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  1. Fall 2020 Lucy the Elephant Margate City, NJ In retrospect, Ashley's mistake was in letting herself think that today was going to be a good day. The trip out to Margate City was the sort of thing that many Claremont students might have balked at as being just kids stuff, but it had been just the right thing for her charge and the teens she worked with. Lucy the Elephant had stood proud and tall in Margate City since 1882, at least until a recent act of super-vandalism had left it tagged with various sorts of obscene graffiti, the Tag Gang having made their escape before the local police could arrive. The chance to send out some super-teens in costume to show the nice people of Margate City that teenagers weren't so bad, and could actually help clean up what their peers had wrought, was just about perfect - especially once a little check from the Secret Service revealed that the Tag Gang really had moved on to much more interesting pictures than a seaside New Jersey town. Blue Squad had spent the day doing various things; cleaning the inside and outside of the elephant, cleaning up the broken glass from the tavern window nearby, straightening up the museum inside the elephant that told the long and rich story of a 138 year old wood and tin elephant. Watchdog and Daystar had spent the day mostly working inside the elephant, letting the more photogenic members of the team talk to the local press that had stopped by to take advantage of the rarity of super-teens stopping by. You could see the skyscrapers of Freedom City if you looked out Lucy's eye across the water; but this place still seemed miles away. The local Jaycees had brought snacks and somebody had put on some music that had been old when Ashley was younger - and honestly - things had been pretty good. "I've been washed," sang Judy softly, almost under her breath, as she helped Ashley mount the new bulletproof windows in Lucy's butt, "I've been washed in the blood of the Lamb..." Daystar had been powered up most of the day, a pleasant rainbow glow, and Watchdog's armor was actually just about right for the Jersey Shore in September.
  2. Sun Dragon Power Level: 10/13 (180/197PP) Unspent Power Points: 17 Trade-Offs: +2 Toughness / -2 Defence In Brief: Prince of a fiery new nation, come to bring freedom to the world. Catchphrase: "By boiling blood!" Theme: Legend of Korra OST: Red Lotus Theme Alternate Identity: Leroy Remilikun Ransom-Conte, 'Larry' Birthplace: New Atlantis City, Earth-W Tech 94527 Residence: Freedom City, Earth-Prime Base of Operations: Claremont Academy, Lantern Hill(803 Aperson Ave.) Occupation: Prince, philanthropist Affiliations: Claremont Academy, New Atlantis, Family: Amatekon Ransome-Kuti(mother), Lafenwa Moko(father), Sola Oluseyi(father), Lavernius Conte(father, blood), Leroy Conte(uncle), Siblings by age: 30-25 Olokuye Ransom-Moko(elder sister), Olokode Ransom-Moko(elder sister), Olukoju Ransom-Seyi(elder sister), Olufon Ransom-Moko(elder sister), 24-20 Olaore Ransom-Seyi(elder sister), Olaiunu Ransom-Moko(elder sister), Oludotan Ransom-Seyi(elder sister), Olukoraiwa Ransom-Seyi(elder sister), 19-10 Olagoke Ransom-Moko(elder sister), Oluyemi Ransom-Moko(elder sister), Olutoye Ransom-Moko(younger sister), 9 Oloroo Ransom-Conte(younger sister) Description: Age: 16 (DOB: August 10th, 2002) Apparent Age: Mid-teens Ethnicity: Yoruban Nigerian/African-American Height: 6'5"/1.98m Weight: 210lbs/95.25kg Eyes: Gold Hair: Black Like all his family Leroy is a pillar of chiseled muscle and bone, sleek and powerful, with three claw-like scars gashing his face diagonally from under his eyes to his jawline. His skin is otherwise smooth and flawless, the only other markings are golden tattoos of fire and dragons festooning his body. His hair is cut close into a Caesar on top and shaved meticulously at the sides and back, the geometric effect lending an almost inhuman look. He's unguarded and animated in movement and expression with a smile for everyone, a helping hand at the ready and sparkling eyes. Even in battle he's anything but solemn, laughing or cursing roundly, throwing everything into every action. He's possessed of seemingly limitless energy and passion. His voice has a strong Nigerian accent, particular to the coastal delta region, but with a pronunciation that to Atlanteans is instantly familiar. His clothing matches his personality, brilliant colors in fantastical arrangements, with tunics, robes and trousers cut and styled in fractals of every conceivable color, the most common being blue, red and yellow. He usually goes barefoot, and when not wears sandals strapped at the knees. He rarely, if ever, gives any consideration for the weather. On campus he wears the Claremont school uniform, though modified to resemble the private school's original three-piece suit in rich blue and dazzling gold. As Sun Dragon, he uses his powers to shape a suit of black armor veined with yellow, a black featureless helmet concealing his face. A winged yellow starburst serves as an insignia. History: Leroy Ransom-Conte was born into a world at peace. Earth-W Tech 2 has never known war, crime, fear or hate. The best and brightest use powers as disparate as sorcery and cybernetics to create a better world for all, guided by the world's leader, his mother Amatekon. Amatekon is a former hero of Earth-Prime's Silver Age, a psychic warrior called Lioness who used her powers to make herself nigh-invulnerable and protect the innocent across West Africa. However, during the troubles of the 60's and 70's, and as she grew to better understand the deep roots of fear festering at the heart of humanity, she began to despair of making any lasting change. Growing convinced that only a new world, a totally new way of life, could demolish the prejudices and hate she met every day, Amatekon set out to find a new home for humanity. She found one in an Earth slowly sinking into the global ocean, its core failing and the only human inhabitants a failing branch of the Atlanteans. With her powers and their technology Amatekon drew forth and tamed dragons from the mantle, forging a lasting friendship between them and her followers. Together they reignited the core, reclaimed land from the seas and established the great capital of New Atlantis. Discovering that her deeds partly matched the religious lore of her Yoruban ancestors, Amatekon also learned that by fulfilling and embodying prophecies and mythic archetypes she could attain even greater power, making her dreams that much more attainable. Focusing on Earths ruled by tyranny, the Lioness made a point of destroying such regimes and giving those oppressed the option of joining her in her new world. As a result, her power grew by leaps and bounds. With billions of minds working at once, the technology, magic and natural talents available to New Atlantis soon outstripped that powers much older could muster. But after years on her own Amatekon was lonely, the enormous pressures of her new life were almost overwhelming and she'd grown to miss her old home. So, starting in the early 1980's, she began making trips back to Earth-Prime, discretely searching for like-minded souls. During one such excursion she met her first and second husbands, Lafenwa and Sola, via foiling an attempted assassination of President Shagari by New Freedom super-assassins. The three had clicked immediately during the defense and the two men, with powers of their own, found her vision of a new Earth compelling. Together they moved to Earth-2. where they began raising a family alongside the patient work of creating a whole new civilization. Amatekon returned to Earth-Prime several times since then, spreading her message and lending support where she felt her presence wasn't destabilizing or made the local community a target. One such event was the day the Centurion died, where during the cleanup and recovery she met her third husband. Leroy's father was the brother of Leroy Conte, the Golden Marvel, a light-wielding superhero who in the late 80's and 90's fought crime in Freedom City. Unlike Lavernius, a gentle and dedicated music teacher, Leroy seethed at the injustices of life in Lincoln and the crooks in costumes or suits pushing people around. His brother was arrested and imprisoned for killing one of his rogues' gallery, and soon after came the Terminus Invasion of 1993. His life destroyed and his family gone, Lavernius attended one of Amatekon's rallies advertising "Earth-2" hoping to catch some of the renewed love of life other Freedonians had. He and the would-be savior met, and to the surprise of both became fascinated with each other. Lavernius' resilience despite his weakness, tragic past and drive for excellence in his art appealed to the romantic in her, and her ideals of self-direction and freedom from the past struck a powerful chord in him. He decided to stay on his world, partly to advocate for his brother, but maintained a relationship with Amatekon that grew into marriage in 2000. Thanks to her, he unlocked powers similar to his brother's, though nowhere near as strong, and after the rally began a productive career teaching music at Freedom School for the Arts in Southside, visiting his wife and her two other husbands regularly. Leroy Ransom-Conte was born the 12th child and first son of Amatekon, and ever since his earliest days there were murmurs. As he quickly became all-too aware, he was smaller and weaker by far than his siblings, all of whom took after their titanic mother, without their talents for art, science, the mysteries of magic or the mind. He was older than any of his sisters when he bonded with his dragon, and worst of all his powers weren't developing along nearly the right lines, gravity instead of light answering his commands, despite inducing mutations via exposure to the realm of the Phoros, the living stars. Amatekon was determined he would be cared for and find a place where his talents could be nurtured, encouraging him to practice with his siblings and teaching them to respect disparate levels of strength. Noticing his fascination with tactics and historical revolutionaries, she tutored him herself before arranging for longer-term studies on Earth-Prime, where she hopes he will become a rallying point for her movement. Claremont Academy was the natural choice, the crucible where the future of the superhuman establishment is forged. In the fall of 2018, over forty years since his mother embarked on great experiment, Sun Dragon set out on his own. Personality & Motivation: Leroy is blessed with the confidence and goodwill to all that comes from living in a utopia, but with a vein of steel from being brought up with the expectation of defending that shining realm against an omniverse of threats. He's not blind to the ways people try and trick or hurt others for their own gain, but his upbringing keeps his eyes firmly on the reason why crime seemed so appealing in the first place. Earth-Prime has its virtues, even if he won't easily admit to them, but the systemic flaws driving people to choose between morals and living feed a constant low-level simmering anger at the injustice going seemingly unchallenged. On top of that, Leroy is here on a mission. He's easy to befriend but he's looking constantly for allies he can win to his mother's cause. Yet the very fact that it's his mother's cause, not his, is slowly growing a seed of doubt at his place in the wider plan. Most of all Leroy is devoted to his dragon, Dio, his closest and truest friend. He's arrogant, but not so much that he doesn't appreciate the help and camaraderie the two give each other. Powers & Tactics: Sun Dragon charges into the fray, using the appearance of careless bravado to conceal a ruthless eye for denying his enemies their advantages and giving his allies a winning edge. He prefers to fight in tandem with Dio, the pair working to keep their foes off their feet and under constant fire. His command of gravity gives Sun Dragon potentially limitless options for one-on-one and larger fights, but his progress in unlocking his full power is slow, and he runs a frequent risk of over-extending himself. Power Descriptions: Sun Dragon's powers manifest in two ways: as a massive shift in local gravity, visibly distorting the air around him and any affected by his powers, or else in flashes of searing light. The former is most obvious when he lends others his power of self-propelled flight, with air and particles of matter caught between his gravitational pull and that of the planet. His power of light is only seen in the hard-light shell he's learned to reflexively don, its assertion highlighted by light visibly warping and bending around him. Complications: Anger: Leroy was brought up never to ignore injustice or wrongdoing...and now literally cannot. Bound: Sun Dragon would never willingly abandon his dragon Dio for any reason. Darkness: Sun Dragon is paralyzed with fear in the dark, and struggles to enter places with dim or no light. Enemies: Though he's largely unaware of it, New Atlantis is based on the conquest of other worlds, and Sun Dragon is a much softer target than most of his family. Mission: Sun Dragon is here both to find people interested in leaving Earth-Prime for Earth-2, and to free his uncle from prison. Almost all he does is bent around those two goals, and setbacks are exceptionally hard. Responsibility (Family): Living up to his parents' expectations is of paramount importance to Leroy. Failure is devastating and not to be accepted. Responsibility (Powers): Sun Dragon's power over gravity has potential for enormous destruction if used incorrectly, something he's been sheltered from. Temptation (Power): Anything that seems like it will make Sun Dragon more like how he's "supposed" to be, in powers and in physical strength, is nearly irresistible. Abilities: 8 + 4 + 8 + 4 + 4 + 6 = 34 PP Strength 30/18 (+10/+4) Dexterity 14 (+2) Constitution 18 (+4) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 16 (+3) Combat: 6 + 8 = 14 PP Attack: +3 (+10 Melee) Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Initiative: +2 Grapple: +37/+20/+10 Knockback: -6/-2 Saving Throws: 4 + 4 + 5 = 13 PP Toughness: +12/+4 (+4 CON, +8 Protection) Fortitude: +8 (+4 CON, +4) Reflex: +6 (+2 DEX, +4) Will: +7 (+2 WIS, +5) Skills: 60r = 15 PP Diplomacy 8 (+11/+15 w Attractive)Skill Mastery Gather Information 7 (+10) Handle Animal 3 (+5) Intimidate 12 (+15)Skill Mastery Knowledge (physical sciences) 3 (+5) Knowledge (tactics) 8 (+10)Skill Mastery Notice 8 (+10)Skill Mastery Ride 3 (+5) Sense Motive 8 (+10) Feats: 58PP All-Out Attack Attack Focus (Melee) 7 Attractive Benefit 4 (use Knowledge [tactics] for Initiative), Native (Earth-2 ('Ife', Earth-W Tech 95427))), Status (Dragon Prince of Earth-Ife), Wealth 1 Challenge (Fast Startle) Defensive Attack Dodge Focus 4 Interpose Luck Master Plan Move-By Action Power Attack Sidekick 30 (Dio, 150PP) Skill Mastery (Diplomacy, Intimidate, Knowledge [Tactics], Notice) Startle Uncanny Dodge (audio) Powers: 2 + 12 + 22 + 9 + 8 + 1 = 54 PP All powers have the Cosmic descriptor along with any others given Comprehend 2 (Root language learning; Languages 2 (Understand all, Read all, Speak one at a time; Flaws: Unreliable) [2PP] Training Enhanced Strength 12 (Super-Dense Cells) [12 PP] Biology Flight 5 (Personal Gravity Well; 100 MPH/1,000 ft. per round; Extras: Affects Others, Area; Feats: Dynamic, Dynamic Alternate Power) [22 PP] Gravity DAP: Super-Strength 17 (Mass-Shifting; as STR 47, +85 to Carrying Capacity rank [95/89]); Flaws: Sustained; Feats: Dynamic, Groundstrike, Shockwave)[20PP] Immunity 9 (Life Support) [9PP] Biology Protection 8 (Manifest Hard-Light Shell) [8 PP] Light Super-Senses 1 (Communication Link [Dio]) [1PP] Psychic Drawbacks: (-1) + (-4) + (-3) = -8PP Power Loss (Daka Crystals; Frequency: Uncommon(+1); Intensity: Minor(+0))[-1PP] Vulnerability(Magic, Frequency: Very Common(+3), Intensity: Moderate(+1.5 to effect DC)(+1))[-4PP] Weakness (Darkness; Frequency: Uncommon(+1); Intensity: Major(-1 to all Ability scores)(+2))[-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage(Staged) Ground Strike Burst(270ft) DC 27 STR/REF Tripped Shockwave Cone(170ft) DC 25 TOU/DC17 REF/STR Damage(Staged) Totals Abilities (34) + Combat (14) + Saving Throws (13) + Skills (15) + Feats (58) + Powers (54) - Disadvantages (8) = 180/197 PP
  3. GM The Painted Desert, Arizona October 3rd, 2019 14:00 PM Survival class, that was what the guest teacher had called it. If you were going to be a hero, then you could end up out in the middle of nowhere, and you needed to know what you could do to survive. The fliers on Blue Squad might have argued that they could just fly away, but the Doctor Alexander Macedon had not accepted any objections, and a day later, Blue Squad had found themselves in the Painted Desert in Arizona. They had all been given proper gear stuffed into heavy backpacks, and now they had been dropped off near the Rainbow Visitor Center by the van that had picked them up at the airport. Doctor Alexander Macedon looked like a man in the early 70'es. His skin was tanned by the sun, and seemed slightly leathery, from years of being out in the harsh sun. His thinning hair were grey, almost bordering on white, as was his scraggy, unkempt beard. He wore a black eyepatch over his left eye, with a pair of horn rimmed glasses over both eyes. A cowboy hat on his head, he wore a beige dress shirt, with the few buttons closests to his neck open, revealing his grey chest hair. He had rolled the sleeves up, with an brown bomber jacket stuffed into his backpack. He wore dark grey fatigue pants and a pair of heavy dark boots. Something about him made him seem even older, and one the way here, he had made it more than clear that he didn't want to do this or have anything to do with a bunch of super powered kids, but he owed someone a favor. Standing by the side of the road in front of the teens, Macedon held up a map, making sure they could all see it. "Listen up, kids. This map is our only clue to where we're goin'. We're gonna be crossing through the Painted Desert here, and we're gonna survive off the rations you've brought and what we can find, but make sure you don't do anything to harm the nature around here. No smashing rocks with any of your fancy gadgets or powers or anything like that. We're gonna go off road, and gonna end up at the Painted Desert Visitor Center, with some stops on the way. It's gonna take a while, so save on those rations." He made a short pause and lowered the map. "Now, who's up first for learning how to read and follow a map? Yer all gonna get yer turn."
  4. OOC for this. @Avenger Assembled, @Thunder King, @TheAbsurdist, @secondling
  5. Parhelion Power Level: 13 (as PL 8, 197/200PP) Unspent Power Points: 3 Trade-Offs: None. In Brief: Prince of an interdimensional union, come to bring freedom to Earth-Prime. Catchphrase: "What?" Theme: Shadowkeep OST: Salvation Alternate Identity: Leroy Remilikun Ransome-Conte, 'Li'(childhood nickname) Birthplace: New Atlantis City, Earth-W Tech 94527 Residence: Freedom City, Earth-Prime Base of Operations: Claremont Academy Occupation: Prince, philanthropist Affiliations: Claremont Academy, New Atlantis, Family: Amatekon Ransome-Kuti(mother), Lafenwa Moko(father), Sola Oluseyi(father), Lavernius Conte(father, blood), Leroy Conte(uncle), Siblings by age: Older by 8-12 years Olokuye Ransome-Moko(elder sister), Olokode Ransome-Moko(elder sister), Olukoju Ransome-Seyi(elder sister), Olufon Ransome-Moko(elder sister), Older by 2 to 6 years Olaore Ransome-Seyi(elder sister), Olaiunu Ransome-Moko(elder sister), Oludotan Ransome-Seyi(elder sister), Olukoraiwa Ransome-Seyi(elder sister), Two deceased brothers, Equal age or 1 year difference Olagoke Ransome-Moko(elder sister), Oluyemi Ransome-Moko(elder sister) Younger Olutoye Ransome-Moko(younger sister), Oloroo Ransome-Conte(younger sister, blood) Description: Age: 17 (DOB: August 10th, 2002) Apparent Age: Late teens Ethnicity: Yoruban Nigerian/African-American Height: 6'5"/1.98m Weight: 205lbs/95.25kg Eyes: Gold Hair: Black Like all his family Leroy is a pillar of chiseled muscle and bone, sleek and powerful, with three claw-like scars gashing his face diagonally from under his eyes to his jawline. His skin is otherwise smooth and flawless, the only other markings are golden tattoos of fire and dragons festooning his body. His hair is long and bejewled, hanging to his back in thick curls and rope-like braids meshed in precious metals or glittering with precious stones. He's unguarded and animated in movement and expression with a smile for everyone, a helping hand at the ready and sparkling eyes. Even in battle he's anything but solemn, laughing or cursing roundly, throwing everything into every action. He's possessed of seemingly limitless energy and passion. His voice has a strong Nigerian accent, particular to the coastal delta region, but with a pronunciation that to Atlanteans is instantly familiar. His clothing matches his personality, brilliant colors in fantastical arrangements, with tunics, robes and trousers cut and styled in fractals of every conceivable color, the most common being blue, red and yellow. He usually goes barefoot, and when not wears sandals strapped at the knees. He rarely, if ever, gives any consideration for the weather. On campus he wears the Claremont school uniform, though modified to resemble the private school's original three-piece suit in rich blue and dazzling gold. As Parhelion, he uses his powers to shape a suit of crystalline black armor made from 'black diamond', actually a sheathe of extremely high-density ambient light and radiation energy. History: Leroy was born the third son and 13th child to the ruler of Earth-2, a dimension incorporating many Earths into one massive civilization. As a child he wandered the wild and monster-haunted worlds without fear, guarded by three of his mother's oldest friends. From the Rings of Refuge where the greatest of monsters can learn to be kind again, to the subterranean empires of the dragons, he went on countless adventures, making friends seemingly everywhere he went. His future seemed bright and certain. However, it soon became clear that he was not on the path to the One Power, the power underpinning the cosmos, the power that, as child of the leader to untold billions, he must have to be worthy of any status. When his efforts proved so feeble he needed a Phoros, one of the living stars, planted into his heart to grant him any powers at all, his fate was sealed. His friends were commanded to forget him, and he was restricted to New Atlantis so as not to become a liability. His mother's mind changed, however, when she heard about Claremont Academy, the crucible on her homeworld of Earth-Prime where new heroes were forged. Shortly after his 16th birthday Leroy and his dragon, the acolyte he had named Dio, departed for another world. Taught that his mother's homeworld languished under shadow and evil, Leroy wasn't expecting to find friends, a new faith and even true love there, but now that he has he needs to start answering some hard questions. Time isn't standing still, and his dreams won't happen on their own. He's no longer the Sun Dragon, now he is the reflection and herald of a greater brilliance. The Sun Dog, the Parhelion. Personality & Motivation: Leroy is passionate about everything he does, rarely solemn or even really calm unless there's something seriously wrong with him. He wants to love everybody, thinking that the only way for others to accept him is if he accepts everyone else unconditionally, but is slowly coming to understand that sometimes you just can't get along with someone else and making allowances for someone into infinity does nobody any good. This comes close on a deeper realization that he's not the sort of person his culture wants him to be on almost any level, from his fervent new faith to his total unsuitability or interest as a warrior. He doesn't want to kill or conquer, but that's the very foundation of his civilization. His relationship with Judy Cahill has especially changed his attitude. The women in his life had all been both physically and spiritually imposing, powerful beyond reckoning and singularly-devoted to their path to the One Power. That someone can be so opposite to that and still be strong internally, still determined to protect the weak and do good in the universe, has awakened Leroy to ideas he still doesn't understand. He's not yet matured, however, merely changing the absolute centre of his universe from his mother to the unbelievably idealized version of Judy he firmly believes is her true self. Powers & Tactics: Parhelion charges into the fray, using the appearance of careless bravado to conceal a ruthless eye for denying his enemies their advantages and giving his allies a winning edge. He prefers to fight in tandem with Dio, the pair working to keep their foes off their feet and under constant fire. His command of gravity gives Sun Dragon potentially limitless options for one-on-one and larger fights, but his progress in unlocking his full power is slow, and he runs a frequent risk of over-extending himself. Power Descriptions: Parhelion's powers manifest in two ways: as a massive shift in local gravity, visibly distorting the air around him and any affected by his powers, or else in flashes of searing light. The former is most obvious when he lends others his power of self-propelled flight, with air and particles of matter caught between his gravitational pull and that of the planet. His power over gravity has extended to the creation of the superficially crystalline 'black diamonds', actually hyper-condensed forms of energy that act as solid interfaces between dimensions, allowing the transmission, storage and spontaneous creation of nearly any other form of energy. This naturally includes solid, liquid and gas phases of matter. As well, Sun Dragon's internal biology has been extensively altered, granting him enormous strength, ability to survive in hostile environments and durability. Complications: Anger: Leroy was brought up never to ignore injustice or wrongdoing, beyond reason or compromise. Bound: Parhelion would never willingly abandon his dragon Dio for any reason. Darkness: Leroy is paralyzed with fear in the dark, and struggles to enter places with dim or no light. Difficult Birth: The Phoros spark placed within his body is steadily, if slowly, growing. Random power fluctuations, crippling pain or abrupt ejection into space are some of the milder side-effects. Enemies: Though he's largely unaware of it, New Atlantis is based on the violent conquest of other worlds, and Parhelion is a much softer target than most of his family. Fully-Articulated: Under the shadow of greater power all his life, Leroy cows all too easily to his perception of proper authority. Lives With His Dad: Sun Dragon lives with his dad, anti-prison activist and musical instructor Lavernius Conte, on weekends and holidays. Mission: Parhelion is here both to find people interested in leaving Earth-Prime for Earth-2, and to free his uncle from prison. Almost all he does is bent around those two goals, and setbacks are exceptionally hard. Relationship(Judy Cahill/Daystar) As boyfriend of a member of the First Family of the United States, Leroy must work carefully to keep her secret safe from the myriad of enemies who would be all too happy to know about it. Responsibility(Family): Living up to his parents' expectations is of paramount importance to Leroy. Failure is devastating and not to be accepted. Responsibility(Powers): Parhelion power over gravity has potential for enormous destruction if used incorrectly, something he's been sheltered from. Temptation(Power): Anything that seems like it will make Leroy more like how he's "supposed" to be, in powers and in physical strength, is nearly irresistible. Abilities: 16 + 4 + 16 + 4 + 4 + 8 = 52 PP Strength 26 (+8) Dexterity 14 (+2) Constitution 26 (+8) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 16 (+3) Combat: 6 + 6 = 12 PP Attack: +3 (+8 Melee) Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Initiative: +12 Grapple: +35 w/Super-STR, +16 w/out Knockback: -6/-2 Saving Throws: 0 + 4 + 4 = 8 PP Toughness: +8 (+8 CON, +0 [Other]) Fortitude: +8 (+8 CON, +0) Reflex: +6 (+2 DEX, +4) Will: +6 (+2 WIS, +4) Skills: 80r = 20 PP Diplomacy 8 (+11/+15 w Attractive)Skill Mastery Gather Information 7 (+10) Handle Animal 3 (+5) Intimidate 12 (+15)Skill Mastery Knowledge (Cosmology) 8 (+10) Knowledge (physical sciences) 8 (+10) Knowledge (tactics) 10 (+12)Skill Mastery Language 3 (Native: High Atlantean, Comanche, English, Yoruban) Medicine 8 (+10) Notice 8 (+10)Skill Mastery Perform(Dance) 2 (+5) Ride 3 (+5) Feats: 54PP Attack Focus (Melee) 5 Attractive Benefit 4 (use Knowledge [tactics] for Initiative), Native (Earth-2('Ife', Earth-W Tech 95427))), Status(Dragon Prince of Earth-Ife), Wealth 1) Dodge Focus 5 Fearless Inspire Interpose Leadership Luck 2 Master Plan Sidekick 30 (Dio) Skill Mastery(Diplomacy, Intimidate, Knowledge(Tactics), Notice) Startle Powers: 2 + 44 + 12 + 1 = 59 PP All powers have the Cosmic descriptor along with any others given Comprehend 2 (Root language learning; Languages 2(Understand all, Read all, Speak one at a time; Flaws: Limited(Languages from Earths))[2PP] Training Warp Array 20 (40PP Array; Feats: Alternate Power 4) [44PP] Dimensional, Gravity Dynamic Base Power: Flight 5 (Personal Gravity Well; 100 MPH/1,000 ft. per round; Extras: Affects Others, Area(Burst, 5ft per rank, 25ft radius); Feats: Dynamic, Selective, Subtle)[23 PP] + Obscure 8 (40ft Visual Concealment; Extras: Duration(Continuous), Flaws: Range(Touch); Feats: Tether) [17PP] Light AP: Create Object 20 (black diamond constructs; Extras: Affects Others, Duration [Continuous]; Flaws: Action [Full], Permanent, Range [Touch]; Feats: Extended Reach [10ft], Innate, Precise, Subtle) [24PP] + Dimensional Pocket 3 (Extras: Duration 2(Continuous; Flaws: Action 1(Full); Feats: Progression(Weight) 7(10kLbs)[16PP] AP: Immunity 80 (Lethal Damage, Flaws: Changed to Non-Lethal Damage; Non-Lethal Damage, Flaws: Limited(Half-Effect))[40PP] AP: Move Object 18 (STR: 90, Max Load: 6.4K tons; Extras: Area(General, Burst(5ft radius sphere per rank); Flaws: Limited(Direction, attract/repel); Feats: Indirect 3, Tether)[40PP] DAP: Super-Strength 19 (Mass-Shifting; as STR 45, +95 to Carrying Capacity rank(+103), Maximum Load 25k tons; Flaws: Sustained; Feats: Dynamic, Groundstrike, Shockwave)[22PP] + Drain Toughness 8 (Extras: Affects Objects; Feats: Affects Insubstantial(1/2 effect), Dimensional)[18PP] Immunity 12(Life Support, Own Powers, Sleep, Hunger/Thirst) [12PP] Biology Super-Senses 1 (Communication Link(Dio))[1PP] Psychic Drawbacks: (-1) + (-4) + (-3) = -8PP Power Loss (Daka Crystals; Frequency: Uncommon(+1); Intensity: Minor(+0))[-1PP] Vulnerability(Magic, Frequency: Very Common(+3), Intensity: Moderate(+1.5 to effect DC)(+1))[-4PP] Weakness (Darkness; Frequency: Uncommon(+1); Intensity: Major(-1 to all Ability scores)(+2))[-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 23 Toughness Damage(Staged) Ground Strike Burst(270ft) DC 23 STR/REF Tripped Shockwave Cone(170ft) DC 23 TOU/DC17 REF/STR Damage(Staged) Abilities (52) + Combat (12) + Saving Throws (8) + Skills (20) + Feats (54) + Powers (59) - Disadvantages (8) = 197/200 PP
  6. FOREVER BOY Power Level: 15 Effective Power Level: 10 Power Points: 239/250PP Unspent Power Points: 11PP Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Neverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity) Birthplace: Neverworld. Residence: Claremont Academy, Freedom City. Base of Operations: Claremont Academy, Freedom City. Occupation: Student at Claremont Academy. Affiliations: Claremont Academy, Blue Squad. Family: None known. DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16 Gender: Male Ethnicity: Alien, from Neverworld. Appears Caucasian. Height: 5’10’’ Weight: 170 lbs. Eyes: Green. Hair: Dark red. Pan is an attractive young man with messy dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green, white and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. PERSONALITY & MOTIVATION Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld. POWERS & TACTICS Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way, making them disbelieve if what they see are even true. Pan will often act to support his allies in one way or another, from encouraging them in combat to setting up opportunities for them to strike. POWER DESCRIPTIONS Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of magical Pixie Dust, gifted to him by the Pixies of Neverworld. Compared to humans of Earth Prime, Neverworlders posses enhanced hearing, which Pan has honed into a sort of danger sense, his senses being sharp enough to warn him of any incoming danger he can hear. All Neverworlders posses inate magic, an universal understanding that lets them understand and talk any language, whether written or spoken. Pan has further trained this ability, allowing him to read a target's surface thoughts, a sort of weak mind reading, or to filter the ability to only allow some to understand him. Even for a Neverworlder, Pan's mind is sharp, and he is able to perform mental tasks far faster than normal persons of Earth Prime. Whether through fate or chance, Pan posses incredible luck, even if this luck tends to have strange consequences for both himself and those around him. Any powers with the Pixie Dust descriptor, save for those explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly, though few to the same level as Pan. For Pan, the Pixie Dust has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is freedom and joy, and he can never be held down against his will. By manipulating the Pixie Dust that infuses his body, Pan is able to summon his uniform from nowhere, and to perform a great number of magical feats. The Pixie Dust has enhanced Pan's natural charisma to super human levels, and through training and experience, Pan has learned to form the Pixie Dust into life-like illusions and strange mists that block the sight of his enemies. He can shape the Pixie Dust into what he has dubbed Forever Weapons, creating any weapon he knows, even if he seems to prefer swords. By his very presence, he can entangle those around him in powerful emotions, or simply let his shadow roam free to grasp and bind a target. COMPLICATIONS Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse.  Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 4 + 16 + 6 + 4 + 2 + 10 = 42PP Strength: 14 (+2) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) / 40 (+15)Forever Charisma COMBAT 12 + 12 = 24PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +6 Base, +6 Melee, +6 Ranged, see Power attack bonuses in DC Block Defense: +15 (+6 Base, +9 Dodge Focus), +3 Flat-Footed Grapple: +8 (+6 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 9 = 22PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+1 Wis, +9) SKILLS 68R = 17PP Bluff 15 (+20) / (+30)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 14 (+15)Skill Mastery Sense Motive 14 (+15)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 37PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 1 Distract [Bluff] Dodge Focus 9 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 3 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 3 -> Luck 5Forever Lucky Quick Change Takedown Attack 2The Forever Weapon POWERS 8 + 1 + 10 + 1 + 5 + 11 + 2 + 31 + 27 + 3 = 99 Comprehend 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 10 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust) Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers) BP: {27 + 1 = 28/28PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) Damage 10 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [27PP] Feature 1 (Light Source) [1PP] AP: Emotion Control 10 (Feats: Mind Blank, Reversible, Subtle 2) {24/28PP} (Descriptors: Powerful Emotions, Emotion) AP: Illusion 6 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {26/28PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 10 (Feats: Accurate 2, Indirect 3, Subtle) {26/28PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers) BP: Enhanced Charisma 20 {20/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 4 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {20/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 10 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Training) DRAWBACKS -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 The Forever Weapon Touch (Up to 10 ft.) DC27 Tou (staged) Damage +8, Crit 18-20, Incurable, Precise The Forever Weapon - Paralyzing Attack Touch (Up to 10 ft.) DC22 Fort (Staged) Fail: Slowed 1 round >5: Paralyzed 1 round +8, Crit 18-20, Incurable, Precise Powerful Emotions Perception DC20 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC20 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Indirect 3, Subtle Endless Forms Perception DC14 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC16 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC20 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (42) + Combat (24) + Saving Throws (22) + Skills (17) + Feats (37) + Powers (99) - Drawbacks (2) = 239/250 Power Points
  7. Player Name: Thunder King Character Name: Specimen Power Level: 10 (151/161) Trade-Offs: -5 Atk/+5 Dam, -5 Def/+5 Tou Unspent Power Points: 10 In Brief: Cobbled together teenage superhero Alternate Identity: Adam Lanchester Identity: Secret Birthplace: In a lab somewhere Occupation: Student Affiliations: None Family: Father Colin, Valerie Description: Age: 16 (DOB unknown, registered birthday is April 3rd, 2002) Gender: Male Ethnicity: Caucasian Height: 6'8" Weight: 340 lbs Eyes: Yellow (brown with contacts) Hair: None/Black (When wearing wigs) At a glance, Adam looks like an exceptionally tall and muscular teenager. However, on closer examination the initial impression dissolves. His skin is uneven and textured differently on different parts of his body, his eyes are an unnatural color and light up like a cat's in the dark, and his skin tone has a slightly grayish tinge. From the neck up, he looks normal enough, but from the neck down is a network of surgical scars. When in public, Adam has several cosmetics to discourage stares and his own discomfort. A wig and prosthetic eyebrows to hide that he has no hair anywhere and contact lenses to hide his striking eyes. In costume, however, he foregoes his cosmetics. His costume consists of a gray and dark green sleeveless top with a pair of gray and dark green patterned pants and combat boots. He has a gray jacket that he occasionally wears over his costume because he prefers to have pockets. Power Descriptions: Specimen posseses superhuman strength and durability as well as some degree of superhuman speed. History: In 2008, a raid was performed by AEGIS on a remote laboratory operated by a reclusive scientist by the name of Augustus Clarke. They found Dr. Clarke dead and his lab in shambles, but also a small child in suspended animation. Dr. Clarke's files indicated that the child was intended to serve as a replacement body using the stolen genetics of dozens of superhumans. The body had severe deformities that would have prevented it from functioning on a basic level, so Dr. Clarke created cloned tissues and surgically added or replaced the missing or deformed tissues. It was believed that Dr. Clarke intended to contact a powerful psychic metahuman to implant his mind into the body once it was matured, and that he was researching artificial aging methods to accelerate the replacement's growth. When they unthawed the body, they came to the alarming realization. He was alive. Despite all evidence in the notes to the contrary. A husband and wife team were brought on to study the child. Colin and Valerie Lanchester. Colin was a child psychologist and Valerie was an expert on metahuman biology. The two of them resolved to not just study the child, but raise him, naming him Adam. Adam was raised for the first few years in laboratory conditions. His superhuman strength was discovered quite quickly and studied extensively. They discovered that he didn't suffer from many of the same problems as other feral children, and developed at an accelerated rate until he was comparable to other children his age. He received a fairly typical education, and, like many kids, fell in love with the idea of superheroes, and their history. He decided at an early age that he would become one. The decision to put him in Claremont was not an easy one, and Adam was introduced to other children slowly. He was thoroughly examined, his body and mind, and determined to be perfectly safe to introduce to the frequently chaotic and strange realm of other teenagers. Personality & Motivation: Adam is generally quiet, withdrawn and philosophical. He has a driving question as to the purpose of his life. He knows why he was made, he doesn't understand why he exists. He's determined that if he can't find an answer to that question, he'll make one. However, he's used to having to hold back, keep his strength under wraps. He's motivated to see the world and experience it, and to use his powers for good. Powers & Tactics: Specimen is strong and incredibly durable, more afraid of hurting others than being hurt himself. He wades into fights and trusts his durability to keep him on his feet. Complications: Power Loss; Electricity: Effects with the electricity descriptor could potentially disrupt his super-strength and/or enhanced strength. Don't Get Close: Some people might react negatively to seeing Adam due to his unusual appearance. World of Glass: Adam has a tendency to hold back in fights, and may do so to his detriment, and this may be a problem against foes that are tougher than they look. Naive: Adam is smart, well-educated and insightful, but he still doesn't know that much about the world. Abilities: 8 + 0 + 10 + 6 + 4 + 0 = 28PP Strength: 18/40 (+4/+15) Dexterity: 10 (+0) Constitution: 20/30 (+5/+10) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +4 Attack: +5 Melee, +3 Ranged Grapple: +9/+28 Defense: +5 (+3 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -12 Saving Throws: 0 + 6 + 6 = 12PP Toughness: +15 (+10 Con, +5 protection) Fort: +10 (+10 Con, +0) Reflex: +6 (+0 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 32R = 8PP Knowledge (life sciences) 6 (+9) Knowledge (technology) 6 (+9) Knowledge (Theology and Philosophy) 6 (+9) Notice 8 (+10) Search 6 (+9) Feats: 17PP Accurate Attack All-Out Attack Attack Focus (melee) 2 Dodge Focus 2 Fast Overrun Fearless Improved Grab Improved Grapple Improved Initiative Improved Overrun Improved Pin Interpose Luck 2 Power Attack Powers: 22 + 10 +10 + 9 + 5 + 18 = 74 Enhanced Strength 22 (22PP) Enhanced Constitution 10 (10PP) Impervious Toughness 10 (10PP) Movement Array 4 (8pp Array; Feats: Alternate Power 1) (9PP) Leaping 7 (250x jump, running long jump 6,250ft) [7/8PP] Speed 4 (Feats: Linked [Super-Movement]) + Super-Movement 2 (Wall-Crawling 2) [4+4= 8/8] Protection 5 (5PP) Super-Strength 8 (Effective Str 80, heavy load 800 tons; PFs: Groundstrike, Shockwave) [18PP] DC Block Unarmed Touch DC30(Tou) Damage (physical) Groundstrike 80ft DC18 (Reflex) Trip (physical) Shockwave 80ft DC18 (reflex/Tou) Damage (physical) Totals: Abilities (28) + Combat (12) + Saving Throws (12) + Skills (8) + Feats (17) + Powers (74) - Drawbacks (0) = 151/161
  8. (note - this sheet takes the slot formerly occupied by the now-maxed character Edge) (note 2 - this sheet has one veteran reward [for Watchdog's vehicle + headquarters + equipment] + one veteran award [15PP worth of Pulse] + part of another veteran award [6PP worth of Pulse] This should leave me with 9PP of veteran award 7 remaining]) Watchdog Power Level: 11 (189/197) Trade-Offs: -1DEF/+1TOU, +5 ATK/-5DMG Unspent Power Points: 8 In Brief: Teenage sidekick turned Secret Service Agent pretending to be a teenage vigilante. Alternate Identity: Ashley Tran George Identity: Secret? Ish? Depends on who you ask. Birthplace: New Orleans, USA Occupation: Secret Service Agent, Superhero, Bodyguard Affiliations: Her charge, Jaycee Cahill Family: Phillip Tran [father, deceased], Mary Arbour-George [mother, living], William George [stepfather, living] Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003) [sisters, living] Age: 26 (DoB: April 1992) Gender: Female Ethnicity: Eurasian Height: 5'6" Weight: 145 lbs Eyes: Black Hair: Black, dyed pink at the tips Physical Description: Ashley is short and round-faced, with big eyes and a smile that makes it easy for her to pass as sixteen - not that she's doing a lot of smiling these days. She's grown her jet-black hair out for this mission and dyed the tips pink, another way to help herself pass as someone a decade younger than her actual age. She has the muscular build of a born athlete, albeit one with a boxer's training rather than a gymnast's. When not wearing her helmet, she sticks close to "Claudia" and doesn't say much except when directly addressed or speaking to her 'sister', keeping most of her face hidden behind dark sunglasses and a near-perpetual scowl. She speaks English with no particular accent, though her French and Vietnamese have Louisiana and American accents, respectively. She usually dresses like a teenage girl trying to look like a punk, or at least push the dress code - leather jackets, dark T-shirts, and denim skirts or pants. In costume as Watchdog, she wears a grey armored outfit with a bright red snarling dog's face over the chest. Over that she wears a black and grey leather jacket with metal studs on the shoulders - and covering her head a modified motorcycle helmet painted the same red as her chest symbol. She wears fingerless black gloves on both hands while in combat. Her jacket comes with a hood that she usually keeps pulled up, the better to strike a more intimidating profile. At either side are two silvered pistols, hanging on each hip. Watchdog is, if anything, a sourer presence than Ashley - her helmet-muffled voice sounding tinny and artificial. Quote: <Watchdog stares up at her interrogator until they go away> Character History: Phillip Tran fled what had once been South Vietnam with his parents in the late 1970s, his family traveling through the Phillippines and Guam before their arrival in the mainland United States. They settled in New Orleans, with its heat, its French language, and its Catholic population. (His father had served in the South Vietnamese army and his mother was Hoa, an ethnic Chinese minority disliked by the new regime - they had ample reason to leave the country.) The Trans were determined that their son, only a small boy when they fled the country, would remember the nation of his birth and so taught him language, culture, and customs. When Philip was a young man, he did what his father had and joined the military - at eighteen, he enlisted in the US Army in 1989. Phillip served his adopted homeland well, fighting in Operation Desert Storm before returning to New Orleans East to marry his high school sweetheart Mary Arbour in 1991. They were a mixed couple, but Mary was a good Catholic and fluent in French - the Trans had no complaints. They settled in New Orleans East, where Phillip's military service got him a job with the NOPD, patrolling the neighborhood where he'd grown up. Phillip and Mary became the parents of five girls [(Ashley (1992), Mary (1994), Cecilia (1997), Agnes (2001) and Phillipa (2003)] and did their best to balance both worlds - Ashley grew up hearing English, Vietnamese, and French spoken in the household and in both school and afterschool programs, worshiping at the local Vietnamese Catholic Church, and was honestly very happy. Her father doted on her and passed on his deep love of his adopted homeland, its people, and his chosen career - law enforcement. Ashley loved her father and the neighborhood where she grew up - but unlike her father, she hoped to use service to others as a way up and out. Her way out, influenced by her dad's love for Clint Eastwood movies, was from an early age the United States Secret Service. Protecting the President, the symbol of American freedom, seemed like the coolest job in the world - she read about the long hours and thankless conditions, but she appreciated the need for sacrifice to get what you want. And what she wanted was the Secret Service and the Presidential Protective Detail. It would take years of training and study, especially since fate and genetics had given her a small frame that would make a lifetime of physical activity difficult. But she had the drive and the commitment to make it happen. But life had some curves to throw her way first. Ashley was thirteen when Katrina hit - thirteen when her father died. It was all very sad - a beloved local cop killed by a looter in the frantic days just after the hurricane, four little girls and one very pregnant widow left behind. She didn't believe it - despite what the outside media said, there weren't that many looters around, especially not in their relatively isolated neighborhood, and even those looters wouldn't shoot a police officer in the back for no reason anyone had ever been able to find. It didn't add up. But nobody wanted to hear it - especially not her grieving mother. A few months after her father's death, a month after her baby sister was born, her mother married one of her father's former partners - an Anglo man who was himself eager to get out of the damaged city. They moved to Lafayette, where her stepfather found a job as a campus police officer for the University of Louisiana - and Ashley made plans to get the hell out of town. When Ashley's powers first appeared on the Fourth of July, 2006, when Lady Liberty's appearance at the Lafayette, LA Fourth of July festivities ended with a certain teenager firing beams of golden light from her eyes and singing the National Anthem (an utterly mortifying experience that she is forever grateful took place just before the widespread adoption of the smartphone), Mary George almost didn't let her daughter go to Claremont even after the League helped keep the news of the "Copycat" out of the national news, and after the arrival of kindly headmaster Duncan Summers - not until it was made clear to her that the school was safe and that her daughter would be protected. When Ashley found out what the school was _really_ for, it wasn't hard for her to figure out what she wanted to do - she wanted to find the man who had killed her father! First came two years of hard training and discipline, learning everything she'd need to learn to be a superhero. What was a social life when there was work to be done? Maybe she studied too hard, and pushed her body to its breaking point - but what else was there to do? She had to find justice, even if no one else wanted to - or could. Ashley George's first time on patrol with the Raven changed her life. It was 2008 and she was sixteen, in her second year at Claremont Academy and honestly not sure if she wanted to be a superhero. She didn't have the flashy powers of many of her classmates, the first Next-Gen students like Bolt or Megastar, she wasn't a particularly outstanding student (though she did work hard, spending hours in the library every night), nor was she particularly happy in Freedom City, so far from her home in New Orleans. But the Raven saw something in Ashley she didn't see in herself - and so it was that 'Copycat' joined the Raven on patrol as an occasional sidekick. People who kept a close eye on Raven around the start of the current decade will remember Copycat in her full-face mask and cat-ears, the black and navy blue costume that she burned years ago. But never mind that. Ashley enjoyed adventuring alongside the famous hero, especially once she gained enough control over her energy-draining abilities to use them in the field - but truthfully she appreciated the private lessons more. She learned the Raven's "style-less" style of goju hand-to-hand fighting, learning how to take down men half again her size in hand-to-hand combat. She learned how to work a room and how to control a crowd with her voice and her eyes, letting darkness, mystery, and the occasional violent beating distract from the fact that she was just a petite girl whose superpowers generally didn't do much to make her bulletproof (except when she was fighting psychopaths who could punch through steel doors!) She learned other things too - Raven was Amerasian too and had also lost a parent to crime. Maybe it was their similarities that had drawn Raven to her - Raven wasn't much for talking. The problem was, after her senior year, Ashley wasn't one for listening - at least, not to Raven. Ashley George's break with superheroing began the spring of 2010; the day she caught the man who, ten years earlier, had murdered her father. On the one hand, it was incredibly satisfying. Raven and Copycat found the killer of her father in the spring of 2010, the culmination of two years of investigative work by the duo (both remotely and on-scene) that finally cracked after a lucky break. He made the mistake of fighting back when Raven crashed through his apartment door and Copycat through his window, and Copycat had the great pleasure of kicking him in the knee until he collapsed, then beating him into unconsciousness with the butt of his own shotgun. Ashley still lets herself go back to that moment when she needs something to get her blood pumping. On the other hand, it wasn't so satisfying at all. Paul Dubois was a drug dealer and a criminal, a man who had turned to marketing zombie powder and Zoom to impressionable young people in Ashley's old neighborhood. He was a bad man and taking him down was a great thing. But he'd turned to crime as a way of paying for his own addiction to zombie powder, a downward spiral that earned him a death sentence in the spring of 2012 when he was convicted of murdering Phillip Tran, an NOPD officer who had come across him cleaning out one of his drug stashes while the storm hit. It was hard to ignore how superhumans had made him worse rather than better, how a man who might have been able to turn his life around had only sunk further into the muck because of the gods and monsters of the world. She and Raven started arguing more after that, arguing about superheroes and supervillains, about how much good the former actually did when they weren't stopping world-ending threats. In the end, it was no one great thing that drove apart hero and sidekick, no great crisis that either of the two born 'fixers' could have solved. When Raven kept Copycat at arms length, endless tests and trials and secret drills only taught Ashley that her mentor valued her costumed identity more than her real self - when Raven kept Copycat close, the hidden reality of the superhero world showed her the underbelly of the gods and heroes - the dimensional vibrations where supers had gone to war with humans rather than protecting them, the criminals turned heroes who laughed at justice for their crimes, the Grue and other monsters hiding among innocent people, the codenames and secret identities and the endless secrets kept from a general public that supposedly couldn't "handle the truth". When Copycat left the Raven's side after graduation, it was not on good terms - and she didn't look back. She had better things to do. When Ashley graduated from Claremont Academy in 2010, she had her diploma and her associate's degree both - having taken advantage of the school's early college program during her time as the "workaholic wallflower." After two more years, she had her bachelor's degree in criminal justice (and a minor in political science) from Our Lady of Holy Cross College. After a lifetime of repression, college had been a breath of fresh air - she'd gotten drunk for the first time and smoked weed while she was at it and had her first real boyfriend - at least until he found out she was serious about not wanting to stay in New Orleans and that she wasn't interested in getting married right now. She had plans. First came three years (2012-2015) as a New Orleans police officer, wearing the star and crescent badge her father had died wearing, defending the New Orleans East neighborhood where she'd grown up. (Beyond her family ties, it's the largest American police force that doesn't ask questions about superpowers or vigilantism when you join - a legacy of the post-Katrina recruitment drives.) Eurasian and female, she was part of a tiny minority on the force - but she'd already been through much worse than anything the boys in blue could throw at her. She enjoyed the work, enjoyed patrolling the streets and keeping people safe, but nothing about being back in her old neighborhood changed her mind about her desire to move out of it. Her mother, sisters, and step-brothers were settling in fine in Lafayette; there was nothing for her here but ghosts. The laws dealing with superbeings and federal employment are complex - something Ashley knew even before she filled out her application to join the Secret Service. She had the grades, she had the physical training, and she certainly had the experience. She had to be careful about how she wrote about that last thing (given that Copycat had much more training in criminal justice than Ashley George could ever admit to having) - but her three years at the NOPD, her fluent command of French and Vietnamese, along with glowing recommendation letters from her former supervisor, turned out to be just enough to make the grade. She was young (at 23, just past the minimum age) and not powerfully built - but she had what the federal government was looking for. Of course, she _also_ had the meta-gene. With so many witnesses to her accidentally stealing Lady Liberty's powers as a teenager, and the extensive battery of first physical, then psychological tests she had to undergo once she admitted to having superpowers on a federal employment form, there was no hiding who she was. But she'd thought this through, and she made her case time and time again. Despite her powers she was all-too-human; and those powers could be tremendously useful as a government agent - she could shut down the powers of an attacking metahuman with a touch, and detect the hostile intentions of many different types of beings even before they attacked. Easy to overlook (albeit often mistaken for a teenager thanks to her youth, slight build, and rounded features), she could blend right into a group of agents until she had to go into action. The hard part was avoiding AEGIS. After the mandatory ten week AEGIS training course for metahumans working for the federal government, almost all of them wind up working for AEGIS in some capacity or another - but Ashley wasn't interested. Working with AEGIS would put her too close to the worst parts of the life she left behind, with its codenames and its secrets, and she wanted the best parts instead - the bravery, and the courage, and the principles, to risk your life for another because it was the right thing to do. As the first superhuman agent of the Secret Service, her promotions were fast-tracked - within certain limits. She was in her mid-twenties (and had only been an agent for a year and a half) when she was assigned to the White House, but only to manage the file room in the basement. She liked it there, only called 'upstairs' when the President was meeting with superhumans of some character or another (usually the members of the Dream Team), where she usually stood discreetly off to one side in her sunglasses and dark, conservative clothing, making sure that President Cahill (a man popular with his detail) stayed safe. She wasn't actually part of the Protective Detail - but it was still pretty damn good. Then came D-Day. On March 15, 2018, there was an incident at the White House. The general public is aware that all the radios and other electronic gadgets near the White House went dead, some of them permanently, for a good hour and a half. The Secret Service, Capitol Police, and other law enforcement agencies in Washington went on high alert that afternoon and the whole city went into lockdown for 24 hours. The general public believes that the incident was the result of a terrorist attack by robotic members of the Foundry - an attack foiled by the Secret Service. This is a lie. What really happened was that Jaycee Cahill nearly set the White House on fire. 'Sick in bed' with agonizing migraines, she was the source of the sudden 'radio black hole' that made it appear that every radio and other wireless signal in the White House had gone dead. In the process of being evacuated from the terrorist attack along with her mother and younger sister, it was she who generated an EMP powerful enough to keep Marine One from flying - and then in a sudden burst of microwave energy, emit a pulse powerful enough to nearly kill her family and Secret Service detail as their internal temperatures raised to dangerously high levels. It was Agent Ashley George, running at full speed across the White House lawn even as the grass began to smolder around the frightened teen (who had run, hands to the side of her head, from the landing pad on the South Lawn), who saved the day, grabbing Jaycee by her pressure points and holding her as she drained the energy that powered the teen's radiation. She saved the First Family, she saved her fellow agents, and she probably stopped the irradiation of a significant number of White House staff and tourists. And it was Agent George who was on point for the news of what had followed - about Jaycee's powers couldn't be turned off or suppressed, about how she needed to learn how to use them or she would die - and so would a hell of a lot of other people if she stayed in the White House. So what could they do? Could they really tell the world that the President's daughter had power enough, theoretically, to fry an entire city - power that had come from alien DNA that blood tests found in the President and his three daughters? There had to be another way. NPC Backstory: Jaycee Cahill was born in 2002 in Guymon, Oklahoma. She's the middle of three girls, all of them named after their father J.T. (who she still calls 'Daddy', especially when she wants something from him). Her family has deep roots in rural Texas County; her late grandfather's savvy business sense made him a millionaire (and the richest man in Texas County, at least for a while) when he sold his failing cattle lands to invest in the natural gas boom of the 1930s. Her daddy met her momma Rachel twenty years ago, when he was fresh out of Harvard and a graduate student at the University of Oklahoma and she was just finishing up her BA in nursing. Rachel left her family in Muskogee behind to settle in her husband's hometown and work as a school nurse; Jaycee looks a lot like her mom, with her mother's skin tone, petite build and dark hair. Jaycee knows there was a time when her daddy wasn't a politician, but she can't really remember it. She wasn't yet in elementary school when her daddy ran for the Oklahoma State Legislature, a position he held for only a few years before deciding legislative service wasn't for him. The former political science professor at OPSU wasn't a man for legislative negotiations and dickering - he wanted to be the man in charge. Friendly to the oil industry, married to a Comanche woman, projecting a folksy-but-informed manner that let him speak cordially to both Tulsa suburbanites and farmers in the Panhandle, JT Cahill ran first as an outsider in the Republican primary, then was elected Governor of Oklahoma in 2010. Jaycee found that she liked being a governor's daughter. She was one of the most popular kids in her tony private schools in Oklahoma City, getting her attention she'd hardly ever won as a middle child back home, and living in Oklahoma City was a lot better than living in Guymon. It meant changes at home - she saw a lot less of her daddy and her momma, but she was reaching an age where that wasn't so bad. She got to travel too; out to DC and down to Austin, getting to know the children of other politicians and rich friends of her daddy's, and even got to visit. She wasn't old enough to be interested in boys the way her older sister Jaybee was, but she was sure that when she did, she'd have her pick of the best ones. She had a lot of plans. Jaycee was old enough to have some idea of what they were getting into when her daddy and momma sat her and her two sisters down in December of 2014 to tell them something very serious. Her daddy had thought hard, he'd prayed hard, and he'd talked to their mom and his friends - and Governor Cahill was going to run for President in the next election. Freshly 13, Jaycee rolled her eyes but didn't actually backsass her daddy - her daddy had just been re-elected Governor earlier that year and she figured the campaign for President couldn't be _that_ different from the campaign for Governor. And besides, it probably wasn't going to amount to anything. She had to admit she loved her dad (privately, anyway), but the country wasn't going to elect her dad, with his corny jokes and his Sooner ties and cheerful belly, President, right? The headaches started around the time of Jaycee's fourteenth birthday, just a short time after her father had been elected President of the United States. They were small at first and she got aspirin for them, then stronger stuff - stuff the White House doctors had to prescribe, then hospital visits to get her on a new type of painkillers. Her daddy's people kept it out of the media, which made her feel a little better - running for President was _not_ like running for Governor at all, and the campaign had turned her life completely upside-down. She knew how important this job was to her family, to her sisters, to America; she decided not to tell anyone when the headaches came back after a few months of treatment - or when she started hearing whispers in empty rooms in the White House, and then seeing things she knew weren't there - strange colors and patterns that she blocked out by sheer force of will. She wasn't going to ruin everything for her family by being a freak! And then came D-Day. Judith Claudia Cahill Metahuman Abilities: Subject's metahuman abilities reflect a biological connection to the lower end of the electromagnetic spectrum - particularly the VHF frequencies just above one meter. Her neurological and skeletal systems have a unique chemical composition that makes her a natural transmitter and receiver of these frequencies. In a 'resting' state, she has the ability to send and receive signals along these frequencies, visual data being transmitted to her optic nerve and auditory to her ear canal. However, subject's abilities are 'overpowered' (as is common among younger metahumans). When in an environment with sufficient VHF energy (such as that found in any major metropolitan area), her body begins to act as a natural 'sponge' - absorbing and storing these energies throughout her cellular structure. Sufficient accumulation of these energies results in so-far uncontrolled discharges of energies cascading 'above' the VHF range into microwaves and infrared radiation. These discharges are extremely hazardous to her environment and others within it. Unless her abilities can be reliably controlled, there will be further D-Day events. Subject is not recommended for inhibitor technology for multiple reasons - in addition to the hazard her abilities pose to the sensitive environment where she lives, her neurological functions have become dependent on the VHF radiation she absorbs unconsciously. Without regular exposure to VHF radiation, her brain will begin to shut down and she will enter a persistent comatose state. Reveal hidden contents Power Descriptions: Watchdog generally fights like someone who has no superpowers - hanging back and picking foes off with her pistols, or wading into melee to take them out with well-placed joint strikes and body blows. She's tough in her armor, capable of taking hits from metahumans or bursts of automatic weapons fire, and isn't afraid to take some hits in order to get the job done. Without her armor she's much more cautious (especially since that deprives of her of her firearms), preferring to strike from the shadows rather than enter openly into combat. When she does use her powers she doesn't comment on the fact that she's doing so; instead closing into melee range and striking her target with her hands. There's no apparent visual effect when she does so, but psionically adept characters can observe a spectacular 'splash' of psionic energy like ripples in a pond as she copies her target's psionic aura, then absorbs that copy into herself. Once she does have powers copied, she tends to fight in a style that mimics her opponent - taking to the air for a blaster, slugging it out for a powerhouse, etc. Complications: Agent: Ashley is technically a sworn law enforcement officer, but doesn't act as such while wearing her costume except for her duties to protect Jaycee Cahill. This is a complicated situation. Break: Ashley's complicated relationship with the Raven remains both a sore point and a point of pride. Copycat: Ashley isn't hiding her superpowers but she is keeping them to herself; she'll use them as a second resort rather than a first unless she needs to save a life. Duty: Ashley George is responsible for the life and well-being of the First Daughter, Jaycee Cahill. This is her highest priority - whatever she or Jaycee thinks about this. Enemy: Baron Samedi's drug empire indirectly killed Ashley's father. Given the chance, she'll go for him - minus her duty to Jaycee. Guns: Though Ashley's pistols are not actually firearms, they strongly resemble them (this is a way of distracting attention from the level of high technology she carries) - this may be something other heroes have trouble with. Lies: Ashley lied about how she'd developed her powers when she joined the Secret Service. Nobody Knows The Troubles I've Seen: Watchdog's personality is of necessity not very nice - she has to play the part of the gritty, unlikable vigilante as a way of making sure no one pays too much attention to her. Out of Town: At her core, Ashley is in many ways still a product of her conservative upbringing - even though she did learn to relax during her time at Claremont. Patriot: Ashley George loves the United States of America and all it stands for. Secret: Ashley George is a 26 year old Secret Service agent, not a teenager from an alternate universe! Split Personality: Ashley's powers occasionally result in her copying certain mental traits of those whose powers she steals - this annoyance is one of the reasons she doesn't do it very often. We Get The Job Done: Ashley is the biracial daughter of a first-generation immigrant. Who's That Girl: Ashley wears her helmet because while there aren't that many people who would recognize the workaholic wallflower that was Ashley George from her time at Claremont - or for that matter connect her with the heroine Copycat, there are a few. Abilities: 4 + 4 + 6 + 0 + 6 + 4 = 24PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +2 Attack: +5 Base, +9 Gun, +9 Damage, +15 Mimic Defense: +9 (+5 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +7 Knockback: -5/-2/-1 Saves: 5 + 6 + 5 = 16PP Toughness: +11/+5/+3 (+3 Con, +2 Defensive Roll, +6 Armor) Fortitude: +8 (+3 Con, +5) Reflex: +8 (+2 Dex, +6) Will: +8 (+3 Wis, +5) Skills: 88R = 22PP Bluff 9 (+11 SM) Climb 3 (+5) Concentration 2 (+5) Craft [Mechanical] 5 (+5) Drive 8 (+10) Escape Artist 3 (+5) Gather Info 3 (+5) Intimidate 8 (+10, SM) Investigate 10 (+10) Medicine 3 (+5) Knowledge (Civics) 5 (+5) Languages 2 (French, Vietnamese, Base: English) Notice 8 (+11, SM) Search 5 (+5) Sense Motive 7 (+10, SM) Stealth 8 (+10) Swim 3 (+5) Feats: 21PP All-Out Attack Attack Focuse (Ranged) 2 Defensive Roll 1 Devotion (Pulse) Dodge Focus 4 Equipment 15 (From Veteran Award) Evasion Interpose Luck Power Attack Precise Shot 1 Quick Draw [Draw] Sidekick 24 [Pulse, 21 from Veteran Reward] Skill Mastery (Bluff, Intimidate, Notice, Sense Motive) Takedown Attack Well-Informed Equipment 15 PP 4EPs Masterwork Cellphone Masterwork Rebreather Masterwork Handcuffs Masterwork Tools (Craft [Mechanical]) Description: The Dawg looks like a decade-old Cadillac DeVille that's been modified by an experienced street mechanic into a fearsome road machine, perfect for a badass vigilante. The front of the car is modified to look like a snarling dog with headlights for eyes and snarling teeth around the grille, while the sound of its specially modified engine sounds distinctly like the growl of a large pitbull. It's fast and tough, easily capable of chasing down almost anything on the road - including metahumans! It's also completely bulletproof, with an internal life support system, built-in communicator and satellite phone, 'storage compartments' and an almost unbeatable onboard GPS. A close look reveals even more modifications - 5-inch armored doors, and "bulletproof glass so thick it blocks out parts of the light spectrum." run-flat tires, and a 454-cubic-inch engine.Confirmed accessories include "an integrated 10-disc CD changer, a foldaway desktop and reclining rear seats with massaging, adaptive cushions." It weighs about 14,000 pounds. At the touch of a button, it can turn itself into a normal-looking car - though it's still bright red. Normal mode The Dawg (STR 45 SPD 6 DEF 9 TOU 10 Size: Huge, Features: Alarm 2 [DC 25], Computer, Feature: Cellphone comm., Hidden Compartments, Navigation System Powers: Impervious Toughness 10, Immunity 9 (Life Support), Morph 6 (normal car), Super-Senses 4 (Radar) [55EP] Description: The Dawg Pound is a specially modified warehouse in Port Regal that looks perfect for the home of a gritty young vigilante. With space to park the Dawg and space to park her crew, it's a totally radical place. The fridge is stocked with diet soda and energy drinks, the freezer with frozen pizzas and chicken nuggets, the gym has equipment for punching away your inner demons to an angry techno soundtrack, the flatscreen TV in the rec room even has an XBox One with the latest games. It's angsty teen superhero paradise! Headquarters Array 9 (15EP, AP: Alternate Power 1) [16EP] BE: Dawg Pound [Size: Huge; Toughness: 20; Features: Communications, Computer, Concealed, Garage, Gym, Living Space, Power System, Security System, Workshop] The House is just a perfectly normal one-story white house with attached garage near the edge of Bayview, away from the city limits - what do you mean? Why would this house be special? AP: House Size: Small; Toughness: 15; Features: Communications, Concealed [4], Garage, Living Space, Power (Impervious + Immunity), Personnel (Other Secret Service Agents), Power System, Security System [2], Workshop Power: Immunity 9 (Life Support) + Impervious Toughness 10 {19/20} Powers: 7 + 17 + 28 + 32 + 2 = 86PP Damage 3 (Raven's Training, PFs: Accurate 2, Innate, Mighty) (training) [7PP] Device 4 (Watchdog Armor and Guns, 20DP, Flaw: Hard to Lose, PF: Restricted 1 [voiceprint]) (technology) [17PP] Blast 5 (pulsed energy projectiles; PFs: Accurate 1, Improved Critical) [12DP] Protection 6 [6DP] Super-Senses 2 (Infravision, Ultravision) [2DP] Gadgets 4 (Utility Jacket; 20PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [28PP] Sample Gadgets: "The Beast" Enhanced Blast 7 (to Blast 13) {14/20} Collapsible Shield Force Field 6 (Extra: Affects Others) {12/20} Grapple Gun Speed 1 (10 MPH) [1] + Super-Movement 3 (Slow Fall, Swinging, Wall-Crawling 2) {9/20} Taser Stun 5 (PFs: Accurate 5) {15/20} Power Thief Container 5 (25PP Container, PFs: Accurate 5, Precise, Subtle 1 [psionic senses]) [32PP] (mutation) Fatigue 5 (Extra: Linked [Mimic, +0]) {10} + Mimic 5 (All Powers, 25PP; Extra: Linked [Fatigue, +0], Flaw: Tainted) {15} + = [10+15=25/25PP] Super-Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]) (mutation) [2PP] Totals: Abilities (24) + Combat (20) + Saving Throws (16) + Skills (22) + Feats (21) + Powers (86) - Drawbacks (0) = 189/197 Power Points
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