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  1. Claremont Academy Fall 2021 The members of Red Squad had been told their special weekend project was quite a doozy, and they were right - though perhaps not in the usual superpowered way. Escorting selected structural supports and architectural plans from the Centurion's Sanctum to the National Building Museum in Washington was a high honor, even if by all accounts it was just going to involve a trip in a private jet and a short car trip to the NBM. Waiting for them as they reported for their bus ride to the airport was their escort for the day; a woman none of them had met before, not to speak of, but who all of them had heard of. The Patriot, second to bear that title, was a solidly-built Asian woman who looked to be maybe thirty (though really, who could tell the ages of adults well) her face partially obscured by a dark red and blue armored helmet complete with chin guard, eyes hidden by white reflective lenses over the eyepiece. Her armored costume consisted of a blue Kevlar tactical shirt, white stain-repellent trousers, and maroon gauntlets. It's a look obviously inspired by the previous Patriot, with a few upgrades. She was waering a brown leather bomber jacket over the top of the costume with an American flag sewn on the back and white star over the heart. Her tactical boots didn't add enough to her height to make her 5'10" but she's close. Inside her helmet, Ashley was already dreading this, even as she was reminding herself to stow it. You volunteered for this job. That means keeping an eye on the kids, especially the ones Callie is keeping a special eye on. You spend a day with them, talk about working for the government and not hiding in the shadows, it's great. Her red white and blue bike was parked nearby the bus, whose driver was inside grabbing breakfast before they all hit the road. It was early morning for teenagers; Ashley had been up for hours. She stood with her arms folded over her chest and greeted the first student with "Morning. Just wait right there till everyone's here, I don't want to talk over the engine."
  2. For rolls, which may be needed soon.
  3. October 5th, 5pm The doors to the Doom Room hissed open as the various members of the recently formed Red Squad stepped towards the entrance. From inside the gathered teenagers found what appeared to be a stereotypical dojo, rice paper walls and wooden floors with banners hanging decoratively. Crickets chirped softly, the sound carried on a gentle breeze coming from an open doorway within the simulation to a forest outside the building. Standing by the woods, admiring the simulated sunset in her school issued costume, Gauss turned her head back to the group. "Hey guys, I see everyone got my notes. So, you guys remember when Headmistress Summers grouped us up together, I figured if we're going to be a team and competing together against pretty much the rest of the school we should probably have a formal meet up to get an idea of what everyone can do power wise, any skills or talents we bring to the table, all that good stuff."
  4. Masque Power Level: 10 [15] (202/231PP) Unspent Power Points: 29PP Trade-Offs: +5 Attack / -5 Damage (Weaponry), +2 Attack / -2 Damage (Magic), +3 Defense / -3 Toughness In Brief: Teenaged trickster making up for lost time. Theme: Pinkzebra - Larger Than Life Alternate Identity: Elizabeth Grey (secret) Birthplace: London, England Residence: Freedom City, USA Base of Operations: Claremont Academy Occupation: student, amateur magician Affiliations: Claremont Family: mother, father, three older brothers Description: Age: born April 2002 Gender: female Ethnicity: Caucasian Height: 5' 5" Weight: 120lb Eyes: grey Hair: white Elizabeth Grey has her mother's refined, delicate features and her father's sharp, lively eyes; she's still a little soft in the face as she works her way through the rest of her teens but she has the cheekbones and the smile to be quite stunning as an adult if she continues on her current trajectory, growing up and reclaiming the shape her body's in after years of ill inactivity. For now she's thin, both older and tougher than she looks, and if she'd kept the sandy-blonde hair of the rest of her family she wouldn't look so out-of-place as the young princess of a fantasy novel. That ship, though, has long-since sailed: some manner of semi-desperate cure attempt in her past bleached her short, unruly hair white, a change she carries with dignity and some infrequent playful dyes. Her personal wardrobe is as varied as her mood, especially with magic behind it, and her hero costume isn't far off: she favors a simpler design, a sleeveless tunic in soft blue over clean white spandex, with gloves and boots to match, and a pure white cloak and hood to look as mysterious as possible. She builds on this foundation happily and with little prompting, ever eager to ape an opponent or harmonize with a group. Her mask is almost more a plate than a face, a uniform white oval marked only by two stylized eyes holes. A pair of thick bands of color flow down from the top edge, following along its contours to run through the center of the eyes before curving out across the cheeks toward the bottom; a single round circle marks the center of the forehead; were it a more ornate offering one gets the impression that circle would be a gem or a bit of ostentatious silver. These markings were grey when Elizabeth found them - the sort of tired, faded grey of a tired, faded spirit. In her hands they're whatever color they need to be...and, for that matter, she has an awful habit of reshaping the mask itself to suit her mood and the theatrics of the moment. Even when not on hero duty, the mask is guaranteed to be on or near her person in some capacity: a key chain, a phone charm, a decidedly odd decoration for her belt or backpack. History: Little Elizabeth was born tiny and sick; it wasn't her fault, or her parents' fault, nor was it the work of some criminal mastermind or wicked curse. She was just sick in the way that happens sometimes, to some babies and to some parents: too sick to go home right away, too fragile to play outside with her brothers, too weak to attend public schools for long, too exhausted to go out and about when the family went on vacation. Still, it was a good family, full of light and love, and they never stopped looking for relief or a cure - not when the family's previously-considerable funds ran low, not when it meant moving to America for different doctors and different trials, not when treatment turned her hair white. Not even when she'd given up on herself, shutting herself away with her books and her card tricks, encouraging them to live their own lives. A brush with Freedom City's infamous villainy was probably inevitable, but sometimes cures do come from the strangest of places: a successful lawyer's sick daughter makes for a fantastic hostage in a museum heist, but maybe less so when you lock her up in the room with the restricted artifacts. Less still when one of them, an old, worn mask, calls out to be worn. Essentially useless when the hostage up and disappears from a shuttered vault just when she'd be most useful. Personality & Motivation: Elizabeth is better now - for perhaps the first time in her life, really, actually better. She has so much living to catch up on - so many things she dreamed of seeing, places she dreamed of going. With so little known about her mask, its origins, or what it can do, she's decided that embracing everything life has to offer is better than sitting at home and worrying about how long her good fortune may last - she will eat the good food, live the good life, and help others do the same if she can. Powers & Tactics: While Elizabeth has some amount of training in both legerdemain and hand-to-hand combat - her own hobby and her mother's attempt to build her strength on the 'good' days, in turn - the majority of Liz's tricks come through and from the ancient mask two which she finds herself bonded. It seems, to her research and the limited impression she gets from the artifact itself, to be a grab-bag of trickster fare. She stops crime and fights baddies not just because it's right, but because it's fun. So long as nobody's seriously endangered, she has a strong (and, worryingly, growing) impulse to enjoy herself, mocking the proud and teaching lessons to the weak, employing a level of theatrics and pomp that are not strictly necessary. Power Descriptions: Elizabeth's mask cannot be separated from her for long - the moment it's left unattended or slips out of sight, it finds its way back to her side. The mask's trickery is exactly as flashy or as subtle as it needs to be, and highly versatile in its appearance, which Elizabeth enjoys immensely; even her conjured weaponry, impossible and short-lived call-backs to story and legend, seem to be literally pulled from her sleeve more on whim and chance than any lasting insight into the mask's point of origin. The most common of these may be a shepherd's crook - a terribly long thing of pale wood, with a long white strip of cloth wound around it as grip. Her more overtly-magical fare hearkens back to fables and folklore, casting illusions, calling up fiery spheres reminiscent of will-o'-wisps to harass her enemies, or even calling up a full copy of herself - though the latter takes nearly every ounce of her magic to maintain. Complications: 'Borrowed': She may be bound to the mask, and it to her, but it doesn't technically belong to her. Legally. She won't tell if you don't. Communication Issues: Elizabeth and her duplicate share a mental link, but it's more empathy than telepathy; the only reliable way she gets information from her double is when the double disappears and she inherits its memories. Nothing Up My Sleeves: Elizabeth has genuine passion for stage magic; she'd be mortified if word of having actual magic got out to the public and people started assuming that she was using real magic to cheat. Carpe Diem: While not naive per se, Elizabeth has not had quite as much of a life until only recently, and her desire to see and experience and enjoy can border on hedonism if she isn't careful. Relapse: While her mask can't be forcibly separated from Elizabeth for long under normal circumstances, prolonged exposure to power suppressors, anti-magic effects, or plot-based separation from her source of power also negates its 'cure', likely represented by a slow drain on her Strength and Constitution as she relapses. Relapse Fear: The idea of this happening is terrifying. Secret: Identity. Suspicious Circumstances: That villain seemed awfully keen to leave her there, alone, with the uncatalogued artifacts. He almost seemed surprised when she disappeared....almost. Trickster's Mask: Magic artifacts draw attention, and ones mysterious both in power and origin are no different. Abilities: 2 + 6 + 4 + 6 + 0 + 6 = 24PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 10 = 22PP Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +7 Melee (+6 Base, +1 Melee Focus), +15 Conjured Weaponry (+7 Melee, +8 Accurate), +6 Ranged, +12 Magic (+6 Base, +6 Accurate) Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +8 Knockback: -3 Saving Throws: 3 + 6 + 7 = 16PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +9 (+3 Dex, +6) Will: +7 (+0 Wis, +7) Skills: 112R = 28PP Acrobatics 8 (+11)SM Bluff 11 (+14, +18 Attractive)SM Concentration 10 (+10) Diplomacy 5 (+8, +12 Attractive) Disguise 2 (+5) Driving 7 (+10) Escape Artist 12 (+15)SM Knowledge (Arcane Lore) 8 (+11) Knowledge (Popular Culture) 8 (+11) Notice 10 (+10) Perform (Comedy) 4 (+7) Search 2 (+5) Sense Motive 10 (+10) Sleight of Hand 15 (+18)SM Feats: 23PP Attack Focus (Melee) 1 Attractive Dodge Focus 8 Equipment 1 Evasion Fast Task 2 [Feint, Trick] Improved Initiative Luck 2 [to 5, from powers] Power Attack Redirect Set-Up Skill Mastery (Acrobatics, Bluff, Escape Artist, Sleight of Hand) Taunt Uncanny Dodge [Auditory] Equipment: 1PP = 5EP Handcuffs [1EP] Knife [3EP] Masterwork Magician's Kit [1EP] Powers: 4 + 2 + 4 + 1 + 1 + 47 + 6 + 5 + 1 + 10 + 5 + 3 = 89PP All powers have the 'magic' descriptor unless otherwise noted. Comprehend 2 (Speak Any, Understand Any) [4pp] (liar's tongue) Enhanced Feats 2 (Quick-Change 2) [2PP] Environmental Control 4 (50' radius; Light 1) [4PP] Feature 1 (mask cannot be removed by force) [1PP] Immunity 1 (Disease) [1PP] Trickster Array 22 (44PP array; Feats: Alternate Power 3) [47PP] Blast 8 (Extras: Linked [Dazzle]; Feats: Accurate 3, Homing) + Dazzle 8 (visual; Extras: Linked [Blast]) [20+16= 36/44] (will-o'-wisp) Concealment 10 (all sense types; Feats: Close Range, Selective), Morph 10 (any humanoid [2], +50 disguise) [22 + 20 = 42/44] Illusion 10 (all sense types [4]; Feats: Progression 4 [100' radius]) [44/44] Duplication 11 (155/165PP clone; Feats: Mental Link; Extras: Heroic, Survival; Drawback: duplicate inherits conditions) [44/44] Luck Control 1 (Spend for Others; Feats: Luck 3) [6PP] Protection 5 [5PP] Speed 1 (10mph) [1PP] (training) Strike 4 (Feats: Accurate 4, Mighty, Variable Descriptor 1 [any physical]) [10PP] (conjured weaponry) Super-Senses 5 (Visual Counters Illusion [2], Magic Awareness [3]) [5PP] Teleport 3 (300'; Flaws: Short-Range) [3PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed melee DC16 Toughness damage (staged) Conjured Weapons melee DC20 Toughness damage (staged) Blast ranged DC23 Toughness damage (staged) Dazzle ranged DC18 Reflex blind DC18 Fortitude recover Illusion 100' DC20 Will disbelieve Totals: Abilities (24) + Combat (22) + Saving Throws (16) + Skills (28) + Feats (23) + Powers (89) - Drawbacks (0) = 202/231 Power Points
  5. 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
  6. Red Lynx Power Level: 10 (157/166PP) Unspent Power Points: 9PP Trade-Offs: +2 Attack / -2 Damage, -1 Defense / +1 Toughness In Brief: Dakanan Prince taking a more 'personal' approach to aiding the less privileged nations. Catchphrase: Theme: The Message Alternate Identity(Secret outside Dakana) Birthplace: Dakana Residence: Dakana Royal Palace, Claremont Academy Base of Operations: Bayview Occupation: Prince & Student Affiliations: Dakana Royal Family, Claremont Academy Family: M'Balla (Father), Asma'u (Mother), M'Zale (Grandfather), Ubasti (Grandmother), Àjàṣorò Tafari (Twin Sister), Baako (Half-Brother) Description: Age: 18 (DoB: 12th April 2002) Apparent Age: 18 Gender: Male Ethnicity: African (Dakanan) Height: 6'4" Weight: 225 lbs Eyes: Brown Hair: Black Dark skinned and powerfully built Kamau looks every bit the part of Dakanan Royalty. With an athletic frame and well defined musculature he evokes a distinct bearing of controlled power and moves with a sure grace. A strong jaw and broad features continue that trend though his eyes have a thoughtful and considering cast. He attempts to school his features into an implacable mask fo royal propriety but is easily given to an all to boyish grin revealing nor at all regal dimples. He wears his hair shorn in a tight fade on the sides with a crown of tight 'locks coiled above. He usually dresses to suit the occasion though when given to leisure prefers utilitarian workout clothes. In costume his augmented suit is a deep almost black crimson with the interwoven daka crystals flaring to a bright red when struck with force. Vitals are covered with hardened plates of lightweight composites that gives the central torso an articulated appearance but leaves his range of motion free. He's stylized the armored helmet with high peaked 'ears' and a feline shape to the visor to better strike fear in the hearts of 'cowardly and superstitious' villains. History: Kamau is the second born of twins, children of King M'ballas second marriage. As such he has been afforded every benefit growing up the wealth and power of his upbringing grooming him to be a leader and perhaps eventual White Lion. It also instilled in him a deep feeling of responsibility for both his nation and his fellow man throughout the world. Unlike his (As she is quick to point out, elder) twin he has always taken a keener interest in his home country and it's heroes the White Lions and other champions throughout the years. As he grew he began training with the palace security in addition to his tutoring in assorted skills believed necessary for a prince and potential White Lion. Kamau excelled in most tasks put to him with a natural talent and easy confidence in his ancestry. Despite this, or perhaps because of it he has always approached his tasks and lessons with a certain careful and collected care. Both to avoid unintended consequence and to ensure success through application of his skills and abilities. When it came time for the challenge of the White Lion he fully expected he'd emerge the victor. Though his half brother was powerful he was reckless and easy to manipulate. Kamau's own sister had little more than passing interest in the title. While evenly matched in many of the trials when the final challenge came Kamau held back unwilling to commit lest Baako seize the power of the White Lion. In the end this proved his undoing. His sister acted unhesitatingly sizing opportunity when presented and carried the day. For some the failure at the trial may have soured their opinion of the winner or caused a crisis of faith or confidence. But Kamau felt something more akin to relief. He had pursued the position out of a default feeling of responsibility not out of any surity he was the right person. In truth he saw almost immediately the wisdom of the trials construction and that his sister was best suited for it took much more than strength of body or mind to be hte White Lion, or in this case the White Lioness. Kamau joins his sister at Claremont, seeing attendance at the Freedom school as an opportunity to not only learn from the americans but help them to clean up their 'crime ridden' streets and corrupt institutions. Personality & Motivation: Kamau affects a friendly and gregarious persona for public events a skill he has developed over the course of many state events from childhood on. In more private settings he's more withdrawn with a more naturally dry wit and quiet confidence until an area of particular interest draws out enthusiastic, and at times exhaustive, discussion of the topic at hand. As Red Lynx Kamau takes on the collected personality of the dark avenger his voice a low growl and a carefully curated body language to evoke fear in criminals and unsettled gratitude in innocents and law enforcement alike. Publically Prince Kamau is a strong proponent of his fathers policies of inclusion and action outside Dakanas borders. The nation has power and wealth and the responsibility to use them for the betterment of the world as a whole. This is not to say he is ignorant of the geopolitics his nations long isolation and how it effects modern attempts at involvement. In part this is why he was eager to leave Dakanas borders. He disagrees with the Isolationist old guard and imperial ambitions of some of the Red Hyena but also feels more must be done on the ground not only through economics and soft power but by citizens of good intention doing what is in their power to bend the other nations toward greater equity. He takes this duty seriously as Red Lynx to strike out against injustice in his adopted home of Freedom where despite the benefits afforded the citizens of the US many still find themselves victims of corruption or criminal enterprise turning ht tools of freedom to personal gain. Powers & Tactics: Lynx fights with a tactical efficiency born of his training with the Dakanan security forces. He approaches a potential conflict with tight focus on ending it quickly and with minimal collateral damage using the environment and keen tracking of his environments to give himself the advantage. Preferring to strike from unexpected directions he avoids direct confrontation until the time of his choosing whenever possible then attacks with single minded determination to eliminate the threat as quickly as possible. Utilizing his superior athletic abilities and training he's willing to stand toe to toe with an enemy to buy time if that is what is required or distract and draw an enemy to a battleground of his choosing denying the enemy the ability to use innocents or property damage against him. Power Descriptions: Beyond his physical training and conditioning Red Lynx utilizes advanced technology from Dakana for his efforts fighting crime abroad. In addition to his armored suit he uses a pair of Marungu. The throwing clubs are similar to those utilized by many Dakanan security forces and made of advanced alloys lightweight and strong, well balanced for throwing or striking. Complications: The Hero Formerly Known as Prince: Kamau is a foreign Royal operating as a secret vigilante on U.S. soil. International incidents are not out of the question. OLDER Sister: His elder twin is the White Lioness, and in his school, here enemies will be his enemies as well as the reverse. The World is a Mess and I Just Need to ... Rule it: Kamau see's the world outside of Dakana as less civilized and a little backwards. This can get him in trouble when he acts unilaterally for the good of "the people" regardless of authority. Keep it in the Family: Kamau's half brother Baako, as well as Ubasti sometimes put their politics into action, with fists. Kamau and his sister are likely targets. Abilities: 14 + 14 + 14 + 14 + 14 + 14 = 84PP Strength: 24 (+7) Dexterity: 24 (+7) Constitution: 24 (+7) Intelligence: 24 (+7) Wisdom: 24 (+7) Charisma: 24 (+7) Combat: 14 + 12 = 26PP Initiative: +5 Attack: +13 unarmed, +11 Melee, +7 base Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Grapple: +18 Knockback: -5/-3 Saving Throws: 0 + 3 + 3 = 6PP Toughness: +10 (+7 Con, +3 Armored Costume) Fortitude: +7 (+7 Con, +0) Reflex: +10 (+7 Dex, +3) Will: +10 (+7 Wis, +3) Skills: 48R = 12PP Acrobatics 7 (+14) Gather Information 2 (+9) Intimidate 7 (+12) Knowledge: Business 3 (+10) Knowledge: Civics 3 (+10) Knowledge: Streetwise 3 (+10) Language 2 (Dakanan [Native], English, Spanish) Notice 7 (+14) Sense Motive 7 (+14) Stealth 7 (+14) Feats: 16PP Acrobatic Bluff Attack Focus: Melee 4 Attack Specialization: Unarmed 1 Benefit 2 (Diplomatic Immunity, Wealth) Dodge Focus 4 Eidetic Memory Hide in Plain Sight Jack of all Trades Quick Change Powers: 4 + 4 + 5 = 13PP Device 1 (Armored Costume; 5 PP Container; Flaws: Hard-To-Lose;) [4PP] (Technology, Daka Crystals) Protection 3 (Absorptive Armor;) [3PP] Immunity 2 (Shock Plates; Critical Hits) [2PP] Device 1 (Marungu; 5 PP Container; Flaws: Easy-To-Lose; Feats: Multiple Weapons 1;) [4PP] (Technology) Damage 2 (Strike; Feats: Mighty, Thrown, Split Attack;) [5PP] (Bludgeoning) Container 1 (Training and Conditioning; 5 PP) [5PP] (Training) Enhanced Feats 1 (Situational Awareness; Uncanny Dodge [Mental]) [1PP] Immunity 2 (Conditioning; Starvation/Thirst, Need For Sleep; Flaws: Limited [Half Effect]) [1PP] Leaping 1 (Acrobatic Leap) [1PP] Quickness 1 (Efficiency) [1PP] Speed 1 (Sprinter) [1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Marungu (melee) Touch DC 24 Toughness Damage Marungu (Thrown)Thrown DC 20Toughness Damage Totals: Abilities (84) + Combat (24) + Saving Throws (6) + Skills (12) + Feats (16) + Powers (13) = 157/166 Power Points
  7. White Lioness Power Level: 10 [12] (155/190PP) Unspent Power Points: 35 Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness In Brief: Laid back student, who just happens to be the current White Lioness. Catchphrase: "The female Lion is always much more dangerous than the male." Theme: Naughty by Keko Alternate Identity: Sara Kingdom, officially Àjàṣorò Tafari, White Lion Clan (Pubically known in Dakana), Ajasoro Birthplace: Dakana Residence: Dakana Royal Palace, Claremont Academy Base of Operations: Bayview Occupation:Princess & Student Affiliations: Dakana Royal Family Family: M'Balla (Father), Asma'u (Mother), M'Zale (Grandfather), Ubasti (Grandmother), Makeda (Baako's Mother), Baako (Half-Brother) Description: Age: 16 (DoB: 12th April 2002) Gender: Female Ethnicity: Dakanan African Height: 1.67 m (5'6") Weight: 54kg (120 lbs) Eyes: Brown Hair: Black Whilst she downplays it many have commented that Àjàṣorò has inherited some of the beauty of her mother with the intensity of her father, especially the dark intense eye that both twins posse. Before becoming the White Lioness she kept herself in reasonable shape, though nowhere near as athletic as her brother. Embracing the chance to study in America she dresses and acts as a typical teenager, even with a passable East Coast accent. Her clothes are the most recent fashion and her hair done in the latest style, though she keeps it relatively short. The famous White Lion(ess) suit she wears looks like white cloth bodysuit but is actually a hi-tech weave laced with energy absorbing Daka crystals. It has gone through several redesigns, the skirt was quickly abandoned, but has always included the traditional gold accompaniments of her title (though not the headdress as she is not yet Queen). When in the costume she uses her more natural Dakanan accent. History: Àjàṣorò the eldest daughter of King M'Balla and his second wife Asma'u was raised to understand the importance of the job that the White Lion clan did to defend the nation of Dakana from threats. As such her childhood was spent training her body and mind to be the best that she could. But she really wasn't interested in such things, her attention was on those brightly coloured superheroes they had in America, though obviously, she was most interested in her fathers and grandfather heroics. It's not that she isn't proud of her country and people, it's just that it all seemed much more interesting. She even began to adopt the fashions and even the general accent of she saw on the television and internet, much to her tutor's chagrin. Then her father decided the time had come to step down as the current White Lion and focus instead on improving his land. Àjàṣorò had never really been interested in taking on the mantle, oh sure she was concerned about the defence of the Kingdom, she was more interested in continuing her studies and maybe one day go to America. But she couldn't in good faith allow the power of the White Lion to go to her brutish half-brother Baako, she couldn't beat him in the ritual combat directly (The tests of Wisdom and Knowledge were much more her thing) but she could maybe win by being smarter. Instead of fighting him she spent the trial avoiding his blows, showing great grace and athleticism, hoping to wear him out until someone could fell him. She had planned for her brother to do the honours and become the next White Lion, but somehow she'd managed to outwit Baako enough to win the trial with barely a strike on the man. Ironically after the ritual that embodied her with the ancestorial powers of the White Lioness, her father told her that he'd contacted an old friend of the family and she'd be getting her wish to go and study in America. Personality & Motivation: Never expecting to be the Queen her tutoring in etiquette wasn't as thorough as her brother, though she can put it on when necessary, and is general irreverent and doesn't seem to take things too seriously. Friendly and gregarious she tries to be everyone's friend, though never pushy, and whilst actual royalty manages to come across as down to earth. As the White Lioness this all goes out the window and she is the noble well breed warrior that she was raised to be. Whilst she respects her father's views and what he has done for Dakana and the world she has, though she hates to admit this, she does agree in part with Makedo's ideas. Dakana might have equality between the sexes but you don't have too far outside its borders to see women repressed and worse, and she might have a few times done her bit to help those women in need. Powers & Tactics: Whilst all of the White Lion clan have some form of combat training, and Àjàṣorò had more than most, she has never been the most tactical of people. Instead she relies on her speed and agility to get herself out of potentially dangerous situations. Power Descriptions: After passing the trials of Wisdom, Knowledge and Combat Àjàṣorò has been empowered by the spirit of her ancestor the original White Lion. This grants her the speed and prowess of the Lion as well as the senses it possesses. In addition to the spiritual powers granted to her, she supplements it with a high tech body suit, the finest in Dakanan engineering, whose Daka crystal weave helps absorb impacts and reduce injuries. Complications: A real Princess: Àjàṣorò is both a princess of Dakana and the White Lioness, that give her certain obligations that she has to fulfil even if she had other things she needs to do. Enemy of the Red Hyena: Whilst mostly the Red Hyena's are willing to work within Dakana's system some, including her half-brother, take more direct and violent action against the White Lioness. A Normal teenager?: Wanting to experience America to it's fullest she's trying not to draw attention to the fact that she's a Princess of Dakana. Abilities: 8 + 16 + 8 + 4 + 8 + 6 = 50PP Strength: 18 (+4) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 16 + 16 = 32PP Initiative: +12 Attack: +14 Melee, +8 Ranged Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +18 Knockback: -4 Saving Throws: 4 + 4 + 4 = 12PP Toughness: +4/+8 (+4 Con, +4 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +12 (+8 Dex, +4) Will: +8 (+4 Wis, +4) Skills: 68R = 17PP Acrobatics 12 (+20) Skill Mastery Bluff 2 (+5) Diplomacy 7 (+10) Gather Information 2 (+5) Intimidate 2 (+5) Investigate 3 (+5) Knowledge (Popular Culture) 3 (+5) Language 1 (Dakana [Native], English) Medicine 1 (+5) Notice 11 (+15) Skill Mastery Sense Motive 11 (+15) Skill Mastery Stealth 12 (+20) Skill Mastery Survival 1 (+5) Feats: 22PP Acrobatic Bluff Attack Focus (Melee) 6 Benefit (Wealth) 3 Dodge Focus 4 Evasion 1 Hide in Plain Sight Improved Initiative Power Attack Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth) Takedown Attack 2 Uncanny Dodge (Smell) Powers: 12 + 5 = 17PP Device 3 (Nyeupe Simba Suti / High Tech Body Suit, 15PP Device; Hard to Lose) [12PP] Damage 2 (Lions Claws, Feats: Mighty) [3PP] Immunity 2 (Critical hits) [2PP] Protection 4 [4PP] Super-Movement 3 (Slow Fall, Sure Footed, Wall Crawling) [6PP] Super-Senses 8 (Enhanced Audio Sense [Accurate, Extended, Ultra-Hearing], Enhanced Olfactory Senses [Accurate, Acute, Danger Sense, Extended, Tracking], Low-Light Vision) [10PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Lion Claws Touch DC 21 Toughness Damage Totals: Abilities (50) + Combat (32) + Saving Throws (12) + Skills (17) + Feats (22) + Powers (22) = 155/190 Power Points
  8. 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
  9. Player Name: Azuth65 Character Name: Gauss Power Level: 9 (built as PL 8; 120/131PP) Trade-Offs: None Unspent Power Points: 11PP In Brief: Teenage surfer girl turned magnetic controller. Residence: Claremont Academy Base of Operations: Freedom City, New Jersey Catchphrase: Alternate Identity: Selena Kwon Identity: Secret Birthplace: Guaynabo, Puerto Rico Occupation: High school student Affiliations: Family: Kwon Sang (Father), Maria Kwon (Mother), Christian Kwon (older brother), Sofia Kwon (little sister) Description: Age: 16 (DoB: April 3rd, 2000) Apparent Age: Mid-late teens Gender: Female Ethnicity: Mixed, Asian and Latino Height: 5'4" Weight: 125lbs Eyes: Green Hair: Black Description: Selena stands a few inches under average height, her wavy black hair hanging most of the way down her back. She likes to dress in shorts and tank tops during the summer when she isn't shredding waves at the beach, when the temps start to drop she sticks to jeans and hoodies. She's made a few alterations to her Claremont jumpsuit to include a few pouches to store bits of metal for combat and she added a cape with some extra material around the neck looking something like a scarf. Power Descriptions: When Gauss uses her powers her left eye and hands glow with a soft purple light but other than floating, metals she is controlling don't show any difference. History: Selena was the middle child born to Sang and Maria Kwon, though her father still prefers traditional form of surname first while the rest of the family has chosen to Westernize. As a child Selena was enrolled in several after-school programs by her fairly career oriented parents including martial arts classes, girl scouts, soccer, and ballet. It wasn't until a family vacation in 2010 when she learned how to surf did she find an extra-curricular activity she truly enjoyed besides her massive intake of genre fiction in various media. One sunny weekend afternoon in late April 2016 while taking a break between wave sets, Selena and a few of her friends were enjoying some snacks when a cargo van roared onto the beach, hitting anyone unable to get out of the way. When it was about to hit Selena her powers manifested and in a burst of magnokinetic force flung the van over her, dropping it on its roof twenty feet down the beach. The driver of the out of control vehicle was seriously hurt, lucky to be alive after Selena's fight-or-flight response to his vehicle's malfunction. Shortly after that event she tried her hand at practicing on her own, which did not go particularly well for her, before representatives from Claremont Academy invited her to come to the school for professional training. Personality & Motivation: Selena attends Claremont to better hone her powers, hoping to learn the finesse needed so that she would never end up hurting anyone in the course of diffusing a situation. Powers & Tactics: Gauss is a fairly straight forward fighter, firing bits of metal to strike her foes while zipping around the battlefield from one ferrous structure or item to another. Moving more than herself and one object is still more than she can handle most of the time. Complications: Identity: Secret Abilities: 2 + 6 + 6 + 4 + 4 + 4 = 26PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +7 Attack: +4 (+8 Gauss Blast) Grapple: +4 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -3 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +7 (+3 Con, +4 [Force Field]) Fortitude: +5 (+3 Con, +2) Reflex: +6 (+3 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 60R = 15PP Acrobatics 8 (+11) Computers 4 (+6) Concentration 4 (+6) Craft: Structural 4 (+6) Knowledge: Physical Sciences 4 (+6) Language 2 (English [Native], Korean, Spanish) Notice 8 (+10) Sense Motive 8 (+10) Stealth 8 (+11) Swim 10 (+11 Feats: 18PP Attack Specialization (Gauss Blast) 2 Beginner's Luck Dodge Focus 4 Endurance Improved Crit (Magnetic Blast) Improved Initiative Luck 2 Move-By Action Precise Shot 2 Quick Change Ranged Pin Teamwork Powers: 8 + 5 + 2 + 22 = 37PP All powers magnetic, Mutant Flight 4 (Magnetic Flight) 8PP Force Field 5 (Magnetic Force Shield) [5PP] Magnetic Control 10.5 (Feats: Alternate Power) [22PP] Base Power: Move Object 9 (Magnokinesis; Feats; Indirect, Precise, Split-Attack; Extras: Range [Perception]; Flaws: Metal Only) {21/21} Alternate Power: Blast 8 (Gauss Blast; Feats; Variable Descriptor [Blunt, Piercing, Slashing]; Extras: Penetrating [Ranks 1-4]) {21/21} Super Senses 2 (Detect Metals [Mental Detect Metals]) 2PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage (Physical) Gauss Blast Ranged DC 22 Toughness Damage (Magnetic, Blunt/Piercing/Slashing) Totals: Abilities (26) + Combat (16) + Saving Throws (8) + Skills (15) + Feats (18) + Powers (37) - Drawbacks (0) = 120/131 Power Points
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