hard enough to deflect bullets. He has four arms, each of which can deploy a retractable sword-like claw from the forearm, and eight spider legs, each ending in a similarly sharp claw. The spider legs allow him to climb walls, run faster than a bicycle or an Olympic sprinter, and jump several hundred feet through the air. Despite his size, his spider legs are surprisingly quiet, allowing him to sneak up on his foes. Glands in his forearms can fire streams of sticky webbing which is stronger than steel cable. A pair of glands in his jaw secrete two chemicals into his mouth which become highly acidic once mixed. When he acid dissolves organic matter, he finds the resulting slurry irresistibly delicious. ABILITIES 12PP Strength: 30/12 (+10/+1), 60/12 Lifting (Heavy Load: 50 tons / 130 lbs.) Dexterity: 26/12 (+8/+1) Constitution: 28/12 (+9/+1) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) COMBAT 36PP Initiative: +8/+1 Attack: +8/+9 (+9 Base, -1 Size), +10 Webs Damage: +10/+1 Unarmed/Thrown, +12 Claws, +10 Acid, +10 Webs Grapple: +32/+10 vs one target, +28/+10 vs multiple targets (+8/+9 Melee Attack, +10/+1 Strength, +4 Size, +4 Additional Limbs, +6 Super-Strength) Defense: +8/+9 (+9 Base, -1 Size), +4/+5 Flat-Footed Knockback Resistance: 15/0 SAVING THROWS 9PP Toughness: +12/+1 (+9/+1 Con, +3 Protection, Impervious 8 ) Fortitude: +9/+1 (+9/+1 Con, +0PP) Reflex: +8/+1 (+8/+1 Dex, +0PP) Will: +9 (+0 Wis, +9PP) SKILLS 52R = 13PP Acrobatics 0 (+10/+1) Bluff 3 (+5) Climb 0 (+6/+1) Craft (Mechanical) 8 (+8) Drive 5 (+15/+6) Gather Information 3 (+5) Intimidation 4 (+18/+6) Knowledge (Current Events) 5 (+5) Knowledge (Pop Culture) 5 (+5) Knowledge (Streetwise) 8 (+8) Knowledge (Technology) 5 (+5) Languages 1 (English [Native], Polish) Notice 0 (+10/+1) Search 1 (+10/+1) Sense Motive 0 (+10/+1) Stealth 0 (+15/+1) Survival 4 (+5) Swim 0 (+6/+1) FEATS 5PP All-Out Attack Distract (Intimidation) Move-By Action Power Attack Startle Enhanced: Uncanny Dodge (Sense Types: Tactile) POWERS 158PP Additional Limbs 4 (+10 Limbs, Feats: Ambidexterity) [4PP] (Descriptors: 2 Extra Arms, 8 Spider Legs, Mutation) Burrowing 4 (10MPH, 100ft per Move Action) [4PP] (Descriptors: Acid, Claws, Mutation) Enhanced Skills 52 (Acrobatics 2, Intimidation 12, Notice 9, Search 9, Sense Motive 9, Stealth 11) [13PP] (Descriptors: Horrifying Appearance, Mutation, Spider Eyes, Spider Legs, Super-Agility, Super-Senses) Enhanced Constitution 12 (Feats: Regrowth) [13PP] (Descriptors: Mutation, Regeneration, Super-Stamina, Super-Toughness) Enhanced Dexterity 14 [14PP] (Descriptors: Mutation, Super-Agility, Super-Reflexes) Enhanced Strength 10 [10PP] (Descriptors: Mutation, Super-Strength) Growth 4 (Size: Large, Size Modifiers: +5ft Reach, +8 Strength [+13 Lifting], +4 Constitution, -1 Attack, -1 Defense, +4 Grapple, +4 Knockback Resistance, +2 Intimidation, -4 Stealth, Extras: Duration [Continuous], Flaws: Permanent, Feats: Innate) [13PP] (Descriptors: Mutation, Spider-Centaur) Immovable 1 (Extras: Unstoppable) [2PP] (Descriptors: Mutation, Spider Legs) Immunity 1 (Own Powers) [1PP] (Descriptors: Mutation) Impervious Toughness 8 [8PP] (Descriptors: Carapace, Mutation) Leaping 4 (x25, Running Long Jump: 500ft) [4PP] (Descriptors: Mutation, Super-Strength) Morph 1 (One Form, Extras: Duration [Continuous], Feats: Metamorph 2 [Human Form, Spider-Centaur Form, Spider Swarm Form], Drawbacks: Action 2 [Standard]) [2PP] (Descriptors: Molting, Mutation, Shapeshifting, Shedding) Protection 3 [3PP] (Descriptors: Carapace, Mutation) Speed 2 (25MPH, 250ft per Move Action) [2PP] (Descriptors: Mutation, Spider Legs, Web Swinging) Spider Power 16 (32PP Array, Feats: Alternate Power 2) [34PP] (Descriptors: Mutation) Base Power: [4PP] (Additional Descriptors: Forearm Claws, Spider Leg Claws) Damage 2 (Feats: Improved Critical [19-20], Mighty, Variable Descriptor [Forearm Claws and/or Spider Leg Claws, Piercing and/or Slashing damage], Drawbacks: Lethal) [4PP] Alternate Power: [31PP] (Additional Descriptors: Acid) Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Secondary Effect, Flaws: Requires Grapple, Feats: Improved Critical 2 [18-20]) [22PP] Damage 10 (Extras: Linked [Drain], Secondary Effect, Flaws: Requires Grapple, Drawbacks: Lethal) [9PP] Alternate Power: [32PP] (Additional Descriptors: Webs) Snare 10 (10 120ft Range Increments, 1,200ft Max Range, Extras: Contagious, Feats: Accurate [+2 Attack], Tether) [32PP] Super-Movement 5 (Sure-Footed 2, Swinging, Wall-Crawling 2) [10PP] (Descriptors: Mutation, Spider Legs, Webs) Super-Senses 9 (Danger Sense [Sense Types: Tactile], Low-Light Vision, Radius Visual Senses, Ultra-Vision, Tremor-Sense, Uncanny Dodge [Sense Types: Tactile]) [9PP] (Descriptors: Mutation, Spider Eyes, Spider Hairs) Super-Strength 6 (Lifting Strength: 60, Heavy Load: 50 tons) [12PP] (Descriptors: Mutation) Abilities (12) + Combat (36) + Saving Throws (9) + Skills (13) + Feats (5) + Powers (158) - Drawbacks (0) = 233 Power Points Character: Webmaster (Spider Swarm Form) Power Level: 10 Tradeoffs: None Power Points: 163 ABILITIES 35PP Strength: 01 (-5) (Heavy Load: 10 lbs.) Dexterity: 30 (+10) Constitution: 28 (+9) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 14 (+2) COMBAT 40PP Initiative: +10 Attack: +10 Damage: -5 Unarmed, +10 Venom Grapple: +5, Automatic Escape with Insubstantial Defense: +10, +5 Flat-Footed Knockback Resistance: 5 SAVING THROWS 9PP Toughness: +10 (+9 Con, +1 Protection) Fortitude: +9 (+9 Con, +0PP) Reflex: +10 (+10 Dex, +0PP) Will: +9 (+0 Wis, +9PP) SKILLS 36R = 9PP Acrobatics 2 (+12) Languages 1 (English [Native], Polish) Escape 0 (+10, Automatic with Insubstantial) Notice 9 (+10) Search 10 (+10) Sense Motive 9 (+10) Stealth 5 (+15) FEATS 0PP [None] Enhanced: Uncanny Dodge (Sense Types: Tactile) POWERS 78PP Burrowing 1 (1MPH, 10ft per Move Action) [1PP] (Descriptors: Claws, Mutation) Immunity 3 (Critical Hits, Own Powers) [3PP] (Descriptors: Mutation, Spider Swarm) Insubstantial 1 (Liquid, Extras: Duration [Continuous], Flaws: Duration [Permanent], Feats: Innate) [6PP] (Descriptors: Mutation, Spider Swarm) Morph 1 (One Form, Extras: Duration [Continuous], Feats: Metamorph 2 [Human Form, Spider Centaur Form, Spider Swarm Form], Drawbacks: Action 2 [Standard]) [2PP] (Descriptors: Molting, Mutation, Shapeshifting, Shedding) Protection 1 [1PP] (Descriptors: Carapace, Mutation) Spider Power 15 (30PP Array, Feats: Alternate Power) [31PP] (Descriptors: Mutation) Base Power: [30PP] (Additional Descriptors: Necrotic Venom) Damage 10 (Extras: Autofire, Alternate Save [Fortitude], Feats: Accurate, Drawbacks: Lethal) [30PP] Alternate Power: [2PP] (Additional Descriptors: Webs) Create Object 1 (Volume: 1 5ft cube, Toughness: 1, Lifting Strength: 5 [Heavy Load: 50 lbs.], Extras: Duration [Continuous], Flaws: Permanent, Range [Touch], Feats: Innate) [2PP] Super-Movement 5 (Slithering, Sure-Footed 2, Wall-Crawling 2) [10PP] (Descriptors: Mutation, Spider Legs) Super-Senses 9 (Danger Sense [Sense Types: Tactile], Low-Light Vision, Radius Visual Senses, Ultra-Vision, Tremor-Sense, Uncanny Dodge [Sense Types: Tactile]) [9PP] (Descriptors: Mutation, Spider Eyes, Spider Hairs) DRAWBACKS -8PP Disability (Mute, Frequency: Very Common, Intensity: Moderate) [-4PP] Disability (No Hands, Frequency: Very Common, Intensity: Moderate) [-4PP] Abilities (35) + Combat (40) + Saving Throws (9) + Skills (9) + Feats (0) + Powers (78) - Drawbacks (8) = 163 Power Points
  2. The Royal Power Level: 10 (199/199PP) Unspent Power Points: 0 Trade-Offs: (Ranged) +1 ATK/-1DC, +2 Defense / -2 Toughness In Brief: Super villain saboteur and spy. Alternate Identity: Everett Eaton Elder (Secret) Birthplace: Emerald City Residence: Elder Mansion, Northern Shore, Emerald City Occupation: Rich investor / Super villain saboteur and spy Affiliations: The Chamber Family: Emma Emmelie Elder (Wife, Emerald City politician, nee Kessler), Elliot Elijah Elder (Son, enrolled at Elysium Academy, secretly the super hero Rebellion), Elaine Emma Elder (Daughter, College Student), Elaine Kessler (Sister-in-law, deceased). Description: Age: DoB: March 1974 Gender: Male Ethnicity: Caucasian Height: 6'3'' Weight: 190 lbs. Eyes: Blue / Green as the Royal Hair: Blonde / Black as the Royal Everett Eaton Elder is a tall, reasonably attractive man, with short blonde hair. He is clean shaven, with blue eyes. He is always dressed in only the finest brands, preferably whatever is in fashion at the moment. He speaks rather plainly and openly, with a clear Oregon accent. As the Royal, Everett changes his eye color to green and his hair to black. He morphs a black goatee and moustache, and changes his features, becoming more muscular and powerfully built, appearance wise at least. He tends to speak with a distinctively Spanish accent. He wears a light grey costume, with purple gloves and boots with yellow trim. He has a similarly purple area running over his shoulder and down the outside of his arms, also with yellow trim. He wears a cowl with yellow lenses, with only his mouth with moustache and goatee visible. He wears a classic purple royal lion from coats of arms as a symbol on his chest. He brings a small gun in dark grey, which he calls the Royal Blaster. History: Everett Eaton Elder was the heir to the Elder fortune and name in Emerald. He was very much a rich idiot with no dayjob, and no need for one. For reasons that only fate knows, a strange meteor crashed in his back yard when he was a teenager. When Everett discovered the meteor, he was bathed in a strange radiation that altered him, giving the power to alter his appearance at will. Though he at first used this power merely for pranks and other childish actions, he eventually used his powers for more malicious deeds, eventually graduating into full blown super villainy when he stole his suit and weapons from an aspiring inventor in Emerald City, killing the man in the process. He never even cared to learn the man's name. He continued as a villain, always operating outside Emerald City, doing anything he thought might alleviate his boredom. Over time, the Royal came to the attention of the Chamber, and he became one of their agents, primarily operating abroad, primarily as a spy and saboteur. He would eventually marry Emma Emmelie Kessler, an aspiring Emerald City politician firmly in the pocket of the Chamber. Emma needed the Elder wealth and name to further her political agenda and aim to become the mayor of Emerald City, and Everett wanted a heir that could become the next Royal. There were little love lost between the two, but they at least respected each other, though Everett did attempt, and fail, at starting an affair with Emma's sister Elaine. During their marriage, and as their children Elaine and Elliot was born, the Royal continued his schemes. He tried being a good father, but the children, and their lack of inherited powers. He grew even more distant to Elliot when his son discovered blood under his shirt after a mission. Elliot was but eight years old, but Everett didn't care. He threw himself into his work, even though he briefly protested when his son was enrolled in Elysium Academy. While Everett was horrified at the Chamber's choice to use the Terror to punish his wife, killing his sister-in-law and traumatizing his son in the process, the Royal quietly accepted the punishment, his attention soon diverted as he discovered his daughter Elaine had inherited something resembling his powers after all. The Royal continues working as the Chamber's agent outside Emerald City, as he starts his plans to groom his daughter into taking on his role. Personality & Motivation: Everett is motivated by boredom, above all else. Ever since he discovered his ability to change his appearance, he has used it for his own amusement, eventually putting it to work in adding to his family's wealth. He is a highly competent spy and saboteur, taking great pride in his work, even if he rarely bothers spending the time to learn the why of his missions. He has a preference for working outside Emerald City, to keep his business away from home. In the field, he is quick and methodical. There is no time for taking unnecessary or stupid risks, like exposing his cover for the expense of a joke. While he is not above killing, he generally prefers not to. While he respects his wife Emma to a certain degree, he is very much aware that their marriage is one of convenience: He wanted heirs, she wanted the prestige and money of the Elder name, and there is very little love between them. He had tried starting an affair with his wife's sister, but she rebuffed him. While he tried to be a loving father to his children at first, boredom eventually won out, and he has grown distant, especially with Elliot, the youngest, after he saw blood on his father's shirt after a mission. Discovering that his daughter Elaine had inherited his powers, Everett is currently planning to ease his boredom by training her as his partner. Powers & Tactics: The Royal covers his tracks, prefering to disguise himself to infiltrate and exfiltrate, preferably without being discovered. If discovered, he will usually rapidly teleport around an area to cause confusion of his whereabouts, using his Royal Blaster to take down any in his path. He can be a scarely competent fighter, owing to years of experience. He prefers to avoid larger brawls, instead fighting enemies one-on-one whenever possible. Power Descriptions: The Royal is able to change his appearance to any humanoid form, a mutation caused by exposure to a strange meteor in his back yard as a child. He can also use this ability to blend in perfectly with surroundings, hiding himself from any visual senses. He is an incredibly skilled individual, having amassed a wealth of skills and experience through his more than twenty years as a super villain. While these are his only natural abilities, he also uses technological enhancements to further his own skills: The Royal Blaster and the Royal Suit. Despite having the wealth to commission such items if necessary, the Royal stole them from an aspiring scientist in Emerald City, killing him in the process. The Royal Blaster shoots small pellets, roughly the size of a bullet. These can either deliver a potentially lethal or stunning electric charge. The Royal Suit affords him with an electromagnetic force field that protects him much damage, allows him to climb walls and slows his fall by applying bursts of electromagnetic energy. The lenses offers Infra- and Ultravision. Finally, its most important feature is what the Royal has dubbed the "Quick Escape". By folding dimensions, essentially skipping to another dimension briefly, the suit allows him to teleport between both short and long directions. Of course, the Royal knows, and cares, little about how the items actually works, as long as they work. Abilities: 8 + 8 + 4 + 8 + 6 + 8 = 42PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +4 (+4 Dex) Attack: +6 Base, +6 Melee, +11 Ranged (+6 Base, +5 Focus [Ranged]) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10 (+6 Base Attack, +4 Str) Knockback: -1 / -4 Saving Throws: 6 + 8 + 5 = 19PP Toughness: +2 (+2 Con) / +8 (+2 Con, +6 Force Field) w. The Royal Suit Fortitude: +8 (+2 Con, +6) Reflex: +12 (+4 Dex, +8) Will: +8 (+3 Wis, +5) Skills: 112R = 28PP Acrobatics 6 (+10) Bluff 11 (+15) Climb 2 (+6) Computers 11 (+15) Disable Device 11 (+15) Disguise 1 (+5, +30 w. Morph) Drive 6 (+10) Escape Artist 6 (+10) Gather Information 6 (+10) Intimidate 11 (+15) Language 4 (Native: English, French, Spanish, Russian, Japanese) Notice 7 (+10) Pilot 6 (+10) Sense Motive 7 (+10) Sleight of Hand 11 (+15) Stealth 12 (+16) Feats: 25PP Accurate Attack Attack Focus [Ranged] 5 Benefit 2 [Wealth] Connected Defensive Attack Dodge Focus 6 Evasion Hide In Plain Sight Master Plan Precise Shot 2 Quick Draw 2 Uncanny Dodge [Visual] Well-Informed Powers: 9 + 18 + 24 + 10 = 61PP Concealment 4 ("Camouflage"; Feats: Close-Range) (All Visual Senses) [9PP] (Physical mutation) Device 6 ("The Royal Blaster"; 30PP Container; Flaws: Easy-To-Lose) [18PP] (Technology, Weapon) Blast 9 ("Royal Sting"; Extras: Autofire; Feats: Alternate Power 1) [28PP] (Electricity, Ballistic Damage Type) AP: Stun 9 ("Royal Stun"; Extras: Range [Ranged]) {27/27PP} (Electricity, Ballistic Damage Type) Device 6 ("The Royal Suit"; 30PP Container; Flaws: Hard-To-Lose) [24PP] (Technology, Costume) Force Field 6 [6PP] (Electromagnetic energy) Super-Movement 3 (Slow-Fall, Trackless, Wall Crawling 1) [6PP] Super-Senses 2 (Infravision, Ultravision) [2PP] Teleport 5 ("Quick Escape"; Extras: Accurate; Feats: Easy) (500 ft. as move action/5 miles as full action) [16PP] (Dimensional) Morph 5 ("Royal Enigma"; Broad Group: Humanoid) [10PP] (Physical mutation) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC19 Tou (staged) Damage +6 Royal Sting 90 ft. DC24 Tou (staged) Damage +11, Autofire Royal Stun 90 ft. DC19 Fort (Staged) Stun +11 Totals: Abilities (42) + Combat (24) + Saving Throws (19) + Skills (28) + Feats (25) + Powers (61) - Drawbacks (0) = 199/199 Power Points
  3. Artificer Power Level: 10/12 (built to PL10 caps) (171/175PP) Unspent Power Points: 5PP Trade-Offs:-2 Attack/+2 Effect with Blast, +2 Attack/-2 Effect with Move Object; -2 Defense/+2 Toughness In Brief: Atlantean exchange student, come to learn about Surfacer magic and mechanics, and if they’re compatible with Atlantean techno-magic. Identity: Public, though largely unknown Alternate Identity: Heroditus Fabricus Stylianos Birthplace: Atlantis Legal Status: Atlantean citizen (minor) with no criminal record Base of Operations: Claremont Academy Residence: Claremont Academy Dorms Occupation: High School Student (Sophomore) Affiliations: Atlantis, Claremont Academy Family: Xyles (father), Yrdoste (mother), Theodora (twin sister) Age: 16 (Date of Birth: September 1st, 2003) Gender: Male Species: Human Offshoot (Atlantean) Height: 6 ft 4 in. (1.93m) Weight: 210 lbs. (95kg) Skin: Olive Hair: Black (very very dark green) Eyes: Sea Green Tall, sleek, and reasonably attractive, with a long Aquiline nose, sharp cheekbones, and strong jawline topped by sea green eyes. He keeps his hair -- a shade of green so dark is appears black -- long, and is trying to grow in a beard; he is certain it shall be magnificent. HISTORY Thousands of years ago, the island continent of Atlantis was home to a civilization of Preserver-enhanced humans, advanced far beyond anything else on Earth. Atlantean “technology” was a strange combination of scientific principles, the alien science and technology of the Preservers, and their understanding and use of magic, including ley-line energies, enchanted crystals, and tapping into various elemental forces. Much was destroyed or lost during the Sinking, as was the knowledge to make and maintain it (hindered by the fact it was all hand-crafted, never mass-produced), but several scraps remained. The Stylianos clan has long worked to recover and restore these lost artifacts, which has given them some sway in Atlantean culture; while none are part of the nobility, many serve as favored artisans or in the military. Heroditus and his twin sister Theodora are the latest in this long line of techno-mages, and received both practical education and formal training in mechano-mysticism since they were eight. Theodora had a surpassing talent for manipulating magical energy, and focused on sorcery and spellcasting -- unusual for the family, though not unheard of -- while Heroditus proved quite adept with the artifacts and devices that made Atlantis (and his family) so great. In an effort to expand his knowledge and skills, Heroditus applied to and was accepted at Claremont Academy. He hopes to learn about surface world technology and magic, to see if those techniques can be used in recreating lost Atlantean artifacts. He might also give the superhero thing a try -- e’s not eager to get into combat, but not averse to it either, and what better way to field test his creations?! PERSONALITY & MOTIVATION Heroditus is proud of his people and his family, and is eager to learn all he can and bring further honor to himself and his house. He misses the family workshops, but will learn to make do at Claremont. He’s strong minded, strong willed, and totally dedicated to his craft. He has some trouble understanding others who aren’t as dedicated to their pursuits, especially if those pursuits don’t involved magic or technology (ideally both). POWERS & TACTICS Like most Atlanteans, Heroditus can breathe water, not through gills but because the lining of his lungs was adapted (due to arcanogenetic modifications performed on his ancestors) to allow him to extract oxygen from water and to withstand considerable water pressure. He can also breathe air, although he’s most comfortable in an aquatic environment (and can dehydrate over time if not immersed in water). His eyes are sensitive to light and able to see in dim lighting in the ocean depths, although not in complete darkness. His muscle tissue is denser than human; though he’s built like a swimmer (who sidelines as a blacksmith), he can out-perform most (non-metahuman) weightlifters. Heroditus is able to generate magical energies, though only roughly; he can generate omnidirectional bursts of magical energies and create mystic shields around himself. He can also see magical energies, thanks to arcanogenetic modifications he received that added magic-sensitive photoreceptor cells to his retina. He can channel his mystic energies into an assortment of mechano-mystical devices -- effectively acting as a battery for them (or, rather, the Devices provide Alternate Powers for his Magic) -- to generate a variety of effects; he’s always tinkering with them, refining and adding new abilities. His current kit includes a gauntlet that can channel and refine his mystical energies for a variety of effects (directed blasts, blinding lights, complex illusions, telekinesis, and transmutation), and goggles that enhance his vision and hearing. Atlantean technology, based on a mix of alien technology & magic and having been adapted to work in icy salt water, is vastly different from surface world technology. It does not rely upon electronics or electricity (virtually useless underwater unless completely sealed), nor upon combustion or the combination of volatile chemicals (also problematic underwater), but instead is powered by magical crystals drawing upon various elemental energies, recharged in orichalcum-lined sockets linked to ley-lines or by the wielder’s own innate mystical energies. Many Atlantean devices look similar to surface world tech -- an Atlantean blaster looks not that dissimilar to one made by the Foundry -- but a surface world engineer taking it apart and looking inside would be completely baffled at how it works. (Attempts to deal with them would require the researcher to roll the lower of Knowledge/Arcane Lore or Knowledge/Technology.) COMPLICATIONS Accident: While Heroditus is quite skilled with Atlantean technowizardry for his age, there’s still a lot he needs to learn. And there’s even more he needs to learn about Surface World technology and magic. So when he tries to test some new bit of mechano-mysticism he’s come up with, or tries combining Atlantean and Surfacer gear, unexpected side-effects can occur. The GM can give him a Hero Point in exchange for declaring that Heroditus’ experiments have created some sort of hazard, which he must drop his current task to deal with. Dehydration: If kept out of water for prolonged periods, Heroditus will weaken, first becoming fatigued, then exhausted, then unconscious. Exposure to intense heat or other desiccating effects can also cause this. Open Space Anxiety: Heroditus grew up in an environment that constantly pressed in on him, and not experiencing that gives him some anxiety. He sleeps in a pressurized water-filled tank, and when out and about wears a compression vest. The GM can give him a Hero Point in exchange for declaring that Heroditus experiences a major anxiety flare up, rendering him helpless and unable to take any actions. Where Are The Crystals?: The technology of the Surface World -- modern electronics, or even simple combustion engines -- are as weird and alien to Heroditus as Atlantean techno-magic is to Surface Worlder engineers. The GM can give him a Hero Point in exchange for declaring that his unfamiliarity with Surfacer technology causes significant setbacks. ----- Power Level: 9 (149/151PP) Unspent Power Points: 2 Trade-Offs: -2 Attack/+2 Effect w/ Blast, +2 Attack/-2 Effect w/ Move Object; -1 Defense/+1 Toughness ABILITIES: [4 + 2 + 4 + 10 + 6 + 2 = 28PP] Strength: 14 (+2); effective Lifting STR 24 Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 12 (+1) COMBAT: [12 + 8 = 20PP] Initiative: +1 Attack: +6 Melee, +8 Ranged, +12 w/ Move Object Grapple: +8, +20 w/ Move Object Defense: +8 (+4 Base, +2 Dodge Focus, +2 Shield), +2 Flat-Footed Knockback: -6, -3 w/out Force Field DC BLOCK ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness (Staged) Damage (Physical) Bolts of Magic Ranged (1,200 ft. max) DC 27 Toughness (Staged) Damage (Any Magic) Burst of Magic 15-50 ft. DC 20 Reflex Area (Burst) Effect DC 25 or 20 Toughness (Staged) Damage (Any Magic) Created Object (Dropped) Ranged (180 ft. max) DC 19 Reflex Avoided DC 24 Toughness (Staged) Damage (Physical) Created Object (Trap) Ranged (180 ft. max) DC 19 Reflex Trapped inside Object Holograms Perception DC 20 Will Disbelieve Mage Hand Ranged (800 ft. max) Grapple vs. +20 (Staged) Pinned/Bound DC 23 Toughness (Staged) Damage (Physical) SAVING THROWS: [2 + 2 + 3 = 7PP] Toughness: +12 (+2 Con, +6 Force Field, +4 Protection), +6 w/out Force Field Fortitude: +6/+4 (+2 Con, +4/+2) Reflex: +5/+3 (+1 Dex, +4/+2) Will: +8/+6 (+3 Wis, +5/+3) SKILLS: [104R = 26PP] Computers 5 (+10) Concentration 7 (+10) Craft (Artistic) 10 (+15) Craft (Chemical) 5 (+10) Craft (Electronic) 5 (+10) Craft (Mechanical) 10 (+15) Craft (Structural) 10 (+15) Disable Device 10 (+15) Investigate 5 (+10) Knowledge (Arcane Lore) 10 (+15) Knowledge (Physical Science) 4 (+9) Knowledge (Technology) 10 (+15) Language 2 (Atlantean [native], English, Greek) Medicine 2 (+5) Notice 2 (+5) Search 7 (+12) FEATS: [9PP] Artificer Attack Focus (Ranged) 2 Dodge Focus 2 Eidetic Memory Environmental Adaptation (Aquatic) Inventor Luck 1 POWERS: [3 + 12 + 5 + 4 + 4 + 4 + 8 + 3 + 27 + 2 + 4 + 4 = 80PP] Atlantean Legs 1 (2 points; PF: Alternate Power) [3PP] BE: Swimming 2 (5 MPH) {2/2} AP: Leaping 1 (x2 [running long jump 24 ft., standing long jump 12 ft., high/vertical jump 6 ft.]) {1} and Speed 1 (10mph) {1} {1+1=2/2} Device 3 (“Warding Bracers,” 15 points; Flaw: Hard to Lose) [12PP] Enhanced Fortitude Save 2 [2] Enhanced Reflex Save 2 [2] Enhanced Will Save 2 [2] Immunity 5 (disease, heat [environmental], poison, radiation [environmental], suffocation) [5] This + own Immunity (Suffocation) = Immunity 2 (Suffocation 2) Protection 4 [4] Device 1 (“Arcane Goggles”; 5 points; Flaw: Hard to Lose; PF: Restricted [must be able to read & understand Atlantean]) [5PP] Super-Senses 5 (adds Analytical to all Visual senses, Sonar [Ultrasonic Hearing; Default: Acute, Radius, Ranged; Enhancement: Accurate]) {5/5} Device 1 (“Emerald Torc of Power,” 5 points; Flaw: Hard to Lose) [4PP] Magic 2.5 (+5 points to Heroditus’ Magic) [5] BE: Damage 2 (“burst of mechanomystical power”; Extra: Area [General, Burst, 10-ft. Radius]; PF: Variable Descriptor [cold, electricity, fire, force, heat, sonic]) {5/5} Device 1 (“Mechano-Mystical Components,” 5 points; Flaw: Hard to Lose) [4PP] Enhanced Feats 5 (Alternate Power x5 for Device’s Magic [5 points]) {5} AP: Blast 3 (“sonic blaster”; Drawback: Reduced Range [5 30-ft. increments]) {5/5} AP: Create Object 1 (”Transmute Air to [Stuff & Things]”; up to 1 5-ft. cube, Lifting STR 5, heavy load 50 lbs.; Extra: Duration [Continuous]; Flaws: Distracting, Range [Touch]; PFs: Innate, Subtle, Variable Descriptor 2 [any matter]) {5/5} AP: Environmental Control 1 (Light 2, 5-ft. Radius; PF: Precise) {3} and Illusion 1 (“holograms;” visual) {2} {3+2=5/5} AP: Move Object 1 (“mage hand”; Str 5, heavy load 50 lbs.; Extra: Damaging; PFs: Precise, Variable Descriptor [arcane force or shaped matter]) {5/5} AP: Transform 1 (“Alchemy/Transmutation,” Any Inanimate Object Into Any Other Inanimate Object; Extras: Duration [Continuous, Lasting]; Flaw: Range [Touch]) {5/5} Device 1 (“Winged Sandals,” 5 points; Flaw: Hard to Lose) [4PP] Movement Array 2 (4 points; PF: 1 Alternate Power) {5} BE: Flight 2 (25 mph) {4/4} AP: Enhanced Swimming 4 (increases Heroditus’ Swimming to Swimming 6 [100 mph]) {4/4} Force Field 6 (“arcane shields”; Extra: Linked [Shield]) {6pp} plus Linked Shield 2 (Extra: Linked [Force Field]) {2pp} {6+2=8pp} Immunity 3 (cold [environmental], pressure, suffocation 1 [drowning]) [3pp] Magic 13 (26 points; PF: Alternate Power) [27pp] BE: Damage 8 (“burst of magical power”; Extra: Area [General, Burst, 40-ft. radius]; PFs: Affects Insubstantial, Progression [Reverse Area] 7 [5-ft. radius], Variable Descriptor 2 [any elemental]) {26/26} AP: Create Object 1 (”prestidigitation”; up to 1 5-ft. Cube, Lifting STR 5; Extra: Duration [Continuous]; PFs: Innate, Subtle, Variable Descriptor [any material]) {6}, and Environmental Control 1 (”dancing lights”; light 1, 5-ft. radius) {1}, and Illusion 1 (“illusionary sights, smells, and sounds”; all senses, 5-ft. radius) {4}, and Move Object 1 (”mage hand”, STR 5, heavy load 50 lbs.; Extra: Range [Perception]; PFs: Precise) {4}, and Obscure Auditory & Visual 1 (“darkness & silence”; 5-ft. radius) {3}, and Transform 1 (“prestidigitation,” Any Inanimate Object Into Any Other Inanimate Object; Extra: Duration [Continuous, Lasting]) {6} {6+1+4+4+3+6 = 26/26pp} Quickness 4 (“multitasker,” x25; Flaw: Limited [Mental Tasks Only]) [2PP] Super Senses 4 (Low-Light Vision, Magic Awareness [Descriptor Frequency: Very Common, Sense Type: Visual {Default: Accurate, Acute, Ranged}]) [4PP] Super-Strength 2 (effective STR 24; lt. load 233 lbs., med. load 466 lbs., hvy. load 700 lbs.) [4PP] DRAWBACKS: None TOTALS: Abilities (28) + Combat (20) + Saving Throws (7) + Skills (26) + Feats (9) + Powers (80) - Drawbacks (0) = 170/175 Power Points [5 unspent] With Devices and Magic – PL 10 Attack +6 melee, +8 ranged; Blast 12 (PL 10) Area Damage 10 (PL 10) Defense 8, Toughness +12 (PL 10) Without Devices (but with Magic) – PL 8 Attack +6 melee, +10 ranged; Unarmed Strike +2 (PL 4) Area Damage 8 (PL 8 ) Defense +8, Toughness +8 (PL 8 ) Without Magic (but with Devices) – PL 6 Attack +6 melee, +8 ranged; Unarmed Strike +2 (PL 4), Blast 3 (PL 6) Defense +6, Toughness +6 (PL 6 ) Without Magic or Devices – PL 4 (but PL 6 skills) Attack +6 melee, +10 ranged; Unarmed Strike +2 (PL 4 melee) Defense +6, Toughness +2 (PL 4)
  4. Archer II Power Level: 12 (built as PL 10; 203/229PP) Unspent Power Points: 26PP Trade-Offs: (Ranged Attacks) +4 Attack / -4 Damage, +4 Defense / -4 Toughness  In Brief: Rebellious hero trained by the original Archer, out to prove himself and his mentor as heroes to the world. Theme: Bleed - Divide Music Alternate Identity: Connor King (Secret) Birthplace: Southside, Freedom City Residence: Southside, Freedom City Base of Operations: Southside, Freedom City Occupation: Adventurer, Crime Fighter Affiliations: Ethan Keller (Archer I) Family: Rachel King (Mother, deceased), Fabian King (Father, deceased) Description: Age: 18 (DoB: 2001, May 4th) Gender: Male Ethnicity: Caucasian Height: 6' Weight: 190 lbs. Eyes: Blue Hair: Brown Connor is a young man with an athletic build and great shape, owing to his regular and intense training schedule. He has short brown hair, shaved in a buzzcut, and blue eyes. He will usually dress in jeans and t-shirts or tank tops, with little preference in color. As Archer II, Connor wears a form fitting dark red and white uniform, loosely based on the original Archer's. On his upper body he wears a primarily white jacket, with small red bracers on his wrists. The jacket's shoulder and a loose triangular pattern on his chest is dark red, ending just below his solar plexues. A light grey zipper runs from the neck and across the left side of his chest. He wears red pants, and a black utility belt with grey pockets. He wears red boots with white soles and front, and a thick white trim at the top, in a sort of T pattern. He completes the uniform with a dark red bandana with long clothes pieces hanging from the back of his head. Connor will usually wear a dark red quiver on his back, and uses a metallic bow. History: Connor King were born and raised in Southside, Freedom City, to Rachel and Fabian King. They were young parents, high school drop outs that tried to make their way on the street, often with little success. All their dreams of leaving Southside behind for a better life were continually thwarted: Not by others. Though they did their best to shield young Connor, and were, by all accounts, as good parents as they could be, it could not last. What started as addiction to prescription pain killers due to an accident spiraled into harder drugs, until, finally, the pair were killed for their stash. Connor, only 6 years old at the time, were sent into the foster care system. What followed was years spent going in and out of orphanages, moving from home to home, never staying long. Connor's own issues caused him to lash out, losing him many seemingly stable homes in the process. Finally, at age 11, he ran away, escaping back to Southside in Freedom City. He wanted revenge. Everyone he knew had failed him, so he would make it on his own. Falling in with a gang, more for survival and everything else, Connor had turned 12 by the time he was sent to steal a car. It was some security consultant that had been hired to protect a place they were trying to hit, and Connor was the distraction. Easy to do, easy to handle. Of course, Ethan Keller was no ordinary security consultant. Until he hang up his costume and bow after the Terminus Invasion of 1992, he had been known as Archer. For Ethan, history repeated itself, as he met Connor the very same way Bowman III had first met Ethan. As Connor struggled to escape, Ethan saw a kindred spirit, and a fire that had long been doused awakened in him. To Connor's initial protests, Ethan took him as a protege. All protests eventually stopped, as Ethan revealed his past and his goals for Connor. For the next six years, Connor King trained under Ethan Keller. Provided and cared for, the angry teenager slowly grew into a confident, if still angry, young man. It was hard work, but Connor grew quickly, as Ethan tutored him in not just the skills, but also the knowledge and ethics needed to become a true hero, learned from his own hard life. Based more on his own research and interpretation than anything Ethan taught him, Connor began to see the Archer as the underdog, as the hero that had stayed even when everyone had left, and yet had been left with a tarnished reputation. Aiming part of his anger at the heroes he felt had abandoned his mentor, Connor resolved to become the best, to prove that the Archer's methods worked, even as Ethan worked to reign back some of the more extreme ideas. In June 2019, the Archer appeared once again, prowling the streets of Freedom City. Personality & Motivation: Connor is a serious, stand offish young man. He is greatly distrustful of most authority, or those that he perceive to be authorities in some way. Supremely confident in his own abilities and methods, Connor will almost always believe that he knows best in any given situation, and even if he doesn't, he will try to act as if he does. His desire not to kill is fueled by the same feeling of superiority: Killing someone would be easier than the lengths he go to simply disabling them. If he's that good, then why would he need to kill? Connor has some anger issues, perhaps owing to the deaths of his parents and his time in the foster system, though he is far from a hothead, and will rarely fly off the handle. Connor displays a particular hate for drug and weapon dealers, which he has confirmed is due to the way his parents died. While simply taking revenge for his parents' murder was his initial reason for taking up the Archer mantle, Connor's mission has since evolved to protecting those in need and proving to the world that the Archer, both the original and himself, is a hero worth respect. Connor absolutely loves cats, owning three American Bobtails: Arthur, Alexander and Ajax. Powers & Tactics: When in a fight, Connor prefers to start off with an ambush, if at all possible, taking the necessary time to set up and stay hidden, before taking down as many targets at once before being discovered, usually focusing on disabling smaller, weaker targets first, before focusing on the more serious threats. Once discovered, he will fight openly, doing his best to stay at a distance from his foes, maintaining his advantage at a range. Power Descriptions: Everything Connor can do is the results of years of training and use of specialized equipment. He posses no super powers or anything of the like, though he is a master marksman with any weapon, even if he specializes in using a bow and assorted trick arrows, created either by Ethan Keller, the original Archer, or himself. He is constantly updating and upgrading his arsenal, giving him a varied number of responses to any given situation. Working together with his mentor, Connor has developed a style of movement in combat that makes it difficult to make out his exact position, based around near constant movement and attempting to predict enemy positions and actions. While not always succesful, Connor's training helps him evade many attacks, though it does little against those targeting him with senses other than sight. Complications: Secret Identity: So far, only the original Archer knows that Connor has taken up the mantle. Secret identities are, of course, known to be a source of trouble. Out Of Arrows: You can only bring so many arrows at once. Connor might run out of a particular type of arrow, making the related power unusable until he can restock, or maybe a lucky shot hits his quiver, forcing him to abandon it. Perhaps a strong enough knockback can cause the arrows to scatter even from the secured quiver, forcing Connor to pick them up again if he want to continue fighting Legacy of the Iron Age: The first Archer was a hero during the Iron Age, and in some ways, he became a symbol of what it represents. Some might remember him as a hero, others as someone barely better than the villains he fought. In any case, the legacy and memory of the first Archer can easily affect people's opinion of the new one. And who knows? Maybe the original Archer still has enemies out there. Rage Against the Machine: Connor has a problem with authority, whether it be policemen, teachers or established super heroes, like the Freedom League. Though he will work with established heroes if needed, Connor is likely to create a tense situation, be it ignoring orders due to a perceived slight or just by complaining about any problems he might have with the particular hero. Rule Number One: Despite the original Archer's brutal methods, the first rule he taught Connor was simple: Always save the civilians. If any civilians are in danger, Connor will always focus on saving them first, whether by getting them out of danger or disabling those targeting them. Outlaw Hero: Connor has taken his mentor's words to heart, and even if the police and other law enforcement agencies are not as corrupt as they were during the Iron Age. While Connor will not go out of his way to antagonize law enforcement, he also won't let them get in his way. Abilities: 6 + 10 + 12 + 2 + 6 + 4 = 40PP Strength: 16 (+3) Dexterity: 20 (+5) Constitution: 22 (+6) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 18 = 38PP Initiative: +13 (+5 Dex, +8 Improved Initiative) Attack: +10 Base, +10 Melee (+10 Base), +14 Ranged (+10 Base, +4 Attack Focus [Ranged]) Defense: +14 (+9 Base, +5 Dodge Focus), +5 Flat-Footed Grapple: +13 (+10 Attack, +3 Strength) Knockback: -3 (Toughness/2) Saving Throws: 4 + 6 + 7 = 17PP Toughness: +6 (+6 Con) Fortitude: +10 (+6 Con, +4) Reflex: +10 (+5 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 148 R = 37PP Acrobatics 15 (+20) Bluff 8 (+10) Concentration 7 (+10) Craft [Mechanical] 9 (+10) Drive 5 (+10) Gather Information 8 (+10) Intimidate 13 (+15) Investigate 5 (+6) Knowledge [Streetwise] 14 (+15) Knowledge [Tactics] 9 (+10) Medicine 2 (+5) Notice 12 (+15) Pilot 5 (+10) Search 14 (+15) Sense Motive 12 (+15) Stealth 10 (+15) Feats: 42PP Accurate Attack Acrobatic Bluff Attack Focus 4 [Ranged] Challenge 3 [Fast Acrobatic Bluff, Fast Taunt, Notice-Lip Reading] Benefit 1 [Mentor - Archer I - Can provide knowledge and tactics suggestions, potential knowledge, per GM's discretion] Defensive Attack Dodge Focus 5 Eagle Eyes [Visual Notice checks have range increment of 100 feet, instead of 10 feet. Equal to 1 rank of Super-Senses [Extended Vision]] Equipment 3 Evasion 2 Improved Aim Improved Critical 2 [Bow] Improved Initiative 2 Improved Ranged Disarm Luck 3 Move-By Action Power Attack Precise Shot 2 Quick Draw 2 Ranged Pin Takedown Attack Taunt Ultimate Effort [Ultimate Aim] Uncanny Dodge [Visual] Equipment: 3PP = 15EP Commlink [1EP] Flash Goggles [1EP] Mini-Tracer [1EP] Night Vision Goggles [1EP] Signal Flare [1EP] Sky-Bike (Vehicle; Flying Bike) [10EP] Powers: 4 + 21 + 4 = 29 PP Concealment 4 (Options: All Visual Senses; Flaws: Limited [Miss Chance Only]) [4PP] (Descriptors: Combat Training, Training) Device 7 (35DP Container; Flaws: Easy-To-Lose) [21PP] (Descriptors: Bow and Arrows, Technology) Arrows 7 (14DP Array; Feats: Alternate Power 12) [26DP] (Descriptors: All Arrow and Technology unless otherwise noted, with additional descriptors) BP: Blast 3 (Feats: Improved Range 2, Mighty 3, Split Attack, Variable Descriptor 1 [Bludgeoning, Piercing and Slashing damage type]) {14/14DP} (Descriptors: Standard Arrow, Bludgeoning/Piercing/Slashing Damage Type) AP: Blast 6 (Extras: Targeted Area [Cone]; Feats: Improved Range 2; Flaws: Range [Touch]) {14/14DP} (Descriptors: Hail of Arrows, Piercing Damage Type, Multiple Arrows) AP: Blast 6 (Feats: Improved Range 2; Extras: Area [General Burst]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Thermite Arrow, Ballistic Damage Type, Explosive, Thermite) AP: Damage 7 (Feats: Extended Reach (5 ft.), Improved Critical 2, Improved Pin, Improved Trip, Mighty, Stunning Attack) {14/14DP} (Descriptors: Bowsmack, Bow, Bludgeoning Damage Type, No Arrow descriptor) AP: Dazzle 6 (Visual Dazzle; Feats: Improved Range 2) {14/14DP} (Descriptors: Flashbang Arrow, Light) AP: Drain 6 (Drain Any One Save; Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Hypodermic Arrow, Pharmaceuticals, Needle) AP: Nauseate 6 (Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Vertigo Arrow, Sonic, Vertigo) AP: Obscure 5 (Options: Visual; Extras: Independent (+0); Feats: Improved Range 2, Slow Fade) (250 ft. range, 100-foot radius, Fades 1PP/minute) {13/14DP} (Descriptors: Smoke Arrow, Smoke) AP: Paralyze 6 (Feats: Improved Range 2; Extras: Alternate Save [Will], Range [Ranged]; Flaws: Sense-Dependent [Visual]) {14/14DP} (Descriptors: Strobe Light Arrow, Light, Hypnotic Pattern) AP: Snare 6 (Feats: Improved Range 2) {14/14DP} (Descriptors: Riot Foam Arrow, Rapidly hardening foam) AP: Stun 6 (Feats: Improved Range 2; Extras: Range [Ranged]; Flaws: Action [Full Round]) {14/14DP} (Descriptors: Stun Arrow, Electricity, Taser) AP: Super-Movement 2 (Options: Slow Fall, Swinging) [4DP] + Speed 2 (Flaws: Limited [Only Swinging]) [1DP] + Leaping 2 (Flaws: Limited [Only when started with a swing]) [1DP] {6/14DP} (Descriptors: Grappling Line Arrow, Grappling Hook, Swing Line) AP: Trip 6 (Feats: Improved Range, Improved Trip; Extras: Knockback) {14/14DP} (Descriptors: Bolas Arrow, Bolas) Arrow Add-Ons 3 (6DP Array; Feats: Alternate Power 3) [9DP] (Stacks with Arrows array, for powers with Arrow descriptor) (Descriptors: All Technology with additional descriptors) BP: Autofire Arrows 6 Adds (Extras: Autofire 1) to Arrows array {6/6DP} (Descriptors: Rapid Fire Arrows, Multiple Arrows) AP: Triggered Arrows 6 Adds (Feats: Triggered 2, Ricochet 2, Subtle 2) to Arrows array {6/6DP} (Descriptors: Setup Add-Ons, Timer, Proximity sensor, Remote trigger) AP: Penetrating Arrows 6 Adds (Extras: Penetrating) to Arrows array {6/6DP} (Descriptors: Shredder Arrowhead) AP: Area Arrows 6 Adds (Extras: Area [General Burst]) to Arrows array {6/6DP} (Descriptors: Increased Payload) Healing 4 (Extras: Action [Standard], Total; Flaws: Distracting, Personal, Temporary) [4PP] (Descriptors: Walk it Off, Training, Will Power) Drawbacks: (-0) + (-0) = -0PP DC Block Note that all arrows can have one of the extras Autofire, Penetrating, Area [General Burst] or the power feats Triggered 2, Ricochet 2 and Subtle 2 added, as long as it doesn't conflict with the power Name Range Save Effect Attack bonus/Other Unarmed Touch DC18 TOU (staged) Damage +10 Standard Arrow 300 ft. DC21 TOU (staged) Damage +14, Crit 18-20 Vertigo Arrow 300 ft. DC16 FORT (staged) Fail: Sickened >5: Nauseated >10: Helpless +14, Crit 18-20 Hail of Arrows 60-300 ft. cone DC21 TOU (staged) Damage +14, Crit 18-20 Bowsmack 5 ft. DC25 TOU (staged) Damage +10, Crit 18-20 Riot Foam Arrow 300 ft. DC16 REF (staged) Fail: Entangled >5: Bound/Helpless +14, Crit 18-20 Flashbang Arrow 300 ft. DC16 REF to avoid / DC16 FORT to remove Blinded +14, Crit 18-20 Stun Arrow 300 ft. DC16 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +14, Crit 18-20 Bolas Arrow 150 ft. DC16 worse of STR or DEX Tripped, Knockback +14, Crit 18-20 Strobe Light Arrow 300 ft. DC16 WILL (staged) Fail: Slowed >5: Paralyzed +14, Crit 18-20 Thermite Arrow 300 ft., 30 ft. radius area DC16 REF Reduce damage effect to DC18 Area DC21 TOU (staged) Damage Hypodermic Arrow 300 ft. DC16 FORT (staged) Drain one save (TOU/REF/FORT/WILL) +14, Crit 18-20 Totals: Abilities (40) + Combat (38) + Saving Throws (17) + Skills (37) + Feats (42) + Powers (29) - Drawbacks (0) = 203/229 Power Points
  5. Horrorshow Power Level: 10 (238/247PP) Unspent Power Points: 9PP Trade-Offs: None In Brief: Clayface, AS A HERO! Or Kamala Khan, as a Ukrainian-American boy. Identity: Secret Alternate Identity: Davyd “Dayv” Ocheret Palahniuk (pau-lah-nik) Birthplace: Freedom City, USA Legal Status: American citizen (minor) with no criminal record Base of Operations: Claremont Academy Residence: Claremont Academy Dorms, or his parent’s apartment (in Riverside) Occupation: High School Student Affiliations: Claremont Academy Family: Father (Vyacheslav), mother (Kateryna), grandmother (mother's mother, Oksana, aka babusya Ana), uncle (father's brother, Aleksandr, aka Uncle Sasha), all in Freedom City. Father's parents, did Yuriy & bahb Larysa, live in Ukraine. Age: 19 (Date of Birth: July 26th, 2002) Gender: Male Species: Human Mutate Height: 5 ft 9 in. (1.75m) Weight: 225 lbs. (102kg) Skin: Caucasian (variable) Hair: Dark Blonde/Light Brown (variable) Eyes: Gray (variable) When not actively using his metamorphic powers, Davyd appears as an unassuming young Eastern European/Russian male, with short dark blonde/light brown hair and gray eyes, usually in fairly simple but sturdy clothing. Thanks to his powers, he can look like anyone (or anything), though he has little experience in mimicry or infiltration. In combat, and if out of the public eyes -- that is, in someplace where he can terrify criminals without worrying about scaring civilians -- he adopts a more terrifying "War Form," which is about a foot taller, covered in sleek dark green insectoid carapace, with a lashing alligator tail, raptor’s claws on the hands and feet, and piranha fangs. When he alters his form, he can have the shift go smoothly (like Martian Manhunter in Justice League/Justice League Unlimited and or Miss Martian in Young Justice, or Mystique in the various X-Men cartoons and films), or do it in a more disturbing manner, with shredding flesh and audibly popping bones (like the Things in John Carpenter’s The Thing and the 2011 prequel). HISTORY Davyd Palahniuk had a fairly uneventful early life, the son of immigrants who had been moved to the States from the Ukraine in 1986, shortly after the Chernobyl disaster. Clever and imaginative but painfully shy, and able to effortlessly blend into crowds (actually an early subtle manifestation of his mutant powers), he preferred the company of books and movies -- especially horror and science fiction -- to that of other people. He had an unassuming time in school, with plans to become a secluded hermit of a writer, until he enrolled in Franklin D. Roosevelt High School’s theatre arts class (mainly because the girl he had a crush on was in there), which helped him come out of his shell and learn to appreciate being around people. He still preferred working behind the scenes, though, and his love of weird things translated into a knack with makeup effects and costume work. He had plans to study makeup effects, but couldn’t decide between Freedom City University (where some of his friends had already gone or were planning to go) or the Freedom School for the Arts (which offered a more intense program). One night, while on FCU campus, he heard screams coming from one of the biomedical engineering labs. He was on campus visiting friends and attending a late night monster movie marathon, and, still pumped from having seen normal human campers fighting off machete-wielding maniacs and oozing blob-monsters, Davyd rushed into the building, towards the screams. He found Fear-Master, terrorizing a group of grad students who had been working late on a project. His sudden appearance provided a distraction for the students, who tried to run, but Fear-Master recovered and leaped upon them. Frantic to get away, some of the students started hurling beakers and flasks at the fearmonger, but he managed to deflect most of them, and many instead hit Davyd. Through the cuts and scrapes caused by the shattering glassware (and one near-miss from a knife Fear-Master had hurled), over a dozen different serums -- experiments with stem cells and extracellular matrices, human and animal, intended to fix bone, regrow skin, and repair muscle -- entered his bloodstream, and rapidly spread to every cell in his body. Davyd’s body began to melt, and swell, distending into an amorphous horror that scared the students more than Fear-Master had, and captured the crazed musician’s perverse fascination, who wondered if he’d be able to get this new monster to work with him. But Davyd’s mind was still intact, so he picked up Fear-Master and slammed him about like a ragdoll. He then slithered out after the fleeing students, calling out to them that he was okay, that he meant them no harm, that he was a good guy -- but in his panic (and rearranging brain matter) he’d switched from English to Russian. "Ya khorosho" ("I'm good") sounds very much like "yeah, horrorshow" in English, and that’s the name the campus security used when the students reached them. After things were sorted out (and they realized Fear-Master had bolted), researchers were able to stabilize Davyd and give him some control over his form. Remembering the lessons from his parents who grew up in Soviet-dominated Ukraine -- the interdependence of humanity, and how those who possess much have a responsibility to give to those without -- he realized he could do much to help people, especially against the real monsters that plagued the world. Monsters like Fear-Master, who is still very interested in forcing Horrorshow to work with (or for) him, and SHADOW, who would very much like to study him and replicate his powers for their agents. Headmistress Summers soon approached Davyd, and offered him a place at Claremont Academy. PERSONALITY & MOTIVATION Davyd Palahniuk loves being a superhero, almost as much as he loves having superhuman powers. He rarely angsts over whether or not there’s more he could be doing, as he knows there are many other heroes out there who are also fighting the good fight. It does upset him that so many people who become gifted with powers seem to turn to villainy, showing the same selfishness that ruined his parent’s home country and caused it to be seen as so corrupt for so long. But he just keeps trying to do the best he can, stopping what criminals he can catch, saving whatever innocent he can reach, and (if able) taking time to entertain children with his powers. Since his powers make him so adaptable, he’s willing to take on any challenge, no matter how dangerous, if it means he can be of some help. Since gaining his powers and stopping a few criminals, his self-esteem has received a considerable boost. While still not interested in taking the spotlight, or sticking around afterwards to take credit or be interviewed, his confidence has grown. He’s also become an advocate for those bullied or oppressed for the way they look or for other body issues, including the transgender community. His experiences with them, as well as in taking on so many other forms, male and female, has also caused him to begin examining and questioning his own sexuality and gender identity. He has no particular romantic interests at the moment, though, focusing on his heroic work… and his school work. POWERS & TACTICS Were it not for the accident, Horrorshow’s mutant powers -- caused by his parent’s exposure to radiation from the Chernobyl disaster -- would have fully manifested in a year or two, and he’d be able to assume the appearance of any humanoid form, though not quite down to the genetic level. The accident supercharged these abilities, giving him almost total control over his shape and substance. He can’t assume energy or gaseous forms, or any form that involves moving parts or chemical reactions (he could become something that looked like a motorcycle, but it would have no moving parts), and he cannot greatly alter his density or opacity, but beyond that his form is limited largely by his imagination and personal preferences. He prefers sticking with purely organic forms, mixing and matching parts from anything in the animal kingdom, and forms inspired by all manner of horror movies and sci-fi television shows he’s seen. The one major drawback to his powers is that sometimes his body is too adaptable: effects that transform or otherwise involuntarily change his body are especially effective against him. He'd like to learn more subtler tricks like pheromones, adrenal alterations, or toxin secretions, but he's not (yet) knowledgeable enough to do that, which he intends to fix by enrolling in some biology and zoology courses. In combat, Horrorshow prefers to open with something spectacular, following his initial attack with an intimidating pose to terrify criminals into submission. (Or even opening with a Fearsome Presence or Startle, if able to catch them off-guard.) If straightforward attacks don’t cut it, he’ll go for more subtle tactics, trying to keep foes off-balance until he can work out a weakness. He's started taking some self-defense courses, and is working on adapting their lessons to create his own personal style of shapeshifter combat, which looks something like a cross between Aikido and professional wrestling. His powers are very similar to those of a Grue metamorph, something that the ArcheTech scientists noticed when they were called in to help stabilize him. In fact, they found that part of Davyd’s genetic structure has had Grue genetic material grated to it, though this has not yet been shared with him. They theorize that at least one of the researchers at that FCU laboratory had gotten hold of some Grue biological material (perhaps taken from Roswell) for use in their regeneration experiments, which may be why Dayv got powers instead of a messy death. CAMPAIGN USE/ROLE Horrorshow is an all-purpose shapechanger, a solid jack-of-all-trade "backup" character able to fill most roles but nowhere near as good as a dedicated character. He can be a Brick, a Martial Artist, a Speedster, an infiltrator, a 'face,' and more, but he's there to support, not overshadow. (He could hypothetically be an ersatz Mentalist, with behavior-altering pheromones or touch-range Mental powers -- meshing his nervous system with another's -- but he’s avoiding the latter out of fear of damage to his own mind and also because it’s gross.) He still prefers to work off-stage rather than center stage, so is more than willing to let others take the limelight (as long as his contributions don’t go unacknowledged -- he does have some pride). How the FCU researcher got their hands on Grue biological samples -- and if there are more such samples in other laboratories -- could be an interesting mystery (and source for more superhumans!). COMPLICATIONS Bad Powers, Good People / Lovecraftian Superpower: Davyd has a good and kind heart, and would never dream of harming anyone who didn’t thoroughly deserve it. He loves using his powers to entertain and thrill people as much as he does using them to spook criminals. But given what Freedom City had gone through with shapeshifters -- both from the Grue and things like ArchEvil -- some people may react in an extremely negative way to him when they see him using his abilities. The GM may give him a Hero Point if someone reacts negatively upon witnessing his transformation, such as fleeing from him, trying to drive him off, and/or attacking him. Enemy (Fear-Master): Melvin Blume still hasn't forgotten the boy who spurned him. He feels Horrorshow would be a perfect accomplice, or, failing that, an unwitting pawn. The GM can give him a Hero Point in exchange for Fear-Master or his minions attacking or otherwise disrupting him at the worst possible times. Involuntary Shapeshifting: While Davyd is capable of transforming in a controlled fashion, and usually turns into what he intends to, his powers also occasionally activate without his conscious input. If talking or hanging out with someone for an extended period, his appearance may subtly shift to become more like theirs. If interacting with someone he really likes, his body may shift to become more like what he believes they would find most attractive. When his attention wanders, one eye might start roaming around his head. When hungry, one of his limbs may sprout a serpentine head and stretch out looking for something to eat. A concentration skill check can usually get these mainfestations under control, once he’s made aware of them, though not always right away. The GM can give him a Hero Point if his involuntary shifting causes a severe breach of etiquette or otherwise makes others uncomfortable, which could result in a penalty to (or automatically failing) certain interaction skill checks. Obligations (Family): If Davyd’s family calls for his help, he'll drop everything and run to their aid. The GM can give him a Hero Point in exchange for having them request his aid at the worst possible times. Secret (Identity): Davyd has a loving local family, and any adversaries who learned about his double life could threaten or harm them. ----------------------- ABILITIES: 4 + 8 + 8 + 2 + 8 + 8 = 38PP Strength: 26/20/14 (+8/+5/+2); Lifting STR 41 as "Chitinous Horror" Dexterity: 18 (+4) Constitution: 26/18 (+8/+4) Intelligence: 12 (+1) Wisdom: 18 (+4) Charisma: 28/18 (+9/+4) COMBAT: 8 + 8 = 16PP Initiative: +3 Attack: +10 Melee, +4 Ranged (+4 Base, Attack Focus [Melee] +6) Grapple: +21 if "Chitinous" or "Amorphous", +15 if Morphed Defense: +10 (+4 Base, +6/+2 Dodge Focus), +2 Flat-Footed Knockback: -9 vs. Physical & -5 vs. Energy in “Chitinous Horror” form (-8 / -4 if flat-footed); -7 vs. Physical & -5 vs. Energy if Morphed or in "Amorphous Horror" form ( -6 / -4 if flat-footed) ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Unarmed, Chitinous Horror Touch DC 23 Toughness (Staged) Damage (Physical) Strikes (crit 18-20) Touch DC 25 Toughness (Staged) Damage (Physical) Mind Reading Touch DC 20 Will Mind Read SAVING THROWS: 0 + 0 + 0 = 0PP Toughness: +10 (+10/+6 Con; Impervious 10 vs. Physical in "Chitinous Horror" form) Fortitude: +10 (+10/+6 Con, +0) Reflex: +8 (+4 Dex, +0, +4 Enhanced Save) Will: +8 (+3 Wis, +0, +4 Enhanced Save) SKILLS: 156R = 39PP Acrobatics 11 (+15) SM Bluff 11 (+15, +20 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) SM [D,F,T] Concentration 11 (+15) 2nd Chance Diplomacy 11 (+15, +20 w/ Enhanced CHA) SM [Fascinate] Disguise 11 (+15, +20 w/ Enhanced CHA; +30 more w/ Morph, +10 more w/ Shapeshifting) Gather Information 11 (+15, +20 w/ Enhanced CHA) SM, Well-Informed Intimidate 11 (+15, +20 w/ Enhanced CHA) SM, Startle Knowledge (Current Events) 9 (+10) Knowledge (Life Science) 9 (+10) Knowledge (Popular Culture) 9 (+10) Language 3 (English, GalStandard, Russian, Ukrainian [native]) Notice 11 (+15) SM Perform (Acting) 5 (+9, +14 w/ Enhanced CHA; +10 more to imitate sounds when Shapechanged) Sense Motive 11 (+15) SM Stealth 11 (+15) HiPS, SM Survival 11 (+15) FEATS: 33PP Accurate Attack All-Out Attack Ambidextrous Attack Focus (Melee) 6 Benefit (Danger News Network Access) Connected Defensive Attack Defensive Roll Dodge Focus 2 Hide in Plain Sight Improved Grab Improved Grapple Improved Pin Improved Throw Interpose Jack-of-All-Trades Move-By Action Power Attack Second Chance (Concentration) Set-Up Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Gather Information, Intimidate, Notice, Sense Motive, Stealth) Startle Teamwork 3 Well-Informed Enhanced Feats Challenge (Bluff/Taunt as a Move action) (from "Shapechanger") Distract (Bluff) (from "Shapechanger") Dodge Focus 4 (to 6 total) (from "Fluid Fighter") Fascinate 2 (Bluff, Diplomacy) (from "Shapechanger") Taunt (from "Shapechanger") Uncanny dodge (Mental) (fro "Psychic Peril Perception") POWERS: 2 + 10 + 8 + 4 + 8 + 6 + 2 + 9 + 12 + 2 + 28 + 2 + 20 + 2 = 115PP (Descriptors: Alien [Grue], Genetic/Mutant, Shapeshifting) Comprehend 1 (languages [speak any one at a time]) [2PP] Enhanced Charisma 10 ("Grue-some Presence"; to 28/+9) [10PP] Enhanced Constitution 8 ("Grue-some resilience"; to 30/+10) [8PP] Enhanced Feats 4 ("fluid fighter"; Dodge Focus 4) [4PP] Enhanced Saves 8 (“Grue-some Resilience”; Reflex +4, Will +4) [8PP] Enhanced Strength 6 ("Grue-some strrngth"; to 18/+4) [6PP] Features 2 (Audiovisual Recording Implant [cybernetic], Internal Compartment [light load at Str 20 = 133 lbs.]) [2PP] Grue-some Awareness 4 (8 points; PF: Alternate Power) [9PP] BE: Comprehend 4 (animals 2, languages 2 [to languages 3: speak all at once, understand all]) {8/8} AP: Mind Reading 10 (Extra: Sensory Link; Flaws: Range 2 [Touch]; PFs: Insidious, Subtle) {7/8} Immunity 12 ("adaptive physiology"; Critical Hits, Life Support, Starvation & Thirst) [12PP] Impervious Toughness 4 ("Grue-some Resilience"; Flaw: Limited [Only vs. Physical]) [2PP] Metamorph 13 (26 points; PFs: Alternate Power 2) [28PP] BE: Enhanced Feats 5 (Challenge [Bluff/Taunt as a Move Action], Distract [Bluff], Fascinate [Bluff], Fascinate [Diplomacy], Taunt) {5} + Feature 1 (Mimicry) {1} + Morph 6 (any form, +30 Disguise; PFs: Covers Scent, Precise) {20) {5+1+20=26/26} (“Shapechanger”) AP: Enhanced Strength 6 (to 24/+7) {6} + Impervious Toughness 4 (Flaw: Limited [Only vs. Physical]) {2} + Leaping 1 (x2; running long jump 36 ft., standing long jump 18 ft., high/vertical jump 9 ft.) {1} + Speed 2 (25 mph/250 feet per round) {2} + Strike 2 (claws & fangs & tail; PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {6} + Super-STR 3 (+15; effective STR 39) {6} {6+2+1+2+6+6=23/26} (“Chitinous Horror form”) AP: Additional Limbs 3 (+5 limbs) {3} + Elongation 3 (25 feet) {3} + Insubstantial 1 (liquid) {5} + Strike 5 (lashing tentacles; PFs: Improved Critical 2 [18-20], Mighty, Variable Descriptor [bludgeoning/piercing/slashing]) {9} + Super-Movement 2 (slithering, wall-crawling) {4} + Super-Senses 2 (radius for all vision) {2} {3+3+5+9+4+2=26/26} (“Amorphous Horror form”) Regeneration 1 (reassembly; Disabled 1 [5 hours]; PF: Regrowth) [2PP] Shapeshift 2 (Free action, Continuous duration, physical traits, 10 points; Extras: Action [Free]. Duration [Continuous]) [20PP] Default Configuration Leaping 2 (total Leaping 3 in Chitinous Horror form) [2] Speed 3 (total Speed 5 in Chitinous Horror form) [3] Super-Movement 1 (wall-crawling 1; total Wall-Crawling 2 in Amorphous Horror form) [2] Super-Senses 3 (low-light vision, scent, ultra-hearing) [3] Super-Senses 2 (“psychic peril perception”; danger sense [mental], uncanny dodge [mental]) [2PP] DRAWBACKS: -3PP Vulnerability (Effects from Transforms and other attacks that involuntarily change his shape or form; Frequency: Uncommon; Intensity: Major [x2]) [3PP] TOTALS Abilities (38) + Combat (16) + Saving Throws (0) + Skills (39) + Feats (33) + Powers (115) - Drawbacks (3) = 238/247 Power Points Miscellaneous Notes The name of DC’s first Clayface, Basil Karlo, is a reference to actors Philip St. John Basil Rathbone and Boris Karloff (who was born William Henry Pratt). Horrorshow’s real name, Davyd Ocheret Palahniuk, references David Cronenberg, Lon Chaney Sr. and Jr. (“Chaney” derives from a word meaning “reed,” so does “Ocheret”), and Jack Palance (born Volodymyr Palahniuk). It also works out to be a reference to Chuck Palahniuk, author of Fight Club. Combat By Form When using Chitinous Horror Form: Attack +10 melee, +4 ranged Strikes +10 (crit 18-20) Grapple +21 Defense +10 (+2 flat-footed) Knockback -9 vs. physical, -5 vs. energy; -8 / -4 flat-footed Toughness +10 (+8 flat-footed; Imp 8 vs. Physical) Fort +8, Ref +8, Will +8 Lifting STR 41 (light load 2,448 lbs. [1.224 tons], medium load 4,896 lbs. [2.448 tons], heavy load 7,360 lbs. [3.68 tons], maximum load 14,720 lbs. [7.36 tons], push/drag 36,800 lbs. [18.4 tons]) [PL 10 offense, PL 10 defense] When using Amorphous Horror Form: Attack +10 melee, +4 ranged Strikes +10 Grapple +21 Defense +10 (+2 flat-footed) Knockback -7 vs. physical, -5 vs. energy; -6 / -4 flat-footed Toughness +10 (+8 flat-footed; Imp 4 vs. Physical) Fort +8, Ref +8, Will +8 Lifting STR 20 (light load 133 lbs., medium load 266 lbs., heavy load 400 lbs., maximum load 800 lbs., push/drag 1 ton) [PL 10 offense, PL 10 defense] When Morphed: Attack +10 melee, +4 ranged Grapple +15 Unarmed Strike +5 Defense +10 (+2 flat-footed) Knockback -7 vs. physical, -5 vs. energy; -6 / -4 flat-footed Toughness +10 (+8 flat-footed; Imp 4 vs. Physical) Fort +8, Ref +8, Will +8 Lifting STR 20 (light load 133 lbs., medium load 266 lbs., heavy load 400 lbs., maximum load 800 lbs., push/drag 1 ton) [PL 7.5 offense, PL 10 defense] When Powerless: Attack +10 melee, +4 ranged Grapple +12 Unarmed Strike +2 Defense +6 (+2 flat-footed) Knockback -3, -2 flat-footed Toughness +6 (+4 flat-footed) Fort +4, Ref +4, Will +4 Lifting STR 14 (light load 58 lbs., medium load 116 lbs., heavy load 175 lbs., maximum load 350 lbs., push/drag 875 lbs.). [PL 6 offense, PL 6 defense]
  6. In-Brief: Worf meets Cosmic Boy Character: Dirge Power Level: 11 (built as PL 10) Tradeoffs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 160/160 PP Unspent Points: 0 Identity: Public Alternate Identity: Kanemu of Herd Krallos, Son of Drugo, Son of Amani Birthplace: Ku'unum, AKA Harsaf-4, the 4th planet of the Harsaf star system, which was annexed by Admiral Iyatu for the Stellar Khanate in 2004. Legal Status: In the Lor Republic, a non-citizen permanent resident, granted refugee status and legal asylum. In the Stellar Khanate, a non-citizen fugitive, wanted dead or alive, with a state-sponsored bounty. Base of Operations: None. Operates throughout the Milky Way galaxy. Residence: None. Nomad. Occupation: Mercenary, Unskilled Laborer Affiliations: The Fryxus (extinct species) Family: Ghojma (Former nursemaid, adopted mother), Ghojma's husband and their biological children (Step-family), Biological parents, siblings, and extended family (all deceased) DESCRIPTION Age: 23 (Date of Birth: 1996) Gender: Male Species: Fryxus Height: 7ft (2.14m) Weight: 325 lbs. (147kg). Horns add another +30 lbs. (14kg), for 355 lbs. (161kg) total. Skin: Blue Hair: Blue Eyes: Orange, with horizontal rectangular pupils Kanemu is a humanoid ram with bright blue skin and fur who stands head and shoulders above most humans. His species evolved from even-toed ungulate herbivorous herd mammals similar to Earth's sheep, particularly the North American Bighorn. His facial features are a sort of halfway point between a human and a sheep. His nose and mouth area is snout-like. His nose is wide and angled downward. His eyes face forward like a human, instead of to the sides like a sheep. He wears his hair long and wild. His entire body is covered with a layer of soft, fine wool. His hands and feet are similar enough to those of humans that he has comparable manual dexterity and can wear shoes. Similar to Earth's sheep, with their two large toes on each foot, his hands have two large fingers and a thumb, while his feet have two large big toes. Like a sheep, he has long, pointed ears, which lay horizontally, unlike the vertical orientation of human ears. He has a small, vestigial tail, less than a foot long, covered in the same fur as the rest of him. It hangs down toward the ground. His loincloth usually obscures it. His head is adorned by a massive rack of curved horns. Like those of a ram, his horns have two layers, a living bone core surrounded by a keratin shell. The outer layer is basically compressed hair, and re-grows over time. The horns are so heavy they account for nearly ten percent of his body weight. As a strict herbivore, his teeth are all incisors and molars. He does not have any canine teeth. The front half of his mouth only has incisors on the bottom, with just a flat bony ridge above/opposite them. His blood, like his skin and fur, is also blue in color. As a side-effect of the electromagnetic energies his body generates, stores, and channels, it is warm to the touch, and when exposed to air, it glows softly. He wears a bright red belted loincloth, and nothing else. When his personal protective magnetic field is active, his body is surrounded by waves of multi-colored light similar to the Aurora Borealis of Earth. When he uses his magnetic power to control metal, globes of heat shimmer and refracted light in every color of the spectrum appear around his hands, and bolts of electricity arc up and down his arms. A similar aura may appear around the metal object he is manipulating. When he hurls bolts of lightning, they are twin bolts which spiral forth in a double-helix pattern. HISTORY The Fryxus were a race of fascist humanoid sheep who lived on Ku'unum, the fourth planet in the Harsaf star system, in the independent border territory between the Lor Republic and the Stellar Khanate. Several of the planets orbiting Harsaf were home to other sentient races, most of whom had progressed technologically to the level of routine interplanetary travel, but not yet interstellar travel. The Fryxus had evolved the ability to generate and control powerful electromagnetic fields, which gave them a significant military edge over their neighbors. They used this edge to repeatedly attack, plunder, and enslave those neighbors. After the Star-Khan's disastrous 1987 defeat at the hands of Daedalus and the Lor Republic, he spent years rebuilding his armies and his empire. By the early 2000s, he started to pick lopsided fights against inferior enemies, to regain the momentum of interstellar conquest. In 2003, he set his sights on the Harsaf system. He sent emissaries to Kuunum, offering to help them conquer the other planets in their system once and for all in exchange for submitting to the rule of the Khan. The Fryxus sent back a short reply, "Come and make us," punctuated with the heads of the emissaries. Furious, the Khan ordered Iyato, one of his greatest generals, to "Make an example of them." Within the year, she did. With their electromagnetic powers, a frontal assault on the Fryxus would have been extremely difficult, even for a technologically superior navy. The Fryxians could literally pull the Khan's battleships out of orbit and crash them into the ground, or into each other. Iyato found another way to break them. Through precise calculation and manipulation of celestial phenomena, she triggered a gamma ray burst from a black hole which scoured Kuunum of all atmosphere, oceans, and life, killing most of the Fryxus in one rotation of their planet, which was now a giant lump of charcoal. Iyato's fleet followed up with sustained orbital bombardment, and finally, she landed troops and siege equipment onto the planet surface. They obliterated every structure that was still standing, reversed every instance of civil engineering down to filling in the smallest irrigation ditches, and wiped away every sign that civilization had ever existed on Ku'unum. A minority of Fryxians were scattered about the other worlds of the Harsaf system, maintaining colonies they had established at gunpoint. But the people those guns were pointed at resented the Fryxus more than they did the Khanate. The other races of the Harsaf system accepted the Khan's rule and rose up against the Fryxian survivors. Fryxian culture was its own worst enemy when faced with a ruthlessly pragmatic enemy like Iyato. She exploited their tendency to value honor and glory over victory or survival, luring them into disadvantageous battles which quickly became massacres. Obsessed with their own supposed racial superiority, the Fryxus had kept detailed genealogical records, which Iyato's spies had obtained in the year leading up to her assault, and in his hands, those records became a most wanted list. Lucrative bounties were placed on all the Fryxus. Iyato's plan took a year to set up, but once executed, she reduced the Fryxian population from billions to fewer than a hundred in a matter of weeks. The few dozen who remained were far too few for a stable or sustainable breeding pool. The Fryxus were genetically incompatible with any other known species, a fact which they had taken pride in but which now assured their extinction. Most of the refugees, Fryxian and otherwise, who tried to flee the Harsaf system were intercepted by Iyato's blockade. Kanemu was only 8 years old when the Khan wiped out his people. His nursemaid, Ghojma, was not a Fryxian. She was a slave, like 90% of the population of Kuunum. Kanemu only survived because Ghojma looked at him and saw a child instead of her oppressors. She was one of many refugees who fled the Harsaf system, and one of the few who succeeded, smuggling Kanemu with her. Khanate ships eventually detected them and gave pursuit, and would have caught and destroyed their ship, had a certain Lor admiral with a renegade streak not violated her orders and flown her command carrier into neutral space to intercept and rescue them. The admiral in question was later demoted to captain, but also given commendations. The few surviving Harsaf refugees were given asylum and settled in Lor space. Ghojma continued to raise Kanemu as her own child. She married a Lor man and had children with him as well. Her new husband owned and operated a ranch, which created instant and lasting friction between him and Kanemu, since slaughtering livestock and eating meat were both taboo among the Fryxus, practices they had started wars to suppress among other races. When Ghojma and her new husband had children of their own, Kanemu felt even more out of place and in the way, despite Ghojma's best efforts. The quiet, peaceful life she created with her new family just didn't feel like home to Kanemu. For all he knew, he was the last of the Fryxus. He felt a duty to preserve their memory, and he couldn't do that on a farm. He started calling himself "Dirge," a mission statement as much as a name, and he left Ghojma behind to wander the galaxy in search of glory for his people. PERSONALITY & MOTIVATION Kanemu has accepted that his race is doomed to extinction, that he may already be the last of his kind. He has decided that, since they will not live on biologically, he must make them live on in song. Dying in battle was the highest honor any Fryxian could aspire to. Kanemu's goal is to die in the most glorious and heroic manner possible, so that tales of his death will endure in the myths and legends of other races after his has finally passed on. Having lived in exile since he was a child, he has as child's understanding of his people, seeing them only as brave heroes who fell against a more powerful foe. He lives by a personal code of honor which is adapted from a half-remembered, idealized version they never actually lived up to. He values courage, honesty, and strength. He keeps his word, pays his debts, and takes a straightforward approach to life. He revels in battle, and in battle, he seeks out the most powerful, "worthy" foes. Like the rest of his people, he does nothing half-way. He doesn't speak when he could shout. He doesn't open a door when he could kick it off its hinges. He relies on brute force, and if it doesn't work, then he assumes that he just wasn't using enough of it. The Fryxus were descended from herd animals, and their society was organized into "herds," analogous to "clans" in human cultures. While they fought for dominance among themselves as much as they fought with outsiders, their social bonds meant a great deal to them. Fryxians exchanged a great deal of physical affection to reinforce their social bonds. When they weren't head-butting each other, they were petting, licking, and cuddling. Kanemu feels starved for touch, and a great inner sorrow at his lack of a herd. But as much as he craves a new herd, he will be slow and cautious to accept one. POWERS & TACTICS Like all of his people, Dirge can perceive, generate, and control electricity and magnetic fields. He has a specially adapted lobe in his brain, and specialized glands and organs in his body, similar to those of Earth's electric eel, platypus, or cockroach, only many orders of magnitude more sensitive and powerful. This allows him to hurl bolts of lightning, and manipulate metal at a distance. He can lift, throw, rend or crush metal from a great distance as if he held it in his hands, and as if he had the strength of a god. He is not limited to ferrous metals; as a living electromagnet, he can use an electrical charge to magnetize even non-ferrous metals. He can use these powers to attack foes from unexpected directions, by sending metal projectiles flying at them from odd angles, conducting electricity through floors, walls, or ceilings before making it erupt into the air, or causing either metal projectiles or bolts of lightning to ricochet before hitting his foe. He can generate a magnetic field around his body powerful enough to repel even non-metal projectiles and energy blasts. He often gains enhanced mobility by standing upon a piece of metal and then using his power to hurl it through the air, carrying himself along for the ride. He can stick to metal structures, or buildings with metal frames, as if he were a spider, and he can change the matter state of a metal barrier from solid to liquid, allowing him to pass through it. There are countless other applications of his electromagnetic control, but Dirge, like his people, lacks the imagination to use them to their full potential. His belt buckle contains a generator which creates an environmental force field around him, specialized for operating in the vacuum of space (though it may also allow him to operate on certain hostile planets). When possible, he prefers to fly out into space and fight directly instead of from inside a ship. If Dirge is deprived of his electromagnetic powers, or the materials with which to use them, then he is still a 7ft tall beast-man with a reinforced skull and a rack of horns that accounts for 10% of his total body weight. Like Earth's sheep, his people have evolved reinforced muscles and bones in their head, neck, and shoulders, which protects them from concussive trauma. His skill in both marksmanship and hand-to-hand combat, while far from world-class, would assure him a place among the elite special forces of any mundane army or police force he deigned to join. COMPLICATIONS Accident: Dirge has more raw power than he does control over it. He's prone to overkill. The GM can give him a Hero Point and declare that the use of his power has created a new hazard which he must drop everything to deal with. Alternately, he may cause some sort of accident which acts as a Complication for another hero. Alien Catnip: Dirge doesn't know it yet, since they don't grow on his home planet, but beets (specifically, the beet root) have an effect on Fryxian physiology similar to that of psilocybin mushrooms or lysergic acid diethylamede on humans. If he consumes beet root, he will experience hours of intense visual hallucination, distorted perception of time (impairing reaction time and hand-eye coordination), and euphoria. The GM can give him a Hero Point if he consumes beets unexpectedly and this has an adverse effect on his performance in combat or other stressful situations. The specific penalties or conditions he suffers while under the influence are up to the GM. Always Chaotic Evil: None of the other races who had the misfortune of sharing the Harsaf system with the Fryxus liked being conquered by the Star-Khan, but they still considered it an improvement over their previous circumstances. As far as they're concerned, the Fryxus were monsters, and they'll tell anyone who'll listen. 90% of the population on Kuunum when it was destroyed were non-Fryxian slaves, innocent bystanders whose deaths are blamed as much on the Fryxus as on the Khan. The GM can give Dirge a Hero Point if he meets someone familiar with his race's true history, and that knowledge (be it firsthand or otherwise) causes them to react to him in an inconvenient or hostile manner. Asskicking Equals Authority: Disputes among the Fryxus were usually settled with head butts. The GM can give Dirge a Hero Point to force him to interpret another character's conduct as an insult or a challenge, which can lead to penalized or failed interaction skill checks, nonviolent situations turning violent, or other inconvenient outcomes. The GM may force him to make a Will save to resist the urge to retaliate against the perceived slight, or may simply dictate that he does retaliate. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince Dirge that he misinterpreted the situation, or that he needs to suck it up and move on. Honor Before Reason: Dirge's honor, and the reputation of his people, means more to him than his life. A glorious death is his ultimate goal. The GM can give him a Hero Point to force him to take a course of action which would be courageous, honest, straightforward, and glorious, but also foolish, rash, or suicidal. The GM may force him to make a Will save to resist the urge, or simply dictate that he gives in to it. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him otherwise. Jabba Table Manners: Like Earth's sheep, Fryxus are a ruminant species, which is a fancy way of saying that their digestion process involves eating their food, then vomiting it back up and eating it again. The GM can give Dirge a Hero Point when his biological needs run counter to the etiquette practiced by those around him or otherwise make them uncomfortable, which can, for example, give him a penalty to an interaction skill check, or cause him to fail it automatically. Alternately, this can be a Complication for another character, who will suffer a penalty or automatic failure to their check. Momma's Boy: Ghojma was his nursemaid throughout his childhood, and his surrogate mother after his people were wiped out. He only survived because she smuggled him out of Khanate space, at great personal risk. He would do just about anything for her. The GM can give Dirge a Hero Point and declare that Ghojma requires his aid at the worst possible time, or that her presence somehow makes a situation far less convenient than it would otherwise be. Motivated By Fear: A GM can give Dirge a Hero Point and suppress his Fearless feat if the fear effect in question plays on the one thing he does truly fear, failing to die a heroic enough death and leaving his people to fade into obscurity. Price On His Head: Dirge's very existence is illegal in the Stellar Khanate, and the Khan has a standing bounty on all remaining Fryxians. The GM can give him a Hero Point in exchange for bounty hunters showing up at the worst possible moment, or when his status as a fugitive makes travel through Khanate space difficult in some way. Straw Vegetarian: Eating meat is taboo in Dirge's culture. The GM can give him a Hero Point and force him to make an issue out of it when it would be more convenient not to, or at least force him to make a Will save to resist the urge. This can result in penalties to interaction skill checks, if not automatic failure, for himself and for others. It can also make situations turn violent when they would not have otherwise turned violent. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him to leave it alone. ABILITIES 8 + 0 + 14 + 0 + 0 + 2 = 24PP Strength: 22 (+6) (Heavy Load: 520 lbs.) Dexterity: 10 (+0) Constitution: 26 (+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 12 (+1) COMBAT 10 + 10 = 20PP Initiative: +0 (+0 Dex) Attack: +5 Grapple: +11 (+5 Melee Attack, +6 Str) Defense: +5, +3 Flat-Footed Knockback Resistance: 7/4 SAVING THROWS 0 + 5 + 8 = 13PP Toughness: +15/+8 (+8 Con, +7 Force Field) Fortitude: +8 (+8 Con, +0PP) Reflex: +5 (+0 Dex, +5PP) Will: +8 (+0 Wis, +8PP) SKILLS 28R = 7PP Climb 0 (+4) Concentration 5 (+5) Intimidation 4 (+5) Knowledge (Galactic Lore) 4 (+4) Knowledge (Physical Sciences) 4 (+4) Knowledge (Technology) 4 (+4) Languages 3 (Galstandard, Fryxian [Native], Lor, Zultasian) Perform (Oratory) 4 (+5) Swim 0 (+4) FEATS 5PP Fearless Interpose Luck 3 POWERS 91PP Device 3 (15PP Container [Passive, Permanent]; Flaws: Hard-To-Lose) [12PP] (Descriptors: Environmental Force Field Projector, Technology) Environment Control 1 (Light [Level 1]; Area: 5ft radius; Extras: Action [Move], Duration [Continuous], Linked [Features, Immunity]; Flaws: Range [Touch]) [2PP] (Descriptors: Environmental Force Field, Technology) Features 4 (Environmental Adaptation 4 [High-Gravity, Low-Gravity, Underwater, Zero-Gravity]; Extras: Linked [Environment Control, Immunity]) [4PP] Immunity 9 (Life Support; Extras: Duration [Continuous], Linked [Environment Control, Features]; Flaws: Action [Move]) [9PP] Electromagnetic Control 20 (40PP Array; Feats: Alternate Power 4) [45PP] (Descriptors: Alien, Electromagnetism) Base Power: [40PP] (Additional Descriptors: Magnetokinesis) Move Object 15 (Lifting Strength: 75, Heavy Load: 400 tons; Extras: Damaging [10 ranks], Range [Perception]; Flaws: Limited [Metal]) [40PP] Alternate Power: [39PP] (Additional Descriptors: Lightning Bolts, or Metal Projectiles and "Human Railgun") Blast 15 (Feats: Improved Range 4 [1 3,750ft Range Increment], Indirect 3, Progression [Max Range] 1 [3,750ft], Variable Descriptor [Energy and Electrical, or Physical and either Bludgeoning, Piercing, or Slashing]) [39PP] Alternate Power: [24 + 16 = 40PP] (Additional Descriptors: Electromagnetic Strike, Improvised Metal Weapons) Damage 9 (Extras: Linked [Trip]; Feats: Extended Reach [+5ft], Improved Critical 2 [18-20], Knockback 10 [Effective Damage 25], Mighty, Variable Descriptor [Energy and Electrical, or Magnetic Force-Propelled Metal Weapons and Bludgeoning, Piercing, and/or Slashing damage]) [24PP] Trip 15 (Extras: Knockback, Linked [Damage]; Flaws: Range [Touch]; Feats: Improved Throw) [16PP] Alternate Power: [40PP] (Additional Descriptors: Magnetokinesis, "Maximum Effort") Move Object 70 (Lifting Strength: 350, Heavy Load: 1.024 billion tons; Extras: Damaging [10 ranks], Range [Perception]; Flaws: Action [Full], Distracting, Limited [Metal]) [40PP] Alternate Power: [39PP] (Additional Descriptors: Magnetically-Reinforced Metal Bonds) Snare 15 (Feats: Improved Range 4 [1 3,750ft Range Increment], Indirect 3, Progression [Max Range] 1 [3,750ft], Reversible) [39PP] Alternate Power: [40PP] (Additional Descriptors: Shape Metal) Transform 10 (Metal; Mass: 1,000 lbs.; Extras: Duration [Continuous, Lasting], Range [Perception]; Flaws: Action [Full], Distracting) [40PP] Electromagnetic Movement 2.5 (5PP Array; Feats: Alternate Power) [6PP] (Descriptors: Alien, Electromagnetic Control) Base Power: [5PP] Flight 5 (250MPH, 2,500ft [1/2 mile] per Move Action; Flaws: Platform) [5PP] Alternate Power: [5PP] Super-Movement 5 (Permeate 3 [Full Speed]; Wall-Crawling 2 [Full Speed; Not flat-footed]; Flaws: Limited [Metal]) [5PP] Force Field 7 (Extras: Linked [Immunity]) [7PP] (Descriptors: Alien, Electromagnetic Control, Personal Magnetic Energy Field) Immunity 10 (Metal effects; Extras: Force Field [Free Action, Sustained Duration], Linked [Force Field]; Flaws: Limited [1/2 Effect]) [5PP] Fryxian Biology 2 (10PP Container [Passive, Permanent]; Feats: Innate) [11PP] (Descriptors: Alien Biology) Damage 2 (Feats: Mighty) [3PP] (Additional Descriptors: Head Butt, Horns) Features 1 (Insulating Fur) [1PP] Growth 2 (+4 Strength, +2 Constitution; Extras: Duration [Continuous]; Flaws: Permanent) [6PP] Super-Senses 5 (Electromagnetic Awareness [Electricity, Magnetism, and Metal]; Descriptor Frequency: Very Common; Sense Type: Radio, Default: Acute, Radius, Ranged; Extras: Accurate) [5PP] (Descriptors: Alien, Electromagnetic Sense) ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC21 Toughness (Staged) Damage (Physical) Horns Touch DC23 Toughness (Staged) Damage (Physical) Blast (Lightning Bolt) Ranged (3,750ft Max) DC30 Toughness (Staged) Damage (Energy*) Blast (Metal Projectiles) Ranged (3,750ft Max) DC30 Toughness (Staged) Damage (Physical*) Magnetokinesis Perception Grapple vs +30 (Staged) Pinned/Bound** Perception DC25 Toughness (Staged) Damage (Energy)** Thrown Object Throwing (Str 75) DC30 Toughness (Staged) Damage (Physical) Maximum Effort Perception Grapple vs +140 (Staged) Pinned/Bound** Perception DC25 Toughness (Staged) Damage (Energy)** Thrown Object, Max Effort Throwing (Str 350) DC30 Toughness (Staged) Damage (Physical) Shape Metal Perception DC20 Fortitude Transformed Snare Ranged (3,750ft Max) DC25 Reflex (Staged) Entangled/Bound Strike (Lightning) Touch DC30 Toughness (Staged) Damage (Energy)* Str/Dex*** vs +15 Prone Strike (Metal) Touch DC30 Toughness (Staged) Damage (Physical)* Str/Dex*** vs +15 Prone *Variable Descriptor. **Only affects Metal targets. ***Lower of the two. Abilities (24) + Combat (20) + Saving Throws (13) + Skills (7) + Feats (5) + Powers (91) - Drawbacks (0) = 160/160 Power Points
  7. Name: Crystal Gazer Power Level: 10/10 (156/170PP) Tradeoffs: None Unspent PP: 14 In Brief: Telepathic teen trying to escape her criminal family. Alternate Identity: Louise 'Lulu' Beaumont Identity: Secret Birthplace: Columbia, AL Occupation: Student Affiliations: Claremont Academy Family: Charlene Beaumont (mother), Darryl Beaumont (father), Kyle Beaumont (older brother), Caleb Beaumont (older brother), Bobby Beaumont (older brother), Megan Howell-Harrow and Robert Harrow (foster parents) Description: DOB: February 23, 2002 Gender: Female Height: 5' 6" Weight: 125 lbs. Eyes: Brown Hair: Red Lulu is a pretty girl from Alabama with pale skin, long red hair and dark brown eyes. She wears a lot of denim, mostly cutoffs in her favorite colors (pink and black), and she favors denim purses trimmed with studs or sequins. In terms of shoes, she has a large collection of pink sneakers and gym shoes, and she often wears girly baseball caps. She doesn't wear a lot of makeup, mostly just enhancing her lips and eyes. Claremont provided her with a rather bulky armored suit in response to her case worker's concerns about her safety; as a going away gift, her brother Bobby spray-painted it pink and black and spelled 'GAZER' across the back shoulders in sequins, like a football jersey. History: The Beaumont family has a somewhat checkered past back in Columbia, Alabama, with a history full of moonshine stills, reckless driving, and the occasional assault or petty theft. But those exploits are largely associated with the men of the family; the Beaumont women are known for something entirely different. Some call it ‘the gift’ and others ‘the sight’, but the red-headed women of this family all seem to have an eeriness to them. Harriet Beaumont predicted the 1935 Labor Day Hurricane, and Imogene Beaumont before her saw the Blocton Mine cave-in of 1895 clear as day. The fact of the matter is, very few of the Beaumonts have demonstrated the ‘true gift’, but that hasn't kept them from running a lucrative fortune-telling business for over forty years out of a rundown house just outside of town. On the night Lulu was born, a bolt of lightning struck a tree in their backyard, splitting it right down the middle, though there hadn't been a storm. Her father Darryl, an assistant manager at the local Piggly Wiggly who’d recently been fired for stealing steaks, declared nothing good would ever come of the girl, and seemed determined to prove his point. Darryl hounded her incessantly throughout her childhood, while showering undeserved praise on his delinquent sons Kyle and Caleb, both of whom were notorious in the Columbia area for drunken fights and making their own explosives. Only the Beaumont’s youngest son Bobby ever showed her any kindness, and they had always been close. However, once she began to show signs of the true sight at age ten, everything changed; suddenly Lulu was 'daddy's little girl’ as Darryl finally saw a way to use her to make money. With Lulu's unseen help, the fortune-telling business became very profitable, but her daddy didn't stop there. He forced his young daughter to extract credit card and banking information from their clients’ minds, threatening her or Bobby with physical harm if she didn't comply. They even pulled her out of school when she turned thirteen, supposedly to ‘homeschool’ her, but really it was to have her around the house so she could do more 'sneakin’ and peekin'’, and her studies suffered. One day when she was a fifteen, it finally came to a head; Darryl wanted her to enter the thoughts of woman who'd just lost her husband, and was looking to talk to his ‘spirit’, a scam they'd pulled before. But the woman had three children to feed, and her daddy wanted to rob her blind. When Lulu refused to steal her thoughts, Darryl moved to strike her, but then he suddenly stopped; Lulu had just discovered her mind control ability. To her father's horror, she forced him to drive them both to the local police station to confess to his crimes. However she couldn't maintain control forever, and a confession under coercion is not legally admissible. The revelations were enough for DCFS to step in, and when word of her story reached the headmaster of Claremont Academy, an offer was made to place her with a foster family in Freedom and enroll her in the academy, where she could obtain a proper education and learn to use her powers for good. She chose the heroic name 'Crystal-Gazer’ after the derogatory term her dad used to describe the family fortune-telling business. Personality & Motivation: Lulu is friendly and outgoing, though prone to long, thoughtful gazes, which usually means she's using one of her powers. She loves to find out other people's stories, but is fairly reluctant to share her own, as she is deeply ashamed of her family. Though she learned a lot of tricks and scams from her brothers, she detests swindlers of any kind, and will only use these skills for harmless pranks or to punish wrongdoing. Lulu is very powerful telepath, the sort that only comes around once or twice a generation, and she feels awful about how her family used her powers for criminal gain. She is particularly interested in exposing con artists and loan sharks, and any who would harm mothers or children. Powers & Tactics: Lulu can read minds, project her senses miles away, send thoughts to others and create impressive psychic illusions, including the ability to make herself invisible, though this does not fool devices like cameras or other surveillance equipment. She can also control minds, though she finds this power a little unsettling. As a more or less straight telepath who lacks any purely physical powers, Lulu has to get creative in a combat situation. She mostly relies on her illusions to confuse or frighten bad guys, though her ESP is excellent for recon. If things get really desperate, she will take over a thug's body, and shift the balance of power that way. Complications: "Ah’m sorry, ah didn't mean to pry.” Sometimes it's hard for Lulu to resist the urge to poke around other people's heads, even though she knows it's wrong. “Ah can't let them find me!” Lulu lives in terror of her family tracking her down in Freedom and trying to take her back home. “There's too many voices in mah head!” As a small town psychic in a big city, sometimes Lulu can get overwhelmed by all the telepathic ‘noise’ in the area. “Oh, ah didn't mean nothin’ by it!” Sometimes Lulu likes to play pranks on her friends with her powers; it isn't always well-received. “Ah dunno; it just gets really hard sometimes.” Lulu's been through a lot and is a long way from home, and misses her brother Bobby. Sometimes this can lead to depression and loneliness. Abilities: 0 + 2 + 4 + 4 + 10 + 10 = 30PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 8 + 10 = 18PP Initiative: +1 Attack: +4 Defense: +10 (+5 Base, +5 Dodge Focus) Grapple: +4 Knockback: -5 Saves: 3 + 4 + 5 = 12PP Toughness: +10 (+2 Con, +4 Defensive Roll, +4 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +5, (+1 Dex, +4) Will: +10 (+5 Wis, +5) Skills: 84R=21PP Bluff 15 (+20) Skill Mastery Concentration 15 (+20) Diplomacy 15 (+20) Skill Mastery Disable Device 4 (+5) Drive 4 (+5) Knowledge (Arcane Lore) 3 (+5) Knowledge (Civics) 1 (+3) Knowledge (Current Events) 1 (+3) Knowledge (Earth Science) 1 (+3) Knowledge (History) 1 (+3) Knowledge (Pop Culture) 1 (+3) Knowledge (Streetwise) 3 (+5) Notice 10 (+15) Skill Mastery Sense Motive 10 (+15) Skill Mastery Feats: 8PP Equipment 1 Fascinate (Bluff) Luck Second Chance (Concentration checks to maintain powers) Skill Mastery (Bluff, Diplomacy, Notice, Sense Motive) Trance Taunt Ultimate Save (Will) Equipment: 4 + 1 = 5EP Heavy armored suit: Protection 4 [4EP] Laptop: [1EP] Powers: 7 + 38 + 8 + 14 = 65PP (Descriptors: all psionic) Enhanced Feats 7 (Defensive Roll 2 and Dodge Focus 5) [7PP] (Telepathic) Psionics 16.5 (33PP Array, Feats: Alternate Power 5) [38PP] (Telepathic) BE: ESP 4 (Clairvoyance; Auditory + Visual Senses, 1 mile, DC 24 Notice; Extras: Action [Free], Duration [Sustained], No Conduit, Simultaneous; Feats: Fast Task 4 [Full Action to search 1-mile-diameter area], Subtle) {33/33} AP: Illusion 8 (All Senses; Extra: Duration [Sustained]; Flaw: Phantasm, Feat: Selective) {33/33} AP: Mind Control 10 (Domination; Extras: Conscious, Instant Command; Flaw: Action [Full]; Feats: Mental Link, Subtle) {32/33} AP: Stun 10 (Pain or Sleep; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Sedation, Subtle, Variable Descriptor [pain or sleep]) {33/33} AP: Mental Blast 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaw: Action [Full]; Feats: Subtle {31/33} AP: Mental Transform 8 (Alter Memories; Extras: Alternate Save [Will], Duration [Continuous]; Feats: Subtle) {33/33} Super-Senses 12 (Danger Sense [Mental], Mental Awareness 2 [Mental], Postcognition [Flaw: Uncontrolled], Precognition [Flaw: Uncontrolled], Uncanny Dodge [Mental]) [8PP] Telepathy 6 (12PP Array; Feats: Alternate Power 2) [14PP] (Telepathic) BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend]; Feats: Rapid 3 [x1000], Subtle) {8} + Comprehend 1 (Speak Any Language; Extras: Linked [Communication]) {2} =12/12} AP: Concealment 10 (All Senses, Flaw: Phantasm, Feats: Selective) {11/12} AP: Mind Reading 10 (Extras: Effortless, Mental, Flaw: Duration [Instant/Lasting]; Feats: Subtle) {11/12} Drawbacks: (-0) + (-0) = -0PP Totals: Abilities (30) + Combat (18) + Saving Throws (12) + Skills (21) + Feats (8) + Powers (67) - Drawbacks (0) = 156/170 Power Points DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage [Physical] Illusion Perception Check vs. Will Decieved Mind Control Perception Check vs. Will Controlled Stun Perception DC 20 Will Save Dazed/Stunned
  8. Black Rabbit Power Level: 10 (150/150) Unspent Power Points: 0 Trade-Offs: +5 Attack/-5 Damage In Brief: Ex-New Freedomite Teen Endowed with Ancestral Rabbit Totem Alternate Identity: Tom Rhodes (Secret) Birthplace: “Pella, Iowa.” (New Freedom, Antarctica) Residence: Claremont Academy, Freedom City Base of Operations: Claremont Academy Occupation: Claremont Student, Superhero-in-Training Affiliations: Claremont Academy, AEGIS Family: “Totally still alive back home in Iowa.” (Rebekkah Carter (Mother), Silver-Stag (Father), both presumed deceased.) Description: Age: 16 (DoB: April 17th, 2002) Apparent Age: Mid-Teens Gender: Male Ethnicity: Mixed New Freedomite/Native American Height: 5’8” Weight: 160 Lbs. Eyes: Brown Hair: Black Appearance: With warm, perpetually sun-kissed skin, dark wavy hair, cool brown eyes, an athletic build and natural boyish charm, Tom Rhodes is clearly blessed with both good genes and his parents’ borderline preternatural good looks. In another life, he might have made a fine model later in life, were it not for the multitude of scars dotting his body - each of which he’s devised a clever lie to conceal the truth behind. Old lacerations and pock marks are most common on his arms, back, and chest from training, while the tell-tale signs of a poorly healed burn is sorely present on his right shoulder. An extremely faint, short, almost wholly vertical scar lines his left cheek, while another has left a noticeable gap in his left brow. Aside from his physical looks, the way he carries himself is also noticeable under any kind of scrutiny. He moves with rhythmic purpose, a sort of precision and order that really starts to stand out the more kids you put him side-by-side with. Poor funding aside for such niceties, avoiding the fashion faux pas of Freedom City has been a challenge for Tom, and it clearly shows as his transition from an entire wardrobe consisting of militant greys to one that permits color (and other fabrics, even!) continues to ruin any chance of appearing cool, suave or even just well-dressed without the assistance of others. Typically, when left to his own devices, he prefers thrift store clothes in solid dark colors and practical denim with last years least fashionable tennis shoes. This is just a polite way of saying he dresses slightly better than some hobos - but only some. Generally speaking, Tom prefers to simply wear the Claremont uniform whenever possible. Though he’s not especially fond of the bright colors that it takes up, he does appreciate the sense of camaraderie and unity it instills; arguably the last remnant of respect he might have for his initial upbringing. He hasn’t made any personal amendments to it, aside from adopting a yellow-and-blue hood and domino mask to go along with it when he’s out and about fighting for his new home in Freedom City. History: Growing up in New Freedom under the regime of President Harper, Three-Winds was the latest in a long line of totemic champions, destined to follow in the footsteps of his grandparents and parents as peacekeepers against the enemies that took up residence both inside and outside of its walls. It was a childhood of conflicting educations: of both the Old Guard of Othello, the Old Ways of his people and the spirits they revered, but also of the brutal indoctrination initiated by Jade Harper and New Freedom’s newly-minted (and quickly escalating) cruel way of life. Striking a delicate balance between spiritualism and fascist militarism, Three-Winds was groomed by his parents for obedience and to further the cause Othello had started, bearing all the strengths and talents to make it within the swiftly changing regime. Even as a child he was a quick-witted, resourceful, and loyal follower of the New Freedomite way of life, and while his parents’ powers lead them towards careers of brutal pugilism and enforcement, the blessings of Rabbit that Three-Winds inherited from his totemic lineage lead him towards a more insidious path - that of the agent provocateur and infiltrator, ferreting out dissenters and would-be terrorists within New Freedom in the name of their Glorious Leader. Though a promising prodigy, his career took a drastic turn when Jade Harper was removed from power and her daughter, Leah Harper, assumed the presidency. Her transition wasn’t smooth, and as the years wore on, the first cracks in the foundations of loyalty instilled by her predecessors were beginning to form; cracks, unfortunately, the new President Harper detected. Among those questioning her conduct were Three-Winds’ parents; too close to the top, they were a liability she couldn’t afford to leave unchecked. And so, quietly, she arranged for a mishap to transpire overseas as she sent them on a mercenary operation to Central Africa. As predicted, they never returned. There was no eulogy for his parents; only a government statement given that the operation was a wash and they had been killed in action. But Three-Winds had grown suspicious. Though barely older than fourteen himself, he’d been trained to see through such facades; that, coupled with his growing angst and grief at the loss of his parents was enough to finally loosen the hold of New Freedom’s indoctrination form his mind. He set out on a dangerous mission to uncover the truth, finally deducing his suspicions were well-founded: Leah Harper had set the whole thing up as part of her reformation project to hand-pick her newest sets of agents and remove those already in place - including Three-Winds himself. Barely managing to escape New Freedom in the dead of night and under cover of a snowstorm, it was sheer luck that he was picked up by an AEGIS reconnaissance squad before the frigid clime of the Antarctic could claim him. Quietly extradited to the United States, he spilled his guts regarding everything he knew about New Freedom. In exchange, he was offered amnesty, and the chance to have a real life; one outside of the tyrannical grip of Supreme Glorious Leader Harper and her corrupt Inner Council. After a few years isolated in an AEGIS safe-house and subjected to mental rehabilitation and re-education, Three-Winds - now under the WITPRO alias of Tom Rhodes - was deemed fit for reintegration into American society, with special arrangements made to further his education given his unique talents. Highly-trained and harboring a magical spirit that granted him superhuman powers, there was really only one place suited for someone like Tom: Claremont Academy in Freedom City, where he would, with a little luck and a lot of determination, finally have the chance at a fresh start. Personality & Motivation: Cool and detached, but otherwise seemingly well-adjusted, Tom lacks the overt angst common among the standard breed of teenager, a trait alone which might raise suspicion as to his true origins. On the surface and within a community full of superheroes, this might be perfectly normal; until it falls under extensive scrutiny, anyway. There’s a palpable aloofness to him, an air of foreignness when compared to your typical American teenager that reeks of methodical training, complete with an eerie ability to remain organized and clean. Sure, he laughs at everyone’s bad jokes and makes quick, charmingly dry remarks from time to time in an attempt to fit in, but he’s never really there, and the harder one looks, the more obvious it starts to become that he's anything but garden variety, the occasional sign of militant training or coldly pragmatic rationale slipping through the cracks. If nothing else, the accent’s a dead giveaway for anyone even remotely familiar with the residents of New Freedom (which, Tom hopes, isn’t many at Claremont Academy!); there’s just something about it, a peculiar richness in the inflection that’s just off that screams “actually not from here,” despite his best endeavors to mask it and fit in with a society he’s only just started to experience first-hand. But Tom is trying. This is really the best thing that can be said about him. He really is doing the best he can to adapt to his new life in Freedom City and turn his training as an agent for a vile dictator into those of a genuine bonafide superhero, make friends, and generally be a normal teenager (albeit with superpowers). But it’s like walking on eggshells, constantly straddling what he'd been taught while trying his best to do what's right. It doesn't help that he’d known only what his extremely limited education about life outside of his homeland he was permitted, making things more than a little awkward at times as he tries to put his dangerous past behind him… well, mostly, anyway. It’s true that he yearns for a fresh start, but the pangs of vengeance still fester; a need to avenge the deaths of his parents a violent spark that at any moment could ignite the fuel that is his anger. He’s tried to make peace with their passing but has had only marginal luck, even with the assistance of Rabbit’s spirit trying to soothe and guide him emotionally. All in all, he wants to do the right thing, inspired by the patriotism of the American way of life and Freedom City’s unflappable pursuit to do good. But it’s going to take time to make the full transition - maybe a lot of time - and to put those demons to rest once and for all. Powers & Tactics: As a former agent-in-training for New Freedom’s vicious totalitarianistic government, Black Rabbit is surprisingly well-trained, capable of employing military-level martial arts and covert operations training alongside his bizarrely potent totemic rabbit powers to undermine criminals and villains with astounding efficacy. Though his powers are subtle and indirect in nature, Black Rabbit isn’t afraid to use them; quite the contrary, really, given that in New Freedom people with superpowers are the norm. Once subterfuge fails, he moves in with precision, focused on ending a fight as quickly and efficiently as possible. Black Rabbit prefers to utilize his astounding speed and agility to close the gap and get into close-quarters combat, wherein he can unleash debilitating holds, quick feints, and potent strikes to render foes unconscious. When push comes to shove and the dice fall out of favor, Black Rabbit relies on the his totem spirit and its ability to manipulate luck - for himself, for his team, and against his foes - in-order to skew victory in his favor, trusting in the spirit of Rabbit and the magical blessings it confers to protect him from harm. Power Descriptions: (All Powers Have the "Magic" Descriptor.) As the Black Rabbit, many of his powers lack the flair and flashiness of his superheroic counterparts. Despite being able to run and hop astounding distances, being endowed with super-hearing, armed with razor-sharp claws and teeth, a strange talent for manipulating luck, and the ability to kick bricks to smithereens, nothing outwardly obvious seems amiss about the current heir to the spirit of Rabbit. Under closer magical examination, however, things are a little more obvious. A warm, off-white aura surrounds the Black Rabbit; an extension of both his spiritual attunement and the envelopment of the spirit itself shrouding him in its protective nature in the shape of a rabbit upon more focused inspection. It serves as much as a metaphysical shield as it does an extension of Tom’s own will, its energies ebbing and flowing alongside the young totem’s emotions. While Rabbit’s spirit confers a number of physical boons, it’s the spirit’s unique ability to protect its inherited champion by twisting fortunes in their favor through subtle, normally unexplainable manipulations - chiefly by manipulating the physical world through the spiritual plane, such as invisibly nudging bullets off-course, reflexively fortifying Tom’s physique or talents to avoid danger, or causing well-timed mishaps that otherwise wouldn’t have happened at all. Channeled equally through sheer willpower and instinct, the aura grows brighter and more intense with each use until Rabbit’s luck-altering powers inevitably wane, leaving his aura dim and virtually colorless as it recedes back into Black Rabbit himself to recuperate. Complications: A Hive of Scum & Villainy (Prejudice): There’s a reason nobody talks about New Freedom, as it’s a blight on everything that the real Freedom City and the United States stand for. Some people might not take too kindly were they to learn that Tom is, in fact, from that horrible, despicable, not-very-good place. A Wolf in Kid’s Clothing (Age): Despite his maturity growing up under the brutal regime of Glorious Supreme President Leah Harper, he’s still by way of the United States legislature a minor. No booze, no admittance to certain places, and definitely subject to a curfew officers of the law will enforce when he’s not in-costume. Don’t Talk About My Parents (Temper): Under normal circumstances, Black Rabbit is an unflinching vanguard of immutable calm… riiiiight up until you talk about his parents. All bets are off after that. From New Freedom, With Love (Enemy): Black Rabbit is playing a very dangerous game as a defector, especially given the knowledge he took with him. Leah Harper and the rest of the New Freedom Council don’t take kindly to deserters, and should his presence be discovered, their retribution will undeniably be swift and ruthless. It’s a Secret to Everyone (Identity): As if keeping an alter-ego as the Black Rabbit wasn’t hard enough, Tom Rhodes is also under the WITPRO program and a defector from the dictatorship of New Freedom. Revealing this little factoid not only puts himself at risk, but also anyone who knows the truth should a New Freedom black ops hit squad come calling. Only AEGIS and a few key, highly-selective individuals know, and it’s best to keep it that way. Report to the Principal's Office Immediately (Responsibility): Part of Tom’s rehabilitation into normal society means going to school. While AEGIS was nice enough to foot the bill to get him in the door of Claremont Academy, it’s up to him to maintain that academic level of excellence and not just skip school to beat up bad guys on the regs (and on their dime!). Speak to Me, O Spirits! (Obsession): Until recently, there was only so much about his heritage and his spiritual connection that Tom was permitted to know. Now that he’s finally free from the grasp of New Freedom and its vile indoctrination tactics, he finally has the opportunity to reconnect with his Native American ancestry and uncover the mystical secrets of his birthright. Abilities: 10 + 14 + 12 + 0 + 4 + 6 = 46PP Strength: 20 (+5) Dexterity: 24 (+7) Constitution: 22 (+6) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+2) Combat: 10 + 10 = 20PP Initiative: +7 (+7 Dex) Attack: +5 Base, +15 Melee Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +20 Knockback: -5/-2 (w/o Defensive Roll 2) Saving Throws: 2 + 5 + 6 = 13PP Toughness: +10/+6 [w/o Defensive Roll 2] (+6 Con, +4 Defensive Roll 2) Fortitude: +8 (+6 Con, +2) Reflex: +12 (+7 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 64R = 16PP Acrobatics 3 (+10) Bluff 8 (+11/+15 Attractive) Skill Mastery Diplomacy 7 (+10/+14 Attractive) Disguise 7 (+10) Escape Artist 3 (+10) Gather Information 7 (+10) Intimidate 7 (+10) Notice 8 (+10) Skill Mastery Sense Motive 8 (+10) Skill Mastery Sleight of Hand 3 (+10) Stealth 3 (+10) Skill Mastery Feats: 30PP Attack Focus [Melee] 10 Attractive 1 Beginner’s Luck Chokehold Defensive Roll 2 Dodge Focus 5 Evasion Fast Challenge (Feint) Fearless Grappling Finesse Improved Grab Improved Grapple Improved Pin Power Attack Skill Mastery 1 [Bluff, Notice, Sense Motive, Stealth] Uncanny Dodge [Auditory] Powers: 4 + 4 + 11 + 6 = 25PP Enhanced Feats 4 (Ultimate Save [Fortitude, Reflex, Toughness, Will]) [4PP] - Mystical Resilience BE: Leaping 3 (Running Long Jump 150’, Standing Long Jump 75’, Vertical Jump 30’, Feats: Alternate Power 1) [4PP] - Bunny Hops AP: Speed 3 (50 MPH/500’) - Blistering Rabbit Speed Luck Control 2 (Affects Others, Force Reroll; Feats: Enhanced Luck 5) [11PP] - Rabbit's Luck Super-Senses 6 (Accurate Hearing, Danger Sense, Extended Hearing 2 [100’], Radius Hearing) [6PP] - Uncannily Acute Ears of the Rabbit DC Block ATTACK RANGE SAVE EFFECT Unarmed +15 Touch DC 20 Toughness Damage Totals: Abilities (46) + Combat (20) + Saving Throws (13) + Skills (16) + Feats (30) + Powers (25) - Drawbacks (0) = 150/150 Power Points
  9. Player Name: Electra Character Name: Chelone Power Level: 13 (built as PL 10; 191/221PP) Tradeoffs: Defense -5/Toughness +5 Unspent PP: 33 In Brief: Tortoise totem with timeliness troubles Alternate Identity: Danica Holmes Identity: Secret Birthplace: Albuquerque, NM Occupation: High School Student, Junior Avatar Affiliations: Tortoises, Claremont Academy Family: Stephanie Munson (mother), Arthur Holes (father) DOB: March 15, 1986 Gender: Female Height: 5’0 Weight: 140lbs unshelled, up to 12 tons if she’s feeling truculent Hair: Short, brown Eyes: Black Description: When she is in her most human disguise, Danica looks like a small, slightly stocky white teenage girl with brown hair in a chin-length bob and black eyes just wide enough to make her look perpetually surprised by the world. She likes acid-wash blue jeans and t-shirts for bands that were popular in the nineties and early aughts, and usually wears a huge LL Bean backpack with a camping frame small enough to accommodate her size. In her realest form, Danica’s skin takes on a slightly gray-green tinge too lively to be corpselike and her eyes get even wider, with the white part almost disappearing. She still looks human, but she is very tortoisey indeed. Much of her body is obscured by the large tortoise shell that covers her body from collarbones to thighs, a pale greeny-yellow on the front but with dramatic yellow striations on the black surface of the back. Although it looks quite sturdy and in a dangerous situation can become an impenetrable wall, most of the time the shell is surprisingly flexible to allow her a nearly full range of movement. History: Stephanie Munson loved tortoises more than anybody else. That was a fact. As a child, she became fascinated with the landbound species of order Chelonia, and would angrily correct anybody who tried to say she liked turtles. Turtles were all well and good, but they were not tortoises (at least not in American English!) Growing up in semi-rural Arizona gave her a chance to help the local college students track and monitor tortoise populations even as she absorbed the classes that would let her pursue the biological sciences herself. Through college and grad schools she scrimped, saved and fought to take research trips to the Galapagos islands for their giant tortoises and to India to see beautiful and endangered star tortoises in their natural habitat. She wrote papers, published articles, and worked with the leading lights in the field of tortoise research and conservation until she’d learned everything they knew. When it came time to pursue a romantic partner, she chose a fellow traveler, a handsome man named Arthur Holmes who just happened to be the head reptile keeper at the Albuquerque Zoological park. It was an excellent match amongst like-minded people who loved each other almost as much as they loved their studies. In a world of magic, passion is a powerful thing. Enough passion can shape the world, change lives, even draw the attention of unknowable forces. Since antiquity, humans have acknowledged the power of turtles and tortoises as agents of stability and wisdom, imbued with life force beyond the understanding of mortals. All of that is true in the way that all folklore has a heart of truth that is only strengthened by belief. At the juncture where life and passion and freefloating magic all meet, strange things can happen. Life can be created that is not the same as other lives. An avatar can be created. Not that Stephanie and Arthur knew any of that. All that they knew was that Stephanie’s pregnancy did not go at all as planned, that the fetus was lively but did not thrive, that even after adjusting forward the estimated date of conception several months past when Stephanie first suspected she was pregnant, the size-for-week was all wrong. Stephanie did know that she stopped counting the weeks after a full year had passed since the first pregnancy test and started wondering if this pregnancy would ever end. Normally no doctor worth their salt would let a pregnancy go so long out of fear for the mother, but Stephanie was healthy and the female fetus seemed healthy as well, just growing very, very slowly. They left the choice to her, and Stephanie chose to go on. And on, and on. It wasn’t a great time, but in March of 1986, a full year and a half after that first test, she gave birth to a perfect, healthy, beautiful baby girl just the right size for a newborn half her gestational age. After eighteen months of consulting baby name books, Danica Kameyo Izegbe Mirabella Holmes was probably lucky to not get even more names piled onto her tiny head. The strangeness of this baby did not stop with the delivery. Danica was an amiable baby, eating and sleeping like she should, alert within the limits of her fuzzy vision and hearing, not unduly fussy, but she began missing milestones almost right away. She gained only half a pound in the first month and grew only half an inch. By the time she was four months old, she was only beginning to reach for items above her head or push herself up on her arms, and she was still the size of a two-month old child. Stephanie and Arthur both took a break from their life-long passions to focus all their considerable analytical attention on what might be wrong with their beloved child. After exhausting all the local specialists and everything the Mayo Clinic in Arizona had to offer, they began widening their search. Finally in Southern California they encountered a shaman who said their daughter was special, that she was an avatar. An avatar of what, he could not say, he didn’t have the skill, but it was a clue at least. Cachet in the scientific community didn’t always translate across fields, but by using all their considerable connections they managed to land an interview with Adrian Eldritch, the Master Mage of Earth. They’d have gone to Freedom City if they had to, but instead Eldritch had shown up in their living room and spent almost twenty minutes playing with the year-old Danica, who was just starting to sit up and tolerate rice cereal. Eldritch confirmed that the shaman was right, that Danica was an avatar of an ancient, nameless tortoise spirit that had been looking for a way to manifest on earth. Worship, Eldritch had told them dryly, could take many forms, but it always made spirits stronger. Danica was growing so slowly because she was growing on a timeline much different from humans, not because she was sick or damaged. It wasn’t all bad news, he assured them. She would age very slowly her whole life, and likely live a very, very long time. Think of everything such a child would see! It took awhile for Stephanie and Arthur to sort out all the immediate responses to this, but one question came up very quickly: how would they take care of a child who wouldn’t be grown until they were old? If Danica continued at her current rate of growth, by the time she was ready for college both of them would be long since retired. Eldritch smiled a little and reported that the spirit had granted them a boon as well: as long as their daughter was a child, they would not age as humans did either. Only when she reached maturity would they go back to experiencing their normal lifespans. He couldn’t give them specifics beyond that rather vague wording, but it was something, at least. And at least they knew what was happening now. Eldritch finished by saying that it was entirely likely that Danica would develop some kind of magical abilities at some point, and they should definitely let him or his successor know. So Danica grew up, so very, very slowly as the decades passed around her. Her parents were not interested in spreading the word of her condition around, so they began moving around, first from daycare to daycare, then school district to school district. Danica legally had to be in school, despite the problems that would inevitably arise, so they did the best they could. It was fairly easy in the eighties and nineties to fudge a birthdate here and there, letting Danica enroll with children half her age but the exact same developmental stages. It was also easier in the eighties and nineties to avoid explaining to Danica why she never kept the same friends for more than a year or two, or why the people on the television shows looked different as the years passed. She was a bright and curious child who liked to read and garden, though she wasn’t much for playing outdoors because it took her such a long time to get anywhere. By the time she was fourteen, she started wanting to know why she was different from the other kids, why nobody ever stuck around, why she really didn’t look or act the same as other children her age. Her parents explained the basics of her situation to her in ways that a seven-year-old could understand. It made sense for her to make friends with much younger children because her years were twice as long as other children’s. The 2000s brought an era of electronic recordkeeping with it that made a lot of their previous strategies untenable. Danica turned eighteen in 2004, automatically aging her out of the public school system, so it didn’t make much sense to move around anymore. Stephanie and Arthur settled in and opened a tortoise and terrapin sanctuary in New Mexico and began a freewheeling sort of unschooling that worked well for a child who learned things just fine but took so much longer to mature. She made friends among the local kids, and for awhile it was almost like being normal, with best friends and sleepovers and talk about favorite cartoon shows and books. Inevitably, however, Danica’s friends grew up. By the time she was ten (more or less), her friends were twelve, and when she was emotionally eleven, they were fourteen and teenagers, heading into high school and no longer very interested in the things she liked. This was rather painful, but she did her best to make new friends, often with the younger siblings of her old friends. It wasn’t particularly successful, since now she was known in the neighborhood as the weird girl who liked baby stuff and wasn’t getting taller or starting her period or anything. When Danica was twenty-six, she was a little dismayed to find herself moving slower than ever. She could walk just fine, it was simply that she couldn’t walk fast. Even if she ran, she ran slowly, pedaled a bike slowly, rode a scooter slowly. It only became more apparent as her body got older and she still couldn’t keep up with other kids her apparent age. In retaliation for this (against who is unclear, perhaps just the world) she went through a brief tree-climbing phase where instead of moving forward, she just moved up instead. New Mexico isn’t known for its tall trees, but the neighborhood she lived in had a few good ones and she was able to get a good thirty feet up the one in her backyard, shinnying with knees and elbows, before she fell the whole way down right in front of her startled parents. The impact was jarring, but when she stood up she was completely unhurt and had a beautiful black and yellow shell covering torso and abdomen. The shell could be summoned and dismissed at will, usually appeared on its own if she felt threatened, and was big enough that she could tuck her limbs and head in for maximum protection. Unlike an actual tortoise’s shell, it appeared over her clothing and she could climb in and out of it if she really wanted to. Her parents were fascinated but baffled, and realized quickly that they were beyond their field of expertise. Another call to Adrian Eldritch put Stephanie and Arthur in touch with the Nicholson School, an elementary and middle-school program for children with exceptional abilities. It was all the way across the country in Freedom City, far from their homes and their work, but it sounded like exactly the thing Danica needed. They’d just spend a few years doing other things, that was all. The Holmes family packed up and moved into a little townhouse near the school and Danica began attending. Super school was a lot easier and more fun for Danica, who finally got to just tell other people about her aging issue instead of figuring out more and more creative lies, and it let her be around other kids who were at least as different as she was. They let her stay at Nicholson a little longer than usual, after all what’s a year or two among nigh-immortal friends, but eventually she turned thirty and had to start at Claremont. Her two freshman years there were difficult, as a growth spurt caused more of her magic to manifest in weird and body-changing ways, causing her to miss a fair bit of class and not get to spend much time around other students. She’s feeling much better now, though. Personality and Motivation: Danica is inquisitive, bright, friendly, and sheltered in ways that have nothing to do with her massive shell. She has lived more than three decades now but her emotional immaturity has meant the years do not sit heavy on her yet and she’s still very much a young teenager. She knows she was born for important things but has little idea what a tortoise avatar is supposed to do in the world, so for the moment she’s mostly trying to do good and make friends. Most of the friends she has made in her life so far have long since outgrown her, but she is always hopeful that this time things are going to be different. Powers and Tactics: Fighting is dangerous and everybody should always be encouraged to talk out their differences if at all possible! Chelone is a peacemaker, always ready to try and defuse a situation with diplomacy or mediation. If that fails, she will do her best to protect any vulnerable noncombatants, herself and her friends. If that fails, she has been known to bite pretty hard. Complications: Hero on the Half-Shell: Chelone can blend in with a crowd (and fit in crowded elevators, sit in chairs with backs, use a bathroom stall, etc) or she can be her heroic self, but she cannot do both. She can grow her shell even larger than normal to allow other people to come in if she likes, but she cannot use it effectively for defense if it is smaller than about the size of a 30-gallon tote or a small wading pool. This makes close-quarters fighting complicated. Little Turtle Girl: Danica ages at half the speed of normal humans, always has and always will, thanks to the tortoise essence inside her. Tortoises are also comparatively very slow to reach maturity, and some species do not lay eggs until they are fifty years old. Danica doesn’t know exactly when she’ll reach an age to be interested in that sort of thing, but it hasn’t happened yet. This makes it hard to relate to her more hormonal friends sometimes. Baby It’s Cold Outside: Danica is not quite cold-blooded, but she’s extremely sensitive to temperatures. Hot weather is great, she loves hot weather and barely sweats, but cold is no fun. Bundling up and keeping hot packs in her shell helps, but her preferred indoor temperature is upward of 80 degrees, if she can get it. PL: 10 (180) ABILITIES: 0 + -2 + 10 + 4 + 8 + 10 = 30 pp STR 10 (+0) DEX 8 (-1) CON 20 (+5) INT 14 (+2) WIS 18 (+4) CHA 20 (+5) COMBAT: 8 + 10 = 18 pp Init: -1 ATK: +4 (+10 Tortoise Power) DEF: +5 (+5 Base, +3 Flat-Footed) Grapple: +4 Knockback: -12/-5/-0 SAVES: 5 + 1 + 6 = 12 pp TOU +15 (+5 Con, +10 Protection, [10 Imp]) FORT +10 (+5 Con, +5) REF +0 (-1 Dex, +1) WILL +15/+10 (+4 Wis, +6) SKILLS 64R = 16PP Concentration 9 (+13) Diplomacy 15 (+20) Knowledge (Life Sciences) 8 (+10) Knowledge (Theology and Philosophy) 8 (+10) Medicine 6 (+10) Notice 6 (+10) Sense Motive 6 (+10) Survival 6 (+10) FEATS: 14 pp Attack Specialization: Tortoise Power 3 Beginner's Luck Benefit (Status [Turtle God's Champion]) Challenge (Combat Diplomacy) Distract (Diplomacy) Eidetic Memory Jack of all Trades Luck Ultimate Check 4 (Diplomacy, Fortitude, Toughness, Will) Enhanced Feats Luck Ultimate Toughness POWERS: 9 + 20 + 5 + 5 + 3 + 5 + 25 + 2 + 27 = 101PP Dimensional Pocket 1 (shell realm, Extra: Affects Self [+1], PF: Progression 6 [10K lbs]) [9PP] Emotion Control 5 (patience of the ages, Extra: Action 3 [Reaction], Area [Burst], Flaw: Limited [Calm], [Range 2 [Touch], PFs: Inspire 5, Subtle 1 [psionic]) [20PP] Enhanced Feat 1 (Ultimate Toughness, shell, Extra: Affects Only Others, Range [Perception] 3, PF: Luck) [5PP] Enhanced Will Save 5 (to +15) [5PP] Immunity 3 (aura of the tortoise, aging, environmental heat, starvation and thirst, Extra: Affects Others, Flaw: Limited [Half-Effect]) [3PP] Impervious Toughness 5 (shell) [5PP] Protection 10 (testudo, Extras: Impervious 5, Reflective 1 [melee], turtle power) [25PP] Super-Senses 2 (tortoise senses, Acute Scent, Low-Light Vision) [2PP] Tortoise Power Array 12 (24PP, PFs: Alternate Powers 3) [27PP] BE: Impervious Toughness 0 (Extras: Duration [Continuous], Reflective 1 [all ranged]) {20/24} AP: Create Object 10 (testudo 2.0; up to 10 10-ft. cubes, Lifting STR 50; Extra: Movable, Flaw: Range [Touch], PFs: Precise, Progression [10-ft. cubes], Selective, Subtle) (testudo 2.0) {24/24} AP: Damage 10 (spectral turtle bite!, Extra: Penetrating 6 [as DMG 16], PFs: Affects Insubstantial 2, Improved Crit [18-20], Indirect 2, Variable Descriptor 2 [any energy]) {24/24} AP: Impervious Toughness 10 (Extras: Affects Only Others, Duration [Continuous]) {20/24} DRAWBACK: 2PP Disability (2/3rds base movement speed; 20 ft per move action) [2PP] TOTALS abilities 30 + combat 18 + saves 12 + skills 16 + feats 14 + powers 101 - 2 = 191/221 pts
  10. Janus Danger Power Level: 10/12 (182/192PP) Unspent Power Points: 10PP Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness In Brief: Swashbuckling Scion with Something to Prove Catchphrase: Theme: Imagine Dragons - Thunder, Seanan McGuire - Earthquake Weather Alternate Identity: Janus Danger (Public, Prime), Prince Janus of Aruivia (Public, Freedom League Dimension Designation; Earth-O-Eldritch-2 (Allied), Local Designation: Fortuna) Birthplace: Wintershold, Capital of Aruivia. Residence: Claremont during the school year, Danger Manor when not in school or in Fortuna. Base of Operations: Claremont Occupation: Student Affiliations: Claremont, Danger Industries Family: Janus is the middle child of Queen Antigone of Aruivia and John Danger II. The Danger family tree grows more convoluted every year, especially with the predilection towards adventure that seems to run in the family. In Janus's case, it led to their father finding an entirely different dimension that he quickly found himself a destined hero in. Their immediate family remains in Fortuna but they visit the Prime-side relations at least a few times every year so they are reasonably close to their father's sister, Rachel, and the rest of the Danger diaspora. Description: Age: 16 Apparent Age: 16 Gender: presents masculine, uses they/them pronouns Ethnicity: Caucasian Height: 5' 10" Weight: 165 lbs Eyes: Violet Hair: White-blonde to rose-red ombre. Janus is lean and angular; fresh out being all legs and arms. They are definitely on the handsome end of the spectrum, with classic Danger good looks melding with the more exotic lines from their mother. Training and exercise has been part of their daily routine since they were old enough to toddle, so they have more balance and grace than a teenager fresh out of a growth spurt really ought to have and more muscle than might be guessed with their long, lean body. Janus dresses like something out of an early 1980s fantasy movie, a la David Bowie or perhaps like they are waiting to be called in for a Takarazuka Revue performance. It could look ridiculous but they wear it with the sort of casual confidence that kids of this world wear jeans and a cool jacket. Since migrating to Prime for schooling, Janus has pierced their ears several times, wearing silver hoops and studs to match the multitude of rings that they are rarely without. Over their right eye, Janus has a starburst shaped birthmark that has a silver-sheen. It glows along with their weapon when they draw out their soul sword. Janus dresses in high glam but masculine attire and is often wearing low heeled boots that add another couple of inches to their height. They are fond of Earth based cosmetics and often uses those to heighten and accentuate their already sharp cheekbones and striking eyes. History: During the mid 70s, Janus' father took his first trip to Fortuna, originally as a Freedom League affiliated envoy. John was already an experienced veteran of adventures but he found his true calling in helping restore Antigone to the thrown of Aruivia and, in time, they fell in love. Fortuna was significantly dissimilar from Earth. Although the magic of Fortuna fell more into the sword-and-sorcery arena than some of the more high-magic worlds, the dimension itself ran off the power of narratives. Stories have Power in Fortuna, as does belief. As the namesake and grandson of one of Prime's heroes, John brought that power with him to Fortuna, allowing him to form it into mystical weapons and armor. It was that power that he used to help Antigone and together, the two brought peace to the kingdom of Aruivia. Janus is the middle child of the couple. Their elder brother has their father's good looks and commanding presence, while he has their mother's sense of justice and compassion. As the crown prince, he's slated to take over the royal duties one day. Their younger sister embraces all that being a princess entails. Though still a child, she is kind and gracious and gifted with an emerging ability to forsee the future. Janus loves their siblings very much but as the middle, rebellious child, their place in Aruivia's story may take a darker bent as the narrative of the world presses on her to fit into expectations. It was with a heavy heart that their parents sent them to their father's relatives but it became clear that Janus's physical prowess was beginning to eclipse their older brother. They hope that free from the pressure of Fortuna, Janus can take their own path. Whether that will be the actual case, remains to be seen. Personality & Motivation: Janus is brash, bold and daring. They are both genuinely courageous and kind although they are often driven to prove their self. They think nothing of engaging in dramatics as its expected by the idiom of their native land. Despite often taking summers or vacations on Prime, they still retain a bit of a 'stranger in a strange land' vibe, especially as they make little to no effort to change their self to conform. Janus' primary motivation is to be true to their self, and find the Hero within. They wholeheartedly believe that their Soul Sword is a sign of their inner potential and that it is both their responsibility and their gift to bring it to its full potential. Unfortunately, this means that they can be both stubborn and defiant when dealing with any authority trying to push them to act outside their morals. Powers & Tactics: Janus' relies on their physical prowess. Trained to defend their self with sword and fist since they were young, they are skilled at hand to hand combat although they are most comfortable with a sword in their hand. They are a flashy fighter, in part because they have fought side by side most often with their brother who, as the heir to the throne, is more important. Janus has accompanied their father and brother on ogre hunting missions and the like since they were old enough to engage in live combat. Being as they are from the Danger family, that was definitely on the younger side. They are used to making them self a target to draw attention away; a tactic their sibling is not overly fond of. They have a natural gift for witty banter, one that has only grown since spending more time with their Danger relatives. In addition to being highly skilled, Janus can draw their soul sword from their breast if they deems the threat worthy of it. Eldritch armor covers their arm from shoulder to fingertip and a glowing blade forms in their hand, drawn from their own essence, providing them additional mystical protection and weaponry. Power Descriptions: Janus' world is one of magic; where the rules are proscribed by the power of tales and legends in the minds and hearts of the people. Their soul sword and the armor fluctuates depending on their sense of self, so as long as Janus' heart is pure, the magic glows silver-white and the manifestations are solid and strong. At the moment, their power covers their shoulder down to their fingertips in armor and manifests in a single blade. It is possible that they might make different energy constructs with time and practice. Should they change or falter, the magic will manifest differently. Complications: Oh Fortuna: Janus carries with them the power of their mother's world but that is a world with its own beliefs and structure. Those are rules they have to follow. Self-doubt or despair weakens their mystical abilities and, in moments of true crisis, could render them without those powers entirely. Fame: Although there are a lot of perks with taking on some of the face of Danger Media, sometimes being a public figure can cause real problems not only for Janus, but for those they call friends. Responsibilities: Not only does Janus have a title and public duties when they are home, but they are a member of the Danger family. Not only does that mean they inherits some of the considerable enemies that the family has made over the years, but it means that in addition to school, they have whatever responsibilities to their family and their businesses that might come up. You are late for your one o’clock meeting! As one of the family representatives of Danger International in Freedom City, Veronica and her cousin have been assigned a personal assistant, Prudence, who has the daunting task of trying to keep the two Danger cousins on schedule. Abilities: 10 + 10 + 8 + 4 + 4 + 14 = 50PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 24 (+7) Combat: 20 + 16 = 36PP Initiative: +5 Attack: +12 Melee, +10 Ranged Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +17 Knockback: -7 (The Shield) /-4 Saving Throws: 6 + 5 + 6 = 17PP Toughness: +8 (+4 Con, +4 [Defensive Roll]) Fortitude: +10 (+4 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 88R = 22PP Acrobatics 5 (+10)Skill Mastery Bluff 13 (+20)Skill Mastery Climb 5 (+10)Skill Mastery Diplomacy 8 (+15)Skill Mastery Disable Device 5 (+7)Skill Mastery Drive 5 (+10)Skill Mastery Gather Information 8 (+15)Skill Mastery Intimidate 8 (+15)Skill Mastery Language 4 (Fortuna (native), English, French, Dakanan, Greek) Notice 13 (+15)Skill Mastery Perform(Vocal) 4 (+11)Skill Mastery Pilot 2 (+7)Skill Mastery Survival 8 (+10)Skill Mastery Feats: 39 PP Ambidexterous Attack Focus (Melee) x 2 Beginner's Luck Eidetic Memory Fast Feint Fast Taunt Benefit (Security Clearance: Danger International, Fame, Wealth 2/Rich) [4] Danger Sense Defensive Roll x 2 Dodge Focus x 4 Equipment x 7 Improved Critical (Swords: 18-20) Jack of All Trades Luck x 3 Paralyzing Attack Skill Mastery x 3 Takedown Attack x 2 Taunt Equipment: 7PP = 35EP Sword (Damage 3, Feats: Precise, Mighty) [5EP] Danger-Cycle (Vehicle) [30EP] Size: Medium {0EP} Strength: 20 {2EP} Speed 6 (500 mph)/ Alt: Flight 3 (50 mph) {13EP} Defense: 10 {0EP} Toughness: +7 {2EP} Features: Alarm 2 (25DC), Autopilot, Communications(radio), Disguise, Ejector Seats, Hidden Compartments, Navigation System, Nitro Injectors, Oil Slick, Smoke Screen, Remote Control, Tire Inflators {13EP} Powers: 18 = 18PP (All Descriptors are magic, fate, dimensional and Fortuna. Her abilities come from the nature of her mother's dimension) Magic 9 (Soul Sword; Container) [18 PP] Damage 3 (The Sword; Extras: Penetrating, Affects Insubstantial; Power Feats: Mighty, Precise) {11 PP} Protection 0 (The Shield; Extras: Impervious 7; Duration: Sustained (+0) ) {7 PP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Sword Touch DC 23 Toughness Damage Soul Sword Touch DC 23 Toughness Damage Totals: Abilities (50) + Combat (36) + Saving Throws (17) + Skills (22) + Feats (39) + Powers (18) - Drawbacks (0) = 182/192 Power Points
  11. Veronica Danger Power Level: 10/12 (238/250PP) Trade-Offs: None Unspent Power Points: 12 In Brief: Globetrotting daughter of a family of explorers who picked up some magic along the way. Catchphrase: “Did I ever tell you about the time that…” Alternate Identity: Veronica Danger (Public) Birthplace: Nice, France Residence: Claremont during the school year. Danger Manor when not in school or off with her parents. Base of Operations: Claremont Occupation: Student Affiliation: Claremont; Danger International Family: Veronica is the oldest child of Rex Danger II and Jaqueline Giroux Danger. The Danger family tree grows more convoluted every year, especially with the predilection towards adventure that seems to run in the family. While Veronica’s parents are normally off in some far part of the world, they regularly visited Freedom City at least a few times every year (occasionally only once if they were in some very remote location), so Veronica had plenty of interaction with her many cousins and is close with those around her age. She is also reasonably close to her Aunt Rachel (her father’s sister). [Janus Danger] (cousin) Description: Age: 18 (August 2002) Apparent Age: 18 Gender: Female Ethnicity: Caucasian Height: 5’ 4” Weight: 115 lbs Eyes: Brown Hair: Brown Veronica has a slim build, as might be expected of someone who has spent her life being physically active. Her brown hair comes down to about the middle of her back and is usually in a ponytail to keep it tougher and out of the way. She generally dresses in cargo shorts or pants and solid color T-shirt over which she wears a button up shirt (khaki or olive drab), either long or short sleeve depending on the temperature. Her normal footwear of choice is well broken in hiking boots and thick socks. Veronica is rarely without her bronze colored amulet, which she wears on chain necklace. The amulet is covered in unusual writing and there are four empty oval sockets spaced around its surface, which could hold small gemstones. History: Veronica’s father is the second son of Rex Danger (Ace’s younger brother). Rex II took after his grand-father, travelling the world and exploring remote locals. While his aunt, and later sister, were busy handling the day to day operations of the family business, Rex was out there representing its interests in the field. It was during these travels that he met French archeologist Jaqueline Giroux on a Danger International sponsored excavation. It was not long before the two were married and began traveling the world together. After Jaqueline became pregnant with their first child, the pair settled briefly in Nice, France. It was there that Veronica was born, and after she was about a year old, her parents once again set off on their world spanning travels, taking Veronica with them. Over the years Veronica has searched for endangered gorillas in the jungles of central Africa, rode camels across the Sahara, explored lost temples in India, dove to submerged cities in the Aegean Sea, walked among the monuments of the pharaohs in Egypt, and climbed to remote villages in the Himalayas, among other adventures. From an early age, she began a habit of collecting small trinkets (like jewelry charms) from the various places she has visited. As one might expect, along the way she has learned a number of different skills and languages, in addition to being provide a more formal education by her parents. Recently, Veronica was at the Grand Bazaar in Istanbul, when she came across a small jewelry vendor on one of the back streets of the bazaar. Veronica’s attention was grabbed by a small circular amulet of what appeared to be bronze. It was a bit dirty and battered, but was covered with markings in a language she did not recognize. There were also four empty sockets that once appeared to have held gemstones. Despite the amulet’s poor appearing condition, Veronica bought it and took it home to add to her collection of trinkets. It was not long after this that Veronica began to realize she was able to sense magical energy in both the amulet and the other charms she had collected over her life. She was able to learn that the amulet she had purchased provided her with a variety of protective magic. She also determined that the small charms she had collected each contained a small spark of magic, which she has been able to figure out how to link together to create a number of magical effects. When Veronica went back to the Grand Bazaar to try to learn more about the amulet from the street vendor, she was unable to locate the man, finding the location she knew his stall had been at, but there was no sign of the stall’s presence. After the appearance of these new abilities, her parents decided it might be best to send Veronica to Freedom City to attend Claremont Academy. They also felt it might be good for the girl to spend a bit of time among peers her own age. The fact her cousin Janus was going to be starting at Claremont as well made the decision even easier. Personality & Motivation: Veronica is pretty much what one would expect of a Danger: adventurous, inquisitive and daring. She loves exploring new places and seeing new things, and if she could be one of the first to see it, so much the better! But she also has embraced the spirit of her family’s humanitarian efforts, wanting to help those in distress and improve the lives of all. Now that she has discovered her magical abilities and her unusual amulet, she wants to learn more about them. Powers & Tactics Veronica has learned a lot about her powers over the past couple of years, especially during a trip to another dimension at the start of the Summer before her Senior year where she was cut off from the trinkets she had believed were magical. She has now learned that the magic was always within herself and the trinkets were just a focus, which she no longer needs. Her abilities have become somewhat more fixed, but she still has some ability to use her magic in more creative ways. Her magical sight provides her considerable details about anything magical she studies, and it is difficult for anything magical to be hidden from her sight. Over the past couple of years she has also located two of the gems that were part of the amulet that came into her possession in Istanbul, adding new abilities to the protective magic the amulet already possessed. Complications: What’s over that hill? Like many members of her family, Veronica constantly feels the urge to explore any unknown place and solve new mysteries. Unfortunately this often results in her getting into things she probably should not and being too nosey, particularly in a place like Claremont, where many students have things they would rather keep secret, Fame: Although there are a lot of perks with taking on some of the face of Danger Media, sometimes being a public figure can cause real problems not only for Veronica, but those whom she calls friends. Responsibilities: As a member of the Danger family, Veronica has not only inherited some of the considerable enemies that the family has made over the years, but she also, in addition to school, has whatever responsibilities to her family or their business that might come up. Ancient Artifact: Veronica’s amulet is in fact an ancient magical artifact, reduced in power due the removal of the gemstones that once were part of it. There may be those that are searching for the amulet for their own purposes. Just fell into my lap: The amulet ended up in Veronica’s possession under some mysterious circumstances. There may be more to this than just happenstance. ABILITIES 4 + 10 + 6 + 10 + 10 + 10 = 50 Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 16 (+3) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 20 (+5) COMBAT 12 + 10 = 22 Initiative: +9 Attack +6; +7 Ranged Defense: +10 (+5 base, +3 Enhanced, +2 Dodge Focus); +4 flat-footed Grapple: +8 Knockback: -5/-4 flat-footed SAVING THROWS 4 + 4 + 4 = 12 Toughness: +10 (+3 Con; +5 Protection; +2 Defensive Roll) Fortitude: +7/+10 (+3 Con, +4; +3 Enhanced) Reflex: +9/+11 (+5 Dex, +4; +2 Enhanced) Will: +9/+13 (+5 Wis, +4; +4 Enhanced) SKILLS 116 Ranks/ 29 pp Acrobatics 7 (+12) Bluff 0 (+5, +9 w/ Attractive) Climb 8 (+10) Concentration 6 (+11) Craft: Art 6 (+11) Diplomacy 5 (+10, +14 w/ Attractive) Drive 8 (+13) Knowledge (Arcane Lore) 6 (+11) Knowledge (History) 5 (+10) Knowledge (Physical Science) 4 (+8) Knowledge (Theology and Philosophy) 4 (+9) Languages 9 (English [native], French, Arabic, Dakanan, Hindi, Latin, Spanish, Turkish, Read: Hieroglyphics, Ancient Greek) Medicine 2 (+7) Notice 8 (+13) Pilot 4 (+9) Riding 10 (+15) Search 4 (+9) Sense Motive 6 (+11) Survival 6 (+11) Swimming 8 (+11) FEATS 17 Attack Focus: Ranged Attractive Artificer Beginner’s Luck Benefit (Security Clearance: Danger International; Fame; Wealth 2/Rich) [4] Defensive Roll Dodge Focus 2 Eidetic Memory Improved Initiative Jack-of-all-Trades Luck 2 Move-by Action Veteran Awards Equipment 9 Danger-Cycle (Vehicle) [36EP] Size: Medium {0EP} Strength 20 {2EP} Speed 6 (500 mph)/ Flight 3 (50 mph) {13EP} Defense: 10 {0EP} Toughness: +10 {5EP} Features: Alarm 2 (25DC), Autopilot, Disguise, Ejector Seats, Hidden Compartments, Navigation System, Nitro Injectors, Oil Slick, Smoke Screen, Remote Control, Tire Inflators; Power: Communications (Radio) 4 (1 mile) {16EP} Binoculars [1 EP] First Aid Kit (+2 Medicine checks) [1 EP] Flashlight/chem lights GPS Receiver [1 EP] Multi-tool [1 EP] Survival Kit (+2 Survival checks) [1 EP] Survival Knife (+1 Dam; Cri 19-20; Piercing; 10’ range) [4 EP] POWERS 36 + 4 + 5 + 1 + 36 + 1 + 17 + 8 = 108 Device 9 ("Amulet"; 45 active points, Hard to Lose) [36 pp] Enhanced Defense 3 {6} Enhanced Save: Fortitude 3 {3} Enhanced Save: Reflex 2 {2} Enhanced Save: Willpower 4 {4} Protection 5 {5} Variable Power 2 ("gem 1"; 10 PP variable pool; 8 PP per rank [any combination of traits]; Drawbacks: Limited 2 [only Feats and Skills]) {14} Variable Power 2 ("gem 2"; 10 PP variable pool; 4 PP per rank [One ability score at a time]; Extras: Action [Move]; Drawbacks: Limited 1 [cannot be for CON]) {9} Device 1 ("Climbing Axes", 5 active points; Easy to Lose; PF: Extra Weapon) [4 pp] Enhanced Skills 4 (Climbing +4r) {1} Strike 2 (Feats: Mighty, Split Attack) {4} Dimensional Pocket 2 (PF: Progression 3 (1,000 lbs) [5 PP] Leaping 1 (training; x2 -- running long jump 24 ft., standing long jump 12 ft., high jump 6 ft.) [1 PP] Magic Array 16 (32 Active Points, 4 Alt Powers) [36 pp] BP: Blast 12 ("Arcane Blast"; Feats: Affects Insubstantial 2, Precise, Variable Descriptor 2 [Any Magic]) {29/32} (Arcane Blast, magic) AP: Blast 10 ("Arcane Burst"; Extras: Area [General, Burst, 50 ft. radius]; Feats: Variable Descriptor 2 [Any Magic]) {32/32} (Arcane Burst, magic) AP: Move Object 12 (STR 60, heavy load 51.2 tons; Feats: Affects Insubstantial, Precise, Variable Descriptor 2 [Any Magic]) {28/32} (magic) AP: Create Object 12 (up to 12 5-ft. Cubes, Lifting STR 60 [heavy load 51.2 tons]; Feats: Precise, Selective, Variable Descriptor 2 [Any Magic]) {28/32} (magic) AP: Teleport 10 ("Arcane Gate"; Extras: Accurate; Flaw: Long-Range Only; Feats: Change Direction, Change Velocity, Easy, Progression [Mass] 6 [x100 mass]) {29/32} (Arcane Gate, magic) Speed 1 (training; 10 mph/100 feet per round) [1 PP] Super Senses 17 ("Magic Third Eye"; Magic Awareness/Detect [visual] [3]; Analyze [1]; Counters Concealment [2]; Counters Illusion [2]; Counters Obscure [5]; Penetrates Concealment [Power Loss; lead (-1)] [3]; Extended [100’ increments] [1]) [17 pp] Variable Power 1 (5 PP Variable Pool, Multiple Powers at a time (6 pt variable power); Extras: Action 2 [Free]) (Cantrips, magic) [8 PP] Sample Cantrips Comprehend 2 (languages; Speak All, Understand All) [4 PP] Immunity 2 (Heat, Cold) [2 PP] TOTALS Stats 50 + Combat 22 + Saves 12 + Skills 29 + Feats 17 + Powers 108 = 238/250 Power Points
  12. (note - this sheet takes the slot formerly occupied by the now-maxed character Edge) (note 2 - this sheet has one veteran reward [for Watchdog's vehicle + headquarters + equipment] + one veteran award [15PP worth of Pulse] + part of another veteran award [6PP worth of Pulse] This should leave me with 9PP of veteran award 7 remaining]) Watchdog Power Level: 11 (189/197) Trade-Offs: -1DEF/+1TOU, +5 ATK/-5DMG Unspent Power Points: 8 In Brief: Teenage sidekick turned Secret Service Agent pretending to be a teenage vigilante. Alternate Identity: Ashley Tran George Identity: Secret? Ish? Depends on who you ask. Birthplace: New Orleans, USA Occupation: Secret Service Agent, Superhero, Bodyguard Affiliations: Her charge, Jaycee Cahill Family: Phillip Tran [father, deceased], Mary Arbour-George [mother, living], William George [stepfather, living] Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003) [sisters, living] Age: 26 (DoB: April 1992) Gender: Female Ethnicity: Eurasian Height: 5'6" Weight: 145 lbs Eyes: Black Hair: Black, dyed pink at the tips Physical Description: Ashley is short and round-faced, with big eyes and a smile that makes it easy for her to pass as sixteen - not that she's doing a lot of smiling these days. She's grown her jet-black hair out for this mission and dyed the tips pink, another way to help herself pass as someone a decade younger than her actual age. She has the muscular build of a born athlete, albeit one with a boxer's training rather than a gymnast's. When not wearing her helmet, she sticks close to "Claudia" and doesn't say much except when directly addressed or speaking to her 'sister', keeping most of her face hidden behind dark sunglasses and a near-perpetual scowl. She speaks English with no particular accent, though her French and Vietnamese have Louisiana and American accents, respectively. She usually dresses like a teenage girl trying to look like a punk, or at least push the dress code - leather jackets, dark T-shirts, and denim skirts or pants. In costume as Watchdog, she wears a grey armored outfit with a bright red snarling dog's face over the chest. Over that she wears a black and grey leather jacket with metal studs on the shoulders - and covering her head a modified motorcycle helmet painted the same red as her chest symbol. She wears fingerless black gloves on both hands while in combat. Her jacket comes with a hood that she usually keeps pulled up, the better to strike a more intimidating profile. At either side are two silvered pistols, hanging on each hip. Watchdog is, if anything, a sourer presence than Ashley - her helmet-muffled voice sounding tinny and artificial. Quote: <Watchdog stares up at her interrogator until they go away> Character History: Phillip Tran fled what had once been South Vietnam with his parents in the late 1970s, his family traveling through the Phillippines and Guam before their arrival in the mainland United States. They settled in New Orleans, with its heat, its French language, and its Catholic population. (His father had served in the South Vietnamese army and his mother was Hoa, an ethnic Chinese minority disliked by the new regime - they had ample reason to leave the country.) The Trans were determined that their son, only a small boy when they fled the country, would remember the nation of his birth and so taught him language, culture, and customs. When Philip was a young man, he did what his father had and joined the military - at eighteen, he enlisted in the US Army in 1989. Phillip served his adopted homeland well, fighting in Operation Desert Storm before returning to New Orleans East to marry his high school sweetheart Mary Arbour in 1991. They were a mixed couple, but Mary was a good Catholic and fluent in French - the Trans had no complaints. They settled in New Orleans East, where Phillip's military service got him a job with the NOPD, patrolling the neighborhood where he'd grown up. Phillip and Mary became the parents of five girls [(Ashley (1992), Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003)] and did their best to balance both worlds - Ashley grew up hearing English, Vietnamese, and French spoken in the household and in both school and afterschool programs, worshiping at the local Vietnamese Catholic Church, and was honestly very happy. Her father doted on her and passed on his deep love of his adopted homeland, its people, and his chosen career - law enforcement. Ashley loved her father and the neighborhood where she grew up - but unlike her father, she hoped to use service to others as a way up and out. Her way out, influenced by her dad's love for Clint Eastwood movies, was from an early age the United States Secret Service. Protecting the President, the symbol of American freedom, seemed like the coolest job in the world - she read about the long hours and thankless conditions, but she appreciated the need for sacrifice to get what you want. And what she wanted was the Secret Service and the Presidential Protective Detail. It would take years of training and study, especially since fate and genetics had given her a small frame that would make a lifetime of physical activity difficult. But she had the drive and the commitment to make it happen. But life had some curves to throw her way first. Ashley was thirteen when Katrina hit - thirteen when her father died. It was all very sad - a beloved local cop killed by a looter in the frantic days just after the hurricane, four little girls and one very pregnant widow left behind. She didn't believe it - despite what the outside media said, there weren't that many looters around, especially not in their relatively isolated neighborhood, and even those looters wouldn't shoot a police officer in the back for no reason anyone had ever been able to find. It didn't add up. But nobody wanted to hear it - especially not her grieving mother. A few months after her father's death, a month after her baby sister was born, her mother married one of her father's former partners - an Anglo man who was himself eager to get out of the damaged city. They moved to Lafayette, where her stepfather found a job as a campus police officer for the University of Louisiana - and Ashley made plans to get the hell out of town. When Ashley's powers first appeared on the Fourth of July, 2006, when Lady Liberty's appearance at the Lafayette, LA Fourth of July festivities ended with a certain teenager firing beams of golden light from her eyes and singing the National Anthem (an utterly mortifying experience that she is forever grateful took place just before the widespread adoption of the smartphone), Mary George almost didn't let her daughter go to Claremont even after the League helped keep the news of the "Copycat" out of the national news, and after the arrival of kindly headmaster Duncan Summers - not until it was made clear to her that the school was safe and that her daughter would be protected. When Ashley found out what the school was _really_ for, it wasn't hard for her to figure out what she wanted to do - she wanted to find the man who had killed her father! First came two years of hard training and discipline, learning everything she'd need to learn to be a superhero. What was a social life when there was work to be done? Maybe she studied too hard, and pushed her body to its breaking point - but what else was there to do? She had to find justice, even if no one else wanted to - or could. Ashley George's first time on patrol with the Raven changed her life. It was 2008 and she was sixteen, in her second year at Claremont Academy and honestly not sure if she wanted to be a superhero. She didn't have the flashy powers of many of her classmates, the first Next-Gen students like Bolt or Megastar, she wasn't a particularly outstanding student (though she did work hard, spending hours in the library every night), nor was she particularly happy in Freedom City, so far from her home in New Orleans. But the Raven saw something in Ashley she didn't see in herself - and so it was that 'Copycat' joined the Raven on patrol as an occasional sidekick. People who kept a close eye on Raven around the start of the current decade will remember Copycat in her full-face mask and cat-ears, the black and navy blue costume that she burned years ago. But never mind that. Ashley enjoyed adventuring alongside the famous hero, especially once she gained enough control over her energy-draining abilities to use them in the field - but truthfully she appreciated the private lessons more. She learned the Raven's "style-less" style of goju hand-to-hand fighting, learning how to take down men half again her size in hand-to-hand combat. She learned how to work a room and how to control a crowd with her voice and her eyes, letting darkness, mystery, and the occasional violent beating distract from the fact that she was just a petite girl whose superpowers generally didn't do much to make her bulletproof (except when she was fighting psychopaths who could punch through steel doors!) She learned other things too - Raven was Amerasian too and had also lost a parent to crime. Maybe it was their similarities that had drawn Raven to her - Raven wasn't much for talking. The problem was, after her senior year, Ashley wasn't one for listening - at least, not to Raven. Ashley George's break with superheroing began the spring of 2010; the day she caught the man who, ten years earlier, had murdered her father. On the one hand, it was incredibly satisfying. Raven and Copycat found the killer of her father in the spring of 2010, the culmination of two years of investigative work by the duo (both remotely and on-scene) that finally cracked after a lucky break. He made the mistake of fighting back when Raven crashed through his apartment door and Copycat through his window, and Copycat had the great pleasure of kicking him in the knee until he collapsed, then beating him into unconsciousness with the butt of his own shotgun. Ashley still lets herself go back to that moment when she needs something to get her blood pumping. On the other hand, it wasn't so satisfying at all. Paul Dubois was a drug dealer and a criminal, a man who had turned to marketing zombie powder and Zoom to impressionable young people in Ashley's old neighborhood. He was a bad man and taking him down was a great thing. But he'd turned to crime as a way of paying for his own addiction to zombie powder, a downward spiral that earned him a death sentence in the spring of 2012 when he was convicted of murdering Phillip Tran, an NOPD officer who had come across him cleaning out one of his drug stashes while the storm hit. It was hard to ignore how superhumans had made him worse rather than better, how a man who might have been able to turn his life around had only sunk further into the muck because of the gods and monsters of the world. She and Raven started arguing more after that, arguing about superheroes and supervillains, about how much good the former actually did when they weren't stopping world-ending threats. In the end, it was no one great thing that drove apart hero and sidekick, no great crisis that either of the two born 'fixers' could have solved. When Raven kept Copycat at arms length, endless tests and trials and secret drills only taught Ashley that her mentor valued her costumed identity more than her real self - when Raven kept Copycat close, the hidden reality of the superhero world showed her the underbelly of the gods and heroes - the dimensional vibrations where supers had gone to war with humans rather than protecting them, the criminals turned heroes who laughed at justice for their crimes, the Grue and other monsters hiding among innocent people, the codenames and secret identities and the endless secrets kept from a general public that supposedly couldn't "handle the truth". When Copycat left the Raven's side after graduation, it was not on good terms - and she didn't look back. She had better things to do. When Ashley graduated from Claremont Academy in 2010, she had her diploma and her associate's degree both - having taken advantage of the school's early college program during her time as the "workaholic wallflower." After two more years, she had her bachelor's degree in criminal justice (and a minor in political science) from Our Lady of Holy Cross College. After a lifetime of repression, college had been a breath of fresh air - she'd gotten drunk for the first time and smoked weed while she was at it and had her first real boyfriend - at least until he found out she was serious about not wanting to stay in New Orleans and that she wasn't interested in getting married right now. She had plans. First came three years (2012-2015) as a New Orleans police officer, wearing the star and crescent badge her father had died wearing, defending the New Orleans East neighborhood where she'd grown up. (Beyond her family ties, it's the largest American police force that doesn't ask questions about superpowers or vigilantism when you join - a legacy of the post-Katrina recruitment drives.) Eurasian and female, she was part of a tiny minority on the force - but she'd already been through much worse than anything the boys in blue could throw at her. She enjoyed the work, enjoyed patrolling the streets and keeping people safe, but nothing about being back in her old neighborhood changed her mind about her desire to move out of it. Her mother, sisters, and step-brothers were settling in fine in Lafayette; there was nothing for her here but ghosts. The laws dealing with superbeings and federal employment are complex - something Ashley knew even before she filled out her application to join the Secret Service. She had the grades, she had the physical training, and she certainly had the experience. She had to be careful about how she wrote about that last thing (given that Copycat had much more training in criminal justice than Ashley George could ever admit to having) - but her three years at the NOPD, her fluent command of French and Vietnamese, along with glowing recommendation letters from her former supervisor, turned out to be just enough to make the grade. She was young (at 23, just past the minimum age) and not powerfully built - but she had what the federal government was looking for. Of course, she _also_ had the meta-gene. With so many witnesses to her accidentally stealing Lady Liberty's powers as a teenager, and the extensive battery of first physical, then psychological tests she had to undergo once she admitted to having superpowers on a federal employment form, there was no hiding who she was. But she'd thought this through, and she made her case time and time again. Despite her powers she was all-too-human; and those powers could be tremendously useful as a government agent - she could shut down the powers of an attacking metahuman with a touch, and detect the hostile intentions of many different types of beings even before they attacked. Easy to overlook (albeit often mistaken for a teenager thanks to her youth, slight build, and rounded features), she could blend right into a group of agents until she had to go into action. The hard part was avoiding AEGIS. After the mandatory ten week AEGIS training course for metahumans working for the federal government, almost all of them wind up working for AEGIS in some capacity or another - but Ashley wasn't interested. Working with AEGIS would put her too close to the worst parts of the life she left behind, with its codenames and its secrets, and she wanted the best parts instead - the bravery, and the courage, and the principles, to risk your life for another because it was the right thing to do. As the first superhuman agent of the Secret Service, her promotions were fast-tracked - within certain limits. She was in her mid-twenties (and had only been an agent for a year and a half) when she was assigned to the White House, but only to manage the file room in the basement. She liked it there, only called 'upstairs' when the President was meeting with superhumans of some character or another (usually the members of the Dream Team), where she usually stood discreetly off to one side in her sunglasses and dark, conservative clothing, making sure that President Cahill (a man popular with his detail) stayed safe. She wasn't actually part of the Protective Detail - but it was still pretty damn good. Then came D-Day. On March 15, 2018, there was an incident at the White House. The general public is aware that all the radios and other electronic gadgets near the White House went dead, some of them permanently, for a good hour and a half. The Secret Service, Capitol Police, and other law enforcement agencies in Washington went on high alert that afternoon and the whole city went into lockdown for 24 hours. The general public believes that the incident was the result of a terrorist attack by robotic members of the Foundry - an attack foiled by the Secret Service. This is a lie. What really happened was that Jaycee Cahill nearly set the White House on fire. 'Sick in bed' with agonizing migraines, she was the source of the sudden 'radio black hole' that made it appear that every radio and other wireless signal in the White House had gone dead. In the process of being evacuated from the terrorist attack along with her mother and younger sister, it was she who generated an EMP powerful enough to keep Marine One from flying - and then in a sudden burst of microwave energy, emit a pulse powerful enough to nearly kill her family and Secret Service detail as their internal temperatures raised to dangerously high levels. It was Agent Ashley George, running at full speed across the White House lawn even as the grass began to smolder around the frightened teen (who had run, hands to the side of her head, from the landing pad on the South Lawn), who saved the day, grabbing Jaycee by her pressure points and holding her as she drained the energy that powered the teen's radiation. She saved the First Family, she saved her fellow agents, and she probably stopped the irradiation of a significant number of White House staff and tourists. And it was Agent George who was on point for the news of what had followed - about Jaycee's powers couldn't be turned off or suppressed, about how she needed to learn how to use them or she would die - and so would a hell of a lot of other people if she stayed in the White House. So what could they do? Could they really tell the world that the President's daughter had power enough, theoretically, to fry an entire city - power that had come from alien DNA that blood tests found in the President and his three daughters? There had to be another way. NPC Backstory: Jaycee Cahill was born in 2002 in Guymon, Oklahoma. She's the middle of three girls, all of them named after their father J.T. (who she still calls 'Daddy', especially when she wants something from him). Her family has deep roots in rural Texas County; her late grandfather's savvy business sense made him a millionaire (and the richest man in Texas County, at least for a while) when he sold his failing cattle lands to invest in the natural gas boom of the 1930s. Her daddy met her momma Rachel twenty years ago, when he was fresh out of Harvard and a graduate student at the University of Oklahoma and she was just finishing up her BA in nursing. Rachel left her family in Muskogee behind to settle in her husband's hometown and work as a school nurse; Jaycee looks a lot like her mom, with her mother's skin tone, petite build and dark hair. Jaycee knows there was a time when her daddy wasn't a politician, but she can't really remember it. She wasn't yet in elementary school when her daddy ran for the Oklahoma State Legislature, a position he held for only a few years before deciding legislative service wasn't for him. The former political science professor at OPSU wasn't a man for legislative negotiations and dickering - he wanted to be the man in charge. Friendly to the oil industry, married to a Comanche woman, projecting a folksy-but-informed manner that let him speak cordially to both Tulsa suburbanites and farmers in the Panhandle, JT Cahill ran first as an outsider in the Republican primary, then was elected Governor of Oklahoma in 2010. Jaycee found that she liked being a governor's daughter. She was one of the most popular kids in her tony private schools in Oklahoma City, getting her attention she'd hardly ever won as a middle child back home, and living in Oklahoma City was a lot better than living in Guymon. It meant changes at home - she saw a lot less of her daddy and her momma, but she was reaching an age where that wasn't so bad. She got to travel too; out to DC and down to Austin, getting to know the children of other politicians and rich friends of her daddy's, and even got to visit. She wasn't old enough to be interested in boys the way her older sister Jaybee was, but she was sure that when she did, she'd have her pick of the best ones. She had a lot of plans. Jaycee was old enough to have some idea of what they were getting into when her daddy and momma sat her and her two sisters down in December of 2014 to tell them something very serious. Her daddy had thought hard, he'd prayed hard, and he'd talked to their mom and his friends - and Governor Cahill was going to run for President in the next election. Freshly 13, Jaycee rolled her eyes but didn't actually backsass her daddy - her daddy had just been re-elected Governor earlier that year and she figured the campaign for President couldn't be _that_ different from the campaign for Governor. And besides, it probably wasn't going to amount to anything. She had to admit she loved her dad (privately, anyway), but the country wasn't going to elect her dad, with his corny jokes and his Sooner ties and cheerful belly, President, right? The headaches started around the time of Jaycee's fourteenth birthday, just a short time after her father had been elected President of the United States. They were small at first and she got aspirin for them, then stronger stuff - stuff the White House doctors had to prescribe, then hospital visits to get her on a new type of painkillers. Her daddy's people kept it out of the media, which made her feel a little better - running for President was _not_ like running for Governor at all, and the campaign had turned her life completely upside-down. She knew how important this job was to her family, to her sisters, to America; she decided not to tell anyone when the headaches came back after a few months of treatment - or when she started hearing whispers in empty rooms in the White House, and then seeing things she knew weren't there - strange colors and patterns that she blocked out by sheer force of will. She wasn't going to ruin everything for her family by being a freak! And then came D-Day. Judith Claudia Cahill Metahuman Abilities: Subject's metahuman abilities reflect a biological connection to the lower end of the electromagnetic spectrum - particularly the VHF frequencies just above one meter. Her neurological and skeletal systems have a unique chemical composition that makes her a natural transmitter and receiver of these frequencies. In a 'resting' state, she has the ability to send and receive signals along these frequencies, visual data being transmitted to her optic nerve and auditory to her ear canal. However, subject's abilities are 'overpowered' (as is common among younger metahumans). When in an environment with sufficient VHF energy (such as that found in any major metropolitan area), her body begins to act as a natural 'sponge' - absorbing and storing these energies throughout her cellular structure. Sufficient accumulation of these energies results in so-far uncontrolled discharges of energies cascading 'above' the VHF range into microwaves and infrared radiation. These discharges are extremely hazardous to her environment and others within it. Unless her abilities can be reliably controlled, there will be further D-Day events. Subject is not recommended for inhibitor technology for multiple reasons - in addition to the hazard her abilities pose to the sensitive environment where she lives, her neurological functions have become dependent on the VHF radiation she absorbs unconsciously. Without regular exposure to VHF radiation, her brain will begin to shut down and she will enter a persistent comatose state. Reveal hidden contents Power Descriptions: Watchdog generally fights like someone who has no superpowers - hanging back and picking foes off with her pistols, or wading into melee to take them out with well-placed joint strikes and body blows. She's tough in her armor, capable of taking hits from metahumans or bursts of automatic weapons fire, and isn't afraid to take some hits in order to get the job done. Without her armor she's much more cautious (especially since that deprives of her of her firearms), preferring to strike from the shadows rather than enter openly into combat. When she does use her powers she doesn't comment on the fact that she's doing so; instead closing into melee range and striking her target with her hands. There's no apparent visual effect when she does so, but psionically adept characters can observe a spectacular 'splash' of psionic energy like ripples in a pond as she copies her target's psionic aura, then absorbs that copy into herself. Once she does have powers copied, she tends to fight in a style that mimics her opponent - taking to the air for a blaster, slugging it out for a powerhouse, etc. Complications: Agent: Ashley is technically a sworn law enforcement officer, but doesn't act as such while wearing her costume except for her duties to protect Jaycee Cahill. This is a complicated situation. Break: Ashley's complicated relationship with the Raven remains both a sore point and a point of pride. Copycat: Ashley isn't hiding her superpowers but she is keeping them to herself; she'll use them as a second resort rather than a first unless she needs to save a life. Duty: Ashley George is responsible for the life and well-being of the First Daughter, Jaycee Cahill. This is her highest priority - whatever she or Jaycee thinks about this. Enemy: Baron Samedi's drug empire indirectly killed Ashley's father. Given the chance, she'll go for him - minus her duty to Jaycee. Guns: Though Ashley's pistols are not actually firearms, they strongly resemble them (this is a way of distracting attention from the level of high technology she carries) - this may be something other heroes have trouble with. Lies: Ashley lied about how she'd developed her powers when she joined the Secret Service. Nobody Knows The Troubles I've Seen: Watchdog's personality is of necessity not very nice - she has to play the part of the gritty, unlikable vigilante as a way of making sure no one pays too much attention to her. Out of Town: At her core, Ashley is in many ways still a product of her conservative upbringing - even though she did learn to relax during her time at Claremont. Patriot: Ashley George loves the United States of America and all it stands for. Secret: Ashley George is a 26 year old Secret Service agent, not a teenager from an alternate universe! Split Personality: Ashley's powers occasionally result in her copying certain mental traits of those whose powers she steals - this annoyance is one of the reasons she doesn't do it very often. We Get The Job Done: Ashley is the biracial daughter of a first-generation immigrant. Who's That Girl: Ashley wears her helmet because while there aren't that many people who would recognize the workaholic wallflower that was Ashley George from her time at Claremont - or for that matter connect her with the heroine Copycat, there are a few. Abilities: 4 + 4 + 6 + 0 + 6 + 4 = 24PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +2 Attack: +5 Base, +9 Gun, +9 Damage, +15 Mimic Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +7 Knockback: -5/-2/-1 Saves: 5 + 6 + 5 = 16PP Toughness: +11/+5/+3 (+3 Con, +2 Defensive Roll, +6 Armor) Fortitude: +8 (+3 Con, +5) Reflex: +8 (+2 Dex, +6) Will: +8 (+3 Wis, +5) Skills: 88R = 22PP Bluff 9 (+11 SM) Climb 3 (+5) Concentration 2 (+5) Craft [Mechanical] 5 (+5) Drive 8 (+10) Escape Artist 3 (+5) Gather Info 3 (+5) Intimidate 8 (+10, SM) Investigate 10 (+10) Medicine 3 (+5) Knowledge (Civics) 5 (+5) Languages 2 (French, Vietnamese, Base: English) Notice 8 (+11, SM) Search 5 (+5) Sense Motive 7 (+10, SM) Stealth 8 (+10) Swim 3 (+5) Feats: 21PP All-Out Attack Attack Focuse (Ranged) 2 Defensive Roll 1 Devotion (Pulse) Dodge Focus 4 Equipment 15 (From Veteran Award) Evasion Interpose Luck Power Attack Precise Shot 1 Quick Draw [Draw] Sidekick 24 [Pulse, 21 from Veteran Reward] Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) Takedown Attack Well-Informed Equipment 15 PP 4EPs Masterwork Cellphone Masterwork Rebreather Masterwork Handcuffs Masterwork Tools (Craft [Mechanical]) Description: The Dawg looks like a decade-old Cadillac DeVille that's been modified by an experienced street mechanic into a fearsome road machine, perfect for a badass vigilante. The front of the car is modified to look like a snarling dog with headlights for eyes and snarling teeth around the grille, while the sound of its specially modified engine sounds distinctly like the growl of a large pitbull. It's fast and tough, easily capable of chasing down almost anything on the road - including metahumans! It's also completely bulletproof, with an internal life support system, built-in communicator and satellite phone, 'storage compartments' and an almost unbeatable onboard GPS. A close look reveals even more modifications - 5-inch armored doors, and "bulletproof glass so thick it blocks out parts of the light spectrum." run-flat tires, and a 454-cubic-inch engine.Confirmed accessories include "an integrated 10-disc CD changer, a foldaway desktop and reclining rear seats with massaging, adaptive cushions." It weighs about 14,000 pounds. At the touch of a button, it can turn itself into a normal-looking car - though it's still bright red. Normal mode The Dawg (STR 45 SPD 6 DEF 9 TOU 10 Size: Huge, Features: Alarm 2 [DC 25], Computer, Feature: Cellphone comm., Hidden Compartments, Navigation System Powers: Impervious Toughness 10, Immunity 9 (Life Support), Morph 6 (normal car), Super-Senses 4 (Radar) [55EP] Description: The Dawg Pound is a specially modified warehouse in Port Regal that looks perfect for the home of a gritty young vigilante. With space to park the Dawg and space to park her crew, it's a totally radical place. The fridge is stocked with diet soda and energy drinks, the freezer with frozen pizzas and chicken nuggets, the gym has equipment for punching away your inner demons to an angry techno soundtrack, the flatscreen TV in the rec room even has an XBox One with the latest games. It's angsty teen superhero paradise! Headquarters Array 9 (15EP, AP: Alternate Power 1) [16EP] BE: Dawg Pound [Size: Huge; Toughness: 20; Features: Communications, Computer, Concealed, Garage, Gym, Living Space, Power System, Security System, Workshop] The House is just a perfectly normal one-story white house with attached garage near the edge of Bayview, away from the city limits - what do you mean? Why would this house be special? AP: House Size: Small; Toughness: 15; Features: Communications, Concealed [4], Garage, Living Space, Power (Impervious + Immunity), Personnel (Other Secret Service Agents), Power System, Security System [2], Workshop Power: Immunity 9 (Life Support) + Impervious Toughness 10 {19/20} Powers: 7 + 17 + 28 + 32 + 2 = 86PP Damage 3 (Raven's Training, PFs: Accurate 2, Innate, Mighty) (training) [7PP] Device 4 (Watchdog Armor and Guns, 20DP, Flaw: Hard to Lose, PF: Restricted 1 [voiceprint]) (technology) [17PP] Blast 5 (pulsed energy projectiles; PFs: Accurate 1, Improved Critical) [12DP] Protection 6 [6DP] Super-Senses 2 (Infravision, Ultravision) [2DP] Gadgets 4 (Utility Jacket; 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [28PP] Sample Gadgets: "The Beast" Enhanced Blast 7 (to Blast 13) {14/20} Collapsible Shield Force Field 6 (Extra: Affects Others) {12/20} Grapple Gun Speed 1 (10 MPH) [1] + Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling 2) {9/20} Taser Stun 5 (PFs: Accurate 5) {15/20} Power Thief Container 5 (25PP Container, PFs: Accurate 5, Precise, Subtle 1 [psionic senses]) [32PP] (mutation) Fatigue 5 (Extra: Linked [Mimic, +0]) {10} + Mimic 5 (All Powers, 25PP; Extra: Linked [Fatigue, +0], Flaw: Tainted) {15} + = [10+15=25/25PP] Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) (mutation) [2PP] Totals: Abilities (24) + Combat (20) + Saving Throws (16) + Skills (22) + Feats (21) + Powers (86) - Drawbacks (0) = 189/197 Power Points
  13. Breakneck Power Level: 10 (150/153PP) Unspent Power Points: 3 Trade-Offs: -1 Attack / +1 Damage, +3 Defense / -3 Toughness In Brief: Fastest redneck in Freedom City!. Catchphrase: Faster than a scalded haint! Theme: “Live Wire” by Motley Crue Alternate Identity: Colt McCay (Public) Birthplace: Claude, TX Residence: Claremont Academy Campus. Occupation: Student at Claremont Affiliations: Claremont Academy Family: The whole McCay clan as is custom in the south. Problem is he lives so far away now, in the big city that it’s hard to stay in touch. Description: Age: 16 (DoB: 2011, March, 14th) Apparent Age: 16. Gender: Male Ethnicity: Caucasian. Height: 5’9” Weight: 122 lbs Eyes: Brown Hair: Red Colt is so thin and wiry you’d swear he was made by throwing play dough on a stick figure made of copper wire. His hair is in a constant state of unkempt and is a deep true red, not orange like most redheads tend to be, it hangs to his shoulder, and mullets so naturally you’d expect it’s a genetic predisposition. Colt dresses in jeans, t-shirt (which usually sports the logo of some long forgotten 80’s hair band) and sandals when not in school uniform. Colt is always smiling, and despite having little to no experience with dentists his teeth are perfect and white. He sports a pretty deep tan that only appears on his arms and up to his knees. History: It is a well known fact that in places like Claude, TX kids who have little to do will do their best to get into trouble. For Colt, that always involved doing something fast, and dangerous. He’d often “borrow” his older brother Bo’s ’85 IROC Z Camaro and take it for a ride. Highway 287 had long strips of flat curvy two lane highway perfect for adrenaline junkies that Colt made frequent use of, but his real love was a turn in the city limits called “piss corner.” It was a dirt/gravel turn onto 1st street that everyone took too fast and almost no one had ever taken without spinning out and hitting the Bannister fencing. Colt was one of the few who could handle it, or so he thought. On one of those times he was borrowing Bo’s ride, he took the corner at 60, and being only 15 and not what one would call versed in the ways of physics, Colt had no idea that there’s zero chance he could make it out of that turn without rolling the car. When the car began to rise off of it’s left wheels the world slowed, and Colt’s world became white. An instant later he’s standing outside of the car, watching it tumble end over end through the Bannister’s fence and into their minivan. Once his sense came back to him he took a step towards the wreck and found himself careening into the mangled mesh of automobiles and luckily bounced off with only a few bruises. After some careful experimentation, he was able to walk at a normal speed again, and was able to control both the speed of his feet and the speed of his thought. He was fast. Greased lightning got busy with a rocket sled and had a baby kind of fast. Colt smiled, he knew he was in for the beating of his life from Bo. But Bo would have to catch him first! After some talk with Ma and Pa and the rest of the family, they scraped enough money together to get him to Freedom City and into Claremont Academy. With the help of some grants from rich folk and a scholarship he's able to live on campus rather comfortable like. If he needs extra work money, he could always spend an afternoon building a house or something! Firmly entrenched in Freedom City and the academy. Colt passes the time learning about his new powers and learning about things like Physics in school. Now he gets why that turn was impossible to make! Now if he were to just try it at 58 mph, how would that work out, he thought? Personality & Motivation: Colt is a good, kind kid, if a bit reckless. He’s an adrenaline junkie through and through, and his mutation only feeds into that by feeding him more endorphins and more speed the faster he goes. That being said it’s not just about the thrills for him, he wants to help people especially those who don’t have a lot, like he didn’t growing up. This is why he finds it rewarding living in The Fens. Even big cities have their poor folk, and he knows from poor folk. Powers & Tactics: Though relatively new to his powers, growing up with little else to do, Colt knows how to scrap, and he also is relatively smart, able to adapt his powers to do new things other than just punch things real fast. He is a voracious reader and has read and retained thousands of books, whole libraries even, and can often use this information in esoteric ways to help him from time to time. Power Descriptions: Waves of heat radiate off of Colt when he’s using his powers like a desert mirage (it’s the friction) and when moving he is a green and white blur (as those are the colors of his costume). His speed is mutation based and partially due to an extremely overenlarged and overactive adrenal gland, hence his thrillseeking. Complications: Adrenaline Junky: Colt loves to go fast, and basically will do any reckless thing to live on the edge and feed his need: the need for speed! Motor Mouth: Colt tends to forget that others don’t think or act as fast as him and will find himself talking at a pace that no one could comprehend. To top it off, it sounds like a high pitched electrical whirring/whine when he does this, so it’s more than a little annoying. Act First Think Later: Colt doesn’t spend a lot of time thinking about what he's going to do beforehand, or the consequences of his actions. Abilities: 0 + 6 + 4 + 8 -2 + 4 = 20PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 8 (-1) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +19 Attack: +9 Melee, +5 Ranged Defense: +13 (+5 Base, +8 Dodge Focus), +2 Flat-Footed Grapple: +9 Knockback: -3 Saving Throws: 5 + 3 + 7 = 15PP Toughness: +7 (+2 Con, +1 [Defensive Roll] +4 [Protection]) Fortitude: +7 (+2 Con, +5) Reflex: +12 (+3 Dex, +6 [Enhanced Reflex Save] +3) Will: +6 (-1 Wis, +7) Skills: 24R = 6PP Acrobatics 6 (+9) Bluff 8 (+10) Craft [Mechanical] 3 (+7) Drive 3 (+6) Knowledge [Popular Culture] 4 (+8) Feats: 17PP Attack Focus (Melee) 4 Beginner’s Luck Defensive Roll 1 Eidetic Memory Equipment 1 Evasion 1 Improved Initiative 4 Jack of All Trades Luck 1 Move By Action Taunt Equipment: 1PP = 5EP Breakneck Costume (Subtle; Immunity [Friction Heat], Quick Change) 3 EP Powers: 12 + 12 + 27 + 3 + 8 + 6 + 4 = 72PP Speed 12 (Breakneck Speed!; 50,000 Mph, 500,000 ft per move action) [12PP] Quickness 12 (10,000 times speed) [12PP] Fastest Redneck Alive Array 11 (Dynamic Array; Speed, Mutation; Feats: Alternate Power 5) [27PP] Base Power: Strike 11 (Beat ‘Em Like a Drum; Extra: Targeted Area Burst, Selective, Flaw: Action [Full]) [22pp] Alternate Power: Move Object 11 (Like the Wind; Air Descriptor) [1PP] Alternate Power: Insubstantial 4 (Pass Through) [1PP] Alternate Power: Concealment 4 (Too Fast for the Naked Eye; All visual senses) [1PP] Alternate Power: Strike 11 (Extra: Autofire) [1PP] Alternate Power: Healing 11 (Accelerated Healing; Flaw: Limited [personal only]) [1PP] Super Movement 3 (Wall-Crawling 2 [full speed, retain dodge bonus[, Water Walking [Flaw: only while running]) [3PP] Enhanced Dodge Focus 8 [8PP] Enhanced Reflex Save 6 [6PP] Protection 4 (Speedster’s Hide) [4PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Strike Touch DC 26 Toughness Damage Beat ‘Em… Area DC 26 Toughness Damage Totals: Abilities (20) + Combat (20) + Saving Throws (15) + Skills (6) + Feats (17) + Powers (72) - Drawbacks (0) = 150/153 Power Points
  14. Aviatrix Power Level: PL 10 using PL 7 Caps (150/150) Unspent Power Points: 0 Trade-Offs: +2 Defense / -2 Toughness In Brief: Test Pilot turned corporate backed Superheroine Catchphrase: Theme: Alternate Identity: Anne Mistral (Public) Nicknames: Annie, "Crow" (Former military callsign) Birthplace: South Emerald City, Oregon Residence: Oceanside, South Emerald City, Oregon Base of Operations: Oceanside/Nolan Aeronautics Airfield Occupation: Test Pilot/Anti-Corporate Espionage Affiliations: Nolan Aerospace Family: Janice Anne Mistral (Deceased), James Mistral (Deceased) Description: Age: 29 (DoB: 1988, January 8th) Apparent Age: 29 Gender: Female Ethnicity: Caucasian Height: 5'7" Weight: 140 Eyes: Green Hair: Black Annie is a well in shape woman, short black hair, and green eyes. In civilian life she usually wears whatever is comfortable to her, generally a blue surplus jumpsuit from the Nolan Aeronautics hangar she works at with markings removed, or a T-shirt with some sort of aviation thing on it and blue jeans or shorts depending on the weather under a classic bomber jacket. Wears a classic motorcycle helmet with goggles when riding around on her motorcycle she restored from scratch with help from one of the mechanics at the hangars. As Aviatrix she wears a high-tech blue suit with orange accents and high-visibility yellow vest and markings. She has a hood she covers her head with before putting her helmet on, hooking up the air supply from the suit to the helmet. History: Anne had a rather boring childhood until her 10th year, while at a summer camp she had a strange moment at a Oregon summer camp's lake. She "sleep flew" over the lake, and when she woke up she fell in. At the time she wasn't the best of swimmer and luckily a counselor spotted her before she was in any danger. The trauma caused her to block out the incident, and the discovery of her powers. Her parents died when she was 12 in a car accident, although the reason behind the accident was a mystery to investigators. While living with her aunt she started on her path to become a pilot. Her Aunt was former Air Force, and helped her along the way, even helping her get her licence at 16, and getting her physically ready while Annie focussed on her studies so she could qualify for the officer's training she'd have to go through. Her time in the Air Force went from one of some roughly fitting into the military life, to becoming a star among pilots. She almost didn't get out of training after one accident, although her quick reflexes allowed her and her instructor to eject, although he broke his neck during the ejection. Something that has stuck with her in seeing. Once in actual service she served with distinction, assisting in defenses against various super-villains, sometimes getting shot down in the process. It was in defense against a Communion incursion in EC that she had her last ejection. By regs her fighter pilot career was over. It was either fixed wings with no ejection seats, or helicopters from here on. But due to her service she also qualified for a Honorible Discharge. She took the discharge, while she was still healthy. She showed her credentials to Nolan Aeronautics and was quickly recruited after health screenings to ensure her rough life as a pilot hadn't degraded her ability to be a test pilot. Seeing she was at the peak of health, she was fast-tracked through training, getting into a team of other new pilots. During the flight of one of the new pilots, someone Annie became quick friends with in a Jaime Calloway, a forgotten memory returned. As Jaime was testing a new engine in her aircraft there was a sudden, and catastrophic failure, Jaime ejected as per protocol, but her parachute didn't open properly when the seat fell free, causing her to spiral to her doom. But that was a doom denied. Annie blacked out standing on the observation ship. When she awoke she was floating next to Jaime in the water, freezing cold, but seeing her friend was quite alive and wondering just what Jaime did. When Annie saw the video of how she willed herself to pull on the damaged chute and serve as Jaime's new parachute, she was floored. When the investigation in the incident showed not only industrial sabotage, but that the person wanted to take Jaime out, Annie swore she'd get the guy back somehow. That was when Nolan Aeronautics made an offer. Jaime's combat training was still sharp and she was a natural investigator, with some polish and the use of a prototype flightsuit and gear, she could help the corporation in combatting future sabotage, that and a PR boon as a superheroine operating in Emerald City. They gave her the name of a previous high-flying heroine from the pulp age who fought evil wherever it lurked with help from Nolan Aeronautics... The Aviatrix. Where things went from here, was up to Annie. Personality & Motivation: Anne sees what she does isn't just a test of her ability, but also a duty which she is happy to fulfill as one of Emerald City's defenders. She's had a quick maturation from her competetive and wreckless days in the military, and her daredevil instincts as a test pilot before she gained her powers. She's careful, but willing to jump into danger when duty calls. The Daredevil in her has yet to be satiated. Powers & Tactics: Anne loves to use her flight to increase her mobility in combat, even if it means "skating" by keeping only an inch or so off the ground. Using her hovering stance, she can tumble and dance in combat, or become evasive and wiggle out of trouble, changing her body's position making it difficult to hit her. Though her military training in capture avoidance makes her prefer to engage in ranged combat, although she's capable of getting in close. Power Descriptions: Her suit is a well-engineered combat flightsuit, although it's cost and design disqualified it for use by the US military (AEGIS is still making it's decision), relegating it as a prototype to be considered for Nolan Test Pilots (to increase survivabiltiy of their investment), it's light and padded anti-ballistic materials allow her to take on most street-level thugs just fine, as well as provide life suppport. Her "sidearm" is a blaster weapon, one of a kind, that was designed as a sidearm for AEGIS pilots, able to convert from a blaster form into a night-stick like baton. She herself can alter her own personal gravitic field to fly, causing light to lens slightly behind her as she flies along. Complications: An In-House Cape: Annie as Aviatrix is jut as much an employee of Nolan Aeronautics as the other. So things like PR and job schedules do step in. "Nothing I haven't seen before.": Being former military, Aviatrix has a level of confidence that a civilian wouldn't. Although this can blind her to a potential problem when others would wisely consider caution. "I look out for my family!": Annie considers the test pilots and support crew in Nolan Aeronautics as her family, and if one gets into trouble Annie is sure to get involved, particularly her significant other and test pilot, Jaime "Silk" Calloway (it was how she got into this whole predicament in the first place!) "Crud! FLAMEOUT!": Sometimes Aviatrix's flight power will cut out. Since Annie developed her power well into her adulthood her brain as yet has to adapt to having powers. Which can cause awkward landings. She's dubbed these moments "flameouts". Abilities: 4 + 10 + 2 + 4 + 4 + 8 = 32PP Strength: 14 (+2) Dexterity: 20 (+5) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 6 + 6 = 12PP Initiative: +25 Attack: +3 (+7 Blaster, +7 Baton) Grapple: +8 Defense: +9 (+3 Base, +6 Dodge Focus), +1 Flat-Footed Knockback: -2 Saving Throws: 6 + 5 + 3 = 14PP Toughness: +1/+5 (+1 Con, +4 Protection) Fortitude: +7 (+1 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +5 (+2 Wis, +3) Skills: 96R = 24PP Acrobatics +5(+10) Bluff +1(+5) Climb +3(+5) Computers +3(+5) Diplomacy +6(+10) Disable Device +3(+5) Disguise +4(+8) Drive +1(+6) Escape Artist +3(+8) Gather Information +6(+10) Investigate +8(+10) Language +2 (Native: English, French, Arabic) Medicine: +2(+5) Notice: +7(+10) Pilot: +10(+15) Search: +8(+10) Sense Motive: +7(+10) Sleight of Hand: +3(+8) Stealth: +5(+10) Survival: +5(+8) Swim: +4(+6) Feats: 38 pp Attack Specialization 2 (Baton Mode +4) Attack Specialization 2 (Blaster Mode +4) Benefit 1 (Nolan Aeronautics Test Pilot) Chokehold Connected Contacts Dodge Focus 6 Equipment 2 (10 EP) Evasion 2 Grappling Finesse Hide in Plain Sight Improved Block 2 Improved Disarm 2 Improved Grapple Improved Initiative 5 Improved Pin Improved Trip Luck 2 Move-By Action Power Attack Quick Change 1 Skill Mastery(Medicine, Pilot, Stealth, Survival) EQUIPMENT (10ep) (* Items are Masterwork) Mark IV Nolan Aviation Flight Vest GPS Reciever [1EP]* PDA [1EP]* First Aid Kit (Compact)[1EP] Auto/Manual Inflatable Life Preserver [1EP] Reserve Parachute (Auto Activate)[1EP] Compact Single Person Life Raft [1EP] Survival Knife (Damage 3; Power Feats: Improved Critical(19-20))[4EP] Powers 9 + 12 + 9 = 30PP Flight 5 (Gravitic Flight; 250 mph, 2500 ft./rnd; Flaws: Power Loss (Doesn't work immersed in water))[9PP] (Gravity) Device 3(SERE Advanced Operations Flightsuit; 15PP Device, Hard to Lose)[12PP]) Technology, Mechanical Protection 4 (Ballistic Polymer Fabric; Power Feat: Second Chance(Toughness Saves vs Ballistic and Bludgeoning Damage))[6PP] Immunity 9 (Life Support System; Life Support)[9PP] Device 3(X4 Pilot Sidearm; 15PP Device, Easy to Lose, 9pp) Blast 7(Blaster Mode: Power Feats: Alternate Power 1)[15PP] AP: Damage 5(Baton Mode; Power Feats: Enhanced Feat(Stunning Attack), Knockback 7[DMG14], Mighty[DMG7])[1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Toughness Damage (Bludgeoning) Survival Knife Touch DC 18 Toughness (Improved Critical 1) Damage (Slashing) Blaster Mode Ranged DC 22 Toughness Damage (Kinetic) Baton Mode Touch DC 22 Toughness Damage (Bludgeoning) Totals: Abilities (32) + Combat (12) + Saving Throws (14) + Skills (24) + Feats (38) + Powers (30) - Drawbacks (0) = 150/150 Power Points
  15. Salvo Player Name: Zeitgeist Blue Character Name: Salvo Power Level: 13 (built as PL 10/11; 200/213PP) Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Unspent Power Points: 13PP In Brief: Genius technomage finding her place in the many worlds she touches Residence: University Hill, Emerald City, Oregon Base of Operations: Emerald City Catchphrase: "Locked on... And firing." Alternate Identity: Nicole Whitfield-Hall Identity: Secret Birthplace: OR, USA Occupation: Student, Emerald City University Affiliations: Claremont Academy, Whitfields, Halls, De Leons, The Freedom League Auxiliary, Emerald City University, Family: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister) Description: Birthday: August 13, 2001 Gender: Female Ethnicity: Mixed (African-Canadian, Caucasian) Height: 5'8" (without armor); 6'2" (with armor) Weight: 125 lbs Eyes: Brown Hair: Dark Brown Physical Description Tall and lanky, perhaps Nicole's most distinctive feature is her curly hair which she usually wears long and unbound. As if to match this carefree style, she prefers easily worn casual clothes or dresses, things she could easily be presentable. She couldn't go wrong with solid, bold colors in any style and that makes up much of her wardrobe. She oftentimes sports eyebags and a perpetually harried look as she rarely rests long. A thermos of coffee completes the look. Additionally, she uses a pretty expensive looking powered wheelchair made of smooth silver steel and a high-backed leather seat. As Salvo, her armor is sleek and painted like a high-quality sportscar. Aside from that, nothing about Bellios seems normal. A repurposed magical suit of armor, while there still remains a hint of the knightly aesthetic from old legends, now it sports a cleaner silhouette, all sharp angles and chrome-plated armor. When in use, its form is often disrupted by the many weapon systems, limb hydraulics, exhausts grills, and a whole slew of whirring machinery that pop out from underneath the surface when she uses them. Because so many things are crammed into it, the armor is bulkier than a normal full-plate of armor would be. Hidden beneath the plate, are etched in a variety of styles and patterns, some of which are repurposed from their original origins, customized step around to work with modern technology. The armor is hermetically sealed and does not reveal the wearer inside. It emanates a visible and crackling field of purple electricity, as the energy it produces escapes. As Salvo, Nicole endeavors to muddle as much of her civilian self as she can. Her voice is deep and can even be altered to sound male, while the rest of her armor continues to hide many aspects of her identity. Her gender is not obvious, though is assumed to correspond to her altered voice, and neither is her age, build, or even skin color. However, it is obvious that there is a person (or a very convincing construct) inside the armor as her mannerisms are all-too human. Yet if scanned the results show no signs of what a human should have such as a heartbeat or flowing blood. Salvo gives off heat but that must emanate from the armor itself. Power Descriptions: While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings. Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower. History: Personality & Motivations Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times. She is headstrong and sure of herself because of her intellect. Perhaps this is why she is quick to be belligerent or sarcastic to those she does not have good first impressions of. Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, and she won't be like them. And like everything worth doing, she has taken no half-measures. Powers & Tactics: Experience has allowed her to fine-tune herself and her equipment when it comes to superheroics. She knows to fight where she is strong and her foes are not. She prefers to keep her distance, preferably flying and far away as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she makes for an adequate brute in a pinch, though there are many out there who could surpass her in melee. Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo. Complications: Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. It is power and she sometimes becomes heedless when wielding it as the usage intoxicates her, damn the consequences. (Accident). The GM may have anything or anyone nearby make Saving Throws usually against Damage, or just decide to create potentially fatal consequences concerning destruction of property and objects. Her Own Brand of Magic: Though versed in the fundamentals of magic and other branches, Nicole is one of a new kind of practitioners in technomagic. She takes traditional ritual- and artifact-making and adapts them to the modern world. She uses magic to get better results in something she could achieve through technology alone or to achieve a result from an angle technology could not. Nicole's magical tradition trends towards the Hermetical, the alteration of reality through rituals and runes. If the GM feels that the ritual or artifact Nicole is creating does not skew towards the Hermetic then the DC of tests may be increased. If Nicole is not creating technomagic with her ritual or artifact then the DC of the test may increase. The DC increase depends on how far from these results and applications Nicole's rituals and artifacts are. Her Own Brand of Science: Nicole is an engineer through and through, but she is also versed enough in the theorethical side to be thought of as a physicist. As a scientist and engineer both she has dedicated herself to the study and creation of energy sources and all its applications. The machinery and computer systems she knows best help her in this endeavor. If the GM feels Nicole is not hewing to her specialization they may increase the DC of her skills. The increase depends on how far from her specialization Nicole is using her skills for. From Shadows to Light: Bound to her in spirit and fate, Bellios appears whenever Nicole has need of him. It steps from the unseen places into reality but only when nothing can witness its coming. This could leave Nicole vulnerable when she is unable to escape hostile attention or even render assistance as Salvo when under the curious eyes of innocent bystanders. Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, the personality of her machine bleeding into her thoughts and deeds. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfere with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it. The GM may choose to negate any of the arrays or containers or any powers within the Bellios Device during relevant events. Additionally, the GM may apply negative modifiers to rolls or Conditions such as Blind, Dazed, Stunned, etc as Salvo's armor acts up due to outside interference. Zenith Touched: Her legs were changed. Fixed in observable ways but there is more to reality than the mere physical. Her psyche flits from memory to memory and sometimes she cannot distinguish if her legs are able or not. In her everyday this proves to be no problem. She is clumsy with her feet and that is all. But her missteps are more pronounced in stressful situations. Of course, the magical aspect of her previous to paralysis still lingers. At any time, the GM may choose to have Nicole make a Concentration roll against a DC 10 Trip Action or be considered Prone. They may also choose to make her oppose a DC 15 Check or have Drawback: Disability (Paraplegic) added for more long-lasting effects. ABILITIES: 0 - 2 + 0 + 14 + 0 + 0 = 12PP Strength: 18/10 (+8/4/0) Dexterity: 8 (-1) Constitution: 20/10 (+5/0) Intelligence: 24 (+7) Wisdom: 10 (+0) Charisma: 10 (+0) COMBAT: 6 + 4 = 10PP Initiative: +3/-1 (-1/-1 Base, +4/+0 Improved Initiative) Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+14 Energy Vent, +10 Missile Batteries] Grapple: +22-17 (Bellios + Servo-Dynamos + Iron Grip)/13-8 (Salvo + Servo-Dynamos)/7 (Salvo)/3 (Nicole) Defense: +5/3 (+4/2 Base, +1 Dodge Focus), +2/1 Flat-Footed Knockback: -11/2 SAVING THROWS: 0 + 0 + 0 = 0PP Toughness: +15/5 (+5/0 Con, +10 Protection [Bellios], +5 Forcefield [Nicole]) Fortitude: +13/0 (+5/0 Con, +8 [Bellios]) Reflex: +5/-1 (-1 Dex, +6 [Bellios]) Will: +7/0 (+0 Wis, +7 [Bellios]) SKILLS: 88R = 22PP Bluff 3 (+3) Concentration 3 (+3) Computers 5 (+12)SM Craft (Artistic) 3 (+10)SM Craft (Chemical) 5 (+12) Craft (Electronic) 6 (+13) Craft (Mechanical) 6 (+13) Craft (Structural) 5 (+12)SM Diplomacy 3 (+3) Disable Device 4 (+11) Intimidate 14/0 (+14/0)SM Knowledge (Arcane Lore) 7 (+14) Knowledge (Art) 1 (+8) Knowledge (Behavioral Science) 1 (+8) Knowledge (Current Events) 2 (+9) Knowledge: (Cosmology) 4 (+11)SM Knowledge (Earth Science) 1 (+8) Knowledge (History) 2 (+9) Knowledge (Life Science) 1 (+8) Knowledge (Physical Science) 5 (+12)SM Knowledge (Technology) 6 (+13)SM Knowledge (Theology and Philosophy) 4 (+11) Language 2 (English, French, Spanish) Notice 10/4 (+10/+4)SM Search 3 (+10)SM Sense Motive 2 (+2) FEATS: 15PP Artificer Dodge Focus Eidetic Memory Equipment 5 Inventor Luck Online Research Skill Mastery [Craft (Artistic), Knowledge (Cosmology), Knowledge (Physical Sciences), Knowledge (Technology)] Ritualist Ultimate Skills 4 [Craft (Electrical), Craft (Mechanical), Craft (Structural), Knowledge (Arcane Lore)] Well-Informed Equipment: 10EP Artificer and Ritualist Tools [Masterwork] [1EP] Laptop [Masterwork] [2EP] Multi-tool [1EP] Taser (Stun 5; Electricity; Flaws: Limited [5 Uses]; Feat: Extended Reach 2 [10 feet]; Drawback: Full Power) [6EP] Mind's Eye [15EP] POWERS: 3 + 3 + 137 + 2 = 145PP Device 1 (Bracelet, Tech, Easy-to-Lose; 5DP; Extra Effort [Device] [Cannot use in Bellios armor]) [3PP] Descriptors: All (Hermetic) Magic and Technology combined. Magitech. Force Field 5 (Extras: Duration [Continuous [+1]; Flaws: Ablative [-1]) [5DP] Device 1 (Eyeglasses, Magical, Tech, Easy-to-Lose; 5DP; Extra Effort [Device] [Cannot use in Bellios armor]) [3PP] Descriptors: All (Hermetic) Magic and Technology combined. Magitech. Sensory Suite Array 2 (4DP Array; Feats: Alternate Powers 1) [5DP] BE: Super-Senses 4 (Visual [Technology] Awareness [+3] [Enhancement: Accurate (+0), Acute (+0), Analytical (+1), Ranged (+0)]) {4/4} AP: Super-Senses 4 (Visual [Magic] Awareness [+3] [Enhancement: Accurate (+0), Acute (+0), Analytical (+1), Ranged (+0)]) {4/4} Bellios 34 (Battlesuit, Magical, Tech; 170DP Alternate Form/Device; Extra Effort [Device]; Feats: Restricted [Beings with Magic]) [137PP] (169/170 DP spent) All Source Descriptors: All Magitech Protocol Sy 12.8 (64DP Container) [64DP] (Additional Descriptors: Hermetic Magic, Runic Magic, Under the Plate) Enhanced Strength 8 [8] + Enhanced Strength 8 (Iron Grip; Flaws: Only used for melee attacks leading to and grapple checks; Feats: Accurate 4, Attack Focus [Ranged], Improved Grapple) [10] = [18] Enhanced Constitution 10 [10DP] Enhanced Defense 1 [4DP] Enhanced Feats 6 (Accurate Attack, All-out Attack, Attack Specialization (Weapons Suite), Improved Initiative, Power Attack, Skill Mastery [Computers, Intimidate, Notice, Search]) [6DP] Enhanced Saves 20 (Fortitude 8, Reflex 6, Will 7) [21DP] Enhanced Skills 5 (Intimidate 14, Notice 6) [5DP] Communication Systems Array 3 (6PP Array; Feat: Alternate Powers 1) [7DP] (Additional Descriptors: Hermetic Magic, Microrunes, Technomancy) BE: Communications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) {6/6} AP: Data Link 3 (Radio, 1,000 feet; Extras: Area, Linked [Enhanced Feats]; Flaws: Check Required [Computers]; Feats: Machine Control, Selective, Subtle) {6/6} Hexagrammic Paneling 5.2 (26DP Container) [26DP] (Additional Descriptors: Runic Magic, Under the Plate) Immovable 1 (Extras: Unstoppable) [2DP] Immunity 9 (Life Support) [9DP] Impervious Toughness 5 [5DP] Protection 10 [10DP] Sensory Suite Array 5.5 (11DP Array; Feats: Alternate Powers 1) [12DP] (Additional Descriptors: Hermetic Magic, Microrunes, Technomancy) BE: Super-Senses 11 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2), Acute (+1), Analytical (+1), Extended [10,000 ft] (+3), Radius (+1), Ranged (+1)]) {11/11} AP: Super-Senses 9 (Direction Sense [+1], Distance Sense [+1], Infravision [+1], Radio [+1], Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Extended 2 [1,000 ft] (+2), Radius (+1), Ranged (+1)]) {11/11} Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 1, Dynamic 2) [16DP] (Additional Descriptors: Hermetic Magic, Technomancy) DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13} DAP: Super-Strength 0-6 (Effective Strength 18-48, Heavy Load ~400 lbs-~12 tons) {0-12} Weapons Suite Array 20 (40PP Array; Feats: Alternate Powers 4) [44DP] BE: Damage 10 (Kinetic Beam; Extras: Linked [Dazzle], Range [Perception]; Flaws: Limited [5 times a day], Action (Full); Feats: Affects Insubstantial 2, Improved Critical 2 [18-20], Penetrating 5, Variable [Energy/Divine Magic]) {20} + Dazzle 10 (Visual and Auditory; Extras: Explosion, Linked [Damage], Range [Perception]; Flaws: Limited [5 times a day], Action(Full)) {20} = {40/40} (Additional Descriptors: Energy, Divine Magic, Straight From the Soul) AP: Damage 15 (Fusion Autocannons; Extras: Autofire, Range [Ranged]; Flaws: Distracting; Feats: Improved Critical 2 [18-20], Improved Range 7 [250 Feet per Power Rank], Variable Descriptor [Ballistic/Energy]) {40/40} (Additional Descriptors: Ballistic, Energy) AP: Damage 10 (Flamethrowers; Extras: Area [General, Cone], Vampiric; Feats: Affects Insubstantial 2, Incurable, Penetration 4, Progression 3 [100 Feet per Power Rank]) {40/40} (Additional Descriptors: Infernal Magic) AP: Damage 10 (Missile Batteries; Extras: Area [Targeted, Shapeable], Range [Ranged]; Feats: Accurate 2, Attack Focus [Ranged], Homing, Improved Range 3 [100 Feet per Power Rank], Indirect, Progression 2 [2 boxes per rank]) {40/40} (Additional Descriptors: Ballistic) AP: Stun 7 (Energy Vent; Extras: Area [Targeted, Burst] [5 Feet per Power Rank], Affects Objects [+1], Selective Attack; Feats: Accurate 3, Attack Focus [Ranged], Progression 2 [25 Feet per Power Rank]) {40/40} (Additional Descriptors: Electricity) Magic 1.5 (3PP Array; Flaws: Unreliable) [2PP] Dazzle 1 (Visual + Auditory) [3AP] Drawbacks: -1 + -3 = 4PP Nearsighted -1PP (Frequency: Uncommon; Intensity: Minor) Normal Identity -3PP (Frequency: Common; Intensity: Moderate) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19/15 Toughness Damage (Physical, Bludgeoning) Dazzle Perception DC 18 Reflex/Fortitude Dazzle (Staged) Dazzle Perception DC 11 Reflex/Fortitude Dazzle (Staged) Energy Vent Touch DC 19 Fortitude Stun (Staged) Flamethrowers Ranged DC 25 Toughness Damage (Electricity/Fire/Water) Fusion Autocannons Ranged DC 30 Toughness (Autofire) Damage (Physical) Kinetic Beam Perception DC 25 Toughness (Penetrating) Damage (Energy/Bludgeoning) Missile Batteries Ranged DC 25 Toughness Damage (Missiles) TOTALS Abilities (12) + Combat (10) + Saving Throws (0) + Skills (22) + Feats (15) + Powers (145) - Drawbacks (4) = 200/213 Power Points Totals: Equipment: 10 EP Normal Identity: Device 1 (5) + Device 1 (5) = 10/10 Device Points Bellios Armor: Device 34 (169) = 169/170 Device Points
  16. Bombshell Natalya Browning Character Playlist ABBA: Voulez Vous Nancy Sinatra: These Boots Are Made for Walking Willam: Thick Thighs Lady Gaga: The Edge of Glory Jennifer Lopez: On the Floor Brittney Spears: Work B**tch Ru Paul: Sissy that Walk Archetype and Design Bombshell was entirely designed as the Catwoman to Scarab's Batman during the 1960s. Originally written as a villain NPC for the site, and then re-worked through an arc to once again take on a more heroic bent. Like Catwoman, Bombshell is an antihero who will take on a heroic role when its clearly called for but spends most of her time as a foil for the less morally grey superheroes. Her persona and inspiration comes from the 1940s femme fatale as it syncs nicely with her first time as a super hero. Her origins are a golden age spy during the war and is drawn from real life spies. Britain's SOE was one of the first to take female civilians and train them for deep cover spy work in Axis territory. SOE would later go on to become MI6 and that's the real life inspiration for Tayla's super hero story. Current Role and Hooks At the moment, Talya is without antagonist or team so I'm hoping to nudge her gently along in that direction as it develops. If a character operated somewhere between 1939 and 1972, they could have known Bombshell in any number of her masks. During the 40's she was part of the Allies of Freedom fighting in the European front of the war, although her work was more soldier than spy. During the 50s, she went over to Russia to take part in Cold War spy-antics although left when things grew too murky even for her. Her final arc pre-jail was as a solo villain during the swinging 60s. After that, if a character has done a stint in super-jail between 1972 and 2009, they might know Bombshell as a frail little old lady. History Bombshell started out a hero. Born in England to an upper-class family, when the war arrived, Talya was recruited from civilian life to serve in the SOE, as a spy and thief - and occasionally, an assassin. Mental training helped her shield her thoughts and presence from the Nazis and it was a skill that Talya honed to a lethal edge. The four agents she was deployed with were even lucky enough to break into a cache of one of the mystical artifacts that was one of the secret weapons. In the ensuing explosion, all four Brits were gifted with eternal life and minor protections. For Talya, that enhanced her natural aptitudes for stealth and shielding into mystically enhanced physiology. Gifts that she was quick to turn into weapons for the Allies during the war, coming onto the scene as the shadow known as Bombshell. She spent the war years in Europe, often in deep cover but also teaming up with other Allies of Freedom to help turn the tide. For her efforts in the war, Talya was recognized by the British crown although her medals rarely make an appearance these days but for the occasional funeral. Once the war was at an end, Talya remained with the newly forming MI6 and her talents were turned towards the potential threat that Russia posed for the Western world. This, however, was a much murkier world and Talya lost her taste for the spy game as it became much less clear what good and evil war. She carried on for a while with the skills and talents that she'd honed before abandoning her country's cause when the price became too high. Jaded and disillusioned with Queen and Country, Talya was rootless for a while as she vanished as only the very best spies can. Abandoning war-torn Europe, Talya gave into her thrill-seeking ways, becoming a world class thief. As England was still rebuilding, she left European shores for the prosperous US. Still slightly bitter at how her country had been decimated while America thrived, she had no moral qualms with helping herself to that bounty. She only stole artifacts that were not native to the Americas. Never anything as gauche as money. She favored ancient jewelry but any British artifact would do. She clashed with Freedom League greatly during the '60s, enjoying a special game of cat and mouse with the Scarab as her abilities helped her remain elusive to his senses. Although she went up against a variety of heroes and occasionally, other villains, she delighted in being a thorn in Scarab's side and their constant battle had distinctly romantic overtones to many of their allies. Talya found the Scarab's determination to redeem her charming although she remained committed to her course - perhaps to spite him. When the immortal agents that had been Talya's teammates for her very first mission, Talya was quick to catch up for old times sake. Unfortunately, they had grown far darker than Bombshell was ever willing to go. She was a thief but never a murderer. Innocent life was one that she was not willing to cross and never had been. In fact, Talya worked with the Freedom League to turn on her old friends in exchange for a minimum sentence. Twenty-five years instead of the life terms the others got. She didn't intend to stay in prison but when Scarab died a few months after her sentence began, she changed her mind. No one knew she was unaging. She'd kept that secret carefully. Talya was good at keeping secrets. Instead, she spent her time and used her disguise skills to look more fragile with the years. The plan was to let Natalya Browning die and start fresh. That plan, however, was thrown into disarray when a new superhero showed up, claiming the Scarab name and legacy. Talya was incensed. Abandoning her plans for a quiet retirement of her persona for something new, Talya resumed her Bombshell identity to teach this upstart a lesson. To her surprise, the new Scarab was, in fact, the old Scarab's reincarnation - with all the memories of the man she'd known although a new face and personality. For a while, she picked up her old game of aggravating Scarab, but eventually Talya found that the villains of the era weren't any sort that she wanted to throw her lot in with. No style. No panache. Too much murder. After another heel-face turn, Bombshell was back on the side of good. Ish. When the chips are down, Talya's always on the side of 'lets not blow up the world'. Burning buildings. Rescuing cats from trees. Sure. She still has a bit of a weakness for taking things from rich people who fail to appreciate them, but everyone has their personality quirks. Costume and Appearance Out of costume, Natalya Browning is a stunning woman and she generally dresses to accentuate it. As retro-40s is chic once more, Talya generally favors the aesthetic when she's out and about as herself. Of course, the woman is a master of disguise so if she wants instead to be out looking non descript, that's possible too. When utilizing her most well developed alter-ego, she blends into the crowd as a rather nondescript brunette. If she's herself, though, Talya is usually all curves and long legs with her blonde hair styled over one eye a la Jessica Rabbit. By and large, Talya is always playing a role that she's set out for herself and it is only the rare and trusted individual that gets to see anything less than what Talya wants them to see. As Bombshell, her costume has always been drawn from what her comic book counterparts have worn during the time. Its a 4th wall gag that she updates her look and occasionally bemoans that its what the current look is. Her most recent costume is an homage to the current Catwoman catsuit, goggles and straps. During earlier eras, it has changed many, many times to reflect the changing styles of the various eras. Her most well known costume involved a miniskirt and gogo boots during the 1960s. Powers Bombshell, at her core, is a highly trained spy and thief. Thanks to the mystical artifact during her earliest job in Nazi Germany, she was embed with mystical energy that prevents her aging and heals her body from any trauma it receives. Which is not to say that the injuries don't hurt along the way. There are many good reasons that Bombshell has been very happy to let Ace take on the role of impossible to kill immortal. She values her secrets. The same mystical energy infuses her body with the ability to enhance her natural abilities to hide. She relies on fighting batons to even the playing field when it comes to dealing out the damage but Bombshell has always worked best as a strike and run combatant. She has near a centuries' worth of skills and is only adding to that every year. Personal Life Talya lives alone and she prefers it that way. She has a small house in the suburbs that she's owned since the 1950s and none of her neighbors are aware of who Talya really is. She prefers it that way. Although she is a consummate flirt, Talya rarely takes anything back home. Elena has seen the inside of her house and Ace has as well. Even with them, however, she prefers things to remain on rooftops or the places they choose to frequent. Some habits die hard and Talya's life is always carefully compartmentalized. Bleed over makes her uncomfortable so she prevents it from occurring most of the time. Any living family she has is distant enough that she doesn't do much more than cursorily keep track of their well being. Allies, Associates and Enemies AlliesAce Danger: Ace is one of the very few souls left alive that she worked with during the war and the two share a special bond that only time and similar circumstances can result in. She doesn't always agree with Ace, but she understands him as few can.Scarab: Talya has been Scarab's lover in two different life times. As Elena continues to age, Talya will have to face another goodbye and the uncertainty if Scarab's next incarnation will share the entity's current fondness for her. Jack of All Blades: Talya has a special fondness for the West End native. After all, its not everyone she'll call to come help her get out of jail. Its been a few years, but she'd still show up if the swordsman had any need for her help.AssociatesAllies of Freedom: There aren't many left alive but the other veterans of World War II that fought can still count on Bombshell to answer a phone call. She shows up without fail at their funerals when they do happen. She is understandably closer to those who fought in Europe during the war but the super hero community was a lot smaller during the 1940s.EnemiesEveryone Else? Talya's made a lot of enemies over the years. There are the three NPC ex-spies that she's helped put in jail that are still in prison. But beyond them there's any number of other people who she's gotten on the bad side of over the years.
  17. Nighthawk Robin Dianne Chevalier Character Playlist Trapt: Headstrong Maroon 5: One More Night OneRepublic: Counting Stars Jason DeRulo: Don't Wanna Go Home Beyonce: Run the World LMFAO: Party Rock Anthem Archetype and Design Nighthawk was an homage originally to the Batman of the Silver Age. The original thought behind her creation was what if Bruce Wayne had been poor and female when his parents died. What would that have looked like. In development, she's taken on more of a Power Man or Captain America as her Ultiman heritage pushes her beyond human normal. Still, strip everything down to the core of the character and its a young woman who really just doesn't want to see people lose the ones they love. Her current costume is based on what she can easily keep at hand but her adult costume draws from Psylocke and Nightwing in many ways. Current Role and Hooks Nighthawk sees herself as the protector of the innocents that live in the Fens, a task that she'd thrown herself into with singleminded devotion. She avoids the actual super villains, figuring she's out of their league but any sort of normal scum on the streets she pursues with enough grim determination to have labeled herself a vigilante. Recently, Claremont's headmistress has offered her a spot in the academy to hone her skills (and to keep herself from getting killed before she turns eighteen). While confident on the streets of the Fens, Robin is very much a fish out of water at the Academy as for the last six years her schooling has been spotty and for the last three years, she's been a homeless truant. Hooks to pull Nighthawk in are plentiful. Any sort of criminal activity that looks like it might hurt some innocent bystander and she'll throw herself into the thick of it. She's a student at Claremont with all of those associated requirements on her time but she still abandons the cushy academy to wander the Fens looking for trouble. She IS a known super hero, of the vigilante stripe, that works exclusively in the Fens which she is intimately familiar with. Robin doesn't just confine her hero-ing to punching things. She has some real guilt for the roof over her head and the access to food that she tends to try and cart off anything she gets that isn't pure need to bring it back 'home'. History Robin's family and home were happy until she was ten. They were poor, working class folk in the Fens but whatever financial limitations her parents had, it didn't touch Robin's life in any meaningful way. She was a beloved only child. Her parents scrimped and saved to make sure she could go to her gymnastics classes even though that was a definite luxury. Robin was a middling student, bright but unmotivated, but she was driven and dedicated to her after school activities. Her coach was beginning to talk about seriously looking at training for an athlete's life. She was happy. Her parents were killed, robbed, on a rare evening out when she was ten. The days that followed remain something of a blur. Her father's relatives were in Haiti, her mother's family was non-existent and with no one to take her in, Robin was left to the care of the system. She was bounced in and out of foster homes - none of them the stuff of horror stories but all of them overworked and ill prepared to deal with a grief stricken child with no outlet for her pain, or rage at the unfairness of having all she'd known whisked away. Robin started down a path that takes too many of the Fens kids, hanging out with a bad crowd and missing school. She was truant often and began the sort of petty antics that can lead down a much darker road. Although, whether Robin would have embraced that life was questionable. Truancy and graffiti is one thing, after all, but true villainy is an entirely different matter. Regardless, her late nights unsupervised left her by pure happenstance at the mouth of an alley as another crime was in progress in the Fens. The experience was a blur and remains a jumble of images and emotions to this day but at the end of the scuffle, she was standing, blood dripping off her knuckles. There was no thanks from the rather terrified young woman she'd helped but Robin didn't need thanks. She'd found an outlet, and a cause. Robin had finally found something to live for. She threw herself into the new life she'd chosen with a reckless fervor, creating a moniker and, in time, a reputation. Abandoning the latest foster home, Robin took to the streets, scavenging to survive by day and by night pursuing her quest to clean up the Fens, one petty crime at a time. Costume and Appearance Robin wears faded and frayed clothing that are without exception hand-me-downs or salvaged from the trash. Almost all of her clothing is a little oversized and she tops it off with a leather jacket that's also a size or two too large. She only has one pair of shoes, old and frayed sneakers that have been patched with duct tape more than once. She's a striking young woman under the old clothing. Her skin is a smooth brown and her eyes are a surprising shade of grey. Her dark hair is naturally a mop of tight black curls but she tries to trade favors for hair styling to have them put up in micro braids when she can to keep the unruly and easily snarled curls in a more manageable sort style for her life. Out of her clothes, Robin has the sort of near-zero-muscle fat that comes from hard conditioning and limited diet. Her build is compact, muscular - as much gymnast as dancer but she is honestly, a little too lean. Also, under her clothes, there are scars that criss cross her body. Robin has been shot a few times, and been stabbed or slashed more often than that and the marks of that remain on her skin as faint white reminders of her various brushes with death. At the moment, Nighthawk has no costume but for a shirt with a bird logo that she wears and a dark t-shirt with holes poked out for eyes tied around her head. Powers Robin began Claremont thinking that she had no powers because she has always associated her speed and strength with training and hard work. She's never tried to lift a car off of someone, or tried to punch a brick wall as hard as she could. It wasn't until her experiences at Claremont put lie to her understanding of her limitations. Additionally, part of Robin's supernatural abilities has been consumed with keeping her alive and in decent enough shape while living a very hard life. With access to food and rest, as she began to actually be able to tap into the peak of her capabilities. Robin's not sure what to think of it although she assumes its some minor mutation as she's no paragon. Robin's powers are all innate. Unknown to her, the limits of her body are simply higher than humans because she's only half human. (See Secret Origin Below). In a fight, Robin tends to take the tactics of first in, last out. She's a scrappy fighter that does best in close quarters and she knows it. As she grows at Claremont, she'll expand her bag of tricks but when it comes down to a fight, due to both personality and power, Robin will be on the front line. Personal Life Robin's personal life is next to non-existent. She's spent the last three years letting what few, slim ties she had as Robin vanish into nothing and cultivated instead Nighthawk's network of contacts and the occasional ally willing to let her rest up for a night in a spare room or on a couch. Robin's used to doing for herself and letting no one in and that has stunted her interpersonal skills a bit. Oh, she's perfectly capable of carrying on a superficial conversation but letting someone actually into her emotional space isn't something she even knows how to do. She may never actually be good at it. The sad thing is, Robin actually does want that human connection. At least a part of her does. But she's also afraid of loss and the hurt that comes along with it. Robin has a lot of barriers to break down to ever find something like 'emotionally functional' again. While she's not suicidal, part of her has accepted her own death as an inevitable conclusion to the life she's chosen. Homeless Robin has been homeless for almost three years and its not easy. It's left her both guilty about the sudden influx of things like 'food', 'shelter' and clean water but also its hard to adjust. Robin struggles to understand where her classmates are coming from. She doesn't begrudge them their advantages but things like casual waste do ruffle her feathers. Her bed at Claremont is too soft and her room is too quiet. Half the time she feels like a wild thing, trying to adjust to a very nice cage. Robin stays at Claremont because she understands the benefits and she appreciates everything she's been given but it's still hard. When people aren't looking, she takes extra from the cafeteria and some nights, if she can't get comfortable under her bed, she sneaks out to try and find a spot on the roof to nap because honestly, it's much more what she's used to now. Secret Origins Robin's powers are not a minor mutation but rather a genetic legacy from her mother who hails from Hyperborea. It was not a simple robber that killed Robin's parents but rather an attack by snake people on an Ultiman exile and Robin's father merely happened to have been their collateral damage. Robin has no knowledge of her heritage, nor any thing from her mother that would betray that ancestry although more questions may get raised if she ever develops the more esoteric powers of her diluted birthright. One can see Robin's Ultiman ancestry in her ruthless devotion to excellence, a trait she gained from her mother but much of the more tell-tale signs have been blunted by both her lack of training and her human half. Allies, Associates and Enemies AlliesAssociatesClaremont: Although Nighthawk is still stumbling through making any real friendships at Claremont, it really doesn't take much to earn her loyalty. Those she meets at Claremont, as little as she might have in common, she shares a certain kinship. Nighthawk is willing to jump in front of a bullet for total strangers, she wouldn't hesitate to do the same for her first tentative friends in a long time. EnemiesMisc. Gangs: The Fens have many and varied criminals and Robin has made it a personal goal to track down every single one and kick their teeth in. There are any number of criminals in the Fens that would like to see Nighthawk shot full of many rounds of bullets and put out of their hair for good. One of these days they might actually manage to organize enough to try it.
  18. Player Name: Avorez Character Name: Black Jaguar Power Level: 10 (150/150PP) Trade-Offs: -2 Attack /+2 Damage, +2 Defense / -2Toughness Unspent Power Points: 150 Progress To Bronze Status: 3/30 In Brief: Crime Scene Investigator moonlighting as a crime-fighter Residence: Tomas lives in Southern Freedom, in the Lincoln neighborhood. Base of Operations: Tomas primarily operates in Southern Freedom, but he operates throughout the city. Catchphrase: “Time to pounce!†Alternate Identity: Tomas “Tom†Nunez Identity: Secret Birthplace: Fresno, California Occupation: Crime Scene Investigator Affiliations: Freedom City Police Department Family: Felipe Nunez (father; dead) Rogena Nunez (mother; alive) Hector Nunez (older brother; alive) Jorge Nunez (older brother; alive) Alicia Nunez (younger sister; alive) Cinthia Nunez (younger sister; dead) Description: Age: 29 (DoB: June 6th, 1985) Apparent Age: N/A Gender: Male Ethnicity: Hispanic. Height: 5’9 Weight: 170 lbs. Eyes: Brown Hair: Black Tomas looks like a rather average man, his body being athletic, but being of a below-average height. He is a Mexican-American, and he has the features to reflect that, his skin being a light shade of brown, his eyes being a rather dark and muddy color of brown, and his hair being black. During his nightly patrols, Tomas wears a black spandex suit that he typically wears underneath his day clothes during the cooler months, usually eschewing it during the summer months. The black suit conceals the entirety of his face and his body, and utilizes a cat motif reflecting his name as the “Black Jaguarâ€. Power Descriptions: Tomas’ powers manifest themselves as a heightened degree of muscle control, as well as enhanced olfactory, auditory, and visual senses. Due to his exposure to the altered manaka root compound, Tomas also has enhanced speed and strength capabilities that allow for a greater degree of mobility during combat. History: Tomas was born and raised in Fresno during the 80s and 90s, his mother and father both being poor Mexican immigrants from Jalisco. The family was one cohesive unit during that time, but Fresno was a brewing cauldron of violence as he grew and matured. The Fresno Bulldogs and the other Hispanic gangs of the area were still waging wars against each other during the 80s and 90s that was tearing at the very fabric of the Hispanic community in Fresno. Brother fought against brother, and blood was shed. Members of La Eme and the Bulldogs bled and died in the streets of Fresno, and anyone associated with either group was a target. When Tomas was 13, his father and younger sister were claimed in a drive-by shooting, the unintended victims of gang violence. Afterwards, Tomas absorbed himself in his physical activities such as gymnastics and boxing, as well as his school work. His eldest brother Hector joined the Marine Corps the year following their father’s death, sending a portion of his wages back to his family to sustain them. As time passed, and Tomas grew, the family became even closer knit than before, his brother Jorge eventually moved on to Freedom City, becoming a cop patrolling the streets. Tomas eventually moved out from his house, attending college at USC on a full-ride scholarship, graduating with a degree in Biology. He then moved on to Freedom City alongside his brother, picking up a few odd jobs here and there before becoming a part of the CSI squad with the FCPD. Of course, this would be an average tale of some athletic boy losing his father and sister to gang violence on the streets of Fresno. Of course, that was until the incident at Astro Labs. At the time, Astro Labs was working on a compound similar to the serum that bestowed the Patriot with his powers, albeit with a degree of variation from the norm. Tomas was exposed to the serum through a lab accident that granted him his powers. Since then, Tomas has taken up the mantle of the Black Jaguar, fighting street crime in all its forms, with the occasional foray into battling masked villains. Personality & Motivation: Tomas fights crime for a variety of reasons, he has seen what gang violence and what an endless cycle of revenge and murder can perpetuate, as well as a high degree of exposure to the drug culture that is permeated by the gang culture. Tomas also fights for the memory of his father and sister, bearing in mind that they lost their lives to street crime, and he never will again. Personality wise, Tomas is a decent and upstanding individual despite his harsh and uncouth demeanor while patrolling the streets of Freedom City at night. He is almost like any other person on the street, he enjoys ice cream, walks in the park and the occasional movie. During the day time, Tomas is a somewhat talkative man that keeps his nose stuck in a book when he isn’t working on a crime. At night, Tomas keeps himself quiet while he stalks his prey like the jaguar that he has named himself after, occasionally roughing thugs up to extract information from them. Tomas sees the criminals that he fights against as a symptom of the larger disease affecting cities like Freedom across the globe, but he has decided that someone needs to fight the symptoms while men such as Langston Albright and the Beaumont clan. He views the masked villains that traipse around the city as little more than jumped up, and often supped-up, gang members like those that claimed his sister and father so many years ago. To him, they are little better than those whom they use, and he will beat them the just the same. Powers & Tactics: Given the abilities that he has been granted by the altered manaka compound, Tomas utilizes his fighting training to good use on the streets. He uses his boxing knowledge to give himself an edge against the fighters of the streets who lack the finesse and discipline that had been instilled in Tomas since a young age when he began boxing all those years ago. He uses his enhanced sensory and movement capabilities to grant himself a tactical advantage in comparison to those he fights. His increased strength allows him to utilize many objects as improvised weapons, while at the same time using his newfound strength to shatter bones and walls. Such is the life of a spandex-wearing vigilante. Complications: Secret: Identity Honor thy Family: Tomas will go out of his way to protect his brother and his family, no matter the cost. To him, family is everything, and any threat to them will be eliminated with extreme prejudice. No matter the cost. No Collateral Damage: At the same time, Tomas does not condone violence against the innocent. He will protect civilian life as much as he can, tending to take the longer route if it avoids civilian death, he himself having known the loss of a loved one. Abilities: 14 + 14 + 12 + 4 + 6 + 4 = 54 pp Strength: 24 (+7) Dexterity: 24 (+7) Constitution: 22 (+6) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 12 + 12 = 24 pp Attack: +6 (+10 Melee) Defense: +10 (+6 Base, +1 Dodge Focus, +3 Shield, +3 flat-footed) Initiative: +15 Grapple: +17 Knockback: -5/-3 Saves: 1 + 3 + 5 = 9 pp Toughness: +7 (+7 Con) Fortitude: +8 (+7 Con, +1) Reflex: +10 (+7 Dex, +3) Will: +8 (+3 Wis, +5) Skills: 95 r = 23 pp Acrobatics 8 (+15, SM) Bluff 8 (+10) Climb 9 (+15, SM) Diplomacy 8 (+10) Escape Artist 8 (+15, SM) Intimidate 13 (+15, SM) Investigate 13 (+15, SM) Languages 1 (Spanish, Native: English) Notice 12 (+15, SM) Sense Motive 7 (+10) Stealth 8 (+15, SM) Feats: 23 pp Accurate Attack Acrobatic Bluff All-Out Attack Attack Focus: Melee 4 Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff) Dodge Focus Defensive Roll 2 Evasion Elusive Target Improved Initiative 2 Move-By Action Power Attack Skill Mastery 2 (Acrobatics, Bluff, Climb, Investigate, Intimidate, Notice, Sense Motive, Stealth) Startle Takedown Attack Uncanny Dodge (olfactory) Powers: 8 + 1 + 3 + 5= 17PP Device 2 (10PP Container; Feats: Hard to Lose) [8PP] Power Claws (4PP Array; Feats: Alternate Power 1) [5DP] Base Power: Strike 3 (Feats: Mighty) [4PP/4PP] Alternate Power: Super-Movement 2 (Feats: Wall-Crawling, Slow Fall) [4PP/4PP] Shield 3 [3DP] Super Strength 1 (Heavy Load: 1400 lbs.) [2DP] Leaping 1 (x2 distance [using Skill Mastery Acrobatics: running long jump 52', standing long jump 26', high jump 13']) [1PP] Speed 3 (50 MPH, 500 ft. per round) [3PP] Super-Senses 5 (Enhanced Sensory Glands; Feats: Danger Sense, Darkvision, Scent, Ultra-Hearing) [5 PP]
  19. horngeek

    Pinnacle

    Player Name: horngeek Character Name: Pinnacle Power Level: 10 Trade-Offs: +2 ATT/-2 DMG, +2 DEF/-2 TOU In Brief: Pinnacle of human ability... who uses his talents for crime. Alternate Identity: Nathan O'Cahan Identity: Secret Birthplace: Adelaide, Australia Occupation: Supervillain Affiliations: Pinnacle is head of his own small gang, consisting of non-powered induviduals. However, he has no problems with working with others. Family: None Known Description: Age: 50 (DOB: 21st January 1963) Apparent Age: Early 30s Gender: Male Ethnicity: Irish-Australian Height: 2m Weight: 80kg Eyes: Blue Hair: Red Pinnacle is a tall, heavily-built man, who generally wears a mask covering his face, with only eyeholes through which his piercing blue eyes gaze, a black bodysuit, and a metal gauntlet on his right arm with a holographic keyboard built-in. Beneath the costume, he has red hair, freckles and fair skin, Power Descriptions: For the most part, Pinnacle's powers don't have a distinctive 'look' to them. The man's simply near the very peak of human achievement- he's as smart as a man can be without outright superpowers, certainly, and he's close to that level in all other aspects. A fair amount of skill at martial arts (not supernatural martial arts, although he's been idly toying with the idea), and most notably, he's skilled at coming up with new inventions or appropriating those of others. That said, he suspects he is superhuman- he's barely aged for the past twenty years, after all. That said, the true nature of his abilities is a mystery even to him. History: (Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.) Personality & Motivation: Pinnacle's an egocentric who, for the most part, can back up his boasting. He's arrogant, but in a quiet way instead of boasting- he's of the opinion that as one of the smartest men in the world, he should have more power than he does, but he conceals that under an air of civilty and calm. He's not a nice man by any means, but he works under his own code of honor- he treats any prisoners he might take with as much respect as security allows, he honors his promises. He's been in a bit of a slump in the past two decades, though- he honestly enjoyed matching wits with the superhero Arsenal and with Michael Fields, and now the former's retired (at least, he assumes so, since she doesn't have a memorial), he doesn't have much of a challenge anymore. Powers & Tactics: (In-character descriptions of how they do what they do) Abilities: 8 + 8 + 8 + 14 + 6 + 4 = 48 PP Strength 18 (+4) Dexterity 18 (+4) Constitution 18 (+4) Intelligence 24 (+7) Wisdom 16 (+3) Charisma 14 (+2) Combat: 12 + 16 = 28 PP Attack: +6 (+12 Strike, +12 Eyes and Ears) Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Initiative: +4 Grapple: +10 Knockback: -4 Saving Throws: 4 + 4 + 5 = 13 PP Toughness: +8 (+4 CON, +4 Protection) Fortitude: +8 (+4 CON, +4) Reflex: +8 (+4 DEX, +4) Will: +8 (+3 WIS, +5) Skills: 80r = 20 PP Acrobatics 11 (+15) Computers 8 (+15) Craft (electronic) 8 (+15) Diplomacy 7 (+9) Gather Information 6 (+8) Investigate 6 (+13) Knowledge (physical sciences) 8 (+15) Knowledge (technology) 8 (+15) Language (English [base], French, Latin, Irish, Mandarin) Notice 7 (+10) Sense Motive 7 (+10) Feats: 24 PP All-Out Attack Beginner’s Luck Dodge Focus 4 Equipment 3 Luck 2 Improvised Tools Inventor Jack-of-All-Trades Minion 5 Power Attack Uncanny Dodge (visual) Wealth 2 Well-Informed Powers: 12 + 15 = 27 PP Morphic Costume, 15 PP Device (Hard to Lose) [12 PP] Strike 4 (Power Feat: Accurate 3, Mighty, Improved Critical 1, Penetrating 3) [11 PP] Protection 4 [4 PP] Power Gauntlet, 20 PP Device (Easy to Lose, Feats: Accurate 3) [15 PP] Damage 8 (Extras: Area Shapeable, Feats: Alternate Power 5) [21 PP] Alternate Power: ESP (visual and audio) 5 (5 miles) [15 PP] Alternate Power: Trip 8 (Extras: Area Shapeable) [16 PP] Alternate Power: Illusion (visual) 8 [16 PP] Alternate Power: Datalink 5 (5 miles; Feats: Machine Control) [6 PP] + Concealment (all senses) 10 (Flaws: Limited to Technology) [10 PP] Alternate Power: Nullify All Tech Powers 8 [16PP] Immunity 1 (Aging) [1PP] Abilities (48) + Combat (28) + Saving Throws (13) + Skills (20) + Feats (24) + Powers (29) - Disadvantages (0) = 162 PP Notes for GM: Pinnacle may well change any of the powers built-into his Power Gauntlet between adventures- the above is a fairly good guideline for his 'general' setup, with the most common change being that he can and will change the Nullify to suit foes he knows he will be going up against. In addition, he will make frequent use of his Inventor feat if he has time to prepare for a fight. Backstory is to come, I just don't want to rist losing what (little) I have right now. Core Human Pinnacle build is by trollthumper.
  20. Players Name: Dr. Archeville Character's Name: Dead Head Power Level: 15 (but built as PL 10) Power Points: 250/250PP Unspent Power Points: 0PP Trade-Offs: -1 Attack / +1 Damage w/ Body Weapons, +1 Attack / -1 Damage w/ Shovel; -5 Defense / +5 Toughness In Brief: The Revoltin' Revenant, enemy to graverobbers and death-warpers, friend to all children! Alternate Identities: Burton "Burt" Lee Identity: Secret Birthplace: Durham, North Carolina, USA Occupation: Advocate, Ghostbuster, Psychopomp Affiliations: Midnighters Family: David Lee (Father), Jamie Lee (Mother), Keith Lee (Brother), Katherine Lee (Sister), numerous aunts, uncles, and cousins; all believe Burt Lee died ten years ago. Age: 41 (DoB: October 1977; Date of death/Reanimation January 2000) Apparent Age: Early 20s... ? Gender: Good Ol' Boy Ethnicity: Caucasian (some Irish on his mother's side, some English from his father's side) Height: 6'2" (1.88 m) Weight: 170 lbs. (77.11 kg) Eyes: Ectoplasmic Blue-Green Flames (formerly Green flames, formerly Blue) Hair: White-Grey (formerly Platinum-Blonde) Description: Dead Head is a mostly preserved corpse, dry though not quite mummy-like, with purplish-gray skin and wild white hair. Sometimes he creaks when he moves. He smells like tobacco and spices and rum, and his eyes glow with a soft blue-green light. He still doesn't get out to the shops much, but has been raiding Avenger's old wardrobe for outfits to supplement what he gets from dumpster diving (a habit he has not, and probably never will, break); he enjoys wearing a noose as a necktie. He still carries a shovel, but now he's usually able to get new ones instead of using rusty discarded ones. His voice still sounds like a harsh, strained whisper, with an eerie reverb when speaking when he shouldn't be able to (like when his head is detached from his body). Power Descriptions: Dead Head's resilience still comes not from being so tough that attacks bounce off, but rather that blasts and bullets and fists go through him harmlessly. His eyes constantly glow with a cyan light, which flares when using his Comprehend and Enhanced Feats powers. History: For full history and background, see his Guidebook entry. By September 2009, he had made his way to Freedom City, perhaps the hub for superpowered and mystical activity in the world. He opposed numerous cults and necromancers, as well as some more traditional supervillains and even few Grue kaiju, but things came to a head for him on Halloween 2010. On the 50th anniversary of his imprisonment in Tartarus, Hades, Greek God of the Underworld, tried to manifest on Earth, but was stopped by a group of heroes and Baron Samedi and his agents. During the battle, something stepped out of Dead Head: Papa Ghede, Baron Samedi's good counterpart. When Malador and Samedi had opened that rift a decade ago, it was to a prison dimension holding a pseudonatural monstrosity. Ghede and some other gods rushed to close it, but the Horror fought back, and dealt him a severe blow. Desperately seeking some spot to recuperate, Ghede went to the one place available: Burton Lee. He backtracked the mystical link the Horror had set up, which it had just sent a portion of its essence into. Due to the restrictions of The Pact, Ghede still needed Burt's permissions to inhabit his body... but he was dead, his soul about to be intercepted and consumed by the Horror. Ghede had to act fast, and offered Burt a deal: he'd save him from the Horror, resurrect him, let him continue amongst the mortal world, if he could hole up in him for a bit. Burt, not really wanting to be dead (or Horror-chow), agreed... but there was an unexpected hitch. The alterations the Horror had made to Burt's mind/soul, as well as the damage it caused when it lashed out and tried to send a portion of itself into him, altered his metaphyiscal being such that when the wounded Ghede tried to bond with Burt, he was instead trapped and in a state of semi-hibernation; the resurrection also went awry, bringing Burt back as a type of super-powerful zombie, constantly rotting yet regenerating. The increased magical activities of the past month finally roused Ghede, who spent some time cleaning and undoing the damage the pseudonatural Horror had done to Burt before manifesting and carrying Baron Samedi and Hades away. He planned to take Burt's spirit with him to Guinee, where he would be rewarded in final rest, but he pleaded to stay, and his friends rallied for him. Ghede allowed it, altering him to be more resilient and left him one of Legba's hounds, to make up for the loss of his ability to animate and resurrect the dead. Fortunately for Dead Head, he knows a few powerful and skilled mages and benevolent necromancers, who could help him relearn those abilities. These lessons are 'paid' in part by helping out around Parkhurst Hotel, a task he happily does. Personality & Motivation: At first, Burt was exceedingly depressed and horrified about his condition. All his friends were dead, twice over, and his family thought he was gone. Lacking any ties to the world of the living, he wandered and did what he could for the dead, but some of them wanted him to do horrible things. He never did them, but being constantly exposed to those requests didn't help his mood. Over the past few years, though, Burt has learned to lighten up -- thanks in part by helping to bring peaceful closure to several families -- and to even enjoy some aspects of his condition (like his Anatomic Separation power). Of course, given his appearance, voice, and mannerisms, his humor is very much in the vein of Tales from the Crypt's Crypt Keeper. He is, in fact, very much like a member of The Addams Family: compassionate and loving, friendly to all he meets, eager to help strangers in times of need, tolerant to a fault... and largely incapable of noticing how creepy and wrong he comes off, or just how badly his "idle fun" (like snapping off a hand and having it crawl around like a spider, or stretching and twisting in ways no living person should or could) unnerves some people. He has, of course, made a few enemies, and holds particular types of criminals with special distaste. Baron Samedi and Malador both wanted him, either to lead their armies of undead monstrosities, or to rip out whatever power is in him and add it to their own; now Samedi wants him destroyed just out of spite. Hades has also become an enemy, due to his role in preventing his possession of/merging with Daedalus. Burt himself takes special interest in cases involving children (especially those who weren't able to fully enjoy life) and those who disturb the dead (such as graverobbers and most necromancers). Powers & Tactics: Since losing his connection to Papa Ghede, Dead Head has lost much of his power. He's still monstrously tough and near-impossible to put down -- in fact, his body repairs itself even faster than before -- and he can still communicate with and even grab spirits of the dead, but he can no longer animate or raise them as he once could. He has recently re-learned how to control himself if separated into three pieces, and a new trick: taking on the appearance, sound, and even smell of anyone who has died. Good for confronting a murderer with their victims, bad for trying to sneak into guarded areas. His Fearsome Presence can be either contorting his body in hideous ways, channeling the chill finality of the grave, or making himself look like the decayed remains of someone the person knew. COMPLICATIONS Appearance: It's a zomumbie! Eek! The GM may give him a Hero Point if someone reacts negatively upon seeing him use some of his more disgusting abilities (or simply upon seeing him for the first time), such as fleeing from him, trying to drive him off, and/or attacking him. Creepy and Kooky, Mysterious and Spooky: Even when he's trying to present himself as 'normal,' Dead Head always has an 'Addams Family vibe' about him. The GM can give Dead Head a Hero Point when his antics run counter to the etiquette practiced by those around him or otherwise make them uncomfortable, which can, for example, give him a penalty to an interaction skill check, or cause him to fail it automatically. Alternately, this can be a Complication for another character, who will suffer a penalty or automatic failure to their check. Enemies: Baron Samedi, Hades, and Malador are the big three. Then there's all the graverobbers, organlegging rings, and death-cults he's busted up. The GM can give him a Hero Point in exchange for one of these people/groups attacking or otherwise disrupting him at the worst possible times. Spare Change? Chaaange?: No job, legally dead, gets most of his clothes from the dumpsters behind the Goodwill and Salvation Army (or the closets of allies). The GM can award a Hero Point should these present a significant impediment to him. Temper/Hatred: Dead Head has a special dislike of those who harm children or disturb the dead. The GM can give him a Hero Point to force him to take a course of action which would be straightforward but also foolish and/or rash. The GM may force him to make a Will save to resist the urge, or simply dictate that he gives in to it. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him otherwise. Blind Without 'Em: Dead Head's "spiritual blindsight" is a necromantic variation of the traditional psychic blindsight, with a few limits. It allows him to sense the living, the dead, and the undead: anything that has or once had a soul (for varying definitions of "soul"). As such, it does not work on mindless robots (and similar constructs), nor does it pick up on nonliving objects (like buildings and vehicles). ABILITIES: 14 + 4 + (-10) + 2 + 6 + 6 = 22PP Strength: 24 (+7), effective Str 29 w/ Shovel Dexterity: 14 (+2) Constitution: --- Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT: 10 + 4 = 14PP Initiative: +2 Attack: +5 Ranged, +9 Melee, +11 Shovel (+5 Base) Grapple: +16, +17 w/ Shovel, +18 w/ Tireless Limbs, +19 w/ both Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Knockback: -12, -7 vs Magic, Salt, or Silver ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Shovel Touch DC 24 Toughness (Staged) Damage (Physical) Shovel, Breaking Touch DC 17 Fortitude (Staged) Drain Toughness; Objects Only DC 22 Toughness (Staged) Damage (Physical); Objects Only Necromancy / Body Weapons (Crit 19-20) Touch +5 ft. DC 26 Toughness (Staged) Damage (Physical) Necromancy / Fearsome Presence 50 ft. DC 20 Will (Staged) Shaken / Frightened / Panicked SAVING THROWS: 0 + 3 + 7 = 10PP Toughness: +15 (Impervious 10 [not vs Magic, Salt, or Silver]) Fortitude: --- Reflex: +5 (+2 Dex, +3) Will: +10 (+3 Wis, +7) SKILLS: 76R = 19PP Diplomacy 12 (+15) Disguise 0 (+3, +23 w/ Morph) Gather Information 7 (+10) SM Intimidate 11 (+14) SM Knowledge (Arcane Lore) 9 (+10) Knowledge (Life Sciences) 4 (+5) Knowledge (Popular Culture) 4 (+5) Knowledge (Theology & Philosophy) 9 (+10) Notice 8 (+11) SM Sense Motive 12 (+15) SM FEATS: 26PP All-Out Attack Attack Focus (Melee) 4 Attack Specialization (Shovel) 1 Contacts Dodge Focus 2 Favored Environment (cemeteries/graveyards) Fearless Improved Disarm Interpose Jack of All Trades Luck 3 Power Attack Prone Fighting Ritualist Skill Mastery (Gather Information, Intimidate, Notice, Sense Motive) Startle Takedown Attack 2 Weapon Bind Well-Informed Enhanced Feats Challenge 4 (Gather Information: Discrete Inquiry [-20 to penalty]) (from Comprehend Spirits) Challenge 7 (Intimidate: Demoralize as a Move action, Forceful Intimidation, Mass Intimidation, Powerful Intimidation 3 [-5 penalty], Startle as a Move action) (from “Boo!”) Elusive Target (from "Aspect of The Penanggalan") Fearsome Presence 10 (from “Boo!”) Improved Grab (from “Bite-y Flying Head”) Improved Grapple (from “Bite-y Flying Head”) Improved Pin (from “Bite-y Flying Head”) Improved Trip (from “Body Weapons”) Move-By Action (from "Aspect of The Penanggalan") Veteran Feats Equipment 8 (contribution to the Twilight Lodge Minion 15 POWERS: 3 + 12 + 2 + 1 + 30 + 1 + 5 + 7 + 23 + 15 + 31 + 5 + 16 + 2 + 6 = 159PP All powers have the magic, supernatural, and undead descriptors. "Shovel" also has the dimensional/summoning descriptor (since he summons it from another dimension). Anatomic Separation 1 (Extras: Variable Split) [3PP] Animate Objects 2 (animate dead; Extras: Horde, Range [Perception], Type; Flaws: Action [Full], Limited [to corpses]; PFs: Mental Link, Progression 3 [up to 10 zombies]) [12PP] Enhanced Strength 0 (ghost grabbin'; Feats: Affects Insubstantial 2) [2PP] Features 1 (Internal Compartment; lt. load 346 lbs.) [1PP] Immunity 30 (Fortitude Effects) [30PP] Immunity 2 (Critical Hits, Flaws: Limited [Not vs Magic, including the natural weapons of Supernatural creatures, Salt, or Silver]) [1PP] Impervious Toughness 10 (Flaws: Limited [Not vs Magic, including the natural weapons of Supernatural creatures, Salt, or Silver]) [5PP] Medium 3 (6PP Array; PF: Alternate Power) [7PP] BE: Comprehend 1 (Spirits; PFs: Challenge 4 [Discrete Inquiry]) {6/6} AP: Comprehend 2 (Objects; Flaw: Limited [corpses]) {2} and Super-Senses 8 (postcognition, precognition; Flaw: Unreliable) {4} {2+4=6} Necromancy 8.5 (17PP Array; PFs: Alternate Power 6) [23PP] BE: Enhanced Anatomic Separation 2 ("Fall To Pieces"; Total Rank 3; Extras: Action [Free] [3], Variable Split [2]) {9pp} plus Flight 2 ("Aspect of The Penanggalan"; 25mph / 250ft per Move Action; Flaws: Limited [Only Detached Head Can Fly]; PFs: Elusive Target, Move-by Action) {4pp} plus Strike 0 (“Bite-y Flying Head”; PFs: Improved Grab, Improved Grapple, Improved Pin, Mighty) {4} {9+4+4=17/17} AP: Enhanced Feats 17 ("Boo!"; Challenge 7 [Demoralize as a Move action, Forceful Intimidation, Mass Intimidation, Powerful Intimidation 3 {-5 penalty}, Startle as a Move action], Fearsome Presence 10 [50-ft. radius, DC 20]) {17/17} AP: Comprehend 3 (”spirit translators”; read all, speak any one at a time, understand all) {6} plus Morph 4 ("Faces of Death"; Any Humanoid, +20 Disguise; Flaw: Limited [Dead People]; PFs: Covers Scent, Precise, Voice Mimicry) {7} + Shrinking 4 ("Creepy Dead Kid"; Small [-4 Str, -1 Toughness, +1 attack/defense, -4 grapple, +4 stealth, -2 intimidate]) {4} {6+7+4=17/17} AP: Strike 4 (”body weapons”; Extra: Penetrating 4; PFs: Extended Reach, Improved Critical, Improved Trip, Incurable, Mighty, Split Attack, Variable Descriptor [bludgeoning/piercing/slashing]) {15/17}0 AP: Teleport 6 (”gravewalking,” 600 feet/20 miles; Extra: Accurate; Flaw: Limited [only from & to places of death {cemeteries, morgues, etc.}]; PFs: Change Direction, Change Velocity, Easy, Subtle, Turnabout) {17/17} AP: Communication 3 (“haunt hotline,” mental, 1,000 feet; Extras: Area; Flaw: Limited [Only with Undead and Characters with Comprehend/Spirits]; PFs: Dimensional 2 [afterlives], Selective, Subtle) {7} + Mind Reading 10 (“memento mors”; Extras: Action 2 [Free for surface, Move for probe], Sensory Link; Flaws: Limited [only memories & thoughts pertaining to death & killing], Range 2 [Touch]) {10} {7+10=17/17} AP: Nullify 11 (“curse eating”; all magic effects simultaneously; Extra: Duration [Concentration]; Flaws: Limited [to necromantic magic effects], Range [Touch]; PF: Selective) {12/17} Protection 15 [15PP] Regeneration 29 (Recovery 14 [+9], Recovery Rate: Injured 3 [1 minute], Disabled 5 [1 minute], Resurrection 7 [1 minute]; PFs: Persistent, Regrowth) [31PP] Shovel 1.5 (3 points; PFs: Alternate Power 2) [5PP] BE: Strike 2 (whack!; PF: Mighty) {3/3} AP: Burrowing 3 (digging; Soil: 5MPH / 50ft per Move Action, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action) {3/3} AP: Super-Strength 1 (leverage; STR 29 [Heavy Load: 1,400 lbs.]; PF: Breaking) {3/3} Super-Senses 19 (Communication Link [mental, with Mutt], Darkvision [Drawbacks: Noticeable], Hearing Counters Concealment [Flaw: Undead only], Magic Awareness 3 [Mental], Mental Awareness 2 [Mental], Vision Counters Concealment [Flaw: Undead only], Danger Sense [mental], “Spiritual Blindsight” [Mental Sense; Enhancements: Accurate, Acute, Radius, Ranged]) [16PP] + Enhanced Super-Senses 4 (Acute & Analytical for All Mental Senses; Flaw: Limited [Only for Necromantic Effects]) [2PP] Undead Body 2.5 (5 points; PF: Alternate Power) [6PP] BE: Insubstantial 1 (disturbingly limber) {5/5} AP: Speed 1 (tireless limbs; 10 mph) {1} plus Super-Strength 2 (tireless limbs; effective STR 34 [Heavy Load: 2,800 lbs.]) {4} {1+4=5/5} TOTALS Abilities (22) + Combat (14) + Saving Throws (10) + Skills (19) + Feats (26) + Powers (159) - Drawbacks (0) = 250/250 Power Points
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