Jump to content

Search the Community

Showing results for tags 'the fix'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to Freedom City
    • Campaign Discussion
    • Character Building
    • Character Bank
    • Freedom City News
  • The City of Freedom
    • Downtown Freedom
    • North Freedom
    • South Freedom
    • West Freedom
    • Other Areas Around Freedom
  • The World of Freedom
    • The Lands Beyond
    • The Worlds Beyond
    • The Realms Beyond
    • Non-Canon Tales
  • Out of Character Discussion
    • Off-Panel
    • Archives

Categories

  • Getting Started
    • Templates
    • About the Site
  • People of Freedom
    • Player Characters
    • Non-Player Characters
    • Super-Teams and Organizations
    • Reputations in Freedom
  • Places of Freedom
    • Freedom City Places
    • Earth Prime Places
    • Interstellar Places
    • Multiversal Places
  • History of Freedom
    • Events
    • Timelines
    • People
  • Objects of Freedom
    • Items
    • Ideas

Categories

  • Player Guide
  • House Rules
  • Sample Characters

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 10 results

  1. The house has 3 ranks of the Concealed feature, which adds +20 to the DC of any checks made to find the house or learn anything about it - Gather Info, Knowledge, Search, etc. The descriptor is the psychic perception filter created by the house's unholy aura. All 3 heroes have skills high enough to find it eventually, but none of them would be able to just take 10, which is why I described it as taking multiple attempts to keep it in their minds. EDIT: I don't need any actual rolls from any of you.
  2. GM The house was both "there", and "not there". The house physically existed, or, at least, it seemed to. There were pipes and cables connecting it to the rest of Bedlam City's infrastructure. But it was a blank spot on every map. There were no utility bills, no tax assessments, nothing on a scrap of paper in any office that Gremlin could break into or a single file in any database that L0vel@ce could hack open which proved that the house existed. No one Hitter asked knew anything about it, no matter how nice or how hard he asked them. And the investigation was complicated by the fact that all three of them kept having difficulty remembering that they were conducting an investigation in the first place. The house just kept slipping their minds. When they finally made the trek across the river to Greely Point to view the house in person, they had trouble looking directly at it. They stood in one spot for several minutes as their attention kept wandering away from it. The few people they saw walking around the neighborhood in the warm summer night seemed to look everywhere but at the house, even as they crossed the street to avoid it. Some were walking their dogs, and the dogs barked and growled and whimpered at the house, but their owners barely reacted. Hitter in particular was distracted with thoughts of how close they were to the Gorganzua syndicate's territory, a group who wouldn't look kindly on an Asian, a Latina, and a one of Scarpia's soldiers, retired or not. The house was surrounded by other mansions just like it, except the others were smaller, and the trees and grass near those houses were still alive.
  3. Pier 6 was a nightclub nestled among the warehouses of Bedlam's docks, which despite its location maintained a modest reputation of a safe space where people from all walks of life could mix and mingle, engage in discreet business, or simply drink and dance the worries of the city away. The industrial aesthetic of brick walls and exposed steel combined with leather seating and wood surfaces gave the club a contrasting, if comforting interior. But none of that mattered at the moment, for it was closing time. The patrons of Pier 6 were disgorging into the street and Chance had settled back behind his own bar with a drink, toasting another relatively quiet night.
  4. Chance Lebeau Power Level: 8/12 (180/185PP) Unspent PP: 5 Trade-Offs: +5 Attack / -5 Damage, +4 Defense / -4 Toughness In Brief: Dashing rogue tuning over a new leaf. Alternate Identities: Chance Lebeau (Secret) Birthplace: Somewhere Occupation: Gambler, Nightclub Owner, Grifter Affiliations: The Fix, Pier 6 (Nightclub) Family: Child (Deceased) Age: 179 (DoB: 1825) Apparent Age: Early 30s Gender: Male Ethnicity: Caucasian Height: 6'1" Weight: 200 Eyes: Green Hair: Blond Chance has always been handsome, sometimes its dressed down and sometimes its cleaned up. He can rock a tux as easily as he can his jeans and battered hat but most of the time, he plays heavily into his good ol' boy southern charm with jeans, jacket and cowboy hat. Tall, blond and tan, without the trappings or scruff, he could very easily blend into a Hollywood gala. He's certainly got the charisma for it. He doesn't look out of place behind his bar, though, as Chance has always been able to blend into his surroundings. History: Chance's family were part of settlers heading out west. Born in 1825, the Frontier was sold to the family as a great land of riches. The trail, however, was a lot harsher than they had ever anticipated. They settled along the border of Texas and Lousiana after Chance's mother died along the trail. Motherless, Chance's father was not the best of role models as gambling and drink took over his life as he drowned in his grief. Still, despite the bad habits that he picked up, Chance grew up and settled down. He married a local girl, and had a child of his own. Despite his best efforts to not become his father, fate had other plans. With the war between North and South, his small family was caught in the middle and despite his best efforts to avoid the entire thing, his wife and child were killed during one of the many skirmishes. With nothing to hold onto, like his father before him, Chance took the only solace he could find. Gambling and drinking away his future, he would have likely ended up in the gutter until by chance he sat down at a game where the only price to enter was the one thing he no longer gave a damn about; his soul. Personality & Motivation: Chance is a man who has lost everything, several times over, and is still on his feet and walking. He tries to make the best of it, really, although Chance would be the first to tell you that if the world was remotely fair, he'd not have been the one 'blessed' with immortality. It's hard for Chance to make attachments but once he does, the threat of loss is an ever present motivation. He tries not to let people get to close - keeping them at an amiable arm's length where they don't actually get much past Chance's charming surface. He's certainly no 'lone immortal', as his bar is ever full and he knows most of their names at a glance. He even likes them. It takes, however, a great deal to actually touch the man behind the mask. He could be anywhere in the world, but he's here in Bedlam. Originally, it was just supposed a stop along the way but one of the few more-than-friends asked for a single favor. "Look after my bar," his old grifting partner asked, and then had the ill grace to die. Chance can't just walk away from that promise but it's just a bar. At least, that's what he tells himself. Powers & Tactics: Chance would rather talk himself out of any problems that might come his way. Just because he can fight, doesn't mean that's ever his go to. For Chance, physical violence is a last resort; the final ace in his pocket. He'd much rather people go for the razzle dazzle of his bluster, or his misdirection. In a conflict, Chance would rather escape. If he has to fight, though, he's all the more dangerous because it means that either he's been cornered with no other option or, worse, one of the very few things he cares about is being threatened. Complications: Deal with the Devil: He's made a deal for his soul and while he's currently got the upper hand, every gambler knows that a winning streak can't last forever. History Catches Up: Two hundred years is a long time to live, Chance has done a lot and seen a lot, and some days that's not a good thing. Abilities: 2 + 8 + 4 + 4 + 8 + 10 = 36PP Strength: 12 (+1) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 20 / 30 (+5 / +10) Combat: 8 + 12 = 20PP Initiative: +4 Attack: +4 Base, +7 Melee, +13 Unarmed, +4 Ranged Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +8 Knockback: -2 Saving Throws: 4 + 4 + 6 = 14 Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +6 (+2 Con, +4 Base) Reflex: +9 (+4 Dex, +4 Base) Will: +10 (+4 Wis, +6 Base) Skills: 128R = 32PP Bluff 10 (+20) [Skill Mastery, Second Chance] Diplomacy 10 (+20) [Skill Mastery, Second Chance] Disable Device 8 (+10) Disguise 10 (+20) Drive 6 (+10) Escape Artist 11 (+15) Gather Information 10 (+20) [Skill Mastery] Intimidate 5 (+15) Knowledge: Art 3 (+5) Knowledge: Business 3 (+5) Knowledge: Current Events 3 (+5) Knowledge: Popular Culture 3 (+5) Knowledge: Streetwise 8 (+10) [Skill Mastery] Language 2 (English [Native], French, Russian) Notice 6 (+10) Profession: Gambler 12 (+16) Sense Motive 6 (+10) Sleight of Hand 6 (+10) Stealth 6 (+10) Feats: 37PP Attack Focus: Melee 3 Attack Specialization: Unarmed 3 Connected Contacts Defensive Roll 1 Distract: Bluff Dodge Focus 6 Equipment 4 Fascinate: Bluff Fascinate: Diplomacy Luck 2 Quick Change 2 Second Chance 2 (Bluff, Diplomacy) Set-Up Skill Mastery 1 (Bluff, Diplomacy, Gather Information, Knowledge: Streetwise) Taunt Teamwork 3 Ultimate Effort 2 (Bluff, Diplomacy) Well-Informed Equipment: 4R = 20EP Headquarters [20EP] (Toughness 10 [1EP], Size: Large [2EP], Features [17EP] (Communications, Computer, Concealed 2 (DC +15), Cover Facility, Fire Prevention System, Garage, Gym, Holding Cells, Infirmary, Laboratory, Library, Living Space, Security System 3 (DC 30), Workshop) Powers: 5 + 10 + 10 + 6 + 10 = 41PP Device 1 (Flaws: Hard to Lose, Feats: Subtle) [5PP] (Earbud; Technology) Communication Link 4 (Other Earbuds; Radio; Feats: Subtle) [5PP] Drain Wisdom 8 (Extras: Range 2 [Perception], Alternate Save [Will], Flaws: Action [Full], Sense Dependent [Auditory], Feats: Subtle, Insidious) [10PP] (Razzle; Infernal) Enhanced Charisma 10 [10PP] (Dazzle; Infernal) Mind Reading 8 (Extras: Action 2 [Free], Flaws: Distracting, Limited [Surface Thoughts], Limited [Requires Interaction], Feats: Subtle 2) [6PP] (Cold Read; Training) Variable Power 1 (5PP Variable Pool, Any Combination of Traits, Extras: Action 2 [Free]) [10PP] (Cantrips; Magic) Create Object 2 (Max Size: 2 x 5' Cubes; Flaws: Range [Touch], Feats: Precise, Subtle 2) [5PP] Obscure 5 (One Sense [Normal Vision]) [5PP] Environmental Control 3 (Light; Extras: Independent, Total Fade, Flaws: Range [Touch], Feats: Slow Fade 2 [5 Minutes]) [5PP] Move Object 3 (Flaws: Duration [Concentration], Feats: Subtle 2) [5PP] Comprehend 2 (Speak All, Understand All) [4PP] Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage Drain Wisdom Perception DC 18 Willpower Drain Wisdom Mind Reading Perception DC 18 Willpower Mind Reading (Surface Thoughts) Totals: Abilities (36) + Combat (20) + Saving Throws (14) + Skills (32) + Feats (37) + Powers (41) - Drawbacks (0) = 180/185 Power Points
  5. *CN: Violence, Police Brutality, Racism, Sexism* *Bang Bang BANG* "Bedlam PD!" preceded the shattering of door and frame as the boys in blue spilled into three apartments across Bedlam. *** In Wolverton the office door declaring Excelsior Investigations shattered under the blow the police spilling in with full tactical loadout weapons raised as if the middle aged resident kneeling in the center of the room next to a half empty cup of coffee was the greatest threat to public safety the city had known. Xavier Steadman was slammed to the ground bloodying his nose as he was cuffed and taken into custody. He knew better than to antagonize them with questions about his rights or the charges and patiently accepted the abuse as each badge number and face was committed to a memory more refined than most artificial data stores. *** Not far away in Hardwick park the sizzle of some kind of heavily spiced breakfast meats sizzled as Abuela Orellana called not for the first time to her school age grandchildren to dress and pack for school. The Garage downstairs was already open with her son hard at work for hte day when the police came. Only the elderly woman's rapid fire demands of "What did you do?!" threatened to drown out the SWAT teams demands the residents of hte crowded apartment get on the ground. When the family was all restrained and no few of the struggling families meager belongings shattered the apparent lead detective stomped up and down the line of hispanic faces glaring at each, "Somebody shut her UP!" he bellowed as Abuela Orellana continued her lamentations in non-stop spanish. "Sophia Orellana!" he demanded as he tried to place his quarry which seemed to finally silence the old woman just in time given the raised rifle butt one officer had aimed her direction. All eyes turned in shock to Sophia removing any chance of hiding who she was from the police and the young woman was quickly hauled to her feet and shoved toward the door and a waiting cruiser to snickers behind masked faces as to her upcoming popularity. *** The secluded Downtown apartment Alice currently called home should not have been a thing the police could find even if they did have reason to look for her. So it came as quite the shock when she found herself surrounded with eagle eyed tactical officers with guns leveled at her before she had the opportunity to even consider fleeing. The beefy detective that followed the officers in barely even looked at her before nodding to an officer behind her. There was a sharp pain on the back of her skull then everything went black. *** Lou sat in the lockup sleeping off last nights drunk, his continued presence in dry out a sign that someone wanted him here, maybe he made a pass at a wise guys arm candy, or maybe someone had a reason for him to be here. He woke to the door slamming open as an unlikely trio of perps were thrust into his cell the smallest in a barely stirring heap on the ground. The middle aged African American man made his way to the sink to begin to clear some of the blood from his face as the young hispanic woman was thrust into the cell behind him. Even by Bedlam PDs lax standards for inmate safety this was far from regulation. Xavier looked up at the others warily as he settled in to carefully dab at his nose and check it for a break, "I don't suppose they were more forthcoming with any of you as to why we are here?" he inquired with unusual calm for an honest man thrust amongst what one could only assume were hardened criminals.
  6. So HP to Gremlin for the railroading but teleporting kinda wrecks this whole set up Alice will be coming too without more than minor bruising whenever Fox wants to post. At most Gremlin, L0vel@ce and Savant might have heard something about Bedlam Savings and Loan getting hit last night by an organized crew. Obviously you all are in some way suspects. Lou knows nothing about the bank job but does know he's supposed to be scouting for a crew to pull a delicate heist for the Scarpia family that can't use their usual guys without risking tipping off the other families to what they are pulling. Lots of delicate physical and computer security to get past among other issues. Government building important records that sort of thing.
  7. Fox

    Gremlin (PL8)

    Character Name: Alice Ishikawa Power Level: 8-13 (8.5 w/ Sneak Attack) (180/208PP) Trade-Offs: +4 Attack / -4 Damage, +2 Defense / -2 Toughness Unspent Power Points: 28PP In Brief: Young sneak-thief without a sense of purpose. Residence: Bedlam. Alternate Identity: The Gremlin (pejorative) Identity: Secret-ish. Birthplace: USA Occupation: Thief. Affiliations: The Fix, assorted Bedlam criminal groups Family: Estranged (mother, father, brother). Description: Age: 21 Apparent Age: 21 Gender: Female Ethnicity: Japanese Height: 5'1" Weight: 110lb Eyes: Brown Hair: Black/Brown When she was a child, she dreamed of being the tall, classy cat burglar - elegant, curvy, and devastating. It wasn't in the cards. Alice Ishikawa is a lot of mischief packed into just over five feet of body (five feet one, she'd insist), and she manages to leverage a surprising amount of strength and stamina out of such a slight frame. A lifetime of good training and diligent attention to her health (in service to her profession) has rendered her fit, acrobatic, and flexible. As second-story work is not typically a daytime activity, her skin tends to be on the fair side, though she's somehow managed to get this far without earning many obvious permanent marks or blemishes. She keeps her dark hair short, largely for practical purposes, not coincidentally framing her delicately-featured face and complimenting a pair of equally-dark eyes that manage to be as sharp as they are playful. Her personal fashion demonstrates a fondness for old t-shirts (often of bands she's never heard play), odd accessories (apparently on pure whim), and reliable footwear (even if she could scale a building in sandals or heels)...unless she's working, in which case her clothing is close-fitting, durable, disposable, unmarked, and darkly-colored, with as much skin covered as possible and any sleeves or pant legs tied down with wrappings or tucked away where they can't interfere. History: Alice's life has been nothing if not defined by theft, even from birth. When a lab accident at Mr. and Mrs. Ishikawa's research station threatened the latter's late-term pregnancy, the over-funded and under-supervised military group in charge were only too happy to provide medical care. When their new child presented otherwise-inexplicable abilities, said group was entirely willing to take the child to a remote facility for testing...and somewhat less willing to give her back. She wasn't going to change the world, but with proper training perhaps she could have been molded into quite the asset. It was a sentiment that the criminals of Bedlam shared. When a cargo ship pushed its luck too far and fell out of local protection, its raiders expected valuables, drugs...but not a young metahuman on ice ("secured for transport", as decreased funding had called for the consolidation of various off-the-books facilities). At first she was a novelty, but once they realized what she was capable of she was a tool. Need something stolen? Send the kid to do it, worst case is she gets killed or captured...and while the former never happened, the latter became something of a game between the leaderships of the various Bedlam powers. Who's got the little gremlin now? What's she after, and what can we use her for if we catch her? Even she lost track of how many times she changed hands, but while she liked some "employers" more than others her age and upbringing left her feeling that she was without better options. Teenagers, however, are notoriously harder to control...and stealthy, teleporting teenagers doubly so. Eventually she tired of games and being ordered around and stole herself, vanishing into the city as soon as she could do so without angering anyone she couldn't handle. Since then, bereft of other purpose and knowing little else, Alice has worked freelance: if you need something stolen, if you need a sneak-thief or second-story artist, put the word out. Maybe the gremlin's bored. Personality & Motivation: Alice has few problems taking orders and frankly enjoys her work, but operating at the behest of a long series of handlers and thugs (not to mention being a constant outsider and red-headed stepchild) has left the young woman somewhat ill-equipped to pursue her own passions, if she even knew what those passions were...outside of her craft, which she continues to hold to a high (and proud) standard. She can take care of herself, but doesn't know where she fits in with the world at large. Her obedience should not be mistaken for blind servitude. She expects a certain level of disrespect and discrimination but blatant disregard for her person or autonomy will be met with sass and equal disregard for the interests of her would-be employer. Even on the job she is playful, mischievous, and impolite. Powers & Tactics: Alice is of the opinion that if fighting has started, something has gone very, very wrong and her best option is to get out of dodge. She's a reasonably-skilled hand-to-hand fighter and carries a collapsible staff for utility and personal protection, but both are weapons of last resort when working; get in, go unnoticed, and get back out - no getting caught on cameras, no getting seen by guards. If truly necessary she'll allow for the latter if it's a half-second of pre-unconscious panic as she descends on one she can't circumvent, but one of her hard rules is never, ever any killing - it invites more trouble than it's worth. Surprisingly few know about her teleportation, considering; she uses it sparingly and at some point she just became "the weirdly effective thief asset" instead of "that weird metahuman girl", especially among the lesser powers of the city. Alice prefers it that way: the fewer who know her secrets, the better they are at getting her out of trouble when she needs them the most. Power Descriptions: Alice's one and only super power opens temporary windows in space: these perfect but short-lived ellipses allow her to jump to another nearby location she can see. Complications: Family: Alice's parents don't know what came of her, but they're still out there, somewhere, and could be used as leverage. Missing Asset: It was a while ago now, but Alice was, theoretically, a military project - and likely not the only one. Records are scarce (curiously, acquiring and training children is not popular with many higher-ups who get wind of such things) but somewhere out there may exist a group or groups who'd love to reclaim their investment. Reputation: She never held membership with any of them, but many gangs and organized powers in the city at least know of 'that little gremlin', and very likely used her on a job at some point, somewhere. Opinions may vary, depending on performance and whether she was used for or against them, but among those in charge she's a known factor and her teleportation is unlikely to be a surprise to anyone very highly-placed. Sticky Fingers: Alice just...really likes taking things. She really likes taking things. Presented with the opportunity during a job, she's hard-pressed to not acquire goodies on the side if she thinks she can get away with it and it won't harm anyone she doesn't think has it coming. Teleportal: Alice's teleport is, in fact, a teleportal: she creates a window in space and either moves through it, or moves it around her. This makes it useless for getting out of grapples or bindings, as she can't be selective about what does and does not get teleported. Abilities: 4 + 12 + 8 + 4 + 2 + 4 = 34PP Strength: 14 (+2) Dexterity: 22 (+6) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +14 Attack: +12 Melee, +8 Ranged Grapple: +18 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -3/-2 Saving Throws: 5 + 7 + 6 = 18PP Toughness: +6/+4 (+4 Con, +2 Defensive Roll) Fortitude: +9 (+4 Con, +5) Reflex: +13 (+6 Dex, +7) Will: +7 (+1 Wis, +6) Skills: 156R = 39PP Acrobatics 13 (+19)SM Bluff 5 (+7) Climb 13 (+15)SM Computers 3 (+5) Concentration 4 (+5) Disable Device 13 (+16, +18 w/ masterwork tools)SM, SC Disguise 4 (+6) Escape Artist 13 (+19)SM Knowledge [Current Events] 3 (+5) Knowledge [Streetwise] 8 (+10) Knowledge [Tactics] 8 (+10) Language 2 (English [native], Italian, Spanish) Medicine 4 (+5) Notice 11 (+12)SM Perform [Dance] 8 (+10) Search 13 (+15)SM Sense Motive 5 (+6) Sleight of Hand 13 (+19)SM Stealth 13 (+19)SM, SC Feats: 43PP Acrobatic Bluff Attack Focus (Melee) 4 Attractive Blind-Fight Defensive Roll 1 Dodge Focus 2 Elusive Target Equipment 5 Evasion 2 Fast Task 2 (Feint, Trick) Grappling Finesse Hide in Plain Sight Improved Initiative 2 Improvised Tools Instant Up Luck 3 Master Plan 2 Move-By Action Power Attack Prone Fighting Second Chance 2 (Disable Device, Stealth) Skill Mastery 2 (Acrobatics, Climb, Disable Device, Escape Artist, Notice, Search, Sleight of Hand, Stealth) Sneak Attack Ultimate Effort (Stealth) Uncanny Dodge 2 (Auditory, VIsual) Redirect Equipment: 5 ranks = 25ep Binoculars [1ep] Climbing Equipment [1ep] Concealable Microphone [1ep] Knife [4ep] Masterwork Lockpicks [1ep] Medical Kit [1ep] Mini-Tracer [1ep] Night-Vision Goggles [1ep] Hideout [14ep] A forgotten and carefully-secured section of what was once an unfinished tower for high-class residents (now a mostly-empty home for squatters who don't want trouble); unremarkable and somewhat cramped, and nearly inaccessible from the outside without foreknowledge and the ability to teleport, it's home sweet home none the less. Toughness: 20 [3ep] Size: Tiny [-1ep] Features [12ep]: Communications Concealed 5 [DC +30] Fire Prevention System Gym Living Space Security System 3 [DC 30] Powers: 5+4+5 = 14PP Device 1 (5dp earbud; Flaws: Hard-to-Lose; Feats: Subtle) [5pp] Communication Link 4 (other earbuds; Feats: Subtle) [5dp] Device 1 (5dp collapsible staff; Flaws: Easy-to-Lose; Feats: Subtle) [4pp] Damage 2 (Feats: Extended Reach, Improved Trip, Mighty) [5dp] Teleport 3 (300'; Flaws: Short-Range; Feats: Change Direction, Turnabout) [5pp] Drawbacks: -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC17 Toughness Damage (Staged) Knife Melee DC18 Toughness (19-20) Damage (Staged) Staff Melee +5' DC19 Toughness Damage (Staged) Totals: Abilities (34) + Combat (32) + Saving Throws (18) + Skills (39) + Feats (43) + Powers (14) - Drawbacks (0) = 180/208 Power Point
  8. Lou Lubrano: Hitter Power Level: 8 [Without Powers] / 10 [With Powers] / 13 (180/217PP) Unspent Power Points: 37 Trade-Offs: +2 Attack / -2 Damage [Without Powers], -2 Defence / +2 Toughness [With Powers] In Brief: Contender, cop, criminal, concrete. Theme: Push + Pull by July Talk Alternate Identity: Lou Lubrano (Secret) Birthplace: Stark Hill, Bedlam City Base of Operations: Converted Warehouse Occupation: Hitter Affiliations: The Fix, BCPD [Formerly], Scarpia Family [Formerly] Family: Nora D'Angelo [Ex-Wife], Max Lubrano [Son] Description: Age: 44 (DoB: 1972) Gender: Male Ethnicity: Italian-American Height: 6'0" Weight: 215 lbs Eyes: Ice Blue Hair: Grey, Black Beard Lou's layers of muscle are built for function rather than aesthetics and mostly hidden under the perpetually rumpled suits he wears. His hair, combed back off of his lined face, has gone uniformly grey but his beard remains jet black and notably better maintained than most of his appearance. He stands with his back straight and shoulders squared but with his unassuming manner he still tends to fade into a crowd. He never drinks while he's working and never smokes when he's not but the lingering scent of both suggest he still does more of both than he ought. History: Lou was never a great boxer. Making up for any lack of finesse with an ability to soak up monumental amounts of punishment, he was good enough to earn a modest scholarship and some respect in the neighbourhood but he never considered himself anything more than a big fish in a small pond. Real respect meant being more than a second rate prizefighter. Real respect in Bedlam meant joining up with a gang and he knew only one gang had a retirement plan: the police. Lou was never a great cop. The city didn't provide that opportunity. They didn't have a fraction of the resources to deal with all of the crime in Bedlam anyway so where was the harm in taking a bribe to let the organized, orderly stuff slide? Picking your battles was just another job skill and Lou wasn't afraid of putting in the work to learn. Nobody could say he didn't do some good and more people went home happy than not. Besides, it wasn't like the basic salary was worth risking his neck over and he had a family to think about. Lou was never a great husband. He met Nora at a college when her date made the poor decision to take a swing at him. He liked that she was pretty and quick witted, she liked that he was ambitious and laughed loudly and often. They got married the same month he graduated from the academy and joined the police force and their son Max was born a few years later. They never got around to taking that trip they talked about but maybe once they had enough set aside for Max's schooling. Lou was never a great partner. It wasn't like Simmons made it easy on him, always pushing his luck, always sticking his nose where it was liable to get cut off. They should have ignored the tip about the drug lab but Simmons wanted the bust and it was only two blocks away from a school. Max had just started Grade 5. They went in without backup. It wasn't a drug lab, at least not the way they were thinking. Somebody shot. Something exploded. Lou woke up in the hospital nearly two week later. Simmons didn't. Lou was never a great liar. He nearly slipped up maybe a dozen times before he finally got caught just shy of two years later; it was tough to miss a bullet bouncing off of a chin suddenly made out of the same steel as his car door. Metahumans couldn't be cops and that left Lou without a career and without friends. He took a few odd jobs but nothing stuck. He started to drink more. He never came home drunk but a lot of nights that meant he just didn't come home. Eventually he came home to an empty house and a note. He sold the house, moved into a closet the landlord had the gall to call a bachelor apartment. He signed the papers Nora mailed to him from her sister's place out of state seven months after that. She put a copy of Max's latest school picture in the envelope; that went up on the nearly empty fridge. He was down to his last excuse over late rent when one of the guys he used to take money from offered to buy him a drink. Turned out there were certain people very interested in someone with Lou's specific combination of experience, skills and abilities. Turned out that what Lou was truly great at was hurting bad people who'd made other bad people angry. Sometimes somebody needed to be found, sometimes something needed to be retrieved, sometimes it was just about sending a message. They gave their hitter a name and the situation got handled. He finally had respect, of a sort. The only trouble was that those names didn't always belong to people who were as bad as Lou might have liked. Sometimes they weren't that much older than his son. Lou started to think that someday he was going to be given a name and there'd turn out to be one more thing he wasn't great at. Personality & Motivation: Lou plays his cards close to his rumpled vest, content to remain anonymous and unassuming while others posture. Focused and goal-oriented he does his best to remain professional in a line of work that's often anything but. If he feels he's not being extended that same courtesy, however, he's quick to demonstrate why respect is a wise policy. That stoicism hides layers of self-reproach. Having seen both sides of the law in full Lou doesn't so much regret his indiscretions as a police office as wish that he'd been a good enough man to accomplish real good with his position. He considers himself to be a failure as a father and demonstrates a sometimes misplaced protective streak as a result. After years of doing whatever it took to get ahead or stay afloat he's begun to let his better principles guide him and found that standing up for those who need it suits him better than he'd expected. Powers & Tactics: The drug lab Lou and his partner raided was experimenting with metahuman treatments, leading to him being doused in unstable chemicals and buried in rubble in the explosion that followed. As a result he can take on the attributes of any inorganic material he touches. Doing so greatly enhances his overall strength and durability, enough to shrug off small arms fire. The specific material he mimics determines the specific benefits or side effects he receives on top of this, such as making him more or less conductive, fire resistant or brittle. As his powers provide a distinct visual Lou prefers to use them only as a last resort, favouring discretion and relative anonymity unless he finds himself otherwise outmatched. Even without them he is a competent hand-to-hand fighter with impressive endurance. When required to buy time he will gladly let an opponent wear themselves out before moving in for a decisive finishing blow but when the person he is protecting comes under immediate threat he switches to a much more aggressive style, foregoing his own safety to end a fight more quickly. Power Descriptions: Lou takes on the appearance of the materials he mimics along with their properties. This extends to copying graffiti sprayed on a brick wall or yellow centre lines painted down a concrete road. Dents and cracks sustained while in a transformed state are translated into bruises and cuts when he reverts to flesh and blood. His powers do not extend to the clothes he wear; Lou goes through a lot of suits. Complications: Blood and Iron: Lou's son and ex-wife no longer live in Bedlam but were they in danger there are very few things that would keep him from immediately going to their aid. Cement Overshoes: Quitting the Scarpia Family family is a poor health decision, leaving in the middle of a job even more so. Taking out Lou would be a good way to build a rep and earn points with the higher ups all at once. Concrete Evidence: Lou goes out of his way to avoid using his powers unless there's no other choice. They draw the wrong kind of attention and getting spotted would effectively ruin any cover story he's using. Feet of Clay: Lou is trying to be a better man but he's not there yet. He's slow to trust and slower to let go of a grudge. Convincing him to take risks for strangers may take some doing and convincing him to ask for help is all but impossible. Glass Half Empty: Although he makes a point not to drink while on the job, Lou definitely drinks more than he should. In an unexpected emergency there's no guarantee of finding him sober or without a hangover. Golden Rule: Respect is met with respect. Disrespect is met with percussive correction. Steely Resolve: Though usually methodical and cautious once Lou has committed himself to a fight he's loathe to walk away. He'll take on impossible odds or weather fantastic amounts of punishment if it means keeping his word. Tin Badge: Many of Lou's former colleagues in the BCPD take issue with his metahuman status while others resent his newer ties with the Scarpia Family. Plenty don't see any reason to choose just one reason to hate him. Abilities: 8 + 6 + 12 + 4 + 8 + 4 = 42PP Strength: 18 / 26 (+4 / +8) Dexterity: 16 (+3) Constitution: 22 / 30 (+6 / +10) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 16 + 12 = 28PP Initiative: +7 Attack: +8 Base, +10 Melee Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Grapple: +14 / +18 Knockback: -3 Flat-Footed / -4 without Powers / -8 with Powers Saving Throws: 4 + 6 + 8 = 18PP Toughness: +8 / +12 (+6 Con, +2 Defensive Roll, +4 Enhanced Constitution) [Impervious 4] Fortitude: +10 / +14 (+6 Con, +4 Enhanced Constitution, +4) Reflex: +9 (+3 Dex, +6) Will: +12 (+4 Wis, +8) Skills: 148R = 37PP Bluff 8 (+10) Concentration 6 (+10) Diplomacy 8 (+10) Drive 2 (+5) Gather Information 8 (+10) Intimidate 13 (+15) Investigate 13 (+15) Knowledge [Behavioral Sciences] 3 (+5) Knowledge [Civics] 8 (+10) Knowledge [Streetwise] 13 (+15) Knowledge [Tactics] 8 (+10) Language 2 (English [Native], Italian, Spanish) Medicine 6 (+10) Notice 11 (+15) Perform [Singing] 8 (+10) Search 8 (+10) Sense Motive 11 (+15) Stealth 12 (+15) Feats: 20PP All-Out Attack Attack Focus [Melee] 2 Connected Defensive Roll 1 Dodge Focus 2 Fast Task 2 [Feint, Startle] Improved Critical [Unarmed] 2 Improved Grab Improved Initiative Interpose Luck 2 Power Attack Startle Stunning Attack Uncanny Dodge [Auditory] Powers: 4 + 5 + 19 + 7 = 35PP Damage 2 (Boxing; Feats: Innate, Mighty) [4PP] (training) Device 1 (Earbud; 5PP Container, Flaws: Hard to Lose, Feats: Subtle) [5PP] Super-Senses 4 (Communication Link 4 [Other Earbuds], Feats: Subtle) [5DP] Alternate Form 4 (20PP Container [Active, Sustained], Drawback: Noticeable) [19PP] Enhanced Constitution 8 [8PP] Enhanced Strength 8 [8PP] Impervious 4 [4PP] Object Mimicry 1 (5PP Variable Power, Any Power, Multiple Powers at Once, Touch Range; Extras: Action [Free Action]) [7PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed [without Powers] Touch DC 21 Toughness Damage Unarmed [with Powers] Touch DC 25 Toughness Damage Totals: Abilities (42) + Combat (28) + Saving Throws (18) + Skills (37) + Feats (20) + Powers (35) - Drawbacks (0) = 180/217 Power Points
  9. L0vel@ce / Sofí Orellana Power Level: 8/12 (180/187PP) Unspent Power Points: 7 Trade-Offs: Attack / Damage, Defense / Toughness In Brief: Brilliant cyber-criminal, sticking it to the corrupt and cruel Catchphrase: Theme: Daft Punk (Pentatonix Cover) Alternate Identity: Sofía Orellana, aka L0vel@ce Birthplace: Hardwick Park, Bedlam City Residence: Bedlam City Base of Operations: Bedlam City Occupation: Hacker Affiliations: The Fix Family: Extended and large, Sofí's parents own their small garage in Hardwick Park and she has grandparents, aunts, uncles and cousins that are all local to the area, keeping her close to Bedlam even as she keeps quiet what she spends her spare time doing. Description: Age: 27 Apparent Age: 27 Gender: Female Ethnicity: Latina Height: 5'2" Weight: 120 lbs Eyes: Brown, if she's not wearing contacts to change it. Hair: Naturally, dark brown but its rarely the same color for any week in a row. Typically, her long curly hair is dyed in some rainbow of colors. Pink usually factors in over blues and greens but she's been known to regularly switch that up. It's very thick, naturally curly and long enough to reach her hips when dry. It's a bit of a pain in the butt to take care of but it's something of a vanity. Short and curvy, Sofía Orellana is not the most intimidating of figures at first glance, or even second glance. Give the woman even the most rudimentary of tools, though, and she will happily reign cyber destruction like a sweet-faced, vengeful god. She likes to keep her laptop close at hand, so a shoulder bag with a small horde of colorful pins is never too far from her fingertips. Her clothing tends towards practical and fun unless she's currently working on a car, at which point, she's wearing coveralls with her hair tucked tightly under a cap. Build wise, Sofía has some toned muscle under her curves. Girl doesn't slack on the working out just cuz she's a top-tier geek. History: Hardwick Park is not a nice place to grow up but its the only place that Sofía has ever called home. Her large family moved into the area with the influx of the other hispanic families as the neighborhood changed hands. Her parents weren't ever well off by the national metric, but her father owns his garage and takes a great deal of pride in that. Sofía grew up around cars and had a natural knack for fixing things, but her brothers were largely recruited into the mechanic's shop, and her sisters seemed content to staff the front of the shop part time. For her part, Sofía found her calling in fixing up the technology that was always third hand and breaking down around the shop. Without doubt, she's a genius but the public schools around Hardwick aren't exactly designed to help anyone find a way out of Bedlam. She was often bored in classes but while that got some of her cousins and siblings into trouble, Sofía avoided falling in with the local gang, but only because she realized that when money's largely electronic, its pretty easy to move around a few zeroes if you have the means and the know how. Despite her strong feelings on the public right to information and the unfairness of the financial distribution of this country, Sofí has no desire to see people suffer. She'd go full Robin Hood, really, if she wasn't well aware that most of her family, more money would really mean more problems. So, she fixes things, here and there, makes sure that there's enough windfall to keep her large extended family afloat without tipping her hand to her resources, or her skills. About half of her cousins are involved in petty crimes so she's not real eager to help them scale up to the sort of things that get a body killed. Personality & Motivation: Sofí's life choices are about three parts genius to one part stubborn pride. She knows she's very good at what she does, and there's some ego wrapped up in that. Despite her technically criminal endeavors, she's not actually a bad person. Her targets are those that have more than enough, or, in her estimation, don't deserve their good fortune. If the system is inherently broken, then its only fair to change the game. The entire world is full blown Kobayashi Maru in Sofí's book and all she's doing is finding the win. Honestly, Sofí could have left this two-bit town a long time ago but she's a fiercely loyal creature and family is important to her, even if she feels like none of them really even understand or even see her for who she actually is. So, Bedlam remains her home and in-between her cyber-antics, she tries to keep her kin from getting too deep into the trouble that winds its way throughout Bedlam. Powers & Tactics: Sofí is human but can hardly be called normal. Brilliant, she can make technology do all sorts of things that look like something out of an action movie. She has a few small electronic devices that are easily pocketable and function as a small bag of tricks that allow her not only to hack all sorts of electronics, but go above and beyond. Her Multi-Tool represents a few different palm sized items that are easily carried, from a cutting torch that's no bigger than a pocket flash light to the scanning and recording devices that she's installed in her phone. Physically, Sofí works out regularly and trains at the gym in both kickboxing and free-running. If it comes to hand-to hand fighting, she's going to do her best to break and run. She's not a close-in fighter - or really any sort of fighter at all - but she's better off if she can get some distance and use something as a distraction to get away. Power Descriptions: Sofí has no actual powers, at least nothing flashy or noticeable. She's not any sort of meta-human, but she functions at peak human intelligence and has mastered multiple fields through self guided study. There's nothing super natural or magical about it, but its certainly outside of any sort of normal bell curve. The super senses that she does have are to represent her intelligence and what she can glean via her computer skills, as well as Quickness to demonstrate the speed she functions at. I should note that she doesn't possess any supernatural speed and that the Quickness is there to mechanically represent that through her intellect, she can invent devices, build objects and get things done at an astonishing pace. Complications: Mi Familia: Sofía's large and extended family makes their home in Hardwick park so not only does she have to keep them out of her business and what she actually gets up to, she also occasionally has to try and keep tabs on their activities and try to buffer them from the many dangers in Bedlam... without any of them catching onto her antics. Robin Hood: Her morals generally align to righting the unfairness of the social order, a little bit of anarchy and issues with authority combined with the certainty of her own course of actions. She has a code of ethics that dictates her actions. Hack the Planet: Information should be free, if you ask her, and she's both willing and able to put her money where her mouth is on this subject. Her tendency to dump secrets out in the open has made her plenty of enemies, if they could track her down through her aliases. Wanted: L0vel@ce's antics are not legal by a large stretch and if connected back to her actual identity, could cause Sofí to end up in jail, or dead. Lover not a Fighter: Sofí is more used to video games than actual bloodshed, any combat she's been in has been the result of a serious error along the way. She's not going to act like a hardened combat veteran because she's just not that experienced with it. Abilities: 0 + 8 + 8 + 14 + 8 + 8 = 46 PP Strength: 10 (+0) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 16 + 16 = 32 PP Initiative: +4 Attack: +8 Unarmed, +8 Base Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed Grapple: +8 Knockback: 4 (2 Flat-Footed) Saving Throws: 3 + 3 + 4 = 10 PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+4 Dex, +3) Will: +8 (+4 Wis, +4) Skills: 124r = 31 PP Bluff 6 (+10) Computers 13 (+20) Concentration 11 (+15) Craft (Electronic) 13 (+20) Craft (Mechanical) 8 (+15) Craft (Chemical) 8 (+15) Disable Device 13 (+20) Drive 6 (+10) Knowledge (Current Events) 3 (+10) Knowledge (Physical Sciences) 8 (+15) Knowledge (Technology) 13 (+20) Medicine 6 (+10) Notice 6 (+10) Search 8 (+15) Sense Motive 2 (+6) Feats: 9 PP Benefit: Wealth Defensive Roll x 4 Eidetic Memory Improvised Tools Inventor Online Research Equipment: Powers: = 52 PP Container 4 (Prodigy) [20 PP] (training) Comprehend 4 (Polyglot; Codes, Languages (Speak One Language, Understand, Read Languages) {8} (training) Comprehend 1 (Computer Savvy; Electronics) {2} (training) Quickness 8 (One with the Code; Flaws: Limited to Software Only) {3}] (training) Quickness 4 (Quick Hands) {4} (training) Super Senses (Speed Reading; Visual; Rapid x 2) {2} (training) Feature (Video Game Historian) {1} (training) Device 1 (Smartphone; Flaws: Easy-to-Lose; Feats: Subtle) [4 PP] Communication 2 (Datalink; Radio 100' range; Feats: Rapid (x10), Subtle 2) {5} Device 2 (Enhanced Earbuds; 10DP Container; Flaws: Hard-To-Lose; Feats: Subtle) [9PP] (technology) Communication Link 4 (Other Earbuds; Radio; Feats: Subtle) [5 DP] ESP (Audio Only; Extra: Simultaneous; Flaws: Feedback, Medium: Other Earbuds; Feats; Subtle) [5 DP] Device 6 (Multi-Tool; 30DP Container; Flaws: Easy-To-Lose; Feats: Subtle) [19 PP] Feature 1(Record and playback Audio, Video, Radio) {1} Multi-Tool Item Array (24DP; Feats: Alternate Power x 5) {29} Base Power: Dazzle 8 (Flash-Bang; Visual/Audio; Extra: Area(cone), Flaws: Range(touch)) {24} Alternate Power: Stun 8 (Taser; vs. Fortitude; Extras: Affects Objects) {24} Alternate Power: Damage 8 (Laser-Cutter; Extra; Penetrating, Linked (+0); Feats: Precise) {17} + Drain Toughness 6 (Laser Cutter; Extras: Affects Objects, Flaws: Objects only, Feats: Precise) {7} Alternate Power: Super Senses 24 (Audio/Radio Scanner; Acute(Audio) 2, Acute(Radio) 2, Analytical(Audio) 2, Analytical(Radio) 2, Radio Sense 1, Ultra-Hearing 1, Extended(Audio 1000') 2, Extended(Radio 1000') 2, Rapid(All Audio x10) 2, Rapid(Radio, x100) 2, Tracking(Radio) 3, Tracking(audio) 3) {24} Alternate Power: Super Senses 24 (Camera Analysis; Analytical(Visual) 2, Penetrates Concealment 4, InfraVision 1, Ultra-Vision 1, Microscopic Vision 2, Direction Sense 1, Distance Sense 1, Rapid(All Visual x100) 4, Extended (Visual 10,000') 3, Hidden Awareness(Visual) 2, Tracking(infravision) 3) {24} Alternate Power: Illusions 8 (Hack the System; Visual/Audio; Extras: Duration: Continuous; Flaws; Limited to Machines, Action: Full Round) {24} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Flash-Bang Touch DC 18 Reflex Dazzle Taser Touch DC 18 Fortitude Stun Laser-Cutter Touch DC 23 Toughness Damage Hack the System Perception DC 18 Will Illusion Totals: Abilities (46) + Combat (32) + Saving Throws (10) + Skills (31) + Feats (9) + Powers (52) - Drawbacks (0) = 180/187 Power Points
  10. Savant Power Level: 8/15 (207/230PP) Unspent Power Points: 23PP Trade-Offs: +5 Attack / -5 Damage (unarmed), +3 Attack / -3 Damage (Collapsable Baton) , +4 Defense / -4 Toughness In Brief: Memetically enhanced genius atoning for the wrongs done while controlled by Labyrinth Catchphrase: Theme: Redemption Song Alternate Identity: Xavier Steadman, Subject 24005 Birthplace: Unknown Residence: Bedlam City Base of Operations: Bedlam City Occupation: Private Eye Affiliations: The Fix Family: Unknown Description: Age: 45 (DoB: 1971) Apparent Age: Also 45 Gender: Male Ethnicity: African American Height: 6'2" Weight: 210 Eyes: Grey Hair: Black Xavier is a dark skinned, broad shouldered man of middle years, Dark grey eyes peer out from a heavy brow with an intensity bordering on unsettling. He keeps his hair closely shorn in a no nonsense easily maintained style. He normally dresses in a dark grey woolen suit though varies his outfit as needed for a job. When disguising his identity he opts for a heavy indigo scarf and dark grey fedora in the style of mystery men of old, though this is less sentimentality than pragmatism, even in disguise being able to bled into a crowd is just sound survival policy in Bedlam. History: His history is largely a blank slate. Until his escape in his early thirties Xavier was under lock and key in a Labyrinth run facility as part of 'Project Savant' an attempt to unlock the mind's potential through intensive hypnosis and memetic training. He was a rare success, most minds buckled under the strain of the deep hypnotic states and the assault of the memetic learning programs, the results were varied some crippled, some catatonic or driven to psychotic breaks. Subject 24005 as he was labeled also began the process earlier than most, he was taken or given up by his parents shortly after birth and even his enhanced recall techniques can not summon a memory a time before the project. By the time he was twelve he had outstripped most of his tutors and phase two began. Rather than focusing his capabilities toward any specific goal he was brought in to troubleshoot problematic research or operations for the organization. His ability to rapidly bring himself up to speed on any given subject and bring in disparate knowledge made leaps in both technologies but more often methodologies. Initial projects were presented as further tests and puzzles though the change in faces and the time pressure did not go unnoticed by the young Savant. Nor did he miss the clear discomfort and sometimes hostility his suggestions were met with by older experts. By adulthood he realized his simulations and tests were all too real and that his choices would impact real people though his conditioning kept him from outright rebellion he began to quietly plot and plan a way out. It took him nearly ten years to work his way free of the memnetic controls. More time still of active effort to plot an escape, he knew he'd get but one chance. Once they realized his programming was compromised he'd be a liability. He made his escape though not as efficiently as he'd have hoped, they'd be looking for him in the likely refuges and it was uncertain his efforts at reform would be met with anything but scepticism by the heroes of the world. Subject 24005 took the name Xavier Steadman, and made for the one place he knew they'd not suspect him to go after all, no one came to Bedlam voluntarily. But in this wretched hive he could vanish and work at erasing his trail, and maybe begin to atone for the wrongs he'd been part of. In Bedlam a false identity was easily enough crafted, a disgraced investigator, working PI jobs for his meager wages snapping shots of cheating spouses and fraudulent insurance claims. A small fish in a small pool, unremarkable but for a stalwart refusal to do the gangs or mobs dirty work. A clean PI trying to make due, slowly earning a reputation as one of the rare good guys in Wolverton. Not someone to make waves but someone of integrity and a distant cold kindness. Personality & Motivation: Xavier is driven by shame and fear. Not of death or pain, such things can be managed and are perhaps what he deserves in the end, but he fears the shackles of the mind returning and putting his brilliance once more to used for nefarious ends. He fears being weaponized again, turned to his former master's greater plans. Yet beyond that fear and shame is a desire to try and make right in some small way what his genius had put wrong. His actions are subtle and long term, a file mailed anonymously, a tip on a fraudulent lien. He wants to do more, but lacks the resources to take on his former masters on their terms so he works at the edges growing cracks and fissures, weakening, wearing them down. If his memetic enhancements hold through old age he might just survive to see some of his work bear fruit. Powers & Tactics: Savant has little in the way of flashy powers, he'd not even consider himself 'Super' though he knows his enhancements put his intellect in a frame rivaled by only a handful. He is an efficient and tactical fighter using terrain and situation awareness to his advantage to strike exactly where he needs to when he needs to. To ruthlessly exploit any weakness he uncovers and to always have a backup to his backups. He prefers to avoid confrontation but when unavoidable he'll strike fast and sure with his collapsible baton or fists to end the fight as quickly and quietly as possible. He understands the power of guns but refuses to rely on such means, they are usually more liability than benefit with the work he does. Power Descriptions: Savant has no obvious powers, his abilities are in the planning and execution of the plan, and always being ready with another, always seeking a weakness to exploit. Complications: The Good: Xavier is trying to make right the wrongs he was part of while under labyrinth control. He head is full of memories of the wrongs done and aspects coudl pop up and drive him to go further than is wise on a job. The Bad: Labyrinth wants him back or possibly just eliminated. Taurus hates loose ends. The Ugly: Xavier is a black man in Bedlam trying to to the right thing, the Mobs and Cops will target him for 'stepping out of place' and the Wolverton gangs will see him as potential threat to their power. Man with No Name: Xavier Steadman is a fabrication, there may be records of the infant that became subject 24005 somewhere in some dusty city hall waiting to be digitized but for all intents and purposes Savant has no Official past. Abilities: 6 + 0 + 8 + 20 + 10 + 0 = 44PP Strength: 16 (+3) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 30 (+10) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 22 + 24 = 46PP Initiative: +10 Attack: +13 Unarmed, +11 Base Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed Grapple: +14 Knockback: -2 Saving Throws: 4 + 5 + 5 = 14PP Toughness: +4 (+4 Con) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +10 (+5 Wis, +5) Skills: 68R = 17PP Bluff 4 (+4) Diplomacy 4 (+4) Gather Information 10 (+10) Investigate 10 (+20) Knowledge: Tactics 10 (+20) Notice 10 (+15) Search 10 (+20) Sense Motive 10 (+15) Feats: 16PP Ambidextrous Attack Specialization: Unarmed 1 Beginners Luck Eidetic Memory Equipment 1 Improvised Tools Jack-Of-All-Trades Luck 2 (4 Total) Master Plan 2 Power Attack Speed of Thought Teamwork 3 Equipment: 1PP = 5EP Collapsable Baton (Damage 2, Improved Crit (19-20), Mighty, Subtle) 5 Powers: 9 + 15 + 41 + 5 = 70PP Comprehend 4 (Polyglot; Codes, Language: Understand, Language: Speak One at a Time, Language: Read; Power Feats: Innate) [9PP] (Savantry) Luck Control 4 (Plan M; Spend HP for others, Grant HP to others, Negate Fiat, Force Reroll; Power Feats: Innate, Luck 2) [15PP] (Savantry) Probability Control 10 (Polymath; Power Feats: Innate) [41PP] (Savantry) Device 1(Earbud; Flaws: Hard to Lose, Power Feats: Subtle) [5PP] Communication Link 4(Other Earbuds; Radio; Power Feats: Subtle) [5PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Collapsable Baton Touch DC 20 Toughness Damage Totals: Abilities (44) + Combat (46) + Saving Throws (14) + Skills (17) + Feats (16) + Powers (70) - Drawbacks (0) = 207/230 Power Points
×
×
  • Create New...