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Found 9 results

  1. Monthu Power Level: 12 (180/180PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Bull-headed hawk-god of solar fire, from outer space! Catchphrase: "Moving on." Theme: Dredg: Ode to the Sun Alternate Identity: Public Birthplace: The City of the Mountains of Light (Junu/Heliopolis) Residence: The Solar Arc Base of Operations: Sol System Occupation: God, revolutionary, freelance problem-solver Affiliations: The Radiant Revolution, Ancient Egyptian Pantheon, Eyes of Ra (former) Family: Ra (father/brother/self), Raet-Tawy (mother/sister/wife/self), Zenenet (wife) Description: Age: Beyond reckoning/Born 1910 (human form) Apparent Age: 50s (human form) Gender: Masculine, male (human form) Ethnicity: N/A/Egyptian-American (human form) Height: Weight: Eyes: Hair: History: Personality & Motivation: Powers & Tactics: Power Descriptions: Complications: Abilities: 20 + 0 + 20 + 0 + 4 + 10 = 54PP Strength: 30 (+10) Dexterity: 10 (+0) Constitution: 30 (+10) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 10 + 10 = 20PP Initiative: +0 Attack: +5 Base Defense: +5 Base, +2 Flat-Footed Grapple: +20 Knockback: -10 Saves: 0 + 5 + 8 = 13PP Toughness: +15/+10 (+10 Con, +5 Protection) [Impervious 5] Fortitude: +10 (+10 Con) Reflex: +5 (+0 Dex, +5) Will: +10 (+2 Wis, +8) Skills: 52R = 13PP Diplomacy 5 (+10) Intimidate 15 (+20) Knowledge (History) 5 (+5) Knowledge (Tactics) 5 (+5) Knowledge (Theology and Philosophy) 5 (+5) Languages 5 (Base: Ancient Egyptian, Andromedan, English, Galstandard, Minatoric, Pherroan, Notice 6 (+8) Sense Motive 6 (+8) Feats: 10PP All-Out Attack Challenge (Fast Startle) Environmental Adaptation (Zero Gravity) Fearless Interpose Power Attack Second Chance (Mind Control) Startle Takedown Attack Ultimate Save (Toughness) Powers: 22 + 1 + 5 + 5 + 10 = 43PP Descriptors: all divine Two Heads Array Flight 1 (10 MPH / 100' per Move Action) [2PP] Immunity 1 (Own Powers) [1PP] Power Array 10 (20PP, Feats: Alternate Powers 4) [24PP] BE: Blast 5 (Thrown Weapon; Feats: Mighty 10) {20/20} AP: Blast 15 (Energy Blast; Flaw: Action [Full], Feats: Affects Insubstantial 2, Improved Crit, Indirect 2) {20/20] AP: Enhanced Flight 7 (to Flight 8 [2500 MPH / 25 000' per Move Action]) {14} + Damage 5 (Feats: Mighty) {6} {14 + 6 = 20/20} AP: Environmental Control 1-5 (4PP worth of effects [Cold, Hamper Movement (Icy/Wet Surfaces), Heat, Light [Ball Lightning], Reduced Visibility (Rain/Sleet/Snow), Wind]; 100' radius; Extra: Independent [+0]) {20/20} Super-Senses 3 (Extended Hearing and Vision [100' Notice Increments], Uncanny Dodge [Mental]) [3DP] 2 + 1+ 24 + 3 = 30 Immunity 1 (Aging) [1PP] Impervious Toughness 5 [5PP] Protection 5 [5PP] Super-Strength 5 (Effective Strength 55, Heavy Load 24 tons) [10PP] Drawbacks: -3PP Normal Identity (Free Action; raise ring aloft, -3) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage [Physical] Blast Ranged DC 30 Toughness Damage [Energy] Hammer Blow Touch DC 30 Toughness Damage [Physical] Hammer Throw Ranged DC 30 Toughness Damage [Physical] Totals: Abilities (54) + Combat (20) + Saving Throws (13) + Skills (13) + Feats (10) + Powers (43) - Drawbacks (3) = 150/180 Power Points Menthuhotep CCXLVIII PL 5 (75PP) Abilities: 4 + 4 + 4 + 4 + 4 + 4 = 24PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +2 Attack: +4 Base, +8 Unarmed Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +6 Knockback: -1 Saves: 3 + 3 + 3 = 9PP Toughness: +2 (+2 Con) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+2 Dex, +3) Will: +5 (+2 Wis, +3) Skills: 56R = 14PP Concentration 4 (+6) Diplomacy 10 (+12) Intimidate 10 (+12) Knowledge [Theology and Philosophy] 3 (+5) Language 4 (Base: English ) Medicine 10 (+12) Skill Mastery Notice 8 (+10) Skill Mastery Sense Motive 8 (+10) Feats: 12PP Attack Specialization: Unarmed 2 Dodge Focus 4 Fearless Improvised Tools Luck Seize Initiative Skill Mastery (Disable Device, Medicine, Notice, ) Ultimate Save (Will) Totals: Abilities (24) + Combat (16) + Saving Throws (9) + Skills (14) + Feats (12) + Powers (0) - Drawbacks (0) = 75/75 Power Points
  2. Player Name: AvengerAssembled Character Name: Lady Horus Power Level: 10 (150/168) Trade-Offs: +2 Defense/-2 Toughness, -4 ATK/+4DMG [as Lady Horus] Unspent Power Points: 18 No More Statuses: 0/0 In Brief: Lo, the Sunhawk returns for a new generation! But there are secrets. Homebase: Bedlam City Songs: "True Colors," Kesha "Meant to Live," Switchfoot Alternate Identity: "Wouldn't you like to know?" Identity: Secret Birthplace: Bedlam City, Wisconsin Occupation: Adventurer Affiliations: Various Family: "Just look it up in the books!" Age: Stories of Horus go back around 4 millennia. Gender: Female Height: 5'9" Weight: 150 lbs Eyes: Blue Hair: Platinum blonde Description: It's clear Lady Horus is probably not Egyptian by birth - most Egyptian women of any generation have not been fair-skinned platinum blondes, for all that her hair hangs in the curly ringlets in fashion in the New Kingdom. But other that she certainly looks the part - her costume consists of a gold-beaded white linen kalasiri that hangs loosely on her frame and comes down just below her knees, white bodice, white shawl over that, the cloth reinforced with polished bronze pieces that sparkle like the sun, all adorned with the gold and jewels of an Egyptian noblewoman. On her head is the blue khepresh of a pharaoh at war. She should probably not be able to see! The upper part of her face is covered by a gold and blue half-mask of a hawk, decorated in the Egyptian style, the mask itself resting on the lower part of her nose. Yet she does seem to be able to see just fine, thank you. When not wearing the Helm, she looks like . History: Lo! The Sunhawk has returned to the World of Man - as a woman! Lady Horus appeared in Bedlam over the Christmas holiday but has already made herself notable as the city's loudest and toughest protector. In a town of grim avengers of evil, criminal vigilantes and vigilante criminals, she's the biggest action in the city. Before she donned the Helm, she . Personality and Motivation: Lady Horus has the charisma of her predecessor (and the habit of showboating in combat) but evidently a different personality - she's more inclined to mock and belittle the failings of her opponents rather than call them out as a fellow warrior. She's more close-mouthed than her predecessor as well, talking little about the origins of her powers and what has brought her to Bedlam, generally spinning the question around to one about the welfare of the person she's speaking to. She likes kids and pets - is tolerant of certain kinds of crime but despises those who exploit others, particularly those who are hostile towards women and children. When angry, her accent 'slips' and she shouts in a gutter argot unfamiliar to the average citizen of Bedlam, sounding more like a 1930s cartoon character than the sometimes-Shakespearean Sunhawk. Without the Helm, she . Powers and Tactics: Lady Horus is faster and more agile than her masculine counterpart, wielding the Ankh of Horus with a frenetic energy that speaks more to the kineticism of a young sunhawk at war rather than the brute strength of the Avenger of old. That said she seems to be less creative with her powers than her predecessor - generally striking with mighty blows of her ankh while weaving in and out of combat, occasionally blasting foes or pummeling them with great strength. She has manifested some abilities denied to her predecessor - in particular teleportation, self-healing, and invisibility. Without the Helm, she . Complications: Fake!: Lady Horus is not the same person as the old Horus - a source of resentment for many, both divine and otherwise. Help Me Out Here, Sister: Much of Lady Horus' knowledge of the gods of Egypt comes from the spirit of Nephthys, the Lady of the Mansion. But Nephthys, or rather the fragment of her embedded in the Helm, has her own agenda and often keeps her own counsel - and has her own feelings towards the woman who wears the Helm of Horus. Hey, That's Mine!: When deprived of her Helm, Lady Horus reverts back to her normal self within the space of 1 minute. Not So Tough: Lady Horus lacks much of the physical prowess of her illustrious predecessor. Who Are You?: The mystery of exactly who Lady Horus is remains just that. Complications relating to her life without the Helm are at the discretion of the GM. Abilities: 0 + 4 + 4 + 0 + 4 + 2 = 14PP STR 26/10 (+8/+0) DEX 14 (+2) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 20/12 (+5/+1) Combat: 8 + 8 = 16PP Init: +22/+2 ATK: +4 (+6 Ankh/+10) DEF: +12 (+8 Dodge Focus, +4 Base, +2 flat-footed) Grapple: +4/+17 Knockback: -7/-1 Saves: 3 + 6 + 3 = 12PP TOU +8/+2 (+2 Con, +6 Protection [8 Impervious]) FORT +5 (+2 Con, +3) REF +8 (+2 Wis, +6) WILL +5 (+2 Wis, +3) Skills: 44R=11PP Bluff 6 (+7/+11) Disable Device 5 (+5) Escape Artist 6 (+8) Knowledge (History) 5 (+5) Knowledge (Theology and Philosophy) 2 (+2) Languages 2 (Ancient Egyptian, Arabic, Base: English) Notice 6 (+8) Sense Motive 6 (+8) Stealth 6 (+8) Feats: 15PP Dodge Focus 8 Eidetic Memory Evasion Fearless Move-By Action Taunt Ultimate Save (Will) Uncanny Dodge (auditory) Powers: 45 + 1 + 1 + 32 + 2 = 82PP Device 11 (Helm of Horus, Flaw: Hard to Lose, 55PP, PF: Restricted [Those Chosen By The Gods]) [45PP] Enhanced Charisma 8 (to CHA 20/+5) [8DP] Feature 1 (Advice from Nepthys) [1DP] Immunity 3 (aging, disease, poison) [3DP] Ankh Array 13 (26PP, PFs: Accurate, Alternate Powers 2) [29DP] BE: Flight 5 (250 MPH) {10} + Strike 14 (PFs: Improved Crit 1, Takedown Attack 1) {16} {10+16=26} AP: Blast 14 (Extra: Penetrating 10 [as DMG 24], Flaw: Action [Full], PFs: Improved Crit 1, Variable Descriptor 1 [any light]) {26/26} AP: Enhanced STR 16 (to STR 26/+8) {16} + Super-Strength 5 (Effective STR 50, Heavy Load 12 tons) {10} {16+10=26/26} Protection 6 (Extra: Impervious 8) [14DP] No peeking if you aren't a Ref! And no snitching! -AA costs Abilities (14) + Combat (16) + Saves (12) + Skills (11/44) + Feats (15) + Powers (82) = 150/168 pts
  3. Kid Kamehameha Power Level: 7 (105/116PP) Unspent Power Points: 11 Trade-Offs: -2 Attack / +2 Damage, -2 Defense / +2 Toughness In Brief: A new champion of the Hawaiian Gods in Emerald City Catchphrase: Theme: Alternate Identity: Kimo Kahananui Birthplace: Lahaina, Hawaii Residence: Emerald City University Dorms Occupation: Student at Emerald City University Affiliations: Family: Father: officer Kelui Kahananui, mother Lily Kahananui Description: Age: 18 (DoB: Year 1999) Apparent Age: 18 Gender: Male Ethnicity: Hawaiian Height: 5’9” Weight: 125 lbs Eyes: Brown Hair: Black Kimo is a thin young man with brown skin and eyes. His entire torso up to the collarbones is covered in Polynesian tattoos. His upper left arm is also covered in the same black tattoos. He tends to wear t-shirts and jeans. His choice of footwear would be flip flops. While in costume as Kid Kamehameha he wears a golden helmet in the traditional Hawaiian style. He also goes entirely bare chested when he goes into battle. He wears a mantle of red feathers as well, though he sometimes sheds this in battle. From the waist down he wears a skirt of grass, feathers, and red fabric. History: Kimo was born a totally average child. He grew up in Lahaina while his father was a cop on the anti-meta task force. While Kimo grew up he was picked on by the kids of the metas that his father put away. Most of these kids were normal, but one of the more vicious bullies was. A paragon in the making, he would consistently harass most of the students and Kimo specifically. One day while being picked on by this meta, Kimo pushed back. He was beaten down into the ground. Literally. Yet, he was saved. Not by his father, but by a man on a motorcycle with a mace. The man revealed himself to be the avatar of Ku, god of war. Ku took Kimo to Hunamoku. He trained Kimo to fight in the Hawaiian art of Lua. Not wanting Ku to have another champion on Earth, many of the gods lent him power. Pele gave him strength. Laka gave him agility and speed. Lono grant him fortitude and healing powers. Kanaloa gave him clarity of mind and increased intellect. Puenui enhanced his senses, HIna gave him her charm. He became their weapon, capable of channeling each god one at a time. Ku then took kimo back to Lahaina where he fought the meta in the crater of Haleakala. The two swapped blows, but Kimo’s new and versatile magic powers made him the far better fighter. Kimo struck his opponent down and Ku granted him a new name, Kid Kamehameha. Personality & Motivation: Kid Kamehameha has been tasked by the gods to stand where others cannot and to fight for those who cannot. He fights when he has to, preferring to use his powers to settle matters peacefully, however he is a warrior. He will use his abilities to protect the innocent, from both the mundane and the occult. Powers & Tactics: Kid Kamehameha fights first with brute strength. He prefers to use debilitating strikes and dislocations when and where he can. His skill in Lua allows him to close in, and his personal style makes use of his enhanced strength and light weight. When outnumbered by easily beatable enemies he will often simply throw them into one another. When he encounters enemies who are physically tougher than he can dish out, he tends to switch over to using his mental blasts or mind control. When he uses his speed powers he prefers to use hit and run tactics. When he fights alongside others he rounds out the team. Often times this means that he will be using his powers from Lono and healing. Power Descriptions: When he channels the divine power his tattoos glow different colors: Red for Pele, Orange for Laka, Green for Lono, Blue for Kanaloa, yellow for Puenui, silver for Hina. All his powers are divine in origin. Complications: Champion of the gods: Kid Kamehameha is beholden to the will of the gods of old Hawaii. He must serve their will from time to time and act on their agenda. There is also very little in terms of two way communications. So he has no idea if he is being heard. New to the Powers: Kid Kamehameha has not had his powers very long. He is still honestly afraid of some of them. Can’t Stand a Bully: Years of being picked on have made Kimo very angry with bullies, especially metahuman ones. He tends to go out of his way to humiliate them. Always Another Lesson: Ku has decided to continue to train Kamehameha. He will often put him to the test and force him to adapt. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10/28 (+0/+9) Dexterity: 10/20 (+0/+5) Constitution: 10 (+0) Intelligence: 10/20 (+0/+5) Wisdom: 10/20 (+0/+5) Charisma: 10/20 (+0/+5) Combat: 10 + 10 = 20 PP Initiative: +0/+5 Attack: +5 Melee, +5 Ranged Defense: +5, +3 Flat-Footed Grapple: +0/ +22 Knockback: -4/-9 Saving Throws: 5 + 5 + 5 = 15 PP Toughness: +9 (+0 Con, +9 protection) Fortitude: +5 (+0 Con, +5) Reflex: +5/ (+10 Enhanced Dexterity) (+0 Dex, +5) Will: +5/+10 (+0 Wis, +5) Skills: 32R = 8PP Bluff 7 (+7/+12) Diplomacy 7 (+7/+12) Gather Information 7 (+7/+12) Knowledge Arcane Lore 1 (+1/+6) Knowledge Tactics 1 (+1/+6) Knowledge Theology 1 (+1/+6) Perform 7 Dance [Hula] (+7/+12) Search 1 (+1/+6) Feats: 7 PP Defensive attack Improved grab Improved trip Jack of All Trades Move by Action Takedown Attack 2 Powers: 55 = 55 PP Divine Power Array 25 (50 PP array, alternate power 5, Complication; Must be able to speak to change power set) [55 PP] (Divine, Magic, Mana) Base Power: Enhanced Strength 18 and Leaping 4 and Protection 9 and Super Strength 8 (Power of Pele, Feats; Ground strike, Shockwave, Thunderclap) {50/50} Alternate Power: Enhanced Dexterity 10 and Protection 9 and Quickness 10 and Speed 10 and Strike 9 (Agility of Laka) {48/50} Alternate Power: Protection 9 (extras; Impenetrable) and Healing 10 (Healing of Lono, extras; action) {48/50} Alternate Power: Blast 9 (Mind of Kanaloa, Alternate save: Will save) and Enhanced Feat: Skill Mastery (Knowledge Arcane Lore, Tactics, Theology, Search) and Enhanced Intelligence 10 and Protection 9 {47/50} Alternate Power: Enhanced Wisdom 10 and Impervious Will 10 and Mind Reading 7 and Protection 9 and Super Senses 11 (Perception of Puenui, Detect Magic, Dark vision, Radius (Vision), Tracking, X-ray vision (Gold blocks)) {47/50} Alternate Power: Enhanced Charisma 10 and Enhanced Feat: Skill Mastery (Bluff, Diplomacy, Gather information, Perform Hula) and Mind Control 7 (Charm of Hina, Extra; Subtle) and Protection 9 {43/50} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Enhanced Strength Touch DC 24 Toughness Damage Mind Blast Ranged DC 24 Will Damage Mind Control Perception DC 25 Will Mind Control Mind Reading Perception DC 25 Will Mind Reading Strike Touch DC 24 Toughness Damage Totals: Abilities (0) + Combat (20) + Saving Throws (15) + Skills (8) + Feats (7) + Powers (55) - = 105/115 Power Points
  4. Renegade Power Level: 10/12 (185/193PP) (Gold Reward) Trade-Offs: None Unspent Power Points: 8 In Brief: Surly exiled angel channeling celestial power through tattoos Residence: Riverside Base of Operations: Eternal Ink, lives above the shop that he owns Catchphrase: "Look, I don't even want to BE here." Alternate Identity: Araeriel / 'Ray Haskell' Identity: Secret Birthplace: Heaven Occupation: Tattoo Artist Affiliations: Heaven (currently out of favor) Family: Estranged but plentiful Description: Age: Circa 2500 BCE Apparent Age: Mid thirties Gender: Male Ethnicity: Caucasian Height: 6'3" Weight: 195 lbs Eyes: Green Hair: Blonde Ray is a tall, fit blonde man of ambiguous Western European ancestry that seems somehow perpetually scruffy. He usually favors tank tops and battered black BDUs. The most noteworthy feature Ray has are the prodigious amount of tattoos he's accumulated which all appear almost fresh with how bright the ink remains on his skin. The tattoos are mystic in origin with Enochian sigils hidden within the more evocative images and the bulk of Ray's tattoos shift based on what he needs to materialize at any given point. There are a few fixed points that do not change; the Enochian markings remain in place and although the wings might change position along his shoulders and back, they are always there. With the nature of his powers, Renegade's super hero costume is generally 'whatever Ray was wearing' right before there was a need for his super hero alter-ego, sometimes with his shirt abandoned if he's needing more than what he can pull from his arms for a conflict. Power Descriptions: Ray's picked up a few things over his time in the mortal realm. His place in the choir was a scholarly one, charged with observation and recording. He was never charged with a flaming sword or divine shield and so comes across more as a brawler and bar fighter than any sort of divine soldier as he's had the last few decades of getting into scrapes to draw on. The lingering divine grace locked within Ray gives his mortal body more natural potency and tenacity than it ought to have. When Ray utilizes his divine birthright through the medium of his tattoos, the ink on his flesh changes and reforms to represent his desires and he draws them from his flesh into reality. The sleeves on his arms most typically feature flames and chains which tend to be his go-to for manifestations but the images can ripple and change depending on his needs and whims. History: Araeriel was created during the Bronze Age and tasked with observing and recording. His was a silent, scholarly duty and it suited him, unsurprisingly, as if he were made for that purpose. It's important to note that his duty was not to understand or empathize, to heal or to fight, but simply to be a set of eyes and ears for those of higher rank and greater importance. Araeriel was a messenger, a scholar and an artist, low ranking but content in his use and purpose within the divine dimension he occupied. His focus remained on tracking the art and artists of the eras, documenting them and in his spare time, dabbling with creation himself. As time marched forward and art become more closely intwined with social and political commentary, it began to slowly alter Araeriel's own nature. He grew more recalcitrant in his duties, spending more time focusing on his personal work and less on his duties to the choir. It was clearly, entirely unacceptable behavior but nothing truly worthy of exile or damnation. At the close of the 1970's, Araeriel was exiled from Heaven to Earth, locked in a mortal body designed to blend in with his surroundings. The official party line on the matter was that Araeriel was to be given time to focus on this new and clearly overwhelming calling of his with less divine distraction. To Ray, however, it is clearly a punishment and, perhaps, a lesson. The tenants of that particular lesson, however, escape him. With his divine nature locked in a mortal shell, the difference was jarring. Ray has never longed for humanity and the longing he felt for home was keen in the first few years. Eventually, he put his not inconsiderable skills to use in attempting to shake off the restrictions of this mortal form. Through tattoos of Enochian inscriptions, he's managed to crack some of the shell and tap into some fragment of his true nature but he remains firmly land-locked, unable to go home until his sentence has been lifted. After bouncing around for the last few decades, Ray is no longer the fish out of water that he was originally. He has even come to enjoy some aspects of the human condition although it has only increased the rebellious streak just starting to crop up in Heaven. Adopting the moniker 'Renegade', Ray has taken on the occasional supernatural menaces that spill into his path. It might be in part that he hopes death in the line of protecting innocents might just be enough to send him home but mostly, even with his occasionally poor attitude, Ray's still an angel. Personality & Motivation: Ray is somewhat perpetually cranky. His outrage and homesickness have faded enough that it merely keeps him in a surly mindset. He does genuinely take a great amount of pleasure in his art and while he has a rather wide skill set of craft that he's perfected, his current love is in tattooing and he's very protective of his shop in Riverside. Despite his acerbic exterior, Ray has a good heart and maintains his angelic instincts to protect humanity. They are much harder to ignore down here than they were in Heaven, which may in fact have been the actual point of his current time-out. Powers & Tactics: Even after a few decades, Ray is not a subtle sort of fighter. He tends to take on threats head long and tossing everything and the kitchen sink at the most dangerous threat available. Its not that he's not capable of different tactics or stupid, Ray has no martial background to draw on and comes at the fight from a brawler's mindset. He has to work to remember that he can do more than hurt something as much as possible, as quickly as possible. For all of that, Ray has no desire to do more than is necessary to end the battle as he is neither overly violent nor cruel. He is more susceptible than many to various social deceptions as humans remain much less clear to him in their motivations than he might like. Functionally, he's a street level sorcerer with some firepower at his disposal. Complication Oi Polloi: Since Ray needs to channel his powers through his tattoos, he can be tripped up or limited by dress codes. Generally, to use most of his Enochian tattoo array, he needs at least his hands and forearms bare. Black tie events can really crimp his style more than most folks. Abrasive Wheels: Ray's cranky, surly and abrasive. Somehow this does not regularly endear him to the people around him. Further, he dresses like the tattoo artist he is and has things like neck and knuckle tattoos. This sometimes means that he is looked at askance. Dead Man's Shadow: It's not that Ray really wants to die but he misses his home and he misses his family, even if he's mad at them. Being on Prime is a gift but sometimes he'll take too much risk or danger because the idea of getting to be free from his fleshy prison is not the barrier it is for regular humans. Angelic Upstarts: Ray might be on an enforced sabbatical but he's part of the Abrahamic heavenly host and is sometimes constrained by that nature. It also sometimes means that demons try to eat his face. The Lurkers: Ray's not human, has never been human and they are sometimes still an enigma to him in their wants and needs. Abilities: 10 + 0 + 10 + 10 + 10 + 10 = 50PP Strength: 20 (+5) Dexterity: 10 (+0) Constitution: 20 (+5) Intelligence: 20 (+0) Wisdom: 20 (+0) Charisma: 20 (+0) Combat: 20 + 20 = 40PP Initiative: +0 Attack: +10 Melee, +10 Ranged Grapple: +15 Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Knockback: -5 Saving Throws: 5 + 10 + 5 = 20PP Toughness: +10 (+5 Con, +5 Protection) Fortitude: +10 (+5 Con, +5) Reflex: +10 (+0 Dex, +10) Will: +10 (+5 Wis, +5) Skills: 40R = 10PP Knowledge (History) 10 (+15)Skill Mastery Knowledge (Arcane) 10 (+15)Skill Mastery Knowledge (Cosmology) 5 (+10)Skill Mastery Craft (Artistic) 15 (+20)Skill Mastery Feats: 5PP Artificer Ritualist Jack of All Trades Luck Skill Mastery (Knowledge: History, Arcane, Cosmology, and Craft: Artistic) Powers: 6 + 5 + 2 + 6 + 4 + 37 = 60PP Descriptors: All of Ray's powers are holy and celestial in nature. Variable descriptors have been added to powers to demonstrate the difference in what is summoned but those descriptors are additive and for flavor. All of his powers still come from the same source, its merely to represent the variability in the physical manifestations that he can draw forth. Comprehend 3 (Tower of Babel) (Speak/Understand/Read All Languages) (Holy, Celestial) [6PP] Protection 5 (Divine Grace) (Holy, Celestial) [5PP] Immunity 2 (Mortality's Embrace) (Disease, Aging) (Holy, Celestial) [2PP] Damage 5 (Divine Might) (Power Feat: Mighty) (Holy, Celestial) [6PP] Flight 4 (Angelic Wings) (100 MPH, Drawbacks: Forward Only, Power Loss [Wing Movement], Wide Turns, Reduced Load) [4PP] Enochian Tattoo Array 16 (Breaking the Chains) (32PP; Power Feat: Alternate Power 5) (Holy, Celestial) [37PP] Base Power: Damage 10 (Wrath) (Extra: Range, Autofire Power Feat: Variable Descriptor 2 [any elemental or kinetic]) [32PP] Alternate Power: Healing 10 (Benediction) (Extra: Total, Restoration, Flaws: Limited to Others, Power Feats: Persistant, Regrowth) [32 PP] Alternate Power: Move Object 10 (Chains and Bonds) (Lift Strength 50 / 4 tons light load; Extra: Damaging, Power Feats: Variable Descriptor 2 [any elemental or kinetic]) [32PP] Alternate Power: Create Object 10 (Creation) (Extra: Duration: Continuous, Power Feats: Precise, Innate) [32PP] Alternate Power: Environmental Control 10 (Castigation) (1 Mile Radius, Mix and Match: Cold [ice and snow], Distraction [DC 10, sleet and rain], Hamper Movement [frost], Heat [flames], Light [divine radiance], Visibility [fog]) (Extra: Independent, Power Feats: Slow Fade, Reversible) [32PP] Alternate Power: Dazzle 10 (The Glory) (Visual, Extra: Area [Cone], Power Feat: Incurable, Reversible) [32PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed (Includes Divine Might) Touch DC 25 Toughness Damage (Physical/Holy) Blast (Wrath) Ranged DC 25 Toughness (Autofire) Damage (Holy) Move Object (Chains and Bonds) Ranged DC 25 Toughness Damage (Holy) Dazzle (The Glory) Area: Cone DC 20 Reflex/Fort Dazzled (Staged) Totals: Abilities (50) + Combat (40) + Saving Throws (20) + Skills (10) + Feats (5) + Powers (60) - Drawbacks (0) = 185/193 Power Points
  5. Player's Name: Quinn Character's Name: Crow Power Level: 11/12 (180/184 PP) Trade-Offs: Defense +2 / Toughness -2; Melee: Attack -2 / Damage +2; Ranged: Attack +2 / Damage -2; Talon Barrage and Talon Wire: Attack +4 / Damage -4 Unspent PP: 4 In Brief: A son of the Morrigan, child of the Irish gods, of the same blood borne by Cuchulainn. Without any superpowers. Heaven help him. Alternate Identities: Morgan Crowe Identity: Secret Birthplace: Boston, USA. Occupation: College student, magical security specialist (Crowe Security Consulting) Affiliations: Irish Pantheon (technically demigod), various insundri minor gods and spirits (troubleshooter), Claremont Institute (student), The Irregulars (founding member), Parkhurst Denizens (member). Family: Patrick Crowe - Red Hand (father), The Morrigan (mother). Age: 22 (DoB: Oct. 31, 1994) Gender: Male Ethnicity: Caucasian Height: 5'10" Weight: 180 lbs (approx.) Eyes: Gold Hair: Black Description: Morgan Crowe is, in a word, imposing. Not in the physical height or weight sense, but there always seems to be a gravity around him, an intimidating mean that he almost unconsciously projects. He's every inch Black Irish, raven haired, with angular features that look almost avian on first glance (fine-boned, thin, slightly fragile; vaguely reminiscent of a raptor); his looks aren't what you'd call handsome, but they are striking. And while he is young, his muscles are considerably well-developed for a young man, hard-packed slabs that don't have the same "pretty" look a bodybuilder would have, but honed by years of physical labour. His clothing is generally fairly comfortable, tracksuits and the like when he's exercising, when out and about he tends to wear jeans and one of his favorite hoodies. As for accessories, he actually has a pair of (as he puts it, extremely manly) jewelry that he wears now and again - a shark-tooth necklace that was probably (keyword, probably) purchased at some cheap souvenir store, and a silver ring with Celtic engravings. When "on the job" as Crow, he takes to wearing a costume he's cobbled together from clothes he's made himself, and with his father: a pair of black jeans with Celtic emblems up the legs in white, a black hoodie with the same across the collar of the hood and the emblem of a crow in flight on the chest (very observant individuals may spot a slight bulge underneath that, where he has taken to wearing a bulletproof shirt), a new pair of black gloves with steel plates across the back of the hand (the plates having a trio of runes on them apiece), black steel-soled boots that thud ominously on the ground...and the coat. A great black coat, the collar usually turned up, reaching down to his ankles; gifted to him grudgingly by his mother. Covering the back, up the arms, and on the shoulders are numerous ancient and arcane runes, that smoke and burn whenever he calls upon them; as well as burn marks in the odd location, and a spot on the hem that looks slightly ragged - as if clawed. Combined with the darkened face once he pulls up his hood, and the eyeless, solid black-iron mask that now covers the top half of his face; he looks every inch a dangerous bird of prey. History: Several years ago, during the time when Centurion was running around and tussling against the likes of Roman and OverShadow's machinations, there was a young man in Boston, name of Patrick Crowe. He was a teacher of history, a kind and gentle man, given to a quiet demeanor. But yet, he found in himself a certain fire that he could never quench. Every time he saw the heroes on television or the news, he thirsted to help, to see the battle in person, to fight. This thirst scared him, and he suppressed it as best he can...until the day destiny came knocking. He was in a history class when all hell broke loose, teaching his students (ironically) about the legend of Cuchulainn of the Red Hand, the great Irish hero. The man who slew a thousand men in a single battle, who rejected the Morrigan when she sought to seduce him, who died standing, lashed to a rock so that his enemies would not see him fall - a true warrior hero of the ages. A spear and shield, said to have been wielded by the hero, lay on his desk. And a villain chose then, when Patrick held those two pieces of history, to strike at the university, attacking the son of a hero said to have attended there. He burst through the door in a blaze of fire and fury, saying that he would pay unto this child tenfold everything his father had done unto him! And then, out of nowhere, recieved a ringing blow across the head. Turning to face his assailant, there stood Patrick Crowe, his shirt stretched by new-grown muscles, grinning like a madman, eyes flashing, the spear and shield in his hands as if they belonged there; and the teacher bore down upon him bellowing an ancient war cry. Caught off-guard, the villain put up a valiant defense, and the two fought through the university – neither side giving nor asking quarter, until finally the villain lay defeated, battered, and broken on the steps of the school. As the haze lifted from Patrick, he stared at the weapons, looking at the applauding students. He was given a commendation by the city, treated like a hero, and granted a visitation from the gods of the ancient Celtic pantheon themselves, who informed him of a long-lost connection between his family and the legendary Cuchulainn; for the teacher, it was a dream come true. Keeping the weapons with the museum's blessing, he took on the moniker Red Hand, and made an armored costume to mask his identity (not really), and live up to the ideal he'd built in his head. After many years fighting in Boston, earning a reputation as a savage, yet noble hero, he eventually traveled to Freedom City to meet one of his idols, the great Centurion. It was a wonderful experience for the man, and he decided to settle down in the great metropolis for a while. It was at the behest of the Irish pantheon (specifically the Morrigan) and his own initiative that he fought beside Raven and the Freedom League on many an occasion, even earning an honorary membership (to his great surprise and honor). And it was about a year or two before Centurion's death that Red Hand began to feel the age of his years; he chose to hang up his spear and shield shortly thereafter, returning to Boston. It was about a day after his return to his old brownstone house that he received a message - a powerful individual wished to speak with him. He repeated an incantation he'd learned years ago, and promptly appeared in a dark forest clearing; standing before him was a young woman, clad in a black cloak and dressed from head to toe in black, with a raven on her shoulder. Crowe immediately knelt in respect, for he recognized her as one of the most dangerous women he'd ever known; the Celtic goddess of battle, strife, and fertility. Mor Rioghain, the Morrigan. She paced around him like a shark as he knelt, the (increasingly nervous) retired hero asking to what honor she had requested his presence, and she smiled. A chill went down his spine. She informed him that he had...pleased her, with his exploits. His legend might have not transcended the great stories of Cuchulainn, but he was a truly legendary figure in his own right. He demurred, acting humbly, and hoped to all his might she wasn't about to ask him what he thought she was. She did. She gave him an offer similar to what she'd given Cuchulainn; lie with her, and let her bear a child that would become an even greater hero than he, one whose name would ring throughout history. Patrick Crowe shuddered at the offer. Red Hand smiled wolvishly. Unlike his idol, Crowe did not deny her. Something that lingers in the back of his mind to this day. It was about a year later when a knock came on the door, and Crowe opened it to see a basket on the doorstep. A baby was there, and it looked up at him with big eyes. He stared at it briefly, then smiled goofily at it. The baby laughed, and his fate was sealed. For fifteen years, he raised Morgan Crowe as his only son, weaned him on stories of the ancient Irish heroes and his own days as Red Hand, raising him to remember what he'd learned during his long career. To fight your battles with joy, to protect those who couldn't protect themselves, and (he'd always grin at this one) never be afraid to fight dirty. It was on Crowe's sixteenth birthday that both Patrick and his son were summoned again, and they appeared in the same clearing Morgan's father had met the Morrigan in years ago. She approached the two, looking at her child in anticipation. Then stopped. And stared. Her face appeared puzzled. Then confused. Then astonished. Then angry. Very, very angry. She swore in a tongue no longer used by man, the two men stepping back as she raged. The boy had no legendary powers. Nothing in his blood that would match that of Cuchulainn's! He could not even wield Red Hand's ancient shield and spear! This boy could never be a hero like his ancestors before him! She cast them away, and the two returned to their home, very much shaken. Patrick silently gave thanks that his son, while knowing what was Right, wouldn't be following in his footsteps. Morgan, on the other hand...Morgan was angry. He was angry at his mother, angry at life in general (he was sixteen, after all). He'd grown up hearing stories of his dad as Red Hand, he'd seen those old weapons on the mantlepiece and prayed for years that he'd get to wield them one day. And now, for some unearthly reason he couldn't fathom? He'd never get to wield them. Never become a hero. He raged. He fumed. He showed for a time that he and his mother had a very similar temper. Eventually, he settled, but his resentment smouldered. Then, one day, he met somebody. It was a demonstration that Crowe had been interested in at his high school, the art of the "sweet science". Besides the legends of the heroes, he'd always had a great interest in old-school Irish boxing, Dornálaíocht, Coraíocht, and Speachóireacht . He watched the competitors go at it hammer and tongs, cheering with his classmates as they watched the show - when it got disrupted. In an act of sweet irony, a villain from Red Hand's heroing days invaded the school, breaking into the gym and roaring that if Red Hand didn't show himself immediately, he'd find his son and punish him for his father's "crimes". Crowe's resentment, still smouldering, exploded, and he stepped up and roared that if the villain wanted a fight, then he was right here! Crowe...got the stuffing beat out of him. The villain, grinning evilly, proceeded to slam his foot into the ground, kicking up a wall of earth to separate him from the other students and teachers who tried to run forward to aid him. Laughing, he punched Morgan with blows far beyond anything the young man could match, kicked him with kicks that made Morgan go sailing, savagely beat him while insulting Red Hand with every other breath. Morgan endured this punishment silently, desperately trying everything he'd managed to learn from the classes he'd taken, the old moves his dad had shown him, and nothing worked. Lying bleeding on the ground, he watched the villain turn and laugh, demanding that Red Hand show himself and not leave his son so broken and battered. Then, he remembered something; fight your battles with joy, protect those who couldn't protect themselves...and never be afraid to fight dirty. Silently clambering to his feet, he reached out and grabbed a nearby fire extinguisher - then cracked the assailant over the head with it with a mighty CLANG. The villain staggered briefly, spinning angrily to return the favor, then received a faceful of foam, blinding him, followed by another savage crack across the head. A solid kick to the shins hurt Crowe's foot horribly, but the villain tumbled down, clutching it and wheezing as another blast filled his vision. Crowe rained down blows with the fire extinguisher, finally stopping once the villain had stopped moving (but still breathing), and dropped the fire extinguisher on the man's groin. Crowe realized something. While mighty powers were the purview of a lot of different heroes, they weren't all like that. Didn't his father tell him about Raven, and wasn't there this new hero in Freedom City his dad had mentioned, Arrowhawk? They weren't superpowered, but they knew how to fight smart rather than stupid. From there, Crowe was a changed teen. He took his resentment and turned it around, becoming determined to prove his mother wrong. He took jobs on the docks to build up his muscles, followed a strict training regime that had even his dad sweating, practiced his skills endlessly. His father tried his best to dissuade him from his path (after the attack he'd undergone a serious bout of overprotectiveness) but eventually he gave up, essentially becoming Morgan's coach. He introduced him to a few old hero friends, even took him to meet the old Raven, now running the Claremont Institute, and Crowe's skills increased further. Finally, a knock came at the door while Crowe's dad was away. A spirit of the woods, having run from her ancestral home, was looking for the legendary Red Hand, begging for help with a Formorian hunter who sought to capture her. Morgan, now sixteen and full of bantam courage, told her he'd handle it. And, rather unbelievably, actually did. He remembered the lessons of the past, ambushing the hunter in an alleyway and giving him several solid sucker-punches that sent the beast reeling. After finishing the job with a heavy iron bat, he looked up at the sky, picturing his mother looking down...and gave a very rude gesture, grinning. He told the spirit his name was Crow, and if she ever had a problem, he'd be happy to help. Unfortunately (for him), she took him up on his offer. And so did her friends. And several other friends. Armed with nothing but ingenuity, his fists, and the muscle he was rapidly accumulating, he gained a reputation amongst the lower parts of the Tuatha de Dannan and their ilk as a troubleshooter and guardian. He actually managed to keep this a secret from his dad for a while, until he came back home covered in blood and bruises, just as his dad pulled up in the driveway from grocery shopping. This was followed by a very, very long explanation. Red Hand, Patrick Crowe, sighed. And then made a call. Morgan stood there, dripping and bandaged heavily, as his dad said a few things into the phone, something about Claremont, Freedom City, and an old favor. Then he nodded. And looked at Morgan. And told him to pack his bags. As Crowe went upstairs to pack, he opened his closet. And found something rather odd. A big black coat, hanging there, covered in old runes he'd never even seen before. He took it down off the hangar to admire it, and a note fell out. He gave it a cursory look-over, then a far more serious stare. Then simply burst out laughing. "Consider this a wager. On the future. Good luck, Crow. -M." He crumpled the note in his hand, and threw his stuff together. For better or worse, the eyes of the gods were on him now. And come hell or high water, one day his legend'd be just as big as his dad's! Personality & Motivation: Morgan Crowe's always been fairly easy to read, if you've known him long enough. It's pretty easy to tell that he wears his heart on his sleeve. He's quick to anger, quick to forgive, and can go from laughing to nail-spitting mad pretty fast if you push the right buttons. Granted, at times he can be a bit rough around the edges, but he's the sweetest guy in the world if you're his friend, and he'll back anyone he calls that to the bitter end. To call him stubborn would be a misnomer, he's a very determined individual, and when he sets his mind on a goal, it's very tough to dissuade him. Still, he has learned from experience that while determination is a good thing, taking time to plan and "fight smart" is always a far better idea than "fighting stupid". Don't get him wrong - his main motivation is to become a great hero, to forge his own legend like his dad and great ancestor, and to be a great hero that people would tell stories about; but some time and experience have caused him to do some re-evaluation on whether focusing on his own legend is truly what’s best for him as a hero. Still, for now, he's a young man with a great legacy to live up to, close friends that he'd do next to anything for, several secrets that need hiding, and a girlfriend who never fails to make his head spin. This is what he shows to the world. Power Descriptions: Generally, when Crow taps into one of his runes, it flares to life in whatever location it is on his coat. Depending on the strength of the rune, it might either smoke briefly, or burn with a near-blinding light as the power flows from the coat (or glove) into him. The Talon Gloves are generally a lot less noticeable than the coat, however; the throwing knives there simply appear in his hand or sleeve when required, and disappear when their use is concluded. Powers & Tactics: Crowe's motto has always been "Fighting smart hurts a hell of a lot less than fighting stupid", and it shows. He's an expert pugilist (for his age), being wicked fast and possessing an absolutely thunderous right hook. He's never afraid to just dive right into a fight, despite his obvious shortcomings compared to the vast majority of Freedom City, but he always tries to take the time to set the stage beforehand, ensuring the environment is favorable to him, preparing some dirty tricks that'll give him an edge, or at least keeping the villains off-kilter enough for him to nail that one lucky shot that deflates them fast. He never goes anywhere anymore without his duffel bag and girlfriend's ring, to boot. Post-training trip, Crowe has re-examined the use of his runes in combat, as well as done some tweaking of his own to the coat (with the aid of Logan Angusson, a dwarf mechanic and artificer of his acquaintance); he still uses the Rune of Wind Walking like it's going out of style, attacking from all angles with a variety of strikes, but there's a far more tactical element to his work (courtesy of old late-night planning sessions with Myrmidon, as well as cross-training in multiple types of martial arts with the others). Repeated long-range strikes using the Talons; followed up by the use of either a lightning-charged wire trap of his own devising, or several hard shots from different wind-walked angles using a new Lightning Rune-infused 'taser-punch' to slow them down further for his compatriots (he's learned the hard way that he just hasn't got the stamina for the kinds of close-range hand-to-hand slugfests they can handle, and it does rankle). Although, should he be flying solo, the same tactic is still useful; just saving the lightning shots until they're firmly trussed up with the wires, and operating from concealment whenever possible. In short, he's swiftly becoming an expert at hit-and-run tactics, as befitting his namesake. Complications: An Irregular Situation - Let it never be said that Morgan doesn't care deeply for those he considers close to him; in this case, the (former) Irregulars. Each former member of small group is a good friend (one moreso in particular) to him, and it's not an exaggeration to say that he would take a bullet for any of them (though he'd ream them up and down afterwards for getting into that situation in the first place). A canny villain could likely exploit that - one already has. An Eye For An Eye - Crow's reputation has grown somewhat in the world of the supernatural, as both a hero and as a troublemaker; however, one fact stands above quite a few others. Crow took by force the eldritch artefact known as the Eye of Balor from Bres the Beautiful himself - a powerful tool of chaos magic that several villains and monsters would literally commit murder to own. Any villains knowledgeable of this fact may focus their attentions on him, hoping to pry the location of the Eye from the young hero; by any means necessary. Eyes Of The Gods - The eyes of the Celtic pantheon, the Tuatha de Dannan, are upon Crow, now that he's taken a route in direct defiance to his mother. On the one hand, some of them are proud and fascinated by this young and resourceful mortal...but others consider him an upstart and a rogue who does not know his place in the way of things. Combine that with the fact that his mother has considerably mixed feelings about him (a great deal of rage that he isn't a superpowered warrior of lore, but a tiny inkling of pride that her son is making his way like this), and you see just how complicated things can get for the young man. Lovebird - Morgan is currently in a comfortable mutual relationship with Victoria Knight, also known as the heroine Wisp. Two young folks in their early twenties, dating, with considerable complications in their respective family histories. What could possibly go wrong? Not Subtle, Yet Quick To Anger - If it's one thing Crow's inherited from his mother, it's her fearsome temper. It's quite easy to make him angry if you know what buttons to push, and he'll never tolerate mocking of his family or especially his father. Although some re-evaluation as to his mother has reduced his antipathy towards her - not much, but still. Reputation - A few years of monster-busting and troubleshooting for minor spirits and demigods of the Tuatha have given Crow a bit of a rep as an expert problem-solver for those in need. This can lead to slight complications, as most spirits don't seem to realize that even though he's clever and resourceful, he is only mortal, and not all of their problems are suitable for a mortal to solve. This has only been exacerbated by going into the 'magic security' business, too... Seventh Deadly Sin - Crow, although he is loath to admit it, is a very prideful person. He knows he's of a great lineage, his dad was a great hero, his mother's a goddess (though he doesn't like to talk about her), and his own exploits have gained him a small bit of renown in the Tuatha. He's begun to learn humility (a thoroughly painful training trip, and years working with the formerr Irregulars, who didn't hesitate to whack him on the head when he got too overconfident, has done wonders for that), but he still has his moments. Home Is Where The Heart Is - Parkhurst Hotel is one of Crow's prides and joys, a sanctum he actually had a hand in creating, and a place he knows he has a home in once his years at Claremont are finished. He doesn't have quite the same level of trust for the inhabitants as he does with his friends, but he still cares for the place and the people who helped build it - enough that he'd drop whatever he has on hand to rush to the place's assistance if they needed it. Sins Of The Father - Crow's dad was a great hero back in the day, the legendary Red Hand, and Crow knows it. He's full of pride of that fact, but while he inherited a lot of his dad's resources and old contacts...he's also inherited a lot of his dad's enemies, as well as a great deal of expectation. Struggling - He's a young entrepreneur running an extremely oddball business. What is this thing you call cash flow? Abilities: 8 + 8 + 10 + 4 + 4 + 2 = 36PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 14 + 10 = 24PP Initiative: +8 Attack: +7 Base, +9 Melee, +13 Ranged, +15 Talon Barrage/Talon Wire Grapple: +10 Defense: +14, (+5 Base, +9 Dodge Focus) +2 Flat-Footed Knockback: -3, -1 Flat-Footed Saving Throws: 3 + 6 + 6 = 15PP Toughness: +10 (+5 Con, +1 Tough, +2 Undercover Shirt, +2 Defensive Roll), +7 Flat-Footed Fortitude: +8 (+5 Con, +3) Reflex: +10 (+4 Dex, +6) Will: +8 (+2 Wis, +6) Skills: 88R = 22PP Acrobatics 1 (+5) Bluff 9 (+10) Craft (Artistic) 8 (+10) Concentration 8 (+10) Gather Info 9 (+10) Skill Mastery Intimidate 9 (+10) Skill Mastery Languages 1 (English [Native], Gaelic) Knowledge (History) 8 (+10) Knowledge (Arcane Lore) 8 (+10) Notice 8 (+10) Skill Mastery Sense Motive 8 (+10) Stealth 11 (+15) Skill Mastery Feats: 33PP All-Out Attack Attack Focus (Melee) 2 Artificer Beginners Luck Defensive Attack Defensive Roll (+2 Toughness) Dodge Focus 9 Equipment 3 (15EP) Evasion 2 Fearless Hide In Plain Sight (Engraved Ring) Improved Initiative Luck Master Plan Move-By Action Power Attack Quick Change 2 (Engraved Ring) Skill Mastery (Gather Information, Intimidate, Notice, Stealth) Startle Takedown Attack 2 Tough Uncanny Dodge (Auditory) Equipment: 3PP = 15EP 3 + 2 + 1 + 4 + 5 = 11EP Undercover Shirt: Protection 2 (Feats: Subtle) [3EP] Encrypted Commlink: (Feats: Subtle, Insidious) [2EP] Gas Mask [1EP] Smoke Bombs: Obscure 2 (visual, 10' radius; Feats: Independent) [4EP] Parkhurst Hotel (Shared HQ) [5EP] Powers: 12PP + 28PP + 6 PP + 4 PP = 50 PP Descriptors: General Damage Types (Bludgeoning/Piercing), Magic, Iron, Lightning Device 3 (15PP Container; Flaws: Hard-To-Lose) [12PP] (Runic Coat) Runes (8PP Array, Feats: Alternate Power 1) [9PP] Base Power: Healing 8 (Flaws: Empathic) [8PP] (Magic) (Rune of Revival) Alternate Power: Concealment 4 (All Visual Senses) [8PP] (Magic) (Rune of The Veil) Teleport 4 (400ft per Move Action, Flaws: Limited [short-Range], Feats: Subtle, Turnabout) [6PP] (Magic) (Rune of Wind Walk) Device 7 (35PP Container; Flaws: Hard-To-Lose) [28PP] (Runic Gloves) Rune Glove Array (30 PP Array, Feats: Accurate 2, Alternate Power 3) [35PP] Base Power: Strike 9 (Feats: Mighty, Knockback 2) + Stun 8 (Extras: Contagious [+1]; Flaws: Daze [-1]; Feats: Slow Fade) [12 + 17 = 29PP] (Bludgeoning/Magic/Lightning) (Rune of Lightning Strike) Alternate Power: Blast 9 (Feats: Precise 2, Ricochet 3, Indirect, Improved Range 2 [450'], Improved Critical 2 [18-20], Subtle) [29PP] (Iron/Piercing) (Summoned Crow's Talons) Alternate Power: Blast 6 (Extras: Autofire; Feats: Accurate, Precise 2, Ricochet 3, Indirect, Improved Range 2 [300'], Improved Critical 2 [18-20]) [29PP] (Iron/Piercing) (Talon Barrage) Alternate Power: Snare 6 (Feats: Accurate, Indirect, Improved Range 1 [150'], Subtle, Tether, Reversible) + Blast 6 [18 + 12 = 30PP] (Magic/Lightning) (Iron Wire and Rune of Lightning) Device 2 (10PP Container; Flaws: Easy-To-Lose) (The Iron Mask) [6PP] Super-Senses 10 (Analytical Vision [+2], X-Ray Vision (Cannot Pierce Lead) [+4], Darkvision [+2], Infravision, Tracking [infravision]) [10PP] (Magic) (Eyes of the Rook) Device 1 (5PP Container; Feats: Hard-To-Lose) [4PP] (Engraved Ring) Dimensional Pocket 1 (100 lbs) [2PP] (Magic) (Rune of The In-Between) Enhanced Feat 2 (Quick Change 2) [2PP] (Rune of Swift Raiment) Enhanced Feat (Hide In Plain Sight) [1PP] (Lesser Rune of The Veil) Drawbacks: -0PP None DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Lightning Strike Touch DC28 Toughness (Staged) Damage (Physical) Touch DC18 Fortitude (Staged) Dazed Crow's Talons Ranged DC24 Toughness Damage (Physical) Talon Barrage Ranged DC21+ Toughness Damage (Physical) Iron Wire Ranged DC16 Reflex Entangled/Bound Ranged DC21 Toughness Damage (Physical) Abilities (36) + Combat (24) + Saving Throws (15) + Skills (22) + Feats (33) + Powers (50) - Drawbacks (0) = 180/184 Power Points
  6. Power Level: 9 (158/175 PP) Trade-Offs: +1 Attack / -1 Damage (melee), +2 Attack / -2 Damage (ranged); +1 Defense / -1 Toughness Unspent Power Points: 17 In Brief: Daughter of the first Arrowhawk using Norse artifacts to fight crime Residence: Abandoned subway station underneath Stark Hill Base of Operations: Bedlam, Wisconsin Alternate Identity: Osla Jónsdóttir, Osla Jonsson Identity: Secret Birthplace: Upon the Bifrost, outside the gates of Asgard Occupation: Superhero/honourary Valkyrie Affiliations: Aesir, Arrowhawk I, Loki (grudgingly), Valkyries Family: John Fraser (Arrowhawk, father), Vivian Kriger (Valkyrie, mother, deceased) Description: Apparent Age: Early 20s Gender: Female Ethnicity: Scandinavian/Scot (Caucasian) Height: 6'0" Weight: 175 lbs Eyes: Blue-grey Hair: Golden blonde Osla is an imposing young woman; tall, broad, and muscular. She takes very much after her mother, with pale skin, piercing blue eyes, and long blonde hair she keeps in a tight plaited braid. Her physique is very much one borne of practicality, muscular and strong without making sacrifices in speed or agility. Her movements are precise and graceful, her hands and forearms scarred and nicked from a childhood in a wild, often unforgiving environment. Her features also come across as a little harsh, the lines of her jaw and cheeks lacking softness, especially with her hair pulled back tightly. In her uniform, Osla dons armour of black leather, with strike plates of a carbide composite segmented over the more vulnerable areas. The Arrowhawk emblem is emblazoned across her chest in a white-silver hue. Her cape is a dark grey, with a hood kept up over her hair. Her features are obscured beneath the hood with a black domino mask, throwing her ice-blue eyes into sharp contrast. The more modern Arrowhawk costume is contrasted by the Norse artifacts she wields. She wears fingerless gloves of an intricately small chainmail, each with four carved metal claws on the back, stopping at the knuckles. Her boots are a soft dark leather, lacing up the side and with scale mail over their tongues and toes, with a faint engraved hoof design on each individual scale. A bronzed belt coils around her waist, made of a narrow chain that loops around three times, fastening at the front with a snake's head with ruby eyes. She also hangs her quiver from her belt, a battered, elderly looking construction of worn brown leather and fraying stitching. When not fighting crime, Osla favours simple, practical clothes; wearing thrift store work boots and worn blue jeans alongside flannel shirts and leather jackets. She often carries a shoulder satchel containing a couple of knifes or axes in case something happens and she isn't otherwise armed. Power Descriptions: Osla's heritage hasn't particularly given her many innate abilities. Her sight and vision is clear and sharp, and her health hale, resistant to the ravages of the time and the cold. If she inherited anything from either parent, it was a great physical prowess, being as strong, fast and tough as some of the greatest warriors with twice her experience, taking to combat and to woodmanship like a duck takes to water. Somewhat reluctantly, she has accepted gifts from the trickster god, Loki, to aid her in her efforts upon Midgard. Fenrir's Gauntlets imbue her with near-superhuman strength, allowing her to lift nearly half a ton without breaking a sweat, and hurl grown men around like ragdolls. Sleipnir's Shoes bolster her speed, allowing her to outpace the fastest steed, and keep pace with cars at a dead sprint. The enchantment on the Cincture of Jormungandr lets her obfuscate herself from view, obscuring the sight and scent of her from all but the most observant. All of these are also enchanted such that only a worthy warrior can wield them, someone willing to defend the weak and innocent, and also to battle those that would harm them both with violence and with terror. Her father also saw fit to give her her own suit to be Arrowhawk, based on modern fabrics and materials. The suit manages to be light-weight and easy to move in and don, while also being incredibly resilient. The hood can deflect a bullet of low enough calibre, and it's much less armoured than most of the suit. The most important part of her outfit is her bow. Named 'Arrowhawk' itself, it is enchanted to be able to strike even the intangible, and with the same restrictions upon its use as her raiment. It comes with a supply of enchanted arrows, able to burst into flames upon striking, cover a target in impenetrable icy bonds, or even explode like the lightning of Thor himself. The body and strings are also reinforced to allow Orheidr to not just be used as an improvised weapon, but as one in deadly earnest, able to deliver repeated blows with Osla's enhanced strength without taking damage. She also has a limited supply of arrows carved from fragments of the Bifrost, allowing her to punch temporary rifts in the fabric of the Nine Realms, stepping from one to another like walking through a door. History: Some years ago, Vivien Kriger, the Valkyrie, emissary to Midgard of the Allfather, was slain in battle with Doktor Archeville in a period where he was consumed by madness. Tragically, she was pregnant at the time. Having embarked on a brief relationship with John Fraser, the first Arrowhawk, neither of them knew this at the time. But despite their dismissal of Kriger, the Aesir were not utterly without merciless, and so they allowed Osla to be born despite her mother's technical death. Children were a rarity in Asgard, and so Osla grew up among Einherjar and valkyries, among gods and beasts. Despite her great talent for physical pursuits, she didn't have the physique of a literal deity. Even after training for hours and hours, her skill would never surpass the Einherjar's skill won of lifetimes and lifetimes. And technically residing in the afterlife, she never knew her father. Her mother was seen as something of an embarrassment and an outcast by the Aesir. Osla grew up very lonely, and without much in the way of friends. So she listened to the stories her mother told her of the Arrowhawk, a man fighting in the shadows against the worst of mankind, not stopping to bask in the glory or honour of it. Surrounded by people who found glory and honour in things not savoury enough to merit it, she found this intriguing, and sought to emulate it. As was the nature of time in the Nine Realms, Osla grew up within a few Midgard years, and was allowed to become a valkyrie. But their treatment of her mother chafed, and the condescension over her mortal nature hurt even more. But one day, a visiting member of another pantheon, the Heliopolitans, came to speak to her. Set informed her of the looming threat of Typhon, Father of Monsters, and his assault on the mortal realms. And of how he needed to recruit mortal warriors to do so, and of how one of them would be her father, if only he could get her across to Midgard... Without the resources and weapons her mother had been given, then stripped of; and without the backing of the gods to get across the Bifrost, Set took her to Loki. They made an open-ended deal. He would provide weapons and tools with which to fight, and a means to cross the Realms. She would in return do him a few favours, one day in the future... Reluctantly she accepted, and finally reunited with her father, and was shocked to find out the stories were true, but not quite so glorious. He was a sad, lonely old man, and didn't even know she'd been born. Making up for some lost time, they spent months together, before she broached the subject of doing what he did. After a few months more, he finally acceded, giving her the blessing to take up the Arrowhawk name and go to Bedlam City, in the hope of providing what aid she could to the denizens of this, one of the most blighted and dangerous places on Midgard. Personality & Motivation: Osla is a by and large a direct, motivated person. She favours economy of action, and of speech, often coming off as blunt and reserved because of it. The task in front of her is the most important thing to her. Osla's watchwords are stubbornness and directness; she's a doer even to the exclusion of tactics and in some cases even foresight. Her very isolated upbringing and the necessity of the arduous training and work needed to keep up with her near-superhuman companions has led her to place very little value on social interaction. As such, on those occasions where she does wish to be social and have companionship and friendship, she is less task-focused, but also quite awkward and inarticulate. Much of her motivation comes from her perception of never being quite good enough. Her parents' careers, the powers of the Aesir she grew up among, and the martial skill of the einherjar and valkyries have led her to have skewed perspectives on her in no way inconsequential martial prowess and combat effectiveness. But what primarily drives Osla is a sense of kinship with the underdog. She didn't enjoy being treated like the runt, like a mistake, and takes great umbrage with others being treated in the same way. This is why she chose to go to Bedlam, even if she doesn't quite consciously register it: she doesn't believe the city is beyond saving, or that it isn't worth the effort to do so. Complications: A More Civilised Weapon for a Bygone Age: The disadvantage of Arrowhawk using arrows as a primary means of attack is that this is 2016. Arrows are bulkier, and if they run out due to being much more limited in how much ammunition can be carried, restocking is only possible in a select few stores. And much of Osla's arsenal of magical, and thus can only be replenished if she spends time creating more in her downtime, not by simply walking into a sporting goods store. Deal With The Devil: In order to even be on Midgard, in order to be armed and equipped to deal with the worst it has to offer, to be the Arrowhawk, Osla was forced to make an open-ended deal with the Norse trickster deity Loki. In exchange for being able to cross worlds, and for being armed, Loki has the right to ask a number of favours of her. He's not foolish, though, and will tend to ask her for things she'd likely agree to anyway even if it didn't further his own ends. Double-Edged Arrowhead: As the second Arrowhawk, Osla inherits a fearsome reputation, but also the downsides of the legacy: organized crime the English speaking world over knows the Arrowhawk will come for them. As such, mafia families may have specific preparations for archers, or even come gunning for her personally. Has To Win The War, Not Just The Battle: Osla doesn't quite understand the sheer level of institutional rot and endemic corruption in Bedlam, and as such hasn't come to terms with the fact she may not be able to save the city. As such, she deeply struggles with the idea of a tactical withdrawal, and outright won't run away. This can lead to her being dragged out of hopeless fights, or only staggering away into the dark after enduring grievous and needless injury. Never Quite Good Enough: For all her skill, for all her power, Osla can't quite come to terms with the idea she's perfectly worthy of both her parents' mantles. She feels she isn't skilled or moral enough to take up either, and as such is driven to prove herself worthy of feats of great martial skill and derring-do, even if it would be smarter or less dangerous to those around her to stop and reconsider her actions. Stranger In A Strange Land: While Osla has been on Midgard a few months now, she still grew up on Asgard. As such, things we take for granted, she has no familiarity with, like how to drive or how to reset the wi-fi. She knows what these things do, but isn't practiced or particularly skilled in how to make them do it. As such, she cannot Drive at all, and any modern technology she uses a little slowly and haltingly for any task which is more complex than being able to read and press buttons. Additionally, her identification is fake and she doesn't have a legal birth certificate or Social Security number. ABILITIES: 8 + 8 + 10 + 2 + 2 + 4 = 34PP Strength: 22/18 (+6/+4) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 14 (+2) COMBAT: 14 + 12 = 26PP Initiative: +8 Attack: +7 Base, +10 melee, +11 bow Grapple: +14/+17 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -4/2 SAVING THROWS: 4 + 4 + 8 = 16PP Toughness: +8 (+4 Con, +4 Protection) Fortitude: +9 (+5 Con, +4) Reflex: +8 (+4 Dex, +4) Will: +9 (+1 Wis, +8) SKILLS: 68R = 17PP Acrobatics 2 (+6) Bluff 4 (+6/+10) Diplomacy 0 (+2/+6) Gather Information 8 (+10) Intimidate 12 (+14) Knowledge [Theology and Philosophy] 4 (+5) Knowledge (Arcane Lore) 4 (+5) Knowledge (Streetwise) 4 (+5) Language 1 (Old Norse [Native], English) Medicine 4 (+5) Notice 9 (+10) Perform [string instruments] 3 (+5) Sense Motive 9 (+10) Stealth 11 (+15) Survival 9 (+10) FEATS: 23PP Accurate Attack Attack Focus (melee) 3 Attack Specialization (bow) 2 Attractive 1 Beginner's Luck Benefit (Reputation: Arrowhawk) Dodge Focus 4 Equipment 0 + 4 [Veteran Reward] Evasion Fearless Luck 2 Move-By Action Quick Draw Startle Takedown Attack Track Uncanny Dodge [auditory] Equipment (20ep/20ep): Dane Axe: Strike 2 (Feats: Improved Critical, Mighty, Thrown) [5ep] Grappling Hook Pistol: Super-Movement 2 (slow fall, swinging) [4ep] Other equipment: Flashlight, Masterwork violin [2ep] HQ: Abandoned Subway Car and Station: 9ep Size: Small; Toughness: 10; Features: Communications, Concealed 2 [+10 DC to find], Gym, Living Space, Security System 2 [DC25], Workshop POWERS: 4 + 16 + 14 + 1 + 3 = 38PP Device 1 (5PP Container, Flaws: Hard to Lose [-1]) [4PP] (Arrowhawk Costume) Protection 3 (Feats: Second Chance [Toughness save vs bullet damage], Second Chance [Toughness save vs conventional blades]) [5PP] (armour) Device 5 (25PP Container, Flaws: Easy to Lose [-2], Feats: Restricted [only the worthy]) [16PP] (Orheidr) Bow & Magic Arrows Array 9 (18PP Array, Feats: Affects Insubstantial 2, Alternate Power 5) [25PP] Base Power: Blast 3 (standard arrows, Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [14PP] (arrow, magic, variable) Alternate Power: Blast 3 (rapid arrows, Extras: Autofire [7]; Flaws: Action - Full; Feats: Improved Critical, Improved Range [75' increment], Mighty 4, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [18PP] (arrow, magic, variable) Alternate Power: Blast 3 (flaming arrow, Extras: Secondary Effect [7], Feats: Mighty 4) [17PP] Alternate Power: Dazzle 6 (thunderbolt arrow; visual and auditory, Extras: Area - Burst [+1]) [18PP] Alternate Power: Snare 7 (ice arrow) [14PP] Alternate Power: Strike 2 (bow strike, Feats: Extended Reach, Improved Critical, Mighty) [4PP] Device 3 (15PP Container, Flaws: Hard to Lose [-1], Feats: Indestructible, Restricted [only the worthy]) [14PP] (Raiment of the Trickster) Fenrir's Gauntlets Enhanced Feats 2 (apply Affects Insubstantial 2 to unarmed strike) [2PP] Enhanced Strength 4 [4PP] (magic) Super-Strength 1 (Heavy load: 1/2 ton) [2PP] (magic) Cincture of Jormungandr Concealment 4 (normal visual and all olfactory; Flaws: Blending [-1], Passive [-1], Feats: Close Range) [3PP] (illusion, magic) Sleipnir's Shoes Leaping 2 (x5 distance, 80'/40'/20' jump) [2PP] (magic) Speed 2 (25MPH) [2PP] (magic) Immunity 2 (aging, cold, Flaws: Limited to half effect [-1]) [1PP] (divine, valkyrie) Super-Senses 3 (extended hearing [x10], extended vision [x10], low-light vision) [3PP] (divine, valkyrie) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Gauntlets Touch DC21 Toughness (Staged) Damage (Physical) Arrows Ranged DC22 Toughness (Staged) Damage (Physical) Blast (fire) Ranged DC22 Toughness (Staged) Damage (Energy: Fire), Secondary Effect Dazzle Area [Burst] DC21 Reflex Blinded/Deafened Snare Ranged DC22 Reflex (Staged) Entangled Strike Touch DC23 Toughness (Staged) Damage (Physical) TOTALS Abilities (34) + Combat (26) + Saving Throws (16) + Skills (21) + Feats (23) + Powers (38) - Drawbacks (0) = 158/175 Power Points
  7. Character Name: Judex Power Level: 8 [11] (162/182PP) Trade-Offs: +3 Attack / -3 Damage, +3 Defense / -3 Toughness Unspent Power Points: 20 In Brief: Mild-mannered preacher by day, fear-inducing bringer of misfortune by night, Judex stands up for the poor and downtrodden of Bedlam City, no matter what. Birthplace: Springfield, MO, USA Residence: Small, "rustic" "parish" home near his church. Base of Operations: Bedlam First Assembly, near the corner of Blaed Ave and Ellmore Pl. Catchphrase: "Repent, or be judged." Theme Song: "He's Got The Whole World In His Hands" Alternate Identity: Theodore Galen Ward, aka "Pastor Theo" Identity: Secret Occupation: Pastor/Minister, Assemblies of God Church Affiliations: AOG; Bedlam First Assembly; Celestial Spirit Fellowship; Bedlam Interdenominational and Interfaith Charities Family: Benjamin Ward (Father); Cassidy Ward (Mother); Kathryn Ward (Older Sister); Mark Ward (Younger Brother); Abraham Ward (Paternal Grandfather) Description: Age: 28 (DoB: May 20, 1988) Apparent Age: Late 20s / Mid 30s Gender: Male Ethnicity: Caucasian (European mutt) Height: 5'8" / 6'3" Weight: 135lbs / 270lbs Eyes: Blue / Brown Hair: Brown / Black, with some Dirty Blond mixed in Theodore Galen Ward is a thin, reedy man, though one possessed of a deceivingly youthful look. He also tends to dress somewhere between "bland", "conservative", and "academic from a few decades ago". He tends to have an unassuming posture and air about himself, though when he's speaking with one of his congregation members, preaching from the pulpit, or doing charity work, he has a bit more confidence. If and when confronted by someone during said work, he tends to visibly shrink back a bit, and his voice goes up. His voice is an calm tenor (he is often complimented on his singing), and he almost always speaks with a gentle Midland American accent, only occasionally slipping into a more Southern/Ozark Midland. Judex is a bear of a man with a naturally intimidating air about him. He looks nothing like Theo, seeing as he has completely different body and facial structure. And a great big bushy beard! His hair has a wild, untamed look about it, his eyes carry a slightly crazed light, and his out-of-place brightly colored shirt is somehow all the more fearsome for it. The straw fedora upon his head never seems to come off, unless he wants it to. His arms bear strange, whorled designs that evoke ancient Christian symbology without belonging to any specific region or tradition. The cloth wraps and leather half-glove on his right hand and forearm add to his unsettling asymmetrical look. For all that he seems to bear a bit of extra weight on his frame, his muscles rounded out just a bit by "padding", his bearing and movements are nothing but graceful. He speaks with a rough Southern accent, with strong overtones of Lousiana/New Orleans. Power Descriptions: Theodore's powers were granted to him by the Archangel Uriel, and are a sort of "infusion" of a very tiny fragment of the Archangel's power. This infusion has given Theodore boosted (but not completely superhuman) general physical abilities, as well as slightly superhuman foot speed. To disguise himself, Theodore was given the ability to change into the radically different form of Judex (a name he picked himself); a side benefit of this transformation is his ability to nigh-instantly swap into Judex' typical outfit from whatever he's wearing at the time. However, physical prowess is not the only gift he's received. In addition to his bodily ability, Theo is able to cause misfortune to befall those he targets, making things worse than some thing they "ought" to be. Finally, he is able to cause his foes to perceive radical and frightening visions of their worst fears, combined with vague, impressionistic flashes of terrifying imagery, symbology, and more. History: Theodore Galen Ward was born to a family who valued Faith, Hope, and Love. His father is a career minister, while his grandfather is a retired Army veteran who fought in World War II, one who has some rather hair-raising stories of his pre-conversion wild and woolly youth. His mother, Cassidy, is a Registered Nurse, one who still pulls the occasional long hours at the hospital. He's learned the lessons of serving with love and discipline from his family, that's for sure. Theo himself had a happy childhood growing up in Missouri, attending school and then college; his decision to enter the seminary, albeit with some rather hefty added degrees ("just because he could" according to his siblings), was an easy choice. He felt the same "fire in his bones" his father had when it came to the Word, and he knew he could go out there and not just preach, but really reach out and help people. When he graduated, interned close to home, and then finally was up for a church assignment further about the nation, Theo himself chose to go to Bedlam First Assembly. Despite the tearful pleas of his mother, and the stern questions from his father, Theo stood firm. The city was hurting, and while there were good people doing good things, having another person there doing even more good could do nothing but help. It was Abraham Ward who spoke up, telling them that if Paul could go to Rome, then Theo could go to Bedlam. He reminded his grandson that he might need to stand up for himself there, more than any other time in his life, but that even then, he'd need to turn the other cheek. Theo was mugged his first week in the city, thankfully without any physical harm, and relatively little cash lost. And while he soon connected with Celestial Spirit Fellowship and the Bedlam Interdenominational and Interfaith Charities groups, it was abundantly clear that little was getting done in the city, at least in the immediate term. Gangs, crime, suffering, and hopelessness ran rampant. Theo's congregation was small, less than 40, but they were loyal and resilient. The fact that Bedlam First Assembly's location put it at the juncture of territories owned by rivaling gangs who preyed upon racial tensions did not help, though; the multi-ethnic makeup of his congregation generated brotherhood and scorn in equal measure, albeit mostly from within and without, respectively. After just four months in the City, Theo had had six separate efforts to go out and feed and distribute clothes to the homeless and underprivileged stopped or curtailed by police, gangs, or both. He was spiritually exhausted, and while his congregation (somehow) maintained their support of "Pastor Theo", there was only so much a reedy 20-something pastor with more smarts than sense could do. And then one night he woke up in his rickety bed in his slightly drafty house to see a vaguely glowing figure at the foot of his bed. When the being confirmed it, he, was the Archangel Uriel (a bit of Scripture quoting back and forth seemed to seal the deal for Theo), he was given an incredible offer: he could become a fearsome protector of the downtrodden and punisher of the wicked and corrupt. His powers would not be as grandiose and fearsome as some (Uriel muttered something about "showoffs in Freedom City"), but Theo would be able to finally be the force he needed to be to push back against the gangs, the corruption, the darkness that permeated Bedlam City. Theo agreed, and quickly figured out at least the basics of his powers. Now, during the days he continues his good works, preaching, teaching, and helping the widows, orphans, and poor. But during the nights, when the wind is chill and the streets are damp with rain (or worse), Judex makes himself known to strike the fear of the Lord into the hearts of the wicket. Personality & Motivation: Pastor Theo is a quiet, kind, fairly unassuming young man. He has strong convictions, and happily engages in discussion and debate over theology and philosophy at any opportunity. Mockers, be it of his faith, his looks, or his (seemingly futile) charity efforts all get a big grin and a shrug. He's capable of more somber moods, and the fact he's already helped bury two members of his congregation (one of whom was younger than he) means he's intimately acquainted with grief and mourning. Still, his heart cannot be dragged down, and he's always got an encouraging word for others. Judex is a charismatic force of nature, often terrifying, and never forgettable. He loves making dramatic entrances, often perched in unusual places (especially considering his not-so-tiny frame). He adores menacing speeches that draw heavily on concepts such as the Judgement Of The Lord, the Wages Of The Wicked, and so on. His ire focuses on criminals and the corrupt, though; he's made it clear that any sins that don't threaten another person are not his to judge. Those who would steal, kill, and destroy, though, they are his to stop. Because while many may be Sheep, and the Wicked are Wolves, he is the Wolfhound. Powers & Tactics: Judex tends to use his Emotion Control and Luck Control to mess with and "debuff" his opponents until he has a chance to get "up close and personal". His specialization in grappling arts means he tends to favor getting a solid grip on an opponent and then leaving them rather wrecked. If someone starts fleeing, he'll give chase, using parkour if need be. In a pinch, Theo can use any of his powers without transforming into Judex's form, but doing so brings a lot of risk of discovery upon him. Complications: Secret Identity: Theodore Ward and Judex are very different people. Clearly not the same person! Theo's job, safety, congregation's safety, and the safety of the "regular" charitable work he does are all at risk if his identity as Judex ever got out. Struggling: Pastor Theo runs a small church whose members, while faithful givers, are not exactly rich. He typically has to scrape to pay his bills, especially since he tends to be generous with giving to others if a need comes up. Righteous Anger: Judex is just a made-up character. Mostly. Theo has definitely noticed he can get worked up about injustices, and it's worse when he's physically transformed into Judex. And sometimes that means there's a bit of a risk of getting...carried away. The Face of Fear: Judex is a rather scary guy, and many civilians and hero-types (whether costumed-ish, or just honest-ish police) may find themselves unnerved or scared of Judex, mistaking him for a villain rather than a hero. On A Mission From God: Judex is on a mission, and he talks as such (it's almost, but not quite, a compulsion for Theo when in that form). It's the sort of thing that gets you noticed by folks that mission is against, and could prove wearying to some who he might ally with. On The Side Of Angels: Scary or no, Judex is directly empowered by an Archangel. Anyone who figures that out and is of a less savory nature might pass that on to powers and principalities that would take a great interest in Judex. Corruption or Destruction, either way it's a win for such beings, or so they figure. Abilities: 0 + 2 + 2 + 4 + 8 + 8 = 24PP Strength: 10/20 (+0/+5) Dexterity: 12/18 (+1/+4) Constitution: 12/20 (+1/+5) Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +3 Attack: +11 Melee, +6 Ranged Grapple: +15 Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -2 Saving Throws: 2 + 3 + 3 = 8PP Toughness: +1/+5 (+1/+5 Con) Fortitude: +3/+7 (+1/+5 Con, +2) Reflex: +4/+7 (+1/+4 Dex, +3) Will: +7 (+4 Wis, +3) Skills: 128R = 32PP Acrobatics 10 (+14) Climb 8 (+13) Diplomacy 8 (+12) Disguise 6 (+10) Escape Artist 4 (+8) Gather Information 8 (+12) Intimidate 10 (+14) Knowledge (Behavorial Sciences) 6 (+8) Knowledge (Civics) 4 (+6) Knowledge (Current Events) 4 (+6) Knowledge (History) 10 (+12) Knowledge (Popular Culture) 6 (+8) Knowledge (Streetwise) 8 (+10) Knowledge (Theology and Philosophy) 10 (+12) Notice 8 (+12) Sense Motive 10 (+14) Stealth 8 (+12) Feats: 20PP Accurate Attack All-Out Attack Attack Focus (Melee) 5 Defensive Attack Dodge Focus 5 Evasion Improved Grab Improved Grapple Improved Pin Paralyzing Attack Power Attack Takedown Attack Powers: 6 + 1 + 8 + 6 + 10 + 2 + 12 + 9 = 54PP Shepherd's Body Morph 6 (1 Single Form, +30 Disguise Self) [6PP] (Holy) ("Fearsome Countenance") Enhanced Feat 1 (Quick Change) [1PP] (Holy) ("Watchman's Rainment") Enhanced Constitution 8 [8PP] (Holy) ("Endurance of Eleazar") Enhanced Dexterity 6 [6PP] (Holy) ("Deftness of David) Enhanced Strength 10 [10PP] (Holy) ("Strength of Ishbaal") Speed 2 (25mph/250ft per Move Action) [2PP] (Holy) ("Swiftness of Shammah") Crook and Staff Luck Control 1 (Force Reroll; Extras: Area, Selective; Power Feats: Luck 3) [12PP] (Holy) ("Misfortune Aplenty") The Fear Of The Lord 4 (8PP Array; Feats: Alternate Power 1) [9PP] Base Power: Emotion Control 8 (Flaws: Limited to Fear) [8PP] (Holy) ("Is The Beginning of Knowledge") Alternate Power: Emotion Control 8(Extras: Area [General, Shapeable, 7 5ft cubes]; Flaws: Limited to Fear, Action [Full]) [8PP] (Holy) ("Is Clean And Enduring Forever") Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15/20 Toughness (Staged) Damage (Physical) Emotion Control Perception DC 18 Will (Staged) Shaken/Frightened/Panicked Totals: Abilities (24) + Combat (24) + Saving Throws (8) + Skills (32) + Feats (20) + Powers (54) - Drawbacks (0) = 162/182 Power Points
  8. Player Name: Gizmo Character Name: Set Power Level: 7 [15] (223/250PP)* [267] Trade-Offs: +3 Defense / -3 Toughness Unspent Power Points: 27 Theme: Mr. Hurricane by Beast *Despite his PP total, Set conforms to PL7 caps. In Brief: The mighty god of darkness, chaos and the desert reborn in teenage form with reduced power but undeterred ambition! Alternate Identity: 'Kid' Set, Seth Identity: Public Birthplace: Heliopolis Occupation: God, Superhero Affiliations: Ancient Egyptian Pantheon Family: Complicated. Osiris [brother], Horus [brother/Nephew], Isis [sister-in-Law], Nephthys [Ex-Consort] Description: Age: Millennia Apparent Age: Late Teens Gender: Fluid [Defaults to Male] Ethnicity: Egyptian Height: 5’7†Weight: 125 lbs. Eyes: Grey Hair: Dark Red By all appearances, Set is a strikingly handsome teenager with piercing grey eyes above high cheekbones framed by thick dreadlocks of brick red hair. What looks like heavy eyeliner adds to the slightly androgynous quality of his slim frame. His face is extremely expressive, usually dominated by a cocky, teasing grin but clouding over with anger at a moment's notice. Animated body language and a disregard for personal space give the impression that he makes himself at home wherever he happens to be but there is a definite sense that he hails from somewhere else entirely. That impression becomes a certainty when one regards his shendyt, a skirt of overlapping white and red cloth that reaches to just above his knee, his simple sandals contrasting with his assorted ornate golden bracelets. Set frequently goes shirtless when able - which is most of the time thanks to his affinity for inclement weather - but switches to a longer, belted robe that hangs over his shoulders when necessary. When presenting as female she gathers her dreadlocks in a golden cuff, matches her eye makeup with a rich, brown-black lipstick and adds a flattering front-cross halter in the same pattern as her shendyt. If attempting to blend in, the godling favours shorts and the sort of slogan emblazoned t-shirts sold at tourist attractions around the city, typically with sunglasses and a Comets baseball cap for good measure. At a whim, Set's head may go from human to that of an unidentifiable, ebony black animal with a long snout and tall ears, mixing features of canine, fox, anteater and giraffe. This is as much his true face as any other and simply part of his nature as a god of Heliopolis. Power Descriptions: Set may be much diminished in power even compared to his previous incarnation's time possessing a mortal host in the mid-20th century, but he is still an immortal with a formidable array of aspects at his control. The lightning bolts he summons are tinged with red, striking from the sky above at his command. Shadows become semi-solid and malleable when he wishes them to be so, allowing him to scoop up handfuls or engulf opponents in quicksand-like darkness. Neither pouring rain nor blistering heat seems to bother him in the slightest and he's not shy about stirring up a thunderhead or sandstorm for dramatic effect. A perpetual outsider among the Ennead, Set is also the patron of foreigners and as such understands all tongues perfectly. His mastery is such that he is able to pick up subtleties and implied meanings as if he were a native speaker himself. His shapeshifting talents further allow him to take any appearance he likes, although to his annoyance he has found himself unable to appear as anything but an adolescent. History: In the beginning there was nothing. Then Ra, the sun, willed himself into being and from himself shaped Geb the Earth and Nut the sky. From their union was born the Ennead: Osiris, handsome and well-loved, Horus, noble and strong of arm, Isis, wise and vengeful, Nepthys, flighty and doelful and finally Set. Set with his odd red hair, who laughed at jokes only he understood and turned every task into a competitive game. Although Nepthys eventually chose Set as her consort it was perhaps only Horus, in their constant sibling rivalry, who truly understood Set. Even if they thought him an odd one, all of the gods recognized Set’s cunning and power, in part because of his constant reminders. When Ra needed protection in his nightly journey through the underworld from the dread serpent Apep, a being of darkness and chaos and such appetites that he would destroy all of creation to sate it briefly, it was Set who stood at the prow of his barge and fought off the beast again and again. Though he never wavered, the nightly battles took their toll on Set. More and more he learned to use Apep’s own forces against the serpent, taking on aspects of darkness and chaos himself. His pride became harder to tolerate and his boasts took on a troubling edge. Eventually Ra relieved him of his post, much to Set’s rage. Horus agreed to take his brother’s place on the barge, intending it to be only a temporary replacement. The hawk god was a match for his sibling's power but was unprepared for Apep’s many tricks. In a wild confrontation, a desperate Horus was able to temporarily banish the snake at the cost of his own being. While all the gods mourned, Set did so bitterly, blaming Ra. Perhaps that terrible anger explains why Nepthys disguised herself to trick Osiris into bedding her, or why a resentful Set hated the more popular god all the more for his repeated apologies when the truth came to light, or why the gods of Heliopolis, grown by then to encompass every aspect of mortal life, quickly decided in whispers and gossip that the blame for the entire affair really rested with Set. The public humiliation was more than the desert god could stand. Through trickery he locked the overly trusting Osiris in an ornate chest and threw it in the Nile. When Osiris’ wife Isis retrieved the carved prison, Set instead unleashed the dark powers he had learned from Apep’s example and cut his brother to pieces, spreading them throughout the mortal realm. Even then, Isis and a tactfully remorseful Nepthys were able to retrieve the body parts and reassemble their mutual consort. When Osiris could not be properly restored, Ra instead deigned that he should become ruler of the underworld itself, king of the afterlife and chief among the gods above all but the solar deity himself. The final straw came when Isis used her mystic knowledge to rebirth Horus’ essence as her child with Osiris, raising him to loathe his ‘wicked uncle’. Set resolved that if all saw him as the villain, then Ra, Heliopolis and supposed brotherhood be damned, he would be a villain. His battles with the avenging Horus were waged across ages indescribable in mortal terms. That world marched on and when the Pact locked the various pantheons from directly traveling to Earth, Isis with Ra’s blessing was able to use it to banish Set the Destoryer to the wastes outside of Heliopolis. The dark god bid his time, testing the limits of his exile until in the 20th century a foolish cultist attempted to summon him. Consuming the hapless summoner’s soul and taking his body for his own, Set sought to conquer the mortal world as stepping stone to greater glory. Even then Horus sought to stop him, investing much of his might into an ankh which allowed him to merge with a willing host on Earth. Alongside the heroes of the age, Horus thwarted his uncle’s terrible designs time and again. Even as he raged against the repeated defeats, the part of Set which was the outsider, the perpetual ‘other’ relished this new world of fantastic powers, garish costumes and epic conflict, fully embracing his role. Even that came to end eventually. In a final conflict which would either see Set restored to his full might or forever vanquished both the Destroyer and the Avenger vanished from the world of mortals. Heliopolis mourned the loss of its truest champion for a second time and decade slipped by. The century turned and the Ennead had little to do with Earth until a grinning, red-haired youth appeared at the gates of the golden city claiming to be Set and demanding entrance. Isis demanded the boy be destroyed immediately against her more forgiving husband’s protestations but Ra’s judgement was more wary. The strange young man certainly had Set’s essence but like Horus before him this was a new creature entirely, without his predecessor’s long festering grudges. Ra knew well the duality of such things and Set’s rebirth with no sign of the hawk god reminded him of the merely temporary exile of his own opposite number, the terrible serpent. He would not cast the now meager godling into ruination just yet but neither would he allow him entrance into Heliopolis. This new Set’s weakened state allowed for a loophole in the Pact, sending the boy back to Earth with no way to return. Even then the sun god decided on caution, instructing one of his Eyes, the fearsome war goddess Sekhmet to accompany Set and watch him closely. Not wanting to entrust such a task to a melding of god and mortal, he instructed the frankly unenthused Sekhmet to leave much of her power behind, reducing her to a state similarly exempt from the Pact. Although annoyed at the setback, Set went about situating himself in the modern world with his rankled babysitter in tow. He was horrified to learn of his past self’s villainy - though he admired the theatrics and immediately began considering acquiring a cape. More interesting, however, was the way the mortals remembered Horus as a great and respected hero while the rest of the Ennead was forgotten by all but academics. This was the new worship, then, won not through temples and threats of plague but by great acts of daring and courage! The idea appealed to him immensely. Despite Sekhmet’s objections he resolved to earn back the mortal’s adoration and prove his good intentions to the other gods by becoming the greatest superhero of all! Personality & Motivation: Set's most immediately obvious character trait is arrogance, a mixture of the perceived invincibility of youth and the power of a force of nature. Almost as clear is his need for recognition. Set has ever been an outsider and doesn't seek acceptance but rather acknowledgement of his skill and hard work. The tension between that confidence and insecurity drives him to take chances and strive for the spotlight. In a city that idolizes its heroes and a time rife with social media and celebrity, he aims to join the ranks of the world's greatest champions. Quite competitive, he isn't the most graceful of losers but can usually be placated with the promise of a future rematch. He has a robust sense of humour with a fondness for pranks and a fascination with anything new or different. Although he retains smatterings of the knowledge and even memories of his past self, this Set is very much a new person, free of long festering grudges and resentment. Showboating aside, he legitimately wishes to do good and would never put fame over doing the right thing - although he might protest otherwise. In particular he looks to the example of his 'older brother' Horus for inspiration and his own soft spot for an underdog is ill hidden. Deep down, he recognizes that he is vulnerable to making the same mistakes again and worries that perhaps he is not entirely free of the corruption that brought his former self to his downfall. This sobering though lends an undercurrent of gravitas to an otherwise devil-may-care teenager. Powers & Tactics: When feeling confident Set prefers to draw upon the dramatic might of his storm and desert aspects, summoning lightning bolts and sandstorms with theatrical waves of his arms. When pressed, he dips into his dominion over darkness, flinging handfuls of inky black, stepping through one shadow to appear from another or even calling up the dark to envelop his opponents whole. Less obviously, his knowledge of chaos manipulates fortune against his targets. His razor sharp taunting and deep knowledge of ancient arcana are not to be underestimated, particularly if he has had time to prepare. More likely, however, he'll have jumped into the fray at the first sign of an audience or a chance to humiliate a deserving target. Naturally a believer in second chances, he will risk trying to talk a villain out of what they're doing if he suspects they're already feeling conflicted or remorseful. Complications: Dismemberment: Set’s Regeneration allows him to reattach severed body parts but not grow new ones. For his Resurrection to work, he needs to be properly reassembled. If his body is completely destroyed, he will instead Reincarnate. Exile: Both the Pact and the will of the other gods of Heliopolis prevent Set from returning there. Other pantheons allied with Heliopolis may be reluctant to deal with him. Reborn: Although he retains a fair amount of his past self’s memories and knowledge, Set still has a lot of gaps. On the other hand, those with past grievances aren’t likely to distinguish between their old enemy and the ‘new’ Set. Pride: Regardless of his defeats and misfortunes, Set is proud and stubborn to a fault. He’s prone to bragging and showing off and has trouble resisting a public challenge. Abilities: 2 + 6 + 4 + 8 + 6 + 12 = 38PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 22 (+6) Combat: 10 + 16 = 26PP Initiative: +3 Attack: +5 Base, +7 Deific Attacks Grapple: +6 Defense: +10 (+8 Base, +2 Dodge Focus), +4 Flat-Footed Knockback: -2/-1 Saving Throws: 4 + 3 + 5 = 12PP Toughness: +4 (+2 Con, +2 Defensive Roll) Fortitude: +6 (+2 Con, +4) Reflex: +6 (+3 Dex, +3) Will: +8 (+3 Wis, +5) Skills: 88R = 22PP Acrobatics 7 (+10) Bluff 10 (+16) Computers 6 (+10) Diplomacy 5 (+11) Disable Device 1 (+5) Gather Information 10 (+16) Investigate 1 (+5) Knowledge (Arcane Lore) 11 (+15) Knowledge (History) 6 (+10) Knowledge (Popular Culture) 6 (+10) Knowledge (Theology and Philosophy) 6 (+10) Language 1 (Ancient Egyptian [Native], English) Notice 12 (+15) Sleight of Hand 2 (+5) Stealth 2 (+5) Survival 2 (+5) Feats: 49PP Benefit (Status [God]) Challenge 2 (Fast Feint, Fast Taunt) Defensive Roll 1 Distract (Bluff) Dodge Focus 2 Evasion 2 Fearless Jack-of-all-Trades Luck 2 (3 with Luck Control) Power Attack Ritualist Set-Up Sidekick 31 (155PP) Taunt Uncanny Dodge (Vision) Powers: 2 + 2 + 1 + 1 + 1 + 8 + 4 + 8 + 7 + 38 + 4 = 76PP Comprehend 1 (Languages [understand All]) [2PP] (foreign aspect) Environmental Adaptation 2 (Deserts, Stormy Weather) [2PP] (desert aspect, storm aspect) Feature 1 (Alternate ‘Set Animal’ Head) [1PP] (deific) Immunity 1 (Aging) [1PP] (deific) Immunity 2 (Environmental Condition [Heat], Starvation/Thirst; Flaws: Limited [Half]) [1PP] (desert aspect) Luck Control 2 (Negate HP Use/Fiat, Force Re-Roll; Power Feats: Luck 1, Ultimate Will) [8PP] (chaos aspect) Regeneration 2 (Resurrection [1 day]; Power Feats: Reincarnation, Regrowth) [4PP] (deific) Shapeshift 1 (5PP Variable Power; Any Power, Multiple Powers at Once, Move Action, +5 Disguise) [8PP] (chaos aspect) Sample Configurations Spoiler Additional Limbs 2 (+2 Limbs; Flaws: Duration [sustained, -0] [2PP] + Elongation 3 (25') [3PP] (lend a hand) Concealment 4 (All Visual; Flaws: Blending, Power Feats: Close Range) [5PP] (chameleon skin) Flight 3 (50 MPH; Drawbacks: Power Loss [Restrained]) [5PP] (raptor wings) Immunity 10 (Fire Effects; Flaws: Limited [Half]) [5PP] (scales) Insubstantial 1 [5PP] (sand form) Super-Senses 7 (Visual; Extras: Counters Concealment, Counters Obscure [All]) [7PP] (darkness aspect) Deific Aspects Array 17 (34PP; Power Feats: Alternate Power 4) [38PP] Base: Comprehend 3 (Rank 4 Total; Languages [Read/Write, Speak and Understand All Simultaneously]) [6PP] (foreign aspect) Mind Reading 7 (Extras: Action [Move Action], Area [General, Burst], Flaws: Limited [surface Thoughts], Sense-Dependent [Auditory], Power Feats: Subtle 2) [9PP] (subtleties of the language) Morph 7 (Any Humanoid, +35 Disguise; Power Feats: Precise, Drawbacks: Limited [Adolescents]) [14PP] Quick Change 2 (Extras: Affects Others, Flaws: Others Only, Power Feats: Precise) [3PP] Super-Senses 2 (Mental; Direction Sense, Distance Sense) [2PP] AP: Damage 7 (Extras: Autofire, Linked [+0], Ranged, Power Feats: Accurate 1, Affects Insubstantial 2, Homing 1, Indirect 2) [27PP] + Drain Toughness 7 (Extras: Affects Objects, Linked [+0], Ranged, Flaws: Limited [Electronics, -2]) [7PP] (lightning bolt; chaos aspect, storm aspect, electricity) AP: Dazzle 7 (Visual; Extras: Autofire, Power Feats: Accurate 1, Reversible) [23PP] (shadow globule; darkness aspect) Teleport 5 (500’; Extras: Accurate, Affects Others, Flaws: Medium [shadows], Short-Range, Power Feats: Turnabout) [11PP] (shadow walk; darkness aspect) AP: Environmental Control 10 (20PP, Mix-and-Match Environments; Distraction [precipitation, sandstorm], Hamper Movement [high winds], Heat, Visibility [sandstorm]; Extras: Action [Move], Independent [+0], Flaws: Range [Touch], Power Feats: Reversible) [21PP] (weather control; desert aspect/storm aspect) Move Object 6 (Heavy Load: 1600 lbs; Power Feats: Subtle) [13PP] (high winds; storm aspect) AP: Snare 7 (Extras: Area [General, Shapeable], Selective, Power Feats: Obscure Senses [All Senses], Variable Descriptor 1 [sand or shadows]) [34PP] (darkness aspect/desert aspect) Device 1 (5PP Container; Flaws: Easy-to-Lose; Power Feats: Restricted [Passcode]) [4PP] (smart phone) Enhanced Feats 3 (Connected, Contacts, Well Informed) [3DP] (social media) Feature 1 (Video Camera) [1DP] Super-Senses 1 (Radio) [1DP] [table]DC Block: ATTACKRANGESAVEEFFECT UnarmedTouchDC16 Toughness (Staged)Damage (Physical) Lightning BoltRangedDC17 Fortitude (Staged)Drain Toughness [/td][td]DC22 [Autofire] Toughness (Staged)Damage (Energy) Sand/Shadow SnareRanged [shapeable Area]DC17 Reflex (Staged)Entangled/Bound Shadow GlobuleRangedDC17 [Autofire] ReflexBlind[/table] Totals: Abilities (38) + Combat (26) + Saving Throws (12) + Skills (22) + Feats (49) + Powers (76) - Drawbacks (0) = 223/250 Power Points
  9. Glamazon Power Level: 15/12 (216/231PP) (PL 15 with the Trident, PL 12 without it) Trade-Offs: None Unspent Power Points: 15 In Brief: Atlantean Demigoddess Alternate Identity: Princess Thalassa 'Thaelia' of the House of Atlan Identity: Public Birthplace: Atlantis Occupation: Atlantean Ambassador Affiliations: Atlantean Royal Family, The Olympians, Next Gen II (Former Member) Family: Poseidon (Father), Theseus (Uncle), Nereid (Cousin) Description: Age: 23 (DoB: January 03, 1997) Gender: Female Ethnicity: Atlantean Height: 6'0 Weight: 160 lbs. Eyes: Blue Hair: Black Thaelia is a muscular young woman with raven black hair and soft blue eyes that always give the feeling of an ocean's view. Her skin is slightly olive in complexion. The Glamazon's forma battle attire is old decorated Atlantean battle armor and mesh-wear. Runes and gems are strewn all about, with the cloth just loose enough to adjust to all manners of aerodynamic friction underwater. The attire doesn't offer the girl any added protection that her flesh doesn't already give but Thaelia simply likes how it appears. History: When Thaelia was born she was brought to the Atlantean royal palace by none other than Poseidon himself. Poseidon informed Theseus that he was to watch over his daughter, Thaelia, and that she was the King's blood as well. Her mother, the younger sister to Theseus, Despina. Apparently Despina had been killed by surface dwellers, and the Greco-Roman Sea God whom she spent her last moments with had used the last of his summoned power before returning to Olympus to transport the child and send the Atlantean Royal home . However Atlanteans have been known for, if nothing else, their ability to adapt and the king rolled with the punches raising her as a member of his own family. Formally declaring her as his niece and princess of Atlantis far as actual status was concerned. Growing up Thaelia was always known as a bit of a troublemaker, her recklessness leading to multiple incidents. Including one event in which ended with a pillar crashing through a public library. Hoping to instill a sense of discipline into the girl, Theseus had military officers teach her how to wield a blade running combat drills every day. Not that it prevented her from running wild, just skewed her focus to picking fights with barbarians. Occasionally needing to be rescued from overestimating herself. An experience she much preferred to culture and diplomacy lessons. When Thaelia came to sixteen years of age, Theseus invited her to accompany to a ball being held in Freedom City. They would be acting as emissaries for Atlantis rubbing elbows with local politicians and strengthen the sometimes tenuous relationship sea had with the surface. At least that was the plan. But, even being accompanied by her land-faring cousin and custom tailored cocktail dress would not add to the lack of comfort levels at the social function. As curious as she was to see the surface world that Nereid often spoke of, Thaelia had never been one for formal events. Sneaking out during the ball she was able to catch sight of a driver falling asleep behind the wheel of a 16 wheeler and losing control heading straight towards a scared little girl in the center of the road. Before the thoughts could even form in her head, Thaelia simply reacted leaping forward directly in front of the girl and stopping the truck head on. Her heels dug into the road, dress collecting more dirt than it had ever seen in its life, and the smell of rubber filled the air. Of course the only thing that mattered to Thaelia was that the girl was alright at the end. The next day the event became a spectacle. One which was deemed a media hit as the press dubbed the youth 'The Glamazon', a name that she wasn't too fond of. Images of Thaelia stopping the truck in a cocktail dress and heels flooding papers and news stations. Theseus simply found the event amusing noting that she should probably wear more practical footwear on any other outings. The family chose not to publicly comment on the matter. The king did take it upon himself make arrangements for Thaelia much like he once did with his own daughter to attend Claremont and learn to better use her ever growing abilities under their direct supervision. Much to the girl's delight. Life After Claremont Upon Graduating from Claremont, after being sidetracked by a kidnapping, princess Thaelia petitioned both her family and the Atlantean senate to allow her to act as Atlantis ambassador to the surface. Though Atlantis relations with the surface remained tumultous, especially with frequent conflicts with foreign navies while Thaelia studied abroad, they eventually relented on a trial basis. Whilst waiting for the Atlantean Embassy to be built in Freedom City, Thaelia spent a few months living in Freedom League Special Circumstances Housing. Personality & Motivation: Thaelia's extremely compassionate willing to fight for anyone in need with little to no regard for her personal safety. Wearing her heart on her sleeves, the Atlantean princess' emotions are always an open book to those willing to read. While her Atlantean leanings would suggest the worship of various sea gods, Thaelia is actually solely a Hellenist. Even giving piety to the gods after defeating particularly dangerous foes. Thaelia is short on impulse control, she finds herself often acting without thinking. She's never been lacking in hubris or overconfidence. Furthermore coming from a warrior culture Thaelia loves the thrill of battle. Priding herself on the opportunity to overcome any opponent in combat. She can't, however, stand for cruelty. Villains who choose to torture their victims rather than kill them quickly earn her deepest ire for such a grave injustice. Thaelia lives by a code of honor that would set her right at home with a Homeric Hero. Believing a hero's duty was to fight for those in need, and that the only way of gaining glory and immortality is through committing heroic acts on the battlefield. In her case leaving some truth to the mythology as a demigoddess. Living up to her honorable ideals is the top priority for Thaelia. This pursuit of honor is placed with a value even above her own life, refusing to retreat when in overwhelming danger. Powers & Tactics: Thaelia traditionally relies on a mix of pankration with modern boxing and grappling techniques on the surface. Underwater her fighting style is akin to a graceful cruise ship missile, swimming around and charging into her foes with absolute ease. Those who underestimate her are quickly made aware of her superhuman strength. Thaelia is strong enough to lift an ocean liner with minimal effort. When sufficiently pushed she'll prove herself her father's scion and use her strength to create miniature earthquakes to knock her opponents off their feet a tactic that allows her allies to take advantage of their foes loss of footing. As dangerous as she is in the land, Thaelia is at her most natural in the sea. Her movements more refined, faster even. That's if her opponents can injure her in the first place, as even for an Atlantean royal Thaelia is particularly strong and durable. Lacking her grandfather's affiliation with turning into a liquid form she's had to train her body to directly trade blows with all manners of foes. Thaelia is armed with Undertow, a sentient trident created out of a foul miasma and tempered by her ichor. The trident allows her to make manifest the godly power her mortal half could not call upon otherwise. With Undertow, Thaelia can walk on water, call upon the ocean water to heal her from physical harm, or even. The trident increases her strength and durability to the point that most conventional weaponry cannot even scratch her unless the blow is directly aimed to her solar plexus. Whilst holding Undertow Thaelia's ability to move through the sea is even faster, almost as if the trident was pulling her forward. Undertow can also glow as In Atlantean writing the trident's handle bears the inscription. "Should one be worthy to wade through the Undertow, he shall bear the weight of the POWER POSEIDON." Complications: Undertow: Thaelia's prized trident is a sentient, telepathic being granting her access to both of its vast knowledge and her godly gifts. But, it is also in part a malevonent entity. The miasma that gives it life is entertained by bringing stryfe to its bearer. GM's are encouraged to play the trident up in a way that is actively antagonistic to her. Competitive: Thaelia strives to win any contest she is in, regardless of the nature of the contest. Her honor forbids her from turning down a challenge. Even if doing so would be in her best interest Diplomatic Responsibility: Thaelia isn't free to act as she pleases, her actions can be considered a reflection on Atlantis to the public. At all times her role as an ambassador should be in the back of her mind. And if it's not it certainly will be for those that would wish to take advantage of this fact. Family Issues: Taking aside her earthly relationships, her family on Mount Olympus is a potential source of a great deal of strife. One thing that holds true to the myths the Greek Gods are not the most stable family. Ichor of the Gods: Divinity is in the blood. Literally. Thaelia's blood glows a golden color (although it is still mostly red). Which could make for easy tracking of her once injured. In the case of blood transfusion her blood is poisonous to humans and could theoretically be weaponized by a non magical villain. The magical properties of her blood also are enticing for a villain who knows of her parentage and want to make use of her as an ingredient for some dark arcane art. Truth Teller: Thaelia isn't just a bad liar. She's a disastrous one. The GM is encouraged to make any attempt at deception with Thaelia involved end up with disastrous results. ABILITIES: 24 + 2 + 24 + 4 + 2 + 0 = 56PP Strength: 40/34 (+15/+12), effective lifting STR 115/79 Dexterity: 12 (+1) Constitution: 40/34 (+15/+12) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 10 (+0) COMBAT: 24 + 10 = 34PP Initiative: +1 Attack: +15+/12 Grapple: +45/+33 (+15/+12 Base Attack, +15/+12 Strength, +15/+9 Super-Strength) Defense: +15/+12 (+8/+5, +7 Dodge Focus), +5/+4 Flat-Footed Knockback: -15, -7 vs. Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic; -6 without Trident SAVING THROWS: 0 + 0 + 9 = 9PP Toughness: +15/+12 (+15/12 Con, Impervious 15 [Not vs. Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic]) Fortitude: +15/+12 (+15/+12 Con, +0) Reflex: +1 (+1 Dex, +0) Will: +10 (+1 Wis, 9) SKILLS: 44R = 11PP Diplomacy 7 (+7) Knowledge (Arcane Lore) 13 (+15) Knowledge (Theology & Philosophy) 8 (+10) Language 4 (Atlantean [Native], English, Greek, Latin, Lemurian) Perform (Singing) 5 (+5) Ride 4 (+5) Swim 3 (+18) FEATS: 20PP Accurate Attack All-Out Attack Benefit (Status 2 [Atlantean Royal, Olympian Demigoddess]) Chokehold Dodge Focus 7 Environmental Adaptation (Aquatic) Favored Environment (Underwater) Interpose Instant Up Power Attack Ritualist Stunning Attack Takedown Attack Enhanced Feats Quick Change (from Trident) Veteran Reward Equipment 5 HQ: The Aquarium [25EP] Location: Bottom of the Atlantic Ocean, in the Miwlaukee Deep Appearance/Details: Size: Huge Sized [3EP]; Toughness: +20 [3EP]; Features: Animal Pens, Combat Simulator, Communications, Computer, Concealed 2 (DC+15), Defense System, Dock, Fire Prevention System, Gym, Holding Cells, Infirmary, Isolated, Library, Living Space, Pool, Power System, Security System x2 (DC 25) [19EP] POWERS: 37 + 51 + 3 = 91PP Atlantean Physiology ( 36PP Container; Feat: Innate ) [37PP] Immunity 3 ( Cold, Pressure, Suffocation [Drowning] ) [3PP] Super Senses 1 ( Low-Light Vision ) [1PP] Super-Strength 9 ( +45; Effective lifting STR 79 [Heavy Load= 1.6k Tons]; Feats: Groundstrike, Shockwave, Thunderclap ) [21PP] Swimming 10 ( 2500 mph, 25000 ft./rnd; Feat: Alternate Power 1 ) [11] Speed 6 ( 500 mph, 5000 ft./rnd ) + Leaping 4 ( Jumping Distance x25 [Running Jump 625', Standing Jump 315', High Jump 156') [6+4]={10/10} Device 16 ( 80PP Container; Feat: Indestructible, Restricted 2 [Only the Worthy may Lift; Worthiness is defined by embodying the Homeric heroic code]; Flaw: Easy-to-Lose) [51PP] All Effects have the Divine Descriptor Comprehend 2 ( Animals [Speak to, Understand]; Flaw: Limited to Equines ) [2DP] Damage 0 ( Feats: Extended Reach, Improved Critical, Mighty; Extra: Penetrating 3) [6DP] ( Undertow's prongs ) Enhanced Attack 3 [6DP] (Deftness of Atalanta) Enhanced Constitution 6 [6DP] (Invincibility of Achilles) Enhanced Defense 3 [6DP] (Deftness of Atalanta) Enhanced Feat 1 ( Quick Change ) [1DP] (Outlandishness of Periclymenus) Enhanced Strength 6 [6DP] (Strength of Heracles) Features 1 ( Sentience [The trident is sentient, telepathic, and prefers to be called Undertow] ) [1DP] Impervious Toughness 15 ( Flaw: Limited [Not Impervious vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, or Magic]; Drawback: Weak Point ) [7DP] (Invincibility of Achilles) Light Control 1 ( 10' ) [2DP] (Glowing Trident) Regeneration 10 ( Bruised 3 [No Action], Injured 6 [No Action]; Flaw: Source [Water] ) [5DP] (Nourishment of Triton) Super-Movement 1 ( Water-Walking ) [2DP] (Oceanography of Orion) Super Senses 14 ( Vision Penetrates Concealment, True Sight ) [14PP] (Eyesight of Lynceus) Super-Strength 6 ( +30 Effective lifting, total STR 115 [Heavy Load= 104.9k Tons] ) [12DP] (Strength of Heracle) Swimming 4 ( [Stacks with Swimming 10 for a total of 14]; 50,000 mph 500,000' per round ) [4DP] (Deftness of Atalanta) Immunity 3 ( Aging, Disease, Poison ) [3PP] (Ambrosia) DRAWBACKS: -1-2-2 = -5PP Vulnerable (Desiccation Effects; Frequency: Uncommon, Intensity: Minor) [-1] Vulnerable (Fire/Heat; Frequency: Common, Intensity: Minor) [-2] Vulnerable (Electricity; Frequency: Common, Intensity: Minor) [-2] DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC30/27 Toughness Damage (Physical) Groundstrike 150’/120' Explosion DC25/22 Reflex Trip Shockwave 150’/120' Cone DC25/22 Reflex DC30/27 Toughness Damage (Air) Stunning Attack Touch DC 25/22 Fortitude Stun Thunderclap 75’ Burst DC25/22 Reflex Dazzle (Deafened) Undertow’s Prongs Touch +5’ DC30 Toughness Damage (Piercing) TOTALS Abilities (56) + Combat (34) + Saving Throws (9) + Skills (11) + Feats (20) + Powers (91) - Drawbacks (5) = 216/231 Power Point
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