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  1. Miracle Girl In costume Power Level: 10/14 (219/239PP) Tradeoffs: +2 Toughness/-2 Defense Unspent PP: 20 In Brief: Super-strong teen with the gift of flight. Alternate Identity: Casey Blankenship Identity: Secret Birthplace: Colorado Springs, CO Occupation: College student Affiliations: Claremont Academy (alumni), FCU, Pi Epsilon Delta, Terrifi Family: Margaret Blankenship (mother), Col. Steve Blankenship (father), Josh Blankenship (older brother) Description: DoB: December 27, 1997 Gender: Female Height: 5'8" Weight: 145 lbs. Eyes: Green Hair: Honey-blonde Casey is a good-looking, athletic young woman with green eyes and long blonde hair. In her civilian identity, she typically wears her hair up and out of the way, and favors cotton or flannel shirts, loose-cut jeans and light hiking boots year round. An oversize shoulder bag made from natural hemp holds her whole life, including her MG costume. Casey still wears her old glasses, even though she no longer needs them; she feels they help to maintain her 'ordinary girl' cover, plus she just really likes the way they look on her! Casey's bio-energetic field is always active, but it is usually barely visible to the naked eye, manifesting as more of a healthy glow to her skin and golden luster to her hair. However if she uses her powers for more challenging tasks, the glow becomes far more visible and radiant. When she's active as Miracle Girl, Casey loses the glasses and lets her hair down, which tends to billow around her face when she flies, and she literally glows; yes, she knows it's a bit much, but it actually helps her maintain her secret identity! She also wears a form-fitting costume of red, white and blue with a gold belt with several pouches for gear. History: Casey's family lives in Colorado Springs not far from Peterson Air Force Base, and until recently she attended Air Academy High School. She's been an active Girl Scout since she was little, and she recently earned her Gold Award for building a wooden footbridge at a National Park near her home. Up until recently, Casey only knew her dad as US Air Force Colonel Steve Blankenship; she had no idea that her father actually worked for AEGIS as Vigilant ('America's First Line of Defense!') and would probably have never found out, due to concerns over national security. Casey has been around aircraft her entire life; her father began taking her up in his Cessna before she could ride a bike. It was during a weekend training flight that a bizarre accident occurred; a summer storm suddenly came upon the tiny aircraft, which was was struck by lightening as Casey hurried to get back to the airfield. The bolt passed right through both her and her father, somehow transferring some of his powers to her. After the incident, Casey was taken to a secure location where it was explained who her father was and how important it was that his identity be kept a secret, and she swore an oath that she would. When it was discovered she now shared some of her father's gifts, AEGIS contacted Headmistress Summers and asked if she could accept a new student. After graduating with honors from Claremont Academy, Casey enrolled in the journalism program at Freedom City University. She is also a member of the Pi Epsilon Delta sorority. She has also worked closely with the super-detective Terrifica, and considers her a friend and mentor. Personality & Motivation: Casey is thoughtful and outgoing, and makes friends easily, though sometimes she comes off as a bit of a goody two-shoes. She is passionate about volunteer work, and sees heroism as merely an extension of what she's done most of her life. She also loves the romantic notion of being a newspaper reporter like her grandfather who worked for the Miami Herald for thirty years, even though she knows in modern times it means less and less. Casey tries to tell the truth at all times, but understands that a secret identity does require the occasional 'white lie', as much as it pains her. Outside of journalism, her interests include almost any sort of outdoor activity (hiking, camping, skiing and white-water rafting are among her favorites), as well as reading, playing board games and shopping with friends. Casey has also loved aviation since she was a little girl, something her pilot father instilled in her; even though she can now fly under her own power, achieving her student pilot certificate is still one of her proudest achievements. Powers & Tactics: Casey is getting more comfortable with her powers, but is still working on her tactics; so far, Miracle Girl is a fairly straightforward fighter, primarily relying on her impressive strength and speed to get the job done. She can take a lot of punishment, so she's happy to draw fire away from less physical heroes or to protect innocents. Her super-breath offers her a good option to take out a lot of mooks at one time, her heatvision is very precise, and her keen eyesight and ability to monitor emergency frequencies give a heads up when danger is near. Miracle Girl's body isn't actually any stronger, faster or tougher than any normal human's; a strange golden bio-energy field, channeled through Casey's own brain, allows her to accomplish these feats. Psionic energy is capable of disrupting that field, meaning Casey is more vulnerable to mental attacks. She has come to appreciate the value of stealth and occasional trickery when fighting crime; though she tries hard to be a 'good girl', these minor deceptions give her a little secret thrill. Complications: "Yeah, he's my dad..." - Casey's father is Col. Steve Blankenship, aka Vigilant, 'America's First Line of Defense'. It's not quite as cool as it sounds. "I know he just wants me to be safe." If any of Vigilant's enemy's figure out who Casey is, they might try to get to him through her. "No, I really am a Girl Scout." Scouting has been a major part of Casey's life since she was five years old; she takes her pledge to the Scouts and their values very seriously. "There might be a story here." Casey is both naturally curious and has a reporter's instincts; if she thinks there's a wrong that needs to come to light, she will do everything in her power to expose it. "Are you going to finish that?" Casey needs to eat about twice as much as a normal girl her size to keep herself going. Abilities: 4 + 4 + 4 + 6 + 2 + 10 = 30 PP Strength: 30/14 (+10/+2) Dexterity: 14 (+2) Constitution: 30/14 (+10/+2) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 20 (+5) Combat: 12 + 12 = 24PP Initiative: +9 Attack: 6, Melee +6, Ranged +6, Unarmed +10, Heatvision +14 Grapple: +20 (+10 Str, Attack 6, Super-Str 4) Defense: 8 (+6 Defense, +2 Dodge Focus), 3 Flat-footed Knockback: -9 Saving Throws: 0 + 0 + 8 + 9 = 17PP Toughness: +12 (+2 Con, +8 Enhanced Con, +2 Protection) Fortitude +10 (+2 Con, +8 Enhanced Con) Reflex +10 (+2 Dex, +8) Will +10 (+1 Wis, +9) Skills: 128 Ranks = 32PP Bluff 5 (+10/+14 Attractive/+16 Mimicry/+20 Attractive + Mimicry) Craft: Structural 2 (+5) Diplomacy 15 (+17/+21 Attractive) Skill Mastery Disable Device 7 (+10) Disguise 5 (+10) Drive 2 (+5) Gather Information 5 (+10) Investigate 2 (+5) Intimidate 10 (+15) Skill Mastery Knowledge (Behavioral Science) 2 (+5) Knowledge (Current Events) 2 (+5) Knowledge (Earth Science) 2 (+5) Knowledge (Pop Culture) 2 (+5) Knowledge (Streetwise) 2 (+5) Knowledge (Technology) 2 (+5) Languages 4 (Arabic, ASL, Japanese, Spanish) Medicine 4 (+5) Notice 14 (+15) Skill Mastery Perform (Dance) 2 (+7) Pilot 3 (+5) Ride 3 (+5) Search 7 (+10) Skill Mastery Sense Motive 9 (+10) Stealth 8 (+10) Survival 4 (+5) Swim 5 (+7/+15) Feats: 20PP Attack Specialization 1 (Heatvision) Attack Specialization 2 (Unarmed) Attractive Dodge Focus 2 Equipment 1 Improved Initiative 2 Improved Sunder Inspire 3 Interpose Leadership Luck 1 Precise Shot Skill Mastery (Diplomacy, Intimidate, Notice, Search) Takedown Attack Ultimate Toughness Equipment: 1PP = 5EP 'Bug-Out Belt' contains: First Aid Kit 1EP Flashlight (headlamp) 1EP GPS Receiver 1EP Multi-tool 1EP Rebreather 1EP Powers: 4 + 16 + 18 + 1 + 9 + 8 + 2 + 18 + 13 + 15 = 104PP Communication 4 (Radio, 1 mile range) [4PP] Enhanced Constitution 16 [16PP] Enhanced Strength 16 (Power Feats: Alternate Power 2) [18PP] AP: Damage 8 (Freezing Breath, 80' length; Extras: Area [General, Cone], Selective, Flaw: Action [Full-Round Action]) {16/16} AP: Damage 6 (Heatvision; Extras: Ranged, Feats: Accurate 3, Precise) {16/16} Feature: Mimicry [1PP] Immunity 9 (Life Support) [9PP] Impervious Toughness 8 [8PP] Protection 2 [2PP] Super-Senses 18 (Extended Hearing 3 [10,000 ft], Ultra-Hearing, Extended Vision 3 [10,000 ft], Infravision, Microscopic Vision 1 [Dust-Size], Radar, Radio, X-Ray Vision [Resisted by Lead, +4]) [18PP] Super-Strength 6 (Strength 60, Heavy Load: 50 Tons, Feat: Super-Breath) [13PP] Swift as the Wind 7 (14PP Array, Feats: Alternate Powers 1) [15PP] Base: Flight 7 (1000 mph) {14/14} AP: Quickness 14 (x50,000) {14/14} Drawbacks: (-3) = -3PP Vulnerability (Psionic Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Freezing Breath 80' Cone DC 23 Toughness Damage Heatvision Ranged DC 21 Toughness Damage Super-Breath Ranged DC 20 Reflex Trip Abilities 24 + Combat 20 + Saving Throws 17 + Skills 32 + Feats 20 + Powers 104 - Drawbacks 3 = 224/239 Power Points
  2. Erebo Power Level: 10 (150/150PP) Unspent Power Points: 0. Trade-Offs: -2 Attack / +2 Damage +2 Defence / -2 Toughness In Brief: An young dimensional refugee who received an unwanted gift from the depths of the Terminus' darkness. Catchphrase: "Be afraid of the dark that shines light on your sins, evildoer!!" Theme: Alternate Identity: Eliseo "Eli" Milioni (Secret) Birthplace: Earth 5443's Turin, Italy. Residence: Claremont Academy Campus. Base of Operations: "La Base": his small room in Claremont Dormitories. Occupation: Student at Claremont. Affiliations: Next Gen. Family: Maria Grazia Milioni, his lost older sister. Description: Age: 17 (01/08/2000) Apparent Age: 17. Gender: Male. Ethnicity: Caucasian, of Italian descent. Height: 191cm. Weight: 78kg. Eyes: Black. Hair: Black. Eliseo would be a normal teen (if a bit tall) but the "accident" which made him into what he his now had noticeable, eerie effects on his appearance and, much more disturbingly, on his psyche (but let's leave that for another section of this document). After becoming infused with the dark, entropic energies of the Terminus, Eli's body grew thinner and taller, almost as if stretched by the forces now contained within it, all of his hair turned jet black, and his eyes turned slightly larger and as black and deep as the Abyss. His skin, locked perpetually into an almost ceramic white complexion, completes the picture of a lanky, long limbed boy whose appearance whispers "odd" in every person's mind, and yet seems capable of an odd charm which puts him above many other people when it comes to being liked by his peers and others alike, is it the "allure of the Abyss?" As for clothing, accessories and hairstyle, he likes to keep things minimalistic, dressing all in black with small white accessories most of the time. He keeps his hair long, barely touching his shoulders, and has a predilection for turtlenecks, velvet and silk shirts, and most of all, shiny black shoes. He doesn't really have a costume, using his powers to cover up the details of his figure and clothing and thus appearing as a living silhouette that seems almost a hole cut out from the fabric of space, showing a place where all light goes to die and adding to his sleek, phantomlike image. History: Eliseo was born in a parallel very similar to Earth-Prime, with the glaring absence of most forms of superheroes and meta human activity. While the supernatural and the occult existed, they were not nearly near the realm of public knowledge, and orchestrated their manipulative schemes behind closed doors and curtains. Eliseo's father, Marco, was a small time engineer in Turin, with the small quirk of being obsessed by the occult matters of the world. This obsessive focus of his came to burrow into his brain and the lives of him and his children when Eliseo was only eight, his mother being apparently "murdered by a foul creature". Eli and Grazia, his two years older sister, reacted very differently from each other to this sudden shift in their otherwise tranquil lives: while little Eli was shunned by his father and thus despised him in return during the following years, Grazia grew ever closer to their father's hunt for the supernatural, helping him and encouraging his obsessive behevior as a way to scrounge up some sort of attention and affection from an otherwise elusive and self-centered man. Living with a distant father and sister, while not easy, wasn't really that traumatic on Eli, who grew to be a naturally self-reliant young boy, accepting friendships as few and far between occurrences in his otherwise lonesome life and, while the rest of his close family was busy searching for evidence of the unknown, the boy was looking at the sky and dreaming of flying, like almost all the children his age. Fancies that would soon come to be a reality for the people of his Earth, when a research team, secretly lead by the occult conspiracies his dad and sister were frantically searching for, discovered a "safe and reliable way to exchange information and goods with other universes". In reality though, this was a ploy by a nameless alliance of supernatural and secretive organizations to bring the incredible to the forefront of the world... and then dominate it openly. As people started travelling between other worlds, the economy flourished thanks to the influx of cheap goods and new scientific breakthroughs and, by the time Eliseo turned fourteen, his world seemed to turn into a Utopia. His father though, was weary of "the Plan", as he called it and, being right for once, this would lead his family to ruin. One year later, Eli and his family would be shunned as criminals and terrorists by the government due to their father trying to bomb a interdimensional portal station. To escape persecution, his sister, with instructions from his father, actually managed to activate a jury rigged device that could allow them to "jump" once in a random alternate dimension. This would have been a horrible decision and a very likely death sentence for the both of them, but his fanatical sister was too sure of their father's work to doubt the prospect... she regretted it when they found themselves trapped on a Terminus scout vessel. Fortunately for them though, the vessel was headed for Earth-Prime's Freedom City, during the '93 invasion attempted by Omega's forces. The unmanned ship was among the first to be spotted and shot down, right above Lonely Point. As the teens fell to what looked like it was going to be their demise, the interdimensional drive of the ship malfunctioned and exploded, sending the ship scuttling... somewhere in time and space. Eliseo doesn't remember much from the time he spent on the ruined ship, since he was seemingly put by Grazia in the only working stasis chamber in the vessel while he was unconscious, slowing down his metabolism. The ship crashed twenty four years later, exactly where it was supposed to during the invasion, and attracted the attention of the city's heroes, being a Terminus ship. Eli was the only person on board, his sister nowhere to be seen and, what was more, the failing dimensional drive and stasis chamber, along with the properties of the dimension where he was jaunted, all contributed to him actually developing powers as a conduit of the Terminus dreaded entropic energies. Soon after his discovery, Eli was confirmed as a dimensional refugee and sent to Claremont to study and learn to control his (mistrusted) powers. He adopted the codename Erebo, from the Greek god personifying the Abyss, and started fighting and striving to find meaning in this new world. Personality & Motivation: Originally a lively and energetic boy, thanks to the lack of care from his family, Eli has grown into a self-reliant and lonesome teenager, who doesn't actively look for company or friendship, but doesn't really reject it outright either. This part of him has dug deeper in his heart when he changed physically and mentally due to the Terminus' energies flowing into and through him, making it difficult for him to develop emotional bonds with other people, especially "normal" ones. He still holds his sister dear, much more than he ever did his father, considered she saved his life, probably in spite of her own, after years of neglect and coldness. He is calm, patient and collected, even though he couldn't be considered "cool" due to his eerie, aloof attitude, he can be surprisingly proactive when it comes to a set goal. Eli is also a very protective person with his few close relationships, holding them very dear to his heart and hoping o build a lasting life in this new environment where he has been thrust. The boy hopes of being accepted and to prove worthy of his saved life, building upon it with the utmost motivation and drive, even though he might not be able to show it completely or easily to others. Simply put, he wants to make a name, a life and a home for himself, a whole new life... a fresh start. Powers & Tactics: Generally, Erebo uses his darkness to conceal his features and approaches fights with criminals and other threats carefully, preferring to impair them from a distance using his Embrace and Breath effects and using the fact that he is immune to them to sneak around the battlefield, hitting where it hurts (after draining the physical toughness out of his enemies with his deadly Caress). If he wants to be extra careful, he will maneuver at range using his Wings and Gateways to position himself and start raining pain on his enemies in the form of shadow javelins (obviously thrown with the help of enhanced strength). Power Descriptions: Eli's power comes from him becoming a conduit to the dark, abyssal energies of the farthest reaches of the Terminus, the place where all light goes to die, thus all of his shadows do not appear normal at all, but rather swallow up all light that touches them, appearing mlre like holes cut out from the very fabric of the world and into the Void between dimensions. When using his Embrace, a rather big space is covered by a veritable dome of impenetrable darkness, and all caught within (except Erebo himself) find themselves unable to see, hear and smell with most of their senses. Usually, the inside of the domenis also struck by freezing gales that hinder those within, again letting Erebo act unaffected, and leving them vulnerable to surprise attacks using his dark Caress, a shadowy, tendril like arm that drains the toughness and physical resilience of anyone (and anything) that it touches, making hitting and breaking them with enhanced strength easy. Finally, with some effort, Erebo can use his solid shadows to create simple objects which, as a general rule, can only be moved by him and his powers. His shadows can also be used a gateway between two obscured points or mundane shadows, like some sort of portal, while enhancing his mobility with, black, stringy wings that allows some rather fast flight. Complications: Vulnerable to light: Eli's nature as a confuit of interdimensional darkness make him vulneble to intense light based attacks and effects. Odd and Eerie are my second names: Eli's physical and psychological profiles are skewed due to his interaction with the Terminus, leaving him unable to properly express his feelings through simple unconscious everyday gestures and making him appear almost doll like in behavior and appearance. Child of the Terminus: Eli's visceral and metaphysical link to the Terminus his a secret left for his closest of friends, since the history of Freedom make it a very touchy subject and could at best lead peple to mistrust him, and at worst... Away from home: Eli's home dimension does not want him back, and he wouldn't know how to find it if it did, anyways. He is not familiar with the concept and culture of real superheroes and villains, and the impact that they had on Earth-Prime in the last century, so he might seem like a fish out of water to his peers. Abilities: 4 + 8 + 4 + 0 + 0 + 4 = 20PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 16+ 12 = 28PP Initiative: +4 Attack: +8 Melee, +8 Ranged, +8 Base. Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10/+24 Knockback: -7 Saving Throws: 3 + 6 + 5= 14PP Toughness: +8 (+2 Con, +6 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +10 (+4 Dex, +6) Will: +5 (+0 Wis, +5) Skills: 48R = 12PP Acrobatics 8 (+12)* Bluff 8 (+10)* Investigate 5 (+5) Diplomacy 4 (+6) Gather Information 8 (+10)* Language 3 (Italian [Native], Latin, Ancient Greek, English) Search 4 (+4) Sense Motive 8 (+8)* *=skill mastery Feats: 9PP Assessment Dodge Focus 6 Thrown Mastery Skill Mastery Powers: 51 + 11 + 7 + 1= 70PP Darkness Control Array 22.5 (45PP Array; Feats: Alternate Power 6) [51PP] (darkness, dimensional, shadow, terminus). Base Power Obscure 10 (Erebus' Embrace; Total Visual, Auditory and Olfactory concealment; Feature: Erebo is immune to the effect; Feat: Reversible; Extras: Independent) [42/46] (sensory deprivation) Alt. Power Environmental Control 10 (Erebus' Breath; Intense Cold + Hinder Movement [Half Speed]; Feature: Erebo is immune to the effect; Feats: Reversible; Extras:Independent, Selective Attack) [42/46] (gusts of cold wind) Alt. Power Create Object 10 (Erebus' Arsenal; Feats: Affects Insubstantial [Full Toughness], Progression 2 [25 Feet*Rank], Selective; Extras: Duration, Movable) [45/46] Alt Power Teleport 10 (Erebus' Gateway; Feats: Progression [Portals are 10ft wide]; Extras: Portal) [41/46] Alt. Power Drain 10 (Erebus' Caress; [Toughness]; Feats: Incurable, Slow Fade 2 [1 point per 5 minutes], Reversible; Extras: Affects Objects) [23/40] Alt. Power Enhanced Strength 21 + Super Strength 4 (Dark Might; [Tot. Str. 35 (+12) / Super Strength 55 (Heavy Load: 24 Tons)]; Drawbacks: Obvious [whole body cloaked in inky, smoky shadows]) [28/40] Alt. Power Damage 10 (Shadow Javelins; Feats: Affects Insubstantial, Mighty 2; Extras: Ranged, Penetrating, Contagious) [43/45] Protection 6 (Shadow Cowl; Extras: Impervious [All 6 Ranks]; Drawbacks: Noticeable [whole body cloaked in inky, smoky shadows] [11PP] Flight 4 (Dark Wings; Drawbacks: Power Loss [Unable to flap wings]) [7PP] Feature 1 (Can make his whole figure, or parts of it, appear as black "holes in space" silhouettes, which always stand out in an odd way, even in natural darkness) Drawbacks: (-3) Vulnerability (Light; Common [-2]; Moderate [-1]) [-3] DC Block ATTACK RANGE SAVE DC EFFECT Unarmed Touch 20*/27 Toughness Damage Shadow Javelins Ranged 27 Toughness (Penetrating) Damage Thrown Objects Thrown 18*/25 Toughness Damage Erebus' Caress Touch 25 Fortitude Drain [Toughness] Totals: Abilities (20) + Combat (28) + Saving Throws (14) + Skills (12) + Feats (9) + Powers (70) - Drawbacks (-3) = 150/150 Power Points
  3. Player Name: Cubismo Miss Thursday Power Level: 10 (150PP) Trade-Offs: -2 Attack/ +2 Damage (Strike) Unspent Power Points: 0 In Brief: The bastard daughter of Thor and a warrior of Asgard. Alternate Identity: Astrid "Thursday" Torsten Identity: Secret Residence: Claremont Academy Birthplace: Risør, Norway Occupation: Claremont Student Affiliations: The Aesir Family: Thor Odinson (Father), Cathrine Torsten (Mother), Anders Torsten (Brother), Magni, Móði, Þrúðr (Half-Siblings). Numerous other Aesir gods and goddess. Description: Age: 16 (DoB: January 19th, 2002) Gender: Female. Ethnicity: Norwegian/Asgardian. Height: 5 ft. 9 in. (180 cm) Weight: 140 lbs. (113 kg) Eyes: Blue Hair: Red Physical Appearance Astrid takes after her father, possessing the same bright red hair and fierce blue eyes as the God of Thunder. From her mother she inherited a rural comeliness and a row of light freckles that decorate her cheeks and nose. Having had a rough and tumble childhood growing up in her hometown of Risør, Astrid has always been been in decent shape and ready for a fight, but after training in the practice yards of Valhalla she's become athletic. Similarly, while she's always been tall, learning about her heritage has seemingly caused her to go through another growth spurt that allows her to tower over most girls her age. While itching to be a hero, Astrid doesn't really possess a superhero costume and much prefers her own wardrobe of causal wear than classic form-fitting spandex when fighting the forces of evil. That said, she does make a habit of ensuring that whatever she wears while crime-fighting or monster-slaying at least has the symbol of a thunderbolt or hammer somewhere on it. Her favorite "battledress" and the closest thing she has to a superhero costume is a rune-inscribed black-leather jacket with a large thunderbolt symbol on the front. While Astrid has a distinct southern Norwegian accent its been influenced by her travels across Europe, and recently the States. It's not being uncommon for her to pepper her words with not only her home country's slang but that of other countries she's visited as well. While Astrid has a brash and straightforward way of talking that can be quite intimidating when she's in a berserker rage, she's usually laid-back and friendly, and can be even be downright motherly when she's around her younger brother. When she's acting as an agent of Asgard she plays up the Viking warrior princess attitude, ironically mimicking a hero from a medieval play and throwing out "nays" and "thines" for the hell of it. Power Descriptions As the half-human daughter of almighty Thor, Astrid naturally possess many of the superhuman physical traits that characterize the Aesir. She's incredibly strong, being capable of various astonishing feats of strength, like lifting a jötunn over her head without strain, leaping vast distances in a single bound and pulverizing foes with just her fists. The daughter of Thor is likewise quite durable being able to resist attacks that would outright kill a normal human and do some without being no worse for wear. Furthermore, Astrid shares the Aesir's natural immunities to extreme heat, cold and even disease, having never been sick a day in her life. Along with her natural gifts Astrid also wields Þórrklubba, a warclub forged in Niðavellir by the legendary dwarven weaponsmiths Eitri and Brokkr as a gift from her father. Þórrklubba is a magical weapon and with it Astrid can call upon the primordial forces of the firmament, striking foes with bolts of lightning, summoning icy rainstorms, and even allowing herself to fly. Þórrklubba also acts as Astrid's key to the Bifröst, granting her passage to the Nine Realms, along with the ability to teleport short distances in a flash of multi-colored light. While a devastating weapon Þórrklubba looks from a distance as just a large baseball bat. This is by design as Astrid wanted a weapon that wouldn't be to conspicuous in public. Up close, Þórrklubba is a martial masterpiece, a silvery club beautifully inscribed by golden Nordic runes that infrequently crackles with magical static energies. History Astrid was born in a sleepy small town in Norway that most people have never heard of and she’d like to forget about. While her childhood wasn't perfect it was a mostly happy one. Her parents loved her and while her father would disappear for months at a time he'd always come back eventually. Until he didn't. When that happened everything changed. Her mother fall into a depression and once she started using alcohol to self medicate things only got worse. When her mother wasn't blaming her for her father leaving she was berating her being just like him. Eventually Astrid started running away from home whenever things got too bad with her mother. At first she'd try to find her father when she did, but as she got older the futility of doing so and her own growing resentment against him caused her to simply travel around aimlessly. Consequently, her biggest role models growing up were her friends in similar domestic situations and the burned-out rockers that she would see performing in bars whenever she runaway to a large town. The cycle of running away and crashing with friends, only to come back for one reason or another, finally came to an end when her mother died in a car accident during a thunderstorm while looking for her. Filled with grief and guilt over not resolving her differences with her mother and terrified of what the future would hold without her, Astrid purposely got into a random brawl that quickly went too far. Fortunately for her, a Valkyrie came to her rescue and whisked away to Asgard. The Valkyrie was sent by none other than Thor, the God of Thunder and her long lost father. He explained how he had come to Midgard in a lesser form to circumvent a Pact that prevented the gods from interfering with humanity, how he had come originally to quietly slay monsters that secretly threatened Scandinavia but unexpectedly fell in love with a mortal and why he had to leave his new family after a time or risk the ire of Odin himself. When her mother dead the Odinson thought it necessary to finally intervene in her life again. While his explanations didn't do much to calm her, Astrid did accept his offer to let her and her brother live in Asgard to hone their developing powers. After going though some Asgardian training Astrid returned to Midgard so that she could finish her education while her brother opted to stay in Asgard and be with the father he hardly knew. Given that Astrid was a bonafide demigoddess now the only the place that could possibly finish her training was a school in the USA. Personality & Motivation Rebellious, bold, impulsive, stubborn, brash, crass and far too willing to get into a brawl if someone sets off one of her neuroses, Astrid is someone whose fun to be around but can quickly become unbearable if set off by something. A lot of these issues are a consequence of her father's abrupt disappearance and her mother's subsequent slide into depression and alcoholism. That said, her mother's death, the revelations about her father's true nature, and becoming her brother's guardian has prompted a positive change in her. While still prone to brashness, Astrid has learned to rein in a lot of her worse impulses, becoming more responsible and reflective about her faults. Furthermore her new responsibilities have given her a sense of direction and purpose that was non-existent beforehand. Her primary motivation is providing for her little brother, Anders, which in out itself is motivated by her desire to alleviate her guilt of not being around when he needed her when their mother was still alive. Everything else, including being an agent of Asgard, going to Claremont Academy and her pursuit of a music career is secondary to that. While she loves working for Asgard and serving the people of Midgard as a superheroine her sense of guilt and need to make amends for past mistakes drives many of her actions, for better or worse. Astrid has a thing for 80s American culture, particularly its era of heavy metal music, horror films, and fashion. She used to play baseball when she was younger and has found having a good back-swing immensely useful when fighting monsters. Although she hates to admit it, behind her "cool girl" mystique Astrid has a wide-eyed love of history and folk music. While she's most knowledgeable about Nordic history she enjoys learning about the folk songs, customs, and traditions of other cultures as well. Powers & Tactics Hit the bad guys with Þórrklubba until they give up or go splat. That's Astrid primary tactic, and it usually works, but when she's separated from her bat she typically relies on her fists to pummel whatever gets in her way. Although she went through some training while in Asgard, and knows some of the basic techniques of the ancient Norse martial art Glima, Astrid fighting style mostly takes after her experience with street and bar fights. As such, headbutts, groin attacks and eye-poking are perfectly acceptable tactics in her mind. Complications: Responsibilities: As a child of mighty Thor, Astrid has a sacred duty to Asgard and is obligated to serve the Aesir whenever they need something done on Midgard. Big Sister: While Astrid's little brother Anders is as much a demigod as her and safe in Thor's hall in Asgard, Astrid considers herself his true guardian and will go into a panicked rage if she learns something has happened to him while she was away on Midgard. Nazis!!!: Besides the obvious reasons, Astrid really, really hates Nazis due to them exploiting the power of the Aesir during WW2 and for their descendants infiltrating the Nordic heavy metal scene. She'll go into a berserker rage whenever she confronts villians that share their twisted ideology. Culture Clash: While something of an americaphile, Astrid isn't aware of many of the culture's social taboos and honestly wouldn't really care about breaking them even if she did. Daddy Issues: Has an extremely complicated relationship with her father. His excuses for why he left his mortal family have never satisfied her and she blames him for her mother's depression and her own chaotic childhood. Violence is the Best Answer: Although she's getting better at it, Astrid still believes that violence is usually the best answer when it comes to most problems, especially when it comes to fighting villainy, and usually resorts to it as a first response unless someone can talk her out of it. Abilities: 16 + 4 + 20 + 2 + 0 + 4 = 46PP Strength: 26 (+8) Dexterity: 14 (+2) Constitution: 30 (+10) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 20PP Initiative: +2 Attack: +8 Melee (+5 Base, +3 Attack Focus), +5 Ranged Grapple: +16/+21 (+8 Melee Atk, +8 STR, +5 Super-Strength) Damage: +8 (Unarmed) Defense: +10 (+5 Base, +5 Dodge Focus), +5 Flat-Footed Knockback: -8 Saving Throws: 12 = 12PP Toughness: +10 (+10 Con; Impervious 5) Fortitude: +10 (+10 Con) Reflex: +7 (+2 Dex, +5) Will: +7 (+0 Wis, +7) Skills: 54R = 14PP Bluff 4 (+6, +10 with Attractive) Diplomacy 4 (+6, +10 with Attractive) Intimidate 8 (+10) Knowledge (Arcane Lore) 4 (+5) Knowledge (History) 4 (+5) Knowledge (Theology and Philosophy) 4 (+5) Language 6 (Danish, English, German, Old Norse, Norwegian (Native), Swedish) Notice 4 (+5) Perform (Singing) 8 (+10) Perform (Stringed Instruments) 8 (+10) Feats: 16PP All-Out Attack Attack Focus 3 (Melee) Attractive Benefit 1 (Daughter of Thor) Dodge Focus 5 Interpose Lion Heart Power Attack Rage Takedown Attack Powers: 18 + 22 = 42PP Þórrklubba: Device 4 (Hard to Lose, Only Usable by Thursday; Array, Alternate Powers 5) [20PP] (Divine) Base:·Strike 4 (Feats: Mighty, Thrown 2 [100 Ft./Incr 20 Ft.], Improved Critical 2 [18-20], Affects Insubstantial 2 [Full Power], Extra: Penetrating 4) Alternative Power: Blast 6 "Leiptr!" (Range: 60 Ft, Feats: Accurate 1, Indirect 2 [Any Point, Directed Away]) Alternative Power: Flight 5 "Flaugun!" (250 MPH) Alternative Power: Super Movement 2 "Kveðja til sín Bifröst!" (Dimensional: The Nine Realms) Alternative Power: Teleport 4 "Fara!" (400 Ft. [Move Action], 1 Mile. [Full Action], Feats: Easy, Mass Progression 2 [Carry 500 lbs.], Extra: Accurate 4) Alternative Power: Weather Control 3 "Torevêr!" (Cold [Extreme], Hamper Move [25%], Range: 30 Ft., Radius 25 Ft.) Asgardian Physiology (Divine) (22PP) Immovable 1 (Resist Movement: +4, Resist Knockback: -1; Extra: Unstoppable) [2PP] Immunity 4 (Cold, Heat, Disease, Own Powers) [4PP] Impervious Toughness 5 [5PP] Leaping 1 (Jumping Distance: x2) [1PP] Super-Strength 5 (+25 STR carry capacity, Heavy Load: 14.7 tons; Power Feats: Super-Breath [+8, Cone: 80 Ft. DC18], Thunderclap [Area: 40 Ft. DC18) [12PP] DC Block ATTACK RANGE DC EFFECT Unarmed +8 Touch DC23 Toughness Damage 8 (Physical) Strike +8 Touch DC27 Toughness Damage 12 (Physical) Blast +7 Ranged (60 Ft) DC21 Toughness Damage 6 (Lightning) Totals: Abilities (46) + Combat (20) + Saving Throws (12) + Skills (14) + Feats (16) + Powers (42) = 150/150 Power Points
  4. Rang Power Level: 10 (150/152) Unspent Power Points: 2 Trade-Offs: +5 Attack / -5 Damage (unarmed), +4 Attack / -4 Damage (boomerangs), +5 Defense / -5 Toughness In Brief: A young inventor on the verge of becoming a mad scientist. But for good or evil? Catchphrase: Nemo est supra legem (No one is above the law.) Theme: turbulent piano music Alternate Identity: Anthony Maurice Edwards III (Secret, legal name), Tony (Secret, shortened name), Dr Science (Secret?, what people instinctively call him), Rang (Public, hero name) Birthplace: Toronto, Ontario Residence: Claremont Academy Base of Operations: Freedom City, New Jersey Occupation: None, high school student Affiliations: Claremont Academy, Science! Family: Anthony Maurice Edwards (Dr Zero, great grandfather) Description Age: 16 (born February 2002) Apparent Age: adult Gender: Male Ethnicity: Caucasian Height: 6'6" Weight: 275 pounds Eyes: brown Hair: brown Tony is huge for a boy his size. Genetically gifted in height and muscle. Although he does work to maintain it, he's not got a bodybuilder's physique. His skin is a darker tone. He wears his hair in a crew cut. He looks to be always thinking. Head down, furled brow and while not frowning, he doesn't smile very often. Most say when he smiles it's pretty unnerving. He walks with a shuffle. People into that always tell him to pick up his feet. When not in hero gear he wears a bit of casual stuff. slacks, loafers, belt, button topped shirt. He doesn't have an official costume, but he does have goggles (which he some times wears when not in hero gear), a lab coat, long boots and gloves. He wears his bandoleer of boomerangs across the chest, where they are easy to draw. History: Doctor Anthony Maurice Edwards was one of the most brilliant scientific minds of his time. He was also a black man before civil rights. No one ever gave him the chance to use his brilliance for furthering mankind, so his heart grew cold. Cold enough to build a reputation as the villainous Dr Zero. The Crime League supported his endeavors as long as he pulled his weight. So Dr Zero showed them all! He lived a long life and went to Canada to retire where he died in a snowmobile accident... OR DID HE? Anthony met a woman, Jane, who shared his love for science. Anthony and Jane lived in Canada, where they raised five children. But Anthony was feeling his age by then. He knew he was going to have to find another way to sustain himself. He and Jane figured out a way to save his prodigious brain. So while Anthony's body died, his mind did not. The accident was set up. His mind was already in a jar in a secret facility. Now his genius would live on forever through his offspring. He made sure of it. Influencing them into scientific fields. A couple of generations later, Anthony Maurice Edwards III was born. The boy was a hoss. Strong and equally graceful. He was the type that sports teams would kill to have. And he did think about it for a while, but not if his great grandfather's brain would have any say in it. And he did! Like many of his offspring before, he guided the brawny athletic kid into the scientific route. Though unlike others before, the boy had the spark. He focused in all sorts of scientific fields, but technology and physical sciences were his master pieces. Also, he could work a machine. the brain that was Anthony Maurice Edwards was pleased that Dr Zero II would be on the horizon. Unfortunately for the brain, Anthony's parents saw his madness spawning. They worried for their son. He was building boomerang weaponry. While he always loved the boomerangs as a kid, this was still troubling. They thought he might be having villainous thoughts. So, they sent him to Claremont to clear his mind and give him heroic direction. Personality and Motivation: Tony is not the cackling genius bent on world domination just yet. And he may never become that. But the ideas given to him by his great grandfather are just too fun not to try out. Growing up he always loved the boomerang and the paper airplane, the more technical it got the more he was interested. While he did try out for sport, it did not keep his interest for long. He was and still is all about the pursuits of the mind. He'll pay more attention to the math quiz than the cheerleaders, homework than parties. He will do social pursuits and other things, as long as his mind is challenged. Powers and Tactics: Rang uses several types of boomerangs as offense. He also has an experimental propulsion device that looks like a boomerang. He can punch very precisely and very hard if robbed of his favored weapon, but he prefers to fly around and pelt villains with his beloved invention. Power Descriptions: The bandoleer of boomerangs is made of a leather metal alloy that wraps around his chest and back and around his waist. it hold small metal looking boomerangs that he loads with cartridges and lets fly at his target. They enlarg and do various effects when hitting the target (covering them in glue, injecting a small amount of poison, flying around annoyingly). Being boomerangs, if they miss they can come back and try again one more time. The hover rang is a propulsion propelled flight board. At first it could only float downward, but he's rigged it to fly at slow speeds. It has straps to hold the rider on. Complications Body by Genetics: He's vain in that way. While birth blessed him with physicality, he likes to keep his body in shape. Dr Zero: Dear old great grandpa is in his head sometimes. He convinces Tony to do things in the name of scientific effort. No matter what the cost. Foreign Exchange: He's from Canada. On a student visa. Girls: He likes girls. But he doesn't like fighting girls. If the villain he's fighting is a woman, he will go path of least resistance, maybe even just defensive, until he can hand it off to someone more qualified. Myopia: Without contacts, glasses, or his goggles, he cannot see great distances or small print. Science: Oh boy howdy does he love numbers and formulas. Sometimes this effects his speech and makes him hard to understand. Also, he gets pegged as a nerd three seconds into any meaningful conversation. Abilities 10 + 14 + 10 + 14 + 0 + 0 = 48PP Strength 20 (+5) Dexterity 24 (+7) Constitution 20 (+5) Intelligence 24 (+7) Wisdom 10 (+0) Charisma 10 (+0) Combat 10 + 10 = 20PP Attack +15 unarmed, +14 boomerangs, +8 range, +5 melee Defense +15 (+5 base, +10 dodge focus), +3 flat-footed Initiative +7 Grapple +10 Knockback -2 Saving Throws 4 + 2 + 6 = 12PP Toughness +5 (+5 CON) Fortitude +9 (+5 CON, +4) Reflex +9 (+7 DEX, +2) Will +6 (+0 WIS, +6) Skills 52R = 13PP Acrobatics 3 (+10) Craft (chemical) 13 (+20) Craft (mechanical) 13 (+20) Drive 3 (+10) Knowledge (physical sciences) 3 (+10) Knowledge (technology) 13 (+20) Language 1 (Latin) Stealth 3 (+10) Feats 32PP Attack Focus (ranged) 3 Attack Specialization (boomerangs) 3 Attack Specialization (unarmed) 5 Dodge Focus 10 Eidetic Memory Evasion Inventor Luck 2 Power Attack Precise Shot 1 Quick Draw 1 Ultimate Effort (Design and Construction checks) 2 Uncanny Dodge (auditory) Powers 21 + 4 = 25PP All powers are technology Device 5 (bandoleer of boomerangs, hard to lose; Feats: Restricted [password {int check 17} to access]) [21PP] Blast 6 (BOOM Rang; Extras: Area [Burst]; Feats: Alternate Power 5, Progression 2 [Area, 30ft-150ft]) [25PP] Blast 6 (Rangs-A-Plenty; Extras: Autofire; Feats: Homing, Indirect) Blast 6 (Sharp Rang; Extras: Penetrating; Feats: Homing, Indirect) Dazzle 6 (Whizzer Rang; auditory and visual; Feats: Homing, Indirect) Fatigue 6 (Poison Rang; Extras: Range; Feats: Homing, Indirect) Snare 6 (Glue Rang; Extras: Contagious; Feats: Homing, Indirect) Device 1 (hover rang, hard to lose) [4PP] Flight 2 (25MPH; Feats: Subtle) DC Block Unarmed, +15 Melee, DC 20 Toughness, Damage BOOM Rang, Burst Area (30-150ft), DC 16 Reflex then DC 21 or 18 Toughness, Damage Glue Rang +14 Range, DC 16 Reflex, Snare (Contagious) Poison Rang, +14 Range, DC 16 Fortitude, Fatigue Rangs-A-Plenty, +14 Range, DC 21-26 Toughness, Damage (Autofire) Sharp Rang, +14 Range, DC 21 Toughness, Damage (Penetrating) Whizzer Rang, +14 Range, DC 16 Reflex then DC 16 Fortitude, Dazzle (auditory and visual) Totals: Abilities (48) + Combat (20) + Saving Throws (12) + Skills (13) + Feats (32) + Powers (25) = 150/152 Power Points
  5. Rev Power Level: 10/13 (234/250) Unspent Power Points: 16 Trade-Offs: None (+4 Attack/-4 DC for Plasma Jet) In Brief: Street Racer Cyborg Alternate Identity: Lexa Venn Birthplace: Freedom City Residence: Freedom City Base of Operations: Freedom City, Claremont Occupation: Student, Mechanic Affiliations: Claremont Family: Daisy Jenkins (Mother, Nurse) Catchphrase: “Jet, Set, GOOOO!” Description: Age: 17 Apparent Age: 17 Gender: Female Ethnicity: Caucasian Height: 5’6” Weight: 100 Kgs Eyes: Red Hair: White Rev is a young woman who usually wears cheap casual clothes like t shirts, and jeans. Her only oddity is white hair and red eyes (although she often wears sunglasses). She is often barefoot (because her jets will burn through shoes pretty fast), but does wear sneakers she can kick off quickly if need be. With power use, her artificial skin peels / burns off and metal cyborg limbs are revealed. She has two ports on the side of her neck, which she can use to pump fuel into her body. History: Lexa Venn grew up a good kid, decent grades, friendly, outgoing. Bit of a tomboy. Her dad was a mechanic, her mother a nurse. That all changed on her 15th Birthday, when her Dad was killed in a shootout between some cops and a pair of cheap thugs. She didn’t go completely off the rails, but she certainly slid half off them. She fell in with a street gang called the “Junkin’ Donuts”, who specialised in joy riding and street racing, and rebuilding or modifying scrap yards cars. They weren’t a totally bad lot, just thrill seeking anarchists (As opposed to violent). Lexa had enough skill driving and repairing cars that she was pretty valued. After leaving high school early (aged 16) with disappointing but not bad grades (“could have done better”) she ended up working in an auto shop part time and hanging around the Junkin’ Donuts full time. And then, she took a race that would change her life. The mysterious driver she raced again was using the “Mechaphage”, a strange metal based cybernetic bacteria (that was itself mutated by the Darwin-X virus) that integrated biological and mechanical components. He used this to literally “become one with his car”. He would have easily won the race, but Lexa would not have that. She called in her Donut friends who spiked the street with an oil slick. Next thing, Lexa and her opponent had an almighty crash. The mysterious driver, welded to his car, was whisked away by AEGIS in the aftermath. Lexa suffered horrific injuries, but slowly recovered, her broken, missing, or shattered limbs turning to steel, her hair turning white, her eyes turning red. She had been infected with the Mechaphage! Personality & Motivation: Rev is a thrill seeking, adventure loving woman who “Rev”els in her power. However, despite her need for speed, she really doesn’t have a bad bone in her body (mind you, she doesn’t have that many bones these days). She is generally a kind, loving kind of person, and has plenty of sympathy for others. Her motivation is thus simply to use her power helpfully. However this is not always simple; she can come into conflict with her own desire for power, or she can find herself torn in whom to help. She will tend to help others she knows, or has a personal investment in, rather than abstract helpfulness (on a geo-political or philosophical level, for instance). Her major hobby and interest is pulling apart engines and rebuilding them. And driving cars very very fast… Powers & Tactics: Rev has many machine parts, but mainly they are her legs and arms that are now fully mechanical. Her limbs can extend out and her feet and hands (and to a lesser extent the rest of her limbs) are loaded up with jets she can fire to fly, increase her strength, or use offensively (as a plasma cutting instrument). One limitation of her jets is that they require normal oxygen levels: They will not function at high altitude or underwater (for instance). Rev can “Rev” engines with touch, increasing their power and performance considerably by temporarily infecting them with the Mechaphage. For instance, she can boost a car to travel at 5000mph! Rev is reckless but smart in a fight, meaning she will charge in without planning, and with a love for speed. But once in a fight she is not stupid – over confident, perhaps, but not stupid. She will use her powers in reasonably inventive ways. Power Descriptions: Revs limbs are telescopic (if they do, see “Skin Job” complication), able to do so up to a hundred feet. Her limbs are also extremely strong and heat-resistant and have built in tools. Rev’s limbs can fire jets. These are mainly in her feet and hands, but she has a few lesser jet ports in her elbows and knees. They will fire blue plasma at her mental command. She can focus this fuel to massively increase her functional strength, at which point all her limbs will have a fiery blue glow deep inside them (and her artificial skin will peel off). Rev has some other biomechanical abilities: Her body is very resilient due to sub-dermal armour, and includes heat and energy dispersal systems. Complications: Skin Job: Rev has artificial, plastic derived skin over her limbs, which tends to burn off during strain or damage, showing clearly metal limbs (making her recognisable). In addition, whist her hands have reasonable touch receptors (a little less than a normal humans), the rest of her limbs have very little or no touch sensation (meaning she could be insidiously damaged or affected without her noticing). Tanked up: Her limbs usually operate on electricity which she can spontaneously generate. However, using the Jet array requires fuel. She has to pump fuel into her body (either drinking it, or – more efficiently, by piping into a portal in her neck). Refuelling also means refining (to ultra high grade energy dense variants) which she can do in her body. However, this does mean emitting (from her jets) a rather unpleasant methane smell. Oiled up: In addition, Rev needs to apply lubricating oil to her limbs once a day or they will grind and be very noisy (making stealth impossible, for instance). Being in water or dirty environments will also cause grinding until she applies oil again. Very long periods (weeks) without lubricant will slowly make her limbs seize up altogether. Overcharge Burn: Her “Revving” boost is not completely reliable. She can break, rather than boost, engines (or possibly do both). Total Jerk: If hit by electricity, she will experience brief violent jerks in her limbs. She could accidentally drop or throw something, fall prone, or just flail about. Magnetic Vibes: Strong magnetic fields, or magnetic powers will also affect her, giving her a lingering fine tremor to her hands for an hour or so. This stops her from any fine manipulation. She could not accurately type, press a button, and cannot be precise with her plasma jet, let alone use craft or disable device skills. Red Eye: Rev has dispersed pigment in her eyes which means she is unable to “see” Red (instead, she picks up infrared). Red thus “appears” black to her. This could potentially cause problems with things like traffic lights or being unable to see in red light (or seeing badly during sunset). Jet Crash: Normally, Rev flies gracefully. However, if she is flying with limbs occupied (such as holding things, or when her limbs are detached) she gets clumsy and progressively likely to crash and burn. As a rough guide, if she is "down" one limb, she will often fail tight turns but is generally functional. If she is down "two limbs" she is only able to reliably to simple things like long turns or landing. If she has only one limb "up", she can't even fly in a straight line or land without great peril. Abilities: 20 + 6 + 4 + 4 + 0 + 6 = 40 Strength: 30 (+10) [Effective Lifting Strength: 40] Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 10 Charisma: 16 (+3) Combat: 20 + 20 = 40 Initiative: +11 Attack: +10, +14 Plasma Jet Defense: +10 (+10 Base, +5 Flat Footed) Grapple: +22 (additional +3from elongation) Knockback: -5 Saving Throws: 7 + 10 + 7 = 24 Toughness: +10 (+2 Con, +8 Protection) Fortitude: +9 (+2 Con, +7) Reflex: +13 (+3 Dex, +10) Will: +7 (+0 Wis, +7) Skills: 80R = 20 PP Acrobatics 8 (+11) Skill Mastery Bluff 4 (+7) Craft (Chemical) 4 (+6) Craft (Electronic) 4 (+6) Craft (Mechanical) 8 (+10) Skill Mastery Craft (Structural) 4 (+6) Disable Device 8 (+10) Skill Mastery Drive 14 (+17) Skill Mastery Intimidate 4 (+7) Knowledge (Physical Sciences) 2 (+4) Knowledge (Pop Culture) 4 (+6) Knowledge (Streetwise) 4 (+6) Notice 4 (+4) Pilot 4 (+7) Sense Motive 4 (+4) Feats: 27 PP Acrobatic Bluff Ambidexterity Beginner’s Luck Equipment 7 Evasion 2 Favoured Opponent (Vehicles) Grappling Finesse Improved Grapple Improved Initiative 2 Improved Sunder Improved Throw Luck 2 Move-by Action Power Attack Second Chance (Toughness save vs. Crashes) Set Up Skill Mastery (Acrobatics, Craft Mechanical, Disable Device, Drive) Ultimate Effort (Drive) Equipment: 7PP = 35EP Vehicle: Dune Buggy STR 40 [4 EP], Toughness 12 [5 EP], Size Large [1 EP], Features: Alarm 1, Navigation System 1, Oil Slick, Smoke Screen [4 EP], Impervious Toughness 5 [5 EP], Communication 6 (20 miles, Radio, Omni Directional, One Way) [6 EP], Speed 5 [5 EP], Supermovement 2 (Surefooted, -50% penality reduction) [4 EP], Super Senses 1 (Radio) [1 EP] Powers: 8 + 13 + 6 + 1 + 6 + 26 + 3 + 8 + 1 + 2 + 1 + 1 + 1 + 6 = 83 Anatomic Separation 4 (Arms, Legs) [8 PP] [Mechanical/Cybernetic] Boost 4 (All Mechanical Effects, Feats: Selective, Slow Fade 4 [1 Hour], Flaws: Others Only) [13 PP] “Rev Engine!” (Mechanical, Cybernetic) Example Common Uses Elongation 3 (25’, Range Increment 30’, +3 to Grapple/Escape Artist, Extras: Continuous) [6 PP] “Servo Limbs” (Mechanical, Cybernetic) Feature (Internal Compartment in Chest) [1 PP] Immunity 6 (Light based visual dazzles [1], Limb heat damage [2], Cold and Hot Environments [2], Energy based critical hits [1]) [6 PP] "Energy dispersal systems" (Cybernetic) Jet Array (24 PP Array, Feats: Alt Power 4 Drawbacks: Power Loss 2 [Low 02]) [26 PP] “Jets!” BP: (Corrosion) Damage 6 (Feats: Accurate 2, Precise) Linked with Drain Toughness 6 (Extras: Affects Objects, Feats: Accurate 2, Precise) [9 + 15 = 24/24 PP] “Plasma Jet” (Plasma) AP: Damage 8 (Extras: Area [Burst], Range) [24/24 PP] “Fiery Jet” (Fire) AP: Dazzle 8 (Extras: Area [Burst]) [24/24 PP] “Jet Flare” (Light descriptor) (Light) AP: Flight 11 (25,000 mph / 200K’ round, Feats: Moving Feint) [23/24 PP] “Turbo Jet” (Cybernetic) AP: Trip 10 (Extras: Area [Line], Knockback, Flaws: Range [Touch]) [20/24 PP] "Wind Tunnel" [Cybernetic, Wind] Leaping 3 (x10 Distance, Running 200', Standing 100', High 50') [3 PP] "Jump Jets" [Cybernetic, Jet] Protection 8 [8 PP] “Sub dermal plating” Regeneration 0 (Feats: Regrowth) [1 PP] [Cybernetic/Bacterial] Quickness 3 (x10 Speed, Flaws: One Task [-2, Mechanical], Feats: Improvised Tools) [2 PP] "Inbuilt finger tools" [Mechanical/Cybernetic] Speed 2 (25 mph, Flaws: Limited to detached limbs) [1 PP] [Mechanical/Cybernetic] Super-Movement 1 (Slithering, Flaws: Limited to detached limbs) [1 PP] [Mechanical/Cybernetic] Super Senses 1 (Infravision) Super Strength 2 (+10 Effective Strength, Feats: Countering Punch, Groundstrike) [6 PP] (Mechanical, Cybernetic) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness 25 Damage Plasma Jet Touch Fort 16, Tough 21 Drain Tough, Damage Fuel Bomb Ranged/Burst Toughness 23 Damage Flaring Jet Ranged/Burst Reflex/Tough 18 Visual Dazzle Wind Tunnel Touch/Line Reflex 20, Tough Trip/Knockback Totals: Abilities 40 + Combat 40 + Saving Throws 24 + Skills 20 + Feats 27 + Powers 83 = 234/250 Power Points
  6. Feeding Frenzy Power Level: 10 (150/151) Unspent Power Points: 1 Trade offs: -3 defense/+3 toughness, melee -5 attack/+5 damage In Brief: Atlantean wereshark struggling to be a hero and not an animal. Catchphrase: Chow time Theme: Jaws Theme/monster by Skillet Alternate Identity: Koa Halelani (public) Birthplace: Pacific Ocean Residence: Claremont Base of Operations: Claremont Occupation: Student Affiliations: Claremont Family: Mother, Celeste Halelani Description: Age: 16 (DoB: 2000, September 15) Apparent Age: 16 Gender: Male Ethnicity: Atlantean Height: 5'9" Weight: 125 lbs Eyes: silver Hair: black Koa is a dark skinned very skinny boy. He's thin and on the shorter side. He hates wearing shirts and prefers to go around bare chested. If he has to wear a shirt he tries to leave as many buttons open as he can. His entire upper body is covered in black and red Polynesian style tattoos. He usually wears either cargo shorts, jean shorts, or swim shorts. He has webbing between his fingers and toes which forces him to wear zori sandals or go barefoot. His mouth has a few rows of sharpened teeth. When he's doing hero work he wears a pair of red goggles and a tight red swim cap. He also wears a pair of red and black swimming shorts. He also has a small utility belt with meat sticks in it. As a wereshark, Feeding Frenzy is a massive creature. He hunches over and still stands at seven feet tall. His fin sprouts from his back between his shoulder blades. Back between his legs is a large crescent shaped tail. His tattoos are all expanded over his tough black flesh. His face is totally unrecognizable, it's a massive shark head with rows and rows of teeth. His silver eyes are still present. History: As a boy, Koa remembered waiting for his father to come home. His father was a soldier. He fought for the kingdom of Atlantis and would often be gone for long stretches of time. However, he knew his father wasn't a normal soldier. He knew this because he wasn't a normal Atlantean boy. He and his father had the same set of abilities. From the time he could swim on his own Koa found himself very different from those outside his clan. His voracious appetite was the first thing. He could consume his entire body weight in a single sitting. But nothing set him off like blood. Any kind of blood even miles away beneath the waves made him fly into a rage. His father was one of the few people who could hold him back. For good reason, when they smelled blood they both would face that same fury. That same hunger. Koa's father trained him to resist the blood frenzy. When he turned twelve he began to find that his fury was matched with a change in his physical body (which, adding to puberty? Really really sucked.) his body became a slender shark with arms and legs. Atlantean Military training from his father made that more and more muscular. Koa would have wanted to continue to train under his father. But then Atlantis went to war. His father was part of the invasion force in Freedom City. He never came home. His mother couldn't train her son, and was afraid of what he might do if he lost control. So she pulled strings with her husband's military and government friends. Koa arrived at Claremont to learn to be a hero. He resented the deep ones for taking his father from him. On the other hand everyone looked at him with trepidation, he looked and fought like the invaders. So he decided to do one thing. Prove them wrong. He decided to be a hero. Not just a hero, the best hero. His way, his terms, but Koa would be undeniably heroic. Through and through. He wanted to show them that he was up to snuff. Personality & Motivation: Koa's farther was a hero. He raised his son to want to do right for the world. Koa wants to do right for his home nation. At Claremont he is trying to learn to become the man his father wanted him to be. He fights to prove the Atlantean aren't all terrible, and because he wants to prove that for himself. Powers & Tactics: Most people can't tell tell that Koa is a wereshark. This allows him to go around incognito or get a lot closer than he could as a humanoid shark. Usually Koa prefers to drop in and snatch people out of the way and into the dark. When forced to fight openly he prefers to grab enemies and grapple them. He is a grappler first and foremost in his Frenzy form. He batters away smaller enemies he can and bites those he can't just smack away. When he does fight outright Koa fights like a pro wrestler (cause that's what he thinks Surface heroes are.) shouting out the names of attacks and striking poses. He secretly loves this even if he knows it isn't his strength. Power Descriptions: Most of Koa's regular strength comes from Atlantean physiology. He's tougher, faster, and stronger than a normal human. He has gills in his neck and webbed hands. In his wereshark form his magic lends him his tremendous strength. He tends to opt for a crushing bite down on targets, due to years of training he doesn't devour enemies, but they will be left with pretty nasty wounds. Complications: Am I a monster?: At a very basic level turning into a terrifying shark on legs is enough to make people run screaming. In addition, most weresharks are ruthless and frenzied flesh eating berserkers. This means most Atlanteans, even those who appreciate his potential military uses, usually give him a wide berth. On another level, people still remember the Atlantean invasions. It's hard to wake up every morning trying to be someone who no matter what face you have is a scary one. Blood lust: When seized by the Frenzy Koa can't turn back until he has eaten flesh. He also can't control how much of a thing he eats when he starts there's no stopping until it is gone. Usually his keen senses can find something so that he can turn back, but if he can't the hunger will grow and grow. The longer and more times he transforms the more he needs to eat to grow back. Hunger of the Shark: Koa is a voracious eater, consuming triple his weight on a daily basis. In addition, he cannot turn back from his wereshark form unless he can eat meat. Needs water: Koa needs to spend at least fifteen minutes a day fully immersed in Salt water or he begins to become very sick. My Country Right or Wrong: Koa's father, was part of the invasion and Koa saw the videos of atrocities and even war crimes committed by his fellows, but he still stands by his people. A hero point should be awarded for forcing him to go against the nation of Atlantis. Abilities: 18+0+14+2+4+8=46 Str 28/40 (+9/+15) Dex 10/16 (+0/+3) Con 24 (+7) Int 12 (+1) Wis 14 (+2) Cha 18 (+4) Combat 8+8=16 Atk: +4 (+5 melee) Def: +7 (+4 base, +3 dodge focus) Initiative:+0/+3 Grapple: +17/+29 Knockback: -6 Saves +3+3+3=9 Toughness +13/+7 (+7 con, +6 protection (wereshark)) Fort: +10 (+7 con, +3) Ref: +3/+6 (+0/+3 Dex, +3) Will:+5 (+2 wisdom, +3) Skills 60r=15pp Intimidate 10 (+14) skill mastery Language 2: Atlantean(Native), English, Hawaiian Medicine 6 (+8) Notice 10 (+12) skill mastery Search: 11 (+12) Sense motive 8 (+10) skill mastery Stealth: 13 (+13/+16) skill mastery Feats 10 Attack Focus: Melee 1 Dodge focus 3 Environmental Adaptation: Water Hide in plain sight Move by action Power attack Skill mastery: (intimidate, notice, Stealth, sense motive) Uncanny Dodge: Olfactory Powers 8+3+6+1+42=61 Atlantean Movement Array 3.5 (7pp Array, feats; Alternate power) [8pp] BP: swimming 7 (250 MPH) {7/7} AP: speed 3 (50 MPH) and Leaping 4 (242ft/317 ft standing jump) {6/6} Immunity 3 (breathe normally underwater, cold, high pressure) [3PP] Super senses 2 (acute scent, infravision) [2PP] Super strength 3 (Heavy Load: 3 tons) [6PP] Wereshark 9.4: (47 PP container, duration: Sustained, drawback: involuntary transformation [-5, smell of blood, DC 15 will save to resist]) [42 pp] Enhanced strength 12 (+6) [12 pp] Protection 6 (obvious) [6PP] Super Senses 6 (tracking, accurate olfactory, extended olfactory 3) [6PP] Enhanced Feat 1: Improved Grab [1PP] Super Strength 6 (Effective strength 85: Heavy Load 1,600 tons) [12 PP] Enhanced Dexterity 6 [6PP] Regeneration 3: (recovery rate: bruised, once per round) [3PP] Concealment 2: (visual, limited: only in water, passive) [1 PP] Drawbacks: -3-4=-7PP Vulnerability: Silver (uncommon, Major) -3pp Vulnerability: Heat (common, Major) -4pp DC Block ATTACK RANGE SAVE EFFECTUnarmed Touch DC 22 Toughness Damage Unarmed (wereshark) Touch. DC 30 Toughness. Damage Total: Abilities (46) + Combat (16) + Saves (9) + Skills (15) + Feats (10) + Powers (61) - Drawbacks (7)=150/151
  7. Player Name: TheRedGuy Character Name: El Huracán Power Level: 10 (157/163PP) Trade-Offs: +2 Defense / -2 Toughness Unspent Power Points: 6 In Brief: Hotheaded Hispanic air controller studying at Claremont. Residence: Claremont Academy Base of Operations: Freedom City Catchphrase: TBD Alternate Identity: Aníbal Herrera Miramontes Identity: Secret Birthplace: Freedom City, USA Occupation: Claremont Student Affiliations: N/A. Family: Eduardo Herrera Moreno (father, age 55), María Elena Herrera Miramontes (mother, age 42), Alejandro Herrera Miramontes (brother, age 20) Description: Age: 16 (DoB: Feb 1st 1999) Apparent Age: late teens/early 20s Gender: Male Ethnicity: Hispanic Height: 5'9“ Weight: 175 lbs Eyes: Amber Hair: Jet Black Lean and muscular, Aníbal cuts a striking figure, appearing older and more mature than he really is. His skin is bronze, without visible blemishes save for a small mole above his upper lip. He keeps his hair neatly slicked back, and is always meticulously groomed. Perhaps his most unusual feature are his eyes, of a rare amber color, glimmering with warmth and mirth. His clothes are obviously expensive, but never gaudy, with no obnoxiously large labels or logos on display. He is usually dressed casually but conservatively, in a style reminiscent of North American „preppies“, though with a Latin twist to the colors and fabrics. His English is flawless, although spoken with a refined, velvet smooth Hispanic accent. Anyone meeting him for the first time would recognise immediately that he's a scion of the moneyed elite, a child of privilege. As El Huracán, he wears a specially designed flight suit. It is black, skin-tight, with gold accents on the boots and gloves, black goggles whose lenses appear gold-tinted on the outside, and a golden whirlwind symbol on the chest. Power Descriptions: Aníbal is a mutant aerokinetic, capable of controlling the flow of air currents to produce a variety of effects. He can create gale-force winds capable of knocking over opponents and pushing heavy objects, launch damaging blasts of compressed air, suffocate people by removing air from their lungs, deflect incoming projectiles and throw them back at the attacker, and cause a devastating whirlwind in an area of up to 125 feet in radius. His control over air also enables him to fly at speeds of up to 250 mph. His lungs have enhanced capacity, allowing him to hold his breath for longer periods of time and breathe normally even in extremely high altitudes. By sensing subtle variations in air flow, he can feel objects even if he can't see them. His custom-built flight suit comes with special glare-resistant goggles that adjust to allow improved vision in limited light conditions. The suit's padding affords limited protection from damage. It is lined with an experimental material that isolated the wearer from extreme heat and cold, as well as protecting from the effects of high pressure during fast aerial maneuvers. History: In 1993, during the Terminus invasion, Eduardo Herrera Moreno found himself in Freedom City, in the American headquarters of his firm, Herrera International. He had risen from humble beginnings and built a business exporting premium Mexican tequilas worldwide. Refusing the opportunity to evacuate the city, he stayed behind, helping the 50-odd employees of his Freedom City office escape to safety in the face of Omegadrone devastation. He himself sustained an injury during the attack, which reduced the Herrera International headquarters to rubble. His life was saved by the intervention of one of Freedom City's superheroes. While he was exposed to the strange energies of the Terminus, they seemed to have left no long-term consequences. After the attack was foiled, Herrera returned to Mexico a hero. The press praised his actions during the crisis and highlighted his generous donations to the reconstruction funds, particularly helping out the city's Hispanic neighborhoods. Overnight, the nouveau riche outsider became a fixture among the country's patrician elites. Soon he met a young socialite, María Elena Miramontes, daughter of Don Nicéforo Miramontes Castillo, owner of one of the largest agave plantations in Mexico and the associated Miramontes distillery. The two married in 1994, which boosted Herrera's standing and wealth considerably. In 1995, their first child, Alejandro, was born. In 1999, while María Elena was visiting her husband in Freedom City, she went into labor several weeks before she was due. On the eve of February 1st 1999, she gave birth to a healthy baby boy, named Aníbal María Nicéforo Herrera Miramontes. The child was an American citizen by accident of birth. Little Aníbal grew up in Mexico, spending time in his father's luxury villa in Ciudad de Mexico and his grandfather's massive Rancho Miramontes. His father, an avid history buff, had named both his sons after famous conquerors, hoping to raise them to take over the family business. Aníbal was tutored by the finest private teachers, showing a precocious intellect and an aptitude for many different fields of study. He also enjoyed physical activity, learning to ride from an early age and excelling in sports, particularly gymnastics. He was, by all appearances, a normal kid, albeit one living in the lap of luxury and privilege. The only unusual ability he showed was an ability to hold his breath for extended periods of time, certainly nothing out of the ordinary. Still, after hitting puberty, strange phenomena began to occur. Strange gusts of wind would sometimes happen when he was nearby, often knocking over vases or sending papers flying. The wind would often change direction or intensity or abruptly stop. Still, no one connected this to him in any way. Until one fateful day… Aníbal had always particularly enjoyed the feeling of the wind in his hair and on his skin, and was always a passionate young man, a thrill-seeker by nature. He took up skydiving as a hobby, despite the protestations of his mother. On his first jump, accompanied by an instructor, there was a problem. The instructors parachute failed to open. Aníbal found himself thousands of feet in the air, plummeting towards the ground. He panicked. He could feel the air like never before, feel every current, every minute difference in pressure. Only one thought coursed through his mind: Up. Not down. Definitely up. He felt the grip of his instructor on his harness. He felt the currents change, the winds blowing from underneath, getting stronger and stronger, until the two of them suddenly stopped in mid-air, floating on the currents like a giant seagull. It was hard to tell who was more shocked by this development. „What the Hell are you, kid?!“, the instructor asked. „I don't know“, Aníbal answered in earnest. With some effort, Aníbal began to slowly descend, eventually landing in front of his shocked and horrified parents. A hefty payment was made to the instructor, who swore not to tell anyone what happened. Over the next couple of months, Aníbal came to terms with his abilities, learning to exert conscious control over them. He learned he could cause winds, powerful, devastating, gale-force winds, if he focused enough to do it. He learned to fly using the air currents, and asked his parents to finance the construction of a prototype flight suit designed to make flying through the air easier and safer. He learned to compress air and launch it with devastating force against obstacles. This was indeed great power, and he firmly decided it could not be suppressed or kept a secret. His grandfather had always spoken of noblesse oblige, the obligation of the powerful to protect those less fortunate than them. A superhero was a kind of nobleman for the 21st century. Aníbal decided to use his powers for good, to help people. His father was uncertain. He had wanted to groom his sons for power, but this was not the power he had in mind. Still, he had seen the destruction wrought by an immensely powerful threat checked and defeated by superheroes, one of whom had saved his life. He agreed to his son's request, on condition that he keep his identity a secret. Soon afterwards, he used his extensive contacts to arrange his son's transfer to an exclusive private school for gifted youngsters in Freedom City, a place where he would hone his abilities and learn to master them. Taking the name El Huracán, after the Mayan god of storms, Aníbal took the first step in his career as a hero. Personality & Motivation: Aníbal was given a patrician upbringing, and it shows in his manner and attitude. He carries himself with poise and elegance, although without a trace of arrogance or coldness. Naturally charismatic, he enjoys company and conversation and knows how to put most people at ease. He's classically handsome and charming in an old-fashioned way, which makes him popular with the girls – although he leans more towards boys. Still, his smooth approach may be seen as insufferably fancy and patronising by those of a more coarse, direct bent. Despite the fact his demeanor makes him appear more mature and levelheaded than the typical teenager, he is nevertheless still young, and has a passionate, impulsive streak liable to get him into trouble. He was always a little reckless, and the development of his powers has made him even more prone to rush headlong into danger at the first opportunity. His motivation for becoming a superhero is a sense of personal responsibility instilled in him by his grandfather, an old-fashioned landowner. While he has no interest in playing the role of a businessman or the padrón of a hacienda, he feels obligated to use his newfound powers to make the world a better place to live, and particularly to protect those less fortunate than he is. He's proud of his heritage, and eager to serve as a role model to young Latinos everywhere and an ambassador for his country and community. However, in addition to these lofty aspirations and ideals, another reason for his choice is a typical teenage boy's pursuit of excitement and adventure, and an opportunity to impress some handsome chicos or cute senoritas. Powers & Tactics: In a combat situation, El Huracán will stay out of range, relying on dodging enemy attacks or deflecting them by manipulating the wind. He attacks from a distance, hurling blasts of air or knocking down opponents with gusts of wind. Usually he stays in the air, hovering above the action and avoiding direct contact. While his suit offers him some protection, able to stop pistol bullets and cushion cuts and blows, he is rather fragile in an up close fight, easily overpowered by a trained or stronger foe. He has a love of flashy moves and daring stunts, and his natural confidence and rapier wit can get under the skin of opponents, as well as inspire his comrades. While he has a good grip on his powers, his youth and inexperience can land him in hot water. Complications: Anchors Aweigh: As a dual citizen of Mexican heritage, Aníbal may occasionally run into some anti-immigrant sentiment. Having to divide his loyalties between Mexico and the US may also pose a problem in some cases. Who Is That Handsome Young Devil?: He promised his parents to keep his true identity a secret. It's not easy. Target of Opportunity: As the son of one of the wealthiest men in Mexico, he's a ripe target for anyone trying to cause harm to his father. Salsa y Sabor: A combination of inherited passionate temperament and teenage recklessness makes him prone to showboating and flamboyant displays of his powers. He'll usually take unnecessary risks and rush into danger where a more considered approach would be superior. Rich Corinthian Leather: Aníbal had a privileged upbringing, and is used to living in the lap of luxury. While he is generous and sympathetic to those less fortunate than himself and never ostentatious with his money, he does enjoy the finer things in life. Because of his upper class lifestyle, he can find it hard to relate to those from poorer backgrounds, and they in turn may resent his wealth and good fortune. Touched By The Terminus: Although it hasn't been officially established, it is likely that Aníbal's powers stem at least in part from his father's exposure to Terminus energy years before. This may cause problems later on. Abilities: 4 + 8 + 4 + 6 + 2 + 8 = 32PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 18 (+4) Combat: 8 + 12 = 20PP Initiative: +4 Attack: +4 Melee, +10 Ranged Grapple: +6 (+22 w/Air Control) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 6 + 6 + 6 = 18PP Toughness: +8 (+2 Con, +6 Protective Padding (+3 impervious) ) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+4 Dex, +6) Will: +6 (+0 Wis, +6) Skills: 48R = 12PP Acrobatics 1 (+5) Bluff 4 (+8) Computers 1 (+4) Concentration 2 (+3) Diplomacy 4 (+8) Handle Animal 2 (+6) Knowledge (art) 1 (+4) Knowledge (business) 1 (+4) Knowledge (civics) 1 (+4) Knowledge (current affairs) 1 (+4) Knowledge (history) 1 (+4) Knowledge (popular culture) 3 (+6) Knowledge (theology & philosophy) 1 (+4) Language 4 (English, Spanish [Native], French, German, Latin) Notice 6 (+8) Perform (dance) 3 (+8) Perform (oratory) 1 (+5) Perform (keyboards) 4 (+9) Perform (singing) 2 (+6) Ride 1 (+5) Sense Motive 2 (+4) Feats: 21PP Attack Focus (Ranged) 6 Attractive Benefit (Dual Citizenship: US-Mexico) Benefit 2 (Wealthy Parents) Connected Distract (Bluff) Dodge Focus 6 Favored Environment (air) Inspire Taunt Powers: 37 + 12 + 1 + 4 = 54PP Aerokinesis 11.5 (23PP Array); Feats: Alternate Power 7, Dynamic 8; Drawbacks: Power Loss (in vacuum) -1) [37PP] (air, mutant) Dynamic Base Power: Move Object 11 (Air Control; Extras: Range (perception); Feats: Precise; Flaws: Action (full) ) {23/23} (air) DAP: Blast 10 (Air Blast; Feats: Indirect 3) {23/23} (air) DAP: Blast 5 (Tornado; Extras: Area [25-125 ft. radius Burst], Duration; Feats: Progression - Increase Area 2, Progression - Increase Range) {23/23} (air) DAP: Suffocate 5 (Suffocation; Extras: Range 2 (perception) ) {20/23} (air) DAP: Flight 5 (Wind Riding) {10/23} (air) DAP: Deflect 4 (Wind Screen; Extras: Reflect, Action 3 (reaction), slow projectiles) {20/23} (air) DAP: Trip 10 (Blow Away; Range 100 ft; Extras: Knockback; Feats: Indirect 3 (any point, any direction) ) {23/23} (air) DAP: Trip 5 (Gale; Range 50 ft; Extras: Knockback, Area [50-100 ft Cone], Selective Attack; Feats: Accurate (+2), Improved Trip, Progression - Increase Area ) {23/23} (air) Device 3 (Huracán Flight Suit; 15PP Container; Hard-To-Lose) [12PP] Sensory Shield 3 + Super-Senses 1 (Goggles; +6 vs visual effects; low-light vision) [4PP] (technology) Protection 6 (Protective Padding; Extras: Impervious (3 ranks) ) [9PP] Immunity 3 (Protective Lining; cold, heat, high pressure; Flaws: Limited - Half Effect) [2PP]. Immunity 1 (suffocation (drowning); Enhanced Lung Capacity; Extras: Flaws: Limited - Half Effect ) [1PP] (mutant) Super-Senses 5 (Sense Air Flow; Blindsight (tactile), Danger Sense (tactile); Drawback: Power Loss (in vacuum) -1 ) [4PP] (mutant, air) DC Block ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 17 Toughness Damage (Physical) Air Blast Ranged DC 25 Toughness Damage (Physical) Suffocate Percept. DC 15 Fortitude Suffocation Tornado Area DC 20 Toughness Damage (Physical) Blow Away Ranged DC 25 Toughness (Staged) Damage (Physical) 1d20+10 vs. STR or DEX Trip Gale Ranged DC 20 Toughness (Staged) Damage (Physical) 1d20+5 vs. STR or DEX (worse) Trip Totals: Abilities (32) + Combat (20) + Saving Throws (18) + Skills (12) + Feats (21) + Powers (54) = 157/163 Power Points
  8. Zenith Corinne Conrad Power Level: 8/11 (162/180) Unspent Power Points: 18 Trade-Offs: None In Brief: Matter manipulating daughter of a hero, just trying to make it on her own in the big city. Catchphrase: "I am the agent of change." Theme: Chvrches, “Gun” or Hundred Waters, "Particle" Alternate Identity: Secret Birthplace: Los Angeles, CA Residence: Claremont Base of Operations: Claremont Occupation: Student, wanting to be an artist/dancer. Affiliations: Claremont. Family: Amir al-Misri, father; Natalie Conrad; mother; Harold Conrad, step-father; Nicholas Conrad, younger brother; Dalir Saleh, half-brother. Description: Age: 16 (DoB: 2001, April 1st) Apparent Age: 16. Gender: Female Ethnicity: Caucasian (British) /Arabic (Egyptian) Height: 6’2 3/4 Weight: 161 Eyes: Blue (Glowing White) Hair: Dirty Blonde, generally dyed (Various shades of oranges and pinks) Corinne takes more firmly after her mother than father, though she has his height (On her it would be described as Statuesque), and a bit of his jaw, and serious eyebrows. She is built like someone who has taken dance for many years, slender and willowy with the proper mass that came with a decade of ballet and having to be able to hold herself en pointe. Perpetually she has a crooked smile, matching teeth that were a bit crooked as well. She is, though, gorgeous and knows how to employ her beauty, even it is not her first choice. Corinne’s aesthetic tends towards ‘Hipster Bohemian,’ when outside of dance class and practice. She does have to wear glasses, however. Her hair is currently in an asymmetrical undercut style, normally bleached or dyed varying shades and colors, with patterns and notches done in the clippered hair. When she changes she restructures her clothing into a variegated colored summer dress and bare limbed, though her left leg had has a thigh high covering. A distortion effect around her median, and occasionally around the rest of her, similar to artifacting that can happen in video. Her limbs trailing off into coruscating light, that moves over her skin. Her pupils and irises turn into apertures of like, and her hair stands like a flaming crown of pinks and oranges. History: Corinne is the result of a tryst between her mother and then less famous and rich playboy Amir al-Misri. She eventually found this out, after she got upset in a normal argument with her mother, and in the process did an impromptu remodeling of the kitchen, turning it into glass. All of it. With that in mind, her mother explained some things, and reached out to Amir, and Corinne found herself in Freedom City, and Claremont. She is still dealing with all of the changes. Though she still has her art, and dancing, and been semi-normal, she hopes that will keep her grounded even as her entire world changes around her, like some sort of outward expression of her newfound powers While she knew that Harold Conrad wasn’t her biological father, she had accepted him as effectively her father, and Amir feels alien to her. Though the relationship is tentative, as their involvement with each other’s life has been nonexistent until recently. She is still strongly connected to her family and speaks to them frequently, though is less… clear on her relationship to Amir and his family and associates. She wonders if she can truly go through what is happening without issue, but that remains to be seen. Though one thing is certain, she will have an amazing ability to do art with her powers, and that prospect alone is enough to drive her to learn and refine more in her abilities. Does superheroing even look good on an art school application? Personality & Motivation: Corinne is a nice person, and apparently has inherited powers from her father. She feels obligated to figure out how to use them, and how to apply them effectively and safely. She is certainly not retiring sort, though despite a bit of occasional bubbly personal, she is still concerned to what others things of her. Outside of that, she still wants to pursue artistic endeavors, and perhaps try to juggle that and her powers. She does strive very hard in both dancing and her other media of art not just do good, but to have her work judged as good. When changed, her behavior is changed, becoming more haughty, even arrogant. Though her moral character doesn’t change. As it seems there that it an expression of being less concerned with the views of others about her. Powers & Tactics: She is still working out this whole fighting thing. Generally just uses straightforward tactics and her powers to stop people, preferring using Snare, Create Object, or Transform first to restrain/detain someone. Power Descriptions: Her powers are Mutational, and are based around the ability to manipulate matter by controlling the energetic bonds in it’s structure. It seems associated with her emotional state, tied to her id, or subconciousness and while in her Zenith form does have a different personality. Currently this is expressed through a change in herself, adopting an alternate form with different behavior, and full access to her powers. Outside of that, she has base access to change matter and react defensively to restrain others, as well as be able to walk on air as it it was solid. The change to Zenith is a violent reshaping, brilliant, her clothes turned into whatever attire she feels she should have on, which is invariably different than her normal clothes. Transform is dramatic, looking like she was digitizing the matter as she reshapes and changes the nature of it. She can also reshape matter, though strangely this can be considered the most difficult/taxing of her abilities. Create Object is still rough, though with a similar effect as she ‘draws’ in a structure, and then fills it with matter, but the shapes can be a bit crude, and she cannot pass them off as real, and the colors tend to be bright or matching something similar to her emotional state. Snare is a specific application of the above powers, quite literally altering or making matter to be purpose built. It does not have defined structure, and it seems to not really have a conscious thought process besides ‘surround them.’ Drain Toughness has pieces of matter being ripped apart and drawn back into her. Her Damage effect is an expansion of her Forcefield, creating a brilliant, swirling light and force that knocks down those inside of it. Complications: Commitments: Does have dance recitals and schoolwork. This stuff is complicated with the super power thing. The heroing thing cuts into that. Crap, you know who my dad is: He’s famous, he’s divisive. Some enemies may want to get her. She may be thrust into a limelight she does want, or have attention she doesn’t need. Fascinated: Due to her artistic personality, when infused with energy in her alternate form she is easily or distracted by flashing lights or other pretty twinkles. Grandiose: In general she needs reliant on being able to gesture to use a good bit of her powers. Being bound, or restrained will prevent her from really being able to access them in most cases. Keep Calm, Can’t Carry On: Her powers require a heightened emotional state, and If for instance under the effect of emotional control (calm), she cannot muster up energy to use her powers, particular changing to her Alternate Form. At the same token strong emotional responses, or reactions, do not empower her, and it does seem to generally inhibit her ability to be precise.. Secret Identity: Well… yeah. Warring with Herself: Her powers still frighten her and may become upset with the aftermath of them. She can become Shaken during those times. Abilities: 2 + 4 + 4 + 2 + 4 + 6 = 24 PP Strength 12 (+1) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 16 (+3) Combat: 8 + 8 = 16 PP Attack: + 4 Base Defense: + 8 (+4 base, +4 w/ Shield), +2 Flatfooted Initiative: + 7 (+3 Dex, +4 Improved Initiative) Grapple: + 5 Knockback: -1/ -4 Forcefield / -8 Alternate Form Saving Throws: 4 + 3 + 4 = 11 PP Toughness: +2/+8 Impervious w/ Alternate Form (+2 CON, +6 Force Field, Impervious +8) Fortitude: +6 (+2 CON, +4) Reflex: +6 (+3 DEX, + 3) Will: +6 (+2 WIS, +4) Skills: 76r = 19 PP Acrobatics 12 (+15) Bluff 4 (+7/+11 with Attractive) Concentration 4 (+6) Craft: Artistic 8 (+9) Diplomacy 4 (+7/+11 with Attractive) Gather Information 4 (+7) Knowledge: Art 4 (+5) Knowledge: Popular Culture 4 (+5) Perform: Dance 12 (+15) Perform: Percussion Instruments 4 (+7) Notice 4 (+6) Search 4 (+5) Sense Motive 4 (+6) Swim 4 (+5) Feats: 5 PP Attractive Beginner’s Luck Improved Initiative Luck Uncanny Dodge (Auditory) Powers: 6 + 4 + 49 + 2 + 26 = 87 *All powers carry the Mutation and Matter Control/Manipulation base descriptors Force Field 6 (Extras: Linked) [6PP] + Shield 4 (Extras: Linked) [4PP] 'turn aside the slings and arrows' Restructuring 24 (Array, Matter Control/Manipulation, 48PP, PFs Alternate Powers 1) [49PP] BE: Transform 8 (Inanimate Objects to Inanimate Objects, 250lbs; Extras: Duration [Continuous]) {48/48} AP: Snare 8 (Extras: Area (Burst), Regenerating, Selective; PFs: Accurate 2, Reversible, Variable Descriptor 2) {45/48} 'reshape and bind' Super Movement 1 (Air Walking) [2 PP] Zenith (Alternate Form, 26PP, Extra: Duration [Sustained]) [26PP] Enhanced Feat 1 (Quick Change) [1 PP] ‘Let me slip into something proper’ Adds, Linked to Forcefield and Shield, Impervious TOU 8 (Extras: Linked) [8PP] + Immunity 9 (Life Support; Extras: Linked) [9 PP] ‘Imperious armor’ Restructuring 0 (Array, Adds PFs: Alternate Powers 4) [4PP] AP: Create Object 10 (10x 250’ Cubes, 50 Str Load: 25.6 tons; Extras: Duration [Continuous], Movable; PFs: Innate, Precise, Progression 3, Selective, Stationary, Subtle [just like real]) {47/48} 'vibrant genesis' AP: Drain Toughness 8 (pattern scatter, 8x 10’ Cubes; Extras: Only Objects [+0], Linked [+0], Area [Shapeable], Ranged, Selective Attack; PFs: Progression, Reversible) {42/48} 'sublimating reformation' AP: Damage 8 (40’ Radius, Extra: Area [cylinder], Linked [Trip], Selective Attack; PFs: Variable Descriptor 2 [any]) {26/48} + Trip 8 (40’ Radius; Extras: Area [cylinder], Linked [Damage], Selective Attack; Flaws: Range [Touch], PFS: Improved Trip, Variable Descriptor 2 [any]) {19/48} 'tumultuous rebuke' AP: Move Object 16 (Effective Strength 80; Load: Heavy 800 tons, Max: 1.6k tons; Extras: Range [Perception]) {48/48} 'it moves as I wish it to' Teleport 4 (400’/1 Mile; Flaw: Medium [Created/Transformed Objects]) [4 PP] 'that which I touch I am connected to' Abilities 24 + Combat 16 + Savings Throws 11 + Skills 19 + Feats 5 + Powers 87 = 162/180 PP
  9. Power Level: 10 (150/154PP) Trade-Offs: +2 Toughness / -2 Defense Unspent PP: 4 In-Brief: Experimental life form with the mind of a teenager Alternate Identities: Ralf Steiner Identity: Public Birthplace: Munich, Germany Occupation: Student Affiliations: None Family: Andrew Steiner (adopted father) Age: 2 (though mentally around 16) Gender: Male Ethnicity: ??? Height: 5' 8" Weight: 175 lbs Eyes: Green Hair: Black (usually) Description: In his raw, undisguised form, Ralf is a slender, vaguely humanoid blob with large, muscular looking limbs. He tends to look more than a little monstrous when not in disguise, sporting a large maw and large, glowing yellow eyes. His Claremont uniform typically consists of little more than a pair of baggy blue pants and a pair of black bracers that cover half of his forearms. Though he can look any way he pleases for the most part, he tends to walk around on the day to day looking like a teenager, based largely off of a picture of his creator when he was younger. In this particular form, he's a tall, somewhat gangly young man with black hair and green eyes. Power Descriptions: Ralf is a vaguely humanoid gelatinous blob, able to stretch his body and pass between a liquid-like and solid state almost at will. Because his entire body is a weapon, he uses it as such in often inventive ways, striking with mallet-sized fists (or actual mallets!) from a significant distance. History: Andrew Steiner was tasked by SHADOW to create a weapon: a life form that could cause untold destruction while being durable enough to withstand anything that any hero could throw at it. After years of development, he created an amorphous blob creature named RALF: Recombinant Artificial Life Form. It had everything that SHADOW asked it for--strength, durability, and the potential to cause significant destruction if mass produced. During the testing and experiments, however, Steiner noticed that his creation had odd quirks. While it didn't require sustenance in the traditional sense, it snatched a candy bar from an unwitting technician and immediately ate it. And it seemed to enjoy it. After six months, it began mimicking the speech of those around it. In time, it learned not only to speak, but to read and write as well. It started asking question, learning at a rapid rate with the curiosity and innocence typical of a child. Steiner realized what he had created, and that handing RALF over and turning him into a weapon would be a terrible mistake. This fact became all the more clear when RALF was put into combat testing and showed a clear reluctance to harm living targets, constantly questioning his handlers. Steiner fled to America, taking RALF with him. Giving him a name and instructing the still evolving life form to disguise himself in a form fitting his intellectual age, Steiner contacted Claremont Academy to put Ralf in their care before he disappeared. Personality & Motivations: Ralf is a playful individual, always quick with a joke or a witty retort. At a glance, he seems to take almost nothing seriously, and his general nature and energy border on the hyperactive. Still, he knows his situation and rails against the idea of someone else using him to harm others. His lessons in morality are, in his mind, a personal connection to the man who created him, and he'll do whatever he has to in order to honor it. Ralf is an uncompromisingly honest person--perhaps a little too honest. In most matters, he doesn't really know how to pull his punches, either physically or emotionally, which can often lead to a little bit of awkwardness and unintended friction with other people. He knows he's not perfect, however, and that's just one of many things he needs to learn. Powers & Tactics: Ralf tends to use his superior physical strength and durability to his advantage, and is perfectly fine with wading into a fight, fists swinging. His ability to stretch his limbs only lends to his preference for slugging it out with an opponent, and his elusive nature is often used as a distraction to allow heavier hitters to take advantage of the situation. His unusual body structure allows him to use more than just his arms as weapon; able to bounce from place to place, climb and suspend himself from walls, and use his entire body to snare opponents, Ralf can be incredibly unpredictable, but the constant is always about his mobility. Complications: Enemy: SHADOW wants its biological weapon back. It Ain't Easy...: All of Ralf's humanoid forms have green eyes. Keep It Together: Ralf has a tough time maintaining a disguise in the presence of water. While he can at least keep his basic form intact, anything more doesn't hold up, even rain. Sweet Tooth: Ralph can eat just about anything. Though he has no appetite to speak of, he can't resist sugar. Trophy Hunter: Ralf often feels like everything he does needs commemorating, and often looks to collect souvenirs from encounters. Abilities: 0 + 8 + 24 + 2 + 0 + 4 = 38PP Strength: 10/30 (+10) Dexterity: 18 (+4) Constitution: 34 (+12) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: +4 Attack: +8 (+10 melee) Grapple: +28 Defense: +8 (8, +0 Dodge Focus) / +4 flat-footed Knockback: -6 Saving Throws: 0 + 2 + 6 = 8 PP Toughness: +12 Fortitude: +12 (+12 Con, 0) Reflex: +6 (+4 Dex, 2) Will: +6 (+0 Wis, 6) Skills: 32R = 8PP Acrobatics 4 (+8) Bluff 10 (+12) Disguise 4 (+6) Escape Artist 0 (+9 Elongation) Intimidate 4 (+6) Language (Native: German; English) Notice 4 (+4) Perform (acting) 3 (+5) Stealth 2 (+6) Feats: 5PP Attack Focus (melee) 2 Distract (Bluff) Improved Grab Improved Grapple Powers: 6 + 6 + 5 + 23 + 7 + 6 + 6 = 59PP Elongation 5 (100 ft range, 50 ft increments, +5 Escape and Grapple) [5PP] AP: Leaping 5 (x50; 250/500/1000 high/standing/running jump) [1PP] Immunity 6 (Critical hits, disease, poison, suffocation) [6PP] Insubstantial 1 (fluid) [5PP] Morph 10 (Broad--any humanoid, +50 disguise) [23PP] AP: Bouncing 9 (PFs: Move-by Action, Ricochet) [1PP] AP: Enhanced Strength 20 [1PP] AP: Snare 10 (Flaw: Distracting, Ex: Engulf, Regenerating) [1PP] Regeneration 6 (Injured 6 [1/round]; PF: Regrowth) [7PP] Super Movement 3 (Slithering, Sure-Footed 1, Wall-Crawling) [6PP] Super Strength 3 (+15 STR, heavy load: 6.4 tons) [6PP] Drawbacks: -0PP Abilities (38) + Combat (34) + Saving Throws (8) + Skills (8) + Feats (5) + Powers (59) - Drawbacks (0) = 150/154 Power Points DC Block Attack Range Save Effect ============================================================================ Unarmed Melee DC25 TOU [Staged] Damage [Physical] Snare Melee DC20 Reflex [Staged] Bound/Entangled
  10. Player Name: tv50watcher Character Name: John Blake Power Level: 10 (150/152PP) Trade-Offs: -5 Attack / +5 Damage -5 Defense/+5 Toughness Unspent Power Points: 2 In Brief: By day, he is a normal teenager mostly, just super strong. By night, he becomes a nigh unstoppable juggernaut. Residence: Freedom City Base of Operations: Freedom City Catchphrase: Ready to hear my ROAR?! Alternate Identity: The Gargoyle Identity: Secret Birthplace: Freedom City Occupation: Unemployed Affiliations: Claremont Academy Family: Annabelle Blake (Mother), Randy Blake (Father, dead, left when he learned his kid was a mutant) Description: Age: 16 (DoB: 2000 July 7th) Gender: Male Ethnicity: Caucasian Height: 5'5" (6'5" while transformed) Weight: 150 pounds (750 pounds while transformed) Eyes: Blue Hair: Blonde When not transformed, he looks like an average kid, maybe even below average. His muscles are not very prominent, just toned, and he's even a bit short. Once transformed however, his muscles typically rip right through any clothing he might have on, and his height jumps an entire foot. He looks grey, almost made out of stone, and but his voice remains the same, so he tends to try and change it on his own, creating a kinda gravelly deep voice. He has draconic-like wings and his eyes remain the same, but even his hands grow claws, his feet become like talons and he grows a tail. History: John Blake was never ordinary. When he was born, they figured out he was a mutant pretty quickly when he lifted the couch because he wanted to go underneath it as a small baby. This was very unusual as no one in his family ever had had powers, or even been a mutant, but he was completely natural. On the age of 16 however, he changed even more, as his full mutant power revealed itself, and he transforms into The Gargoyle, a beast of near unstoppable power. The only problem? If caught out in daylight, John Blake discovered he turns to stone, very breakable stone, for the entirety of the day if caught out as the Gargoyle. He before this had never been a hero except in rare circumstances because while he himself is rather vulnerable, and not terribly strong. Stronger than most, but not strong. He was always unable to help because of how easily he knew he could get hurt, and he knew he couldn't leave his mother alone. He then went on to become a superhero of the night, unwilling to before because he needed to stay alive for his mother, but given his new powers, could not resist the call for help, remembering how many times he could've used someone to help him, but people walked away anyway. Now he stalks the night, and goes to school by day where he's known for being the rather dorky kid actually, on account of sitting out during gym and otherwise just allowing bullies to walk over him. One of the stranger things about him though is that because of the short amount of time he has available to him while as the Gargoyle, he tends to lose most of his limitations, the amount of adrenaline coursing through his body forcing him to do SOMETHING physical while he is transformed, so he tends to go superheroing. He was more recently approached to enroll at Claremont Academy, and since it is what he wants to be, a superhero, he accepted. However, both him and the headmaster did not tell him mother it was a superhero academy. He keeps a secret on his powers anyway because he's used to it having had 16 years of conditioning to not use his powers while untransformed, but it's also simply wanting to go unnoticed. You do not be cardboard and tempt fire to attack you, you hope the fire doesn't notice you. And that's why he tries to not reveal himself. Personality & Motivation: John Blake is under his normal ego, a rather meek kid, kinda shy and refuses to do physical activities outside of possibly running around the track. He will confront bullies from beating up or otherwise harrassing other kids, but he will never raise a finger to help himself from those same bullies. However, while as The Gargoyle, he will confront any evil he sees, making sure to keep the innocent safe. If ever his Gargoyle form should not work, he will keep himself alive above all else, for the fear of what his death would do to his mother, but he may be willing to sacrifice himself anyway because he has never been able to fully look away from a call to help. He has just simply been conditioned to stay away from fights while not transformed. Powers & Tactics: He will for the most part punch and claw something. If that doesn't work, he'll try using his increased mass and high flying speed to gain even more momentum for an attack. Eventually, he thinks anything will fall to his fists. Complications: Wings: His wings can be bound up or otherwise incapacitated. If done, he cannot fly at all until he recovers his wings. Identity: Secret to his mother and most people, he does not like broadcasting that he has powers Sunlight: If caught in sunlight in his Gargoyle form, he will turn to stone until night falls again upon his form. This stone is no harder to break than concrete. If one were to destroy say his arm, it would remain destroyed when he turns back to normal. Even going back to his human form would have this arm lost. Same for any part of him. He can perceive things the same way a comatose man can, very rarely and not very well. And if one were to damage what would become a vital area of him when he turns back, or otherwise breaks the stone? He will remain stone, and he will be dead, even gluing him back together will not reverse his death. Bully Magnet: For whatever reason, people love bullying this guy. Maybe they know they can get away with it, or maybe they just like it. Wherever he goes, bullies inevitably follow. Abilities: 6 + 6 + 14 + 2 + 2 + 0 = 30PP Strength: 16/26/40 (+3/+8/+15) Dexterity: 16/20 (+3/+5) Constitution: 24/34 (+7/+12) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 8 + 4 = 12PP Initiative: +3/+5 Attack: +4; Melee +5 Grapple: +14/+19/+21 Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -3/-13 Saving Throws: 1 + 0 + 4 = 5PP Toughness: +15/+7 (+12/+7 Con, +3 Protection [Impervious 8]) Fortitude: +13/+8 (+12/+7 Con, +1) Reflex: +9/+7 (+5/+3 Dex, +4) Will: +1 (+1 Wis, +0) Skills: 52R = 13PP Acrobatics 4 (+7/+9) Bluff 7 (+8) Climb 10 (+13/+18) Concentration 1 (+2) Escape Artist 3 (+6/+8) Notice 8 (+9) Search 8 (+9) Stealth 2 (+5/+7) Survival 9 (+10) Feats: 5PP Untransformed: Attack Focus (Melee) 1 Dodge Focus 3 Luck 1 Transformed: Distract (Intimidate) Fearless Improved Grapple Takedown Attack Weapon Break Powers: 82 = 82PP Alternate Form 16.8 (Gargoyle Form) [82PP] (Mutation) Enhanced Traits 24 (Strength 10, Dexterity 4, Constitution 10) [24PP] Enhanced Feats 5 (Distract (Intimidate), Fearless, Improved Grapple, Takedown Attack, Weapon Break) [5PP] Density 7 (Used to Stone; +14 strength, Weight multiplier: x5; Extras: Duration[Continuous]; Flaw: Permanent; Immovable 2, Impervious Protection 3, Super Strength 2) [21PP] Super Senses 5 (Gargoyle Senses; Darkvision, Scent [Accurate]) [5PP] Additional Limbs 1 (Gargoyle Tail; Feats: Improved Grapple) [1PP] Flight 5 (Gargoyle Wings; 250 MPH) [10PP] Impervious Toughness 5 (Form of Stone; total Impervious 8) [5PP] Immunity 11 (Tough Like Stone; Ballistic Damage, Disease, Poison, Sleep, Starvation and Thirst, Suffocation (All)) [11PP] Drawbacks: -3 = -3 Action 3 (Full Round Action) [Alternate Form Transformation] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18/30 Toughness Damage (Bludgeon) Totals: Abilities (30) + Combat (18) + Saving Throws (5) + Skills (13) + Feats (5) + Powers (82) - Drawbacks (3) = 150/152 Power Points
  11. Rosethorn Power Level: 10 (150/156PP) Unspent Power Points: 6 Trade-Offs: None In Brief: Lonely goth girl becomes natures champion Theme Song: VNV Nation - Illusion Alternate Identity: Lillian “Lilly” King (Secret) Birthplace: Thornwood, Oregon Base of Operations: Claremont Academy Occupation: Student Affiliations: Claremont Academy, The Court of Leaves Family: Julia and Adam King (Mother and Father) Description: Age: 16 (DoB: 9th october 2000) Gender: Female Ethnicity:Caucasian Height: 5'5 Weight: 110lbs Eyes: Green Hair: Black Lilly is a slender young woman with long black hair and pale skin. Her fashion sense leans more towards gothic, preferring black dresses, plenty of silver jewelry and any footwear that can add even the slightest boost to her height. In costume Rosethorn wears a dark green and black bodysuit with a red rose printed on the right side, fishnet sleeves and black gloves. A dark red mask helps hide her identity. Power Descriptions: Lilly is imbued with power from a high ranking spirit in the Court of Leaves. She can rapidly grow nearly any form of plant life she can think of from nearly anywhere and guide them into any shape she wills. From pheromone-laced flowers to thorn covered vines and carnivorous plants. She does seem to lack the power to animate or directly control them after growing them though. She has also gained enhanced strength, durability and the power to regenerate wounds thought photosynthesis. History: Lilly grew up in Thornwood, Oregon. A small town who's only notable feature was the incredibly dense forests surrounding it. More interested in fairy tales and stories as a kid rather than playing with others. Daydreaming rather than talking. As she grew older her interests became a bit darker. Horror movies, dark music and occult titbits from the internet became items of an interest and even her fashion tastes began to reflect that. Her parents were not too perturbed, thinking this was just a phase teenagers went through and she was not that rebellious all things considered. Unfortunately such feelings did not transfer over to high school life. Students avoided her at best and bullied her at worst, seeing her as some witch the town always seemed to have rumours about. It often became too much for her and she willingly hid away from people in places where they could not hurt her. Her favorite was clearing in the forest that surrounded the town. It was always a calming, peaceful experience for her and at times her only escape from it all. Things were different one day. She heard voices in the woods, speaking in unison in some language she did not recognize. Against her better judgment, she went in deeper to investigate. There she found a group of women gathered in a circle chanting with a tree-like human in the center. It started to scream for help as its essence was being pulled from its body violently. What was happening was clearly not good, but Lilly was not sure what she could do. But in the end she figured she had to try something. She grabbed a fallen branch, sneaked up behind one of the women and tried to knock her unconscious. It was not enough, but it interrupted the chant and broke whatever spell was being cast. The spirit was free and went on a rampage and the witches were forced to flee for their lives The spirit then stopped and studied Lilly. She was not sure what it was about to do or if rescuing it might have been a mistake until it pointed at her and declared. “You will become our Champion.” She did not have enough time to react before before Lilly found herself engulfing in a giant flower. It was not until late in the evening she emerged changed. She stumbled home to her worried parents, who then had their feelings turn to outright panic when she accidentally grew a tree in the living room while trying to explain what happened. Searching for a way to get Lilly's powers under control, it was not long until they came into contact with the Hero Boosters Club and then the Claremont Academy in Freedom City. Personality & Motivation: The years of social isolation have had an impact on Lilly. She is rather anxious and aloof of others at first, at least until they gain her trust. Then they find out she is a lot more cheerful and pleasant, even if her interests and sense of humor leans more towards the dark and morbid. She is happy to have superpowers, yet she frets that she might do something terrible with them by accident and feels a bit lost about being the champion of some mystical entity. The past few years have left Lilly sick and tired with mistreatment and cruelty in the world. She would rather see the world become a better place and now she can do just that. Powers & Tactics: Rosethorn does not like getting in close and personal with enemies. She prefers to use her plants, spores and pollen's to keep as much distance between her and them as possible. Should anyone manage to break through these powers hoping for a harmless target will be disappointed to find that she is much stronger than she looks and is more than willing to punch anyone close to her with thorn covered fists. Complications: Overgrowth: Rosethorn does not have full control of her powers and the plant life she creates tends to cause unintentional damage. Secret Identity: Lilly tried to keep her identity secret, if only out of privacy. Something Wicked: The Coven is after revenge for Lilly's meddling and covet the power she now possesses. What the hell is that?: Lilly's lacks knowledge about her status in the spirit courts and everything tied into that. Her ignorance could lead to problems. Abilities: 4 + 4 + 4 + 2 + 4 + 2 = 20PP Strength: 30/14 (+10/+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +6 Attack: +4 Base, +10 Melee Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Grapple: +12/+20 Knockback: -5 Saving Throws: 6 + 4 + 8 = 18PP Toughness: +10 (+2 Con, +8 Protection) Fortitude: +8 (+2 Con, +6) Reflex: +6 (+2 Dex, +4) Will: +12 (+4 Wis, +8) Skills: 40R = 10PP Bluff 4 (+5/+9) Craft: Artistic 4 (+5) Diplomacy 4 (+5/+9) Knowledge: Arcane Lore 4 (+5) Knowledge: Theology and Philosophy 4 (+5) Notice 6 (+8) Sense Motive 6 (+8) Stealth 8 (+10) Feats: 16PP Attack Focus: Melee 6 Attractive Dodge Focus 6 Improved Initiative Luck Power Attack Powers: 4 + 16 + 3 + 24 + 8 + 6 + 2 + 7 = 70PP Concealment 4 (Forest Cloak, All Visual. Flaw: Limited [In Vegetation]) [4PP] Enhanced Strength 16 [16PP] Immunity 3 (Plant Physiology, Critical Hits, Poison) [3PP] Plant Powers Array 10.1 (3 Alternate Powers) [24PP] Base: Paralyze 10 + Damage 0 (Toxic Thorns. Linked, Power Feats: Mighty) [21PP] AP: Snare 10 (Vines and Flytraps. Extras: Area: Shapeable. Flaws: Range (touch) Power Feats: Progression (Area) 1) [1PP] AP: Emotion Control 10 (Pheromones. Extras: Area (Cloud). Flaws: Sense-Dependent (Olfactory)) [1PP] AP: Create Object 8 (Rapid Growth. Power Feats: Innate, Precise, Progression 2. Flaws: Permanent) [1PP] Protection 8 (Lignin Skin) [8PP] Regeneration 10 (Recovery +3, Bruised 1 (1 Round), Injured 3 (1 Minute), Staggered 3 (1 Minute), Power Feats: Regrowth. Flaws: Source (Sunlight)) [6PP] Super Senses 2 (Spirit Awareness. Visual) [2PP] Teleport 7 (200 Miles, Flaws: Medium: Plants) [7PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage (Physical) Toxic thorns Touch DC 20 Will (staged) Damage (Physical) + Slowed/Paralyzed (Toxins) Vines and flytraps Area (Shapeable) DC 20 Reflex (Staged) Entangled/Bound and Helpless Pheromones Area (Cloud) DC 20 Will (Staged) Emotion Control Totals: Abilities (20) + Combat (16) + Saving Throws (18) + Skills (10) + Feats (16) + Powers (70) = 150/156 Power Points
  12. Player's Name: Quinn Character's Name: Outlaw Power Level: 10 (150/153PP) Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness Unspent PP: 3PP Description: Alternate Identities: Jacob Cross Identity: Public Birthplace: Hempstead, TX, USA. Occupation: Student Affiliations: Claremont Academy Family: James Cross (Father), Harriet Cross-nee-Prophet (mother). Age: 16 Gender: Male Ethnicity: Caucasian Height: 6’4” Weight: 164 lbs. Eyes: Red Hair: Auburn, occasionally on fire. Jake’s looks match the drek he’s had to deal with over the years – which is fairly sad, because if he managed to untwist his look from the near-permanent scowl on his face, he’d actually look pretty darned handsome. He’s tanned, well-muscled – plenty of work to be done around the farm, keep him from thinking too much. Clean-shaven, oddly, even with that strong chin; try as he might, he can’t seem to grow a beard. He dresses pretty plainly, for the most part – his day wear’s a pair of sneakers, blue jeans, and sleeveless shirts (since his fire spreads up from the hands when he’s really agitated, means he can usually catch it at the elbow before it lights his shirt on fire – more difficult with long-sleeves). On the job, he dresses in a costume made himself; a blue poncho with gold stylized flame embroidery, and Claremont Academy uniform pants and boots (also in blue and gold). A belt lined with energy drink cans and a brass plate vest with odd technological gewgaws lie below the poncho, as well (the closest metal he could get to the uniform color). A domino mask and bandanna (blue) hide his identity in turn, under a broad-brimmed leather hat. He’s taken to the school colors fairly well, actually. History: It’s hard to deny, and Jake really won’t even try, that the young hero’s upbringing was fairly cliché. The Cross family owned a plot of land a few miles outside of Hempstead, Texas; not very large, but good earth. A good retirement for a pair of broken-down old heroes; James Cross, alias The Silver Rider, and Harriet Cross-nee-Prophet, alias Ace High. They used to work the streets of Houston for decades, until the Terminus Invasion – as with many across America, they’d flooded with fist and courage into Freedom City, and watched the Centurion fall. In turn, they’d had their own spirits for the life of justice and freedom broken in turn; years of fighting having wore them down. They found themselves working together during the deconstruction, and eventually struck up an acquaintance – ultimately falling in love and choosing to retire together. They actually found it funny they’d never really fallen in together back home – maybe it was just the closeness of death that finally kickstarted it? Or maybe just good luck. Either way, they hung up the mask and cowl and settled down to a simpler life. For a while, at least. To a degree, they honestly didn’t expect the world would last as long as it did, after having seen what Entropy wrought. They even prepared a shelter for the inevitable next invasion…but it never came. It took almost five years for it to truly sink in to them that the world had been saved, in truth. Their neighbours picked up on the change overnight – James found in himself a new zest for improving their home, and began really turning that old house into something special; in turn, Harriet dove headfirst into the mechanics of the machines they used; using her old gadget know-how to turn their old tractor into a force to be reckoned with! The Fieldminator 7000! And, as in all things heroic, they began to notice each other more and more in…er…different ways; beyond the loving company they simply reveled in over the past five years. Took them another two before Jenny finally had a young boy – on March 16th, 2000, Jacob Cross hit the atmosphere. And on March 20th, 2000, lit it on fire. The genes were probably from Harriet’s side, they agreed. Her family had had a legacy of heroism stretching back to the founding of the ‘States, and while James had got his power from an incident with a radioactive horse, it wasn’t something likely to pass down in the family line. Still, he was their kid, even if he had a tendency to burp out a flame now and again. And hey, it meant he’d never want for protection when he grew up, right? In hindsight, the fact that the flames were black and red should have been an indication, but they were so happy with having a child to raise that they ignored it. They did ignore it, too – ignored it as he grew up a happy young boy who would run around chasing the chickens and spooking the horses, ignored it as he went to elementary school in a town a half-hour drive from the farm and showed off the fun smoke signals he could cough out after chugging down a can of Red Bull (and proceed to be hyper as heck the rest of the day), and ignored it right up until the year before he went to high school, and the wrong person heard about the color and shape of those flames. Honestly, it was nobody’s fault that it wasn’t caught sooner. They lived in a pretty rural area, and it wasn’t like the young man was going about burning down houses or causing mayhem. In fact, outside of some shows for his little friends now and again and the occasional declaration to his parents he’d grow up to be a Big Hero like them, or the famous Pale Ranger, or Adam Prophet (his mom raised him on bedtime stories about her great-great-great-great-great-etc. grandpappy), or Emily Swift (Harriet’s personal hero), or whoever had captured his young imagination at the time – he hadn’t really done much to draw big attention to himself. Which meant when a group of The Fellowship kicked in the door one August night, wanting to see if the kid was what they thought it was, it came as one hell of a nasty shock. It was an ugly fight. James and Harriet may have been retired, but they’d been prepared for a Second Terminus Invasion for years – even if they’d fallen off the wagon a few years back. They’d taught their son how to fight, too – how to throw a punch, and how to pack enough firepower into that punch to knock out a thug clean. In turn, this batch of Fellowship agents were damned determined, and they outnumbered the family five to one; sometimes T-babies didn’t want to come quietly, or accept the inevitability of their superiority over the common man. By the end of the mess, the farmhouse was in flames, both Crosses were laid out flat – thankfully alive – and Jake was thrown into the back of an old van, with a slightly singed wild-eyed zealot explaining how he was the new face of the world, how he was blessed by entropy. How they’d seen in that fight that he really was a Terminus-blessed demigod! Jake…didn’t take it well. In fact, he spat in the man’s face, swearing up and down it wasn’t true. Right up until the man lit up his eyes with the fires of Entropy, grinning. He really didn’t take that well. We’ll gloss over the finer details of the situation – the fleatrap motel they hunkered down in, the endless natter about how pleased their superior would be, how awesome it was to find a T-baby this potent, how those two idiots had looked when the door was kicked in; sure, they’d lost half their number to traps, tricks, and good one-two punches, but it was totally worth it. As soon as the teenage T-baby woke up from that catatonic trance, he’d thank them! See, Jake had also grown up knowing what made his parents quit. He knew full well what Omega was, and what he’d done to the hero of heroes. And that thought just kept going through his head, over and over – that what powered him up, that fun little flame, that he’d played with his friends with, that he’d said he was going to be a hero with, had broke his parents and killed so many people and it was in him it was in him it was in him he couldn’t control that he couldn’t use that to help people it had killed people he would kill people he was a monster. He didn’t roast them alive when he woke up, but it was a near thing. Something in him cracked when he finally came to that conclusion. His whole self, restraints and all, lit up in a pyroclasm that set the whole motel ablaze with black fire. He managed to seize some control when he heard the screaming, saw the fleeing figures, and tore the fire back into himself – but the damage was done. And when the firefighters arrived and saw him, and the cops arrived and saw him, and the press arrived and saw him, it was all over but the crying. They returned him home, eventually. After about a day of questioning, suspicion, threats, even a government agent who narrowly ended up having him assigned to some kind of project and a whole lot of supervision – but when his mom came in and hugged him and told him everything was going to be alright, and his dad nearly threw that suited clown out, well…he didn’t quite push them away, but he mutely went with them. Even started to think it wasn’t all bad. First year high school was all that bad – started to feel like he was on a roller coaster, actually. Huge up, then the plummet, and man did it go downhill fast. The press had had a field day with the ‘Dangerous Terminus Child’ living on the ‘Death Ranch’, how he’d only narrowly escaped arrest and censure because of his ‘age’ and how his parents had ‘refused comment’ on how he was going to be kept safe and away from ‘normal’ people. He didn’t get pushed around, mind – when you have to wear a limiter vest (supplied by his mother, who still had the gift), and can still light things on fire with your mind, that’s something nobody’s likely willing to risk – but a guy can feel pretty lonely when nobody’s wanting to even say word one to you. And teachers, well, they have to help you – that’s in their job description – but them throwing shifty eyes to any doorway or window when you start to back-talk and shuffling sideways like they’re about to run; that can wear a teen down pretty fast too. Ultimately? He started skipping more often than going. Then he started running with a rougher crowd that liked what he could do. Laughed when he breathed some sparks, or blew smoke outta his nose, making people jump or run. Didn’t last long, though, when they started to flinch when his temper got up and his arms started to light up. And he wasn’t bad enough to go looking for a gang – even with all that’d happened, his parents still raised him right, damnit. He just finally sort of gave up the whole idea of being anything more than a delinquent. Not quite a bad guy, he couldn’t make that leap; but smoking behind the school, sneering when people flinched, slouching in the back of the classroom – he just gave them what he expected to see. Broke his parents’ hearts to see it, though – least until they got a call from a very concerned citizen in a city they’d been to once or twice… They packed him up with a costume, a letter, a corned beef sandwich for the trip, and a long explanation – one he didn’t quite buy. A new school. Several states away. They weren’t getting rid of him, but he couldn’t learn and grow here, not as things were. There – things would be better. He could be his own person, instead of what they saw or thought. He had family there, old family, who would help him out – the Prophets still had relatives there who knew and loved him, even without meeting him. He could still be a hero, if he tried. It scared them, more than anything else, what might happen to him; but they knew he needed it. Even if he didn’t think he did. So Jake, sixteen, gruff, surly, fearful of himself, and entirely too stuffed to the gills with teenage angst, was sent off to Claremont Academy, Freedom City. He kept the costume – even if he chucked the sandwich halfway through the bus trip and bought a burger instead. Didn’t quite take the original name he’d planned for himself, though. If Claremont wanted him to try to be a hero; and he was still hesitant, a T-baby would never make a good Marshal. But an Outlaw… Personality & Motivation: Outlaw/Jake’s a teenager at odds with himself. Granted, that’s not exactly news to any high school guidance counselor or psychologist, but in his case it’s a bit more literal. Moreso if there are any flammable objects around. To the average eye, he’s a surly teenager. He talks back, he slouches, he acts grumpy, and his whole demeanor screams “I am a porcupine. Come close and I will poke you.” He acts this way. If you managed to crack his shell, though, you’d find Jake to be a passionate, even hot-tempered young man. He wants to do, to be, to act – very much like the fire in his belly. He doesn’t want to sit back there and growl at people – he wants to be the life of the party, to pull off little party tricks and make people laugh, to see someone smile at him, and be able to smile back. Make people happy, more than happy. He grew up with parents and stories of men and women who made the world a better place, and he wants to live up to that, more than anything. He is this way. Power Descriptions: Jake’s not a subtle teen when it comes to slinging his power. When he lets rip, it’s with gouts and jets of black and red entropic fire – used to be he thought that was special and fancy, now he almost hates to see it. Came to terms with that, at least, a while ago. Still, there can be some variation in it – for his basic blasts he generally indulges in the old Western standby of a finger gun from the hip (he takes what fun he can get) – those blasts being thin and precise, along with fast and rapid-fire. In close-range, not near as elegant, just an open palm, fist, or foot covered in fire to the tender bits; his mom taught him how to fight close-up. For the bigger blasts, his gestures get larger and more elaborate; hence the poncho (he needs the arm room) – his biggest being just one great big fireball hucked with both hands. He vastly prefers to avoid doing that, though. In a pinch he can light his whole self up – but he didn’t make a habit of that until he got the morphic molecule costume. As it stands, he’s managed to develop a defensive blaze that intercepts shots or simply discourages them through heat. Same color, but in twisting loops around him. Even worked out a neat trick of using fire blasts through the feet to fly. He actually cracked a smile when he learned how to do that. Powers And Tactics: If it’s one thing Outlaw’s tactical doctrine espouses – it’s caution. Which comes as a fairly difficult thing when the angrier you get, the more likely you are to burst into flame. In truth, if he had his druthers, he’d only ever fight close-in with bare-knuckles, and save the fire for non-living targets. He generally opens with that, in turn; punching with point-blank low-power blasts in each fist. Escalation of force is a principle he’s drilled into himself over and over again since he was told he could learn to be a hero at Claremont, and he’s one he’s determined to stick to – possibly to an unsafe degree. Still, he’s not a complete pacifist. If the enemy isn’t going to go down with a few punches, and he knows he’ll get turned upside-down getting in close, he’s got no problems with taking to the air and letting rip with precision long-range shots. Even then, though, he’s sometimes a bit too careful about lining up that shot to make sure it won’t really hurt… Complications: Burn It To The Ground: Problem with being a fire controller with control issues is it’s real easy to accidentally spook and/or cook your neighbours if you aren’t careful – that’s why he wears the vest. It’s like a big warm heavy metal snuggie that protects him and everyone around him, except when it doesn’t. A GM may offer a Hero Point when the actual nullifier effect of the vest is damaged – under those circumstances, all of Outlaw’s powers immediately gain the Uncontrollable Flaw, and may backlash on him (Immunity does NOT apply in this situation). Figured You Out: Let’s face it. T-Babies do not have the best press in the world – and when your reveal as a T-baby was in a paroxym of terror and self-hatred that nearly burned down a motel (no fatalities, thank God) and throwing around one of man’s most primal fears (FIRE BAD), that doesn’t do wonders for your image when the newshounds start working you over. GMs may offer a Hero Point when the bad press from Outlaw’s kidnapping influences someone’s actions or decisions toward him. Saturday Night’s Alright For Fighting: Which leads to the third part of Outlaw’s problems. He’s got…temper issues, sometimes. He’s handling it, at least, and it helps that he knows the consequences of letting off the leash – but sometimes if he gets real mad, it’s hard to think straight; and then the fire starts creeping up his arms before he knows what’s going on. Even the Nullifier Vest can’t keep it down when he’s that hot under the collar. A GM can offer a Hero Point when Outlaw’s anger issues cause him to do something that makes the situation worse – or force him to try and cool himself off when he really should be getting angrier. Rockstar: Besides being a bit of a caffeine addict, there is a reason Jake keeps multiple cans of sports and energy drink close to hand. See, the trouble with slinging a lot of power is you can get exhausted quickly - and when your power is fire and heat, sometimes you need to refuel. He's found different substances help, energy drinks to provide a jolt and a bit of extra flame when he's feeling low, and sports drink when the sheer heat began to dehydrate him. A GM may offer a Hero Point to force him to take a turn refueling or rest up - or even stop one of his powers cold - or have him actually run out/forgot his supplies. Gotta Be Somebody: And then there's the unfamiliarity problem - let's face it, despite his gruffness and attempts at worldliness, Jake's not exactly a big city kid. He grew up surrounded by cornfields, barnyard animals, and assorted back roads - not the gleaming silver spires that make Freedom City the city of the future! More often than not it's easy for him to get surprised or even overwhelmed by the sheer scope and mass of daily life in Freedom City; thank heaven Claremont's campus is, for the most part, fairly sedate and quiet. Right? A GM may offer a Hero Point when his unfamiliarity with the big city can cause trouble - whether not knowing roads or directions, or being distracted at an inopportune moment by something completely out of his experience. Edge Of A Revolution: Jake once saw a play in-city, and a line from it’s stuck with him for years since. “And therefore, since I cannot prove the lover / to entertain these fair well-spoken days / I am determined to prove a villain / and hate the idle pleasures of these days.” If the world thinks he’s a loose cannon waiting to go off? A delinquent and thug? A nascent monster who can’t be trusted? Well, he’s tried long enough to change minds, and got sand kicked in his face for it. A GM can offer a Hero Point when Outlaw’s bitterness causes him to act gruff and mean instead of trying to reach out. Abilities: 0 + 0 + 4 + 0 + 0 + 6 = 10PP Strength 10 (+0) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 10 (+0) Charisma 16 (+3) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4, +8 energy attacks Grapple: +4 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -1, -6 w/ Force Field Saving Throws: 6 + 8 + 7 = 21PP Toughness: +2/+12 (+2 Con, +5 Force Field [Impervious 5], +5 Protection [Impervious 5]) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+0 Dex, +8) Will: +7 (+0 Wis, +7) Skills: 40R = 10PP Concentration 10 (+10) Handle Animal 3 (+6) Intimidate 12 (+15) Notice 10 (+10) Sense Motive 5 (+5) Feats: 11PP Accurate Attack Dodge Focus 4 Fast Task (Startle) Improved Initiative Precise Shot Luck 2 Startle Powers: 42 + 12 + 8 + 10 + 10 = 82PP Heartburn Array 18.5 (37pp array; Power Feats: 3 Alternate Powers, Accurate 2) [42PP] Base Power: Blast 12 (Feats: Variable Descriptor, Extras: Autofire) [37PP] (Fire/Entropy) (Fire Bolts/Punches) Alternate Power: Blast 10 (Feats: Variable Descriptor, Penetrating 3, Knockback 3, Extras: Area - Burst) [37PP] (Fire/Entropy) (Fireball) Alternate Power: Fatigue 12 (Feats: Variable Descriptor, Extras: Ranged) [37PP] (Heat/Entropy) (Heat Blast) Alternate Power: Strike 9 (Feats: Variable Descriptor, Extras: Aura, Duration 2 - Sustained) [37PP] (Fire/Entropy) (Fire Aura) Flight 6 (500 MPH) [12PP] (Foot Jets!) Armored Nullifier Vest (10 pp Container; Flaws: Hard-To-Lose) [8 pp] Protection 5 (Extras: Impervious) [10 PP] Force Field 5 (Extras: Impervious) [10PP] (Entropic Aura) Immunity 10 (all fire effects) [10PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage Aura Touch DC 24 Toughness (Staged) Damage Blast [Autofire] Ranged DC 27 Toughness (Autofire, Staged) Damage Blast [Burst] Ranged DC 22/27 Reflex (Area)/Toughness (Staged) Damage Fatigue Ranged DC 22 Fort (staged) Fatigued/Exhausted/Unconscious Abilities (10) + Combat (16) + Saving Throws (21) + Skills (10) + Feats (11) + Powers (82) - Drawbacks (00) = 150/153 Power Points
  13. Player Name: Deel Character Name: Mammoth Power Level:10 (150/154PP) Trade-Offs: -3 Defense/+3 Toughness Unspent Power Points: 4 In Brief: An adventurous sasquatch leaves the big woods to check out the ‘little people’, and finds himself battling threats to peace. Residence: Claremont Academy Dorms, occasionally returning to the woods Base of Operations: Claremont Academy Catchphrase: None Alternate Identity: Hau-Tayoomae (“Plays with Sharp Things”) Identity: Public Birthplace: Somewhere in the deep forests of North America Occupation: Unofficial ambassador, high school student Affiliations: Claremont Academy, The Hrnau (Sasquatch) Family: Kikyaumae (Mother), Terry Michelet (Legal foster father) Description: Age: 16 (born 2000, precise date unknown) Apparent Age: 20. Sasquatch – h. sesquac - reach adulthood faster than h. sapiens. Gender: Male Ethnicity: Not humanly recognizable; reddish skin covered in long brown fur Height: 7’ 10” Weight: 500 lbs Eyes: Dark Brown Hair: Brown Hau-Tayoomae is an average male sasquatch in most respects – nearly eight feet tall, with a youthful face that hasn’t quite grown into his obviously craggy features. His forearms and lower legs are proportionally longer than those of a human. His face and the ventral surfaces of his torso are almost hairless, showing naturally pink or red skin, but most of his body is covered in fur of varying length. His head hair, which is dark brown, is longest, with decreasing hair length descending his body. Fortunately this makes wearing pants convenient and he generally wears cargo pants. He considers pockets a kind of miracle. He does not like pullover shirts and never wears t-shirts. He frequently wears a jacket or hoodie without a shirt. If there is trouble, he quickly discards whatever top he is wearing, which is probably just as well. If he is expecting trouble, he typically wears pants and vest in the school colors. Although willing to wear shoes as a courtesy, usually just kicks them off when in action to take full advantage of his natural traction. The palms of his hands and the soles of his feet have jagged, angular prints; probably adaptations to sasquatch mobility. It might be noted that while his feet are very large, they do not match the footprints of ‘bigfoot’ as found and documented by cryptozoologists. This might mean that those footprints are hoaxes or left by some other creature, but the plain truth is that sasquatch do not leave footprints unless they want to. Power Descriptions: Most of Mammoth’s powers are derived from normal sasquatch size, muscle tissue density, and capacity for adapting to move quickly and hide effectively. Some of these abilities are metaphysical in nature; sasquatch animism is no mere superstition, though it is hard to say whether the results derive from an ability to communicate with nature spirits or simply a reflection of their own supernatural power. Mammoth’s skill set can be divided into three complimentary groups – first, he is a brawler, strong enough and tough enough to be completely out of normal combatants league (although he is not nearly at the upper limits of metahuman ability.) Despite the fact that few Sasquatch learn how to fight, Mammoth has easily picked up some dangerous martial skills. Secondly, he is fast, mobile in almost any environment. He can run fast enough to outpace any land animal, jump about 200 feet with a running start or nearly 50 feet high. For someone so large his affinity for taking to great heights is startling, and he seems to be able to fall from any height without harm. His swimming speed is not record-setting, but again his affinity for water can be surprising. Thirdly, like all sasquatch, Mammoth is stealthy. Unable to turn completely invisible, he almost doesn’t need to, with his soundlessness and combination of jumping and climbing he can be nearly undetectable to anyone who isn’t looking right at him. Part of this is his sensitivity. He can locate adversaries easily, and trace their blind spots with precision. Note that while he is capable of figuring out human behavior well enough to be deceptive when he needs to, he has no natural capacity for intimidation. His size and power makes him frightening, but he doesn’t really know how to parley that into a useful social tool. Sasquatch in general don’t use ritual combat or fighting displays. History: When he was very young, his mother found him breaking sticks and rocks and pressing them together to build things, like the Robed Ones – the little people who used everything they touched to build something. She called him Plays-With-Sharp-Things, and laughingly told him he might have to go to the little people if he wanted to build right. So it was that even though he followed his instincts and stayed out of the Robed Ones’ sight, he was fascinated by them. Their building, their destruction, the way they could make stones run like water then freeze them again. He came to know one, Terry Michelet, a firewatcher who enjoyed living alone – he didn’ realize that his tower was in a sasquatch thoroughfare. Plays-With-Sharp-Things carefully set out to help him in little things, carefully letting the human know he was there and that he meant no harm. After a time, Michelet began to speak with the young sasquatch and teach, and learn. He seemed to have only one voice, but Plays-With-Sharp-Things was willing to constrain his own words so that the human’s ears could hear him. After Michelet taught him that the marks had meaning, that the ink and dye on dried pulp and other things could be a language like any other, Plays-With-Sharp-Things felt a curiosity like a lightning stroke. He wanted to know more. He began to range through the forest, looking for ways to prove his worth to the society of the Robed Ones… *** A few years ago, a violent gang making inroads in Vermont was arrested with the assistance of a tall, extremely hairy metahuman calling himself Hau-Tayoomae. He revealed that he had been learning English from a parks employee named Michelet, and that with his sponsorship he wanted to establish a legal identity to promote good human/sasquatch relations. Officials were not inclined to take this story seriously, but had to admit that Hau-Tayoomae’s ability to obscure himself made it just plausible enough to take a chance on. After careful questioning Hau-Tayoomae was granted legal status. Given that he was underage and unfamiliar with a great deal of modern culture and technology, arrangements were made for him to attend Claremont academy as an exchange student with special status. Given his ability to sense trouble and tendency to get involved, he was given the official designation Mammoth and strongly encouraged to learn metahuman tactics and interactions. Personality & Motivation: Hau-Tayoomae is adventurous even for a human; for a sasquatch he is almost insane. He insists, however, that he is called to be where he is by the ancestral spirits of the hrnau who have watched over his people for time beyond recall. Sasquatch animism is clearly only part of the equation, given his curiosity and sense of comradeship. He has a keen sense of justice, and likes the idea of people having a fair chance. Laconic and soft-spoken, he is easily mistaken for retiring or dim especially given that he doesn’t seem to have a threatening bone in his body. He understands the concept, but intimidation just doesn’t come naturally to him. He is in the odd position of appreciating the value of various kinds of technology without understanding its use. This includes everything from writing on up. Oddly, he gets along with extremely advanced tech more easily than with more basic examples simply because voice-activation and interactive AI fits his animistic worldview – he talks to things, they respond, it’s natural. He really wants to learn to drive – no-one else is enthusiastic about this prospect. Sasquatch musical tradition tends to be wordless and arrhythmic – Enya and certain themes by Gustav Holst make him homesick. But he does enjoy the human approach to music, and any metal band that includes him will have the most killer monster voice of all time. Powers & Tactics: “Most humans make lots of noise. That’s alright, it helps to keep track of them. I don’t make much noise, but I am big and strong. Bad people don’t know I’m there until I mess with their stuff. Or hit them. That’s good, I don’t like being shot at, though it doesn’t hurt that much. Sometimes I just hang around overhead and watch bad people for a while, just to make sure I know what’s going on, but if it looks like they are going to hurt someone, then I fall on them.” Complications: From a Preliterate Culture: Mammoth is still learning how to read, and can be tripped up by complex literary expression. What does this do? Mammoth is curious about the way technology works, and will sometimes make it work just for his own edification. Several times early on he set off burglar and fire alarms just by pressing buttons because the buttons were unmarked and he wanted to see what they did. My Friends Tell Me Things: Sasquatch believe that everything has a spirit of its own, including concepts and philosophies. This has little effect on day to day life, but sometimes Mammoth will seem distracted or even act on odd, out of context information. It’s hard to tell if this is just some kind of cultural superstition or if sasquatch actually have some kind of spirit communion. Abilities: 12 + 6 + 10 + 6 + 2 – 2 = 34 PP Strength: 30 (22 before Growth) (+10) Dexterity: 16 (+3) Constitution: 24 (20 before Growth) (+7) Intelligence: 8 (-1) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 16 = 28PP Initiative: +3 (+3 from DEX) Attack: +9 Melee, +5 Ranged (+6 bonus/12 PP, -1 Size Modifier, +4 Attack Focus (Melee)) Grapple: +19 (+5 Attack Bonus, +10 STR Bonus, +4 Size Modifier) Defense: +7 (+7 Base, +4 Dodge Bonus), +3 Flat-Footed (+8 bonus/16 PP, -1 Size Modifier) Knockback: -0 Saving Throws: 4 + 2 = 6 PP Toughness: +13 (+7 Con, +6 Protection) Fortitude: +7 (+7 Con) Reflex: +7 (+3 Dex, +4) Will: +5 (+3 Wis, +2) Skills: 28RR = 7PP Bluff 2 (+3) Concentration 1 (+4) Gather Information 4 (+5) Handle Animal 2 (+3) Language 2 (Hrnau (Sasquatch-Native), English) Medicine 1 (+4) Notice 6 (+9) Perform (Singing) 2 Sense Motive 4 (+7) Stealth 2 (+ 5) Survival 2 (+ 5) Feats: 16PP All-Out Attack Animal Empathy Attack Focus (Melee) 4 Endurance Hide in Plain Sight Improved Grab Improved Grapple Improved Overrun Interpose Power Attack Skill Mastery (Escape Artist, Gather Information, Medicine, Survival) Stunning Attack Takedown Attack 1 Powers: 2 + 2 + 3 + 13 + 1 + 10 + 6 + 3 + 6 + 8 + 5 = 59 PP Concealment 2 (Soundless Step; All Auditory) [2 PP] (Mystical) Damage 1 (Arm like a Club; PF: Mighty) [2 PP] (Natural) Features 3 (Fur – Immunity to Cold and Sunburn, Iron Stomach - +4 bonus to Survival Checks to find food for himself or other Sasquatch, Mimicry - +10 bonus to Bluff or Perform checks that involve imitating sounds or voices) [3 PP] (Natural) Growth 4 (Extra: Duration (Permanent) [+0]; PF: Innate; Modifiers: +8 to STR, +4 to CON, -1 to Attack and Defense, +4 to Grapple, -4 to Stealth, +2 Intimidation, +5 STR for Carrying Capacity, 10 ft Reach) [13 PP] (Natural) Immunity 1 (Cooling Spirits; Environmental Heat) [1 PP] (Mystical) Impervious Protection to Toughness Saves 10 [10 PP] Protection 6 (Dense flesh) [6 PP] (Natural) Regeneration 3 (Mending Spirits; Bruised or Unconscious 3/1 per round with no recover action, )[3 PP] (Mystical) Spirits of the Chase Array 2 (4 PP array, Power Feats: Alternate Powers 2) [6 PP] (Natural) · Base Power: Speed 4 [4 PP] · Alternate Power: Swimming 3 (Power Feat: Environmental Adaptation – Aquatic) [4 PP] · Alternate Power: Leaping 4 [4 PP] Super Movement 4 (Light Feet and Sticky Hands; Slow Fall, Swinging, Trackless, Wall Crawling 1) [8 PP] (Natural) Super Senses 5 (Low-Light Vision, Scent, Tracking 1 – Olfactory, Ultra-Hearing, Power Feat: Uncanny Dodge – Hearing) [5 PP] (Natural) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage (Physical) Totals: Abilities (34) + Combat (28) + Saving Throws (6) + Skills (7) + Feats (16) + Powers (59) = 150/154 Power Points
  14. Chrome Player Name: Raveled Character Name: Chrome Power Level: 10 (157/159PP) Trade-Offs: None Unspent Power Points: 2 In Brief: A sickly boy catapulted to superheroics with the help of alien nanotech. Alternate Identity: Warren Locke Identity: Secret Birthplace: Freedom City Occupation: Student Affiliations: Claremont Academy, AEGIS Family: Anthony (Father), Marie (Mother) Description: Age: 16 (DoB: September 1999) Gender: Male Ethnicity: Caucasian/Cyborg Height: 5' 8" Weight: 330 lbs Eyes: Brown/Yellow Hair: Brown/Black Warren Locke has an appearance that would make most creatures in the galaxy scream in fear. He looks a great deal like a Communion drone; his skin is shiny metal, his eyes are a glowing, solid yellow, and his 'hair' is a collection of black threads that glow with UV light. While many Communion drones were a forceful melding of such features, Warren has the entire package. His skin is obviously not normal metal, showing off his muscles underneath and moving just like natural skin. With his image inducer activated, Warren looks like an unremarkable, if extremely fit, young man. His hair is brown and he lets it grow out down to his collar, and his eyes are similar and bright. He's naturally incapable of growing a beard, and his skin is pale (but the inducer could be reprogrammed to change either of those facts). He is extremely well-muscled and likes to show it off with tight shirts and shorts, when the weather's appropriate. When he's expecting trouble, Warren wears the usual Claremont uniform. He favors a tee-shirt over the longer jacket and bike shorts over the longer trousers, sometimes choosing running shoes but just as often going barefoot. Power Descriptions: Warren Locke has been infested/augmented by an AEGIS-modified dose of Communion nanobots. They've completely infused his body down to the last cell, and this makes him stronger and tougher than most people. The nanobots have been modified to sever their connection to the Communion overmind, but they still allow Warren to mentally interface with computers and other machines. Since his bones and skin and muscles are all now a nanobot construct, he can even transform his limbs into weapons. His image inducer is a piece of technology that Claremont routinely issues to teenagers who have a non-human appearance. He's legally bound to wear it when off the grounds, unless he's acting as a superhero History: Warren Locke has been sick for as long as he can remember. He had developmental problems and seizures as a child, but it wasn't until he was ten that he was diagnosed with multiple sclerosis. It was a blessing and a curse; now the family knew what the root of the problem was they could fight it more directly, but Warren's parents had to face the fact that he was never going to magically get better, than he would probably die of the condition before they did. It was hard on their relationship, especially since Anthony was a soldier often deployed overseas, which left Marie to handle Warren's treatments and try to raise him. Warren grew up a lot in various hospitals, spending more and more time there as he grew older and his disease progressed. The prognosis was not good and eventually the boy was spending almost all of his time in a hospital bed or a wheelchair, but he did his best to cope. When Anthony was at home it was hard for them to bond, since even something as simple as going to the movies was a medical endeavor, but they bonded over Anthony's collection of old Fifties and Sixties SF books. Father and son read yellowing paperbacks, books that were almost falling apart with age, and for a few hours Warren was a brave astronaut or doughty space explorer. Things got easier when Anthony transferred from active duty to AEGIS and took a posting stateside. Marie and Warren moved with him from posting to posting, eventually settling in Freedom City when he was transferred to the AEGIS central office in the Federal Building. He continued to liaise between the civilian government and the experimental, superhuman exploits of AEGIS field agents, but at least he was able to be home most nights. His job became much more hectic in late 2015 as the intergalactic menace of the Communion came to Earth. AEGIS and UNISON worked hand-in-hand, along with dozens of superheroic individuals and teams, fighting back the metallic enemy from beyond the stars; even after the Communion's overmind was destroyed the remnants of the incursion had to be collected and carefully stored away, lest they become a threat all on their own. In this, Anthony saw a oft-dreamed for opportunity. A sample of Communion nanotech was lent to ASTRO Labs for testing. Anthony made sure as many scientists as possible were called to a meeting and hired a group of super-mercenaries to attack the lab. He was able to get his hands on a sample of altered Communion nanotech and raced to Freedom Medical Center, where Warren was being treated. He deliberately infected his son and, as his only child was overgrown with Communion metal, was taken into custody. The Communion nanobots went to work in the boy's body, forcing his disease into remission and rebuilt him. In a few days the silvery shell retreated, leaving him permanently changed and healed. After a long conversation between his mother, AEGIS agents, ASTRO scientists, and a quiet woman in dark clothes, it was decided that he should be enrolled in Claremont Academy. The school was uniquely equipped to help Warren learn to use his new abilities -- and to contain him if he should turn out to be some kind of sleeper agent. Personality & Motivation: Warren's an enthusiastic, earnest young man. He sincerely believes that he's been given a second chance at life and intends to take full advantage of it. He wants to see everything and travel everywhere, try a little bit of all that's around himself. Growing up with MS forced him to mature at an early age and sometimes he can seem overly serious compared to his peers, but that facade usually crumbles in minutes when he finds something else to be wide-eyed and enthusiastic about. Warren's an army (well, Air Force) brat at heart and has an open and trusting view of the world, combined with a deep commitment to lofty ideals like Justice, Service, and Duty. He's also young enough to be naive, and sometimes the harsh realities of the world can clash disastrously with his untempered views. Powers & Tactics: Warren is a largely untested combatant, and he favors simple tactics over elaborate battle plans. He's likely to charge straight at the biggest threat with his big claws, or stand off and blast it with his arm cannon. While he's perfectly capable of following more complex plans, he's also likely to be taken in by a villain's deception. Complications: Secret Champion of the Communion Chrome's nanobots are Communion constructs and scan as Communion technology to anyone with advanced enough sensors. Many individuals, especially in the wider galaxy, may attack him on sight. Complicated Relationship Warren has a... complex view of his father, the military, and the Communion. A villain could exploit this to make him unsure of himself. Electromagnetic Disability A powerful or targeted EMP could scramble the nanobots in Warren, reducing him to a normal person. In the middle of a fight that could be deadly. Big Eater Warren's nanobots don't create matter from nothing; while they're very efficient, a large or prolonged use of a power like Regeneration would require him to eat a big meal. Or several big meals. Tumblr Distraction Warren is always connected to the Internet, which means he can get distracted by trivial matters at any moment. Naive Newcomer Warren has a simple view of the world, where Good and Evil are starkly defined and in sharp contrast. A persuasive enemy could confuse him, even temporarily turn him against his allies. Abilities: -4 - 2 - 6 + 6 + 4 + 4 = 2 PP Strength: 6/18 (-2/+4) Dexterity: 8/14 (-1/+2) Constitution: 4/26 (-3/+8) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16 PP Initiative: +2/-1 Attack: +4 Base, +10 Cybernetic Enhancements Grapple: +12/+9/+2 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -6/+1 Saving Throws: 2 + 4 + 6 = 12 PP Toughness: +10/-3 (+8/-3 Con, +2 Protection) Fortitude: +10/-1 (+8/-3 Con, +2) Reflex: +6/+3 (+2/-1 Dex, +4) Will: +8 (+2 Wis, +6) Skills: 64R = 16 PP Computers 8 (+11) Diplomacy 8 (+10) Gather Information 8 (+10) Intimidate 10 (+12) Knowledge (Popular Culture) 7 (+10) Knowledge (Technology) 7 (+10) Notice 8 (+10) Sense Motive 8 (+10) Feats: 13 PP All-Out Attack Challenge (Fast Startle) Dodge Focus 6 Interpose Move-By Action Power Attack Startle Well-Informed Powers: 4 + 94 = 95 PP Comprehend 2 (Electronics 2) [4 PP] Alternate Form 18.2 [91 PP] Cybernetic Enhancements 11 (22 PP Container, Feats: Accurate 3, Alternate Power 1) [26 PP] Base Effect: Damage 6 (Extra: Linked [+0] [Drain (Toughness)], Penetrating [4] Feats: Mighty, Variable Descriptor [Bludgeoning/Piercing/Slashing]) + Drain 10 (Toughness Extra: Linked [+0] [Damage]) (Cyber Weapons) [22/22] Alternate Power: Damage 10 (Extras: Range [Ranged], Feat: Variable Descriptor 2 [Any Electromagnetic]) (Arm Cannon) [22/22] Density 4 (+8 STR, +2 Protection, +1 Immovable, +1 Super-Strength, Feat: Innate, Subtle 2, Extra: Permanent) [Cyber-bulk] [15 PP] Enhanced Constitution 22 + Enhanced Dexterity 6 + Enhanced Strength 4 (Cyber Bodybuilding) [32 PP] Integral Comms 3 (6 PP, Feat: Alternate Power) [7 PP] Base Effect: Datalink 5 (Radio, 5 miles, Feat: Machine Control) (Computer Chat) [6/6] Alternate Power: Communication 5 (Radio, 5 miles, Feat: Subtle) (Cyber Cell) [6/6] Nanoassisted Movement (4PP Array, Feat: Alternate Power) [5PP] Flight 2 (25 MPH) (Rocket Feet) [4/4PP] Leaping 2 (x5, 70 ft, Extra: Linked [+0] [Speed]) + Speed 2 (25 MPH, Extra: Linked [+0] [Leaping]) [4/4PP] Regeneration 3 (Bruised 3 [No Action]) (Self-Repair Subroutines) [3 PP] Super-Senses 3 (Radio Sense [Acute, Radius, Ranged]; Extras: Accurate [+2], Feat: Uncanny Dodge [Radio]) + Super-Senses 4 (X-Ray Vision, Flaw: Limited [Not vs. Metal]) (RADAR) [4 + 2 = 6 PP] 26 + 15 + 32 + 7 + 2 + 3 + 6 = 91 Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed (Unpowered) Touch DC 13 Toughness (Staged) Damage (Physical) Unarmed (Powered) Touch DC 19 Toughness (Staged) Damage (Physical) Cyber Weapons Touch DC 25 Toughness (Staged) + DC 20 Fortitude (Stage) Damage (Physical) + Drain (Toughness) Arm Cannon Ranged DC 25 Toughness (Staged) Damage (Energy) Totals: Abilities (2) + Combat (16) + Saving Throws (12) + Skills (16) + Feats (13) + Powers (99) - Drawbacks (0) = 157/159 Power Points
  15. Pacer Power Level: 11 (195/199 PP) Trade-Offs: None (Offensive); +4 Defense, -4 Toughness (Defense) Unspent PP: 4 In Brief: Literally Speed Incarnate. A cosmic energy being has become the soul of a mortal human. Residence: Claremont Academy dorms Base of Operations: Earth, basically. Catchphrase: “A moment is all I need.” And variations thereof. Alternate Identities: Mona Simms Identity: Secret Birthplace: Glen Burnie, Maryland Occupation: Student Affiliations: Claremont Academy in general Family: Silver Streak (Holly Wood, grandmother & retired Golden Age hero), Hannah Simms (mother, deceased), Miss Invincible (Francine Simms, aunt, hero, secret agent, & twin of Frank), Frank Simms (uncle & twin of Francine); Stalwart (Mickey Simms, twin brother) Age: 16 Apparent Age: 16 Gender: Female Ethnicity: White Hispanic Height: 4’ 10” (5’ 1” in costume) Weight: 90 lbs Eyes: Brown Hair: Black Description: Mona is…well, tiny. Really, really tiny. Occasionally mistaken for a grade schooler tiny. She covers for it as best she can with baggy clothing, but now and again there’s just nothing she can do about it. Anyone who actually takes a good look at her will see she is a teenage girl. Just, you know, in miniature. She doesn’t do makeup or jewelry. Hell, she doesn’t even carry a purse. Definitely rocking that tomboyish aesthetic. Her costume is a bulky, dark blue bodysuit with a full cowl (though her hair sticks out in the back. That’s about it. No special markings or anything. History: Mona Simms has been fast ever since the day she was born. Fortunately, it took until she could walk reliably before she discovered the sound barrier wasn’t one to her. She’s been running ever since. She’s been quite literally everywhere on earth that’s above water. There probably isn’t a person alive who doesn’t have a story about the little girl who did something, then disappeared in an instant. If global urban legends were a thing, she’d be one. Not that she was ever late for dinner, mind you. Aunt Francine would’ve kicked her butt up between her shoulder blades. Of course, if one travels long enough, you start to see things you can’t let happen. Not and keep sleeping at night. The quickest way around all the annoying obstacles about doing the hero thing without actually being one is just putting on the mask already. Pacer was born. It started in the Golden Age, with the hero Silver Streak. Her speed (rivaling that of even Johnny Rocket) was the name of the game, but that wasn’t her only power. She was strong, tough, and hella smart, too. She had no idea how powerful she really was, and never found out. Until long after she retired, and her three children not only inherited her powers, but took them to heights she never imagined. Francine got the toughness, and is so close to being literally invincible as to make no real difference. Frank got the intellect, and he’s frightening with how much he understands about everything sometimes. And Hannah, her baby, got the speed and the muscle. None of the three went into heroics, not really. Francine’s dabbled, but she’s spent far more time as a freelance secret agent than anything else. They…lived not ordinary lives, exactly, but lives out of the spotlight. Then Hannah got pregnant. Frank’s never shown any signs of being interested reproducing, and Francine’s powers prohibit it. Even her eggs are hella tough. Unfortunately, that very same toughness was the reason Holly Wood survived birthing her children in the first place. A toughness Hannah did not share. Frank and Francine adopted the newborn twins in their sister’s memory. The thing that none of the four know (barring maybe Frank, he’s hella smart and might’ve checked) is that their powers have nothing to do with genetics, magic, or technology. Their souls aren’t human souls. They’re cosmic energy beings, each with a section of nigh-infinite power all its own. Speed, Strength, Stamina, and Mind. Holly Wood was possessed by all four, and passed on each one to one of her children. Hannah did the same. It’d have taken nullifying manacles to get young Mona to stay at Nicholson. So Francine bided her time. When she (well, Frank noticed first) that the two were starting the superhero thing, she called in a few favors to get her niece and nephew admitted to Claremont. Personality & Motivation: Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. And since she’s always been this fast, she knows it. Impulsive, impatient, and apparently suffering from the worst case of ADHD of all time. Her emotions appear ephemeral and fleeting. Often capricious and unpredictable, but never actively malicious. She’s someone who’s never had to slow down unless she wanted to. But even the most carefree of children gets older. Sees things. Things their conscience won’t allow to stand. Somebody has to do something. The faster the better, amirite? Power Descriptions: As before, Pacer is someone who could dance in the virtual eternity between seconds. She is speed incarnate. The fastest thing on the planet. A blur, borderline impossible to hit. A swarm of tiny fists and flying pebbles, all supersonic and strong enough to crack steel. Everything she does comes from raw speed. She’s not strong, tough, or particularly skilled, but the speed makes up for a lot of failings. Also, weirdly, her powers don’t entirely do business with physics. She does not gain mass as she gets faster, and she lacks the hyperfast metabolism of other speedsters. She’s shown the fleeting ability to lend her speed to others, making regular Bystanders into PL10 Speedsters…somehow. Note: That’s not an I don’t know, that’s a she don’t know. Cosmic energy can be lent, apparently. Above Speed 10, for those who can actually see her, energy is crackling off her as if she was an electric controller. One last thing. For anyone who can perceive cosmic energy, she is a beacon in a dark universe. As impossible to miss as the sun would be if it was at the moon’s distance from earth. Powers & Tactics: Pacer’s tactics aren’t complicated. Hit the enemy until he stops getting up. She’s got a couple of tricks up her sleeve, though. She’s great at overruns, and can do that speedster trick of vibrating so fast she turns intangible. Lastly, she can do the twin thing with her brother, borrowing some of his strength at no cost to him. After all, he’s got plenty to go around. Complications: Too Fast, Too Furious: Pacer is fast, and this has made her reckless. She’ll do just about anything on a dare, because she thinks she’s fast enough to escape the negative consequences. It doesn’t even have to be a dare. She could just get bored with the plan and improvise. A GM may award a hero point for Pacer’s impulsive recklessness getting the better of her. Tokyo Drift: Pacer lives in a world the vast, vast majority of people wouldn’t understand. Her mind processes information faster than most neurons fire once. Staying still long enough for sound to enter her ears can be torturous at times. So…it’s entirely possible she was having an epic, 13 hour long episode TV series of a daydream, and missed the entire conversation. Or she ran to Japan for some ramen because the speaker was taking too long, and is just now getting back. Things like that. A GM may award a hero point when this becomes a problem. Turbo Charged:Pacer’s powers come from the nigh-infinite power of the cosmic energy being that is her soul. And all that energy has to go somewhere, if she’s not actively using it. If her powers are nullified, she’s kept immobile for a significant portion of time, or she’s just plain knocked out, the speed can…leak…and cause all sorts of zany hijinks. Hijinks that I’ll leave to a GM’s imagination, as he or she awards the hero point. La Bandolera: Pacer can borrow some of her brother’s immense strength, as they’re twins. However, this doesn’t work if one of them has their powers nullified, one’s knocked out, or they’re just way too far from each other for it to work. Sometimes it just doesn’t work for no apparent reason. A GM may award a hero point for this occurrence. Fast Future: Future Pacer is incredibly powerful, enough to make present Pacer seem weak and kittenish. She zips through time itself, doing the hero thing with no regard for the laws of time. Too fast for time itself to catch, let alone any of its servants and defenders. Naturally, the various guardians of the timestream don’t like her very much and wish she would just stop, already. This can…complicate present Pacer’s life. A GM may award a hero point for Future Pacer’s actions having a negative effect on Present Pacer. Also, plot hook! Abilities: 0 + 10 + 6 + 4 + 0 + 2 = 22PP Strength 10 (+0) (20 [+5], Lifting STR 40 w/ Borrowing From Mickey) Dexterity 20 (+5) Constitution 16 (+3) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 12 (+1) Combat: 10 + 14 = 24PP Initiative: +25 (+5 Dex, +20 Improved Initiative) Attack: +5 Base (+11 Speed Attacks) Grapple: +5 (+15 w/ Borrowing From Mickey) Defense: +15 (+7 Base, +8 Dodge Focus, +4 Flat Footed) Knockback: -2 Saving Throws: 2 + 10 + 8 = 20PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +5 (+3 Con, +2) Reflex: +15 (+5 Dex, +10) Will: +8 (+0 Wis, +8) Skills: 36R = 9PP Acrobatics 5 (+10) Knowledge (Current Events) 3 (+5) Knowledge (Pop Culture) 3 (+5) Notice 10 (+10) Search 5 (+7) Sense Motive 10 (+10) Feats: 56PP Accurate Attack Acrobatic Bluff Defensive Attack Defensive Roll 2 Dodge Focus 8 Evasion 2 Fast Overrun Improved Initiative 5 Improved Overrun Luck 3 Move by Action Power Attack Seize Initiative Sidekick 33 (Stalwart) Uncanny Dodge (Auditory) Powers: 30 + 6 + 1 + 22 + 5 = 64PP All Speed Array 12.5 (25PP; Power Feats: Alternate Power 5) [30PP] Base Power: (Setting The Pace) Concealment 6 (All Visual Senses, All Auditory Senses; Power Feat: Close Range; Extra: Linked [+0]; Flaw: Limited to While Moving) + Enhanced Quickness 9 (to 20, Extra: Linked [+0]) + Enhanced Speed 9 (to 20, Extra: Linked [+0]) {7 + 9 + 9 = 25/25} Alternate Power: Damage 11 (Extra: Autofire; Power Feats: Accurate 3) {25/25} (One Million Punches) Alternate Power: Damage 11 (Extra: Area [Targeted, Burst]; Power Feats: Accurate 3) {25/25} (Crowd Control) Alternate Power: Damage 11 (Extra: Ranged; Power Feats: Accurate 3) {25/25} (Throwin’ Stuff) Alternate Power: (Borrowing From Mickey) Enhanced Strength 10 (to 20, Extra: Linked [+0]) + Leaping 5 (Extra: Linked +0) + Super Strength 5 (Lifting STR 45, Extra: Linked +0) {10 + 5 + 10 = 25/25} Alternate Power: Insubstantial 4 (Incorporeal; Power Feats: Subtle 2) {22/25} (Vibrating At The Speed Of Awesome) Enhanced Feats 6 (Improved Initiative 5, Seize Initiative) [6PP] Luck Control 1 (Force Reroll; Flaw: Limited 2 [Attacks against Pacer]) [1PP] Quickness 11 (Extra: Linked [+0]) + Speed 11 (Extra: Linked [+0]) [11 + 11 = 22PP] (Speed Incarnate) Super Movement 5 (Sure Footed 2, Wall Crawling 2, Water Walking; Flaw: Limited to While Moving) [5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Unarmed w/ BfM Touch DC 20 Toughness Damage One Million Punches Touch DC 26 Toughness (Autofire) Damage Crowd Control Area [Targeted, Burst] DC 26 Toughness Damage Throwin' Stuff Ranged DC 26 Toughness Damage Totals: Abilities (22) + Combat (24) + Saving Throws (20) + Skills (9) + Feats (56) + Powers (64) - Drawbacks (0) = 195/199 Power Points
  16. Power Level: 10/13 (152/208PP) Trade-Offs: None Unspent Power Points: 56 In Brief: Avian Prince and weaponmaster gets sent to Claremont as a show of good faith. Residence: Claremont Academy Dorms, The Aerie Base of Operations: Claremont Academy Catchphrase: - Alternate Identity: Jann Fa-Re (known) , Jann Lo-Nah (actual) Identity: Jann Fa-Re is public, the fact he is actually Jan Lo-Nah is secret Birthplace: The Aerie Occupation: Student, Weaponmaster, Prince Affiliations: Claremont Academy, The Aerie Family: Ta Lo-Nah (mother), Va Lo-Nah (older sister), On Lo-Nah (older brother) Description: Age: 17 (DoB: 2000, 1st of January) Apparent Age: Mid-teens Gender: Male Ethnicity: Avian, Caucasian with really pale skin Height: 6’4’’ Weight: 90 lbs Eyes: Green Hair: Black Jann is a rather average looking teenager when it comes to looks. He keeps his hair at a short to medium length, and usually is completely shaved. His face, like the rest of his body, is fairly sleek, it’s features rather pointy. His frame quite thin, while also sporting a fair amount of muscle. The wings on his back, similar to those of a stork, and the talons that are part of his hands and feet clearly identify him as avian, and he does not try to hide this fact. His everyday clothes generally are those provided by the academy, hoodies and varsity jackets in the colours of the centurion, t-shirts for when the weather’s too hot. When going out into the city he will usually wear either his armor, or a variety of plain grey, black and white clothes. He can usually be seen wearing headphones, either wearing them on his ears and listening to music, or wearing them around his neck in case he is talking to somebody or sitting at school. A gold necklace with a small emerald and a golden bracelet worn on his right arm finish off his outfit. Power Descriptions: Jann’s Wings, clearly marking him as an Avian, are similar to those of a stork, the top feathers white, the bottom black. His armor has gotten an upgrade recently, changing its look rather radically. While before it was best described as an armored vest, the most recent upgrade added sleeves (something Jann isn’t too happy with personally), and small boosters on the back, to be used for the armor’s afterburners, allowing Jann to reach incredibly speeds for very short moments. While he’s gotten used to wearing it, he has some trouble concealing the armor, no longer being able to simply wear something over it and have it blend in perfectly. Meanwhile, when fighting, he just uses whatever he has on him or is in the environment. He always carries an extendable quarterstaff, but can use whatever could hypothetically used as a weapon. Recently, he has also started to focus his training around the use of a Kopesh, but he still uses whatever he can get his hands on to fight. History: “Every 10th generation there shall be a great warrior born to the rulers of the aerie.” So says a prophecy, passed down between generations. Jann Lo-Nah is the proof that sometimes, prophecies come true. Born to the ruler of the aerie, Ta-Lo-Nah, as her third child. Jann’s childhood was not luxorious, but certainly good. He learned from many, his own mother, his older siblings, and some supers who visited. Any time he would be taught about a new way to fight, it didn’t take long for him to learn it, and soon after he would achieve full proficiency. When he was 12 it was decided that as a show of good relations between the Aerie and the Freedom League, Jann would attend Claremont Academy once he was of the right age. There, he would also be able to be taught by many great warriors, able to learn more exotic ways of combat. It would also help ease the relations between the Freedom League and his mother. They weren’t always on best terms, after all. So, Jann spent the next four years preparing for Claremont, learning English, and trying to already learn as much of the curriculum as possible. He wasn’t as good at learning books as he was at learning how to use weapons, so a bit of a lead would come in handy. And when it was time to head for Claremont, so Jann did. Under the fake identity of Jann Fa-Re, to not attract too much public attention. Only his family, the Freedom league, some members of the American government and the Headmaster of Claremont know of him actually being Prince Jann Lo-Nah. As a gift from the League, he received a prototype armor, made to enhance one’s physical capabilities without encumbering them too much. It would also prove to both protect and track him, to make sure he did not do anything that could lead to an international incident, with him being a prince, and son of a wildcard super, a real possibility. Personality & Motivation: Jann does not have a whole lot of motivation, really. He enjoys fighting, and he enjoys learning, but he also knows that he is essentially forced to do what he is doing. And also that he is just a really fancy, hidden and minor piece in the great game of world politics. He just wants to enjoy his time at Claremont, fight some baddies, and have fun. He knows that whatever will come after this will be difficult, exhausting, and probably not suited for him. He can be quiet, contemplating and on the sad side, but also excited, joyful and energetic, and he himself isn’t sure what decides which it is. Once in combat, he forgets all of this and simply enjoys himself, moving, attacking and dodging like it's the only thing on his mind. Powers & Tactics: Jann’s tactics are fairly straight forward: Hit ‘em where it hurts most. He’s fairly skilled at combat and knows this, acting confidently, sometimes biting off more than he can chew. He uses his vast weapon skills and physical strength to pick up just about anything and potentially turn it into a weapon. While his weapon of choice is the quarterstaff, a few of which he carries on him at all times thanks to them being able to extend, but in a longer fight he will probably use at least one piece of furniture to smack somebody with. Complications: The prince and the Pauper: For his own Safety, Jann’s actual identity as a member of the ruling family of the Aerie is kept a secret. To everybody else he simply is Jann, avian weaponmaster. He isn’t quite accustomed to being treated as one of many yet, and it might lead to complications if he feels he is being treated unfairly. Sins of the Mother: Jann’s Mother, Ta-Lo-Nah is not only the ruler of the aerie, she has also fought against and alongside various heroes. She herself fights for what she believes is right, which might put her against heroes and villains both, and somebody might even attempt to use her family to get an advantage. International: Jann was sent to Claremont as a sign of good faith. If he were to get seriously injured, it could easily cause a diplomatic incident, and Jann would be forced to pick sides. This means people in the know might hesitate to allow him anything that could cause him any danger, thus causing conflict between them and him. The Mother Tongue: English is not Jann’s native language. While he has few problems talking in everyday life, his knowledge of the language breaks apart as soon as it enters any field of speciality that isn’t related to weaponry. He also has a rather thick accent, which might put off some people. Freedom Bird: Jann is an avian. It’s pretty obvious, he has wings sticking out of his back at all times. And talons. Some humans might be put off by him, avoid him, or even consider him a threat because of it. Fate and Destiny: As the product of an ancient prophesy a lot of expectations are placed on Jann. He usually wishes this wasn’t the case. While he will most likely never have to lead the Aerie, due to only being third in line and only in case of his siblings not taking up their duties, the Aerie’s armed forces expect Jann to join them, and later lead them as soon as he is done studying abroad. Really, Jann just wants not to deal with all this destiny stuff and carve his own path. High up North: The aerie is placed inside the arctic circle. Jann is used to the cold weather that comes with it, and the heat that can come with living closer to the equator still takes it’s toll on him, especially during summers. Power is Nothing: Jann’s powers are very subtle. In fact, some might say he has none. He is incredibly talented with all kinds of weapons, but those powers are neither flashy or loud. He’s just good at fighting. Some supers might consider him unfit due to this. Stack of Weapons: Jann carries around a multitude of weaponry on him at almost all times, and is able to use almost everything he can reliably pick up and lift as one. Still, there may be situations where he has been disarmed, and cannot use anything in his environment to fight (for example in an empty corridor), leaving him as simply a somewhat skilled martial artist. Abilities: 14 + 10 + 10 + -1 + 0 + 0 = 33PP Strength: 24 (+7) Dexterity: 26/20 (+8/5) Constitution: 20 (+5) Intelligence: 9 (-1) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 26 + 10 = 36PP Initiative: +8/5 Attack: +13 Melee, +13 Ranged Grapple: +20/22 Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Knockback: -3/-2 Saving Throws: 0 + 0 + 4 = 4PP Toughness: +7/5 (+5 Con, +2 (B.R.D Armor)) Fortitude: +10/5 (+5 Con, +5 Armor, +0) Reflex: +12/5 (+5 Dex, +3 Armor Dex, +4 Armor, +0) Will: +4 (+0 Wis, +4) Skills: 56R = 14PP Acrobatics 12 (+20/17) Concentration 4 (+4) Escape Artist 5 (+13/10) Language 1 (Avian [Native], English) Notice 10 (+10) Sense Motive 8 (+8) Stealth 8 (+16/13) Survival 8 (+8) Feats: 25PP Accurate Attack Acrobatic Bluff All-Out Attack Ambidexterity Beginner’s Luck Blind-Fight Dodge Focus 8 Evasion 1 Elusive Target Fearless Instant Up Luck 2 Move-by Action Power Attack Quick Draw Takedown Attack 1 Uncanny Dodge 1 (Visual) Powers: 3 + 3 + 16 + 20 = 42PP BP: Flight 2 (Feats: Alternate Power 1; Drawback: Power Loss (When wings are restrained, Does not work in water)) (genetic) [3PP] AP: Flight 4 (Drawback: Drawback: Power Loss (When wings are restrained, Does not work in water); Flaws: Limited (Only downwards at a steep angle) Super Senses 2 (Extended Vision (Normal Vision), Low-Light Vision; Feat: Innate) (genetic) [3PP] Device 4 ((B.R.D Mk IV Armor); Hard to Remove [20DP]) (all technology) [16PP] Protection 2 [2/20DP] Enhanced Dexterity 6 [6/20DP] Enhanced Fortitude 5 [5/20DP] Enhanced Reflex 4 [4/20DP] Flight 2 ((To 4/6 total); Feats: Triggered (Next Turn); Flaws: Fades; Drawback: Power Loss (When wings are restrained, Does not work in water)) [1/20DP] Super-Strength 2 (STR 34 (Heavy Load: 1.2 tons; Feats: Slow Fade 1 (5 turns); Flaws: Fades) [2/20DP] Weaponmaster Array (16PP, Alternate Powers 4) [20PP] BP: Damage 0 ( Extras: Autofire 7; Penetrating 4 ; Feats: Mighty, Extended Reach 1 (10ft), Improved Critical 2, Precise) [16/16PP] AP: Stun 7 ( Extra: linked to Damage ) + Damage 0 ( Feat: Mighty, Precise; Extra: Linked to Stun ) [16/16PP] AP: Trip 7 (Extra: Knockback) linked to Damage ) + Damage 0 ( Feat: Mighty ; Extra: Linked to Trip ) [15/16PP] AP: Damage 7 ( Extra: Range [Ranged]; Feat: Improved Critical 2 ) [16/16PP] AP: Snare 7 (Feats: Precise, Ricochet) [16/16PP] Drawbacks: (-2) + (-0) = -2PP Minor Vulnerability (Fire) DC Block ATTACK RANGE SAVE EFFECT Unarmed Attack Touch DC 22 Tou Damage Standard Attack Touch (+10 ft.) DC 22 Tou Damage Stun Attack Touch DC 17 Fort Stun Linked DC 22 Tou Damage Trip Attack Touch STR/DEX vs. Power Tripped Linked DC 22 Tou Damage Ranged Attack 70 ft. DC 22 Tou Damage Snare 70 ft. DC 17 Ref Snared Totals: Abilities (33) + Combat (36) + Saving Throws (4) + Skills (14) + Feats (25) + Powers (42) - Drawbacks (2) = 152/208 Power Points
  17. Facsimile Power Level: 10-13 (215/219PP) Trade-Offs: Varies Unspent Power Points: 4 In Brief:A young man with the power to mimic the properties of substances he touches, trying to balance his hero work with his home life and schooling Residence:Freedom city; southside Base of Operations: Freedom city Catchphrase: "Lets see what you're made of.", Various material based puns. Alternate Identity: Alexander Lloydd Identity: Secret Birthplace:Freedom city Occupation: Student Affiliations: Claremont Family: Father; Eric Lloydd (48) Mother; Tabitha Lloydd (40) Younger brother; RIchard Lloydd (16) Older Sister Caitlynn Lloydd (24) Description: Age: 16 (DoB: 14th July 1999) Apparent Age: 18 Gender: Male Ethnicity: Caucasian. Height: 5'11 (base) Weight: 150lbs (base) Eyes: Grey Hair: Black, Alex has a broad and stocky frame much like his construction worker father though he is by no means muscular, keeping his hair short and styled with a side parting. Power Descriptions: the transformations begin at the point of contact and quickly spread up his form from there in a ripple of light and heat released from the atomic changes as his body assumes the properties of the material touched, he is able to through absorbtion of ambient energies increase his physical strength and empower his physical condition he is also able to draw in matter to heal his injuries and replace lost body mass. recently his ability to absorb physical information has expanded to a mental awareness of his surroundings via absorption of "information" from the physical world around him. All powers have the mutation Descriptor History: Alexander hadn't planned on being a hero, he'd planned on following in his fathers footsteps and entering the construction business, maybe if he worked hard becoming a foreman, but at no point in time had it entered his mind that he might instead find himself shoulder to shoulder with the spandex phalanx as his father called the various heroes of freedom city, had never even crossed his mind but as someone once said, plans are insulted destinies. It was not untill a few weeks after his 16th birthday that his latent mutation first manifested, he'd been on site doing work experience at a construction yard when a chain snapped and a girder began a 6 story drop towards him, the world seemed to slow down around him as he watched what he was certain was going to be his very painful death rush towards him, arms raised in what he had passed off as futile defiance of the inevitable even as a strange surge of warmth raced up his legs and over his back, till he saw a white ripple of energy emerge from his sleeves, turning the flesh it passed over grey and numb, he barely had time to acknowledge it before the girder impacted his palms and nearly knocked him to the ground, before simply rolling off a landing on the concrete before him with a thud. leaving as quickly as it had come Alex found himself returned to his normal appearance in another wave of light and heat and beat a quick retreat home before the construction workers could come and investigate the site. It was a few days later he received a letter from a Mister Duncan Summers inviting him to Claremont High school on a scholarship, something his middle-class and money concious parents accepted with glee and the rest is as they say, history. Personality & Motivation: Alex is a well adjusted young man, having been instilled by a strong working ethic by his father and a love of mischief and terrible puns by his mother and older sister, he truely wants to try and make life better for the people around him, though he mainly plans to do this by pushing for the rennovation of the cities poorest and most delapidated areas he can't deny that punching bad guys is a lot more enjoyable Powers & Tactics: Alex will attempt to mimic a sturdy substance as soon as possible in combat, usually his steel belt buckle or his motorcycle if he happens to be riding it at the time and attempt to pummel his opponents into submission, though he is not above being cunning or sneaky when times call for such he is in his heart of hearts a showman who treats his battles with villainy like wresting matches. Having learned to increase his physical strength and stamina by drawing energt from his surroundinfs has somewhat slowed the speed at which his mimicry works. After a chance meeting with Doktor Archeville Facsimile came into possession of a Morphing molecule meteor hammer tuned to his own bioelectric field that allows it to transform to match it's welders substance and rotate through various configuration at will. Complications: Feet of clay: Alex assimilates most features of the materials he mimics, especially any flaws or drawbacks that might entail such as increased vulnerability to some descriptors or even weakness to substances it might react with. My brothers keeper:Richard is the only member of Alex's family to be aware of his powers and has since began to put himself into harms way on occasion in the hopes of awakening his own powers in some regard, he also feels jealousy towards his elder brother that occasionally turns to resentment Secret identity: though only Richard is aware that Alex is also Fascimile his sister Caitlynn has suspicions that he is "up to something!" this is particularly troublesome as she is a intern at the local newspaper and has limited access to the resources it can provide and won't hesitate to do so if she believes Alex to be in danger or doing something stupid. Abilities: 8 + 4 + 8 + 0 + 4 + 4 = 28PP Strength: 30/18 (+10/+4) Dexterity: 14 (+2) Constitution: 30/18 (+10/+4) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 20 + 12 = 32PP Initiative: +2 Attack: +10 -Melee: +10 -Ranged: +10 Grapple: +20 Defense: +10 (6 Base + 4 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 0 + 8 + 8 = 16PP Toughness: +10/+4 (+10/+4 Con) Fortitude: +10/+4 (+10/+4 Con) Reflex: +10 (+2 Dex, +8) Will: +10 (+2 Wis, +8) Skills: 92R = 23PP Bluff 12 (+14) Diplomacy 8 (+10) Concentration 12 (+14) Second Chance Craft (Structural) 4 (+4) Intimidate 8 (+10) Knowledge: Physical sciences 4 (+4) Language 4 (Base: English, German, Romanian, Korean, Spanish) Medicine 4 (+6) SM Notice 12 (+14) SM Sense Motive 12 (+14) SM Stealth 12 (+14) SM Feats: 24PP All-Out Attack Connected Challenge - Fast Trip Dodge Focus 4 Hide in plain Sight Improved Throw Improved Trip Interpose Fast task - Feint Luck 2 Move-by Action Power Attack Second Chance (Concentration Checks to sustain powers) Set-Up Skill mastery (Medicine, Notice, Sense Notice, Stealth) Takedown Attack Taunt Teamwork 3 Powers: 6 + 12 + 13 + 7 + 48 + 6 = 92PP All powers but the ball and chain device are mutation Descriptor Device 2 ("Morphic Meteor Hammer"; Technology; Easy to lose 10pp device) [6pp] Enhanced Feats 10 ("chained weapon"; (Extended Reach 3 [+15 ft.] On unarmed, Improved Critical 2 [18-20] on unarmed, Improved Grab, Improved Grapple, Improved Pin, Variable Descriptor 2 [bludgeoning/piercing/slashing, mimicked substances]) [10/10DP] Enhanced Constitution 12 (to CON 30/+10) [12pp] Enhanced Strength 12 (to STR 30/+10) [13pp] AP: Healing 5 ("Absorptive Replenishment"; Mutant, Matter; Extras: Total; Flaws: Personal; PFs: Persistent, Regrowth) [1/1PP] Immunity 7 (environmental conditions (All). suffocation (All)) [7pp] Object Mimicry 12 (60pp Pool of traits as a full round action; Flaws: Action 2 [full]) [48pp]. Sample allocations Steel mimicry Super Senses 6 ("information Absorbtion"; Mutant, Information, Absorbtion; Acute Accurate Analytical Radius Ranged Mental Sense) [6pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness save Damage Morphic Meteor Hammer touch-15ft DC25 toughness save Damage Totals: Abilities (28) + Combat (32) + Saving Throws (16) + Skills (23) + Feats (24) + Powers (92) = 215/219PP
  18. Ardent Power Level: PL 10 / 14 185/227 PP Trade-Offs: None Unspent PP: 42 In Brief: Girl from Hell doing Good, and also her homework Real Name: Phaedra Morningstar Identity: Secret Birthplace: Throne the Red City Occupation: Student Affiliations: Claremont Academy Age: 16 Gender: Female Height: 5'9" Weight: 145 lbs. Eyes: Grey Hair: Red A tall and slender young woman, the grey-eyed Phaedra's near flawless appearance is owed more to her heritage than concerted effort. Phae's red hair is usually kept short, the longest it ever gets is just barely touching her shoulders. She doesn't confine herself to one particular fashion or style, wearing what she feels like, but she prefers rich colors accented with jewel tones. Generally though she's a jeans and t-shirt kind of girl, maybe a jacket or sweater since she likes layers, but she avoids skirts unless it's part of her cheerleader uniform--skirts are bad for fliers. When drawing on the more demonic parts of her heritage the color of Phaedra's eyes shift, the iris becoming a burning crimson and the whites of her eyes bleeding away to inky black. In addition her red hair starts to glow slightly taking on the appearance of fire, her nails start to resemble claws and her canine teeth (upper and lower) become just a little longer and sharper. History The young woman known on Earth as Phaedra Morningstar began her life in the hell dimension known as Throne. The massive city, from which the dimension gains it's name, was founded by Fallen and though other denizens would arrive in time it was they who ruled. Among the first to arrive in Throne were the exiled, self or otherwise, who were useful to the Fallen and though few in number filled a role of mediator between them and those that were still Loyal. Phae's mother, Laphrael, was one such exile. Her father was a demon, a quite ambitious one who was unsatisfied with the position his kind held in Throne, who sought won the service and support of an exile--Phaedra's mother. A compassionate being by nature, Laphrael worked with Phaedra's father to improve the lot of the infernals that lived in Throne, using her position as a mediator to win concessions from the Fallen. That changed she gave birth to a daughter. For a time Phaedra's existence was kept hidden from Throne, and she was raised independently by her mother. However nothing stays secret in the Red City for long, and the young half-breed was soon thrust into the middle of the delicate political situation. Taking harder and harder measures to protect her child, Laphrael called in a favor to an old friend to see her child away safely. Personality & Motivation There are very few things that scare Phaedra, but the idea that someone may discover her heritage--and judge her accordingly--sits high on that list. When the subject comes up the young angel/demon hybrid practically shuts down, becoming evasive and stand-offish, growing angry if pressed. It's not because of shame, both of Phaedra's parents still have her love and loyalty, but more that nobody would understand. Phaedra makes an effort to be friendly and approachable, but even on her best days she's slow to trust. Trust was a precious commodity when she was growing up, and the young half-breed can be a bit stingy with it even in a relatively safe place like Freedom City. Though she was raised with a strong moral center, she's seen the cost of maintaining it in the face of absolute darkness; even beings with the most noble of intentions can't walk away from Hell unchanged. Ultimately Ardent wants to do good, to right wrongs and to triumph over evil. The how is a matter of some debate. All too aware that evil acts were done on her behalf, Ardent want to balance the scales. And hopefully, some day, restore her mother to the person she once was. Powers & Tactics Phaedra would prefer to not fight at all, using diplomacy, guile or outright intimidation to end a conflict before it gets too far out of hand. Mainly this is because Ardent is reluctant to call upon the more obvious aspects of her infernal heritage, limiting her tactics to teleportation and melee combat. Some circumstances might render such reservations dangerous, in which case she would her to call up the full aspect of her infernal heritage; revealing her wings to fly and slinging about hellfire being some common examples. Complications None. Lots. I'll fill this out later. Abilities: 12 + 4 + 14 + 6 + 4 + 14 = 54 Strength: 22 (+6) Dexterity: 14 (+2) Constitution: 24 (+7) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 24 (+7) Combat: 12 + 8 = 20 Initiative: +2 Attack: +6 (+10 Infernal Magic, +10 Soul Glaive) Grapple: +12 Defense: +10 (+4 Base, +6 Dodge Focus, +2 Flat-Footed) Knockback: -5 Saving Throws: 0 + 3 + 6 = 9 Toughness: +10 (+7 Constitution, +3 Protection) Fortitude: +7 (+7 Constitution, +0) Reflex: +5 (+2 Dexterity, +3) Will: +8 (+2 Wisdom, +6) Skills: 56 Ranks = 14 PP Bluff 13 (+20, Skill Mastery) Concentration 3 (+5) Diplomacy 3 (+10, Skill Mastery) Gather Information 8 (+15, Skill Mastery) Intimidate 13 (+20, Skill Mastery) Knowledge: Arcane Lore 2 (+5) Knowledge: Theology & Philosophy 7 (+10) Language 1 (Ascended Speech [Native], English) Notice 3 (+5) Sense Motive 3 (+5) Feats: 17 PP All-Out Attack Distract (Bluff) Dodge Focus 6 Fearless Power Attack Quick Change Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate) Takedown Attack 2 Taunt Uncanny Dodge (Auditory) Well-Informed Equipment: None Powers: 28 + 17 + 5 + 6 + 3 + 6 + 6 = 71 Array 12 (Infernal Magic, 24PP, Feats: Accurate 2, Alternate Powers 2) [28 PP] BP: Damage 10 (Hellfire Bolt, Extras: Range [Ranged], Feats: Improved Critical 2 [18-20], Improved Range, Incurable) [24 PP] AP: Damage 10 (Hellfire Blast, Extras: Area [General, Cone], Feats: Incurable) [21 PP] AP: Teleport 6 (600 ft./move, 20 miles/full, Extras: Portal) [24 PP] Array 7 (Soul Glaive, 14PP, Feats: Accurate 2, Alternate Powers 1) [17 PP] BP: Damage 4 (Extras: Penetrating, Vampiric, Feats: Incurable, Mighty) [14 PP] AP: Nullify 10 (All Magic, Flaws: Range [Touch]) [10 PP] Flight 3 (50 MPH, 500 ft./round, Drawbacks: Restrainable) [5 PP] Immunity 6 (Aging, Environmental Conditions [All]) [6 PP] Protection 3 [3 PP] Super-Senses 6 (Darkvision, Divine Awareness [Visual], Infernal Awareness [Visual]) [6 PP] Teleport 2 (200 ft. Extras: Castling, Feats: Change Direction, Turnabout) [6 PP] Drawbacks: -0 DC Block Attack Range Save Effect Unarmed Touch DC 21 Toughness (Staged) Damage Hellfire Bolt Ranged DC 25 Toughness (Staged) Damage Hellfire Blast Touch/Area (Cone) DC 25 Toughness (Staged) Damage Nullify Magic Touch DC 20 Will Nullify Soul Glaive Touch DC 25 Toughness (Staged) Damage Totals: Abilities (54) + Combat (20) + Saving Throws (9) + Skills (14) + Feats (17) + Powers (71) - Drawbacks (0) = 185/227 PP
  19. Waverider Power Level: 8 (119/123 PP) Trade-Offs: +2 Damage, -2 Attack(Blast & Drain); +2 Attack, -2 Damage (Nauseate); +2 Toughness, -2 Defense Unspent PP: 4 In Brief: Normal teenage girl with dreams of deaf advocacy back slapped by irony, becomes deaf and mute vibration controller. Residence: Claremont Academy dorms Base of Operations:Freedom City in general with a focus on Bayview Catchphrase: “…” Alternate Identites: Naomi Suleiman Identity: Secret Birthplace: Los Angeles, California Occupation: Student Affliations: Spectacle (Los Angeles street level hero), Claremont Academy in general Family: Armaan Suleiman (a lawyer), Jana Suleiman (a doctor), Saloni Suleiman (currently Pre-Med and engaged), Navin Suleiman (elementary school student) Age: 16 Apparent Age: 16 Gender: Female Ethnicity: Indian-American Height: 5’ 5” Weight: 110 Eyes: Dark Brown Hair: Black Description: Naomi is of Indian descent, which means chocolate skin and straight jet black hair. She keeps her hair cut just above her shoulders and her makeup is on the minimal side. Her clothes are quite preppy and put together. Usually a ruffled shirt and cute skirt with some ballet flats and tasteful jewelry. As being a superhero wasn’t in her future plans until relatively recently, she wears a variation on the standard Claremont uniform. The tights have been replaced by relatively loose fitting slacks of the same material. The top is a bit looser of a fit, as well. History: Naomi was born in Los Angeles. No one knew it, but she’d been absorbing vibrations since she was a small bundle of cells in her mother’s womb. Which made the pregnancy slightly more…interesting…than most, but caused no real complications. Growing up, she was the source of the occasional mysterious loud bang, which gradually made her persona non grata among her peers. There were some earthquake scares as well (which really didn’t help), but those weren’t traced to her until later. However, there was one group that didn’t reject her for the occasional weirdness that surrounded her. They were the deaf and hearing impaired kids at her school. So she made friends, and learned sign language explicitly so she could talk to them. She was a normal kid, doing normal kid things. Then it happened. Summer break, 2014. Naomi was waiting for a friend downtown, having planned a beach day. They had agreed to meet at a parking garage, but her friend was late. So she’d stepped into the shade of the parking garage to wait. She felt the vibrations (not that she knew what they were at the time) churn inside her. This had happened many times before. See the mysterious loud noises and odd earthquake scares. The problem was that these were much stronger than before. They…hurt. She leaned against the wall of the parking garage. Her skin touched it, and instantly the mysterious force inside of her ripped its way out, with all the pain that verb implies. It was a sound and quake burst, at the same time, and with more force that she could conceive of. Her eardrums burst immediately. The cilla in her inner ear were smashed down. The bones in her inner ear shattered. The pain was immense. No one wouldn’t have screamed. Unfortunately, that was the last thing she should’ve done. The vibrations had found an easier way out, and tore her larynx to shreds on the way. No parking garage, even in Los Angeles, is built to take that kind of strain. Hell, the surrounding buildings were in trouble. Naomi might have even triggered a real earthquake and endangered the entire city. Except there just happened to be a hero in the area. Spectacle. Claremont class of 2008. The name…didn’t fit his powers. He was stronger, faster, and more durable than any unarmored human could possibly be, but it was his power of infinite capacity (but not infinite rate) energy absorption that saved the day. He chucked his groceries aside, and dove in to save a girl who was having a very bad day. He saved the city. He saved the neighborhood. He saved the girl. He even saved the parking garage attendant. Unfortunately, he couldn’t save the parking garage. It collapsed, crushing all the cars inside of it. Spectacle was not an idiot. He knew the girl, now unconscious, would be blamed. This wasn’t Freedom City. She ought to get away from the justice system, but the civil suits and media coverage would destroy her family. So he got gone, and fast. He dropped her off at a hospital in another district. Spectacle poked his head in now and again, while Naomi was recovering, making it clear in no uncertain terms that they needed to have a conversation. Something Had To Be Done, and such like. When they finally had it, she anxiously begged him not to ship her away just yet. Her parents would never allow it. She had friends here. She was still adjusting to her new life. And so on. He actually had no intention of doing that (otherwise he’d have spoken with someone at Claremont by now), but watched the girl squirm under the idea before announcing he’d train her. Spectacle always wanted a sidekick, after all. When Naomi protested even that much, he told her it was either that or being shipped away. He knew of someone who could be very persuasive, if it came to that. And so Waverider was born. After school training. The occasional easy mission. That sort of thing. When it came down to it, Spectacle was a good teacher, and his energy absorption and overall toughness helped make up for any…mistakes along the way. Until, around the end of the school year, he realized his pupil was growing past his skills. It was sad, but he had to revisit their initial Something Had To Be Done conversation. During this time, Naomi had gotten to know him, and on the whole he wasn’t a bad guy. A skilled and effective hero, who just so happened to be exasperatingly easygoing about everything under the sun. That said his relaxed deadpanning of virtually everything was funny when directed at others. Such as whoever was on the other end at that superhero school he was talking about. Leaving might not be so bad. Her family had grown a bit distant from her, which made some sense. She couldn’t hear them anymore, and sign language was a pain in the butt to learn without a powerful motivation and sufficient spare time to do so. She knew that from personal experience. She also knew the person on the other end of that call (who was growing ever more exasperated, a position with which she both sympathized and found funny) would easily persuade her parents to let her go. And honestly? The prospect was a little exciting now. Sure, leaving her friends would be sad. But she’d be going to a place where she didn’t have to hide her powers from everyone around her. She didn’t have to pretend she didn’t notice when people spoke to her. And, like virtually every teenager ever born, she was always up for a bit of an adventure. . Personality & Motivation: Naomi isn’t one of those ultra-driven hero types. She’s a good person, and she’ll help out people in trouble, but her sights remain set squarely on her dream of being a lawyer who advocates for deaf rights. Maybe even politics, if she can swing it. In the meantime, she’s got no problem with the Wake Up, Go To School, Save The World thing. She’s…rather remarkably well adjusted, actually. She’s calm, rational, and only dwells on the things she can change. This doesn’t mean she doesn’t get frustrated, anxious, or depressed, but that she’s learned to deal with such emotions in a way that stops them from inhibiting her life. Power Descriptions: Naomi is a vibration controller. She can theoretically induce, increase, or reduce vibrations in virtually any material. As sound is simply vibration that can be heard by humans, she can manipulate that as well, although somewhat less effectively at present. She has a personal force field made of high resonance vibrations to protect her. She does not, however, generate the vibrations out of nothing. In fact, her body absorbs and stores vibratory energy for later use. This renders her immune to vibratory (and thus sonic) attacks of any kind, and provides a measure of defense against bludgeoning attacks. She can feel vibrations on her skin, as well. Practice allows to even differentiate between people’s voices. However, actually telling what they’re saying on a consistent basis is currently beyond her, and thus she must lip read or have the speaker(s) use sign language instead. Powers & Tactics: Naomi is essentially a blaster. She’s got a few neat tricks, like deadening the sound in an massive area, increasing the vibrations in a target’s inner ear to sickening levels, or unleashing a deafening wall of sound in a small area. However, the core of all of that is blasting away with vibratory energy. With both Accurate Attack and Power Attack she can shift the damage and accuracy of her attacks around, so it’s not quite as one dimensional as it sounds. Her force field is stops bullets with little effort, and it’d take a very powerful blunt strike to get past her absorption and the field. And, of course, vibratory/sonic attacks are entirely useless, as she absorbs them. Complications: I’m Sorry, I Didn’t Catch That:Naomi’s inner ear is destroyed. She can’t hear anything. At all. Whatsoever. That said, she does have the ability to feel vibrations. If she focuses, she can even understand speech. Unless, of course, there’s too much background noise. Or she’s tired. Or distracted. You name it. Lip reading can help with this, but it has its limits. So sometimes she can garble people’s words. Or miss them entirely. A GM may award a hero point when this becomes a…problem. Seen And Never Heard: Naomi cannot talk. Her larynx is ruined. Most people don’t know sign language, so she keeps a pen and pad on her person. Easy enough, right? Well…that requires the person she’s “speaking” with to look at her. Which may or may not always be possible in the middle of superheroics. Add to that, her pad and/or pen could be ruined by damage, and then what can she do? A GM may award a hero point when communications between her and anyone else become compromised in this manner. Bad Vibrations: Naomi’s powers run on vibratory energy, such as sound. Her body is constantly absorbing such energy from the environment. However, she has an upper limit to the amount she can absorb. Reaching it triggers a devastating Burst Area of vibratory energy (rank 7 at minimum, with any more left to GM’s discretion) to explode from her body, instantly and agonizingly depleting her reserves (making her stunned from the pain). Therefore, from time to time she must release some lest this happen. Conversely, she can use up her reserves in combat (repeatedly Power Attacking and/or taking lots of hits to her force field) rendering her attack array and force field useless until she absorbs enough energy to use them again. A GM may award a hero point for either of these situations occurring. No, I Don’t Know That Guy From That Show: Naomi is of Indian descent. Both parents were born and raised in India, and immigrated later. Americans have some…unfortunate misconceptions about the Indian people. And others can…mistake her ethnicity for another one, such as Arabic. That’s without getting into the fact that she does not, in fact, practice Hindism or Islam, the two dominant religions of India. She’s agnostic, thank you very much. No, her parents don’t approve. A GM may award a hero point for Waverider having to deal with the ignorant and/or prejudiced. Abilities: 0+2+4+2+2+4=14 Strength 10 (+0) Dexterity 12 (+1) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 12 (+1) Charisma 14 (+2) Combat: 8+6=14 Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +4 Base (+6 Ranged, +10 Nauseate) Grapple: +4 Defense: +6 (+3 Base, + 3 Dodge Focus, +2 Flat Footed) Knockback: -8 w/ Force Field, -1 without Saving Throws: 3+4+6=13 Toughness: +10 (+2 Con, +8 Force Field); Impervious 8 Fortitude: +5 (+2 Con, +3) Reflex: +5 (+1 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 44 SP = 11PP Bluff 5 (+7) Concentration 11 (+12) Diplomacy 5 (+7) Knowledge (civics) 4 (+5) Knowledge (current events) 4 (+5) Language 1 (American Sign Language; English Base) Notice 7 (+8) Sense Motive 7 (+8) Feats: 11PP Accurate Attack Attack Focus (ranged) 2 Challenge (Notice-Lip Reading) Dodge Focus 3 Improved Initiative Power Attack Precise Shot Uncanny Dodge (tactile) Powers: 4+16+10+3+24=57 Flight 3 (Power Feat: Subtle; Flaw: Platform) [4PP] Force Field 8 (Extra: Impervious) [16PP] (Vibration Field) Immunity 10 (Vibration/Sonic) [10PP] Super Senses 3 (Extended(Tactile), Ranged(Tactile)) [3PP] (Vibration Feeling) Vibration Control 10 (20 pp array; 4 Alt Powers) [24PP] BE: Damage 10 (Vibration Control; Extras: Range(Ranged)) {20/20} AP: Drain Toughness 10 (Extras: Affects Objects [Only], Range [ranged]) {20/20} AP: Nauseate 6 (Power Feats: Accurate 2; Extra: Range [ranged]) {20/20} AP: Obscure 8 (Auditory, 1000 ft radius; Extra: Selective Attack) {18/20} AP: Dazzle 6 (Sonic Control; Auditory; Extra: Area(General, Burst; 30ft Radius), Selective Attack) {18/20} DC Block: Unarmed (+3 Hit, Melee, DC 15 Toughness) Vibration Control (+5 Hit, Ranged, DC 25 Toughness) Drain Toughness (+5 Hit, Ranged, DC 20 Fortitude [Objects only!]) Nauseate (+9 Hit, Ranged, DC 16 Fortitude) Sonic Control (30 ft Burst Area, DC 16 Reflex) Abilities 14 + Combat 14 + Saving Throws 13 + Skills 11 + Feats 10 + Powers 57 – Drawbacks 0= 119/123
  20. Replaced by sheet here Woodsman Power Level: 11/11 (182/184PP) Unspent Power Points: 2 Trade-Offs: +4 ATK/-4 DMG, +4 DEF/-4 TOU In Brief: Dimension-lost archer with a technical bent, trying to prove himself alongside walking gods and find a way to save his people Alternate Identity: Riley Smith Identity: Secret [Registered] Birthplace: Freedom City, Earth-J-Disaster-1 Occupation: Student Affiliations: Claremont Academy Family: Casey Smith (father, dead), Peyton Quinn-Smith (mother, alive) Description: Age: 18 Gender: Male Ethnicity: Black Height: 5'6" Weight: 165 lbs. Eyes: Brown Hair: Black Short and slim for a man his age, albeit muscular and well-defined, Riley's favorite look is layers and outdoor-friendly wear - on all but the warmest days, he'll wear a flannel shirt, windbreaker, jeans and heavy hiking boots that go above the ankle. He keeps his hair cut very short in an almost military-style cut. Now that he's moved out of North Bay and doesn't have to worry about being confused for his counterpart, he's making plans to grow a mustache and goatee - he's just waiting to find exactly the right style. He's capable of sitting perfectly still for hours at a time, but when he does move it's with explosive bursts of energy that can take people by surprise. His voice is higher than he would like, slowly evolving into the tenor he'll have as an adult. Riley's Woodsman costume adds further layers to his outfit - a greenish-brown hooded poncho, a leather harness to carry his crossbow at his back, and a carrying belt holding various useful items like matches, a compass, and other survival gear - along with various one-use crossbow bolts. He wears his hatchet at his left side, to better facilitate a quick draw and throw. History: Earth-J-Disaster-1 (tentative) The old world died on the night of December 31, 1999. As the sun dipped across the horizon around the world, the darkness brought with it a terrible Event - a sudden super-imposition of an unnatural forest across the landscape of the globe. Trees shattered roads and broke buildings, killing millions in architectural collapses and road accidents across the world as thick forest growth was suddenly everywhere, passing right through man’s technological civilization. The news media, and the Freedom League, had time to track the horrific event as it happened, beginning in eastern China and stretching across the planet with the terrible fall of darkness, time to observe that the new growth matched whatever forests were native to the landscape they were devouring - but not time to stop it. In the frigid days after the catastrophe, those few places that still had power were reassured by the government and by the Freedom League that help was coming. But no help came. It was the heroes who vanished first; the superheroes and brave humans who went into the forest looking for answers. And then the others began to vanish too - humans all over the planet left behind their families, their loved ones, and simply walked into the newborn Forest Primeval. The mystery of their disappearances was solved when they returned, feral and maddened by animal impulses and predatory desires, and began attacking the surviving human communities. The war between the Children of the Forest and the survivors of the old world lasted for several years and resulted in the deaths of most of the world’s surviving superhumans and many of the survivors - there was no treaty, no negotiation, no mercy - the Ferals simply stopped coming. Gradually the survivors learned how to cope with the new world - how to forage in the cities for food and gear without being caught by the Maddening Wild (avoiding the darkness was the key), how to resist the Maddening Wild’s call (sticking together in groups was the ticket), and about the small number of people, all of them without other superpowers, who had the ability to forage in the woods _without_ being maddened by the Wild. 2015 is the fifteenth year since the world ended. Freedom City lies, broken, by an impossibly old oak and pine forest in which trees with hundreds of years worth of rings lie at the heart of the civilization they impaled. The largest population of survivors lies at the edge of the city, a few thousand hearty souls dwelling in the community around the Raymond Nuclear Power Plant at the edge of North Bay. They can go into the city to scavenge and explore, but only during daylight hours. The Maddening Wild still calls - though perhaps less forcefully than it did in the grim days at the start of the new century. The woods themselves are haunted by the past - the murdered city they devoured, and what lies within. The Ferals themselves are dangerous enough, savage, animalistic humanoids, many of them with superpowers, but they are not the worst of it. The Forest Primeval came with animals too; bears and wolves and bobcats, all the creatures once endemic to coastal New Jersey. But they came back unnatural - too clever by half, and with an intelligence that has grown unnaturally in recent years. Bears have been seen in the Deep Woods wearing human clothing, and wolves howling to each other in some grim parliament. They have shown a terrible intelligence when fighting humans - hitting men carrying flashlights to blind them in the dark, making man-like noises to lure unwary travelers, and otherwise making it clear that the forest is theirs. Many kill not to feed - but to terrify the human survivors. The Forest is full of monsters - and the Forest is everywhere. Riley Quinn was only about two months old at the Millennium. His parents, Casey and Peyton Smith-Quinn, lived in North Bay when he was born - their home was a mansion, small by the standards of the neighborhood, but spacious enough after the relative poverty of their youths in Mississippi. Maybe because they came from poverty themselves, with a history of dealing with emergency situations, they took action promptly on that terrible night of the 31st as the news of threatening global destruction came. When the Forest Primeval hit Freedom City, they had taken shelter at the nearby Raymond Nuclear Plant where his mother worked as a plant nuclear engineer, trusting in its solid construction to save them. And it did, to an extent - the Forest devoured the plant, too, but fate, radioactivity, and maybe just good engineering kept Raymond together. An oak tree's sudden growth shattered one reactor and a scrub pine forest sent one cooling tower cascading to the Earth in a deadly shower of debris, but quick hands prevented a meltdown and even kept electricity pumping from the plant's generators. It was a natural place to send refugees in the early days before the true horror of the situation had settled in. Riley doesn't remember much about those days, but he's heard the stories a thousand times. The way the refugees at the power plant first scavenged for food, then began growing crops in their own right in the hastily-converted greenhouses. The way desperate engineers babied a wounded power plant, keeping two of five nuclear reactors alive and producing life-giving electricity even a decade and a half after the end of the world. The way they built a school, and a chapel, and a clinic, and a hospital out of the old plant, building an outpost to human dreams in the middle of an inhuman wilderness. The days when the Ferals hit the fences almost daily. The crack of gunfire, then of melee weapons, again and again. The heroic sacrifice of Lady Liberty, who finally succumbed to infection days after her last battle with the group of Feral metahuman teenagers who had so often led attacks against the reactors, willing to poison the whole city to stop the power plant. The horrific screams from Lonely Point as what had been the populations of Bayview and Port Regal, backed by a rampaging Feral Captain Thunder broke through the defenses. His father, whose cancer could have been easily caught five years earlier, and his grave in the old plant garden. Riley is almost certain he can remember his father's voice. For various reasons, Riley grew up dissatisfied with his lot in life. He had ample reason for this, raised in a community at the edges of a world murdered by the Forest Primeval. He knew how lucky they were, especially compared to other survivor communities that lacked things like power, machine shops, and other tools providing some echo of what had once been modern life, but he also knew from his exploration of the (long-since-picked-over) homes near the Raymond site just how much they'd lost. So he dreamed, in between schoolhouse lessons and chapel prayers, between working in the greenhouse and going fishing, of the world that had been lost - and the wonders that had once been his birthright. But most of all, when he climbed the long-deserted Cooling Tower #4 and looked out at tree-skewered Freedom, he dreamed of the lost city of Freedom, and wondered what secrets lay within. Now these were no small dreams in the Raymond community, not when once a year or so someone would zone out and be sucked into the Maddening Wild, wandering into the Forest Primeval to either be eaten by animals or join the Ferals. So he kept them to himself as he got older, instead learning his mother's engineering skills with the idea of one day taking her place managing the reactors. But boys will be boys - by day he read technical manuals and worked in the machine shop, and by night he studied old city maps and the notes of those few explorers who had survived the journey into Freedom Primeval. On his fifteenth birthday, he presented himself to the Security Force as a volunteer for the Woodsmen, a dangerous, but highly valued part of life in their little community given the number of things the community's technology needed to survive - and how valuable the remaining scraps of super-tech scattered through the city still were. His mother wasn't happy - but after he demonstrated his skills at climbing and hunting, at marksmanship and hiding, even she couldn't say no. Freedom Primeval was everything he'd dreamed - beautiful and terrifying, wonderful and dangerous, marvelous and lethal. He rested in the shade of the oak trees that had split Freedom Hall in half; he battled the wolf colony that had taken over lost Lincoln. He fought a desperate battle against the Feral pack in Bayview; he prayed beneath the pine tree cathedral in St. Sebastian's Church. From his fellow Woodsmen, he learned how to sneak and survive in the city, how to hunt and fish to keep himself alive (skills he'd already begun to learn in Raymond), and how to navigate the ruined metropolis. He also learned how to kill - building his own crossbow, he was able to fend off attacks from bears, wolves, and other of the too-clever, too-wise beasts roaming Freedom City. And the unclever beasts too - the savage, cannibalistic Ferals who might once have been people. It was grim work; but it was war. No - it was survival. At the beginning of summer, 2015, Riley joined his fellow Woodsmen on an especially dangerous mission - a scrounging run into the heart of the Goodman Building, loaded with vital super-technology that, suitably adapted as spare parts, could potentially keep the Raymond reactors running for another decade and a half. But the risk was great. The Atom children had survived the Forest Primeval, though tree damage had eventually destroyed their grandfather's systems - but become a particularly bloodthirsty pack of Ferals. But the risk was greater than the Woodsmen knew - the Atom pack had, by whatever inhuman, unholy means, _bred_ - and a pack of Feral, superpowered younglings waited inside the tree-ruined building to greet them. Separated from the rest and trying to tune out the screams of horror he heard from his fellows, Riley ran. Fleeing down a darkened, overgrown emergency stair, he found his way blocked and so ducked inside what turned out to be a long-abandoned, nearly pristine research laboratory. Fascinated by the discovery, Riley locked the doors behind him and wandered through what had once been Alexander Atom's sanctum sanctorum. He was particularly fascinated by one particular piece of technology; a big, circular, open disc mounted in the middle of the room - one that he realized with some shock still was powered up! Succumbing to temptation, he pressed a few buttons, bringing the big machine to life with a whine of long-dead circuits and the sudden sound of alarms! At the sound of fists pounding on the door he'd locked behind him and against the inhuman shrieks outside, Riley hefted his crossbow and dived through the hole to take up a firing position on the other side. Except he found himself somewhere else entirely. The Goodman Building had seen its share of dimensional refugees before and while Riley (or 'Woodsman' as he called himself initially, with vague memories of watching some old war movies on the projector in his school) was different than others, there was nothing particularly alien about him compared to some of the visitors they'd seen. He was kept in isolation for nearly two weeks, both to make sure he was no longer violent (he had made free use of his crossbow to try and escape the populated, brightly-lit, tree-free laboratory he'd stumbled into) and to make sure that whatever mysterious disaster had beset his homeworld wouldn't be coming with him. But nobody had any answers - consultants like Phantom and Harrier were unfamiliar with either the timeline he described or the kind of apocalypse that had destroyed his world's native civilization, and something seemed to make it impossible to return him to his homeworld. All attempts to trace the dimensional line that he carried with him led to tangled snarls along the generally smooth course of the Cosmic Coil. Being unable to go home was hard. He knew his mother, his fellow Woodsmen, and his people would think he was dead - devoured by the Atom pack. And how strange it was to see them, alive and well, in a healthy, thriving city full of living human beings! As much as he missed home, he loved this place. He avidly read every book he could get his hands on and (once he learned how to use modern computers) and soon found himself taking online high school classes to keep up. He was behind in a lot of areas, but not too far behind - and determined to make up for lost ground as soon as possible. If he couldn't go home yet, and if even this world full of living cities and heroes had no answers for him, he could at least make himself better here. Once he was out of isolation, he could even go to the building's gym, where he kept himself in shape by exercise and drill, determined not to lose a step when he made it back home. Riley was so focused on learning about Earth-Prime that he barely noticed when it was time to move out. He was shocked by the thought; where could he possibly go? But then his counselor told him remarkable news - news that in retrospect he could immediately have expected. On this world, Riley Smith and his mother Peyton lived in their North Bay mansion just as they always had after his father had divorced his mother six years earlier. (And what a strange thought that was!) And that other Peyton, upon learning that a dimension-lost version of her son was in Freedom City, had thrown open her doors to that other Riley. They talked by email, then by phone, Riley a little surprised by his counterpart's voice - had he been born different in this universe? Riley and Riley met in one of the Goodman Building's rec rooms - Riley was reading a book while his counterpart, noticeably taller and heavier, entered the room, his sharp suit a contrast to Riley's flannel shirt, windbreaker, and jeans - all of them clothes he'd taken with him from his own planet. Riley met the eyes of his counterpart, saw his mustache and goatee, heard his deep-voiced, tentative greeting, and despite himself blurted out a question that, months later, still embarrasses him. "Jesus! How did you grow a mustache?!" Riley had read about his condition in pre-Millennium books, of course - in the old days, men born with women's bodies had treated themselves with testosterone, the male hormone. But synthetic testosterone was out of reach of Raymond's medical facilities (an expanded version of the old plant's emergency clinic) and crystallizing it from other men was an idea that made him nervous. So he'd resigned himself to a lifetime of bulky clothing over tight bindings, and probably never getting so much as a girlfriend, much less getting married. But in the Prime reality, the chemicals were readily available - with a doctor's prescription, anyway. His double had come out to his parents at the age of 12 and had been transitioning (a whole new word!) ever since - and had been on hormones for years. This really was, he decided the first time he took a hormone shot, a wonderful dimension. But of course it wasn't as easy as that. The two Rileys sharing a room was not the same as having a sibling; it was like having a shadow, and an alien one, at that. Riley-Prime was a smart kid on the school academic challenge team, a member of the Gay-Straight Alliance on campus and a future nuclear engineer. The other Riley was restless and angular, sleeping on the floor or a rope hammock, roaming the rooftops by night and converting the basement into a lab to rebuild his crossbow. One Riley had lost his beloved father to cancer and an early grave; the other Riley had lost his father to divorce when he was in his early teens. (It had been acrimonious - Casey hardly saw his family anymore) Competing for a mother's love, both of them young men going through changes, they clashed - and finally they fought. Healthy and strong though he was, Riley-Prime was no trained fighter; and the Riley from offworld hadn't learned to pull his punches. The loss of his temper, the feeling of boiling, surging rage, and the look on Peyton's face all came together to make Riley feel for a frightening moment like he'd gone Feral - like he was the barbarian his counterpart had accused him of being. He grabbed his crossbow and jumped out his window, vanishing into the North Bay night over the alien sound of arriving sirens. Running away from the angry, frightened reflection of his mother, Riley roamed the city for four days, scrounging to survive and even stealing a dose of synthetic testosterone, before Bowman tracked him down and gave him two pieces of news. One was that his mother, and even his counterpart, had forgiven him - his counterpart had even reluctantly admitted to provoking him into the fight, even though Riley was pretty sure that had been all him. The other piece of news came from Bowman himself. He'd tracked Riley through the city and been impressed by his stealth and ability to survive - and had helped clean up after Riley had used some well-placed speciality crossbow bolts to take down a gang who'd been harassing homeless kids by the airport. Bowman couldn't help Riley figure out where he fit in on Earth-Prime, but he could make a suggestion - there was this school Bowman himself had graduated from... Personality and Motivation: Riley is at heart a good kid, an upright human being who does his best to do the right thing almost all of the time. He wants desperately to learn all he can about this world and take back what he's learned if he ever manages to find his way back to his native timeline; or even better, to find out exactly what it was that destroyed the Earth of his youth to make sure it doesn't happen here - and can perhaps be undone on his homeworld. He likes a good joke, as long as nobody seriously gets hurt, and doesn't even mind being the subject of them. In some respects, he's the perfect Claremont student. In other respects, though, the young man has demons. There are the nightmares, of course, of hordes of bloody-faced Ferals sweeping through the windows and tearing him, his friends, and everyone else to pieces; the inner voices that drive him out of bed at night to patrol the streets of this strange Freedom. And it's hard for him not to resent the people around him sometimes, especially the pretty kids with pretty superpowers, who have lived all their life in luxury and think that a broken nail means real suffering. He bottles that temper up, disgusted by the rage he feels, but being sixteen and going through some hormonal changes, it's impossible for him to bite that rage back forever. And he's not well-suited to picking fistfights with people who can benchpress cars. Powers and Tactics: Woodsman is primarily a sniper - in a confrontation, his first instinct will be to climb up to a secure spot, conceal himself, and then make free with crossbow bolts at targets below. He'll stay mobile in a long battle, moving from location to location to avoid detection. When facing groups, he'll target obvious leaders or alpha creatures, the better to throw off the others (this works particularly well for Ferals, who will sometimes turn on their wounded in a blood frenzy.) Armored-looking creatures get an impervium arrow aimed right at their vitals. If faced with an enemy he can't reliably hurt, he'll use his magnesium-tipped flare arrow or his smoke/stink-bomb arrow to blind, confuse, or otherwise keep his targets from tracking his escape. His crossbow is a modified hunting crossbow, heavily customized by him in a basement laboratory. It uses a repeating action on the ancient Chinese model (albeit with a metal rather than wooden body) with a built-in arbalest-style crank if he needs real penetrating power (albeit at the cost of mobility). Almost all the bolts he uses are modified in some way, often with some explosive at the tip - repeating crossbows have little power, and so need some help. If forced into melee, he'll make free with his hatchet, hacking and striking his way free before making his escape that way. In combat, or expecting combat, he always has at least two magazines at his hip, and one mounted in the bow itself. He wears his hatchet on his left side for a quick draw. He has trouble in confrontations in the open given the nature of his chosen weapon and his combat experience - and with the non-lethal fighting style he's learning at Claremont. In the world of his birth, fighting and hunting isn't a place where you pull punches - not when your weapons are drawn, anyway. Complications: Breakaway: Other Riley and Other Mom are Riley's only family on Earth-Prime - but his relationship there is complicated. Dark Side: Riley has a temper. Mr. Know-It-All: Riley has lived a much more independent life than most teenagers from Earth-Prime and has some issues with going along with others. My Life Would Suck Without You: Riley misses home - and might make mistakes if confronted with the ability to make it back there. Never Again: Too-smart animals, too-insane people; Beasts and Ferals, and all the things like them - these are the stuff of Riley's nightmares, and he may make mistakes when confronted with their like on Earth-Prime. People Like Us: Riley is a black trans teen - and pretty put off by how these are all social problems in what's supposed to be the happy, shiny world of Earth-Prime. Stronger: Riley doesn't like being shown up by people with powers. Abilities: 6 + 12 + 4 + 6 + 6 + 4 = 38PP Strength 16 (+3) Dexterity 22 (+6) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 14 (+2) Combat: 28 + 20 = 48PP Initiative: +10 Attack: +14, +15 Hatchet, +16 Ranged Grapple: +17 Defense: +16 (+10 Base, +6 Dodge Focus), +5 Flat-Footed Knockback: -2/-1 flat-footed, -3/-2 with costume Saving Throws: 4 + 6 + 5 = 15PP Toughness: +6/+4/+2 (+2 Protection, +2 Defensive Roll, +2 Con) Fortitude: +6 (+2 Con, +4) Reflex: +12 (+6 Dex, +6) Will: +8 (+3 Wis, +5) Skills: 120R = 30PP Acrobatics 6 (+12) Climb 7 (+10) Skill Mastery Craft (Chemical) 2 (+5) Craft (Electronic) 2 (+5) Craft (Mechanical) 7 (+10) Handle Animal 8 (+10) Intimidate 12 (+14) Knowledge (Tactics) 7 (+10) Knowledge (Technology) 7 (+10) Medicine 2 (+5) Notice 14 (+17) Skill Mastery Search 7 (+10) Sense Motive 9 (+12) Stealth 14 (+20) Skill Mastery Swim 2 (+5) Survival 13 (+16) Skill Mastery Feats: 32PP Acrobatic Bluff Attack Focus (Ranged) 2 Challenge (Fast Startle) Defensive Roll 1 Dodge Focus 6 Equipment 3 Evasion 2 Hide in Plain Sight Improved Initiative Improved Ranged Disarm Improvised Tools Inventor Luck Master Plan Power Attack Precise Shot 2 Quick Draw Skill Mastery (Climb, Notice, Stealth, Survival) Startle Takedown Attack Track (Visual) Uncanny Dodge (auditory) Equipment: 15EP = 3PP Costume: Protection 2 (Feat: Subtle) [3EP] Hatchet: Damage 3 (Feats: Masterwork [+1 Attack], Mighty, Thrown) [6EP] Masterwork Binoculars [1EP] Masterwork Handcuffs [1EP] Masterwork Nightvision Goggles [1EP] Masterwork Medical Kit [1EP] Weighted Gauntlets: Damage 1 (Feat: Mighty) [2EP] Powers: 12 + 1 + 6 = 19PP Device 4 (Repeating Crossbow, 20PP, Flaw: Easy to Lose) [12PP] Trick Arrow Array 8 (16DP, Feats: Alternate Powers 4) [20DP] Base: Blast 6 (augmented bolts, Feats: Improved Crit 2, Variable Descriptor 2 [Chemical/Ballistic/Bludgeoning/Concussive/Piercing/Slashing]) {16/16} AP: Blast 6 (poison, Extra: Linked [Drain], Flaw: Unreliable [5 Uses/Day], Feats: Improved Crit 2, Incurable, Variable Descriptor 1 [Chemical]) + Drain Dexterity 6 (Extras: Linked [Drain], Secondary Effect, Flaw: Unreliable [5 uses/daily]) {10 + 6 =16/16} AP: Blast 11 (what's a box gonna do?, Extras: Area [General, Burst], Flaw: Unreliable 2 [1 Use/Day], Feats: Variable Descriptor 2 [Chemical/Ballistic/Bludgeoning/Concussive/Piercing/Slashing) {16/16} AP: Dazzle 6 (stinkbomb, visual and olfactory, Flaw: Unreliable 1 [5 Uses/Day], Feats: Improved Crit 2, Variable Descriptor 2 [Chemical/Ballistic/Bludgeoning/Concussive/Piercing/Slashing]) {16/16} AP: Speed 1 (grapple line, 10 MPH/100' per Move Action) + Super-Movement 3 (Swinging, Wall-Crawling 2) {7/16} Feature 1 (From Another Dimension) [1PP] Gadgets 1 (Hunter's Arsenal; 5PP Variable Power, Any One Power At A Time; Extra: Duration [Continuous]; Flaws: Hard-To-Lose) [6PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Tou Bruised/Injured Augmented Bolts Ranged DC 21 Tou Bruised/Injured Penetrating Fire Ranged DC 21 Tou Bruised/Injured [Penetrating 6, as DMG 12] Flash Bolt Ranged DC 16 Ref/Fort Blinded Weighted Gauntlets Touch DC 19 Tou Bruised/Injured Totals: Abilities (38) + Combat (48) + Saving Throws (15) + Skills (30) + Feats (32) + Powers (19) - Drawbacks (0) = 182/183 Power Points
  21. Reagent / Alkahest Power Level: 8/13 (232/250PP) [256] Unspent Power Points: 18 Trade-Offs: Reagent: +2 Attack / -2 Damage (Bartitsu Cane), None (Alchemical Flasks), +4 Defense / -4 Toughness Alkahest: -5 Attack / +5 Damage, -5 Defense / +5 Toughness In Brief: Victorian-era alchemist struggling to contain a merciless force of nature. Theme: Heads Will Roll by Yeah Yeah Yeahs Alternate Identity: Winifred Wei Identity: Semi-Secret Birthplace: London, England Occupation: Student Affiliations: Claremont Academy Family: None Living; Wei Chao (father, deceased), Wei Xia (mother, deceased) Description: Age: 18 (Subjectively; DoB: April, 1839) Gender: Female Ethnicity: British Chinese Height: 5'4" / 8'6" Weight: 120 lbs. / 600 lbs. Eyes: Green Hair: Black Winifred Wei is a slim young woman characterized by her impeccable comportment and intense demeanor. Her jet black hair has recently been styled in a tidy pixie cut with sharp edges that keep it off of her heart-shaped face. Perpetual dark circles under her eyes speak to a lack of sleep and abundance of stress but her tone of voice is nevertheless clipped and precise. While gradually growing accustomed to modern fashions she still tends toward conservative styles and colours. When expecting trouble she carries a broad leather bandolier filled with stoppered vials of alarmingly coloured alchemical concoctions and is rarely seen without her elegant mahogany walking stick with its serpentine styled head. Alkahest, by contrast, is a pallid mass of twisting, too-dense muscle with a greyish, corpse-like tint. Towering even with a pronounced stoop, her proportions are only nominally human and give only the most general indication of gender. Milky white eyes staring out from behind long, disheveled hair and a flat expression betray nothing as the beast stalks her target with a terrifying single-mindedness. The transformation is violent and chaotic, shredding conventional clothing and taxing the capabilities of skin-tight morphic molecules. Fortunately the Academy has been able to provide her with a looser, high collared lab coat made of the adaptive material. History: Wei Chao emigrated from Hong Kong to London in 1833 by taking a job as a deckhand for a prominent shipping company. Skilled at absorbing and applying new information and with a humble charm that ingratiated him with the company's officers, he made himself an indispensable assistant to the ship's doctor when a seafaring mishap left several sailors injured. With the help of his sponsor, in impressively short order and causing something of a stir Chao was accepted to the University of Cambridge to study medicine. Artfully walking the line between impressing his teachers and peers with his abilities without stepping on anyone's toes in a few year's time he had established himself enough to send for his wife, Xia. Similarly brilliant, she soundly invested the early profits of her husband's modest practice and the couple made themselves quite comfortable. In 1839, after considerable difficulty, they had a daughter, Winifred. Fully assimilated and conscious of their social standing Chao and Xia practiced only enough of their homeland's traditions to benefit from the Western fascination with orientalism. Raised as a native Londoner, Winifred demonstrated prodigious intelligence from a very young age, if not the restraint and moderation her parent's practiced so carefully. Frustrated by the assumptions leveled against her based on ethnicity, gender and youth her talents for biting sarcasm and humiliating her detractors were a frequent source of contention at home. Assimilated or not, Chao was uncomfortable with the idea of his daughter marrying an Englishman and was convinced after months of cajoling to allow her to work as his assistant, at least for the time being. Having devoured the contents of her father's medical texts even as a child, as a teenager Winifred chafed under the limited scope of a practicing physician. Scouring the city for more obscure tomes she found herself drawn into the booming community of fringe researchers who preferred to refer to their collective areas of study as 'rogue science' but were referred to in hushed tones in polite society as simply mad. Thrilled to learn from such progressive - if frequently unhinged - thinkers Winifred was particularly drawn to the mysteries of alchemy, throwing herself into its study unbeknownst to her parents. Starting with a foundation in the alchemy of Hellenistic Egypt, pouring over diagrams purportedly copied from originals saved from the Library of Alexandria, she studied the writings of Jābir ibn Hayyān and Roger Bacon, Heinrich Cornelius Agrippa and Jan Baptist van Helmont among so many others. She found early success in dramatically improving the effectiveness of her father's tonics and moved on to more outlandish concoctions, such as a sticky tar that burst into flames when it came into contact with air and in one case a particularly potent airborne hallucinogen. Expanding her scope to Chinese alchemy and Indian rasayāna then even dubious information surrounding supernatural creatures she began to form her own theories about a serum that would not only cure infirmity but strengthen a person to the limits of human capability, granting perfect health, clarity and perhaps even immortality. Her initial experiments along these lines were not promising but she could feel herself getting closer, on the very cusp of a monumental breakthrough. It was at this point that her parents discovered the increasingly conspicuous laboratory she had been hiding in her room along with her collection of esoteric writings. Horrified and frightened both for Winifred's safety and the family's public image they forbade her from any further scientific studies. Blaming themselves for leaving her too idle they hurriedly made plans to have her married off, hoping to put the whole thing behind them before the matter could become explosively public - perhaps literally. Railing against the injustice and indignity, Winifred locked herself in her room and redoubled her efforts in a frenzy. Deciding that the consequences could be damned, she downed the latest version of her serum and immediately doubled over in agony. What followed she was only ever able to recall in a hazy blur: tearing clothing, the wall of her family home reduced to loose brick and dust, a thunderous boom and spreading flame, sharp cracks and wet pops and shouting constabulary. When she came to, gasping for air and wearing tattered rags, barely strong enough to stand, she knew she had created something truly monstrous, become something monstrous. She could feel the creature, her other self, barely contained and threatening to emerge again and could see only one solution. Stumbling from shadow to shadow, she broke into the hidden laboratory of one of her fellow rogue scientists she mixed a poison that would do more than just kill her, even taking into account the formidable fortitude she estimated the creature to possess. It would render her body wholly inert, preventing any chance of contamination or of her work being replicated through the study of her remains. With a sobbed plea for forgiveness, she swallowed the draught. Her flesh hardened, turning to a glossy, jade-like substance and leaving Winifred Wei, alchemical prodigy, an unexplained statue of a huddled, grief stricken youth. Personality & Motivation: Well aware of her own impressive intelligence and used to having to prove it to others, Winifred has had her confidence severely undercut by the botched serum that created Alkahest. Given what now happens when she becomes upset, however, both aspects have been bottled up as best she can manage. She strives to be collected and professional at all times, leaving her seeming somewhat cold and distant apart from a dry wit that seeps through from time to time. The only thing her condition hasn't been able to damped is her curiosity and need to understand how things work. She is ultimately a scientist before all else and she now has the entirely new world of the modern day to discover and peel apart. She's happiest given solitude and a well stocked chemistry lab. Although her transformed state is obviously more physically capable Winifred sees little potential for good in it. Principled and steadfast, she won't back down from a confrontation particularly in the defense of others but much prefers to labour under her own merits, doing everything she reasonably can to avoid turning into Alkahest. While she views the creature as a largely separate entity from herself she considers herself responsible for its actions all the same and works hard to do as much good as she can when she's herself to make up for them. Powers & Tactics: In combat Reagent carries a bandolier of flasks with a variety of alchemical potions. These range from a fairly straight-forward explosive to a fast acting hallucinogenic cloud to a draught that rapidly accelerates natural healing. Most of these she tosses like grenades, the flasks shattering on impact and releasing their contents, but since she can only carry so many at a time and because they are indiscriminate in their effects she in careful to choose her moments. More precise is her reinforced walking stick with which she is fully proficient but if a conflict has come down to a face to face confrontation something has probably gone very wrong along the way. Alkahest is a single-minded force of nature. It has no tactics, only its target, which it pursues without pause or mercy. Strong and nigh-invulnerable, Alkahest will plow through walls, obstacles, friend and foe alike to get at the subject of its unspoken wrath then pummel it until it stops moving. Once that happens the creature chooses a new target, on and on until it has calmed enough to revert back to an exhausted Winifred. Complications: Chemical Mixture That Creates Chaos: Winifred is continuing to experiment with the serum that turned her into Alkahest, searching for a cure. Dangerous knowledge in the wrong hands. Electing to Ignore It: Winifred was an iconoclast to begin with and removed from concerns over societal standing she's apt to simply ignore any instruction with which she doesn't agree. Need a Little Old-Fashioned: Winifred clings to certain mannerisms such as her style of clothing to mitigate her future shock. No Version of This: Upon transforming Alkahest will pursue whomever or whatever triggered the stress reaction with an inhuman single-mindedness, be they friend or foe. So That's What That Does: An alchemist learns through experimentation! Winifred's sense of inquiry frequently outweighs her sense of caution. Some Form of Electricity: While a prodigy in her own time Winifred has missed out on more than a century of scientific advancements that are now common knowledge. Take That Away: Winifred is without a home, funds or familial connections. She relies on Claremont Academy for the necessities. That's My Secret: Winifred's uncontrollable transformation into Alkahest is triggered by elevated stress, be it anger, fear or other trauma. She has to constantly work to keep her emotions in check. Abilities: 4 + 2 + 4 + 14 + 0 + 8 = 32PP Strength: 14/50 (+2/+20) Dexterity: 12 (+1) Constitution: 14/40 (+2/+15) Intelligence: 24/8 (+7/-1) Wisdom: 10/20 (+0/+5) Charisma: 18 (+4) Combat: 16 + 20 = 36PP Initiative: +5/+1 Attack: +8 Base, +10 Melee Defense: Reagent: +12 (+10 Base, +2 Dodge Focus), +5 Flat-Footed Alkahest: +10, +5 Flat-Footed Grapple: +12/+36 Knockback: -2/-22 Saving Throws: 3 + 5 + 9 = 17PP Toughness: Reagent: +4 (+2 Con, +2 Defensive Roll) Alkahest: +20 (+2 Con, +2 Defensive Roll, +3 Density, +11 Enhanced Constitution, +2 Growth) [Impervious 12] Fortitude: +5/+18 (+2/+15 Con, +3) Reflex: +6 (+1 Dex, +5) Will: +9/+14 (+0/+5 Wis, +9) Skills: 84R = 21PP Bluff 2 (+6/+10) Attractive Craft (Chemical) 13 (+20/+12) Skill Mastery Concentration 5 (+5/+10) Diplomacy 2 (+6/+10) Attractive Disable Device 3 (+10/+2) Skill Mastery Intimidate 4/16 (+8/+22) Enhanced Skill, Growth Investigate 3 (+10) Knowledge (Business) 1 (+8/+0) Knowledge (History) 1 (+8/+0) Knowledge (Life Sciences) 5 (+12/+4) Knowledge (Physical Sciences) 13 (+20/+12) Skill Mastery Language 4 (Arabic, Cantonese, English [Native], Italian, Latin) Medicine 5 (+5/+10) Skill Mastery Notice 5 (+5/+10) Perform (Stringed Instruments) 6 (+10) Perform (Vocals) 4 (+8) Search 3 (+10) Sense Motive 5 (+5/+10) Stealth 0 (+1/-3) Growth Feats: 10PP Attack Focus (Melee) 2 Attractive Challenge (Fast Startle) Defensive Roll 1 Dodge Focus 2 Eidetic Memory Improvised Tools Inventor Power Attack Skill Mastery (Craft [Chemical], Disable Device, Knowledge [Physical Sciences], Medicine) Speed of Thought Startle Powers: 20 + 3 + 1 + 95 = 119PP Device 5 (Bandolier of Alchemical Flasks; 25PP Container; Flaws: Hard-to-Lose) [20PP] Base: Damage 8 (Byzantine Fire; Extras: Area [General, Burst], Ranged, Secondary Effect, Flaws: Action [Full Round], Unreliable [5 Uses], Feats: Alternate Power 5, Incurable, Progression 1 [Increased Area; 40' - 80' radius], Triggered 2) [25DP] (chemical, fire) AP: Confuse 8 (Hallucinogenic Fumes; Extras: Alternate Save [Fortitude, +0], Area [General, Burst], Flaws: Unreliable [5 Uses], Feats: Progression 5 [Decrease Area 4, Increase Area 1; 20' - 80' radius], Ricochet, Triggered 2) {16/20} (chemical, inhalant) AP: Drain Toughness 8 (Inorganic Solvent; Extras: Affects Objects Only [+0], Ranged, Secondary Effect, Flaws: Unreliable [5 Uses], Feats: Incurable, Ricochet, Triggered 2) {20/20} (chemical, acid) AP: Healing 8 (Lesser Elixir; Extras: Total, Flaws: Unreliable [5 Uses], Feats: Stabilize, Persistent, Regrowth) {19/20} (chemical, qi) AP: Obscure 5 (Magnetic Dust; Radio, Visual; Extras: Action [Move], Independent [+0], Flaws: Unreliable [5 Uses], Feats: Progression 2 [Decrease Area; 25' - 100' radius], Ricochet, Triggered 2) {20/20} (chemical, magnetism, smoke) AP: Snare 8 (Resin Adhesive; Extras: Contagious, Flaws: Unreliable [5 Uses] Feats: Reversible, Ricochet, Triggered 2) {20/20} (chemical) Device 1 (Bartitsu Cane; 5PP Container; Flaws: Easy-to-Lose) [3PP] Damage 4 (Feats: Mighty) [5DP] (chemically treated wood) Enhanced Feats 2 (Presence of Mind; Dodge Focus 2, Flaws: Limited [Human Form]) [1PP] (training) Alkahest Form 20 (100PP Container [Active, Sustained]; Drawbacks: One-Way Transformation [When Calm, -3], Temporary Disability [Exhausted Upon Transforming Back, -2]) [95PP] Density 6 (Mass x5; +12 Strength, +3 Toughness [Impervious], +2 Immovable, +2 Super-Strength) [18PP] Enhanced Abilities 48 (Enhanced Strength 16, Enhanced Constitution 22, Enhanced Wisdom 10; Drawbacks: Decreased Intelligence 16) [32PP] Enhanced Combat 2 (Counteracting Growth Penalty; Attack 1, Defence 1) [4PP] Enhanced Feats 2 (Challenge [Fast Startle], Startle) [2PP] Enhanced Skills 3 (+12 Intimidate) [3PP] Growth 4 (Large; +8 Strength, +4 Constitution, -1 Combat, +4 Grapple, +2 Intimidate, -4 Stealth) [12PP] Impervious 9 (Total 10) [9PP] Immunity 7 (All Chemical Effects [Half-Effect, +5], Environmental Cold, Environmental Radiation) [7PP] Regeneration 9 (Bruised 3 [No Action], Injured 6 [No Action]) [9PP] Super-Senses 4 (Olfactory; Accurate [+2], Acute, Tracking 1) [4PP] Drawbacks: -3PP Vulnerability (Emotion Effects, Frequency: Common, Intensity: Moderate [x1.5 Effect]) [-3PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed (Reagent) Touch DC 17 Toughness Damage Unarmed (Alkahest) Touch DC 35 Toughness Damage Bartitsu Cane Touch DC 21 Toughness Damage Byzantine Fire Ranged, 40'-80' radius DC 23 Toughness Damage [Secondary Effect] Hallucinogenic Fumes Ranged, 20'-80' radius DC 18 Fortitude Confuse Inorganic Solvent Ranged DC 18 Reflex Drain Toughness [Secondary Effect] Resin Adhesive Ranged DC 18 Reflex Entangled/Bound Totals: Abilities (32) + Combat (36) + Saving Throws (17) + Skills (21) + Feats (10) + Powers (119) - Drawbacks (3) = 232/250 Power Points
  22. Fox

    Grim (PL10/14) - Fox

    Grim Power Level: 10 [14] (205/224PP) Trade-Offs: +2 Attack / -2 DamageUnspent PP: 19In Brief: Teenage rebel psychopomp. Alternate Identity: Matthew RiveraIdentity: SecretBirthplace: Freedom City, USA Residence: Claremont AcademyOccupation: StudentAffiliations: ClaremontFamily: None living.Description: Age: 17 (DoB: 1999)Gender: maleEthnicity: HispanicHeight: 5'10"Weight: 130lbEyes: dark brownHair: blackMatthew Rivera has spent most of his young life physically active: he's built long and lean by nature, but time at school with a better diet and more attention to his health has started to put some good meat on his bones, rather than just the whipcord he enrolled with, the quiet muscle definition promising great things for his future.A thin budget and lack of access to fine shopping informs his personal fashion: his hair is black, straight, and eternally scruffy, hanging down to frame a handsome face or pulled back into a couple inches of rough ponytail. Most of his clothes are clean and intact, but distinctly second-hand - faded jeans, old t-shirts, and sneakers past their prime seem to be favored over anything school-provided, often with a flannel shirt or jacket thrown over top. Even the outfit he puts on to fight crime is only slightly better-kept: a mask made out of an old bandanna, black pants tucked into durable black boots, and matching vest & gloves (black with gold highlights) over a clean grey shirt.Power Descriptions: Grim's powers are largely subtle or internal, changes wrought by his connection to his dogs, but when he strikes with their power his hands become enveloped in black smoke or fire - and when he teleports, he seems to briefly become more of the same, dissolving into a rolling, insubstantial mess of dark energy.History:Matthew Rivera may have been born and raised in Freedom City, but when his life got turned upside-down it wasn't due to crime or the antics of the super-powered: he and his parents were on the way back from a camping trip when their car, well overdue for too-expensive repairs, sent them careening off the road and down a steep hill. It was, in every possible way, an ordinary, mundane accident befitting of an ordinary, mundane family...and as is so often the case for the mundane and ordinary, Mr. and Mrs. Rivera would never wake up.Their young son fared better, but only just, and he likely would have followed after them if not for some very un-ordinary visitors: a pack of psychopomps, great black dogs of smoke and shadows, had been attracted by the deaths and arrived to escort their souls to where all good souls go to rest.They looked down on the injured child with eyes like burning coals and decided to keep him.By the time help arrived they found only the wreck, two bodies, and a miraculously unhurt ward of the state whose life was no longer mundane. The sum total of his parents' assets barely covered their funeral and burial. The orphanage was kind and wanted only the best for him (or, at least, the best they could afford in that part of town), but young Matt was sleepless, restless; he was quiet, distant, and his increasing age and worsening attitude made it difficult to find him a permanent home. The dogs certainly didn't help - he always seemed to have at least one, often more, great dark things of indistinct breed that always showed up no matter how many times they were thrown out or shut away.Still, his teachers had to grudgingly admit that for all his attitude and truancy, the boy was bright and often well-intentioned - abrasive to authority, yes, but hard-working and protective of the younger children...and with the dogs around, the orphanage had few problems from those gangs heartless enough to cause trouble. And then one day, one would-be graffiti artist got chased off the grounds and swore up and down that one of the dogs had talked and walked through walls. That young man talked to his friend, who told her friend, who was overheard by a hero breaking up a fight - and the right words in the right ear put an invitation to Claremont in an envelope in the mailbox by a charity building down in the Fens.Personality & Motivation:Matthew is taciturn, withdrawn, and frequently dismissive of authority, but he has a strong sense of right and wrong and as much as he might claim to not want to be involved, he has a very hard time sitting on the sidelines when there's action to be taken. He is, in all things, always driven to stand up for the little guy - the innocent, the impoverished, the down-trodden. He's been there, he knows what it's like, and he hates seeing life made worse for those who have already fallen on hard times. He also, unsurprisingly, has a noteworthy soft spot for animals.As a nascent psychopomp and from experience dealing with the dead he has great sympathy for lost souls and the recently deceased. He has precious, precious little for those who try to use their new un-life for personal gain or to manipulate or hurt others. His experience with the dead gives him an almost nihilistic approach to life: so many people die with so many regrets every day, and death holds few answers. But that doesn't mean we just give up trying.Powers & Tactics:Why fight fair when you can fight dirty? Matthew's experience fighting is largely from dealing with street thugs and the occasional unruly specter, and he has absolutely no desire to pull punches with either. Despite his general patience he doesn't like sitting still or peacefully putting up with people he'd much rather be punching in the face, making his tactics straight-forward and unorthodox...albeit not entirely unpredictable.Complications:Death-Aware: Matthew's death awareness does not turn off, ever - his is passively aware of every death in a fairly significant area around him, which wears at his psyche a bit and may cause significant discomfort or distraction if the event being sensed is bad enough in scope or nature.Delinquent: Matthew has a long history of truancy, fights, and a general disrespect for authority in general and the police in particular. He doesn't have a criminal record, yet, but the police who know him assume it's only a matter of time.Don't Touch My Dog: Matthew is very fond of his dogs. Even though they are extremely hard to kill long-term, they're essentially his family and he doesn't take kindly to people being mean to them.Orphaned: Matthew has no family, and few real friends (of the two-legged variety).Raised By Wolves: Having literal dogs for family and a generally withdrawn nature, Matthew tends to lack social grace and patience. Abilities: 6 + 6 + 8 + 2 + 6 + 8 = 36PPStrength: 16 (+3)Dexterity: 16 (+3)Constitution: 18 (+4)Intelligence: 12 (+1)Wisdom: 16 (+3)Charisma: 18 (+4) Combat: 8 + 8 = 16PPInitiative: +7Attack: +12 Melee, +4 RangedGrapple: +15Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-FootedKnockback: -5 Saving Throws: 4 + 5 + 4 = 13PPToughness: +10 (+4 Con, +6 Protection)Fortitude: +8 (+4 Con, +4)Reflex: +8 (+3 Dex, +5)Will: +7 (+3 Wis, +4) Skills: 80R = 20PP Bluff 3 (+7 / +11) Attractive Craft (Mechanical) 8 (+9) Diplomacy 0 (+4 / +8) Attractive Drive 3 (+6) Intimidate 8 (+12) Notice 10 (+13) Perform (Singing) 12 (+16) Perform (Stringed Instruments) 12 (+16) Sense Motive 5 (+8) Stealth 12 (+15) Survival 7 (+10) Feats: 25PP Attack Focus [Melee] 8 Attractive Dodge Focus 6 Equipment 2 Evasion Fast Task [Startle] Improved Initiative Luck Move-By Action Power Attack Startle Uncanny Dodge [Audio] Equipment: 2PP = 10EP Mid-Size Car (1969 Chevrolet El Camino) [10EP] A gift from a departed ghost who had it under a tarp in a barn - definitely a fixer-upper. Strength: 30 Speed: 5 Defense: 8 Toughness: 10 Size: Huge Features: Alarm, Police Scanner Powers: 12 + 2 + 1 + 1 + 6 + 4 + 2 + 48 + 2 + 7 + 7 + 4 = 96PP Drain Toughness 8 (Feats: Affects Insubstantial 2; Flaws: Limited [Undead]) + Strike 5 (Feats: Mighty) [12PP] Enhanced Feats 2 (Affects Insubstantial 2 [on Strength]) [2PP] Feature (Able to escort the willing dead to their afterlife) [1PP] Leaping 1 (x2) [1PP] Protection 6 [6PP] Regeneration 4 (Recovery Bonus +2; Resurrection 2 [1 day]) [4PP] Speed 2 (25mph, 250' / move) [2PP] Summon Minion 11 (165pp dogs; Feats: Mental Link, Progression 2 (5 dogs), Subtle; Extras: Fanatical, Horde) [48PP] Super-Movement 1 (Trackless) [2PP] Super-Senses 6 (Extended Audio 1 [1], Acute Olfactory [2], Ultra-Hearing [1], Darkvision [2], Vision [Counters Concealment, Limited: Undead] [1]) [7PP] Super-Senses 7 (Death Awareness, Mental [1]; Acute [1], Extended 3 (-1 per ~2 miles) [3], Radius [1], Ranged [1]) [7PP] Teleport 4 (400'; Feats: Change Velocity, Turnabout; Flaws: Short-Range) [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage (Physical) Strike Touch DC 18 Fortitude Drain Toughness (Undead Only) + DC 23 Toughness Damage (Physical) Drawbacks: (-1) = -1PP Impoverished [-1PP] Totals: Abilities (36) + Combat (16) + Saving Throws (13) + Skills (20) + Feats (25) + Powers (96) - Drawbacks (1) = 205/224 Power Points
  23. Sparkler Power Level: 10 [12] (201/235PP) Trade-Offs: None Unspent Power Points: 34 In Brief: A young pyrokinetic witch whose comfortable world was shattered by the revelation of her parents' horrific crimes. She is determined never to be taken advantage of by anyone again. Residence: Claremont Academy Base of Operations: Claremont Academy Catchphrase: None Alternate Identity: Raina Sanderson Identity: Secret Birthplace: Angel Mounds, Indiana Occupation: High School Student Affiliations: None Family: Eric Sanderson (father), Rochelle (Miller) Sanderson (mother), Maxwell Miller (grandfather), Margaret Miller (grandmother) Description: Age: 16 (DoB: 08/28/1999) Apparent Age: 16, unless she wants to look older Gender: Female Ethnicity: Caucasian Height: 5'10 Weight: 135 Eyes: Blue Hair: Blonde Aside from being unusually tall for her age, Raina in the wild doesn't have a lot of distinguishing features. She can use makeup to make herself look considerably older and more attractive, when the right tools are available. She has honey-blonde hair that she currently wears shoulder length, and her clothes are an odd mixture of Walmart shapeless specials and a few designer pieces. Power Descriptions: Sparkler's powers are all of the Magic descriptor, and when she uses them, she is obviously casting spells with words and hand gestures. (Some of them are more subtle than others.) Some of her spells require props or components, which she carries with her in her purse or in a pouch on her uniform. Fire being controlled by her power tends to burn unnatural colors, sickly yellow or bright red mostly, but will revert to normal color when she releases control. History: Growing up, Raina always believed she was special. Not only was she an only child, she was one of the very few children at all in her tiny hometown of Angel Mounds, Indiana, so there wasn't much competition for adult attention. And not only that, but her parents were Very Important People, which made her that much specialer by proxy. Dad was the mayor of Angel Mounds, and had been since long before Raina was born (surprisingly long, though she didn't notice that till it was too late), while Mom was the most beautiful woman in Spencer County, and one of the most socially active. Their big house was always full of people and parties, and even before she was old enough to stay up past nine pm, Raina had a polished set of social manners and a wardrobe large enough to need an entire second bedroom. She went to an exclusive private school in Evanston and got excellent grades, partially because she was smart and partially because her family were Important Donors. Grownups fawned over her, other children wanted to be her friends. But that wasn't why Raina believed she was special. Raina always knew she was special because of the magic. Down beneath the ballroom and the formal dining room and all the fancy landscaping, there was another wing to the Sanderson home, one that was shrouded in grown-up mystery and thus endlessly fascinating. After the fancy parties were over, Dad and Mom and some of their good friends would slip down to those rooms and not come out till morning, usually looking exhausted, dirt-smeared and very pleased with themselves. Raina was only seven years old the first time she palmed a key from her mother's wardrobe and made her way down the secret stairs to find rooms filled with old, stinky books, weird jars of herbs and animal parts and different kinds of stones, and big iron cauldrons hanging over cold firepits, waiting to be used. She understood right away what it was all for, of course. She wasn't stupid. She'd already read the first Harry Potter book! Everybody knew that magic was real, but now it was really-real, and it was inside her own house. Having parents who were a witch and wizard (they preferred “practitioners,” but Raina knew better) wasn't always all it was cracked up to be. She'd barely been in the basement five minutes before her mother and father were racing down the stairs, looking scarier than Raina had ever seen them before, their faces hard and mean and ready for a fight. She hid behind one of the cauldrons, but not before her dad caught sight of her. He rolled his eyes, the scary look dissolving away as he caught Raina by the arm and swung her up into the air like she was a little kid, making her giggle helplessly. “We've got an intruder all right,” he told Raina's mom, “and she's a menace! A menace!” Both parents laughed, and then Dad tickled Raina until she nearly wet her pants and completely forgot that she'd been scared. After that, though, she had to explain how she'd gotten down there, which had led to the dreadful punishment of an entire weekend not being able to ride her pony or go out and play among the many strange mounds that gave her little town its name. But it was all worth it when her parents decided she was ready to learn magic herself. It was almost better than getting a letter from Hogwarts (even if she continued to hold out secret hope for several more years.) Dad explained to her that she would not be ready for “initiation into the mysteries” until she was sixteen, but there were things she could learn beforehand. They taught her useful little bits of magic to make life easier and more fun. A translation spell made foreign language classes a breeze, while a lockpick spell made pranks on classmates so much more satisfying. Learning to fly when she was fourteen was, of course, amazing, even if she could only do it while invisible. But her favorite, favorite spell of all was the fire control. Sure, it made lighting the ritual candles easy, which was what it was for, but it could do so much more. One too many mishaps with the curtains got her a stern injunction to only practice that spell outdoors, but that did nothing to dampen Raina's enthusiasm. As she got older, Raina started noticing her parents getting busier and busier. Her father often went on trips for days at a time, while her mother was frequently away from dawn till dusk, with people over at night as well, downstairs in the ritual rooms and never letting her so much as watch. Raina might have worried that something bad was happening with them, except that they were so embarrassingly affectionate with each other when they were both home. She was fairly certain she was scarred for life just by watching a couple of their reunions after her dad had been away for a long weekend. And it wasn't as though she were a neglected child. There were summer camp trips that were more like resorts, vacations with friends, new clothes, shoes and hair for every new season. She knew there were bad things in the world. At school they talked about how the unsolved murder rate in the city was at an all-time high, and the teachers warned them not to go places on their own. People told stories about weird lights in the sky sometimes, and places near the river where plants died and animals wouldn't set foot. A lot of those places seemed to be near Angel Mounds, which had some of the only undisturbed forest left in the area. But none of that stuff really had any impact on Raina, so she pretty much ignored it. Life was good for Raina at fourteen, but it was also somewhat lonely. Her friends from school lived in Evanston, and there were no kids her age nearby. When her parents were busy, she had nothing but the internet, which bored her. When she pestered her mother one too many times about it, Mom had snapped at her to get a familiar already, but not that damned smelly pony, and shut her out of her bedroom. Raina pouted, but went down to the basement and did her homework. She learned about familiars, learned how to create the bond, and had only to decide what animal she wanted. Black cats were definitely out, what could be more boring and obvious? Though she might have done it just to spite her mother, the pony was just too big (and kind of stupid, even though she still loved him). Birds were too noisy, dogs too obnoxious, snakes and lizards too icky. She was stuck for ideas until one day at school when her one vegan friend all but burst into tears while giving an oral report about the local research facility and their animal testing experiments. She gulped and sniffled her way through horror stories about fuzzy little mice and sweet bunny rabbits and even tiny little baby monkeys, and suddenly Raina had an idea. Breaking into the research facility was hardly Raina's first foray into breaking and entering, but it was the first time she'd done it for more than practice or harmless pranking. Silent and invisible, she'd snuck through the facility till she'd found the animal testing labs, quiet and dark in the nighttime. She'd turned on the lights, had a look around, barfed into a trash can, then gotten down to business. As promised, among the cages of other animals was one small capuchin monkey, scared to death and with some kind of paint smeared over his fur, but otherwise apparently unharmed. He had a clever face, Raina decided. “You wanna get out of here?” she asked him, and he indicated that yes indeed, he would very much like to get out of this place. She opened his cage, and all the other cages for good measure, and after a heart-pounding and really entertaining chase through the corridors, got her new prize safely out of captivity and home with her. She gave him a bath, named him Merlin, and performed the familiar spell, greatly pleased with her own cunning and daring. Merlin took to being a familiar extremely well. Like, extremely well. Like, all familiars got some measure of their human companion's intelligence, but sometimes Raina wondered if the monkey might not be just a little bit smarter than her. He was certainly smart in different ways. When she had to leave him home and go to school, she taught him how to use the computer and the internet to keep himself entertained. By the end of the second week, he'd started ordering parts off Amazon and building himself a new computer system because hers was too old and slow for video games. After a couple of months, he was winning tournaments and using a voice synthesizer to randomly swear at other players in order to throw off suspicion. He loved Raina, and the feeling was mutual, but she'd really kind of hoped to have a little more in common with her familiar. She might have been better off with something a little dumber. But then he showed her how he'd hacked into the files at her school and changed the faculty page of her least favorite teacher to include a number of extremely unflattering descriptions he must have learned while gaming, and Raina was sure she'd made the exact right choice. Her parents had been surprisingly unperturbed by the story of how she'd gotten her new friend, and even when Raina took him into town or the city with her, nobody ever asked a single question. Freshman year of high school kept Raina super-busy. She was at a new school, every bit as elite and exclusive as the last, but she was suddenly having more trouble than she'd ever had before. For one thing, she was getting tall. Like, really tall. Unfortunately, freakishly tall, especially compared to the tiny little freshman boys in her class. She was developing proportionately, at least, so she got some hips and breasts to go with the monstrous tallness, but that was only slight consolation. Merlin, ever pragmatic, pointed out that with her birthday being what it was, she was already older than most of the other kids in her class. She might as well hang out with older students. Some YouTube tutorials and a lot of shopping acquired her makeup and clothes to meet the challenge, and with her family's money and a few words from her mom into the right ears (Raina suspected), she was soon back on top again. She got herself a boyfriend who was a junior and had a nice car, arranged her lunch table to suit herself, and shamelessly exploited her familiar to keep herself from failing math. All of this, though, was really just killing time. She was going to be sixteen next year, and sixteen was Old Enough. When she was sixteen, she would be inducted into the true mysteries of magic. She would know exactly what her parents and their friends did down in the basement when she wasn't allowed. She would finally get a taste of real power! Raina's entire world came crashing down three weeks before Christmas. One night she was awakened from sleep by her mother shaking her roughly and telling her to get to the basement and hide, and not to say anything to anybody or make a single noise. Raina would've whined on general principle, but the look of fear on her mother's face wasn't something she'd ever seen before. Barefoot and in her nightgown, Merlin on her shoulder, she'd raced into the basement, where Dad and a half-dozen of her parents' closest friends were dressed in black robes, dark stuff smeared all over their faces. They seemed scared too, even after Mom had rejoined them and they'd all begun chanting around the largest cauldron. Raina didn't recognize any of the words, but she could feel the weight of magic in the air. It didn't feel good and comfortable and exciting the way magic usually felt, though. It felt... evil. Were they under attack? Were her parents trying to fight off some huge evil force bearing down on them? She thought about trying to help, but then the walls began to shake, and terror handily overwhelmed any heroic impulse. Cuddling Merlin like a stuffed animal, she hid her face against her knees and cowered behind the bookshelves while the chanting increased and the walls shuddered and the air grew almost too heavy with magic to breathe. She didn't even notice when the superheroes started to appear, not until the fighting started. It wasn't a very long fight. The practitioners in Mom and Dad's coven were intellectuals, not hand-to-hand fighters, and they obviously hadn't expected to be teleported in on. Raina didn't understand what was going on, but she saw that people were attacking her parents, so she rushed to help, wielding underpowered fireballs for all she was worth, not even remembering she was still in her pajamas. She was subdued almost instantly, frozen in place and hoisted into the air, Merlin still clinging to her neck and just as immobilized. Within ten minutes, the entire coven was under arrest, Raina included, and being dragged off to... she didn't even know where. She'd never been more indignant and frightened in her entire life. What right had anybody to do this to her and her family? Indignation had dissolved into hysteria when a man in green and gold had tried to take Merlin away from her, and he'd finally been allowed to stay when she was put into an empty interrogation room. Raina had thought to ask for a lawyer, or at least a grownup, but when the superheroes came to talk to her, it was more like an intervention than an interrogation. They wanted to know about the plot to end the world, but in the face of her genuine bafflement and fear, they realized quickly she had no idea what was going on. So they told her. It wasn't an easy story to believe. Raina's parents weren't evil! They were wealthy and powerful and well-connected, people liked them! They donated to charities all over the county! But that money, according to the heroes, was blood money, acquired through dark rituals and horrifying exploitation. Half the civic leaders of Evanston, and a few of Indiana, were trapped under the magical influence of the coven, willing to give them anything they wanted. Huge spells had been in place for decades to cloak and shield the practitioners of Angel Mounds while they used black magic to build their fortunes and eradicate their enemies. People who had crossed the Sandersons and their friends had been ending up missing for decades, with nobody willing to talk about it. Raina remembered hearing whispers like that, but who would believe something like that? It was crazy! The coven had used forbidden rituals to suck the lives out of animals, patches of land, even people, creating magically and psychically dead spaces near Angel Mounds, which was itself a deep well of dark power. They had kidnapped more than a dozen people in Evanston, brought them to the ritual space underneath the mansion, and ritually murdered them in an attempt to turn themselves into powerful lower beings. At that point, Raina had needed a little break from all the explaining, and had taken it with her head between her knees and a woman in white encouraging her to breathe a little more slowly. Raina hadn't wanted to believe any of it, but there was evidence, so much evidence. And there were things she'd seen, things she had noticed and just hadn't ever really paid attention to. But how could her parents be evil? In the end, it hadn't mattered what Raina believed. With barely a moment for goodbyes, her parents and their friends were all bundled off to Blackstone Prison in Freedom City to await trial for a shockingly long list of charges. Raina hadn't been arrested and wasn't going with them, but she had nowhere to go. The mansion and all its contents were seized by the police and the superheroes. Raina had been allowed to pack one suitcase of her clothes and diaries and photos, after letting an agent dig through all of it to make sure she wasn't hiding evidence. She didn't even get to keep Merlin's computer. Everything else was just gone, even the pony. And so was all the money. Broke and alone, Raina suddenly found herself enmeshed in a system she had no influence over whatsoever, subject to the whims of people she didn't know, but was supposed to trust to look out for her best interests. But why the hell would she do that, when the people she trusted most had (maybe, surely not) done such horrible things? As the shock wore off she became more defiant, more angry, but it didn't have any more effect than if she'd been pliable. She was shipped off to grandparents she'd only met twice, her mother's parents, who disapproved of magic, money, anything fun, and most especially Raina herself. Moving in with her grandparents meant not only switching schools but switching states, moving to Ohio and settling in a town far more isolated than Angel Mounds had ever been. It was far enough away that none of her friends would visit (not that it seemed likely anyway, after all that had happened), but close enough that the news had been saturated with coverage of the superbattle and the arrest of the evil demon-consorting coven. Raina quickly found herself a miserable outcast at school, with no way to fix things this time even if she'd had the energy. Home was no better; they treated Merlin like an animal and Raina like a delinquent, as though if she were given the least iota of freedom, she'd start trying to summon demons and murder people as well. Frustration and anger boiled inside Raina, and she welcomed it because it was a lot better than being afraid and lonely all the time. She began to strain against the rules, sneaking out of the house, getting into fights at school. She set one particularly obnoxious sophomore's brand new car on fire with a wave of her hand, though she'd make sure to do it when it couldn't be pinned on her. Her grades for the year were abysmal, barely passing, but she didn't care. Her grandparents threatened to put her in foster care, but it didn't seem like that could be any worse. When the representative from Claremont Academy showed up, it seemed too good to be true, but Raina jumped on it anyway. Maybe it was a scam, and maybe this was just another group trying to take advantage of her, but at least it meant getting the hell out of Ohio and into a city big enough to get lost in. One thing was for sure, she wasn't going to ever trust anything an adult said to her ever again. Personality & Motivation: Raina grew up sheltered and more than a little spoiled, but she was a people-pleaser at heart, happiest in the center of an adoring crowd. She also had a tendency to take things at face value and believe that people had her best interests in mind. All of that bit her very hard on the ass, and now she's in a rebound phase. She is defensive and untrusting, rebellious for the sake of rebelling, unwilling to believe that anybody might have an uncomplicated desire to help her in any way. She wants to learn hero work to distance herself from the crimes of her parents, both in order to silence the people who say she's a villain by nature, and to extend a middle finger to the parents who betrayed her trust. Until she truly believes she can trust someone again, she's going to continue fighting authority just to let herself feel in control. Powers & Tactics: Planning is not Sparkler's strong suit; she's never had any training and had very little fighting experience. When she is pushed into combat, she will try and stay at a safe distance, preferably invisible, and launch fireballs at opponents until they fall down or go away. She currently has little capacity for teamwork, since there's nobody she'd trust to watch her back. Complications: Stray Cat Sitting On A Fence: Raina sits between two worlds, the villainous legacy of her parents and the heroic aspirations of Claremont Academy. Neither is very accepting of her at the moment, villains see her as a quisling and heroes see her as a bad seed. Ain't Got Enough Dough to Pay the Rent: All of Raina's family assets were frozen and seized when her parents were arrested, leaving her to cope with a much different style of living. Right now she has no income and no savings, not much to her name beyond the clothes on her bck and her monkey. Strut Right By With My Tail In The Air: Raina is much too proud to ask for help in pretty much any circumstances, which includes trying to beg for friendship from people who are socially better positioned than she. This pride often manifests as aloofness and can be offputting, as well as keeping her from getting help when it would be really useful. Get Shoes Thrown At Me By A Mean Old Man: Raina's relationship with her family is pretty terrible right now. Her parents are in prison and she can only see them once or twice a month, even if she wants to. Her grandparents basically hate her, and have pawned her off on Claremont with great relief. Of course, if she were to get kicked out of Claremont... Howling in the Moonlight on a Hot Summer Night: Raina is currently in what might be charitably described as a rebellious phase. Nobody, in her opinion, can be trusted to look after her except herself, so she will make all her own decisions whether or not the rules say she can. In many ways, this makes her even easier to manipulate. Got Cat Class, Got Cat Style: Unfortunately for someone who grew up in the Midwest, Raina hates cold weather. Hates being cold, hates feeling cold. It makes her fingers numb and messes up her powers, sometimes it feels like it even makes her fire less effective. She enjoys warmth and shuns cold whenever possible. Wish I could Be As Carefree and Wild: Raina's main offensive power is throwing fireballs, which looks awesome and can be very effective, but it's also a little unpredictable. When she's doing something big with fire, especially if she's stunting with it, the chances of burning herself (or singeing off her hair and eyebrows) goes way up. This has not yet stopped her from playing with matches. Abilities: 0 + 4 + 4 + 6 + 0 + 10 = 24PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 20 (+5) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Base, +10 The Sun, +12 Sick Ninja Moves Grapple: +6 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5/-1 Saving Throws: 4 + 4 + 10 = 18PP Toughness: +10/+2 (+2 Con, +8 Protection) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +10 (+0 Wis, +10) Skills: 56R = 14PP Bluff 12 (+17) Concentration 8 (+8) Diplomacy 6 (+11) Disable Device 0 (+3/+15) The Fool Disguise 0 (+5/+25) The Moon Knowledge (Arcane Lore) 8 (+11) Knowledge (Theology/Philosophy) 6 (+9) Notice 6 (+6) Sense Motive 10 (+10) Feats: 42PP Attack Specialization (Fire Blast) 2 Challenge (Fast Taunt) Dodge Focus 4 Luck Quick Change Ritualist Second Chance (Disable Device) The Fool Sidekick 30 Taunt Uncanny Dodge (Visual) Powers: 10 + 7 + 10 + 4 + 3 + 1 + 8 + 4 + 11 + 21 = 79PP Comprehend 5 (The Tower; Speak to and Understand Animals; Speak, Read and Comprehend Any One Language At a Time) [10PP] Damage 2 (Sick Ninja Moves, Feats: Accurate 3, Improved Critical, Innate) [7PP] Device 2 (Broom, Flaw: Hard to Lose, Feats: Restricted 2 [Raina]) [10PP] Enhanced Flight 3 (to Flight 4) (100mph/1000fpm; Extra: Affects Others, Feats: Moving Feint) [10DP] Enhanced Feat 1 (Second Chance [Disable Device]) [1] + Enhanced Skills 12 (Disable Device 12 [+15]) [3] "The Fool" [4PP] Flight 1 (The Chariot, 10mph/100fpm; Extra: Affects Others) [3PP] Immunity 1 (Environmental Heat) [1PP] Protection 8 (The Empress) [8PP] Super-Senses 4 (The Magician; Magic Awareness 3, Visual, Enhancement: Analytical) [4PP] The Moon Array 5 (10PP, Sneakiness; Feats: Alternate Powers 1) [11PP] Base Power: Concealment 4 (All Visual, Feats: Close Range, Selective) {10/10} Alternate Power: Morph 4 (+20 Disguise; Feats: Covers Scent, Precise) {10/10} The Sun Array 10 (20PP, Fire; Feats: Alternate Powers 1) [21PP] Base Power: Blast 10 (Fire, and lots of it) {20/20} Alternate Power: Move Object 10 (Extra: Range [Perception]; Flaw: Limited [Fire]) {20/20} DC Block: ATTACK RANGE SAVE EFFECT Sick Ninja Moves Touch DC 17 Toughness Damage Fire Blast Ranged DC 25 Toughness Damage Totals: Abilities (24) + Combat (24) + Saving Throws (18) + Skills (14) + Feats (42) + Powers (79) - Drawbacks (0) = 201/235 Power Points
  24. Nighthawk Power Level: 10/12 (171/203PP) Trade-Offs: None Unspent Power Points: 32 In Brief: Fens Street Vigilante given a free ride at Claremont Academy (Or... what if Bruce Wayne had been poor and female!) Residence: Claremont Academy (Formerly a runaway) Base of Operations: The Fens Catchphrase: "Yeah, it's a crappy part of town but its my crappy part of town." Alternate Identity: Robin Chevalier Identity: Secret Birthplace: Freedom City Occupation: Student, Former Street Rat Affiliations: Family: Deceased / Foster kid runaway Description: Age: 16 (DoB: October 30, 1999) Apparent Age: Same Gender: Female Ethnicity: Biracial (African American / Caucasian) Height: 5'5" Weight: 145 lbs. Eyes: Grey Hair: Black Robin is built like a gymnast or athlete although it's usually hidden in baggy, tattered clothes. Her dark curly hair is braided back or, when loose, stuffed under whatever second-hand cap she can find. Her worn leather jacket is well loved and has been patched more that once but its her most common accessory. As Nighthawk, she wears a black fabric mask that covers her hair and the upper half of her face. It was cobbled together from a black t-shirt and a ragged shirt under her leather jacket marked with a bird in flight and steel-toed boots. Power Descriptions: Nighthawk has no overt powers. She's a world class athlete and gymnast and a self-taught hand to hand combatant with two years of street fighting experience. The fact that she's accomplished so much on her own is remarkable but as far as anyone knows or has tested, it comes from no supernatural source just an uncanny natural ability and a dogged determination for justice that earned her a spot at Claremont academy. History: Robin's early life was a happy one. Her family wasn't wealthy by any stretch of the imagination but they were making ends meet in the Fens and working towards a better future. Although there wasn't much in the way of disposable income, her parents set just enough aside that she could take classes; tumbling, acrobatics, gymnastics. Robin had a real talent for it and although she did well in school, her heart was in the sport and it was clear she had a potential future in it. By the time she was ten, there was serious talk of turning competitive and perhaps eventually, taking a run at the Olympics. However that life, and all of those plans, were derailed the night her parents never came home from their date night. Despite her efforts, Robin's run down only the vaguest of details, that they were shot and robbed on their way back home. With her parents dead and no next of kin, Robin was shuttled into foster homes. Her foster-care wasn't bad, but it wasn't spectacular. Overcrowded and ill equipped, Robin's anger had no productive outlet and she became problematic for her care givers. She got into fights at school and at home that she lost more often than she won. Robin could have gone down a very dark path indeed but when lurking in the alley that had claimed her parents life, perhaps hoping for some illumination, she chanced on another robbery in progress. At last, her anger had an outlet. Driven by sorrow and rage, and backed with years of hard-won strength and nimbleness, she drove off the attacker. It gave Robin a sense of purpose. She couldn't bring her parents back, but she could try to keep anyone else from feeling that loss. That night, Robin left home for good, haunting the streets as a pint-sized vigilante at night and training during the day harder than she'd ever trained before. It's been two years since she began her self-appointed watch and she'd still be in the Fens but for an offer from the Claremont headmaster. It's no surprise that Nighthawk's efforts resonate with someone who once wore the cowl of Raven but without proper training, Robin's flirting with an early grave for all of her potential. As for Robin, she's been told that Claremont might have the sort of resources to help her find the men that killed her parents. The regular meals and hot showers don't hurt though. Personality & Motivation: Robin's claimed the Fens as her own and it bothers her to be away even though she's well aware that the offer of 'unique teaching' that Claremont can provide is something she is in desperate need of. She's used to being on her own and comfortable with the odd life she'd carved out. The attempt to return to even Claremont-normal teenage life is a bizarre experience and it discomfits her, although Robin does her best not to betray that particular weakness. She's more comfortable in what she knows, which at this point is generally fighting or looking for someone to fight. Still, she has a lot more potential than just her fists, she's canny and cunning and learning to use those as weapons in the same way she's learned to use her fists. Justice and a need to protect those that can't protect themselves are very much her driving goals but she still has a short-sided view of how to accomplish it. Powers & Tactics: Robin is a world-class athlete - fast, strong and sturdy and backed with an iron-will to push herself past her limits. In a fight, Robin relies on her fists as they've always been the one weapon she can count on. Her style is a mix-mashed hodge podge of quick strikes and she's entirely willing to use every dirty trick she has at her disposal to win. Any fight you can walk away from is perfectly fair. Robin's willing to toe-to-toe slug fest it out but she's also comfortable with cutting and running to strike from a higher vantage point and will exploit her acrobatic experience to gain the advantage. She's no mindless scrapper, though. Robin's very smart and although she's not had proper school in years, she has a knack for picking up information and odd skills. Her background on the streets has left her with a unique skill set. Robin knows the Fens like the back of her own hand. Further, she has the advantage of having been an active street level hero before her time at Claremont. Complications: Impoverished: Robin has nothing of her own but her clothing, not even bus fare. She's got all the skills TO steal but unless its for survival, its against her moral code. It's a hard knock life and having no family or pocket money isn't exactly helping her outsider status. Justice: She can't let go of what happened to her parents and its an ever burning need. Although the trail is long cold, if Robin can find a thread of who might have done it, she's going to have to follow it to the ground. On top of that, her parents have been tied to the Fens and the fact that she's left it 'undefended' bothers her regularly. Sometimes the draw is too hard to resist. Experienced: Sometimes experience isn't a good thing. Robin can be impatient with exercises that she feels are less than helpful or, worse, that she already knows. Yes, her school of hard knocks has its perks but it also has its draw backs and sometimes its harder to unlearn something to learn how to do it properly. Abilities: 20 + 20 + 20 + 12 + 8 + 10 = 90 PP Strength: 30 (+10) Dexterity: 30 (+10) Constitution: 30 (+10) Intelligence: 22 (+6) Wisdom: 18 (+4) Charisma: 20 (+5) Combat: 20 + 20 = 40PP Initiative: +10 Attack: +`10 Melee, +10 Ranged Grapple: +20 Defense: +10 (+10 Base, +0 Dodge Focus), +10 Flat-Footed Knockback: -5 Saving Throws: 0 + 0 + 5 = 6PP Toughness: +10 (+10 Con, +0 [Other]) Fortitude: +10 (+10 Con, +0) Reflex: +10 (+10 Dex, +0) Will: +10 (+4 Wis, +6) Skills: 32R = 8PP Acrobatics 4 (+14) Climb 4 (+14) Disable Device 4 (+14) Escape Artist 4 (+14) Gather Information 8 (+13) Stealth 4 (+14) Survival 4 (+8) Feats: 21PP Attractive Beginner's Luck Blind-Fight Chokehold Contacts Eidetic Memory Elusive Target Endurance Evasion x 2 Hide in Plain Sight Improvised Tools Instant Up Interpose Jack of All Trades Luck Power Attack Takedown Attack 2 Ultimate Save (Will) Well Informed Powers: 2 + 2 + 3 = 7PP Leaping 1 (x2 Running 40', Standing 20', High 10'; Power Feat: Innate ) (Training) [2 PP] Speed 1 ( 10 MPH, Power Feat: Innate ) (Cosmic) [2 PP] Super Movement 1 ( Slow Fall, Power Feat: Innate ) (Training) [3 PP] Drawbacks: (-1) = -1PP Drawback Impoverished; [-1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage (Physical) Totals: Abilities (90) + Combat (40) + Saving Throws (6) + Skills (8) + Feats (21) + Powers (7) - Drawbacks (1) = 171/203 Power Points
  25. Frostbyte Player Name: Tiffany Korta Power Level: 11/12 (162/196PP) Trade-Offs: None Unspent Power Points: 34 In Brief: A big hero in her tiny community she suddenly finds herself a little fish in a very big pond. Residence: Claremont's Dorms Catchphrase: "Is it me or is it cold in here?" Alternate Identity: Cathy Clouston Identity: Secret Birthplace: Shetland, Scotland, UK Occupation: Student Affiliations: Claremont Academy Family: Lara Clouston (Mother), Mikael Clouston (Father) Description: Age: 16 (DoB: 1999) Gender: Female Ethnicity: Scottish Height: 5'8" Weight: 160 lbs Eyes: Violet Hair: White Even in normal circumstances, Cathy could never pass a completely normal, her skin and hair are of an incredible pale white colour. Only her eyes stand out by being a rather vivid violet colour. To most people, it would appear that she suffers from albinism, though unlike those that suffer from that unfortunate condition she isn't overly harmed by sunlight. She tends to dress rather sensibly with many layers of practical clothing with a dazzling array of chunky knitted jumpers and her signature (fake) fur-lined parka, even during the hottest of days. At will, she can transform her flesh and hair into solid ice that appears to have all the qualities of ice as well as being resistant more resistant to harm. Any clothes she's wearing aren't affected, though they do form a thin layer of frost over them. She doesn't currently have a costume of her own so she wears the standard Claremont colours, she does wear her parka over the top as a lucky charm. Power Descriptions: By drawing moisture from out of the air Cathy can form it into ice with a remarkable degree of control over its shape and form. Whilst it appears to all extent and purposes to be normal ice, though under her control it seems more resilient to both physical assault and temperature. Tests have determined that her ability to form and control ice is some form of natural mutation, though stories from the islands of Ice Maidens that came with the Norse settlers suggest that it's some form of genetic abnormality that's been carried down the generations. History: Cathy had always been a quiet distant girl who happily spent hours all by herself reading or wandering the stark beautiful landscape, a little cold and distant as some people would later joke. But apart from that, she had a happy childhood among the isolated beauty of her island home. All this changed one bitterly cold winter day when she was around twelve. One of the younger children of the village had gone missing and after not showing up for a couple of hours the entire village went out to search for him. With the sunlight failing and the temperature rapidly dropping the search was called off until first light, with everyone assuming the worse. One person hadn't given up the search however and against the odds, Cathy had managed to find the young child and get him to a temporary shelter against the cold, but there wasn't enough room for Cathy or enough time to get back to the village. Cathy had no choice to wait out the night and hope to survive the bitter cold. It was then that her powers kicked in that allowed to survive the night, searchers were surprised in the morning when the apparently frozen girl was not only alive but able to move around without any harm. Despite her now strange appearance, she was heralded as a hero for saving the young boys life. And over time as she learned to control her powers she used them to not only help her home village as much as she could but also help the town and villages around them. Slowly news of her exploits spread across the Shetland islands until they made their way to the mainland of Scotland and far, far beyond. Then one day not long after she'd turned sixteen an exotic looking woman turned up at the families home and offered to take Cathy to the distant, almost mythical sounding, Freedom City to a special school where she could learn to use her power to help many more people. Personality & Motivation: Cathy is a quiet thoughtful young woman that unless prompted tends to fade into the background. It's not that she isn't good with dealing with people, quite the opposite, it's just that she lacks the confidence to put herself out into the wider world. It's would be unlikely that she would be a hero apart from one thing, she deeply cares about doing everything she can to help other people. Powers & Tactics: Cathy hasn't had much training into how to use her powers and instead relies on her own instincts of what will work in any given situation. It just happens that she naturally has very good instincts in these matters. Complications: Bright Lights, Big City: Whilst she not completely unaware about life in a city like Freedom, they do have television and the Internet, she can still be surprised by things that would seem completely normal to everyone else. Too Cold: Whilst she can't feel the cold Cathy can't feel the heat either. Even on the warmest day, she tends to wrap herself up in multiple layers of clothing to stay warm. Cold in here: Without realising it Cathy instinctively lowers the temperature around here by a few degree's, whilst that may be fine in warm climes it can get very chilly in less warm environments. And even when it's pointed out she can't seem to turn this chilling effect off. To Dry: Much of the ice she creates is done by drawing moisture from the surrounding environment. In an incredibly dry and arid environment, she might be unable to produce as much ice or normal, or in extreme circumstances none at all. Local Hero: Whilst Cathy is unknown in many parts of the world she fairly well known in her own local area, and never had the need to protect her identity. It wouldn't take much effort to find out all about her and her family. Abilities: 6 + 8 + 10 + 0 + 4 + 6 = 34PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 14 + 10 = 24PP Initiative: +8 Attack: Base +7, +7 Melee, +11 Ranged Grapple: +10 Defense: +11 (+5 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 2 + 3 + 5 = 10PP Toughness: +10 (+5 Con, +5 Protection) Fortitude: +7 (+5 Con, +2) Reflex: +7 (+4 Dex, +3) Will: +7 (+2 Wis, +5) Skills: 56R = 14PP Bluff 7 (+10) Climb 7 (+10) Concentration 8 (+10) Diplomacy 7 (+10) Notice 8 (+10) Sense Motive 6 (+8) Survival 8 (+10) Swim 5 (+8) Feats: 19PP All-Out Attack Attack Focus (Ranged) 4 Dodge Focus 6 Improved Initiative 1 Improved Throw Improved Trip Luck 2 Move-by Action Power Attack Uncanny Dodge (Auditory) Powers: 12 + 38 + 5 + 5 + 1 = 61PP Flight 6 (500 mph, 4,400 ft/rnd Extra: Affects Others, Flaw: Platform) [12PP] Ice Control 16.5 (33PP Array, Feats: Alternate Power 5) [38PP] Base Power: Blast 11 (Ice Shards 100ft Range Extras: Autofire 1) [33PP] Alternative Power: Blast 11 (Brain Freeze 100ft Range Extras: Alternative Save (Fortitude) [33PP] Alernative Power: Create Object 11 (Ice Sculptures 100ft Range, 10x5' cubes Feat: Independent; Extra: Selective) [23PP] Alternative Power: Environmental Control 11 (Cold (Extreme), Visibility, 110ft Range 10,000ft Radius) [33PP] Alternative Power: Snare 11 (Icy Bonds Feats: Tether, Reversible) [24PP] Alternative Power: Trip 11 (Icy Patches Extras: Area (General Burst), Selective Attack) [33PP] Immunity 5 (Cold Damage) [5PP] Protection 5 [5PP] Super-Senses 1 (Infravision) [1PP] DC Block ATTACK ATT RANGE SAVE EFFECT Unarmed +7 Touch DC 18 Toughness Damage (Physical) Brain Freeze +11 Ranged DC 26 Fort Damage (Ice) Icy Bond +11 Ranged DC 21 Ref Snare (Ice) Ice Shards +11 Ranged DC 26 Toughness Damage (Ice) Icy Patches Area DC 21 Ref Trip (Ice) Totals: Abilities (34) + Combat (24) + Saving Throws (10) + Skills (14) + Feats (19) + Powers (61) - Drawbacks (0) = 162/196 Power Points
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